[PC76] Collective 7.6 Classes


2X (Advanced) Fighter


Level

KXP

TH
1 0 & ++2
2 400 & ++3
3 800 & ++4
4 1600 & ++5
5 3200 & ++6
6 4800 & ++7
7 8000 & ++8
8 12000 & ++9
9 16000 & ++10
10 20000 & ++11
11 24000 & ++12
12 28000 & ++13
13 32000 & ++14
14 36000 & ++15
15 40000 & ++16
16 44000 & ++17
17 48000 & ++18
18 52000 & ++19
19 56000 & ++20
20 60000 & ++21
21 64000 & ++22
22 68000 & ++23
23 72000 & ++24
24 76000 & ++25
25 80000 & ++26
26 84000 & ++27
27 88000 & ++28
28 92000 & ++29
29 96000 & ++30
30 100000 & ++31
31 104000 & ++32
32 108000 & ++33
33 112000 & ++34
34 116000 & ++35
35 120000 & ++36
36 124000 & ++37
Requisites: HNCL 30 [or] Warrior 20 [or] 0X/1X Fighter 15; Str 50
Alignment: any
HD/level: & level*Con/20 ihp
Weapon Prof.: & level*6
Reference: DM
Groups: Concordant (x2), Warrior, Futureshifted
Complexity: CF=2
 
Saving Throws:
PPD: & ++(level/2+1) Fort: & ++(level/2+2)
RSW: . Reflex: & ++(level/2+0)
PP: & ++(level/2+3) Will: .
BW: & ++(level/2+4)
Spell: .
 
Ultra Barbarian Str [bonus=(stat-22)*4], you may use one of the lower types if you want.
CF=3: Extreme Barbarian Str [bonus=(stat-30)*6], you may use one of the lower types if you want.
CF=4: Exorbitant Barbarian Str [bonus=(stat-38)*8], you may use one of the lower types if you want.
CF=5: Uber Barbarian Str [bonus=(stat-46)*10], you may use one of the lower types if you want.
+2X actions. Can convert 2P -> 1X action. Your P actions cannot be locked down.
CF=3: You may use 3P+1V in a segment instead of 1S+1V+1X. (In the mechanics, what you're doing is converting 1S+1X -> 1P+1RP+1RRP.)
CF=3: Use 1X from remaining actions, 1/s: Do 1P of physical attacks on 1 group. You must resolve all the attacks at once (you can't "save" attacks"). This may be used on the opponent's half-segment.
CF=4: You may use QP actions (and QQP, etc.) even if normally not allowed. Uses the "Quick Half-Segment" rules (i.e. "segment 1 quick top" occurs after "segment 1 bottom"). Can convert 2P -> 1QP; 2QP -> 1QQP; and so on.
CF=5: You may use OppP actions even if banned or locked down. Can convert 1X -> 1OppP.
CF=5: Can convert 1X -> 1IP (Instantaneous P). Can convert 2IP -> 1JP; 2JP -> 1KP; and so on.
Choose one of these abilities per level:
A. Always Critical: Whenever you hit, you always do a critical.
B. Cascade Ramming: Each of your attacks hits an entire group.
C. Die Type: You roll d30's for your dice, including TH and saves (like a Fighter30).
D. Dragonlancing: Your weapons are Dragonlancing; add your (non-infinite) hp to your dmg. If you take this twice, add your ihp as idmg.
E. Ignore Physical Immunity: You ignore immune to physical attacks (including racial/class), immune to matter, immune to damage, held hit points, skins, + weapon needed to hit, and protective shields of all types.
F. Increased Opportunity: Get a P action of attacks against someone when you get an attack of opportunity or parting shot.
G. Infinite Reach: You have infinite reach and can melee with any target in sight.
H. Innate Immunity: You are completely immune to innates and racial abilities.
I. Interposer: 1N, LVL/s: Interpose.
J. Inverse Dragonlancing: Your weapons are Inverse Dragonlancing; add your (non-infinite) hp to your TH. If you take this twice, add your ihp as iTH.
K. Legion Whirl: 2P: Whirl on a whole Legion of groups of monsters. They must all be in the same Legion (similar type of monsters or all in the same small/medium room), all must be within a V action of movement rate for you. This does not hit friendly targets. If you pick this more than once, you do an extra attack on each monster when Legion Whirling.
L. Magic Immunity: You are completely immune to magic. If you pick this twice you are immune to secondary effects such as a Wall of Iron dropping on you.
M. Overcome iAC: When attacking, for each +40 TH you use, you can ignore 1 iAC. (e.g. if you're attacking a target with iAC 3, you can be at -120 your normal TH, then attack normally.) For each +1600 TH you use, you can ignore 1 iiAC.
N. Psionic Immunity: You are completely immune to psionics. Removing Class VI/Esper-blind does not remove this.
O. Technology Immunity: You are completely immune to technology.

