D&D Collective, version 8.00

[T1] Table of Contents (you're here!) pg 1
[P1] How to create a Player Character pg 2
[P2.1] Ability Scores pg 3
[P3] Race Table pg 4-5
[P8] Non-Weapon Proficiencies pg 6-10
[P11] Feats pg 11-14
[C6] Priests Affecting Undead pg 15
[C12] Specialty Priests "Great God List" (GGL) pg 16-17
[S0.1] Material Componenting pg 18
[S2.1] Level 1 Wizard Spells pg 18
[S3.1] Level 1 Priest Spells pg 18
[S10] Familiars pg 19
[Q3.1] Level 1 Psi3 Powers pg 20
[Q19.2] Psi19 Minor Powers pg 21
[E1.0] Assumed Equipment pg 22
[E1] General Equipment pg 23-29
[E2] Weapons Table pg 30-31
[E3] Armor Table pg 32
[PC] Character classes pg 33-56

[P1] How to create a Player Character

(Steps are skipped because this is a simplified Collective.)
Step 1. Classes: Select which classes and levels you wish to be.
Starting XP may be spent freely (multi-classed characters do not have to divide evenly).
If starting XP is 0, you may be 1st level in up to 1 class as a single or dual-classed character, or up to two 1st level classes as a multi-classed character.
Single classed characters have an XP bonus of +100% (you start with double XP and gain XP at double amounts).
Both multi- and dual-classed characters have a limit of 2 classes.
If XP is not spent, it may be saved for later use (the XP does not have to "sit" in one of your classes).
Step 3. Race: Select a race from [P3] that uses the appropriate class system, keeping in mind ability score modifiers.
Make a note of special abilities the race possesses.
Step 6. Ability Scores: Place these six scores as you like among the six ability scores: 18, 16, 14, 12, 10 , 8.
You may instead use these six scores: 13, 13, 13, 13, 13, 13.
You can add 1 point to a stat by subtracting 3 points from other stat(s). This 1 for 3 trading may be done during reset, as long as no stat falls below 0. Humans may use 1 for 2 trading instead.
Comeliness: This you get to choose. Pick a number from 3 to 18.
Apply racial modifiers.
Add 1 point to 1 stat for each level. This advancement due to level uses the character's highest level, so a level 2/5 multi-classed PC gets 5 stat points, not 7.
Step 8. Alignment: Choose an alignment for your character, keeping in mind your classes and your kit and diety selections.
Step 9. Proficiencies: Calculate your number of weapon proficiencies. Your number of nonweapon proficiencies = LVL + Int. See [P8].
Some or all of your proficiencies may be left as Open Slots for later.
Step 12. Feats: You get 1 Feat per level of 3rd edition classes you have (classes with a "3" or "3.5" at the end of their name). You may buy Feats at 3 weapon proficiencies each (max = LVL).
Step 13. Spell Memorization: Make a note for each class how many of each spell type and level the PC can cast, using [PC0].
 
Step 15. Specialty Priests: If you are a priest, you may select one god to be a specialty priest of.
See [C12] for descriptions of gods. Specialty priests have an additional stat requirement which is cumulative with your class.
Step 16. Rogue Abilities: Calculate your rogue abilities seperately for each class that you have that uses them.
If you have the same ability duplicate times from various sources, they don't stack, pick which source you are using.
Rogue abilities are modified by stat adjustments; (for percentage-based rogue abilities, each point is 5%).
Armor also modifies rogue abilities, see [E2].
Step 17. Psionic Powers: Figure how many and which psionic powers your character knows, using the appropriate rules from section [Q].
Step 19. Normal Equipment: Starting gp = (highest level) * (Chr score) * 10
This is how many gold pieces you have to purchase beginning equipment.
Step 20. Armor Class: Calculate your Armor Class, adding up all the sources of AC.
Step 21. To Hit Bonus and Damage/Attack: Calculate your adjusted To Hit Bonus, number of attacks, and damage for each weapon. Remember that there are many sources of plusses to hit and damage: base, stats (Str/Dex), race adj., magic, specialization, martial arts, and miscellanious magic/psionic items.
Step 22. Hit Points: Calculate your hit points. All hit dice rolls are maximum.
1. For single-classed characters, take max at 1st level, add on Con bonus, add race adj., and then add on magic/psionic items that modify hit points.
2. For multi-classed characters, calculate each class seperately, add them together, divide by your number of classes, and then add on race adj. and magic/psionic items that modify hit points.
Step 23. Last Check and Name: Go through all the steps quickly again, to make sure that later steps did not affect earlier ones (the biggest example being magic items affecting stats).
If everything looks OK, select a name for your character (or names, along with subtitles if desired) and character generation is complete.

[P2.1] Ability Scores


Score
Normal
Bonus
Exc.
Bonus
Barb.
Bonus
BonusSpells 111 1
123 456 789 012 3
Simplif.Wis 111 111 111
123 456 789 012 345 678
0 -5 -12 -28 --- --- --- --- - --- --- --- --- --- ---
2 -4 -10 -24 --- --- --- --- - --- --- --- --- --- ---
4 -3 -8 -20 --- --- --- --- - --- --- --- --- --- ---
6 -2 -6 -16 --- --- --- --- - --- --- --- --- --- ---
8 -1 -4 -12 --- --- --- --- - --- --- --- --- --- ---
10 0 -2 -8 --- --- --- --- - --- --- --- --- --- ---
12 +1 0 -4 1-- --- --- --- - --- --- --- --- --- ---
14 +2 +2 0 11- --- --- --- - --- --- --- --- --- ---
16 +3 +4 +4 111 --- --- --- - --1 --- --- --- --- ---
18 +4 +6 +8 111 1-- --- --- - -1- 11- --- --- --- ---
20 +5 +8 +12 211 11- --- --- - --- 311 --- --- --- ---
22 +6 +10 +16 221 111 --- --- - -1- 411 1-- --- --- ---
24 +7 +12 +20 222 111 1-- --- - --- 611 11- --- --- ---
26 +8 +14 +24 222 211 11- --- - -1- 721 11- --- --- ---
28 +9 +16 +28 322 221 111 --- - --- 911 111 --- --- ---
30 +10 +18 +32 332 222 111 --- - -1- A21 111 --- --- ---
32 +11 +20 +36 333 222 211 --- - --- C11 111 1-- --- ---
34 +12 +22 +40 333 322 221 --- - -1- D21 111 1-- --- ---
36 +13 +24 +44 433 332 222 1-- - --- F11 111 11- --- ---
38 +14 +26 +48 443 333 222 1-- - -1- G21 111 11- --- ---
40 +15 +28 +52 444 333 322 1-- - --- I11 111 111 --- ---
42 +16 +30 +56 444 433 332 1-- - -1- J21 111 111 --- ---
44 +17 +32 +60 544 443 333 1-- - --- L11 111 111 1-- ---
46 +18 +34 +64 554 444 333 1-- - -1- M11 111 111 11- ---
48 +19 +36 +68 555 444 433 1-- - --- O11 111 111 11- ---
50 +20 +38 +72 555 544 443 11- - -1- P21 111 111 11- ---
52 +21 +40 +76 655 554 444 11- - --- R22 111 111 11- ---
54 +22 +42 +80 665 555 444 21- - 11- S11 111 111 111 ---
56 +23 +44 +84 666 555 544 21- - 12- T21 111 111 111 ---
58 +24 +46 +88 666 655 554 21- - 13- U11 111 111 111 1--
60 +25 +48 +92 766 665 555 21- - 14- V21 111 111 111 1--
62 +26 +50 +96 776 666 555 21- - 15- W22 111 111 111 1--
64 +27 +52 +100 777 666 655 21- - 16- X11 111 111 111 11-
66 +28 +54 +104 777 766 665 21- - 17- Y21 111 111 111 11-
68 +29 +56 +108 877 776 666 221 - 18- Z22 111 111 111 11-
70 +30 +58 +112 887 777 666 221 - 182 Z11 111 111 111 111
72 +31 +60 +116 888 777 766 321 - 184 Z21 111 111 111 111
74 +32 +62 +120 888 877 776 321 - 186 Z22 111 111 111 111
76 +33 +64 +124 988 887 777 321 - 188 Z22 211 111 111 111
78 +34 +66 +128 998 888 777 321 - 18A Z32 211 111 111 111
80 +35 +68 +132 999 888 877 321 - 18C Z32 221 111 111 111
82 +36 +70 +136 999 988 887 321 - 18E Z22 222 111 111 111
84 +37 +72 +140 A99 998 888 321 - 18G Z32 222 111 111 111
86 +38 +74 +144 AA9 998 888 332 - 18I Z22 222 211 111 111
88 +39 +76 +148 AAA 999 988 332 - 18K Z32 222 211 111 111
90 +40 +78 +152 AAA A99 998 432 1 18M Z32 222 221 111 111
92 +41 +80 +156 BAA AA9 999 432 1 18O Z33 222 221 111 111
94 +42 +82 +160 BBA AAA 999 432 1 18Q Z32 222 222 111 111
Strength/Efficiency:
To hit for melee weapons & unarmed. Max Light Load = 2*((bonus+5)^2).
Strength/Muscle:
Damage for melee weapons & unarmed. Max Press = (bonus+5)^3.
Dexterity/Coordination:
To hit for missile weapons & unarmed.
Dexterity/Balance: (also Dexterity/Reflex)
Armor Class. Reflex saving throws.
Constitution/Fitness:
Hit points per HD.
Constitution/Health: (also Constitution/Fortitude)
Fortitude saving throws. Regeneration rate = (bonus-4)/r.
Intelligence/Knowledge:
Nonweapon Proficiencies. Max Spell Level for Wizards (SL=bonus+5).
Intelligence/Reason:
Illusion spell immunity (SL=bonus-4). Bonus spells for progressions that get Int bonus.
Wisdom/Intuition:
Charm spell immunity (SL=bonus-4). Bonus spells for progressions that get Wis bonus.
Wisdom/Willpower:
Necromancy spell immunity (SL=bonus-4). Will Saving throws. Max Spell Level for Priests (SL=bonus+3).
Charisma/Presence:
Comeliness adjustment. Bonus spells for progressions that get Chr bonus.
Charisma/Leadership:
Maximum henchmen (based on 4), Loyalty adj. Luck pts per reset (0: spend bonus pt as +- 1 on roll)
Comeliness:
Reaction adjustment.
Odd-numbered ability scores:
For bonus, use the number in between (e.g. Exceptional 17 is +5 bonus), using the lower number for Normal bonus.
For bonus spells, use the stat that's below you, but you can have one bonus spell that appears in the stat above you (e.g. at 19 stat you can have 2111 or 11111).

