[PC73] Collective 7.3 Classes


Collective 7.3 Classes

Class Groups Page
1X (Advanced) Ranger7 Warrior, Planeshifted (Menagerie), Futureshifted 2
Alien Cultist5 Priest, Technology 4
Battle Mage Warrior, Wizard 6
Cascade Priest Priest, Overt 7
Drake of Tyr2 Wizard, Psionicist, Concordant (x1), Archetype Adjective 9
Evil Underling Rogue, Concordant (x1) 11
Falconer Tribal (Birds) 13
Giant Robot-Athlete Warrior, Monster, Concordant (x1), Technology 15
Griefer5 Rogue, Lost 18
Halfdane's Student Warrior, Monster, Custom, Copy 20
Hippie5 Priest, Lost 21
Kzinti Warrior, Archetype 24
Mandrake Squad9 Psionicist, Monster, Archetype 25
Meta-Mage Wizard 26
Mogg Boss Tribal (Goblins) 29
Outcast Rogue, Mirror, Concordant (x1) 31
Psi4 Psionicist 34
Psi22 Psionicist 37
Sakashima's Student Wizard, Priest, Custom, Copy 40
Tough Man Monster, Maxi 41
Animal Companions / Mounts Mini 42
Chr-Set Chr Mini 44
Con-Set Con Mini 45
Dex-Set Dex Mini 46
GURPS Perks Mini 47
Improved To Hit Mini 48
Int-Set Int Mini 49
Irreducible BlahR Mini 50
Simple XP Mini 51
Str-Set Str Mini 52
True Destiny XP Mini 53
Wis-Set Wis Mini 54

[PC73] Collective 7.3 Classes


1X (Advanced) Ranger7


Level

KXP
Wizard/Priest
123 456 7

TH
1 0 1-- --- - +1
2 3.3 2-- --- - +2
3 6.6 3-- --- - +4
4 13.2 31- --- - +6
5 26.4 32- --- - +9
6 52.8 33- --- - +12
7 105.6 331 --- - +16
8 206.25 332 --- - +20
9 412.5 333 --- - +25
10 825 333 1-- - +30
11 1237.5 333 2-- - +36
12 1650 333 3-- - +42
13 2062.5 333 31- - +49
14 2475 333 32- - +56
15 2887.5 333 33- - +64
16 3300 333 331 - +72
17 3712.5 333 332 - +81
18 4125 333 333 - +90
19 4537.5 333 333 1 +100
20 4950 333 333 2 +110
21 5362.5 333 333 3 +121
22 5775 433 333 3 +132
23 6187.5 443 333 3 +144
24 6600 444 333 3 +156
25 7012.5 444 433 3 +169
26 7425 444 443 3 +182
27 7837.5 444 444 3 +196
28 8250 444 444 4 +210
29 8662.5 544 444 4 +225
30 9075 554 444 4 +240
31 9487.5 555 444 4 +256
32 9900 555 544 4 +272
33 10312.5 555 554 4 +289
34 10725 555 555 4 +306
35 11137.5 555 555 5 +324
36 11550 666 666 6 +342
Requisites: Str 14+LVL, Dex 9+LVL, Con 13+LVL, Int 9+LVL, Wis 13+LVL;
  Class slots 2
Alignment: any G
HD/level: 4d4
Weapon Prof.: 2+2*level
Reference: DM
Groups: Warrior, Planeshifted (Menagerie), Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+4 Fort: level+5
RSW: level+2 Reflex: level+3
PP: level+5 Will: level+2
BW: level+6
Spell: level+2
 
Barbarian Str, Exceptional Dex.
Can buy Barbarian Dex for 1 weapon prof.
Can buy Exceptional Con for 2 weapon prof.
 
+(Str/20) P, +(Dex/15) V Actions (round down)
 
Number of attacks with one weapon only = LVL+1. Additional weapons use normal specialization rate.
Each weapon and armor may have up to 2 weapon/armor adjectives each.
Get Str and Dex bonus with bows, even if not using a Strength Bow.
 
Wizard Schools: Abjuration, Alteration, Divination. Priest Spheres: Astral, Divination, Elemental, Guardian, Healing, Protection, Travelers, Wards. All other spells are opposite (2 spells from memorization to cast).
Gets 30 Rogue points per level; Rogue abilities as per Scout (see table). Does not get the level 9, etc. free Rogue picks, as this class is not a Rogue.
 
Level 1 ¶: +4*LVL to hit and x(LVL+1) damage versus a species enemy. This can be either a single race without qualifier ("All dragons", "All demons", but not "All demi-humans") or "Giant-class" (which includes all creatures who have 2 arms, 2 legs, and have skin, fur, or scales; but does not include humans and demi-humans).
Level 1 ¶: Immune to Local (Natural) Terrain and x1 Terrain Features
Level 1 ¶: 1M: Locate Person or Object (within LVL miles, otherwise gives an arrow indicating direction but not distance)
Level 9 ¶: 1M: Locate Person across Planes
Level 9: 1M, may borrow: Follow someone who just Escaped (treat as a "Between" effect)
Level 9 ¶: Immune to x1 Specials
Level 12 ¶: Immune to x2 Terrain Features
Level 16 ¶: 1M: Locate Object across Planes
Level 18 ¶: Immune to x2 Specials
Level 24 ¶: Immune to x3 Terrain Features
 
Lvl Scout Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: (-5% per TechLvl of the Lock) (-10% per SL of the Lock) V 0 Dex-13 Dex-17
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
1 Spying || Reflecting Pool - || F 5 Int-12 Int-15
1 Climb Walls | Climb Overhangs | Climb Upside-Down | Climb in Mid-Air V 55 Str-10 Str-14
1 Any Rogue 1 ability - - - -
2 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
3 Disguise | Alter Appearance M 25 Chr-11 Chr-13
4 Invisibility | Improved Invisibility M 0 Int-13 Int-18
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Legend Lore | Identify 0 | M 0 Int-13 Int-15
6 Read Languages | Decipher Code M 0 Int-9 Int-14
7 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
8 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
10 Sending | Demand M 10 Int-9 Int-12
12 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
18 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
27 Astral Spell MMM 40 Int-18 Int-24

[PC73] Collective 7.3 Classes


Alien Cultist5


Level

KXP
Priest
123 456 78
KXP
(Alt)
Arch-Priest
123 456 789

TH
1 0 0ab cde fg 0 100 --- --- +0
2 4.817 10a bcd ef 5.5 200 --- --- +1
3 9.635 20a bcd ef 11.001 210 0-- --- +1
4 19.271 310 bcd ef 22.003 320 0-- --- +2
5 38.543 420 abc de 44.007 421 00- --- +3
6 77.087 530 abc de 88.017 422 00- --- +3
7 154.175 641 0ab cd 176.035 432 100 --- +4
8 308.351 752 0ab cd 352.071 433 200 --- +5
9 616.703 863 0ab cd 704.145 433 210 0-- +5
10 925.055 974 0ab cd 1056.218 443 220 0-- +6
11 1233.407 A85 10a bc 1408.291 444 330 0-- +7
12 1541.759 B96 20a bc 1760.364 444 441 00- +7
13 1850.111 CA7 30a bc 2112.437 555 442 00- +8
14 2158.463 DB8 40a bc 2464.51 555 442 100 +9
15 2466.815 EC9 50a bc 2816.583 555 552 100 +9
16 2775.167 FDA 610 ab 3168.656 555 553 210 +10
17 3083.519 GEB 720 ab 3520.729 555 553 320 +11
18 3391.871 HFC 830 ab 3872.802 555 553 321 +11
19 3700.223 IGD 940 ab 4224.875 555 553 331 +12
20 4008.575 JHE A50 ab 4576.948 555 554 332 +13
21 4316.927 KIF B60 ab 4929.021 555 554 442 +13
22 4625.279 LJG C71 0a 5281.094 555 555 443 +14
23 4933.631 MKH D82 0a 5633.168 555 555 553 +15
24 5241.983 NLI E93 0a 5985.241 555 555 554 +15
25 5550.335 OMJ FA4 0a 6337.314 555 555 555 +16
26 5858.687 PNK GB5 0a 6689.387 666 655 555 +17
27 6167.039 QOL HC6 0a 7041.46 666 666 655 +17
28 6475.391 RPM ID7 0a 7393.533 666 666 666 +18
29 6783.743 SQN JE8 10 7745.606 777 766 666 +19
30 7092.095 TRO KF9 20 8097.679 777 777 766 +19
31 7400.447 USP LGA 30 8449.752 777 777 777 +20
32 7708.799 VTQ MHB 40 8801.825 888 877 777 +21
33 8017.151 WUR NIC 50 9153.898 888 888 877 +21
34 8325.503 XVS OJD 60 9505.971 888 888 888 +22
35 8633.855 YWT PKE 70 9858.044 999 988 888 +23
36 8942.207 ZXU QLF 81 10210.118 999 999 999 +23
Requisites: Con 16, Wis 2, San 18
Alignment: C any (or) any S
HD/level: d11
Weapon Prof.: 1+level/2
Reference: DM
Groups: Priest, Technology
Complexity: CF=4
 
Saving Throws:
PPD: level+10 Fort: level+5
RSW: level+10 Reflex: level-5
PP: level+5 Will: level-5
BW: level-5
Spell: level+0
 
Sanity is defined to be N+(Wis bonus), where N is a number you pick when you create your character from 0 to 14 (in a similar way that Cml is defined).
Barbarian Sanity. Hold/Sustain Sanity. Exceptional Con.
Gets Sanity bonus to spell progression (not Wis).
Level 1 ¶: 1M: Cast an 8th level spell, even if the number of spells in your SL=8 slot is 0 or negative. You have a (80-4*LVL)% chance of either going Insane (50%) or Twilighting (50%). You have a (100-5*LVL)% chance of being Slain. You have a (120-6*LVL)% chance of being affected by a random status effect (usually bad), if you make the roll, roll again at -20% for a second one (repeat this procedure until you fail).
Level N (every level): Get a random Custom5 ability.
 
Level N (every level): +1 GGL pick in Alien "gods" (see below). Gain access to two new Alien "gods" to use for your GGL picks. Your newer GGL picks are more powerful as you increase in level, as you can contact more remote/powerful aliens. Older picks do not improve with LVL.
If you do not meet the requirements for a particular GGL pick, you may still take it, you just "owe" to those stats. You do not need to follow alignment restrictions.
You may switch GGL picks during reset. (There is a small chance the Aliens you leave may be upset with you, but generally the DM won't make a point of this.)
 
(continued next page)

[PC73] Collective 7.3 Classes


Alien Cultist5 (continued)

Alien GGL Picks:
Step 1: Multiplier: Roll 1d(7+LVL)/2, round down.
 
Step 2A: Requirements (stat): Roll 1d(6+LVL/3, round down): 1=Str, 2=Dex, 3=Con, 4=Int, 5=Wis, 6=Chr, 7=Cml, 8=Logic, 9=San, 10=Personality*, 11=Movement Rate*, 12=CL, 13=Luck**, 14=HNCL**, 15+=something really bizarre (high Statistican stat, etc.)
* multiply the result in step 2B by 3. ** divide the result in step 2B by 3.
Step 2B: Requirements (number): Roll 1d(5+LVL). This is the number for the requirement in step 2A.
Step 2C: There is a LVL*5% chance of a second stat, if so, do steps 2A and 2B again. If you roll the same stat, they add together.
 
Step 3: Alignment: Roll d12: 1-4=any, 5-6=L, 7-8=T, 9-10=C, 11=A, 12=W. Roll d12: 1-4=any, 5-6=G, 7-8=N, 9-10=E, 11=S, 12=J. There is a LVL% chance the alignment requirement is really bizarre (unrecognizable letter, third axis from Collective 9.3, etc.)
 
Step 4A: Turning (check): Flat 30% chance of turning being a "No" (if you roll natural 01 it is "No!"). If you get "No" or "No!", skip to step 5, and get a +1 to LVL bonus on step 5.
Step 4B: Turning (shift): Roll 1d20: 1 to 11=(your roll -6), 12-14=0, 15=÷1.5, 16-17=x1.5, 18=÷2, 19=x2, 20=x(d(LVL))
Step 4C: Turning (type): 100-LVL*2% chance it's just the normal Undead. Otherwise, roll d40: 1=Animal, 2=Plant, 3=Arctic, 4=Faerie, 5=Insect, 6=Reptile, 7=Cloud, 8=Leech, 9=Humanoid, 10=Water, 11=Hound, 12=Psionic, 13=Lycanthrope, 14=Ooze, 15=Space, 16=Wurm, 17=Elemental, 18=Alien (hah!), 19=Inner Planar, 20=Giant, 21=Weird, 22=Eelemental, 23=Unlive, 24=Dragon, 25=Golem, 26=Mutant, 27=Technological, 28=Beholder, 29=Outer, 30=Mind Flayer World, 31=NPC, 32=Cthulhoid Horror, 33=Spirit of the Land, 34=Rakshasa World, 35=Virus, 36=Far Realm, 37=Immortal, 38=Nightmare Dimension, 39=Tarrasque World, 40=Roll on the [M100] Great List of Creature Types.
 
Step 5A: First ability: Get a "Level 1:", determined by rolling a random "Level N:" from the random class generator, where N=1d(LVL+7). Yes this means you can a powerful ability ridiculously early.
Step 5B: Second ability: Repeat step 5A, except you get it at "Level X:" (instead of "Level 1:"), where X=1d8, and N=1d(LVL+12).
Step 5C: Third ability: Repeat step 5A, except you get it at "Level X:" (instead of "Level 1:"), where X=(2d20, choose higher die), and N=(2d(LVL+17), choose higher die).
 
Alternate Arch-Priest progession: Spend the higher XP cost and get the better Arch-Priest spell progression. Gets none of Arch-Priest's other abilities.

[PC73] Collective 7.3 Classes


Battle Mage


Level

KXP
Wizard
123 456 789
KXP
(Alt)
Arch-Mage
123 456 789 AB

TH
1 0 1-- --- --- 0 2½- --- --- -- +2
2 3.5 2-- --- --- 6 31½ --- --- -- +4
3 7 21- --- --- 12 421 --- --- -- +6
4 14 32- --- --- 24 532 ½-- --- -- +8
5 28 421 --- --- 48 643 1½- --- -- +10
6 56 422 --- --- 96 754 21- --- -- +12
7 94 432 1-- --- 152 865 32½ --- -- +14
8 170 433 2-- --- 242.5 976 43½ --- -- +16
9 317.5 433 21- --- 395 A87 541 ½-- -- +18
10 625 443 22- --- 750 A98 652 1-- -- +20
11 937.5 444 33- --- 1125 AA9 763 2½- -- +22
12 1375 444 441 --- 2000 AAA 874 3½- -- +24
13 1812.5 555 442 --- 2875 AAA 985 4½- -- +26
14 2250 555 442 1-- 3750 AAA A96 51½ -- +28
15 2750 555 552 1-- 4625 AAA AA7 621 -- +30
16 3250 555 553 21- 5500 AAA AA8 732 -- +32
17 3750 555 553 32- 6375 AAA AA9 843 -- +34
18 4250 555 553 321 7250 AAA AAA 954 ½- +36
19 4750 555 553 331 8125 AAA AAA A65 ½- +38
20 5250 555 554 332 9000 AAA AAA A76 1- +40
21 5750 555 554 442 9875 AAA AAA A87 1- +42
22 6250 555 555 443 10750 AAA AAA A98 2- +44
23 6750 555 555 553 11625 AAA AAA AA9 2- +46
24 7250 555 555 554 12500 AAA AAA AAA 3- +48
25 7750 555 555 555 13375 BBB BBB BBB 3- +50
26 8250 666 655 555 14250 BBB BBB BBB 4- +52
27 8750 666 666 655 15125 CCC CCC CCC 4½ +54
28 9250 666 666 666 16000 CCC CCC CCC 5½ +56
29 9750 777 766 666 16875 DDD DDD DDD 5½ +58
30 10250 777 777 766 17750 DDD DDD DDD 51 +60
31 10750 777 777 777 18625 DDD DDD DDD 61 +62
32 11250 888 877 777 19500 EEE EEE EEE 61 +64
33 11750 888 888 877 20375 EEE EEE EEE 71 +66
34 12250 888 888 888 21250 FFF FFF FFF 71 +68
35 12750 999 988 888 22125 FFF FFF FFF 81 +70
36 13250 999 999 999 23000 FFF FFF FFF 82 +72
Requisites: Str 17, Dex 11, Con 11, Int 17;
  Class slots 2
Alignment: any
HD/level: d9
Weapon Prof.: 4+level
Reference: DM
Groups: Warrior, Wizard
Complexity: CF=4
 
Saving Throws:
PPD: level+3 Fort: level+0
RSW: level+6 Reflex: level+0
PP: level+2 Will: level-1
BW: level+2
Spell: level+5
 
Exceptional Str and Con. May buy Barbarian Str for 3 weapon slots.
Normal abilities of Fighters and Mages (may specialize in a school, etc.)
Level 1 ¶: 1S: You may physically attack and cast a spell this segment: Do half your physical attacks (rounded up). You may cast a spell that is not of your highest SL. You may use 1V in addition to material component the spell as normal.
Level 1: Unleash: When you cast a summon, you may choose to have the summon get +1 offensive DL and -1 defensive DL. (e.g. Instead of a DL III creature, it would be DL IV/II.)
Level 4 ¶: Branding: When using 1S to cast a spell and attack (above), you may alternatively spend 1V and place the cast spell as a "Brand" on one of your weapons. If you do, all attacks you do this segment with that weapon do that effect. You are immune to the effect if it is area. (e.g. You may put Fireball on your sword and do Fireballs with each attack, in addition to its normal physical damage to the target.)
 