[PC76] Collective 7.6 Classes


2X (Advanced) Mage



Level


KXP
Wizard
111 111 111 12
012 345 678 90


TH
1 0 2-- --- --- -- & ++0
2 500 21- --- --- -- & ++1
3 1000 22- --- --- -- & ++1
4 2000 221 --- --- -- & ++1
5 4000 222 --- --- -- & ++2
6 6000 222 1-- --- -- & ++2
7 10000 222 2-- --- -- & ++2
8 15000 222 21- --- -- & ++3
9 20000 222 22- --- -- & ++3
10 25000 222 221 --- -- & ++3
11 30000 222 222 --- -- & ++4
12 35000 222 222 1-- -- & ++4
13 40000 222 222 2-- -- & ++4
14 45000 222 222 21- -- & ++5
15 50000 222 222 22- -- & ++5
16 55000 222 222 221 -- & ++5
17 60000 222 222 222 -- & ++6
18 65000 222 222 222 1- & ++6
19 70000 222 222 222 2- & ++6
20 75000 322 222 222 2- & ++7
21 80000 332 222 222 2- & ++7
22 85000 333 222 222 2- & ++7
23 90000 333 322 222 2- & ++8
24 95000 333 332 222 2- & ++8
25 100000 333 333 222 2- & ++8
26 105000 333 333 322 2- & ++9
27 110000 333 333 332 2- & ++9
28 115000 333 333 333 2- & ++9
29 120000 333 333 333 3- & ++10
30 125000 333 333 333 31 & ++10
31 130000 333 333 333 32 & ++10
32 135000 333 333 333 33 & ++11
33 140000 444 333 333 33 & ++11
34 145000 444 444 333 33 & ++11
35 150000 444 444 444 33 & ++12
36 155000 444 444 444 44 & ++12
Requisites: HNCL 30 [or] Wizard 20 [or] 0X/1X Mage 15; Int 50
Alignment: any
HD/level: & level*Con/35 ihp
Weapon Prof.: & level*2
Reference: DM
Groups: Concordant (x2), Wizard, Futureshifted
Complexity: CF=2
 
Saving Throws:
PPD: . Fort: .
RSW: & ++(level/2+3) Reflex: & ++(level/2+1)
PP: & ++(level/2+2) Will: & ++(level/2+0)
BW: .
Spell: & ++(level/2+4)
 
Ultra Barbarian Int [bonus=(stat-22)*4], you may use one of the lower types if you want.
CF=3: Extreme Barbarian Int [bonus=(stat-30)*6], you may use one of the lower types if you want.
CF=4: Exorbitant Barbarian Int [bonus=(stat-38)*8], you may use one of the lower types if you want.
CF=5: Uber Barbarian Int [bonus=(stat-46)*10], you may use one of the lower types if you want.
Gets (double your Int score) bonus to spell progression.
+2X actions. Can convert 2M -> 1X action. Your M actions cannot be locked down.
CF=3: You may use 3M+1V in a segment instead of 1S+1V+1X. (In the mechanics, what you're doing is converting 1S+1X -> 1M+1RM+1RRM.)
CF=3: Use 1X from remaining actions, 1/s: Cast a Wizard spell of max SL = LVL. (So at level 6 you can cast a sixth level spell or less only.) This may be used on the opponent's half-segment.
CF=4: You may use QM actions (and QQM, etc.) even if normally not allowed. Uses the "Quick Half-Segment" rules (i.e. "segment 1 quick top" occurs after "segment 1 bottom"). Can convert 2M -> 1QM; 2QM -> 1QQM; and so on.
CF=5: You may use OppM actions even if banned or locked down. Can convert 1X -> 1OppM.
CF=5: Can convert 1X -> 1IM (Instantaneous M). Can convert 2IM -> 1JM; 2JM -> 1KM; and so on.
Pick a school. You are "School Robed" (-1 SL) in it. This does not twilight you.
Pick a school. Spells of that school cost 1/2 of a M to cast.
Can n-ary material component Wizard spells by spending an additional nV actions. (This can be done using your normal "ability to use 1V" for the segment. It just costs extra V actions from your pool.)
You know the "Arcane Wizard" spell list. However, some of the spells might not be legal in the current CF.