[P3.1] Race Table

Race Str Dex Con Int Wis Chr Cml AT hp TH Div. Size Move Source New?
Centaur 0 -2 +1 0 +1 0 0 +5 +4 0 ÷1.5 L 18" PHBR10
Dwarf 0 0 +1 0 0 -1 0 0 0 0 ÷1 M 9" PH1
Dwarf, Mountain +1 0 +1 -1 0 -1 -2 0 +1 0 ÷1 M 9" UA1
Dwarf3 0 0 +2 0 0 -2 0 0 0 0 ÷1 M 9" PH3
Elf 0 +1 -1 0 0 0 +1 0 0 0 ÷1 M 12" PH1
Elf, Gray -1 +1 -1 +1 0 0 0 0 0 0 ÷1 M 12" UA1
Elf, Shadow -1 0 -1 +2 +1 -1 -1 0 0 0 ÷1 M 12" GAZ13
Elf3 0 +2 -2 0 0 0 +1 0 0 0 ÷1 M 12" PH3
Flamekin 0 +1 0 0 -1 0 -1 0 0 +1 ÷1 M 12" MTG
Gnome 0 0 0 +1 -1 0 0 0 0 0 ÷1 S 9" PH1
Gnome3 -2 0 +2 0 0 0 0 0 0 0 ÷1 S 9" PH3
Half-Elf 0 0 0 0 0 0 0 0 0 0 ÷1 M 12" PH1
Half-Elf3 0 0 0 0 0 0 0 0 0 0 ÷1 M 12" PH3
Halfling, Hairfoot -1 +2 -1 0 0 0 +1 0 0 0 ÷1 S 9" UA1
Halfling, Tallfellow 0 +1 +1 0 -1 -1 0 0 0 0 ÷1 S 9" UA1
Halfling3 -2 +2 0 0 0 0 0 0 0 0 ÷1 S 9" PH3
Half-Ogre +1 +1 0 -1 -1 -1 -1 +2 +2 0 ÷1 L/M 12" BoD4
Half-Orc +1 0 +1 0 0 -2 -2 0 0 0 ÷1 M 12" PH1
Half-Orc3 +2 0 0 -2 0 -2 -1 0 0 0 ÷1 M 12" PH3
Half-Undead (Death-Touched) 0 0 -2 0 +2 +4 -3 0 0 0 ÷1.5 M 12" Dragon313
Human 0 0 0 0 0 0 0 0 0 0 ÷1 M 12" PH1
Human, Oeridian -3 +1 -1 +3 0 0 +1 0 0 0 ÷1 M 12" DM 8.00
Human, Pure-blood [Harry Potter] -2 0 0 +2 0 0 0 0 0 0 ÷1 M 12" Harry Potter 8.00
Human, Tiefling 0 +2 0 +2 0 -2 0 0 0 0 ÷1.5 M 12" Pathfinder 8.00
Human3 0 0 0 0 0 0 0 0 0 0 ÷1 M 12" PH3
Kobold, Kher Keep -1 +1 +1 -1 0 -1 -1 0 -1 0 ÷0.9 S 9" MTG
Lizard Man, Krynn +2 0 +1 -1 0 -2 -2 0 0 0 ÷1 M/L 9" DL
Minotaur +2 0 +2 0 -2 -2 -2 +4 +6 +1 ÷1.5 L 15" PHBR10
Ogre +2 0 +2 0 -2 -2 -2 +5 +4 +1 ÷1.5 L 9" PHBR10
Orc +1 0 0 0 0 -2 -3 0 0 0 ÷1 M 12" PHBR10
Romulan 0 0 0 +1 +3 -2 0 0 0 0 ÷1 M 12" StarTrek

[P3.2] Race Abilities

Race Abilities
Centaur Hoof/Hoof 1d6/1d6, can still use arms; Can charge with weapons x2 dmg
Dwarf +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
Dwarf, Mountain +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
Dwarf3 +2 fort saves; +1 TH/+4 AC vs. giant-class; stonecunning
Elf CR 90%; +1 TH with (non-crossbow) bows; +1 TH with sword
Elf, Gray CR 90%; +1 TH with (non-crossbow) bows; +1 TH with sword
Elf, Shadow Can use/make Tech items as if 2 TL lower; InnER LVL*5%; 1M: Ghost Light (Int<6 or HD<2 Will save or feared 1 r {1 group})
Elf3 Immune sleep; +2 enchantment saves; +1 proficiency each with sword and bow
Flamekin Immune fire; CF=2: 1M, 1/t: Do the "Brazier commanding fire elementals" magic item ability
Gnome +Con*2/7 bonus to RSW/Spell; +1 TH vs kobolds/goblins; "giant-class" at -4 TH
Gnome3 +2 illusion saves; +1 TH/+4 AC vs. giant-class; 1/d: Dancing Lights; 1/d: Ghost Sound; 1/d: Prestidigitation
Half-Elf CR 30%; Detect Secret Doors
Half-Elf3 Immune sleep; +2 enchantment saves
Halfling, Hairfoot +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction; CF=3: x10 Personality score
Halfling, Tallfellow +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction; CF=3: x10 Personality score
Halfling3 +1 all saves; +2 fear saves; +1 TH with thrown weapons
Half-Ogre Can always wield one size L and one size M weapon, regardless of Str score
Half-Orc Infravision
Half-Orc3 Darkvision
Half-Undead (Death-Touched) Darkvision; +2 Intimidate and Move Silently checks; ColdR 5; ElectricityR 5; 1V, 1/d: Chill Touch
Human 2 for 1 trading with ability scores
Human, Oeridian 2 for 1 trading with ability scores; MR 20+LVL*5%; 1M: Identify Technological Item
Human, Pure-blood [Harry Potter] Get normal Int bonus to CL (max bonus = LVL); +1 research point / reset for Wizard spells
Human, Tiefling 2 for 1 trading with ability scores; (Cold, Electricity, Fire) Resistance 5; Darkvision; 1M, 1/d: Darkness
Human3 +1 feat; +3+level skills
Kobold, Kher Keep WR (5*level)%
Lizard Man, Krynn Water Breathing
Minotaur Tracking; Immune to Maze
Ogre Can always wield two size L weapons, regardless of Str score
Orc Detect New and Unusual Construction, Sloping Passages; -1 TH in sunlight
Romulan +4 Wis checks

[P8.3] Non-Weapon Proficiencies - Adventuring

Proficiency Check
Alertness Wis+1
All-Around Sight Wis-4
Ambush Wis
Animal Handling Wis-1
Appraising Int
Armor Optimization Wis+1
Balance Dex
BlahR Evasion (varies)
Camouflage Int
Charioteering Dex+2
Concealment Dex-4
Danger Sense Wis+1
Deceiving Chr-1
Depth Sense Wis-5
Direction Sense Wis+1
Disease Resistance Con-1
Disguise Chr-1
Distance Sense Wis+2
Dweomercraft Int-3
Eavesdropping Int+1
Endurance Con
Escape Bonds Str-1
Evasion Dex
Fast-Talking Chr
Fire Building Wis-1
Foraging Int-2
Free-Fall Dex
Harness Subconscious Wis-1
Healing Wis-2
Heat/Cold Protection Int-2
Proficiency Check
Heavy Lifting Str
Herbalism Int-2
Hiding Int-1
Hypnosis Chr-2
Information Gathering Int
Insanity Check Int-6
Intimidation Chr
Jumping Dex
Light Sleeping Wis-3
Looting Dex
Lycanthropy Control Wis-4
Magic Item Use Int-2
MR Penetration Int
Mapping, Dungeon Wis
Mapping, Wilderness Wis
Meditation Wis
Meditative Focus Wis+1
Mental Resistance Wis-3
Navigation Int-2
No Noticeable Effect Casting Int-6
Observation Int
Pest Control Wis
Piloting, Air-based Int-4
Piloting, Water-based Int-2
Poison Resistance Con-3
Psionic Detection Wis-2
Psionic Resistance Evasion Wis
Rejuvenation Wis-1
Riding, Air-based Wis-2
Riding, Water-based Wis+3
Proficiency Check
Rope Use Dex
Running Con-3
Searching Dex
Set Snares Dex-1
Shield Proficiency NA
Slow Respiration Wis
Speed Casting Wis-2
Spellcraft Int-2
Spelljamming Helm Operation Int-3
Spelunking Int-2
Stealth Dex
Subtle Casting Dex-2
Survival Int
Survival, Anti-Matter based Prime Wis-20
Tactics (small scale) Int-2
Tactics (mass combat) Int-4
Torture Resistance Con-2
Tracking Wis-4
Trail Hiding Int
Trailing Dex
Tumbling (defensive) Dex
Tumbling (offensive) Dex-2
Water Find/Sense Int
Weather Sense Wis-3
Weight Sense Wis-1

[P8.4] Non-Weapon Proficiencies - Knowledge

Proficiency Check
Agriculture Int
Alchemy Wis-3
Alternate Prime Knowledge Int-2
Amphibians Int
Ancient History Int-3
Ancient Technology Int-4
Animal Lore (generic) Int
Arachnids Int
Archeology Int-4
Art & Music Lore Int-1
Astral Planar Knowledge Int-1
Astrology & Numerology Int
Astronomy Int-2
Avians Int-1
Biology Int-2
Botany Int-1
Bushes & Shrubs Int
Calligraphy Int-2
Cephalopods & Echinoderms Int
Chemistry Int-8
Criminology Wis-1
Crustaceans & Mollusks Int
Cryptography Int-3
Demonology Wis-3
Divination (non-magical) Wis-4
Dragon Lore Int-2
Ecology Int
Economics Int
Engineering & Architecture Int-3
Ethereal Planar Knowledge Int-1
Proficiency Check
Etiquette Chr
Exorcism Wis-3
Flowers Int+1
Fungus Identification Wis+1
Genie Lore Int
Geography Int
Geology & Mineralogy Int-1
Grasses & Grains & Weeds Int+1
Guild Lore Wis
Heraldry Int
Heraldry, Space Int-1
Humanoid Lore Int
Ichthyoids Int
Immortal Lore Int-8
Inner Planar Knowledge Int-2
Insects Int
Language, Ancient (speak) Int-3
Language, Ancient (write) Int
Language, Bleah (speak) 20-Int
Language, Bleah (write) 1-Int
Language, Modern (write) Int+1
Language Theory Int-4
Law & Customs, Local Int
Legends & Folklore Int-3
Literature Int+1
Local History Int+2
Logic Int+1
Lycanthrope Lore Int
Magical Engineering Int-3
Magical Theory Int-4
Proficiency Check
Mammals Int+1
Marsupials Int
Mathematics Int+1
Metaphysics Int-3
Meteorology & Climatology Int-1
Monster Trivia (not lore) Int-2
Mosses & Ferns Int
Nature Lore Wis-2
Oceanography Int-1
Outer Planar Knowledge Int-3
Philosophy & Ethics Wis-3
Physics Int-6
Planet Lore Int
Plant Lore (generic) Int-1
Psionic Engineering Int-6
Psionic Theory Int-4
Psychology Chr-2
Religion Wis
Reptiles Int
Runecraft Int-1
Symbol Lore Int-2
Theology Wis-3
Trees Int
Undead Lore Wis-2

[P8.5] Non-Weapon Proficiencies - Occupation

Proficiency Check
Accounting Int+1
Alley Sweeping HNCL-20
Animal Training Wis-3
Armoring Int-2
Banking Int
Barber Dex-1
Bargaining Wis+2
Barkeeping Int
Bartending Chr+1
Blacksmithing Str
Bouncer Str
Bowyer/Fletcher Dex-1
Builder Str-1
Butcher Str
Butler Chr
Bribery Chr-4
Bureaucracy Chr-2
Carpentry Str
Chanting Chr+2
Cheating Chr-2
Clockmaking Int-6
Cobbling Dex
Confectioner Wis+1
Craft Instrument Dex-2
Proficiency Check
Crowd Working Chr+2
Debate Wis-1
Diplomacy Chr-1
Dyer Int-1
Farming Wis
Fire Control Dex
Forgery Dex-1
Fortune Telling Chr+2
Gem Cutting Dex-2
Glassblowing Int-1
Goldsmithing Dex
Gunsmithing Dex-4
Interrogation Int-1
Journalism Chr+1
Leadership Chr
Leatherworking Int
Locksmithing Dex-3
Miller Int
Mining Wis-3
Minting Int-2
Painting (non-artistic) Dex-1
Paper-Making Wis-3
Perfumer Wis-1
Politics Chr+2
Proficiency Check
Public Speaking Chr-1
Rogue Abilities (varies)
Seamanship Dex-1
Shepherd Int+1
Shipbuilding Int-1
Slaver Wis-4
Smelting Str-1
Spacemanship Dex+1
Spicer Wis-1
Stonemasonry Str-2
Taxidermist Int-2
Teaching Wis
Torture Int
Undertaker Wis-2
Veterinary Healing Wis-1
Wagoneering Int
Weaponsmithing Int-3
Winemaking Int