Alternate Arch-Mage progession: Spend the higher XP cost and get the better Arch-Mage spell progression. Gets none of Arch-Mage's other abilities.

[PC73] Collective 7.3 Classes


Cascade Priest


Level

KXP
Priest
123 456 78
KXP
(Alt)
Arch-Priest
123 456 789

TH
1 0 20- --- -- 0 100 --- --- +0
2 3 210 --- -- 5.5 200 --- --- +1
3 6 321 --- -- 11 210 0-- --- +1
4 12 422 --- -- 22 320 0-- --- +2
5 24 432 0-- -- 44 421 00- --- +3
6 48 432 1-- -- 88 422 00- --- +3
7 96 443 1-- -- 176 432 100 --- +4
8 192 443 20- -- 352 433 200 --- +5
9 300 543 21- -- 550 433 210 0-- +5
10 600 543 320 -- 1100 443 220 0-- +6
11 900 553 321 0- 1650 444 330 0-- +7
12 1200 554 432 1- 2200 444 441 00- +7
13 1500 655 543 2- 2750 555 442 00- +8
14 1800 666 654 3- 3300 555 442 100 +9
15 2100 666 666 4- 3850 555 552 100 +9
16 2400 666 666 5- 4400 555 553 210 +10
17 2700 666 666 6- 4950 555 553 320 +11
18 3000 666 666 60 5500 555 553 321 +11
19 3300 666 666 61 6050 555 553 331 +12
20 3600 666 666 62 6600 555 554 332 +13
21 3900 666 666 63 7150 555 554 442 +13
22 4200 666 666 64 7700 555 555 443 +14
23 4500 666 666 65 8250 555 555 553 +15
24 4800 766 666 65 8800 555 555 554 +15
25 5100 776 666 65 9350 555 555 555 +16
26 5400 777 666 65 9900 666 655 555 +17
27 5700 777 766 65 10450 666 666 655 +17
28 6000 777 776 65 11000 666 666 666 +18
29 6300 777 777 65 11550 777 766 666 +19
30 6600 777 777 75 12100 777 777 766 +19
31 6900 777 777 76 12650 777 777 777 +20
32 7200 777 777 77 13200 888 877 777 +21
33 7500 887 777 77 13750 888 888 877 +21
34 7800 888 877 77 14300 888 888 888 +22
35 8100 888 888 77 14850 999 988 888 +23
36 8400 888 888 88 15400 999 999 999 +23
Requisites: Dex 15, Wis 30
Alignment: any
HD/level: d7
Weapon Prof.: 1+level/2
Reference: DM
Groups: Priest, Overt
Complexity: CF=4
 
Saving Throws:
PPD: level+6 Fort: level+2
RSW: level+5 Reflex: level+0
PP: level+3 Will: level+7
BW: level+1
Spell: level+4
 
Cascade: When you cast a spell from this class, you "Cascade" into a random spell effect of lower SL. There is a table below that you roll on. You choose the target for the cascaded spell.
Overload: When you Cascade and see the result, you may spend 1rV action (a V action from your remaining V action pool for the round). If you do, replace the word "target" in the effect with "group".
Turning Undead also Cascades, treat it as if you cast a SL=LVL/2 (round up) spell.
 
Level 3, 6, and 9 ¶: Choose one of the following alternate abilities you may use when you cast a spell, instead of Cascade:
Extort: A target takes 10*SL untyped damage (no resistance), and you heal yourself 10*SL hp. You can spend 1rV and hit a group instead.
Populate: You duplicate a summon that you have, so you have another one in that summon slot. You are limited to LVL/2 extra "Populated" summons. You can spend 1rV and get a fresh DL=SL-1 summon instead.
Detain: A target cannot act next segment. Does not affect "Boss" or "Sub-Boss" types, or creatures of higher defensive multiplier than your offensive multiplier. You can spend 1rV and hit a group instead.
 
Alternate Arch-Priest progession: Spend the higher XP cost and get the better Arch-Priest spell progression. Gets none of Arch-Priest's other abilities.

[PC73] Collective 7.3 Classes


Cascade Priest (Cascade Table)

SL you cast Die you roll Die result Effect
1 d2 1 Cure or Cause 5 hp to one target.
2 Turn Undead one target, or give a target +1 TH and saves for 1s.
2 d4 3 Cure or Cause 10 hp to one target.
4 -5 AC to one target for 1r (stacks with itself), or give a target +10 AC for 1s.
3 d6 5 One target gets a random Vulnerability: (Roll again:) 1=Fire, 2=Lightning, 3=Cold, 4=Reversed Healing, 5=Wood weapons, 6=Metal weapons, 7+=Choose
6 Paralyze a target for CL segments (PPD save), or Remove Paralysis/Hold/Stun
4 d8 7 Put Out of Misery, or Death's Door, or Cure or Cause 20 hp to one target.
8 Dispel a Magic, Psi, or Innate effect on a target
5 d10 9 Dismiss one target (summon or extra-planar creature), or Cure or Cause 40 hp to one target.
10 Capital S Stun a target, or Remove a (non-Capital) Status Effect from one target
6 d12 11 Ironskins 6+CL on one target, or Reduce a target's BlahR by CL*10% (irrBlahR costs double)
12 Create one Revive of a dead creature in the room (1 lower DL) ("group" means roll again and get that many Revives in 1 slot)
7 d14 13 Heal or Harm one target.
14 Feeblemind (Int 1) or Enfeeblement (Str 1) one target, or set a target's Int or Str to 18 for 1 round.
8 d16 15 Cureall or Causeall one target.
16 Resurrect or Destruction on one target.

[PC73] Collective 7.3 Classes


Drake of Tyr2

Level KXP Wizard/Drake[DoT]
123 456 789 [1]
TH
1 0 1a- --- --- [-] +1
2 3 20- --- --- [-] +2
3 6 21a --- --- [-] +3
4 12 320 --- --- [-] +4
5 26 421 a-- --- [-] +5
6 55 422 0-- --- [-] +6
7 110 432 1a- --- [-] +7
8 220 433 20- --- [-] +8
9 450 443 21a --- [-] +9
10 900 444 320 --- [-] +10
11 1350 444 431 a-- [-] +11
12 1800 555 442 0-- [-] +12
13 2250 555 442 1a- [-] +13
14 2700 555 552 10- [-] +14
15 3150 555 553 21a [-] +15
16 3600 555 553 320 [-] +16
17 4050 555 553 321 [-] +17
18 4500 555 553 331 [1] +18
19 4950 555 554 332 [1] +19
20 5400 555 554 442 [1] +20
21 5850 555 555 443 [1] +21
22 6300 555 555 553 [2] +22
23 6750 555 555 554 [2] +23
24 7200 555 555 555 [2] +24
25 7650 666 655 555 [2] +25
26 8100 666 666 655 [3] +26
27 8550 666 666 666 [3] +27
28 9000 777 766 666 [3] +28
29 9450 777 777 766 [3] +29
30 9900 777 777 777 [4] +30
31 10350 888 877 777 [4] +31
32 10800 888 888 877 [4] +32
33 11250 888 888 888 [4] +33
34 11700 999 988 888 [5] +34
35 12150 999 999 988 [5] +35
36 12600 999 999 999 [5] +36
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
& +4 & -4 & +3 & +2 & -2 & -3 & -5 & +10 & +32 & +7 & ÷1
 
Requisites: Str 13, Con 15, Int 13
  Race Slots 1
Alignment: any
HD/level: 2d4
Weapon Prof.: 0+level
Reference: DM {Reduced Dragon of Tyr2}
Groups: Wizard, Psionicist, Concordant (x1), Archetype Adjective
Complexity: CF=3
   
Saving Throws:  
PPD: level*2
RSW: level*2
PP: level*2
BW: level*2
Spell: level*2
Fort: level*2
Reflex: level*2
Will: level*2
   
Exceptional Str, Con, and Int bonus.
Fly at LVL*3" (D) move rate. Immune to falling damage, telekinesis, and gravity effects.
Int or Wis bonus to progression.
The progression can be used for three different things: Wizard spells, Drake of Tyr spells (which have a SL=2, SL=5, SL=8 pattern), or Psi2 powers (using minor=1, major=4, grand=7, super=10).
You may "Material Component" Psi2 powers for 1V action. You cannot material component Drake of Tyr spells.
Effects from this progression "defile" the local area (usually not enforced).
Level 9 ¶: You know and may cast Psi15 (Elemental/Dragon) powers. You can't material component these.
Level 9 ¶: You know and may cast Dragon Mage spells.

[PC73] Collective 7.3 Classes


Drake of Tyr2 Spells

Level # Spell
2 1 x2 AT (Your armor sources double; adders like magical plusses do not double)
2 2 WaWR CL*5%
2 3 1M: You may cast a Psi2 major using only a SL=3 slot (use this before end of round or the effect is gone).
2 4 ER CL*5%; XR CL%
2 5 (1rM to cast): Scarab of Protection: Get a saving throw of 20 vs. an effect with no save
2 6 +1 set Int. Resist an element.
2 7 +1 in a SL=1 or SL=2 slot in one of your other classes.
2 8 1M, defile MF/PF/TF in the room by 1: Remove a status effect from yourself.
2 9 0, 1/t: Remove Paralysis
2 10 1M, may borrow (i.e. 1bM action): Sporacle (Add a random [C] section effect on someone). (RSW save)
5 1 Mouth's P: Disintegrate (PP save for 40 dmg)
5 2 1bM: Counterspell
5 3 Name a Psi2 power. You may use it even if banhammered by an effect. (DM's banhammers always work, of course)
5 4 Alley effect CCL*10' r (x1 Special)
5 5 (cast only once per reset, can drop at next reset) Get an "Uncommoner3" class Level 1 ability
5 6 +CL/3 Int.
5 7 Your magic items cost half the normal number of actions to use.
5 8 Can do these action conversions: 1M -> 1P, 1P -> 1M.
8 1 1M: Between
8 2 QM Haste: You get +1QM action.
8 3 1F: You may cast a Psi2 super using only a SL=9 slot (use this before end of round or the effect is gone).
8 4 You may add or remove Class Adjectives to any of your classes at beginning of round instead of at reset time.
8 5 Free material componenting.
8 6 0, 1/t: Counterspell a non-Concordant effect.
Dragon of Tyr 1 (11) 1 xx2 AC (true double AC, no shift from 10)
Dragon of Tyr 1 (11) 2 iunWaWR CCL*5%
Dragon of Tyr 1 (11) 3 May use Psi-2 Reverse Psionic Enchantments, these cost no PSPs to use.
Dragon of Tyr 1 (11) 4 iuEaXR CCL*5%; ixGR CCL%
Dragon of Tyr 1 (11) 5 Get a (non-adjustable) saving throw of 21-HCL vs. Concordant spells
Dragon of Tyr 1 (11) 6 +CCL set Int. You may add CCL instances of the "Elemental" Racial Adjective for no cost. Free wild talent in Psi15.
Dragon of Tyr 1 (11) 7 +1 11th in memorization in a Wizard group class (even if off right side of chart)
Dragon of Tyr 1 (11) 8 MF/PF/TF cannot be raised within sight of you. 1X, defile MF/PF/TF in the area by 1: Capital F Fix on self.
Dragon of Tyr 1 (11) 9 Loop Stability. You may pick this ability twice; the second time gives you Time/Reality Stability.
Dragon of Tyr 1 (11) 10 1X, may borrow (i.e. 1bX action): Add a [C] section effect on someone.

[PC73] Collective 7.3 Classes


Evil Underling


Level

KXP
EvilUnd [E-O]
123 456 [1]

TH
1 0 1-- --- [-] +13
2 1.3 2-- --- [-] +13
3 2.6 3-- --- [-] +13
4 5.2 4-- --- [-] +13
5 10.4 5-- --- [-] +13
6 20.8 51- --- [-] +13
7 41.6 52- --- [-] +13
8 83.2 53- --- [-] +13
9 166 54- --- [-] +13
10 333 55- --- [-] +13
11 666 65- --- [-] +13
12 999 66- --- [-] +13
13 1332 661 --- [-] +13
14 1665 662 --- [-] +13
15 1998 663 --- [-] +13
16 2331 664 --- [-] +13
17 2664 665 --- [-] +13
18 2997 665 1-- [-] +13
19 3330 665 2-- [-] +13
20 3663 665 3-- [-] +13
21 3996 665 4-- [-] +13
22 4329 665 5-- [-] +13
23 4662 665 51- [-] +13
24 4995 665 52- [-] +13
25 5328 665 53- [-] +13
26 5661 665 54- [-] +13
27 5994 665 541 [-] +13
28 6327 665 542 [-] +13
29 6660 665 543 [-] +13
30 6993 665 544 [-] +13
31 7326 665 554 [1] +13
32 7659 665 555 [1] +13
33 7992 666 555 [1] +13
34 8325 666 655 [1] +13
35 8658 666 665 [1] +13
36 8991 666 666 [2] +13
Requisites: Dex 13, Chr 26
  Class slots 2
Alignment: any E
HD/level: d13
Weapon Prof.: 13+level*0
Reference: DM {Reduced Evil Overlord}
Groups: Rogue, Concordant (x1)
Complexity: CF=4
 
Saving Throws: (yes these are terrible.)
PPD: level-4 Fort: level-1
RSW: level-5 Reflex: level-4
PP: level-6 Will: level-7
BW: level-3
Spell: level-2
 
Gets 50 Rogue points per level up to level 9, then 20 points per level afterwards. Gets an "Any Rogue Level N" pick at every level N up to level 9, then every odd level afterwards.
 
You can have LVL*3 summons of the same type in your summon slot.
1M: Monster Summoning DL=LVL/2 (round up).
1M: Populate: Summon another of a creature you already have as as summon. (This is still subject to your slots' normal limits.)