[PC76] Collective 7.6 Classes


2X (Advanced) Cleric



Level


KXP
Priest
  111 111 111 12
9 012 345 678 90


TH
1 0 2 a-- --- --- -- & ++0
2 300 2 1-- --- --- -- & ++1
3 600 2 2b- --- --- -- & ++1
4 1200 2 21- --- --- -- & ++2
5 2400 2 22c --- --- -- & ++2
6 3600 2 221 --- --- -- & ++3
7 6000 2 222 d-- --- -- & ++3
8 9000 2 222 1-- --- -- & ++4
9 12000 2 222 2e- --- -- & ++4
10 15000 2 222 21- --- -- & ++5
11 18000 2 222 22f --- -- & ++5
12 21000 2 222 221 --- -- & ++6
13 24000 2 222 222 g-- -- & ++6
14 27000 2 222 222 1-- -- & ++7
15 30000 2 222 222 2h- -- & ++7
16 33000 2 222 222 21- -- & ++8
17 36000 2 222 222 22i -- & ++8
18 39000 2 222 222 221 -- & ++9
19 42000 2 222 222 222 j- & ++9
20 45000 2 222 222 222 1- & ++10
21 48000 2 222 222 222 2- & ++10
22 51000 3 222 222 222 2k & ++11
23 54000 3 322 222 222 2j & ++11
24 57000 3 332 222 222 2i & ++12
25 60000 3 333 222 222 2h & ++12
26 63000 3 333 322 222 2g & ++13
27 66000 3 333 332 222 2f & ++13
28 69000 3 333 333 222 2e & ++14
29 72000 3 333 333 322 2d & ++14
30 75000 3 333 333 332 2c & ++15
31 78000 3 333 333 333 2b & ++15
32 81000 3 333 333 333 3a & ++16
33 84000 3 333 333 333 30 & ++16
34 87000 3 333 333 333 31 & ++17
35 90000 3 333 333 333 32 & ++17
36 93000 3 333 333 333 33 & ++18
Requisites: HNCL 30 [or] Priest 20 [or] 0X/1X Cleric 15; Wis 50
Alignment: any
HD/level: & level*Con/25 ihp
Weapon Prof.: & level*3
Reference: DM
Groups: Concordant (x2), Priest, Futureshifted
Complexity: CF=2
 
Saving Throws:
PPD: & ++(level/2+3) Fort: .
RSW: & ++(level/2+2) Reflex: .
PP: & ++(level/2+0) Will: & ++(level/2+4)
BW: .
Spell: & ++(level/2+1)
 
Ultra Barbarian Wis [bonus=(stat-22)*4], you may use one of the lower types if you want.
CF=3: Extreme Barbarian Wis [bonus=(stat-30)*6], you may use one of the lower types if you want.
CF=4: Exorbitant Barbarian Wis [bonus=(stat-38)*8], you may use one of the lower types if you want.
CF=5: Uber Barbarian Wis [bonus=(stat-46)*10], you may use one of the lower types if you want.
Gets (double your Wis score) bonus to spell progression.
Can n-ary material component Priest spells by spending an additional nV actions. (This can be done using your normal "ability to use 1V" for the segment. It just costs extra V actions from your pool.)
+2X actions. Can convert 2M -> 1X action. Your M actions cannot be locked down.
CF=3: You may use 3M+1V in a segment instead of 1S+1V+1X. (In the mechanics, what you're doing is converting 1S+1X -> 1M+1RM+1RRM.)
CF=3: Use 1X from remaining actions, 1/s: Cast a Priest spell of max SL = LVL. (So at level 6 you can cast a sixth level spell or less only.) This may be used on the opponent's half-segment.
CF=4: You may use QM actions (and QQM, etc.) even if normally not allowed. Uses the "Quick Half-Segment" rules (i.e. "segment 1 quick top" occurs after "segment 1 bottom"). Can convert 2M -> 1QM; 2QM -> 1QQM; and so on.
CF=5: You may use OppM actions even if banned or locked down. Can convert 1X -> 1OppM.
CF=5: Can convert 1X -> 1IM (Instantaneous M). Can convert 2IM -> 1JM; 2JM -> 1KM; and so on.
Pick a sphere. You are "Sphere Robed" (-1 SL) in it. This does not twilight you.
Pick a sphere. Spells of that sphere cost 1/2 of a M to cast.
When Turning Undead, add double your 2X Cleric level to your normal level, before doing any other modifications.
You know the "Arcane Priest" spell list. However, some of the spells might not be legal in the current CF.