[P8.6] Non-Weapon Proficiencies - Hobby

Proficiency Check
Acting Chr
Aerobics Con
Animal Noise Wis-1
Artistic Ability Wis-2
Beekeeping Int
Begging Chr+3
Boasting Chr+3
Boating Wis+1
Body Language Wis-2
Brewing Int
Carving Dex-1
Ceremony Wis
Chain Meteor Swarm DodgeBall Dex-20
Cheesemaking Int
Comedy Chr
Cooking Int
Creative Writing Int-2
Dancing Dex
Deep Diving Con-1
Diving Dex
Drinking Con
Eating Con
Family History Int
Fire Walking Con-1
Proficiency Check
Fishing Wis
Gaming Chr
Gardening Wis-2
Hiking Int+3
Hunting Wis-1
Juggling Dex-1
Kite Flying Dex
Language, Modern (speak) Int+2
Listening Wis+1
Magic Tricks Dex-2
Mime Int
Model Making Dex-1
Modeling Cml
Mountaineering Wis-1
Musical Instrument Dex-1
Origami Dex-1
Painting (artistic) Int-4
Poetry Int-2
Pottery Dex-1
Puzzle Solving Int-2
Reading Lips Int-2
Seamstress/Tailor Dex-1
Seduction Chr
Sculpting Dex
Proficiency Check
Sign Language Dex
Signaling Int-1
Singing Chr-1
Skinning Int
Sports (Str-based) Str
Sports (Dex-based) Dex
Storytelling Chr-1
Street Sense Chr-1
Swimming Con
Teasing Chr-1
Tightrope Walking Dex-1
Ventriloquism Int-2
Voice Mimicry Int-2
Weaving Int-1
Weight Training Str-1
Whistling/Humming Dex+2
Yelling Con+1

[P8.7] Non-Weapon Proficiencies - Languages

Language Note
Alignment (LG, LN, LE, etc.)
Ancient Common
Beholder
Bleah (*) Limited Availability: Int must be 1 or less
Brownie
Bugbear
Centaur
Common
Daemon
Demon
Deva
Devil
Dragon
Druid (*) Limited Availability: Must be a Druid or Ranger
Dryad
Dwarvish
Elemental
Elvish
Ettin
Gargoyle
Giant
Githyanki
Goblin/Hobgoblin
Gnoll
Halfling
Kobold
Lammasu
Language Note
Lizard Man
Manticore
Medusa
Mind Flayer
Minotaur
Modron
Morse Code (*) Limited Availability: Must have knowledge of TechL=8
Naga
Neogi
Nixie/Pixie/Nymph
Ogre
Orc
Oriental Common
Overcommon
Salamander
Satyr
Shedu
Sigil-speak
Sign Language
Sylph
Thieves' Cant (*) Limited Availability: Must be a Rogue
Titan
Troll
True Tongue (*) Limited Availability: Must be a God?
Ultracommon (*) Limited Availability: Must be from underdark
Undercommon
Xorn

[P11] Feats

On this table, "bTH" means "base To Hit" (or "base Attack Bonus"), which is only from your classes.
All of the "4.0" feats have been modified from their original source, for Collective play.

Feat Type Prerequisite Benefit Source
Ability Focus Magic - One of your racial, magic, or psionic abilities gives an extra -CL to save ArcEv3
Accelerate Weapon ? - +1/4 to #Att with one weapon (does stack with Spec. / Martial Arts), can take this more than once DM
Aid Spellcasting Magic Int 15, Chr 15 1M, as someone else is casting a spell: add your CL to their CL ArcEv3
Alertness General - +2 bonus on all Listen checks and Spot checks. 3E
Ambidexterity General Dex 15 Ignore TH penalties for using an off hand. 3E
Arcane Defense General - +3 saves vs. one school CArc3
Archer Focus Combat Dex 13 1V, while using a missile weapon: "Material component" one attack (x2 TH, x2 dmg) DM
Armor Proficiency (double) General Str 19 Can wear two suits of armor (one must be non-bulky) DM
Armor Proficiency (heavy) General (medium) [Collective Ruling] No rogue penalties in heavy armor 3E
Armor Proficiency (light) General - [Collective Ruling] No rogue penalties in light armor 3E
Armor Proficiency (medium) General (light) [Collective Ruling] No rogue penalties in medium armor 3E
Attacks of Opportunity Combat Wis 12 +1 attack of opportunity (when someone joins your group) DM
Bite Combat - You can bite in combat (dmg for size M = 1d6) ArcEv3
Blind-Fight General - Can reroll the miss chance percentile roll one time 3E
Blood as Power Magic Wis 17 0, while casting a spell, take 6*SL dmg: This spell doesn't cost a spell slot ArcEv3
Bloody Strike Combat bAB +5 0, while attacking: Each hit causes degeneration 1 hp /s ArcEv3
Born Hero Talent LVL 8 +1 HNCL for purposes of qualifying for Concordant classes ArcEv3
Brandish Magical Might Magic Int 17, Wis 17 1bM, spend a spell slot of same SL and type as one being cast: Counter that spell ArcEv3
Breath Control General - Can hold breath twice as long
CF=3: Resist Gas
Dragon333
Brew Potion Item Cr. Level 3 Can create a potion of any spell of 3rd level or lower in 1 day 3E
Cleave General Power Att. If drop a creature, +1 attack against another (only 1/round) 3E
Combat Casting General - +4 bonus to Concentration checks made to cast a spell 3E
Combat Reflexes General - +Dex mod #Att vs. defenseless enemies (max 1 attack per enemy) 3E
Communicator General - Cast each of the following 1/day (not channelled): Arcane/Wizard Mark, Comprehend Languages, Message CArc3
Complex Spell Magic Int 18 One "weird" or "opposite" spell that you know costs only 1 spell slot instead of 2 DM
Conjure Mastery Magic Chr 17, LVL 5 Your summons have +2 rhp. If take this twice, can have +1 DL instead of +4 rhp ArcEv3
Corrupt Mage Magic - One of your spells that does elemental damage adds "Negative" to it's element ArcEv3
Craft Magic Arms and Armor Item Cr. HNCL 5 Can create magic weapons, armor, or shields (1 day per 1000 gp) 3E
Craft Rod Item Cr. Level 9 Can create rods (1 day per 1000 gp) 3E
Craft Staff Item Cr. Level 12 Can create staves (1 day per 1000 gp) 3E
Craft Wand Item Cr. Level 5 Can create wands (1 day per 1000 gp) 3E
Craft Wondrous Item Item Cr. Level 3 Can create miscellaneous magic items (1 day per 1000 gp) 3E
Creator Mage Magic Int 17, LVL 9 One of your spell effects is permanent (one instance only) ArcEv3
Crippling Strike Combat Int 17 0, while attacking: Each hit causes 1 Str dmg ArcEv3
Dash General - +3" to movement rate if wearing light (or no) armor and not encumbered CWar3
Dash (alternate) General Dex 9 +3" movement rate, or replace your movement rate with your Dex score. DM
Defensive Combat - +N AC, -N TH (max N = LVL) ArcEv3
Defensive Climber General Dex 15 When climbing, can take a -10 (-50%) penalty to keep Dex bonus to AC Dragon343
Deflect Arrows General Imp. Unarm. Need empty hand. Reflex save vs. DC 20+plusses to deflect (1/r) 3E
Dodge General Dex 13 +1 AC vs. one opponent (change on each of your actions) 3E
Dragon Totem General bAB +1 AcidR 5, ElectricityR 5, FireR 5, GasR 5, or ColdR 5 Eb3
Dwarven Ancestry General Con 12 +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH DR338
Earth Adept Combat KW 13 +1 bonus on weapon damage if both you and your opponent are touching the ground RoS3
Earth Focus Magic Con 16 Earth-based spells you cast get +3 CL DR314
Earth Master Combat Con 16, Wis 13 +LVL TH if both you and your opponent are touching the ground RoS3
Eidetic Memory Talent - Eidetic Memory / Photographic Memory DM
Elusive Dance Combat Dance 5 ranks 0, 1/s: One target cannot make Attacks of Opportunity or Parting Shots against you Dragon333
Empower Spell Metamag. - Spell does +50% effect. Spell has +2 SL.
CF=2: Can spend +2 spell slots instead of +2 SL.
3E
Endurance General - +4 endurance checks 3E
Enlarge Spell Metamag. - Spell has x2 range. Spell has +1 SL. 3E
Exotic Weapon Proficiency General bTH +1 [Collective Ruling] +3 weapon proficiencies 3E
Expertise General Int 13 Choose 0 ≤N≤5. You get -N TH and +N AC (change on your action) 3E
Extend Spell Metamag. - Spell has x2 duration. Spell has +1 SL 3E
Extra Turning Special - [Collective Ruling] +1 CL with Turn Undead 3E
Far Shot General Point Blank Ranged weapons are x2 range 3E
Fast Healer Talent Con 9 x1.5 Regeneration rate [or] Regenerate 1 hp /s ArcEv3
Flyby Attack General Flying Can use partial action while moving 3E
Forge Ring Item Cr. Level 12 Can create rings (1 day per 1000 gp) 3E
Friend of Earth Social Con 20 Earth Elementals will not attack you unless you attack them first DR314
Great Cleave General Cleave As Cleave but limit=6 to number of times 3E
Great Fortitude General - +2 Fort saves 3E
Heavy Armor Optimization General bAB +4 With bulky (or heavier) armor, get +1 AC. RoS3
Heighten Spell Metamag. - Choose an N, spell has +N SL and is considered a +N SL spell 3E
Improved Bull Rush General Power Att. Do not draw attack of opportunity when bull rushing 3E
Improved Critical General bTH +8 Double threat range with weapon (does not stack with itself) 3E
Improved Critical Mult. General Str 6 +1 to crit multiplier with weapon 3E?
Improved Disarm General Expertise Do not draw attack of opportunity when disarming 3E
Improved Initiative General - +4 initiative 3E
Improved Trip General Expertise +1 attack if you succussfully trip someone 3E
Improved Two-Weapon Fight. General bTH +9 +1 attack with off-hand weapon (max 2) 3E
Improved Unarmed Strike General - Considered "armed" even when unarmed 3E
Inverse Cleave Combat Str 12, Dex 15 If you spend all your attacks in 1P on one target and he doesn't drop, get +1 attack DM
Iron Will General - +2 Will saves 3E
Leadership General Level 6 [Collective Ruling] You can command a bunch of people J 3E
Lightning Reflexes General - +2 Reflex saves 3E
Linked Spells Magic Int 5 Can split a SL=F+1 slot into smaller slots that all go off at same time (F=#feats) DM
Maintains Metamag. - +3 to maximum number of maintained effects DM
Martial Weapon Proficiency General - The character makes attack rolls with the weapon normally. 3E
Maximize Spell Metamag. - All variable effects of a spell are maximized. Spell has +3 SL.
CF=2: Can spend +3 spell slots instead of +3 SL.
3E
Mighty Hurl Combat Str 13 Your thrown weapons of size L or larger count as seige attacks (ignore skins, etc.) DM
Mixed Channeling Magic LVL 3 You are "Chaining" from SL 0 to F, but "Channeling" from SL F+1 and up (F=#feats) DM
Mobility General - +4 AC vs. parting attacks 3E
Mounted Archery General MountedC. Halve penalties when using a ranged weapon while mounted 3E
Mounted Combat General Ride skill 1/round: Can make a Ride check to negate a hit to your mount 3E
Multiattack General 3+ nat. att. Secondary attacks are at -2 TH (instead of -5 TH) 3E
Multidexterity General Dex 15 No penalties in off hands 3E
Multiweapon Fighting General 3+ hands Reduce penalties in off-hands by 2 3E
Nature's Fists General Con 22 Resist Acid; Your arms are encased in stone; +1d(2*LVL) Acid dmg w/ fists; Ignore Hardness DR343
Neutroniumcraft General Str 26 Neutronium items are half cost for you; Can use Craft feats with Neutronium DM
No Rogue Adjustments ? - Your armor generates no rogue adjustments DM
Parting Shots Combat Dex 9 +1 parting shot (when someone leaves your group) DM
Point Blank Shot General - +1 TH, +1 dmg with ranged weapons up to 30' 3E
Power Attack General Str 13 Choose N ≤ bTH. -N TH and +N dmg. (change on your action) 3E
Precise Shot General Point Blank Can use missile weapons in melee without -4 TH penalty 3E
Priest Ceremon. Wis 11, LVL 4 Gain a GGL pick treating your effective level as LVL/4 (round down) DM
Psionic Power Focus Psionic - Get +F to the CL of one psionic power (F=#feats) DM
Psionic Power Score Psionic - Always "Power Score" one psionic power (this halves it's PSP cost for non-Psi2) DM
Quick Draw General bTH +1 Can draw weapon as a free action 3E
Quicken Spell Metamag. - 1 quickened spell can be cast for free per round. Spell has +4 SL. 3E
Rapid Shot General Point Blank +1 #Att with a ranged weapon (max 2) 3E
Resistance to Disease Talent Con 13 Resist disease ArcEv3
Resistance to Magic Talent Int 13 SR LVL ArcEv3
Resistance to Poison Talent Con 13 Resist poison (death poisons still lethal unless take this twice, then it's 40 dmg) ArcEv3
Resistance to Psionics Talent Chr 13 PowR LVL (Power Resistance, this acts like SR but vs. psionics) DM
Ride-By Attack General MountedC. While charging, can move again past target (max move = speed x2) 3E
Rogue Ability Focus Talent Dex 9 Get +15 rogue points (or +5 to skill check) on one rogue ability DM
Rogue Pick Talent Rogue 3 Get an "Any Rogue 1" pick DM
Run General - Move at x5 instead of x4 speed while running 3E
Scribe Scroll Item Cr. Level 1 Can create scrolls (1 day per 1000 gp) 3E
Shield Proficiency General - Can use a shield and suffer only the standard penalties. 3E
Shot on the Run General PointB.,Dod. Move before and after an attack with ranged (max move = speed) 3E
Silent Spell Metamag. - Spell does not have V component. Spell has +1 SL. 3E
Simple Weapon Proficiency General - Make attack rolls with simple weapons normally. 3E
Skill Focus General - +2 bonus with a skill 3E
Slippery Mind Ceremon. Wis 13 Get an extra save vs. mental effects (only if it offers a save) ArcEv3
Smatterings General Int 13 You pick up languages very quickly, and understand simple questions, explanations, and instructions RoD3
Speed Burst Combat LVL 2 1V, (LVL/2)/d: Move at double movement rate ArcEv3
Spell Affinity Magic - Can use one spell slot as if it was 1 SL higher (Twilighting applies) ArcEv3
Spell Focus General - Your spells of a school have +2 DC on saves 3E
Spell Mastery Special Wizard Can refer to a number of spells = Int mod. without using spellbook 3E
Spell Penetration General - +2 CL vs. SR 3E
Spirited Charge General Ride-By Att. x2 melee dmg while mounted and charging (x3 with a lance) 3E
Spring Attack General Dodge,Mob. Move before and after an attack with melee (max move = speed) 3E
Still Spell Metamag. - Spell does not have S component. Spell has +1 SL. 3E
Stunning Fist General bTH +8 Get only one attack, if hits, enemy Fort saves or stunned for 1 round 3E
Sturdy Talent - Get HD & 1d0 once (you get Con bonus one extra time) (it's once, not every level) ArcEv3
Sunder General Power Att. When you strike at an opponent’s weapon, no attack of opportunity 3E
Toughness General - +3 hp 3E
Track General - Tracking 3E
Trample General Mounted C. Mount can trample over opponent (1 hoof attack) 3E
True To Hit Combat - 0, 1/r: Adjust a TH roll by ++1 (can do after the roll; affects the "true die roll"). DM
Turn Mastery Talent Wis 9 +1 LVL for purposes of turning undead DM
Two-Weapon Fighting General - TH penalties for fighting with two weapons are reduced by 2. 3E
Unique Psionic Power Psionic Chr 18 DM rolls a High-Frequency sample, you can request a school/sphere, you know it DM
Unique Spell Magic Int 18 DM rolls a High-Frequency sample, you can request a school/sphere, you know it ArcEv3
Weapon Finesse General bTH +1 Can use Dex instead on Str on TH rolls with a weapon 3E
Weapon Focus General bTH +1 +1 TH with a weapon (does not stack with itself) 3E
Weapon Specialization Special - +2 dmg with a weapon (does not stack with itself) 3E
Weathered General Con 9 Pick an element. You resist it. DM
Whirlwind Attack General SpringA Can replace all attacks with 1 attack on all opponents within 5' 3E