[PC73] Collective 7.3 Classes


Evil Underling Spells

Level # Spell
1 1 "My Legions of Terror will have helmets with clear plexiglass visors, not face-concealing ones."
Your subordinates may "split up" and attack multiple groups. They can attack Sub-Bosses and NPC parties (but not Bosses).
1 2 "My ventilation ducts will be too small to crawl through."
1M: Erase a Question Mark ("?") in the dungeon.
1 3 "My noble half-brother whose throne I usurped will be killed, not kept anonymously imprisoned in a forgotten cell of my dungeon."
1P: Put Out of Misery.
1 4 "Shooting is not too good for my enemies."
You have a technological gun: #Att as per dart; dmg 1e6; Use Dex bonus for TH and damage; infinite ammo.
1 5 "The artifact which is the source of my power will [...] be in my safe-deposit box. The same applies to the object which is my one weakness.
Your items are non-dispellable, non-pickable, and indestructible.
1 6 "I will not gloat over my enemies' predicament before killing them."
1M: Fumble a group (RSW save or drop the items in their hands.). 1P: Deal 10*CL unholy fire dmg to a target (no save).
2 1 "When I've captured my adversary and he says, 'Look, before you kill me, [...]', I'll say, 'No.' and shoot him. [...]"
1M: Hold Monster (PP save). You have a technological gun: #Att as sword; dmg 1e30; Use Dex bonus for TH and damage; infinite ammo.
2 2 "After I kidnap the beautiful princess, we will be married immediately in a quiet civil ceremony, [...]"
1M: Charm Monster (Will save).
2 3 "I will not include a self-destruct mechanism unless absolutely necessary. [...]"
1F: Deal CL^6 technological vile damage to your group, and another group in the same room. This ability does not give you immunity to this.
2 4 "I will not interrogate my enemies in the inner sanctum -- a small hotel well outside my borders will work just as well."
1M: Rope Trick. 2rV (2 of your remaining V actions for the round): Move 1V action away from someone.
2 5 "I will be secure in my superiority. Therefore, I will feel no need to prove it by leaving clues in the form of riddles [...]"
You cannot be Legend Lored, Identified, "Hairy Eyeballed", or otherwise known. The effects you are running and your Vulnerabilites are also unknown (but they can be targetted).
3 1 "One of my advisors will be an average five-year-old child. Any flaws in my plan that he is able to spot will be corrected [...]"
1M, 1/reset: Ask the DM a question.
3 2 "All slain enemies will be cremated, or at least have several rounds of ammunition emptied into them, [...]"
1V: Put Out of Misery, he cannot use D actions, and other people in his psionic links won't be immediately be aware he's dead.
3 3 "The hero is not entitled to a last kiss, a last cigarette, or any other form of last request."
Lockdown Borrowed and Opposing actions.
3 4 "I will never employ any device with a digital countdown. [...]"
1M, 1/t: Permanency; can be used on an Evil Underling effect or Rogue ability currently running.
4 1 "I will never utter the sentence 'But before I kill you, there's just one thing I want to know.'"
0, 1/t: Speak with Dead, and he must answer truthfully. 1M, 1/t: Extract.
4 2 "When I employ people as advisors, I will occasionally listen to their advice."
Your subordinates can lend you actions. (Their action can be to give you one of their actions, like the Lend Mental spell.)
4 3 "I will not have a son. Although his laughably under-planned attempt to usurp power would easily fail, [...] (Also the daughter one.)"
Your subordinates will not betray you. If they hatch up some crazy scheme, it will not get out of hand. You comprehend up to DL XXX summons.
5 1 "Despite its proven stress-relieving effect, I will not indulge in maniacal laughter. When so occupied, it's too easy to miss unexpected developments [...]"
Cosmic Awareness. You automatically power score Int and Wis checks, and auto-make Will and Psionic Blast saves.
5 2 "I will hire a talented fashion designer to create original uniforms for my Legions of Terror, [...] I want my troops to have a more positive mind-set."
Your subordinates have double their normal DL rating.
6 1 "No matter how tempted I am with the prospect of unlimited power, I will not consume any energy field bigger than my head."
1M: Steal up to CL/3 effects for yourself (ER to resist for each one). Effects that rely on CL use your CL instead of the original caster's.
Evil Overlord 1 (11) 1 Shiny Red Button
1V, 1/reset: [x2 Terrain Feature] 1 vile iidmg; Loop Incurse (no resistance, no hole in middle)

[PC73] Collective 7.3 Classes


Falconer


Level

KXP
Summons
TH
1 0 4 Birds among 1 slots +0
2 2 9 Birds among 1 slots +1
3 4 16 Birds among 1 slots +1
4 8 25 Birds among 1 slots +2
5 16 36 Birds among 2 slots +2
6 32 49 Birds among 2 slots +3
7 64 64 Birds among 2 slots +3
8 125 81 Birds among 2 slots +4
9 250 100 Birds among 2 slots +4
10 500 121 Birds among 3 slots +5
11 750 144 Birds among 3 slots +5
12 1000 169 Birds among 3 slots +6
13 1250 196 Birds among 3 slots +6
14 1500 225 Birds among 3 slots +7
15 1750 256 Birds among 4 slots +7
16 2000 289 Birds among 4 slots +8
17 2250 324 Birds among 4 slots +8
18 2500 361 Birds among 4 slots +9
19 2750 400 Birds among 4 slots +9
20 3000 441 Birds among 5 slots +10
21 3250 484 Birds among 5 slots +10
22 3500 529 Birds among 5 slots +11
23 3750 576 Birds among 5 slots +11
24 4000 625 Birds among 5 slots +12
25 4250 676 Birds among 6 slots +12
26 4500 729 Birds among 6 slots +13
27 4750 784 Birds among 6 slots +13
28 5000 841 Birds among 6 slots +14
29 5250 900 Birds among 6 slots +14
30 5500 961 Birds among 7 slots +15
31 5750 1024 Birds among 7 slots +15
32 6000 1089 Birds among 7 slots +16
33 6250 1156 Birds among 7 slots +16
34 6500 1225 Birds among 7 slots +17
35 6750 1296 Birds among 8 slots +17
36 7000 1369 Birds among 8 slots +18
Requisites: Dex 15, Wis 15, Chr 20
Alignment: L any
HD/level: d4
Weapon Prof.: 2+level/2
Reference: DM
Groups: Tribal (Birds)
Complexity: CF=4
 
Saving Throws:
PPD: level*2+1 Fort: level*2+0
RSW: level*2+2 Reflex: level*2+7
PP: level*2+4 Will: level*2+5
BW: level*2+6
Spell: level*2+3
 
Exceptional Dex and Wis.
Instead of your normal summon slot, you have the following:
You can have up to (LVL+1)^2 Bird summons (total in all your slots).
You can have up to 1+(LVL/5) summon slots (round down).
Distribute your Birds among your slots as you like. All Birds in the same slot must be of the same type.
You can have over 100 Birds in a single slot without them regrouping into "Enough" Birds.
 
Level 1 ¶: 1M or 1P: Summon LVL Birds of the same type, and place them into one of your slots (again, all Birds in a slot must be the same type). If you summon half as many (round down), they aren't summoning sick.

[PC73] Collective 7.3 Classes


Falconer Birds

Lvl Bird type Offensive DL Defensive DL Ability
1 Aven Envoy 0 II (DL 0 still does 5 rdmg to DL I monsters.)
1 Suntail Hawk I I -
2 Whippoorwill I I Enemies lose 1 hp/s of regen for each Whippoorwill in the room.
2 Zephyr Falcon I I Can interpose themselves in front of Falconer if he's attacked.
3 Tidehollow Strix III I -
4 Apex Hawks II II Can be DL III/III but you summon half of them (they are slow to bring in)
4 Arctic Aven II I Is DL III/II if outside
4 Death's-Head Buzzard II I When this dies, deal 10 rdmg (DL II scale) to a creature
5 Birds of Paradise 0 I 1S: Lend the Falconer 1M action.
5 Mist Raven II II 1S: Unsummon a summon.
5 Roc of Kher Ridges III III -
6 Aerie Mystics III III All your Birds can't be targetted.
7 Murder of Crows IV IV Whenever they kill a creature, the Falconer is cured 1 hp.
7 Hydromorph Gull III III Sacrifice this bird: Counterspell something that targets the Falconer.
7 Keeper of the Nine Gales I II 1S from three of these birds: Dispel Magic/Psi/Innate
9 Swans of Bryn Argoll IV III Immune Magic/Psi/Innate
11 Glarecaster III III iMPIReflection 50%
12 Windbrisk Raptor V VII All your Birds have Vampiric Regen.
12 Aven Brigadier III V All your Birds get +N/200 DL, where N=# of Aven Brigadiers.
18 Kangee, Aerie Keeper II II All your Birds get +N/100 DL, where N=# of Kangees.

[PC73] Collective 7.3 Classes


Giant Robot-Athlete


Level

KXP
Psi8   GRobot Vill
mMG SU 123 45 [1]
TH
1 0 1-- -- 1-- -- [-] +0
2 4.29 2-- -- 2-- -- [-] +2
3 8.58 3-- -- 3-- -- [-] +3
4 17.16 41- -- 31- -- [-] +5
5 34.32 51- -- 32- -- [-] +6
6 68.64 62- -- 42- -- [-] +8
7 137.28 72- -- 421 -- [-] +9
8 274.56 831 -- 431 -- [-] +11
9 549.12 931 -- 432 -- [-] +12
10 1084 A41 -- 432 1- [-] +14
11 1625 B42 -- 542 1- [-] +15
12 2166 C52 -- 543 2- [-] +17
13 2707 D52 -- 543 21 [-] +18
14 3248 E63 -- 543 22 [-] +20
15 3789 F63 -- 543 32 [-] +21
16 4330 G73 1- 543 33 [-] +23
17 4871 H74 1- 544 33 [-] +24
18 5412 I84 1- 544 43 [-] +26
19 5953 J84 1- 544 44 [-] +27
20 6494 K95 2- 554 44 [-] +29
21 7035 L95 2- 555 44 [-] +30
22 7576 MA5 2- 555 54 [-] +32
23 8117 NA6 2- 555 55 [-] +33
24 8658 OB6 3- 655 55 [-] +35
25 9199 PB6 3- 665 55 [-] +36
26 9740 QC7 3- 666 55 [-] +38
27 10281 RC7 3- 666 65 [1] +39
28 10822 SD7 4- 666 66 [1] +41
29 11363 TD8 4- 766 66 [2] +42
30 11904 UE8 4- 776 66 [2] +44
31 12445 VE8 4- 777 66 [3] +45
32 12986 WF9 51 777 76 [3] +47
33 13527 XF9 51 777 77 [4] +48
34 14068 YG9 51 877 77 [4] +50
35 14609 ZGA 51 887 77 [5] +51
36 15150 [GA 51 888 77 [5] +53
Requisites: Str 27, Dex 15, Con 26
  Class slots 2
Alignment: any
HD/level: & 2d24
Weapon Prof.: 8+level*(Int bonus)/4
Reference: DM
Groups: Warrior, Monster, Concordant (x1), Technology
Complexity: CF=4
 
Saving Throws:
PPD: level+4 Fort: level+0
RSW: level+3 Reflex: level+0
PP: level+1 Will: level-1
BW: level+0
Spell: level+0
 
Exceptional Str, Dex, and Con.
Gets 30 Rogue points per level. Does not get the "Any Rogue" picks at levels divisible by 9, since this isn't a Rogue class.
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Level N (every level): +1 to Str, Dex, or Con.
Level 1: One Professional Wrestling style; +1 Professional Wrestling maneuver per level. See [P14].
Level 1: +LVL Str, Dex, or Con based Nonweapon proficiencies.
Level 1: Sustain Str, Dex, and Con.
Level 1: Immune Fatigue, Disease; Resist Sleep.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: +1 size.
Level 4: Choose one: Barbarian Str, Dex, or Con.
Level 9: Choose one: Barbarian Str, Dex, or Con. (you have 2 Bar stats now)
Level 9: +1 size.
Level 16: The last of Str, Dex, or Con is Barbarian bonus now.
Level 18: +1 size.
Level 27: +1 size.
Level 36: +1 size.
 
Special Note on Giant Robot8 spells: Unlike Henchman spells (and most other Concordant spells), Giant Robot8 spells may be taken more than once. (Resist Elements twice would give you Double Resist Elements, MPIRR 5*LVL% twice would give you MPIRR 7.5*LVL% because of the MR calculation, etc.)
Lvl Athlete Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 NaturalR (NR) | NecromancyR (aNR) (1% = 1%) ( || cover all in group) - 0 Con-9 Con-25
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 any Acrobat Level 1 ability - - - -
1 any Str, Dex, or Con based Level 1 ability - - - -
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
4 Contortion | Elasticity | Become Liquid-Form V 10 Dex-10 Dex-14
5 any Str, Dex, or Con based Level 5 ability - - - -
6 Hold Breath | Hold Life V 15 Con-15 Con-17
7 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
9 any Rogue Level 9 ability - - - -

[PC73] Collective 7.3 Classes


Giant Robot8 Spells

Level # Spell
1 1 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 2 MPIRR 5*LVL%
1 3 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 4 Resist all Elements
1 5 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 6 Resist Action/Memory/Ability Stealing
2 1 ER 5*LVL%
2 2 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 3 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 4 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 5 +1 minor in a psionic progression you have.
2 6 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
3 1 1M: Hypnotize a group (Will save)
3 2 0, 1/t: Reroll a die roll
3 3 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 4 Resist all Eelements and Unusual Materials
3 5 +LVL C Actions
3 6 You get +1 segment per round (starting at segment 11).
4 1 Your summons can't be targetted.
4 2 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 3 You can convert 1M -> 1QM only for psionic powers.
4 4 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 5 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 6 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
5 1 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 2 You see the ERROR OF YOUR WAYS, drop Giant Robot8 class (and can never return), gain Brass Gnat with x1.5 your Giant Robot8 XP.
5 3 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 4 AllR 5*LVL%
5 5 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
5 6 You have and may use 2Z actions per half-segment.
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC73] Collective 7.3 Classes


Griefer5


Level

KXP

Spells

TH
1 0 (none) +0
2 1.25 (none) +0
3 2.5 (none) +1
4 5 (none) +1
5 10 (none) +2
6 20 (none) +2
7 40 (none) +3
8 80 (none) +3
9 160 (none) +4
10 320 (none) +4
11 500 (none) +5
12 750 (none) +5
13 1000 (none) +6
14 1250 (none) +6
15 1500 (none) +7
16 1750 (none) +7
17 2000 (none) +8
18 2250 (none) +8
19 2500 (none) +9
20 2750 (none) +9
21 3000 (none) +10
22 3250 (none) +10
23 3500 (none) +11
24 3750 (none) +11
25 4000 (none) +12
26 4250 (none) +12
27 4500 (none) +13
28 4750 (none) +13
29 5000 (none) +14
30 5250 (none) +14
31 5500 (none) +15
32 5750 (none) +15
33 6000 (none) +16
34 6250 (none) +16
35 6500 (none) +17
36 6750 (none) +17
Requisites: Dex 17, Wis 9
Alignment: non-L
HD/level: +2d3
Weapon Prof.: 2+level/2
Reference: DM
Groups: Rogue, Lost
Complexity: CF=4
 
Saving Throws:
PPD: level+1 Fort: level+1
RSW: level+2 Reflex: level+4
PP: level+2 Will: level+0
BW: level+4
Spell: level+4
 
Gets Exceptional Dex.
Can specialize in weapons using the non-Warrior line.
Each level, get two "5th edition" picks from the choices below.
Level 9 ¶: Can convert LVL-8 C actions worth of actions to include the "I" (Instantaneous) prefix, per round. (So at level 9 you can have 1IV. At level 10 you can have 2IV or 1IP, etc.)