[PC76] Collective 7.6 Classes


2X (Advanced) Thief


Level

KXP

TH
1 0 & ++1
2 250 & ++2
3 500 & ++2
4 1000 & ++3
5 2000 & ++3
6 3000 & ++4
7 5000 & ++4
8 7500 & ++5
9 10000 & ++5
10 12500 & ++6
11 15000 & ++6
12 17500 & ++7
13 20000 & ++7
14 22500 & ++8
15 25000 & ++8
16 27500 & ++9
17 30000 & ++9
18 32500 & ++10
19 35000 & ++10
20 37500 & ++11
21 40000 & ++11
22 42500 & ++12
23 45000 & ++12
24 47500 & ++13
25 50000 & ++13
26 52500 & ++14
27 55000 & ++14
28 57500 & ++15
29 60000 & ++15
30 62500 & ++16
31 65000 & ++16
32 67500 & ++17
33 70000 & ++17
34 72500 & ++18
35 75000 & ++18
36 77500 & ++19
Requisites: HNCL 30 [or] Rogue 20 [or] 0X/1X Thief 15; Dex 50
Alignment: any
HD/level: & level*Con/30 ihp
Weapon Prof.: & level*5
Reference: DM
Groups: Concordant (x2), Rogue, Futureshifted
Complexity: CF=2
 
Saving Throws:
PPD: . Fort: .
RSW: & ++(level/2+1) Reflex: & ++(level/2+4)
PP: & ++(level/2+2) Will: .
BW: & ++(level/2+3)
Spell: & ++(level/2+0)
 
Ultra Barbarian Dex [bonus=(stat-22)*4], you may use one of the lower types if you want.
CF=3: Extreme Barbarian Dex [bonus=(stat-30)*6], you may use one of the lower types if you want.
CF=4: Exorbitant Barbarian Dex [bonus=(stat-38)*8], you may use one of the lower types if you want.
CF=5: Uber Barbarian Dex [bonus=(stat-46)*10], you may use one of the lower types if you want.
+2X actions. Can convert 3V -> 1X action. Your V actions cannot be locked down.
CF=3: You may use 1S+4V in a segment instead of 1S+1V+1X. (In the mechanics, what you're doing is converting 1X -> 1RV+1RRV+1RRRV.)
CF=3: Use 1X from remaining actions, 1/s: Use a Rogue ability. This may be used on the opponent's half-segment.
CF=4: You may use QV actions (and QQV, etc.) even if normally not allowed. Uses the "Quick Half-Segment" rules (i.e. "segment 1 quick top" occurs after "segment 1 bottom"). Can convert 2V -> 1QV; 2QV -> 1QQV; and so on.
CF=5: You may use OppV actions even if banned or locked down. Can convert 1X -> 1OppV.
CF=5: Can convert 1X -> 1IV (Instantaneous V). Can convert 2IV -> 1JV; 2JV -> 1KV; and so on.
Gets 80 "Concordant" points per level for the Rogue-like chart. Gets an additional 80 Rogue points per level for the x1 Rogue picks this class gives.
(If you ever need to convert for some reason, each Concordant point is 2 Rogue points. I give x1 Rogue levels to use for very high level x1 classes.)