[C6] Priests Affecting Undead

It takes 1M and 1V action to turn undead. Outer-planar creatures, Lycanthropes, and Golems may also be turned.
"#" (a number) means you need to roll that number or greater on 1d20 to get a "T" result.
"T" means you turn 1d12 of that type of undead. They cannot attack you or your party.
"D" means you turn, destroy, or command (your choice) Nd12 of that type of undead. (N=number after the "D")

    Pri Lvl
Undead HD -2 -1 0
Skeleton 1 19 16 13
Zombie 2 20 17 14
Ghoul 3 - 18 15
Shadow 4 - 19 16
Wight 5 - 20 17
Ghast 6 - - 18
Wraith 7 - - 19
Mummy 8 - - 20
Spectre 9 - - -
Vampire 10 - - -
Ghost 11 - - -
Phantom 12 - - -
Haunt 13 - - -
Spirit 14 - - -
Nightshade 15 - - -
Lich 16 - - -
Demi-Lich 18 - - -
Special 1 21 - - -
Special 2 25 - - -
Special 3 30 - - -
Special 4 36 - - -
Special 5 43 - - -
Special 6 51 - - -
Special 7 60 - - -
Special 8 70 - - -
Priest Level
1 2 3 4 5 6 7 8
10 7 4 T T D D D2
11 9 6 4 T T D D
12 11 8 6 4 T T D
13 12 10 8 6 4 T T
14 13 12 10 8 6 4 T
15 14 13 12 10 8 6 4
16 15 14 13 12 10 8 6
17 16 15 14 13 12 10 8
18 17 16 15 14 13 12 10
19 18 17 16 15 14 13 12
20 19 18 17 16 15 14 13
- 20 19 18 17 16 15 14
- - 20 19 18 17 16 15
- - - 20 19 18 17 16
- - - - 20 19 18 17
- - - - - 20 19 18
- - - - - - 20 19
- - - - - - - 20
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
- - - - - - - -
Priest Level
9 10 11 12 13 14 15 16 17
D2 D2 D2 D2 D3 D3 D3 D3 D3
D2 D2 D2 D2 D2 D3 D3 D3 D3
D D2 D2 D2 D2 D2 D3 D3 D3
D D D2 D2 D2 D2 D2 D3 D3
T D D D2 D2 D2 D2 D2 D3
T T D D D2 D2 D2 D2 D2
4 T T D D D2 D2 D2 D2
6 4 T T D D D2 D2 D2
8 6 4 T T D D D2 D2
10 8 6 4 T T D D D2
12 10 8 6 4 T T D D
13 12 10 8 6 4 T T D
14 13 12 10 8 6 4 T T
15 14 13 12 10 8 6 4 T
16 15 14 13 12 10 8 6 4
17 16 15 14 13 12 11 10 9
18 17 16 15 14 13 12 11 10
19 18 17 16 15 14 13 12 11
20 19 18 17 16 15 14 13 12
- 20 19 18 17 16 15 14 13
- - 20 19 18 17 16 15 14
- - - - 20 19 18 17 16
- - - - - - - 20 19
- - - - - - - - -
- - - - - - - - -
Priest Level
18 19 20 21 22 23 24 25 26
D3 D3 D3 D4 D4 D4 D4 D4 D4
D3 D3 D3 D3 D4 D4 D4 D4 D4
D3 D3 D3 D3 D3 D4 D4 D4 D4
D3 D3 D3 D3 D3 D3 D4 D4 D4
D3 D3 D3 D3 D3 D3 D3 D4 D4
D3 D3 D3 D3 D3 D3 D3 D3 D4
D2 D3 D3 D3 D3 D3 D3 D3 D3
D2 D2 D3 D3 D3 D3 D3 D3 D3
D2 D2 D2 D3 D3 D3 D3 D3 D3
D2 D2 D2 D2 D3 D3 D3 D3 D3
D2 D2 D2 D2 D2 D3 D3 D3 D3
D D2 D2 D2 D2 D2 D3 D3 D3
D D D2 D2 D2 D2 D2 D2 D2
T D D D D D D D D
T T T T T T T T T
8 7 6 5 4 3 2 1 T
9 8 7 6 5 4 3 2 1
10 9 8 7 6 5 4 3 2
11 10 9 8 7 6 5 4 3
12 11 10 9 8 7 6 5 4
13 12 11 10 9 8 7 6 5
15 14 13 12 11 10 9 8 7
18 17 16 15 14 13 12 11 10
- - 20 19 18 17 16 15 14
- - - - - - - 20 19

[C12] Specialty Priests "Great God List" (GGL)