[PC73] Collective 7.3 Classes


Griefer5 Abilities

Levels Pick Griefer5 Ability | -50% | -100% | -150% Act Base Penalty Bonus
Levels 1-3: A Backtwist (Twist rating/30 effects) V 20+LVL*10 Dex-9 Dex-12
B Unequip (one item unequipped, save DC = amount made) | Halve a target's AC ( | group's) V 50 Dex-12 Dex-14
C Delay (target doesn't go next segment, save DC = amt made) | Merge two groups together F 30 Wis-11 Wis-16
D Lockdown rating/20 C actions worth F 0 DIWC-60 DIWC-60
E Any Rogue 2 ability (can pick this multiple times)        
E' Every Rogue 1 ability, can't spend points into them        
Level 4: . Any Rogue 5 ability (can pick this multiple times)        
Levels 5-7: F Counterspell bM 20 Int-10 Int-18
G Erase a "?" or "!" symbol in the dungeon || direct it elsewhere V 0 Dex-12 Dex-17
H A group of monsters must spend 1S filling out paperwork to do their action M (may borrow) 20 Chr-15 Chr-20
I Remove Trap || Trick || Special || Terrain Feature ( | 30' away) V 20 Dex-13 Dex-20
J Any Rogue 6 ability (can pick this multiple times)        
J' Every Rogue 2 ability, can't spend points into them        
Level 8: . Any Rogue 9 ability (can pick this multiple times)        
Levels 9-12: K Deflect an effect so it hits a different target bM 10 Int-15 Int-22
L Reduce an Immunity/Resist on a group by one Resist level | two | three | etc. (|||| add a Vulnerability) V 0 Dex-17 Dex-21
M Plane Shift N targets away randomly (N=amt made /10) M 0 Wis-13 Wis-17
N Sporacle (random status effect) a group M 30 Wis-11 Wis-14
O Any Rogue 10 ability (can pick this multiple times)        
O' Every Rogue 3 ability, can't spend points into them        
Level 13: . Any Rogue 14 ability (can pick this multiple times)        
Levels 14-17: P Capital O Object bV 0 Int-20 Int-25
Q Create a DMZ, DPZ, DIZ, DRZ, DTechZ, or DNZ (x1 Special) F 30 Con-16 Con-21
R Banhammer one effect in the room (x1 Special) | Target loses "Lady's Smile" ability M (may borrow) 0 Wis-18 Wis-31
S End the current half-segment (use only on your half-segment) 0 0 Dex-21 Dex-34
T Any Rogue 15 ability (can pick this multiple times)        
T' Every Rogue 4 ability, can't spend points into them        
Level 18: . Any Rogue 19 ability (can pick this multiple times)        
Levels 19-26: U Remove one level of "I" (Instantaneousness) from an action being used | two levels | etc. 1N, 1/s -50 Wis-26 Wis-75
V You have "Familiar immunity" as per the Familiar class 4F -90 Int-60 Int-98
W Immune to a monster of DL>10 ( each | is another monster) S (may borrow) -100 Con-70 Con-106
X Make The Judge aware of the current situation X or H -300 Chr-80 Chr-114
Y Any Rogue 20 ability (can pick this multiple times)        
Y' Every Rogue 5 ability, can't spend points into them        
Levels 27+: . Any Rogue 28 ability (can pick this multiple times)        
Z' Every Rogue 6 ability, can't spend points, can pick this multiple times (2 more to get 7; 3 more to get 8; ...)        

[PC73] Collective 7.3 Classes


Halfdane's Student


Level

KXP

Spells

TH
1 0 (none) +0
2 10 (none) +0
3 20 (none) +0
4 40 (none) +0
5 80 (none) +0
6 160 (none) +0
7 320 (none) +0
8 640 (none) +0
9 1280 (none) +0
10 2000 (none) +0
11 3000 (none) +0
12 4000 (none) +0
13 5000 (none) +0
14 6000 (none) +0
15 7000 (none) +0
16 8000 (none) +0
17 9000 (none) +0
18 10000 (none) +0
19 11000 (none) +0
20 12000 (none) +0
21 13000 (none) +0
22 14000 (none) +0
23 15000 (none) +0
24 16000 (none) +0
25 17000 (none) +0
26 18000 (none) +0
27 19000 (none) +0
28 20000 (none) +0
29 21000 (none) +0
30 22000 (none) +0
31 23000 (none) +0
32 24000 (none) +0
33 25000 (none) +0
34 26000 (none) +0
35 27000 (none) +0
36 28000 (none) +0
Requisites: Str 200, Dex 100, Con 50,
  Class slots 80
Alignment: any
HD/level: d10
Weapon Prof.: 0+0*level
Reference: DM
Groups: Warrior, Monster, Custom, Copy
Complexity: CF=4
 
Saving Throws:
PPD: level+10 Fort: level+10
RSW: level+10 Reflex: level+10
PP: level+10 Will: level+10
BW: level+10
Spell: level+10
 
Extra-Barbarian Con.
 
For each of the following, you get the best rating of any character in the party.
 
# of Attacks
To Hit bonus
Damage per attack
Criticals
 
The items must be wielded by someone for you to use their stats. (Having it in their backpack is not good enough.)
Include continuous bonuses that are running all the time (weapon of choice, magic item bonus, etc.).
These ratings are "Set" and do not improve with your own magic items or abilities. (So wielding a Sword +5/+5 does nothing to improve your stats, other than you can affect someone as if you have a +5 weapon. A weapon with a special flag like Vorpal would work normally.)
++'s to hit are not copied, but you can get them other ways. The ++'s only affect your criticals and auto-hitting, it doesn't actually give you a bonus to hit.

[PC73] Collective 7.3 Classes


Hippie5


Level

KXP
Priest
123 456 7
KXP
(Alt)
Arch-Priest
123 456 789

TH
1 0 1-- --- - 0 100 --- --- & -1
2 1.875 20- --- - 3.75 200 --- --- & -2
3 3.75 31- --- - 7.5 210 0-- --- & -3
4 7.5 42- --- - 15 320 0-- --- & -4
5 15 530 --- - 30 421 00- --- & -5
6 30 541 --- - 60 422 00- --- & -6
7 60 552 --- - 120 432 100 --- & -7
8 120 553 0-- - 240 433 200 --- & -8
9 240 554 1-- - 480 433 210 0-- & -9
10 480 555 2-- - 960 443 220 0-- & -10
11 750 555 30- - 1500 444 330 0-- & -11
12 1125 555 41- - 2250 444 441 00- & -12
13 1500 555 52- - 3000 555 442 00- & -13
14 1875 555 530 - 3750 555 442 100 & -14
15 2250 555 541 - 4500 555 552 100 & -15
16 2625 555 552 - 5250 555 553 210 & -16
17 3000 555 553 0 6000 555 553 320 & -17
18 3375 555 554 1 6750 555 553 321 & -18
19 3750 555 555 2 7500 555 553 331 & -19
20 4125 555 555 3 8250 555 554 332 & -20
21 4500 555 555 4 9000 555 554 442 & -21
22 4875 555 555 5 9750 555 555 443 & -22
23 5250 655 555 5 10500 555 555 553 & -23
24 5625 665 555 5 11250 555 555 554 & -24
25 6000 666 555 5 12000 555 555 555 & -25
26 6375 666 655 5 12750 666 655 555 & -26
27 6750 666 665 5 13500 666 666 655 & -27
28 7125 666 666 5 14250 666 666 666 & -28
29 7500 666 666 6 15000 777 766 666 & -29
30 7875 766 666 6 15750 777 777 766 & -30
31 8250 776 666 6 16500 777 777 777 & -31
32 8625 777 666 6 17250 888 877 777 & -32
33 9000 777 766 6 18000 888 888 877 & -33
34 9375 777 776 6 18750 888 888 888 & -34
35 9750 777 777 6 19500 999 988 888 & -35
36 10125 777 777 7 20250 999 999 999 & -36
Requisites: Dex 17, Wis 9
Alignment: any N
HD/level: +2d3
Weapon Prof.: 2+level/2
Reference: DM
Groups: Priest, Lost
Complexity: CF=4
 
Saving Throws:
PPD: level+1 Fort: level+1
RSW: level+2 Reflex: level+4
PP: level+2 Will: level+0
BW: level+4
Spell: level+4
 
Note the To Hit adjustment (it is ampersand-ed, so it's cumulative with your other adjustments).
 
Can use "Drugs" from Pharmacist5. Drugs is a Priest Sphere. Drug spells create 1 dose (charge) of a drug. When casting a Drug spell, decide whether you want to drug to be fresh for temporary or permanent duration. If you choose temporary, the drug must be used within 1 turn or it becomes worthless. If you choose permanent, the drug can be stored and kept for later days, but that spell slot is completely used for the day (even if channeling).
It takes 1V action to consume or administer a drug (must be willing). The effects of a drug are usually immediate.
"Drugged" (as a state) can be cured with Heal (for SL=1 to 4 drugs) or Cureall (for SL=1 to 6 drugs). A SL=7 drug requires a Fix.
 
Each level, get one "5th edition" pick from the choices below.
 
Alternate Arch-Priest progession: Spend the higher XP cost and get the better Arch-Priest spell progression. Gets none of Arch-Priest's other abilities.

[PC73] Collective 7.3 Classes


Hippie5 Abilities

Levels Pick Description
Level 1-3: A 1M: Summon CL*4 DL I Plants. 12 of your Plants' S actions: You get +1M action this round.
B Mouth's P or M: Brown Smoke: No one in your group can be targetted. Brown Smoke doesn't move.
C Happy Feelings: Creatures must make a RSW save to attack you.
D 1P: Sing the Song of Vines: Entangle (one group, BW save) [or] Song of Healing: Entire party is healed CL^2 hp
E In a decent sized city, can buy permanent drugs for (SL+1)^2*20 gp per dose.
Level 4: Pick two from: Hippie5 Level 1-3, Watcher5 Level 1-3, Pharmacist5 Level 1-3, Psi10 minor
Level 5-7: F Your effects do not drain the MF
G 1M: Green Smoke: Confusion one group (no save, CR to resist)
H 1M: Ball of Wood (CLd8 dmg to one group, save:½, subdual damage, works like dragon subdual on anything)
I 1M, can use during combat with no delay: Plant Door (teleport from a plant to anywhere that has a plant, same plane)
J 1M, holding up your peace sign: Turn anything as if it was Undead, but the affected creatures get a Will saving throw. T is treated as "turn" and D is treated as "command".
Level 8: Pick two from: Hippie5 Level 5-7, Watcher5 Level 5-7, Pharmacist5 Level 5-7, Psi10 major
Level 9-12: K #F, where #=SL: Fashion a "drug" of any Priest spell, it is "permanent" (uses up a slot for the day), and acts as a potion of that spell.
L 1M: Yellow Smoke: Your group cannot be affected by area effects. You can't be the center of an area effect. Moves with you for 1t.
M Your spells are resisted using NR (Natural Resistance) instead of MR
N Bad Trip: Group is Plane Shifted randomly (no save, MR to resist)
O Can cast Peacemonger spells as if they were normal Priest spells (1 slot each).
Level 13: Pick two from: Hippie5 Level 9-12, Watcher5 Level 9-12, Pharmacist5 Level 9-12, Psi10 grand, other5 Level 1-3
Level 14-18: P Get all the "Level:" abilities of Druid2.
Q 1M: Multi-hued Smoke: Anyone entering your group is Sporacled (random status effect), no save, NR to resist
R Star Travel: You act as a Major Spelljamming Helm, a mobile Rope Trick, and a Chariot of Sustarre. Immune parting shots. Can leave combat without delays.
S Karma: +LVL/2 Luck (the ability score)
T Learn the Meaning of Life: +6 HNCL for purposes of qualifying for x2 classes.
Level 18: Pick two from: Watcher5 Level 14-18, Psi10 super, other5 level 5-7
Level 20-26: U You may use the "script" version of actions as if they were normal actions. Immune Raw Logrus, Mind Blast, Eldritch Horror, Twilighting.
V 1M: Colorless Smoke: Anyone entering your group has their offensive multiplier reduced by 1, and all damage is divided by 10.
W 1M: The room and everyone in it is i-Fixed. (Cannot be selective, hits opponents too.)
X Love, Sex, and Harmony: When viewing a sexual object or event, you see something.
Y Use "Mixed Classing" (even if illegal) to mix one (legal) class with an neutral (second axis) alignment requirement into this class
Z (x1 Special) Whenever a healing or protection sphere spell is cast, you get a copy of it you can target as you like.
Level 27-36: Pick one Level 20-26 (or lower) pick from any "5th Edition" class.

[PC73] Collective 7.3 Classes


Hippie5 (Pharmacist5 Drugs)

Optional Addiction Rule: Each time a drug is taken, add it's SL to the COA (Chance of Addiction) for that drug for that person. Roll 1d100, if <= COE, this person is addicted, and the effect of the drug is reduced by 1 SL. An "Addicted" person is -1 all stats cumulative for each day they do not take the drug. If the COA exceeds 100, subtract 100 for double addiction (reduce effect by 2 SL and -2 all stats), etc.
# Drug Effect (lasts 1 turn) Source
1 Alcohol -SL*3 dmg/att; -SL Dex, Int, Wis (Real World)
2 Athelas / Kingsfoil Cure SLd6 vile dmg Lord of the Rings
3 Black Lace Regen SL hp/s Cyberpunk
4 Blinkmoth Serum +SL Int, Wis MTG
5 Blue Grass Ethereal Projection Cyberpunk
6 Boost +SL Int Cyberpunk
7 Cocaine Regen SL hp/s; +SL Dex, Int; -SL*2 Chr (Real World)
8 Cordrazine Remove SL instances of stun, hold, para., sleep, etc. Star Trek
9 Crack Cocaine Regen SL hp/s; +SL*2 Dex; -SL*2 Chr (Real World)
10 Craze Roll a random drug on this table DM
11 Deathsticks Resist slay effects SL/2 times; -SL Wis Star Wars
12 Dorph Regen SL*2 hp/s; -SL Dex, AC Cyberpunk
13 Drug of Delusion Identifies as different drug; 10*SL^2 poison dmg instead DM
14 Dust Telepathy SL^2*30' Babylon 5
15 Dyne Regen SL hp/s; -SL dmg/att; -SL Int City of Heroes
16 Ecstacy Regen SL hp/s; -SL Dex, Int; Astral Perception (Real World)
17 Excelsior -SL*2 dmg/att City of Heroes
18 Heroin Regen SL hp/s; -SL Int; take 5*SL dmg at end (Real World)
19 Hydronalin Cure Radiation up to RS=SL*2 Star Trek
20 Hyper Microscopic Tactile Touch Shadowrun
21 Kamikaze +SL Str, Dex Shadowrun
22 Kick +SL CL with Radiation powers (e.g. Psi9) Marvel
23 LSD SL*15% chance of Astral Projection; 40-SL*5% Fear (Real World)
24 Maggot Froth -SL*3 dmg/att; -SL Con, Chr DM
25 Marijuana Regen SL hp/s; -SL Dex; take 2*SL dmg at end (Real World)
26 Methamphetamines Regen SL hp/s; +SL Dex; take 10*SL dmg at end (Real World)
27 Mutant Growth Hormone Get SL random minors in Psi (1d8-2)*9 Marvel
28 Opium -SL dmg/att; Resist Time SL/3 times (Real World)
29 Pan Galactic Gargle Blaster -SL*6 dmg/att; -SL*2 Int, Wis Hitchhiker's Guide
30 Panacea Miracle for spell level 0-SL Healing spell Traveller
31 Phoenix Down Resurrect someone who's been dead < SL^3 s Final Fantasy
32 Pylene 50 Charmed to person giving the drug (Will save -SL^2) Blake's 7
33 Quasit Piss Gain a random Psi6E power DM
34 Retinax SL2: Cure Blindess; SL4: Far Sight Star Trek
35 Smash Regen SL hp/s; +SL/2 Dex; take 2*SL dmg at end Cyberpunk
36 Space Mead Suspend Animation; Astral Projection; High Freq. Sample Cthulhu
37 Speedheal Regen SL*3 hp/s; -SL Dex Cyberpunk
38 Stim Regen SL hp/s; +SL Dex; -SL Will saves Cyberpunk
39 Syncomp 15 Reverses a poison or a SL Drug Cyberpunk
40 Synthcoke Regen SL*2 hp/s; +SL*2 Dex; -SL*3 Will saves Cyberpunk
41 Synthehol -SL dmg/att; -SL Wis; Can throw off effects anytime Star Trek
42 Triox Compound Need not breathe; Resist Vacuum SL/2 times Star Trek

[PC73] Collective 7.3 Classes


Kzinti

Level KXP Psi8
mMG S
TH
1 0 1-- - +1
2 2 2-- - +2
3 4 3-- - +3
4 8 4-- - +4
5 18 5-- - +5
6 35 51- - +6
7 70 52- - +7
8 125 53- - +8
9 250 54- - +9
10 500 55- - +10
11 750 66- - +11
12 1000 77- - +12
13 1250 88- - +13
14 1500 881 - +14
15 1750 882 - +15
16 2000 883 - +16
17 2250 884 - +17
18 2500 885 - +18
19 2750 886 - +19
20 3000 887 - +20
21 3250 888 - +21
22 3500 999 - +22
23 3750 AAA - +23
24 4000 BBB - +24
25 4250 BBB 1 +25
26 4500 BBB 2 +26
27 4750 BBB 3 +27
28 5000 BBB 4 +28
29 5250 BBB 5 +29
30 5500 BBB 6 +30
31 5750 BBB 7 +31
32 6000 BBB 8 +32
33 6250 BBB 9 +33
34 6500 BBB A +34
35 6750 BBB B +35
36 7000 CCC C +36
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+2 +2 +0 -1 +0 +0 +1 +3 +5 +5 ÷2
 
Requisites: Str 15, Dex 16,
  Race Slots 1
Alignment: any
HD/level: d12
Weapon Prof.: 1+level
Reference: SFB
Groups: Warrior, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+1
RSW: level+3
PP: level+2
BW: level+4
Spell: level+2
Fort: level+2
Reflex: level+3
Will: level+1
   
Exceptional Dex.
Claw attacks are 2d4. Size is M/L.
Gets a Psi8 progression.
 