[PC76] Collective 7.6 Classes


2X (Advanced) Thief Abilities

CF 2X Thief
Level
x1 Rogue
Level
2X Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
CF=2 1 37 Don't generate "?" in Dungeons | (each pipe is another symbol or another PC) V 10 Wis-13 Wis-30
CF=2 1 37 Permanency an effect ||| Continuous an effect X 0 Int-16 Int-42
CF=2 1 37 BackSwipe: Steal an item off of target for yourself per 100% (aWR to avoid) 0 40+10*LVL NA NA
CF=2 1 37 Instantaneous an effect | all effects on 1 target | all effects in 800' V 10 Int-13 Int-29
CF=2+ 1 37 Any 36th level Rogue or Arcane Rogue ability - - - -
CF=2+ 1 37 Any 36th level Rogue or Arcane Rogue ability - - - -
CF=2 2 38 Monster Summoning for CCL DL=9 monsters || DL=10 or 3*CCL DL=9 M 15 Wis-14 Wis-33
CF=3 2 38 Dusted | Can't be Targetted | Ground at Feet can't be targetted | Effects can't be targetted 1X or 3V 30 Dex-10 Dex-38
CF=2+ 2 38 Any 36th level Rogue or Arcane Rogue ability - - - -
CF=2 3 39 Teleport No Delay, No Sickness (same plane) | (each pipe is one extra PC) 0 -50 Con-20 Con-47
CF=2 3 39 Escape | Escape to Elemental Plane of Time | Escape to Ultraplanes 0 0 Con-23 Con-50
CF=2 3 39 +1 idmg | +1 iSaves | +1 ihp ( | +1 more per pipe) P -20 Int-30 Int-64
CF=2 4 40 +1 iTH | +1 iAC | +1 ihp ( | +1 more per pipe) P 0 Str-32 Str-65
CF=3 4 40 Construct a Tech item (1 TechL per 10% made) 2P or 3V 20 Int-10 Int-25
CF=2+ 5 41 Any 36th level Rogue or Arcane Rogue ability - - - -
CF=2 6 42 Create/Destroy Magical Pool or Spell Gate || Travel to Far Realm | Loop Travel (1 LoopF) F -25 Chr-38 Chr-97
CF=4 7 43 Concordant Evasion (evade a Concordant effect) 1bX or 3bV 10 Dex-11 Dex-44
CF=2 8 44 Create/Destroy Conduit/Wormhole | to Alternate Reality | to Ultraplanes F 0 Chr-40 Chr-90
CF=3 8 44 Distribute (amount made) in iunBlahR's 2X+1V 0 Int-11 Int-35
CF=2 9 45 Speed: Each 75% is 1H action 0 0 Dex-10 Dex-40
CF=3 10 46 Step Out of It | Avoid Fate | As You Are ½X or 2V -10 Dex-12 Dex-50
CF=2 12 48 Can use +N extra actions if get only 1 action to respond to something nasty (N=number of pipes made) 0 -60 Wis-50 Wis-132
CF=3 12 48 Adjust your next die roll by (amount made) | Lady's Smile ½X or 2V -20 Int-12 Int-45
CF=3 18 54 Fork that works (even on someone else's effect) bX -35 Dex-45 Dex-149
CF=2 24 60 Concordant Deflection | Reflection ( |||| Godly) ( ||||||||| Ultraplanar) X 0 Con-45 Con-100
CF=3 27 63 Do a G action attack on someone (idmg = amount made) 1G or 3X -90 Dex-16 Dex-74

[PC76] Collective 7.6 Classes


2X (Advanced) Psionicist


Level

KXP
Psi (X freq.)
SUV WX

TH
1 0 2b- -- & ++0
2 440 21- -- & ++1
3 880 22- -- & ++1
4 1760 32- -- & ++1
5 3520 33- -- & ++1
6 5280 43- -- & ++2
7 8800 44e -- & ++2
8 13200 441 -- & ++2
9 17600 442 -- & ++2
10 22000 443 -- & ++3
11 26400 444 -- & ++3
12 30800 544 -- & ++3
13 35200 554 -- & ++3
14 39600 555 -- & ++4
15 44000 655 -- & ++4
16 48400 665 -- & ++4
17 52800 666 h- & ++4
18 57200 666 1- & ++5
19 61600 666 2- & ++5
20 66000 666 3- & ++5
21 70400 666 4- & ++5
22 74800 666 5- & ++6
23 79200 666 6- & ++6
24 83600 766 6- & ++6
25 88000 776 6- & ++6
26 92400 777 6k & ++7
27 96800 777 61 & ++7
28 101200 777 62 & ++7
29 105600 777 63 & ++7
30 110000 777 64 & ++8
31 114400 777 65 & ++8
32 118800 777 66 & ++8
33 123200 777 76 & ++8
34 127600 777 77 & ++9
35 132000 888 77 & ++9
36 136400 888 88 & ++9
Requisites: HNCL 30 [or] Psionicist 20 [or] 0X/1X Psioncist 15; Chr 50
Alignment: any
HD/level: & level*Con/40 ihp
Weapon Prof.: & level
Reference: DM
Groups: Concordant (x2), Psionicist, Futureshifted
Complexity: CF=2
 