Mythos Deity God of Mult Req AL Turn Specialty Priest Abilities
DM Cypho Love,
Rejuvenation
x3 Cml +9 G Yes+2 Charm Person; +1 Chr,+2 Cml
Level 4: Charm Monster
Level 8: Mass Charm
DM/Maldev Caer Sidi Evil Elves,
Slavery
x3 Chr +10 E Yes 1/reset: Gain LVL slaves (subordinates) of DL=SN
DM/Maldev The Snowstorm Winter x3 Con +10 N Yes Immune Cold, Frost, Ice
Mouth's P, 3/d: Breathe Ice at 1/10 max (not current) hp, no save
DM/Maldev The Deep Ocean x3 Dex +10 C Yes Immune Water; Water Breathing; Underwater Action
DM/Maldev Black Fen Swamp,
Rot
x3 Wis +10 T Yes aNR 25*LVL%
1N, LVL/t: Energy drain 1 level with an attack
DM/Maldev Labyrinth Mazes x3 Int +10 C Yes Immune Maze; Level 5: 1M: Maze
Level 8: 1M: Fire Maze
DM/Maldev Trinax Prison x3 Chr +10 L Yes Immune Imprisonment; Detect Lie
Level 9: 1M, 1/t: Imprisonment
Greyhawk Beory Nature,
Rain
x6 Wis +9 NN No Druid "Level:" abilities (if you are a Druid, get them twice as fast)
Greyhawk Celestian Wanderers x5 Int +9 G,T No F.Fall
Level 3: Jump
Level 5: Levitate
Level 7: S.Climb
Level 9: Fly
Level 11: DDoor
Level 16: TWE
Greyhawk Ehlonna Woodlands x5 Chr +9 G Yes-3 Tracking prof.
Level 5: Move Silently lvl*10%
Level 7: Hide in Woodlands
Greyhawk Erythnul Malice,
Envy
x4 Str +9 E Yes-4 Level 4: Fear
Level 7: Strength
Level 9: Enchant an Item incl. Wounding effect
Greyhawk Fharlanghn Travel,
Distance
x5 Con +9 T No +25% move rate
Level 3: +3 Running prof.
Level 5: DimDoor
Level 9: WindWalk
Greyhawk Heironeous Rightful Combat x5 Str +9 LG Yes-2 +2 fear saves
Level 4: Cloak Bravery
Level 6: Hold Strength
Level 11: PW Stun
Greyhawk Hextor Scourge of Battle x5 Dex +9 E No +1 Str
Level 3: Ambidexterity
Level 5: Ray Enfeeble.
Level 9: x2 dmg for 1t 1/d
Greyhawk Incabulous Plague,
Famine
x6 Wis +9 E Yes Imm. disease
Level 5: Hypnosis
Level 6: Contagion
Level 7: Enervate
Level 8: Sleep
Greyhawk Kord Combat,
Strength
x4 Str +9 C Yes +2 vs. fear
Level 4: Strength
Level 7: +2 save vs. Law
Level 9: May use Wiz Ele
Greyhawk Lendor Time x4 Int +9 LN No Level 3: Slow
Level 7: Immune Time
Level 12: Time Stop
Greyhawk Mayaheine Protection,
Survival
x3 Str +9 LG Yes Level 3: Pro.Evil
Level 5: Cloak Bravery
Level 9: Use a Pro./Wards SL 1-6 spell 1/r
Greyhawk Nerull Death,
Suffering
x6 Wis +9 E Yes Lowered surprise
Level 6: Evard's Black Tentacles
Level 12: Destruction
Greyhawk Obad-Hai Nature,
Wild
x5 Wis +9 N No Use Druid spell progression table & minor/major/grand spheres
Greyhawk Olidammara Thieves,
Pranks
x5 Dex +9 CN No Hide in Shadows
Level 5: Alter Self
Level 7: Tasha Laughter
Level 10: Confusion
Greyhawk Pelor Sun,
Strength
x6 Str +9 G Yes+1 +1/die with Cure spells
Level 5: Immune Blindness/Darkness
Level 9: Fly
Greyhawk Pholtus Law,
Order
x5 Chr +9 L Yes Dispel Darkness
Level 5: Glow
Level 9: Reflect
Level 12: Holy Word
Greyhawk Procan Sea,
Weather
x4 Con +9 CN No Swim prof.
Level 3: Water Walk
Level 6: Water Breathing
Level 8: Airy Water
Greyhawk Ralishaz Chance,
Ill-Luck
x5 Dex +9 C No Level 3: Sleep
Level 5: x½ dmg from 1 att 1/r
Level 7: Fumble
Level 9: Save of 18
Greyhawk Rao Mediators x6 Chr +9 LG Yes-4 Friends
Level 4: +2 mental saves
Level 7: Emotion
Level 9: True Seeing
Greyhawk Tharizdun (8.00) Insanity,
Illusion,
Liches
x6 Wis +13 E Comm+6 Can use cold Wiz spells
Level 5: Suggestion
Level 9: Otilukes Freezing Sph
Greyhawk Ulaa Miners,
Hillsmen
x4 Str +9 L No Species Enemy (as per Ranger2)
Level 4: Dig
Level 7: Passwall
Level 10: Stone/Flesh
Level 12: Imm. Earth
Greyhawk Wee Jas Magic,
Death
x5 Int +9 L Yes +1 save vs. magic
Level 6: Ench school
Level 9: Alt, Ill, Invo schools
Greyhawk Zilchus Money,
Business
x4 Chr +9 LN No +2 mental save
Level 3: Appraisal [no fail]
Level 7: +1 Chr
Level 9: True Seeing

[S0.1] Material Componenting

Material components act as a catalyst, making the spell more effective. They require the use of 1 movement action. Choose one:
1. Double the area of effect (each dimension).
2. Double the duration.
3. Double the actual effect of the spell (i.e. hp of damage, etc.). This doubles the die type rolled for random effects, not the number of dice. If it affects one of the following, it is not doubled: ability scores, action types, multiplier, level, CL, ML, factors (PF, MF, etc.)
4. Double the caster's level for purposes of MR/SR and saving throw DC.
5. Replace a verbal (V) or somatic (S) component.
6. Increase the spell level by 2 for purposes of anti-magic.
7. Double the range; if the spell was touch, it becomes 10 yards. Spells with range 0 become range touch.

[S2.1] Level 1 Wizard Spells

# Name School Effect Source New?
1 Analyze (aka Identify) Div Learn 1 characteristic of an item (magic/psi/tech) {Touch, 1 object} RC0
2 Armor Cnj, Abj +8+CL or +2*CL hp (even above max) {Touch, 1 creature} UA1
3 Charm Person Enc Charm 1 humanoid (Spell save; Wis bonus) RC0
4 Detect Magic Div Gives school and general power level within 60' RC0
5 Find Familiar Cnj, Enc See [S4], or finds your familiar PH1
6 Floating Disc Evo Can carry 100*CL lbs.; Moves at caster's rate RC0
7 Hold Portal Enc Magically locks a door, need to be 3 levels/HD higher than CL to break it RC0
8 Light Alt Magical light; can blind if targetted (Spell save) {1 target} RC0
9 Magic Missile Evo CL missiles; each is 1d4 dmg force to 1 target (no save) DM
10 Twiddle Chrono Target cannot act next segment (PPD save) [or] Target gets +1S action (not quick) MTG 8.00
11 Read Languages Div Read languages (not write, speak, or comprehend spoken) RC0
12 Read Magic Div Gain knowledge of a spell you have in a book or scroll RC0
13 Shield Abj +6 AC; additional +2 AC vs. missiles; get Spell saves vs. force effects RC0
14 Sleep Enc 2d8 HD slept (no save); max HD/creature=4+1 RC0
15 Ventriloquism Ill Sound appears to come from somewhere else RC0

[S3.1] Level 1 Priest Spells

# Name Sphere Effect Source New?
1 Cure Light Wounds Hea Cure 8 hp {Touch, 1 creature} DM
2 Detect Evil All, Div Detect evil & evil intent 120' {self only} RC0
3 Detect Magic Div Gives school and general power level within 60' RC0
4 Faerie Fire Wea -2 AC on CL/5+1 targets RC0
5 Light Sun Light; can blind if targetted (Spell save) {1 group} RC0
6 Locate Div Locate one known animal or plant {self only} RC0
7 Predict Weather Div, Wea Detects upcoming weather RC0
8 Protection from Evil Pro Protection from evil; +1 saves; evil -1 TH {self only} RC0
9 Purify Food and Water All, Div Purifies food and water for up to 12 people RC0
10 Remove Fear Cha Removes fear; +CL saves vs. fear {Touch, 1 creature} RC0
11 Resist Cold Pro All creatures in area get resist cold {1 group} RC0
12 Swords to Plowshares Astral One summoned creature is unsummoned (exiled) MTG 8.00

[S10.3] List of Familiars

Familiar Name Natural? Mount? Abilities New?
Bat Yes No Level 1: Sonar
Level 9: Surface Adherance
Level 18: See in Darkness
Camel [2] Yes Yes Level 1: Immune Thirst/Sand
Level 9: Immune Fire/Heat
Level 18: Immune detrimental effects potions/liquids
Cat [1] Yes No Level 1: Always land on feet
Level 9: 8/lifetime, even when dead: Resurrect Self
Chocobo [resistance type] No No Level 1: +LVL% irr(that resistance)R
Level 9: Ignore (that resistance)R
Level 18: -LVL% irr(that resistance)R on others
Cockroach Yes No Level 1: (5*CL)% RR; Death is at -10-LVL hp
Level 9: Vulnerable Light; Immune Darkness & 1 other Ele.
Companion Cube [Portal] No Yes Level 1: x2 range/reach with spells and weapons; 1V: Jump 8.00
Level 9: 1V, 1/d: Dimension Door one room away (no delay, no sickness)
Level 18: 1V (may borrow), 1/d: Escape
Firefly Yes No Level 1: Resist Lightning; Continual Light CL' radius
Level 9: Resist Fire; Resist Air; Resist Light; Flying
Gargoyle No Yes Level 1: Need +LVL/3 (round up) weapon to hit you
Level 9: 1V: Switch positions with Familiar
Level 18: Damage Reduction 100/+10
Giant Maggot Yes No Level 1: Resist Curse/Poison
Level 9: Resist Acid; Immune Disease
Level 18: Immune Oozes/Slimes/Jellies
Louse Yes No Level 1: 1V: Twist (dispel magic/psi/innate)
Level 9: 1V: Dispel technology/radiation/racial
Pink Bunny Yes No Level 1: Immune Disease, Vermin
Level 9: Immune Poison
Pocket Dragon No No Level 1: Mouth's P (3/d or 1/3r): Breathe (pick a normal Ele.)
Level 9: Immune to that Breath Weapon; +LVL*5% MR
Level 18: +LVL Int
Rabbit [1] Yes No Level 1: +1V action
Level 9: Auto make Dex checks (if possible)
Level 18: Auto power score Dex checks (if possible)
Smurf No No Level 1: +50% base Non-Weapon Proficiencies
Level 9: +LVL*10% MR
Level 18: +50% base Non-Weapons; 1M: Psi6G Escape
Teddy Bear No No Level 1: x4/3 (round up) hp [stacks with everything]
Level 9: Instead do x5/3 (round up) hp [stacks w/ everything]
Level 18: Instead do x2 hp [stacks with everything]
Tribble No No Level 1: +1 to any subaility score; Immune Fluffiness
Level 9: 1V, Feed 1000 gp food: Splits into 2 Tribbles
Level 18: 1V, Feed 1000 gp food: Familiar gets +1 size

[Q3.1] Level 1 Psi3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
2 Attraction Telep Subject has mild attraction you specify. PsiHB3
3 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
4 Biofeedback Psymet Self control allows you to take some damage as subdual damage. PsiHB3
5 Bite of the Wolf Psymet Your base bite attack does 1d8 damage. PsiHB3
6 Call Weaponry Psyport Never lack for a weapon. PsiHB3
7 Charm Person Telep Makes one person your friend. PsiHB3
8 Combat Precognition Clasen You gain a +1 insight bonus to AC. PsiHB3
9 Compression Psymet You shrink 10%/level (max -50%). PsiHB3
10 Conceal Thoughts Telep You conceal your motives. PsiHB3
11 Control Light Psykin Control light levels up or down 20%/level. PsiHB3
12 Control Object Psykin You telekinetically animate a small object. PsiHB3
13 Create Sound Psykin You create the sound you desire. PsiHB3
14 Demoralize Telep Foes suffer -1 penalty on some actions. PsiHB3
15 Destiny Dissonance Clasen Your touch hurts your opponent's mind, dealing 1d8 subdual damage. PsiHB3
16 Disable Telep Subjects incorrectly believe they are disabled. PsiHB3
17 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
18 Empathic Transfer Psymet You absorb others' hurts. PsiHB3
19 Empathy Telep You know the subject's surface emotions. PsiHB3
20 Expanded Vision Clasen Wider vision allows you to see more. PsiHB3
21 Feather Fall Psyport Objects or creatures fall slowly. PsiHB3
22 Feel Light Psymet You use tactile sensation to see. PsiHB3
23 Feel Sound Psymet You use tactile sensation to hear. PsiHB3
24 Firefall Metcre Fiery sparks deal 1d4 fire damage in 10 ft. radius. PsiHB3
25 Grease Metcre Makes 10 ft. square or one object slippery. PsiHB3
26 Hammer Psymet Touch deals 1d8 bludgeoning damage. PsiHB3
27 Hear Light Psymet You use auditory sensation to see. PsiHB3
28 Hustle Psymet You gain one extra partial action. PsiHB3
29 Identify Clasen Identify single feature of psionic item. PsiHB3
30 Know Location Clasen You know, generally, where you are. PsiHB3
31 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
32 Lesser Concussion Psykin Pummel foe for 1d6 damage. PsiHB3
33 Lesser Metaphysical Wpn Clasen Weapon gains +1 bonus. PsiHB3
34 Lesser Mind Link Telep You forge a limited mental bond with another creature. PsiHB3
35 Minor Creation Metcre Creates one cloth or wood object. PsiHB3
36 Molecular Agitation Psykin You heat a creature or object. PsiHB3
37 Object Reading Clasen You know about an object's past. PsiHB3
38 Psycholuminesence Clasen Object sheds 20-ft. radius light. PsiHB3
39 See Sound Psymet You use visual sensation to hear. PsiHB3
40 Sense Link Telep You sense what the subject senses (one sense) PsiHB3
41 Skate Psyport Target slides (skillfully) along the ground as if ice. PsiHB3
42 Spider Climb Psyport Target can walk on walls and ceilings. PsiHB3
43 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
44 Stomp Psykin Shock waves in the ground knock your foes prone. PsiHB3
45 Vigor Psymet You gain 3 temporary hit points. PsiHB3