Kzinti employ "Drones", which are missiles. Kzinti have infinite drone ammo for no cost.
Kzinti get LVL (LVL+1 if specialized) spaces of drone launches per P action. At level 1 (specialized) you could launch two single space or one double space drone.
Drones automatically hit. A drone hits one target only unless noted. If they enounter a Stoneskin or Ironskin, the skin is removed and drone does 2*(S+1) less damage, where S is the number of spaces.
Drones are as follows:
 
Single space drones:
Explosive: 12+(Dex bonus) dmg.
Multi-Warhead: Two drones at one target, each does 8 dmg.
Slug: Does no damage normally. If it hits a S.S. or I.S., does double damage, i.e. 4*(S+1).
Spearfish: Does (Dex bonus) normal dmg, and 1 untyped irresistable dmg.
Swordfish: The drone stops short (does not hit the target), instead it shoots a laser which does 4 dmg every segment until the drone is destroyed (the drone is AC 20, hp 4).
Double space drones:
Explosive (double): 24+(Dex bonus)*3 dmg.
Hammerhead: Entire group takes 10 dmg.
Triple space drones:
Exodrone: 50+(Dex bonus)*4 dmg
Pufferfish: Target loses 1rV (1V from his remaining actions for the round).
T-Bomb: Entire group takes 35 dmg.
Quadruple space drones:
Scud: 96+(Dex bonus)*5 dmg. This one has to roll to hit, using (Dex bonus)*4.

[PC73] Collective 7.3 Classes


Mandrake Squad9

Level KXP Psi9
mMG SU
TH
1 0 0-- -- +1
2 0.9 1e- -- +2
3 2.7 10- -- +3
4 8.1 21h -- +4
5 24.3 210 -- +5
6 72.9 321 m- +6
7 218.7 432 k- +7
8 656.1 432 0- +8
9 1500 543 1v +9
10 2400 654 2u +10
11 3300 765 3t +11
12 4200 876 4s +12
13 5100 987 5r +13
14 6000 A98 6q +14
15 6900 BA9 7p +15
16 7800 CBA 8o +16
17 8700 DCB 9n +17
18 9600 DCB 90 +18
19 10500 DCB 91 +19
20 11400 DCB 92 +20
21 12300 DCB 93 +21
22 13200 DCB 94 +22
23 14100 DCB 95 +23
24 15000 DCB 96 +24
25 15900 DCB 97 +25
26 16800 DCB 98 +26
27 17700 DCB 99 +27
28 18600 DCB A9 +28
29 19500 DCB AA +29
30 20400 DCB BA +30
31 21300 DCB BB +31
32 22200 DCC BB +32
33 23100 DCC CB +33
34 24000 DCC CC +34
35 24900 DDC CC +35
36 25800 DDD CC +36
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+6 +8 +7 -3 -3 -5 -12 +22 +80 +9 ÷2
 
Requisites: Str 20, Dex 24, Con 21,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: d20
Weapon Prof.: 20+level*6
Reference: DM
Groups: Psionicist, Monster, Archetype
Complexity: CF=4
   
Saving Throws:  
PPD: level+15
RSW: level+13
PP: level+12
BW: level+23
Spell: level+9
Fort: level+22
Reflex: level+17
Will: level-9
   
Mandrake Squads are extremely cheap shock infantry units used in Synnibarr. They appear in very large numbers, but are generally only levels 1-4.
This class is exceptionally cheap at low levels and is very powerful, but at the cost of some pretty nasty drawbacks.
 
The Good:
Has a Psi9 progression. Gets Dex bonus to progression.
Barbarian Str, Dex, and Con bonus. Size is L.
Can weapon specialize using the Non-Warrior line, except for Guns, which uses the Barbarian line.
iMPIRR LVL*10%
DR LVL*10/+LVL
Immune Gravity/TK/Falling. You walk over air as if it was the ground, at a maximum of 30 degree incline/decline.
Mouth's P, 1/t: Breathe a random E=1dLVL element. (dmg=current hp, 1 group, BW save for 1/2)
 
The Bad:
You are twice as likely to be attacked by monsters as other PCs / subordinates (this is represented by your character having two numbers on the chalkboard instead of one, for purposes of which person the monsters attack.)
Level N (up to level 9): Your HNCL (for your entire character) is considered N-10 levels lower for the purposes of qualifying for x2 classes. (e.g. at level 3 in this class you are at -7 HNCL).
You have no Soul and no Truename, if that matters. You are still considered a x1 being, however.
Vulnerable Law. (The Law axis of Holy/Unholy effects. Not really likely to be seen that much.)
 
The Ugly:
You cannot make Chr checks. (Your summons will automatically desert you once one of their number dies.)
You cannot purchase hirelings/henchmen at any price (so no crossbowmen).

[PC73] Collective 7.3 Classes


Meta-Mage


Level

KXP
Wizard
123 456 789 A
KXP
(Alt)
Arch-Mage
123 456 789 AB

TH
1 0 1-- --- --- - 0 2½- --- --- -- +0
2 2.5 20- --- --- - 5 31½ --- --- -- +0
3 5 21- --- --- - 10 421 --- --- -- +0
4 10 320 --- --- - 20 532 ½-- --- -- +0
5 20 321 --- --- - 40 643 1½- --- -- +0
6 40 432 0-- --- - 80 754 21- --- -- +0
7 70 432 1-- --- - 120 865 32½ --- -- +1
8 120 543 20- --- - 180 976 43½ --- -- +1
9 220 543 21- --- - 270 A87 541 ½-- -- +1
10 440 654 320 --- - 500 A98 652 1-- -- +1
11 700 654 321 --- - 750 AA9 763 2½- -- +1
12 1000 765 432 0-- - 1500 AAA 874 3½- -- +1
13 1350 765 432 1-- - 2250 AAA 985 4½- -- +2
14 1700 776 543 20- - 3000 AAA A96 51½ -- +2
15 2050 776 543 21- - 3750 AAA AA7 621 -- +2
16 2400 777 654 320 - 4500 AAA AA8 732 -- +2
17 2750 777 654 321 - 5250 AAA AA9 843 -- +2
18 3100 777 765 432 - 6000 AAA AAA 954 ½- +2
19 3450 777 776 543 - 6750 AAA AAA A65 ½- +3
20 3800 777 777 654 - 7500 AAA AAA A76 1- +3
21 4150 777 777 765 - 8250 AAA AAA A87 1- +3
22 4500 777 777 776 - 9000 AAA AAA A98 2- +3
23 4850 777 777 777 - 9750 AAA AAA AA9 2- +3
24 5200 888 877 777 - 10500 AAA AAA AAA 3- +3
25 5550 888 888 877 - 11250 BBB BBB BBB 3- +4
26 5900 888 888 888 - 12000 BBB BBB BBB 4- +4
27 6250 888 888 888 b 12750 CCC CCC CCC 4½ +4
28 6600 888 888 888 0 13500 CCC CCC CCC 5½ +4
29 6950 888 888 888 1 14250 DDD DDD DDD 5½ +4
30 7300 888 888 888 2 15000 DDD DDD DDD 51 +4
31 7650 888 888 888 3 15750 DDD DDD DDD 61 +5
32 8000 888 888 888 4 16500 EEE EEE EEE 61 +5
33 8350 888 888 888 5 17250 EEE EEE EEE 71 +5
34 8700 888 888 888 6 18000 FFF FFF FFF 71 +5
35 9050 888 888 888 7 18750 FFF FFF FFF 81 +5
36 9400 888 888 888 8 19500 FFF FFF FFF 82 +5
Requisites: Int 18, Wis 12
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
Reference: DM
Groups: Wizard
Complexity: CF=4
 
Saving Throws:
PPD: level+3 Fort: level+1
RSW: level+6 Reflex: level+1
PP: level+4 Will: level+1
BW: level+2
Spell: level+6
 
Specialized in Meta-Magic, with no opposite school.
Int bonus to spell progression.
Level N (every level): +1 Metamagic Feat.
 
Alternate Arch-Mage progession: Spend the higher XP cost and get the better Arch-Mage spell progression. Gets none of Arch-Mage's other abilities.

[PC73] Collective 7.3 Classes


Meta-Magic Spells

Level # Spell Effect
N 1 Anti-Magic Shell N Turns off spells and magical effects of spell levels 0 to N-1.
N 2 Augmentation N Increase damage of your next spell by +(20*N)%
N 3 Careful Wish N The next SL=N wishoid you cast will not hurt the MF/PF
N 4 Dilation N Increase area of your next spell by +(10*N)% (at N=6 you can hit two groups)
N 5 Dispel Magic N Dispel N-2 magical effects (at SL=2 has a 50% chance, at SL=1 has a 25% chance)
N 6 Extension N Increase duration of your next spell by +(20*N)%
N 7 Far Reaching N Increase range of your spells by +(25*N)%
N 8 Globe of Invulnerability N Immune to spells with SL=0 to N-1
N 9 Spell Turning N Turns the next CL/(8-N) SL's of spells (at SL=8 it's CL*2, at SL=9 it's CL*3, etc.)
N 10 Wish N Wish for a SL=N-1 Wizard spell
1 1 Delayed Blast Your next spell has a chosen time delay
1 2 Prepared Blast Your next spell has -CL saves, -CL*5% MR (or) +CL/2 to CL
2 1 Metamagic Capacity Lesser Your next spell gets +1 SL effect (max=your max SL) or free material componenting.
2 2 Notched Blast Your next spell is "held" (release as 0), no spells until released
2 3 Sense Shifting Alter the sensory effect of spells
2 4 Spectral Hand Use touch spells at range.
3 1 Metamagic Capacity Greater Pick a spell you know. Gets +1 SL effect (max=your max SL) or free material componenting this day.
3 2 Reverse Magic Casts an effect's reverse (may fail if too high SL)
3 3 Spellshaping I Move a spell effect on target to yourself (they get save)
3 4 Squaring the Circle Alter the shape of spells
4 1 Counterspell 1bM: Counterspell (magic/psi only)
4 2 Fork 1bM or 1 OppM: Copy target magical/psionic effect.
4 3 Otiluke's Dispelling Screen Wall of Dispel Magic. Anyone or any effect passing through it is subject to a dispel magic.
5 1 Counterspell Any 1bM: Counterspell (any type of effect)
5 2 Deflection 1bM or 1 OppM: Redirect target magical/psionic effect to another target.
5 3 Extra Group +1 The next spell you cast will affect +1 groups of monsters
5 4 Quash 1bM: Counterspell (magic/psi only), counter all copies of it on the stack, [x1 Special] that effect cannot be used again for 1t.
5 5 Semipermanency Spell has duration 1 year. Reverse (Semiinstantaneous) makes a spell end at end of segment.
6 1 Contingency Contingency
6 2 Greater Dispelling Dispels an effect twice (e.g. allows you to dispel a x2 effect as one spell)
6 3 No Save The next spell you cast does not have a saving throw
6 4 Permanency Permanency. Reverse (Instantaneous) makes a spell end immediately due to lack of duration.
6 5 Quash Any 1bM: Counterspell (any type), counter all copies of it on the stack, [x1 Special] that effect cannot be used again for 1t.
7 1 Spell Shape 1rM (spend a M from your remaing M actions for the round): Get a save vs. a spell that gets no save
7 2 Spelltrap Absorb magical spells; can absorb 2*CL spell levels; 1M: an absorbed spell (choose at random) can be cast from it
7 3 Steal Enchantment Move an effect from one target to another; first target gets an ER roll (no save), second target gets a Spell save
8 1 Offensive MR oMR CL*5% (you shift other MR's by this amount)
8 2 Spell Engine Absorb magical spells; can absorb 3*CL spell levels; 1M: an absorbed spell (choose at random) can be cast from it
8 3 Spell Gate Extraplanar gate, only spells can be cast through it
9 1 Chain Contingency Chain Contingency
9 2 Dragoncasting Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
9 3 Extra Group +2 The next spell you cast will affect +2 groups of monsters
9 4 First Level Magic-User Spells Cast any four 1st level Wizard spells simultaneously when it is cast.
9 5 Mordenkainen’s Disjunction Disjunct 1 effect (any type)
9 6 Mycontil’s Last Resort Your progression is emptied ("Spent"). Deal (sum of SL's)^2 untyped irresistable dmg or (sum of SL's)^(1/3) idmg to the room.
9 7 Offensive iMR oiMR CL*2% (you shift other iMR's by this amount)
9 8 Spell Invulnerability Immune to one spell by name. Includes variants on the spell (Fireball vs. DB Fireball vs. Fireball N with N=4).
9 9 The Symbul’s Synostodweomer Cureall Self (or) Heal
10 1 Anti-Dispel Magic Shell Your effects are non-dispellable (inc.shell)
10 2 Fall Short All spells with finite range cannot affect you for 1t
10 3 Nazzer's Nullification Creates a DMZ (Dispel Magic Zone)
10 4 Second Level Magic-User Spells Cast any four 2nd level Wizard spells simultaneously when it is cast.
11 1 Continuous One spell is continuous
11 2 Step Out of It Step Out of It (see section [C] for effects)
11 3 Third Level Magic-User Spells Cast any four 3rd level Wizard spells simultaneously when it is cast.

[PC73] Collective 7.3 Classes


Mogg Boss


Level

KXP
Summons
TH
1 0 9 Goblins among 1 slots +0
2 2 16 Goblins among 1 slots +1
3 4 25 Goblins among 1 slots +1
4 8 36 Goblins among 1 slots +2
5 16 49 Goblins among 1 slots +2
6 32 64 Goblins among 2 slots +3
7 64 81 Goblins among 2 slots +3
8 125 100 Goblins among 2 slots +4
9 250 121 Goblins among 2 slots +4
10 500 144 Goblins among 2 slots +5
11 750 169 Goblins among 2 slots +5
12 1000 196 Goblins among 3 slots +6
13 1250 225 Goblins among 3 slots +6
14 1500 256 Goblins among 3 slots +7
15 1750 289 Goblins among 3 slots +7
16 2000 324 Goblins among 3 slots +8
17 2250 361 Goblins among 3 slots +8
18 2500 400 Goblins among 4 slots +9
19 2750 441 Goblins among 4 slots +9
20 3000 484 Goblins among 4 slots +10
21 3250 529 Goblins among 4 slots +10
22 3500 576 Goblins among 4 slots +11
23 3750 625 Goblins among 4 slots +11
24 4000 676 Goblins among 5 slots +12
25 4250 729 Goblins among 5 slots +12
26 4500 784 Goblins among 5 slots +13
27 4750 841 Goblins among 5 slots +13
28 5000 900 Goblins among 5 slots +14
29 5250 961 Goblins among 5 slots +14
30 5500 1024 Goblins among 6 slots +15
31 5750 1089 Goblins among 6 slots +15
32 6000 1156 Goblins among 6 slots +16
33 6250 1225 Goblins among 6 slots +16
34 6500 1296 Goblins among 6 slots +17
35 6750 1369 Goblins among 6 slots +17
36 7000 1444 Goblins among 7 slots +18
Requisites: Str 15, Dex 15, Chr 20
Alignment: C any
HD/level: d6
Weapon Prof.: 3+level/2
Reference: DM
Groups: Tribal (Goblins)
Complexity: CF=4
 
Saving Throws:
PPD: level+2 Fort: level+3
RSW: level+0 Reflex: level+5
PP: level+4 Will: level+0
BW: level+4
Spell: level+1
 
Exceptional Str and Dex.
Instead of your normal summon slot, you have the following:
You can have up to (LVL+2)^2 Goblin summons (total in all your slots).
You can have up to 1+(LVL/6) summon slots (round down).
Distribute your Goblins among your slots as you like. All Goblins in the same slot must be of the same type.
You can have over 100 Goblins in a single slot without them regrouping into "Enough" Goblins.
 