Saving Throws:
PPD: . Fort: & ++(level/2+0)
RSW: & ++(level/2+4) Reflex: .
PP: & ++(level/2+2) Will: & ++(level/2+3)
BW: .
Spell: & ++(level/2+1)
 
Ultra Barbarian Chr [bonus=(stat-22)*4], you may use one of the lower types if you want.
CF=3: Extreme Barbarian Chr [bonus=(stat-30)*6], you may use one of the lower types if you want.
CF=4: Exorbitant Barbarian Chr [bonus=(stat-38)*8], you may use one of the lower types if you want.
CF=5: Uber Barbarian Chr [bonus=(stat-46)*10], you may use one of the lower types if you want.
Gets (double your Chr score) bonus to psionic progression.
May material component psionic powers of any frequency you know, using the normal 1V action.
+2X actions. Can convert 2M -> 1X action. Your M actions cannot be locked down.
CF=3: You may use 3M+1V in a segment instead of 1S+1V+1X. (In the mechanics, what you're doing is converting 1S+1X -> 1M+1RM+1RRM.)
CF=3: Use 1X from remaining actions, 1/s: Use a psionic ability of max SL = LVL. (So at level 5 you can use a Major or less only.) This may be used on the opponent's half-segment.
CF=4: You may use QM actions (and QQM, etc.) even if normally not allowed. Uses the "Quick Half-Segment" rules (i.e. "segment 1 quick top" occurs after "segment 1 bottom"). Can convert 2M -> 1QM; 2QM -> 1QQM; and so on.
CF=5: You may use OppM actions even if banned or locked down. Can convert 1X -> 1OppM.
CF=5: Can convert 1X -> 1IM (Instantaneous M). Can convert 2IM -> 1JM; 2JM -> 1KM; and so on.
Knows 1 "X frequency" per level. This can be any frequency that's legal under the current CF. You may instead pick 2 psionic frequencies.
You have infinite "X frequency points" in your "X frequency power pool". (Most of these powers don't have defined X frequency point costs anyway.)
CF=5: You may "material component" X frequency powers, by spending an extra 2V actions. (This can be done using your normal 1V for the segment. It just costs an extra V action from your pool.)

[PC76] Collective 7.6 Classes


2X (Advanced) Psionicist - Known X Frequencies

CF X Freq. Source and Notes
CF=1 X0 See Immortal0 class. These are "U" (Ultra) powers here. Read "LVL" as "CCL".
CF=3 X2 See [X2]. The SLs there are actually CSLs, so: CSL 0-1 = "S"; CSL 2-4 = "U"; CSL 5-7 = "V"; CSL 8-10 = "W"; CSL 11-13 = "X".
CF=2 X3 See Divine3 class. The spell levels there are CSLs, so: CSL 0-1 = "S"; CSL 2-4 = "U"; CSL 5-7 = "V"; CSL 8-10 = "W".
CF=2 X4 See [X4] Superstition psionics. (Sometimes referred to as X40 in the rules.)
CF=2 X7 See [X7] Godly psionics. Theist7 might have more.
CF=3 X14 See [X14] Godly psionics. Theist14 might have more.
CF=3 X21 See [X21] Godly psionics.
CF=5 X22 (renumbered; was previously X3) See [X3] Cheat Codes; these are actual Player Picks. They all "X" (Ultra+3) powers here.
CF=4 X24 See [X24] Class/Occupation psionics. These only work on x1 classes; see X38 below for a x2 version of this.
CF=3 X26 See Forgotten Lord13 class. The "Good" picks are "W" (Ultra+2) powers here. You *do* need to pick a "Bad" for each "Good".
CF=5 X38 See Second Tier class. The "Minors" are "V" (Ultra+1) powers here.
CF=3 X48 See Innovator48 class. These are "S" powers here. Your "LVL" is 2*(your 2X Psi class level).
CF=2 X0.13 See X0.13 (Pinpoint X13) class.
CF=2 X(-4) (Also called X(-40).) See X(-40) class.
CF=2 X(-7) See [X-7] Anti-Godly psionics. Atheist(-7) might have more.