[Q19.2] Psi19 Minor Powers

# Power PSP Cost Effect
1 Accelerate Healing 20/d Double your healing and hp regeneration rates
2 Acrobatics ½*P /r 1bV: Emulate a Acrobat ability of level = CL/2; P=your number of Rogue points in it
3 Combat Reflexes 10+1/m 1V: +CL/2 AC, +CL/2 TH, +CL/3 initiative, +CL Dex checks, cannot be surprised
4 Concentration 20 +CL slots on next nonweapon proficiency check (must be a nonweapon you have)
5 Control Disease 20/d Immune to disease
6 Danger Sense 20+20/h Sense danger in self or someone you know
7 Empathy L Read the surface emotions of a target with L=LVL/2; Psi19-users are ½ cost
8 Enhance Body 20S+S/r +S distributed among Str, Dex, Con; max S=CL
9 Enhance Mind 20S+S/r +S distributed among Int, Wis, Chr; max S=CL
10 Forget/Remember 20 Target forgets or remembers one event (unwilling get Will save)
11 Improved Blindfight. N/s 0: Ignore penalties due to lack of senses, N=number of senses "blinded"
12 Language 2/m Speak/Comprehend (but not Read/Write) a language (or) Speak with Animal
13 Jump S 1V: Jump 10*S feet, max S=CL
14 Psyche L Read the surface thoughts of a target with L=LVL; Psi19-users are ½ cost
15 Sense Force 2/s Detect Psi19 (and "light" vs. "dark"), 1/r can identify a Psi19 effect or item
16 Sneak 2/m Move Silently & Hide In Shadows CL*10%
17 Speed 10N+N/s Multiply movement rate by x1.5 (N=1), x2 (N=2), x2.5 (N=4), or x3 (N=6)
18 Telekinesis W + ½W/r TK, weight W*10 lbs., max W=LVL^2, move rate=W ", throw does W dmg (roll TH)

[Q19.2L] Psi19L Light Minor Powers

# Power PSP Cost Effect
L-19 Battle Meditation 20/h 2F: You get +CL/2 TH, +CL Will and mental saves (stacks with Battle Influence major)
L-20 Control Pain 2+1/r 1bV, can use while stunned: Immune to pain, stun (not capital "S"), torture
L-21 Detect Lie 2/r Detect Lie; if the target cannot be read the power gives "cannot be read"
L-22 Detoxify 20 1M, 1V: Target gets a new save +CL*2 vs. a poison effect, can use within 1r of death
L-23 Force Harmony 20/h PR CL*10% only vs. evil Psi19 users or Psi19D powers (even if they aren't evil)
L-24 Remove Fatigue 15 1M, can be used while sleeping: Removes sleep or fatigue effect

[Q19.2D] Psi19D Dark Minor Powers

# Power PSP Cost Effect
D-25 Anger 13/r You have +CL TH/dmg but -CL AC/saves
D-26 Contort/Escape 20 2V: Get out of bonds, web spells, entangle spells, etc.
D-27 Dim Other's Senses 10+1/s Target must save every segment for each sense he tries to use
D-28 Fear 20 Fear (Will save)
D-29 Seeing 2/h Can see in darkness, magical darkness, fog
D-30 Undetectable Lie 2/r Undetectable Lie (you cannot be read with Detect Lie); can lie with Ring of Truth on

[E1.0] Assumed Equipment

All PCs may have the following without it being written down on their sheet and without paying for it:
pieces of string
a 1' long stick
3 small rocks
chalk
1 wax candle
1 hat
3 cloaks
1 belt
2 pairs of soft low boots
1 small pouch
three 1'x2' scraps of fabric
1 strip of beef jerky
If these items are used or destroyed in a gaming session, they are replaced at game reset for no cost. All of the items in question must be ordinary and have no real value. These items are also assumed to weigh nothing (for playing convenience). If the PC was specifically stripped of all items (being captured or whatever), he does not have access to these items.
Other items, even those that cost nothing (such as a wooden pole) are NOT assumed to be carried by the PC unless noted on his character sheet.
In certain high-level campaigns, all normal equipment (rope, oil, even simple weapons and cheap gems) is assumed to be carried by the character at no cost and at no encumbrance (unless it weighs more than 5 pounds). Ask the DM before assuming this rule is in effect.

[E1.1] Adventuring Gear

Item Cost Wt
Acid, Flask of 30 1
Acid, Metal-eating, 1 Vial 50 0.2
Adventure Pack, Beginner 25 15
Adventure Pack, Mid-lvl 250 20
Adventure Pack, High-lvl 2500 25
Adventure Pack, Über 25000 0
Air bladder 15 2
Alchemist's Fire, Flask of 20 1
Aniseed, vial (stops dogs) 0.2 0
Antitoxin (vial) 50 1
Arrow, Major grapple 10 1
Arrow, Minor grapple 6 0.6
Artisan's Tools 5 5
Astrolabe 8 1
Axe, Hatchet 2 3
Axe, Ice 10 4
Backpack (Leather) 2 2
Bag, Leather 0.08 0.5
Bag, Tanglefoot 50 4
Barrel, Wooden, 50 gal 1 20
Barrel, Metal, 50 gal 3 50
Basket, large 0.3 1
Basket, small 0.05 0.1
Bath Oil (pint) 1 0
Beads, Prayer 1 0.5
Bedroll 0.1 5
Bell 1 0
Belt pouch, large 1 1
Belt pouch, small 0.7 0.5
Bird cage 2 5
Blanket 0.05 3
Blinding Powder 10 0
Block and tackle 5 5
Bolt case 1 1
Book, 100 Paper 400 15
Book, 100 Papyrus 160 20
Book, 100 Parchment 220 20
Book, 100 Vellum 400 20
Bottle or flask 0.3 0
Box, Iron, Large 15 75
Box, Iron, Small 8 35
Bucket 0.3 4
Caltrops (10) 3 1
Candle, Tallow 0.01 0.5
Candle, Wax 0.1 0.5
Item Cost Wt
Candle snuffer 0.06 1.5
Cane, Walking 2 6
Canvas (/sq.yd.) 0.4 1
Case, Bone, Map/Scroll 5 5
Case, Leather, Map/Scroll 1.5 2.5
Cask 0.05 10
Cards, Marked, Deck 5 0.2
Catstink, (vial) 40 0
Chain, Iron, 1', Fine, Small 2 0.5
Chain, Iron, 1', Heavy 1 10
Chain, Iron, 1', Light 0.5 5
Chain, Iron, 1', Medium 0.8 8
Chalk, Powder 0.01 0.2
Chalk, Stick 0.01 0.2
Charcoal, 10 lb bag of 2 10
Charcoal, Bundle 0.02 0
Chest, Wooden, Large 1.6 50
Chest, Wooden, Small 0.8 25
Chisel 1 3
Chisels, lock, set of 3 2 1
Climber's kit 80 5
Coal, 10 lb bag of 10 10
Cologne/perfume, 1 oz 1 1
Comb 0.1 0.5
Cord, 10' 0.1 0.2
Crampons 4 3
Crowbar 0.6 4
Dagger, Climbing 5 1
Dice, 1 pair of 0.2 0.5
Dice, 1 pair of,loaded 2 0.5
Disguise kit 50 8
Dissection Instruments 10 5
Dog Pepper, Packet 0.1 0
Drill, Iron 5 5
Earspoon 0.02 1
Fire-starting bow 0.8 0.5
Fishhook 0.01 0
Fishing net (/sq.ft.) 1 1
Flint and steel 0.1 0.3
Funnel, Small 0.03 0.1
Glass (/sq.ft.) 5 2
Glass Bottle 10 0.1
Glass Cutter, Handled 120 1
Grappling Iron 3 2
Glue, 2 oz pot of 0.05 1
Item Cost Wt
Grapnel 7 7.5
Grappling hook 0.8 4
Grindstone 0.05 1
Hacksaw 2 2
Hacksaw, Folding 3 1
Hacksaw Blade 0.6 0
Hairbrush 0.07 0.5
Hammer, Small 2 1
Hammock 2 2
Healer's kit 50 1
Hinge-Removing set 30 1
Horn 1 1
Hourglass 25 0.5
Housebreaker's Harness 25 2
Hunting Trap, Bear (L) 12 15
Hunting Trap, Rabbit (S) 4 3
Incense, Stick 1 0.1
Ink, 2 oz pot of 1 1
Ink, Disappearing 5 1
Inkpen 0.1 0
Insect Repellant 5 1
Jar, Glass 5
Keg, Wooden 5 gal 0.15 25
Keymaking Set 40 6
Ladder, Rope, 30' 8 8
Ladder, Wood, 12' 0.05 20
Lamp, Hand (w/ mirror) 10 1
Lamp, Hand Warming 0.2 0.3
Lamp, Oil 2 1
Lantern 10 3
Lantern, Beacon 150 50
Lantern, Bullseye 12 3
Lantern, Hooded 7 2
Lantern, Waterproof 50 3
Lard, Pint of 0.01 2
Leeches, jar of 10 2
Limewood Strips (10) 0.03 cp 0
Listening Cone (Brass) 2 0.3
Lock, Good 100 1
Lock, Poor 20 1
Magnifying glass 100 0.5
Mallet 2 1
Manacles, Pair of, & key 5 2
Map of the known world 1 1
Map or scroll case 0.8 0.5

[E1.1] Adventuring Gear (cont.)