Level 1 ¶: 1M or 1P: Summon LVL Goblins of the same type, and place them into one of your slots (again, all Goblins in a slot must be the same type). If you summon half as many (round down), they aren't summoning sick.

[PC73] Collective 7.3 Classes


Mogg Boss Goblins

Lvl Goblin type Offensive DL Defensive DL Ability
1 Goblin Balloon Brigade I I Flying
1 Goblin Digging Team I I 1S, sacrifice this: Destroy 10'x10'x10' section of wall
2 Goblin Brigand II II Can act only on segment numbers 1 and 2.
2 Goblin Piker II I -
3 Hobgoblin Dragoon I II Flying
3 Goblin Roughrider III II -
4 Skirk Outrider II II Is DL III/III if Mogg Boss is on a Mount.
4 Skirk Shaman II II Always deals at least 1 rdmg to DL IX or less creatures.
5 Embermage Goblin I I Twice as easy to summon (get 2*LVL of them). 1S: Deal 10 dmg to a target (at range).
5 Feral Animist II I 1S from N Feral Animists: Another Feral Animist gets +N^(1/2) Off. DL this segment (max=10)
5 Krark-Clan Engineers II II 1S: Dispel a magic item.
6 Beetleback Chief II II As he's summoned, summon in another two Goblins of Lvl=1.
6 Boggart Ram-Gang III III Vile dmg
6 Hearthfire Hobgoblin IV II -
7 Goblin Sharpshooter I I 1S: Deal 20 dmg to a target (at range).
7 Vexing Shusher II II Mogg Boss's spells and psionic powers can't be countered.
7 Goblin Dynamo IV IV 1S: Deal 10 dmg to a target (at range). 1S, sacrifice this: Deal 40 dmg to a target (at range).
8 Goblin King II II All your Goblins get +N/200 DL, where N=# of Goblin Kings.
8 Steamflogger Boss III III If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
10 Battle Squadron n n n=(number of Goblins you have)^(1/3)-1
16 Kiki-Jiki, Mirror Breaker II II 1S: Summon a lvl 1 to 15 Goblin you have in a slot (still up to the normal limits).
18 Krenko, Mob Boss III III 1S: For each lvl 2+ Goblin you have, summon a lvl=1 Goblin (still up to the normal limits).

[PC73] Collective 7.3 Classes


Outcast


Level

KXP
Outcast   [Pariah]
123 456 78 [1]

TH
1 0 1-- --- -- [-] +1
2 5 2-- --- -- [-] +2
3 15 21- --- -- [-] +4
4 30 22- --- -- [-] +6
5 50 221 --- -- [-] +9
6 75 222 --- -- [-] +12
7 150 222 1-- -- [-] +16
8 300 222 2-- -- [-] +20
9 600 222 21- -- [-] +25
10 1000 222 22- -- [-] +30
11 1400 222 221 -- [-] +36
12 1800 222 222 -- [-] +42
13 2200 222 222 1- [-] +49
14 2600 222 222 2- [-] +56
15 3000 222 222 21 [-] +64
16 3400 222 222 22 [-] +72
17 3800 332 222 22 [-] +81
18 4200 333 322 22 [-] +90
19 4600 333 333 22 [-] +100
20 5000 333 333 33 [-] +110
21 5400 443 333 33 [-] +121
22 5800 444 433 33 [-] +132
23 6200 444 444 33 [-] +144
24 6600 444 444 44 [-] +156
25 7000 554 444 44 [-] +169
26 7400 555 544 44 [-] +182
27 7800 555 555 44 [1] +196
28 8200 555 555 55 [1] +210
29 8600 665 555 55 [2] +225
30 9000 666 655 55 [2] +240
31 9400 666 666 55 [3] +256
32 9800 666 666 66 [3] +272
33 10200 776 666 66 [4] +289
34 10600 777 766 66 [4] +306
35 11000 777 777 66 [5] +324
36 11400 777 777 77 [5] +342
Requisites: Str 8, Dex 14, Int 14, Wis 8, Chr 14
Alignment: any
HD/level: ++d4
Weapon Prof.: 2+level
Reference: DM {Reduced Pariah}
Groups: Rogue, Mirror, Concordant (x1)
Complexity: CF=4
 
Saving Throws:
PPD: level+5 Fort: level+0
RSW: level+3 Reflex: level+2
PP: level+5 Will: level-1
BW: level+2
Spell: level+3
 
Gets Exceptional Dex, Int, and Chr.
Gets 50 Rogue points per level.
Gets Outcast spells, see Outcast spell table (next page). Gets Pariah spells starting at level 27, see [PC14].
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)
 
Lvl Outcast Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently + Hide In Shadows together | Can backstab to someone's flank | Dimension Door V 20 Dex-12 Dex-14
1 Find/Remove Abjuration/Protection ("Twist") | All of the same effect on 1 target | All of the same effect in your group V 10 Int-13 Int-15
1 Any 2nd level Rogue ability (This is not a typo.) - - - -
2 Monster Summoning DL I || DL II || DL III || DL IV || etc. (2 pipes each) M 50 Wis-16 Wis-17
2 Any 2nd level Rogue ability - - - -
3 Blink | Blink Away Randomly (no parting shots) | Teleport (no delay) to random place within 10 miles 0 0 Con-22 Con-25
3 Any 2nd level Rogue ability (This is not a typo.) - - - -
4 +rating/25 TH | +rating/20 AC | +rating/15 max hp (lasts 1 turn) P 0 Str-32 Str-33
8 Dimension Fold or x1 Special of Proof vs. Teleportation | Find/Remove Teleport Redirection/Protection (borrow the F action as you are grabbed/stopped) | Create/Destroy Gate F or bF 0 Chr-40 Chr-45
16 (Use 1/turn max) Can convert 1V->1IV or 1Z->1IZ (instantaneous actions), one time per 50% made this turn. 0 0 Wis-49 Wis-50
20 Any 1st level Legend ability (see [PC7]) - - - -
24 Innate Deflection | Radiation | Magic | Psionic ||||||| Concordant (extra | for Reflection) bS 0 Con-45 Con-50
32 Any 1st level Unique ability (see [PC7]) - - - -

[PC73] Collective 7.3 Classes


Outcast Spells

SL # Spell
1 1 1M, may borrow: Get another save against an effect (lasts until used)
1 2 1M, use earlier in the round: On segment 10, can act on top and middle of segment.
1 3 1M: "Cast" a Level 1 Rogue pick as if it was a spell (points=50+CL*5, apply stat adj.)
1 4 1M: Ego Dominate someone within sight as if you were a magic item; your "Ego" = (Int+Chr+LVL)
1 5 1M: 1 target halves it's current hit points (RSW save for x3/4)
1 6 1M: Rainbow Silver effect on one target (RSW save)
2 1 One of your rogue abilities (not counting emulating spells or psi) cost half the number of actions to use
2 2 Choose MR, PR, IR, or RR. Get +10*CL% in it.
2 3 1M: 1 target halves it's current hit points (no save)
2 4 Choose a Psi7, Psi8, Psi14, or Psi15 minor power when you pick this. 1M: Cast it.
2 5 Can target someone else twice for twice the effect
2 6 +LVL/3 M actions
3 1 1M: [x1 Special] Dispel Technology Zone
3 2 1M, use earlier in the round: On segment 9, can act on top and middle of segment.
3 3 0, (LVL/3)/d: Resister pick (can use multiples at once if needed)
3 4 0, 1/d: Your multiplier becomes x2/x0 or x0/x2 (Offensive/Defensive) for 1 round
3 5 1P: Do 2V actions of Rogue abilities.
3 6 1M, 1/d: Set one target
4 1 1F: Target does not get their next Natural Reset. (no save, aNR to resist)
4 2 1M: Distribute a loss of -CL*10% BlahR's to a group
4 3 You cannot be located by Locate effects.
4 4 0, 1/t: Counter a Speaking action.
4 5 You have a Clone that actually works
4 6 1M: Genocide a monster type in the room (no save; aNR to resist)
5 1 1bM, 1/d: Replace a BlahR type you have with another type for 1 segment.
5 2 1F, 1/d: You have "Familiar immunity" as long as you aren't offensive. When you lose it, it's gone for the day.
5 3 1M: 1 target goes Down a Hole (PPD save, MR)
5 4 1bV, 1/d: Put an effect back up on you that was just dispelled.
5 5 1F: [x1 Special] Choose a psionic frequency. It has +50% effect in the room.
5 6 Can trade an Outcast SL N for N Outcast SLs. This effect also gives you 2 SLs of Outcast spells.
 
(continued next page)

[PC73] Collective 7.3 Classes


Outcast Spells (cont.)

SL # Spell
6 1 Your "Level:" abilities from your other classes cost half the number of actions to use
6 2 1M: Lower the PF, MF, TF, TechF, or PsiF in the room by 1.
6 3 You ignore Anti-Innate Shell. +CL*10% aIR.
6 4 Can convert 10a -> 1 Ia (Instantaneous) for any action type
6 5 You may mix this class with any other single class, that is itself not in a mix. Uses the 50% version of mixed classing.
6 6 0: [x1 Special] I (Instantaneous type) actions cannot be used in the room by x1 beings. J, K actions and x2+ beings not affected.
7 1 1bM, 1/d: Counter an Avoid Fate or Divine Intervention roll.
7 2 1M, use earlier in the round: On segment 8, can act on top and middle of segment.
7 3 1P: You and target cannot use Q or Zero actions (target gets RSW save)
7 4 1F: [x1 Enemy Special] Enemies cannot act on bottom of segment 6
7 5 1F: Time travel, up to CL years
7 6 1bF, 1/d: Capital O Object
8 1 1 Reset of F actions, 1/d: Create a "Low" Intelligent Item
8 2 Reduce stat requirements on a x2 class by LVL (not HNCL or Luck). Can pick this multiple times.
8 3 1F: Destroy an extradimensional space
8 4 1F, 1/d: You and another Outcast can share spells and rogue points
8 5 +CL*5% HNR
8 6 1M: Target creature becomes your summon (Will save)
Pariah 1 (11) 1 Scarab of Protection (get a save vs. things with no save, target = 20, can use items)
Pariah 1 (11) 2 Can act once per round on the bottom of the segment
Pariah 1 (11) 3 1M,1/d: Cast one SL=9 Rogue spell or "cast" a Level 1 to (CCL+18) Rogue pick as if it was a spell (points=CCL*50%)
Pariah 1 (11) 4 1X: Ego Dominate someone within sight as if you were a magic item; your "Ego" = (Int+Chr+HNCL+CCL)
Pariah 1 (11) 5 1X: 1 target: Head Blown Off, slain, crapped, or Extract (no save; XR to avoid)
Pariah 1 (11) 6 1X: Lower one x2 effect

[PC73] Collective 7.3 Classes


Psi4


Level

KXP
Psi4
TH
1 0 PSPs=2 +1
2 10 PSPs=2 +1
3 22.5 PSPs=4 +2
4 37.5 PSPs=4 +3
5 55 PSPs=4 +4
6 75 PSPs=4 +5
7 100 PSPs=6 +6
8 130 PSPs=6 +8
9 165 PSPs=6 +10
10 205 PSPs=6 +12
11 260 PSPs=6 +14
12 320 PSPs=6 +16
13 390 PSPs=7 +19
14 470 PSPs=7 +22
15 570 PSPs=7 +25
16 690 PSPs=7 +28
17 830 PSPs=9 +31
18 990 PSPs=9 +35
19 1190 PSPs=9 +39
20 1430 PSPs=9 +43
21 1750 PSPs=11 +47
22 2100 PSPs=11 +51
23 2550 PSPs=13 +56
24 3100 PSPs=13 +61
25 3750 PSPs=13 +66
26 4500 PSPs=13 +71
27 5500 PSPs=15 +76
28 6750 PSPs=15 +82
29 8250 PSPs=15 +88
30 10000 PSPs=15 +94
31 12000 PSPs=16 +100
32 14250 PSPs=17 +106
33 16750 PSPs=18 +113
34 19500 PSPs=19 +120
35 22500 PSPs=20 +127
36 25750 PSPs=21 +134
Requisites: Int 0, Wis 0, Chr 0
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/4
Reference: PHIII4
Groups: Psionicist
Complexity: CF=1
 
Saving Throws:
PPD: level+0 Fort: level+3
RSW: level+2 Reflex: level+2
PP: level+0 Will: level+4
BW: level+0
Spell: level+1
 
This is based off the Psion class in Player's Handbook 3 (4th Edition).
There are other Psionicist classes in that book, with other powers, which should also be part of this frequency.
Exceptional Int and Wis.
Each level, get two Psi4 powers of your LVL or less.
The powers are 1M to use and give no saving throw unless noted.
 
PSPs in this frequency are unusual compared to other frequencies. All powers cost 0 PSPs to use; the "power points" are used to "augment" (make better) your powers.
When you use a Psi4 power, you may spend any number of PSPs. Each PSP "material components" the effect. If you use 2 PSPs, you can make a "1 target" power an entire group at double effect.
For conversion purposes, 1 Psi4 PSP = 50 Psi1 PSPs.