[PC76] Collective 7.6 Classes


2X (Advanced) Mob


Level

KXP

TH
1 0 & ++4
2 600 & ++5
3 1200 & ++5
4 2400 & ++6
5 4800 & ++6
6 7200 & ++7
7 12000 & ++7
8 18000 & ++8
9 24000 & ++8
10 30000 & ++9
11 36000 & ++9
12 42000 & ++10
13 48000 & ++10
14 54000 & ++11
15 60000 & ++11
16 66000 & ++12
17 72000 & ++12
18 78000 & ++13
19 84000 & ++13
20 90000 & ++14
21 96000 & ++14
22 102000 & ++15
23 108000 & ++15
24 114000 & ++16
25 120000 & ++16
26 126000 & ++17
27 132000 & ++17
28 138000 & ++18
29 144000 & ++18
30 150000 & ++19
31 156000 & ++19
32 162000 & ++20
33 168000 & ++20
34 174000 & ++21
35 180000 & ++21
36 186000 & ++22
Requisites: HNCL 30 [or] Monster 20 [or] 0X/1X Mob 15; Con 50
Alignment: any
HD/level: & level*Con/15 ihp
Weapon Prof.: & level*4
Reference: DM
Groups: Concordant (x2), Monster, Futureshifted, [optional:] Paradigm (x2)
Complexity: CF=2
 
Saving Throws:
PPD: & ++(level/2+1) Fort: & ++(level/2+4)
RSW: . Reflex: & ++(level/2+0)
PP: & ++(level/2+2) Will: .
BW: & ++(level/2+3)
Spell: .
 
Ultra Barbarian Con [bonus=(stat-22)*4], you may use one of the lower types if you want.
CF=3: Extreme Barbarian Con [bonus=(stat-30)*6], you may use one of the lower types if you want.
CF=4: Exorbitant Barbarian Con [bonus=(stat-38)*8], you may use one of the lower types if you want.
CF=5: Uber Barbarian Con [bonus=(stat-46)*10], you may use one of the lower types if you want.
You may material component Race abilities, Class abilities, and Monster group spells, by spending an extra 1V action.
+2X actions. Can convert 2P -> 1X action. Your P actions cannot be locked down.
CF=3: You may use 3P+1V in a segment instead of 1S+1V+1X. (In the mechanics, what you're doing is converting 1S+1X -> 1P+1RP+1RRP.)
CF=3: Use 1X from remaining actions, 1/s: Do 1P of physical attacks on 1 group. You must resolve all the attacks at once (you can't "save" attacks"). This may be used on the opponent's half-segment.
CF=4: You may use QP actions (and QQP, etc.) even if normally not allowed. Uses the "Quick Half-Segment" rules (i.e. "segment 1 quick top" occurs after "segment 1 bottom"). Can convert 2P -> 1QP; 2QP -> 1QQP; and so on.
CF=5: You may use OppP actions even if banned or locked down. Can convert 1X -> 1OppP.
CF=5: Can convert 1X -> 1IP (Instantaneous P). Can convert 2IP -> 1JP; 2JP -> 1KP; and so on.
+1 race slot per level. You may choose from the Concordant Race list below. Each Concordant Race costs 2 race slots.
+1 research point per reset for race sheets.
Spend a class sheet or 1 research point: Get a sheet of randomly generated ÷2.5 races. These are considered "normal races" for you (1 race slot each).
CF=3: Spend 2 class sheets or 2 research points: Get a sheet of randomly generated ÷3 races. These are considered "Concordant races" for you (2 race slots each).

[PC76] Collective 7.6 Classes


2X (Advanced) Mob - [P3.7] Concordant Races

Concordant Races cost 2 race slots each.
DM note: There probably should be more here that are based on existing x2 Paradigm and race-like classes (e.g. Lich, Kryptonian, UberVampire, etc.).
 