Item Cost Wt
Map-Making kit 35 3
Marble, Airy Water 5' r 360 0
Marble, Continual Light 90 0
Marble, Silence 15' r 900 0
Marbles, Regular bag (30) 0.02 cp 1
Merchant's scale 2 1
Mess/Cooking kit 8 8
Metal file 2 1
Mini Blade 0.05 cp 0
Mirror, Large, Metal 10 10
Mirror, Small, Metal 2 0.1
Mirror, Small, Silver 20 2
Mirror, Small, Steel 5 0.5
Nails, Iron, 10 0.01 1
Oil, flask, Greek fire 10 2
Oil, flask, Incendiary 10 2
Oil, flask, Lamp 0.06 1
Oil, flask, Scented 0.4 1
Padlock & key 5 2
Padlock w/ needle trap 12 2
Pail 0.07 1
Paint, 1 gallon of 2 10
Paint brush, Fine 1 1
Paint brush, Large 0.7 4
Paint brush, Medium 0.5 2
Paper (per sheet) 2 0
Papyrus, (per sheet) 0.8 0
Parchment, (per sheet ) 1 0
Perfume, per vial 5 0.1
Pen, Fine, Wooden 0.05 0.3
Pen, Quill 0.01 0.2
Pick axe, Mining 6 5
Pick Tooth, 5 score of 0.01 0.1
Piton 0.03 0.5
Pen, Fine, Metal 0.1 0.5
Pipe, Smoking 0.01 0.5
Pipeweed, 8 oz 1 0.5
Pliers 1 2.5
Pole, 10' 0.01 10
Pouch, Belt, Large 1 1
Pouch, Belt, Small 0.8 0.5
Pulley 25 0.5
Purse 0.01 0.2
Quiver (12 arrows/20 qu.) 1 0.5
Quiver, 12 arrows cap 0.8
Item Cost Wt
Quiver, 20 arrows cap 1.2 4
Quiver, 20 bolts cap 1.5 3.5
Quiver, 40 bolts cap 1 6
Ram, Portable 10 20
Razor 1 0.5
Ring, Pin, Iron 2 0
Ring, Pin, Silver 10 0
Ring, Razor, Iron 2 0
Ring, Razor, Silver 10 0
Rocket, Signal 25 3
Rope, 50' 1 5
Rope, 50' hemp 0.5 7.5
Rope, 50' superior 1 10
Rope, 50' silk 15 5
Sack, Large 0.3 0.5
Sack, Small 0.01 0.1
Saw, One man 2 3
Saw, Two man 12 20
Scabbard, False 12 1
Scabbard, Sword 3 1.5
Scissors 0.05 1
Sealing Wax (per lb) 1 1
Sewing needle 0.5 0
Sheath, Dagger or knife 0.6 0.5
Sheath, Wrist 0.3 0
Shovel 2 6
Signal whistle 0.8 0.1
Signet ring/personal seal 5 0.1
Skeleton Key 10 0
Skin, Water/wine 0.15 0.5
Slate and Chalk 10 1
Sledge 1 10
Sleep Gas (bottle) 20 1
Smokestick 20 1
Soap,5 oz bar of 0.02 0.3
Soap (per lb) 0.5 1
Spade/shovel 2 6
Spike, Climbing, Iron 0.05 0.4
Spike, Iron, Large 0.01 0.5
Spyglass 1000 2
Stake, Wooden 0.01 0.1
String,50' 0.01 1
Sundial 8 50
Sunrod 2 1
Symbol, Holy 25 0.1
Item Cost Wt
Symbol, Holy, Iron 2 3
Symbol, Holy, Silver 50 2
Symbol, Holy, Wooden 0.07 1
Tent, Adequate, Large 75 75
Tent, Adequate, Medium 50 60
Tent, Adequate, Small 30 50
Tent, Good, Large 200 100
Tent, Good, Medium 120 80
Tent, Good, Small 75 60
Tent, Poor, Large 30 60
Tent, Poor, Medium 20 45
Tent, Poor, Small 10 35
Tent, Superior, Large 400 150
Tent, Superior, Medium 300 100
Tent, Superior, Small 200 75
Thieves' picks & tools 25 1
Thieves' tools,masterwork 100 2
Thunderstone 30 1
Tinder Box w/ flint & steel 2 0.5
Tindertwig (Match) 1 0
Torch, Normal 0.01 2
Torch, Small, 3 0.01 1
Tree Bed 8 8
Tree Seat 15 16
Vellum, 1 sheet 8 0.1
Vial, Ceramic 1 2.5
Vial, Crystal 3 3
Vial, Metal 5 4
Wallet 1 0.5
Water, Holy, Vial 25 0.1
Water, Unholy, Vial 25 0.1
Water Clock 1000 200
Wax (block) 0.03 0
Wax, Candle, lb 1 1
Wax, Sealing, lb 2 1
Weaponblack (vial) 2 0.2
Wheel, Prayer 3 10
Wheelbarrow 15 20
Whetstone 0.02 0.5
Whistle 1 0.5
Wig 2 0.5
Wineskin 0.8 0.5
Winter Blanket 0.5 3
Wire Cutters 1 0.2
Woodland Suit 35 5

[E1.4] Provisions

Item Cost Wt
Ale, gallon 0.2
Ale, pint of 0.1
Ale, dark,pint of 0.03
Banquet, per person 10
Beer,heavy,pint 0.1
Beer,light,pint of 0.04
Beer, small, pint 0.05
Brandy,pint of 0.1
Bread,loaf of 0.01 2.5
Butter per lb. 0.2 1
Cheese 0.4
Cider,pint of 0.08
Cider, Tun (250 gal) 8 2050
Dry Rations (7 days) 10
Egg or Fresh Vegetables 0.01
Eggs (100) 0.8
Eggs (24) 0.2
Figs (lb) 0.3 1
Firewood (day) 0.01
Fish, Herring, Salted, 100 1
Fish, Pickled, Barrel 3
Flour,10 lb bag of 0.6 10
Food, Merchant's meal 0.1
Food, Rich meal 1
Grain, Horse meal, 1 day 0.01 5
Grog, Pint of 0.03
Herbs (Common, lb) 0.05 1
Honey (lb) 0.5
Juice, Apple, Pint of 0.01
Juice, Grape, Pint of 0.01
Juice, Orange, Pint of 0.01
Juice, Tomato, Pint of 0.01
Mead, Pint of 0.5
Meals, Common, 1 day 0.3
Meals, Good, 1 day 0.5
Meals, Poor, 1 day 0.1
Meat for 1 meal 0.1
Milk, Cow, Pint of 0.02
Milk, Goat, Pint of 0.01
Nuts (lb) 1 1
Raisins (lb) 0.2 1
Rations, Iron, 1 week 5 7
Rations, Standard, 1 wk 3 20
Rice (lb) 0.2 1
Rum, Pint of 0.05
Item Cost Wt
Salt (lb) 0.1 1
Small Beer (gallon) 0.05
Soup, quart 0.05
Spice, Exotic (saffron, ...) 15 1
Spice, Rare (pepper, ...) 2 1
Spice, Uncom. (cinnamon) 1 1
Sugar, Coarse (lb) 1 1
Tea,pint of 0.01
Water, Spring, Pint of 0.01
Wine, Common, pitcher 0.2
Wine, Good, Pint of 0.1
Wine, Good, Tun (250 gal) 20 2050
Wine, Quart 1 3
Wine, Watered, Pint of 0.06

[E1.5] Livestock/Animals

Item Cost Wt
Ape 150 350
Boar 10 100
Bull 20 1000
Calf 5 50
Camel 10 900
Capon 0.03
Cat 0.5 10
Chicken 0.03 10
Cow 10 750
Dog,guard 20 80
Dog,hunting 17 65
Dog,lap 5 50
Dog,sled 10 80
Dog,war 30 95
Donkey 8 800
Dove 0.3 2
Dragonnel 45000 10000
Eel,giant 4500 8000
Elephant,labor 200 10000
Elephant,war 300 12000
Falcon,trained 600 8
Giant strider 7500 1100
Goat 1 60
Goose 0.05
Griffon 35000 8000
Guinea hen 0.02
Hawk,large 40 40
Hawk,small 15 7
Hippocampus 20000 4000
Hippogriff 32000 2000
Horse,draft 30 800
Horse,heavy war 300 1300
Horse,light war 120 700
Horse,medium war 180 900
Horse,riding 25 600
Hunting cat 10000 175
Lama 30 650
Mule 20 700
Ox 15 1000
Partridge 0.05
Peacock 0.5
Pegasus 40000 1000
Pigeon 0.01 1.5
Pigeon, homing 100
Piglet 1 10
Item Cost Wt
Pig 3 300
Pony,riding 15 400
Pony,war 25 450
Ram 4
Roc 30000 25000
Sea horse 15000 1500
Sheep 2 50
Songbird 0.04 1
Swan 0.5
Unicorn 500000 800
Wyvern 25000 6000
Yak 9 480

[E1.6] Tack and Harness

Item Cost Wt Source
Barding, Banded 400 150 RC0
Barding, Chain 150 60 RC0
Barding, Field 600 400 RC0
Barding, Half brigandine 500 100 PH2
Barding, Joust 700 500 RC0
Barding, Leather 40 25 RC0
Barding, Padded, Full 150 60 PH2
Barding, Padded, Half 100 40 PH2
Barding, Plate 500 300 RC0
Barding, Plate, Full 2000 500 PH2
Barding, Plate, Half 800 250
Barding, Scale 75 40 RC0
Barding, Scale, Full 1000 300 PH2
Barding, Scale, Half 500 200 PH2
Barding, Splint 400 400
Bit & Bridle 1.5 2 PH1
Halter 0.05 0.1 PH2
Harness 1.2 10 PH1
Harness, Cart 2 10 PH2
Horseshoes (installed) 1 10 PH2
Leash, Dog 0.5 1 AWRC2
Saddle, Pack 5 15 PH2
Sabble, Riding 10 35 PH1
Saddle Bags,large 4 8 PH1
Saddle Bags,small 3 5 PH1
Saddle Blanket 0.3 4 PH1
Yoke, Horse 5 15 PH2
Yoke, Ox 3 20 PH2

[E1.11] Transports

Item Cost Wt
Barge 500
Barge/Raft, Small 50
Barge/Raft, Small (/sq.yd.) 1 10
Boat, Collapsible 500 60
Boat, River 4000 RC0
Boat, Sailing 2000 RC0
Boat, Small 75 90
Boat, Long 150 25000
Canoe, Small 30 80
Canoe, Large 50 120
Canoe, War 100 160
Caravel 10000
Cart 50 80
Carriage, Common 150
Carriage, Ornamental 7000
Chariot, Riding 200 400
Chariot, War 500 500
Coach, Royal 200 1800
Coaster 5000
Cog 10000
Curragh 500
Dog-sled 30 70
Drakkar 25000
Dromond 15000
Galleon 50000
Galley, Large 25000 275000
Galley, Small 10000 225000
Galley, War 40000 250000
Kayak 250 50
Knarr 3000
Lifeboat, Ship's 1000
Longship 10000
Oar 0.5 5
Oar, Galey 10
Paddle 0.3 3.5
Raft or small keelboat 100
Raft, Professional (/sq.ft.) 1
Sail 20
Sedan Chair 100
Ship, Merchant, Large 15000 250000
Ship, Merchant, Small 5000 200000
Ship, Sailing, Large 20000
Ship, Sailing, Small 5000
Ship, War 20000 300000
Troop Transport 30000
Item Cost Wt
Wagon, Closed 250 2000
Wagon, Open 150 1500
Wagon Wheel 5