[PC73] Collective 7.3 Classes


[Q4] Psi4 Powers

Original LVL SL Psi4 Ability Effect (IntB=Int bonus, WisB=Wis bonus, ChrB=Chr bonus)
1 1 Dishearten 1 target makes Morale check and is -2 TH
1 1 Force Punch 1 target is pushed out of its current group
1 1 Kinetic Trawl 1 target is pushed into your group
1 1 Memory Hole 1 target creature cannot target you for 1t
1 1 Mind Thrust 1 target 1d10+IntB mental dmg
1 1 Hand of Caution 1 target (1d8+IntB)*2 force dmg
1 1 Mental Trauma 1 target (1d8+IntB)*3 mental dmg (Will save: 1/2)
1 1 Ravening Thought 1 target (1d6+IntB)*2 mental dmg, plus degen 5 hp/s (Will save: 1/2, degen is 3 hp/s)
1 1 Telekinetic Anchor 1 target cannot use V actions (Will save)
2 1 Intellect Fortress Choose a power type (Physical, Magic, Psi, etc.) You take -ChrB dmg from that type.
2 1 Transport Self Blink (1+WisB)*10'
2 1 Skill Empowerment +3 checks on a proficiency or skill
2 1 Telekinetic Lift TK one object/person 400 lbs. up to 30'
3 1 Betrayal 1 target attacks one of his allies next action (Will save)
3 1 Burning Flux 1 group 1d6+IntB fire dmg every segment for 1r
3 1 Force Hammer 1 group 1d6+IntB mental dmg (no save), Slowed (Will save)
3 1 Id Insinuation 1 target 1d6+IntB mental dmg, 2 Con dmg
5 2 Crisis of Identity 1 target (1d6+IntB)*3 mental dmg (no save), attacks one of his allies next action (Will save)
5 2 Hypnotic Pulse 1 group (1d6+IntB)*2 mental dmg (no save), Dazed (Will save)
5 2 Shredding Ribbons 1 group (1d6+IntB)*2 force dmg every segment for 1r
5 2 Telekinetic Maul 1 target (1d12+IntB)*3 force dmg (no save), is pushed out of its current group
6 2 Telekinetic Screen DR (10+WisB)/-
6 2 Mind Shadow Immune TK
6 2 Steadfast Stanchion 1 group cannot attack you on their next action
7 3 Cranial Disturbance 1 target (1d8+IntB) force dmg, halve their AC
7 3 Dread Spiral 1 target (1d10+IntB) force dmg, you can merge them into another group
7 3 Force Grasp 1 target (1d8+IntB) force dmg, Slowed
7 3 Mind Break 1 target (1d8+IntB) mental dmg, gains Vulnerable Mental for 1r
9 3 Clear the Slate 1 group (1d6+IntB)*2 force dmg (Will save), you can merge them into another group (no save)
9 3 Mind Blast 1 target Stunned (Will save for Dazed)
9 3 Mind Cannon 1 target (1d8+IntB)*2 force dmg, Deafened
9 3 Sensory Onslaught 1 target (1d10+IntB)*2 mental dmg, degens 5 hp/s
10 4 Force Bubble 1 group gains Resist of one of: Cold, Fire, Force, Lightning, Necromantic, Light, or Sound
10 4 Mind over Flesh 1rM, can use while stunned/dominated: Remove stun, domination, paralysis on yourself
10 4 Intellect Leech Whenever someone in your group takes mental damage, you gain that many hp (can go above max, if over max fades at 1 hp/s)
10 4 Sky Hook Fly at your normal walking movement rate
13 5 Concussion Burst
13 5 Dual Hallucination
13 5 Mind Wipe
13 5 Thunder Tether
15 5 Crushing Bludgeon
15 5 Dominate
15 5 Imprison
15 5 Psychofeedback
16 6 Psychic Chirurgery
16 6 Freedom of Movement
16 6 Precognitive Step
16 6 Telekinetic Boost
17 6 Crystalline Bonds
17 6 Forced Opportunity
17 6 Psychic Brand
17 6 Shield Crack
19 7 Crisis of Breath
19 7 Psychic Crush
19 7 Psychic Leech
19 7 Shred Reality
22 8 Warding Shield
22 8 Mind Over Earth
22 8 Rejuvenate the Mind
22 8 Through the Walls
23 8 Cruel Crush
23 8 Daggers of Pain
23 8 Space Vortex
23 8 Sudden Control
25 9 Forest of Exclusion
25 9 Mind Switch
25 9 Telekinetic Bombard
25 9 Thrall
27 9 Claws of Force
27 9 Concussive Detonation
27 9 Intrusive Spear
27 9 Psionic Veil
29 10 Clasp of the Psion
29 10 Microcosm
29 10 Soul Break
29 10 Tear the World

[PC73] Collective 7.3 Classes


Psi22


Level
KXP Psi22
mMG S
KXP
(Alt)
ArchPsi
mMG SU

TH
1 0 1-- - 0 3-- -- +1
2 2.5 2-- - 5 4-- -- +2
3 5 3-- - 10 51- -- +3
4 10 4-- - 20 62- -- +4
5 15 41- - 30 631 -- +5
6 25 51- - 50 752 -- +6
7 50 52- - 100 873 -- +7
8 75 62- - 150 984 -- +8
9 100 63- - 200 A95 1- +9
10 125 73- - 250 BA5 1- +10
11 150 74- - 300 CB6 2- +11
12 300 741 - 600 DC7 2- +12
13 450 841 - 900 ED7 3- +13
14 750 851 - 1500 FE8 3- +14
15 1000 852 - 2000 GF9 4- +15
16 1300 952 - 2600 HG9 4- +16
17 1600 962 - 3200 IHA 5- +17
18 2000 A62 1 4000 JIB 5- +18
19 2500 A72 1 5000 KJB 6- +19
20 3000 A73 1 6000 LKC 6- +20
21 3500 B83 2 7000 MLD 7- +21
22 4000 C84 2 8000 NMD 7- +22
23 4500 D94 2 9000 ONE 8- +23
24 5000 E95 3 10000 POF 8- +24
25 5500 FA5 3 11000 QPF 9- +25
26 6000 GA6 3 12000 RQG 9- +26
27 6500 HB6 4 13000 SRH A1 +27
28 7000 IB7 4 14000 TSH A1 +28
29 7500 JC7 4 15000 UTI B1 +29
30 8000 KC8 5 16000 VUJ B2 +30
31 8500 LD8 5 17000 WVJ C2 +31
32 9000 MD9 5 18000 XWK C3 +32
33 9500 NE9 6 19000 YXL D3 +33
34 10000 OEA 6 20000 ZYL D3 +34
35 10500 PFA 6 21000 [ZM E4 +35
36 11000 QFB 7 22000 \[N E4 +36
Requisites: Str 10, Dex 10, Con 10, Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d6
Weapon Prof.: 2+level
Reference: MTG
Groups: Psionicist
Complexity: CF=3
 
Saving Throws:
PPD: level+3 Fort: level+1
RSW: level+3 Reflex: level+1
PP: level+3 Will: level+1
BW: level+3
Spell: level+3
 
Simple psionic frequency, vaguely based on gold cards in MTG.
Note that other sources of "gold spells from MTG" exist in the Collective (e.g. Psi11U/W). You can spend research points to learn those powers as psionic powers here.
 
Alternate Arch-Psi progession: Spend the higher XP cost and get the better Arch-Psi spell progression. Gets none of Arch-Psi's other abilities.

[PC73] Collective 7.3 Classes


Psi22 Minor Powers

Colors Effect
B/U 0, take 10 dmg: Unsummon a summon.
B/U Unspend 1 SL in a spell progression or 10 Rogue points.
B/G Defile 30' r: Cure 30 hp (1 target)
B/G Defile 30' r: Recover 20 PSPs (Psi1 scale)
B/R Sacrifice a summon: Deal it's hp as dmg to one target (BW save: ½; aNR)
B/R Your summons ignore non-intrinsic / non-racial defenses for 1 turn
B/W Name a spell or psi power. Target cannot use that power (no save; aIR)
B/W [x1 Special] Pick an element. Everyone in room is immune to it.
U/G 2M, Preserve 30' r: If area was Defiled, get +10 PSPs (Psi1 scale)
U/G Target has Flying for 1 hour
U/R Sacrifice any number of summons: Add their hp to your current hp
U/R Target gets +2*CL TH/dmg and wins next initiative
U/W [x1 Special] Everyone gets +10 saves in the room
U/W You can't be targetted by non-damaging effects for 1 turn
G/R Destroy a magic item (RSW save). Get BPV/1000 Saproling summons (DL I)
G/R Next time you summon, unsummon something (no save)
G/W 0, Sacrifice a summon: Get a new summon of same DL (same summon type if you like)
G/W Dispel an effect (RSW save; ER). Get (effect's SL) Saproling summons (DL I)
R/W Ninja speed (x2 attacks) one weapon until end of round (range touch)
R/W 0, lower S slay yourself: 20 dmg to one target (no resistance, no target) or cure 20 hp (even perm./vile)

Psi22 Major Powers

Colors Effect
B/R Ignore WR; Treat iWR as WR (for 1 turn)
B/R Regenerate 10*CL hp/s for 1 turn
B/W Cure 30 hp to one target; One target loses half of one progression (no save)
B/W Vampiric Regen (50% weapon damage done) for 1 turn
U/R ½M: 10 dmg to one target (untyped; no save; MR)
U/R Astral Spell, return at end of segment (if wish)
G/R Dispel a magic or psionic effect (and) Dispel an item
G/R 40 dmg to one target (untyped; no save; NR)
G/W Whenever a summon of yours dies due to damage, you are cured 30 hp
G/W Your next summon you get to pick the summon type (or) once summon type is rolled, you can pick exact monster off of the [M1] chart.
B/U/R Target is Spent (no save; MR)
B/U/W Unsummon CL/4 groups of summons
B/G/R Do X*10 dmg to a group (no save; MR), where X is the number of creatures in that group
U/G/W Tenser's Transformation
G/R/W Double your number of Saproling summons. Double their DL rating. (Cannot do this more than once per group.)

[PC73] Collective 7.3 Classes


Psi22 Grand Powers

Colors Effect
B/R One group does not generate "?" or Wandering Monsters in dungeon for 1 round
B/R [x1 Special] Whenever someone is cured (incl. regeneration), they lose that many hp instead
B/W Whenever one of your Revives does damage, you are cured 10 hp (per attack)
B/W CL*10 dmg to a target (no save; NR); Cure CL*10 dmg to a target
U/R 10 dmg to a group (untyped, no save, PR); +½ QM once (use by end of round)
U/R One target gets +4*CL TH/dmg/AC/saves; Another target gets -4*CL TH/dmg/AC/saves (no save)
G/R Your summons get +1 DL or +20 TH/dmg/AC/saves
G/R 3M: Shapechange self into any Goblin race (can change race scores/stats to match), can be Vanilla or Chocolate
G/W Whenever something is dispelled in the room, you get +10 PSPs (Psi1 scale)
G/W Target gets +1QS and +3*LVL TH until end of round

[PC73] Collective 7.3 Classes


Sakashima's Student


Level

KXP

Spells

TH
1 0 (special) +0
2 12.5 (special) +0
3 25 (special) +0
4 50 (special) +0
5 100 (special) +0
6 200 (special) +0
7 400 (special) +0
8 800 (special) +0
9 1400 (special) +0
10 2200 (special) +0
11 3300 (special) +0
12 4400 (special) +0
13 5500 (special) +0
14 6600 (special) +0
15 7700 (special) +0
16 8800 (special) +0
17 9900 (special) +0
18 11000 (special) +0
19 12100 (special) +0
20 13200 (special) +0
21 14300 (special) +0
22 15400 (special) +0
23 16500 (special) +0
24 17600 (special) +0
25 18700 (special) +0
26 19800 (special) +0
27 20900 (special) +0
28 22000 (special) +0
29 23100 (special) +0
30 24200 (special) +0
31 25300 (special) +0
32 26400 (special) +0
33 27500 (special) +0
34 28600 (special) +0
35 29700 (special) +0
36 30800 (special) +0
Requisites: Int 200, Wis 100, Chr 50,
  Class slots 80
Alignment: any
HD/level: d5
Weapon Prof.: 2+0*level
Reference: DM
Groups: Wizard, Priest, Custom, Copy
Complexity: CF=4
 
Saving Throws:
PPD: level+10 Fort: level+10
RSW: level+10 Reflex: level+10
PP: level+10 Will: level+10
BW: level+10
Spell: level+10
 
For each of the following, you get the best rating of any character in the party.
 
Wizard Spell Level
Priest Spell Level
Caster Level
 
School/Sphere Robes do not count. Limited progressions that can be used only for one or two Schools/Spheres do not count.
You have a "1" in the Wizard Spell Level in question. From there, add 1 to each slot as you go down. (So if the highest Wizard SL in the party is 6, your progression is 654 321).
Repeat this for Priest. You do not get stat bonus to these progressions, nor do other effects/items improve them.
Your CL is fixed and cannot be raised with other effects/items.
"Combine" effects do not work for you, nor can you "lend out" your CL or aid other people's CL.

[PC73] Collective 7.3 Classes


Tough Man


Level

KXP

Spells

TH
1 0 (none) +1
2 5 (none) +2
3 10 (none) +3
4 20 (none) +4
5 40 (none) +5
6 80 (none) +6
7 160 (none) +7
8 320 (none) +8
9 640 (none) +9
10 1000 (none) +10
11 1500 (none) +11
12 2000 (none) +12
13 2500 (none) +13
14 3000 (none) +14
15 3500 (none) +15
16 4000 (none) +16
17 4500 (none) +17
18 5000 (none) +18
19 5500 (none) +19
20 6000 (none) +20
21 6500 (none) +21
22 7000 (none) +22
23 7500 (none) +23
24 8000 (none) +24
25 8500 (none) +25
26 9000 (none) +26
27 9500 (none) +27
28 10000 (none) +28
29 10500 (none) +29
30 11000 (none) +30
31 11500 (none) +31
32 12000 (none) +32
33 12500 (none) +33
34 13000 (none) +34
35 13500 (none) +35
36 14000 (none) +36
Requisites: Con 100
Alignment: any
HD/level: & 4d0
Weapon Prof.: & 4+2*level
Reference: DM
Groups: Monster, Maxi
Complexity: CF=4
   
Saving Throws:  
PPD: & +4+level*2
RSW: & +3+level*2
PP: & +5+level*2
BW: & +1+level*2
Spell: & +2+level*2
Fort: & +4+level*2
Reflex: & +0+level*2
Will: & +0+level*2
   
+2*LVL Con
Barbarian Con.
Sustain Con.
Regen +LVL hp/s. The Regen is not Troll-like. You will die in 1 round if you exceed your "regen buffer" of -10-(Regen rate/s)*10.
+LVL*3 AC.
aER LVL*25%; immune to miscellaneous "bad effects" of touching someone
Gets an "Immuner" and a "Resister" pick per level.
Choose one of the following (can change at reset):
inDR 4*LVL/+LVL (inDR is "irreducible, non-ignorable" DR.)
-2*LVL per physical attack
+(LVL*2-2) weapon needed to hit you

[PC73] Collective 7.3 Classes


Animal Companions / Mounts (Mini-Class)

Level KXP Normal Effect Alternate Total
1 6 +1 Animal Companion +1 DL of Mount (+1)
2 12 +1 Animal Companion +1 DL of Mount (+2)
3 24 +1 Animal Companion +1 DL of Mount (+3)
4 48 +1 Animal Companion +1 DL of Mount (+4)
5 96 +1 Animal Companion +1 DL of Mount (+5)
6 192 +1 Animal Companion +1 DL of Mount (+6)
7 300 +1 Animal Companion +1 DL of Mount (+7)
8 600 +1 Animal Companion +1 DL of Mount (+8)
9 900 +1 Animal Companion +1 DL of Mount (+9)
10 1200 +1 Animal Companion +1 DL of Mount (+10)
11 1500 +1 Animal Companion +1 DL of Mount (+11)
12 1800 +1 Animal Companion +1 DL of Mount (+12)
13 2100 +1 Animal Companion +1 DL of Mount (+13)
14 2400 +1 Animal Companion +1 DL of Mount (+14)
15 2700 +1 Animal Companion +1 DL of Mount (+15)
16 3000 +1 Animal Companion +1 DL of Mount (+16)
17 3300 +1 Animal Companion +1 DL of Mount (+17)
18 3600 +1 Animal Companion +1 DL of Mount (+18)
(etc., 300 KXP per level.)
Each Animal Companion acts as a mini-character with 10% of your XP total.
They do not have ability scores, have only one class slot, and can only play classes that are 2 CF's below the current CF.
They may use one magic item. They generally do not have optional things like Kits, Feats, Familiars, etc.
They may have a minor ability or two like flying, depending on their race.
All the Animal Companions together form one "slot" on the chalkboard, but they can act individually (against different groups).
If an Animal Companion dies, it is replaced at reset.
 
Mounts (Alternate):
Gets 1 DL of Mount per level. Uses the Beast Mount chart on next page. You can combine the DL's into one mount, or have several smaller mounts. Maximum DL is 10.
Each Mount can redirect one attack sequence or effect from you to themselves. Unlike Beast Rider or Mounty you do not need a 0 action, the mount does this.
If you are hit with an area effect, your Mounts are generally excluded. Mounts are normally "immune" like Familiars, unless they attack or redirect an effect to themselves.
When a Mount attacks, the DM may simply have them attack as a monster of the same DL, to simplify matters.
If a Mount dies, it is normally replaced at reset. You can resummon them with Monster Summoning or Animal Summoning spells of the same DL, and you can choose off the Beast Mount chart what you get.