* The hp and TH columns here cannot cause you to go negative.
Concordant Race Str Dex Con Int Wis Chr hp * TH *
Absorb Planet Particle -50 -50 -25 +50 +50 +25 & -1 ihp & --3
Blue Bugbear +50 +25 +25 -25 -50 -25 & +1 ihp & ++3
Bug, Land of Black Ice +25 +25 +0 -25 +0 -25 & -1 ihp & ++2
Elemental Lord, Crapulence +10 -10 +20 -10 +0 -10 & +1 ihp & ++1
Giant Space Hamster +25 +25 +25 -50 -25 +0 & +1 ihp & ++2
Human, Atlantean +0 +0 +0 +0 +0 +0 +0 +0
Human, PreAscended Ones +0 +0 +0 +0 +0 +0 +0 +0
Int Sphere/Annihilation +0 +50 +0 -25 +0 -25 +0 +0
MachiGolem of Skarn3 +25 +25 +25 +25 -50 -50 & +2 ihp & ++1
Mediator -25 -50 +25 +50 -25 +25 & +3 ihp & --2
Nevet (Species 8472A) +0 -25 -50 +25 +25 +25 +0 +0
Realm of the Reset Being -20 -20 +40 +0 +10 -10 & +4 ihp & --2
Realm of the Set Being +20 +20 -40 +0 -10 +10 & -4 ihp & ++2
Spellweaver & -20 +0 & -10 & +20 & +20 & -10 & -200 & -20
Tarrasque Magi +20 +0 +30 +10 -30 -30 +300 +30
Time Elemental -10 +40 +0 +0 -30 +0 +0 & +1 iTH
Time Elemental Grue -20 +50 +10 +10 -10 -40 +0 & +1 iTH
Ultraplanar Cow +10 -30 +20 +0 +0 +0 & +HCL ihp & +2 iTH
 
Race Notes
Absorb Planet Particle -4 size categories; |AC| 20+HCL; Saves ++2; Iron Flask and Defile MF effect by touch; CF=4: Considered to be not in any group
Blue Bugbear Immune Cold, Wild Magic, Black Ice; +2 size categories; 11U and Bear Spells (but not Bug) as x2 Blue Bugbear class with CML=HCL/(7-CF) (round up).
Bug, Land of Black Ice +1 Bug action; Spells as x2 Bug class with CML=HCL/(7-CF) (round up).
Elemental Lord, Crapulence Mouth's P: Breathe Crapulence; Immune all Ele incl. Crapulence; 3M: Target Crapped
Giant Space Hamster Beast of Xvim; +CF-1 Superior (Level 27) Familiar picks
Human, Atlantean 1 for 1 trading (even if normally not allowed); Gain an "X frequency" and 2X Psionicist progression of CML=HCL/(8-CF), round down.
Human, PreAscended Ones 1 for 1 trading (even if normally not allowed); Immune Annihilation; increase Concordant Mirrored XP by x+(CF-1)
Int Sphere/Annihilation Annihilation by touch (no save); Immune Ultraplanar Beings; Defend as x(CF+1) creature
MachiGolem of Skarn3 Immune Aliens, Technology, Anti-Technology; Free Psi8 and Golem16 classes with LVL=HCL*CF/2 (round down)
Mediator 1M: Unlimited Wish with no MF defiling; May Attract Monsters
Nevet (Species 8472A) Immune HCL*2 (CF=4: all) normal Status Effects / [C] Section Effects (may choose not to use this); CF=3: Immune to HCL Capital Lettered Status Effects
Realm of the Reset Being Immune Set; 1M: Artificial Reset (1 target); 1M, (CF-1)/session: Natural Reset (1 target)
Realm of the Set Being Immune Mirror Universe effects; 1M: Set (1 group); 1M: Natural Set (1 target)
Spellweaver Read all x1 classes' spell & psi progressions backwards; CF=3: ... and double them; CF=4: ... including "-" dashes
Tarrasque Magi 1M: Cast a Wizard spell of SL 0 to CF+6 or Priest spell of SL 0 to CF+4. May material component using 1V.
Time Elemental Immune Time; xx2 (true double the number of) all action types; 1S: Time Travel
Time Elemental Grue Immune AntiTime; 1V: Enter Alternate Reality (Loop Travel); 1M: Time Stop no Resist
Ultraplanar Cow Mouth's P: Capital M Moo; Mouth's P: Mass Erase Truename; Immune Set/As You Are; Ignore irr BlahR