[PC73] Collective 7.3 Classes


Beast Rider Mounts

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase these stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase these stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase these stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase these stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase these stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase these stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase these stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase these stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase these stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase these stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC73] Collective 7.3 Classes


Chr-Set Chr (Mini Class)

Level KXP Effect Total
1 2.5 +3 set Chr; +10% Money (+3; x1.1)
2 5 +3 set Chr; +10% Money (+6; x1.2)
3 10 +3 set Chr; +10% Money (+9; x1.3)
4 20 +3 set Chr; +10% Money (+12; x1.4)
5 40 +3 set Chr; +10% Money (+15; x1.5)
6 80 +3 set Chr; +10% Money (+18; x1.6)
7 160 +3 set Chr; +10% Money (+21; x1.7)
8 250 +3 set Chr; +10% Money (+24; x1.8)
9 500 +3 set Chr; +10% Money (+27; x1.9)
10 750 +3 set Chr; +10% Money (+30; x2)
11 1000 +3 set Chr; +10% Money (+33; x2.1)
12 1250 +3 set Chr; +10% Money (+36; x2.2)
13 1500 +3 set Chr; +10% Money (+39; x2.3)
14 1750 +3 set Chr; +10% Money (+42; x2.4)
15 2000 +3 set Chr; +10% Money (+45; x2.5)
16 2250 +3 set Chr; +10% Money (+48; x2.6)
17 2500 +3 set Chr; +10% Money (+51; x2.7)
18 2750 +3 set Chr; +10% Money (+54; x2.8)
(etc., 250 KXP per level.)
 
This class gives +1 rank of Exceptional Chr which stacks on top on what you already have (unless the source says it can't be improved).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Chr.
Automatically make Chr checks, Psionic Blast saves, and Leadership (Morale) checks.
Sustain Chr, Cml.
+1 summon slot.
Double your Personality score.
 
 
 
 
 
 
 
 
 
 
 
 

[PC73] Collective 7.3 Classes


Con-Set Con (Mini Class)

Level KXP Effect Total
1 2.5 +3 set Con; Regen +1 hp/s (+3; +1 hp/s)
2 5 +3 set Con; Regen +1 hp/s (+6; +2 hp/s)
3 10 +3 set Con; Regen +1 hp/s (+9; +3 hp/s)
4 20 +3 set Con; Regen +1 hp/s (+12; +4 hp/s)
5 40 +3 set Con; Regen +1 hp/s (+15; +5 hp/s)
6 80 +3 set Con; Regen +1 hp/s (+18; +6 hp/s)
7 160 +3 set Con; Regen +1 hp/s (+21; +7 hp/s)
8 250 +3 set Con; Regen +1 hp/s (+24; +8 hp/s)
9 500 +3 set Con; Regen +1 hp/s (+27; +9 hp/s)
10 750 +3 set Con; Regen +1 hp/s (+30; +10 hp/s)
11 1000 +3 set Con; Regen +1 hp/s (+33; +11 hp/s)
12 1250 +3 set Con; Regen +1 hp/s (+36; +12 hp/s)
13 1500 +3 set Con; Regen +1 hp/s (+39; +13 hp/s)
14 1750 +3 set Con; Regen +1 hp/s (+42; +14 hp/s)
15 2000 +3 set Con; Regen +1 hp/s (+45; +15 hp/s)
16 2250 +3 set Con; Regen +1 hp/s (+48; +16 hp/s)
17 2500 +3 set Con; Regen +1 hp/s (+51; +17 hp/s)
18 2750 +3 set Con; Regen +1 hp/s (+54; +18 hp/s)
(etc., 250 KXP per level.)
 
This class gives +1 rank of Exceptional Con which stacks on top on what you already have (unless the source says it can't be improved).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Con.
Automatically make Con checks, Fort saves, System Shock and Resurrection survival rolls.
Sustain Con.
The Regen is not Troll-like. You will die in 1 round if you exceed your "regen buffer" of -10-(Regen rate/s)*10.
Get +1d+0 hit dice in each class.
Sustain hp and immune to Vile and Permanent dmg.
 
 
 
 
 
 
 
 
 
 
 

[PC73] Collective 7.3 Classes


Dex-Set Dex (Mini Class)

Level KXP Effect Total
1 2.5 +3 set Dex (+3)
2 5 +3 set Dex (+6)
3 10 +3 set Dex (+9)
4 20 +3 set Dex (+12)
5 40 +3 set Dex (+15)
6 80 +3 set Dex (+18)
7 160 +3 set Dex (+21)
8 250 +3 set Dex (+24)
9 500 +3 set Dex (+27)
10 750 +3 set Dex (+30)
11 1000 +3 set Dex (+33)
12 1250 +3 set Dex (+36)
13 1500 +3 set Dex (+39)
14 1750 +3 set Dex (+42)
15 2000 +3 set Dex (+45)
16 2250 +3 set Dex (+48)
17 2500 +3 set Dex (+51)
18 2750 +3 set Dex (+54)
(etc., 250 KXP per level.)
 
This class gives +1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Automatically make Dex checks and Reflex saves.
Sustain Dex.
You get the bonus P,V actions based on high Dex used in earlier versions of the Collective.
Take N=Dex-14 (this can't be improved), spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
+1 instance of tactical movement. Double movement rate.
Resist falling damage.
 
 
 
 
 
 
 
 
 
 

[PC73] Collective 7.3 Classes


GURPS Perks (Mini Class)

Level KXP Effect Total
1 0.5 +1 GURPS Perk (+1)
2 1 +1 GURPS Perk (+2)
3 2 +1 GURPS Perk (+3)
4 4 +1 GURPS Perk (+4)
5 8 +1 GURPS Perk (+5)
6 16 +1 GURPS Perk (+6)
7 32 +1 GURPS Perk (+7)
8 64 +1 GURPS Perk (+8)
9 100 +1 GURPS Perk (+9)
10 150 +1 GURPS Perk (+10)
11 200 +1 GURPS Perk (+11)
12 250 +1 GURPS Perk (+12)
13 300 +1 GURPS Perk (+13)
14 350 +1 GURPS Perk (+14)
15 400 +1 GURPS Perk (+15)
16 450 +1 GURPS Perk (+16)
17 500 +1 GURPS Perk (+17)
18 550 +1 GURPS Perk (+18)
(etc., 50 KXP per level.)
See GURPS Powers-Ups 2: Perks. These will be defined in Collective terms as they are taken.

[PC73] Collective 7.3 Classes


Improved To Hit (Mini Class)

Level KXP Effect Total
1 1 +10 to hit (+10)
2 2 +10 to hit (+20)
3 4 +10 to hit (+30)
4 8 +10 to hit (+40)
5 16 +10 to hit (+50)
6 32 +10 to hit (+60)
7 64 +10 to hit (+70)
8 100 +10 to hit (+80)
9 200 +10 to hit (+90)
10 300 +10 to hit (+100)
11 400 +10 to hit (+110)
12 500 +10 to hit (+120)
13 600 +10 to hit (+130)
14 700 +10 to hit (+140)
15 800 +10 to hit (+150)
16 900 +10 to hit (+160)
17 1000 +10 to hit (+170)
18 1100 +10 to hit (+180)
(etc., 100 KXP per level.)

[PC73] Collective 7.3 Classes


Int-Set Int (Mini Class)

Level KXP Effect Total
1 2.5 +3 set Int (+3)
2 5 +3 set Int (+6)
3 10 +3 set Int (+9)
4 20 +3 set Int (+12)
5 40 +3 set Int (+15)
6 80 +3 set Int (+18)
7 160 +3 set Int (+21)
8 250 +3 set Int (+24)
9 500 +3 set Int (+27)
10 750 +3 set Int (+30)
11 1000 +3 set Int (+33)
12 1250 +3 set Int (+36)
13 1500 +3 set Int (+39)
14 1750 +3 set Int (+42)
15 2000 +3 set Int (+45)
16 2250 +3 set Int (+48)
17 2500 +3 set Int (+51)
18 2750 +3 set Int (+54)
(etc., 250 KXP per level.)
 
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
Automatically make Int checks and category=Spell saves.
Sustain Int, Logic.
You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
Int+Wis+Chr: 44=+½M; 50=+1M; 70=+1½M; 75=+2M; 95=+2½M; 100=+3M; and this continues.
Get Int bonus to CL; you can no more than double the original CL of a class.
+2 Kit slots.
 
 
 
 
 
 
 
 
 

[PC73] Collective 7.3 Classes


Irreducible BlahR (Mini Class)

Level KXP Effect Total
1 1 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+10%)
2 2 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+20%)
3 4 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+30%)
4 8 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+40%)
5 16 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+50%)
6 32 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+60%)
7 64 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+70%)
8 100 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+80%)
9 200 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+90%)
10 300 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+100%)
11 400 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+110%)
12 500 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+120%)
13 600 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+130%)
14 700 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+140%)
15 800 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+150%)
16 900 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+160%)
17 1000 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+170%)
18 1100 Pick a iBlahR (iRR,iMR,iPR,iIR). Get +10% in it. (+180%)
(etc., 100 KXP per level.)
Alternate Effect Alt Total
iBlahR (iRMPIR) +5% (+5%)
iBlahR (iRMPIR) +5% (+10%)
iBlahR (iRMPIR) +5% (+15%)
iBlahR (iRMPIR) +5% (+20%)
iBlahR (iRMPIR) +5% (+25%)
iBlahR (iRMPIR) +5% (+30%)
iBlahR (iRMPIR) +5% (+35%)
iBlahR (iRMPIR) +5% (+40%)
iBlahR (iRMPIR) +5% (+45%)
iBlahR (iRMPIR) +5% (+50%)
iBlahR (iRMPIR) +5% (+55%)
iBlahR (iRMPIR) +5% (+60%)
iBlahR (iRMPIR) +5% (+65%)
iBlahR (iRMPIR) +5% (+70%)
iBlahR (iRMPIR) +5% (+75%)
iBlahR (iRMPIR) +5% (+80%)
iBlahR (iRMPIR) +5% (+85%)
iBlahR (iRMPIR) +5% (+90%)
 

[PC73] Collective 7.3 Classes


Simple XP (Mini Class)

Level KXP Effect (Total)
1 0 (1 condition) +10% XP
2 0 (2 conditions) +10% XP
3 0 (3 conditions) +10% XP
4 0 (4 conditions) +10% XP
5 0 (5 conditions) +10% XP
6 0 (6 conditions) +10% XP
7 0 (7 conditions) +10% XP
8 0 (8 conditions) +10% XP
9 0 (9 conditions) +10% XP
10 (max) 0 (10 (max) conditions) +10% XP
 
This class costs zero XP to go up in level. Instead, there are conditions you must meet, defined below. For each condition you get a level.
You may refuse to use an ability from a class or an item that you get (e.g. "Barbarian Str") that would violate one of these conditions. The effect then simply does nothing.
The conditions still work even if they are banned in the current game. (e.g. if Familiars aren't allowed, you qualify for "No Familiars".)
When stacking this with multiplier bonuses (like "x2 XP"), multiply then add, so x2 +30% would be x2.3 (not x2.6).
Conditions (this list may be expanded in the future, but the max will stay at LVL=10):
1. No Familiars
2. No GGL picks
3. No bonuses to CL or ML. No school/sphere Robes.
4. No Barbarian or higher stat bonuses
5. No Custom or Concordant (x1) classes (x2 classes are OK)
6. No other Mini-classes
7. All of your classes are 1 or more CFs below the current CF.
8. Only spent one class slot, and no Class Adjectives
9. Only spent one race slot, and no Race Adjectives. Archetype and Paradigm is OK; Archetype Adjective and Exemplar (Paradigm Adjective) is not.
10. No player pick for this character. (If your player pick is by player instead of by character, technically this character can't "use" it. You must have at least one character who can "use" your pick to actually use it yourself as a player.)

[PC73] Collective 7.3 Classes


Str-Set Str (Mini Class)

Level KXP Effect Total
1 2.5 +3 set Str; +2 more Str FPOW (+3; +2)
2 5 +3 set Str; +2 more Str FPOW (+6; +4)
3 10 +3 set Str; +2 more Str FPOW (+9; +6)
4 20 +3 set Str; +2 more Str FPOW (+12; +8)
5 40 +3 set Str; +2 more Str FPOW (+15; +10)
6 80 +3 set Str; +2 more Str FPOW (+18; +12)
7 160 +3 set Str; +2 more Str FPOW (+21; +14)
8 250 +3 set Str; +2 more Str FPOW (+24; +16)
9 500 +3 set Str; +2 more Str FPOW (+27; +18)
10 750 +3 set Str; +2 more Str FPOW (+30; +20)
11 1000 +3 set Str; +2 more Str FPOW (+33; +22)
12 1250 +3 set Str; +2 more Str FPOW (+36; +24)
13 1500 +3 set Str; +2 more Str FPOW (+39; +26)
14 1750 +3 set Str; +2 more Str FPOW (+42; +28)
15 2000 +3 set Str; +2 more Str FPOW (+45; +30)
16 2250 +3 set Str; +2 more Str FPOW (+48; +32)
17 2500 +3 set Str; +2 more Str FPOW (+51; +34)
18 2750 +3 set Str; +2 more Str FPOW (+54; +36)
(etc., 250 KXP per level.)
 
This class gives +1 rank of Exceptional Str which stacks on top on what you already have (unless the source says it can't be improved).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Str.
Sustain Str.
Automatically make Str checks, PP saves, Bend Bars and Lift Gates rolls.
"Str FPOW" is "Strength For Purposes of Weapons"
You get x3 effect with these [C7] Combat Maneuvers: Bash, Bypassing Armor, Charge, Cleave, Disarm, Kick, Parry, Sap, Shield Bash, Subdue.
With an attack, you can Throw a Size M target Str*10', doing (Str)d6 falling dmg. This autohits and removes him from your group.
 
 
 
 
 
 
 
 
 

[PC73] Collective 7.3 Classes


True Destiny XP (Mini Class)

Level KXP Effect (Total)
1 0 (SN=1) +20% XP or +(Chr bonus)% XP
2 0 (SN=2) +40% XP or +(Chr bonus)% XP
3 0 (SN=3) +60% XP or +(Chr bonus)% XP
4 0 (SN=4) +80% XP or +(Chr bonus)% XP
5 0 (SN=5) +100% XP or +(Chr bonus)% XP
6 0 (SN=6) +120% XP or +(Chr bonus)% XP
7 0 (SN=7) +140% XP or +(Chr bonus)% XP
8 0 (SN=8) +160% XP or +(Chr bonus)% XP
9 0 (SN=9) +180% XP or +(Chr bonus)% XP
10 0 (SN=10) +200% XP or +(Chr bonus)% XP
11 0 (SN=11) +220% XP or +(Chr bonus)% XP
12 0 (SN=12) +240% XP or +(Chr bonus)% XP
13 0 (SN=13) +260% XP or +(Chr bonus)% XP
14 0 (SN=14) +280% XP or +(Chr bonus)% XP
15 0 (SN=15) +300% XP or +(Chr bonus)% XP
16 0 (SN=16) +320% XP or +(Chr bonus)% XP
17 0 (SN=17) +340% XP or +(Chr bonus)% XP
18 0 (SN=18) +360% XP or +(Chr bonus)% XP
(etc.)
 
This class costs zero XP to go up in level.
The "SN" number is the session number; so your level in the True Destiny XP Mini-Class is equal to the session number.
Take the lower of 20*SN and your Chr bonus as the bonus (in percent) to your XP.
When stacking this with multiplier bonuses (like "x2 XP"), multiply then add, so x2 +30% would be x2.3 (not x2.6).

[PC73] Collective 7.3 Classes


Wis-Set Wis (Mini Class)

Level KXP Effect Total
1 2.5 +3 set Wis (+3)
2 5 +3 set Wis (+6)
3 10 +3 set Wis (+9)
4 20 +3 set Wis (+12)
5 40 +3 set Wis (+15)
6 80 +3 set Wis (+18)
7 160 +3 set Wis (+21)
8 250 +3 set Wis (+24)
9 500 +3 set Wis (+27)
10 750 +3 set Wis (+30)
11 1000 +3 set Wis (+33)
12 1250 +3 set Wis (+36)
13 1500 +3 set Wis (+39)
14 1750 +3 set Wis (+42)
15 2000 +3 set Wis (+45)
16 2250 +3 set Wis (+48)
17 2500 +3 set Wis (+51)
18 2750 +3 set Wis (+54)
(etc., 250 KXP per level.)
 
This class gives +1 rank of Exceptional Wis which stacks on top on what you already have (unless the source says it can't be improved).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
Sustain Wis, San (Sanity).
Automatically make Wis checks and Will saves.
Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
Get an instance of Wis bonus to one spell progression.
You can Turn Undead using the level of this Mini class. If you can already Turn Undead, you can do it as 1V action.