[E1.12] Hirelings/Services

Item Cost /day
Alchemist 10
Animal Trainer 3
Archer (longbow) 0.1
Archer (shortbow) 0.05
Armor repair 12
Armorer 5
Artillerist 0.12
Bath 0.03
Bearer/Porter 0.01
Blacksmith 3
Boatwright 0.1
Bowyer/Fletcher 1
Captain 15
Carpenter 0.03
Clerk (per letter) 0.2
Crossbowman 0.05
Doctor, Leech or bleeding 3
Engineer-Architect 5
Engineer-Artillerist 7
Engineer-Sapper/Miner 7
Footman, Heavy 0.05
Footman, Light 0.03
Footman, Pikeman 0.08
Grain/Stabling for horse 0.5
Guide, City 0.5
Habilar, Heavy 0.08
Habilar, Light 0.05
Horse grooming 0.3
Horseman, Archer 0.15
Horseman, Crossbowman 0.1
Horseman, Heavy 0.15
Horseman, Light 0.08
Horseman, Medium 0.1
Jeweler-Gemcutter 5
Lantern/Torchbearer 0.1
Laundry (load) 0.01
Leather Worker 0.02
Lieutenant 8
Limner 1
Linkboy 0.01
Mason 0.04
Messenger 2
Messenger, in city 0.1
Minstrel 3
Month,city,Common room 20
Source Cost /day
Month,city,Poor room 0.6
Month, Common room 12
Month, Double room 58
Month, Latrine, Separate 2
Month, Poor room 0.8
Month, Private room 29
Mourner 0.2
Night, Common room 0.5
Night, Double room 2
Night, Poor room 0.05
Night, Private/Good room 1
Night guard 15
Pack Handler 0.02
Sapper/Miner 0.1
Sage 100
Serjeant 4
Scribe 0.5
Ship Crew, Marines 0.08
Ship Crew, Mates 1
Ship Crew, Oarsmen 0.12
Ship Crew, Sailors 0.05
Ship Master 15
Slinger 0.08
Spy 60
Steward/Castellan 30
Tailor 0.02
Teamster (/mile) 0.05
Teamster w/wagon (/mile) 0.1
Valet/Lackey 0.03
Weapon Maker 5
Weapon repair 9
Weaver 0.02
Week, Common room 3
Week, Double room 9
Week, Poor room 0.2
Week, Private room 4

[E2.2] Weapons Table

Weapon gp lbs. Size #Att Size -M Size L+ Critical Notes (DC of saves = amount hit by) Source
Axe, Battle 7 6 M Melee 1d8 1d8 20/x2 RC0
Axe, Hand 4 3 S Melee 1d6 1d6 20/x2 Thrown: Range 1/2/3, use FastWpn line RC0
Blowgun, < 2' 3 0.6 S Lt X-Bow dart dart 20/x2 Range 1/2/3; no Str bonus to dmg RC0
Blowgun, 2' + 6 1.5 M Hv X-Bow dart dart 20/x2 Range 2/3/4; gets Str bonus to dmg RC0
" Ammo: Poisoned Dart 0.2 0.02 T - 1d0 1d0 bl-gun Poison: Death/0 (PPD save, DC=20) RC0
Bola 5 0.5 M Other 1d2 1d2 20/x2 Range 2/4/6; Slow 1r (Reflex save) RC0
Bow, Short 25 2 M Bow arrow arrow 20/x2 Range 5/10/15 RC0
" Ammo: Arrow, Flight 0.25 0.05 S - 1d6 1d6 bow RC0
" Ammo: Arrow, Silver 5 0.05 S - 1d6 1d6 bow Made of silver RC0
Bow, Long 40 3 L Bow arrow arrow 20/x2 Range 7/14/21 RC0
" Ammo: Arrow, Long 1 0.1 M - 1d8 1d8 bow DM
" Ammo: Arrow, Silver Long 20 0.1 M - 1d8 1d8 bow Made of silver DM
Cestus 5 1 S Unarmed +0d+1 +0d+1 20/x2 Modifies punch damage RC0
Club 3 5 M Melee 1d4 1d4 20/x2 RC0
Crossbow, Light 30 5 M Lt X-Bow quarrel quarrel 20/x2 Range is 6/12/18 RC0
" Ammo: Quarrel, Light 0.3 0.03 S - 1d6 1d6 x-bow CF=2: dmg is 2d6 RC0
" Ammo: Quarrel, Silver 5 0.03 S - 1d6 1d6 x-bow CF=2: dmg is 2d6 RC0
Crossbow, Heavy 30 5 L Hv X-Bow quarrel quarrel 20/x2 Range is 8/16/24 RC0
" Ammo: Quarrel, Heavy 0.35 0.04 M - 2d4 2d4 x-bow CF=2: dmg is 4d4 RC0
" Ammo: Quarrel, Silver 5 0.04 M - 2d4 2d4 x-bow CF=2: dmg is 4d4 RC0
Dagger, Normal 3 1 S Melee 1d4 1d4 20/x2 Thrown: Range 1/2/3, use Dagger line RC0
Dagger, Silver 30 1 S Melee 1d4 1d4 20/x2 Thrown: Range 1/2/3, use Dagger line RC0
Halberd 7 15 L Melee 1d10 1d10 20/x2 RC0
Hammer, Throwing 4 2.5 M FastWpn 1d4 1d4 20/x2 Range is 1/2/3 RC0
Hammer, War 5 5 M Melee 1d6 1d6 20/x2 RC0
Holy Water, Size S (flask) 25 0.1 S Lt X-Bow 0d0 0d0 20/x2 Range 1/3/5; Undead: 1d8 dmg (group) RC0
Holy Water, Size M (keg) 100 2 M Lt X-Bow 0d0 0d0 20/x2 Range 1/3/4; Undead: 2d10 dmg (group) DM
Holy Water, Size L (barrel) 400 30 L Lt X-Bow 0d0 0d0 20/x2 Range 1/2/4; Undead: 3d12 dmg (group) DM
Holy Water, Size H (tun) 1600 500 H Lt X-Bow 0d0 0d0 20/x2 Range 1/2/3; Undead: 4d14 dmg (group) DM
Javelin 1 2 M Melee 1d6 1d6 20/x2 Thrown: Range 3/6/9, use FastWpn line RC0
Lance 10 18 L Melee 1d10 1d10 20/x2 x2 dmg if mounted RC0
Mace 5 3 M Melee 1d6 1d6 20/x2 RC0
Net, Medium 4 3.5 M Other 1d0 1d0 20/x2 Range 1/2/3; Entangled 1r (Reflex save) RC0
Oil, Burning, Size S (flask) 2 1 S Lt X-Bow 1d8 1d8 (none) Range 1/3/5; Splash 1/4th dmg; lasts +1s RC0
Oil, Burning, Size M (keg) 8 1 M Lt X-Bow 2d10 2d10 (none) Range 1/3/4; Splash 1/4th dmg; lasts +2s DM
Oil, Burning, Size L (barrel) 32 1 L Lt X-Bow 3d12 3d12 (none) Range 1/2/4; Splash 1/4th dmg; lasts +3s DM
Oil, Burning, Size H (tun) 128 1 H Lt X-Bow 4d14 4d14 (none) Range 1/2/3; Splash 1/4th dmg; lasts +4s DM
Pike 3 8 L Melee 1d10 1d10 20/x2 RC0
Polearm 7 15 L Melee 1d10 1d10 20/x2 RC0
Poleaxe 5 12 L Melee 1d10 1d10 20/x2 RC0
Rock, Thrown 0.1 1 S FastWpn 1d3 1d3 20/x2 Range 1/3/5 RC0
Sap (Blackjack) 5 0.5 S Melee 1d2 1d2 20/x2 Behind: Stun 1s (PPD save; Unc. if miss by 10) RC0
Shield, Horned 15 2 S Lt X-Bow 1d2 1d2 (none) AC +1 (can use while attacking, no shield prof.) RC0
Shield, Knife 65 7 S Lt X-Bow 1d4+1 1d4+1 (none) AC +1 (can use while attacking, no shield prof.) RC0
Shield, Sword 200 18.5 M Lt X-Bow 1d4+2 1d4+2 (none) AC +2 (can use while attacking, no shield prof.) RC0
Shield, Tusked 200 27.5 L Hv X-Bow 1d4+1 1d4+1 (none) AC +3 (can use while attacking, no shield prof.) RC0
Sling 2 2 S Other 1d4 1d4 20/x2 Range 4/8/16; silver pellets are 5 gp each RC0
Spear 3 3 L Melee 1d6 1d6 20/x2 Thrown: Range 2/4/6, use FastWpn line RC0
Staff 5 4 M Melee 1d6 1d6 20/x2 RC0
Sword, Bastard 15 8 L Melee 1d6+1 1d6+1 20/x2 Becomes 1d8+1 if wield two-handed RC0
Sword, Normal 10 6 M Melee 1d8 1d8 20/x2 RC0
Sword, Short 7 3 S Melee 1d6 1d6 20/x2 RC0
Sword, Two-Handed 15 10 L Melee 1d10 1d10 20/x2 RC0
Torch 0.15 2 S Melee 1d4 1d4 20/x2 Light source; thrown range is 1/3/5 RC0
Trident 5 2.5 M Melee 1d6 1d6 20/x2 Thrown: Range 1/2/3, use Melee line RC0
Whip 2 2 M Other 1d4 1d4 20/x2 Entangled 1s (Reflex save), Slow 1s (Fort save) RC0

[E3.1] Body Armor Table

Name gp AT Bulk Weight Notes Source New?
Augmented Mail 100 +6 fairly 45
Banded Mail (0) 50 +5 bulky 45 RC0
Bar Mail 100 +6 fairly 45
Brigandine 60 +4 fairly 35
Brigandine, Metal 1750 +10 fairly 29 Angband
Chain Mail 800 +7 fairly 22 Angband
Chain Mail (0) 40 +4 fairly 40 RC0
Chain Mail, Augmented 1200 +8 fairly 27 Angband
Chain Mail, Bar 1500 +9 fairly 28 Angband
Chain Mail, Double 1500 +8 fairly 25 Angband
Chain Mail, Elven 3000 +5 non- 20
Chain Mail, Rusty 550 +7 fairly 20 Angband
Chitin Heavy Armor 650 +8 fairly 51 Non-magnetic Skyrim 8.00
Cord 4 +2 non- 8 Non-magnetic
Full Plate 5000 +13 very 38 Angband
Glass Light Armor 900 +7 non- 19 Non-magnetic Skyrim 8.00
Hide 1 +4 bulky 30 Non-magnetic
Lamellar, Metal 2500 +12 bulky 34 Angband
Leather (0) 2 +2 fairly 20 Non-magnetic RC0
Leather, Bezainted 35 +4 fairly 25 Non-magnetic
Leather, Hard 150 +3 non- 10 Non-magnetic Angband
Leather, Hard Studded 250 +4 non- 11 Non-magnetic Angband
Leather, Scale Mail 20 +3 non- 22 Non-magnetic
Leather, Soft Studded 35 +3 non- 9 Non-magnetic Angband
Padded 30 +2 fairly 6 Non-magnetic Angband
Plate Mail (0) 60 +6 bulky 50 RC0
Plate Mail, Partial 2000 +11 bulky 26 Angband
Ribbed Plate 6000 +14 very 38 Angband
Robe 4 +1 non- 2 Non-magnetic Angband
Scale Mail (0) 30 +3 fairly 30 RC0
Scale Mail, Metal 600 +7 fairly 25 Angband
Splint Mail 950 +10 bulky 25 Angband
Suit Armor 250 +9 bulky 75 RC0

[E3.2] Shield Table

Name gp AC Size Weight Notes Source New?
Shield, Large Leather 120 +3 L 10 Angband
Shield, Large Metal 400 +4 L 12 Angband
Shield, Medium 7 +1 M 10 RC0
Shield, Small 3 +1 S 5 PH1
Shield, Small Leather 30 +2 S 5 Angband
Shield, Small Metal 50 +3 M 10 Angband
(see also [E2.2] Weapon table: Shields)

Archer0 / Ranger0

Level KXP Druid Wizard
123   12
1 0 ---   --
2 0.625 ---   --
3 1.25 ---   --
4 2.75 ---   --
5 5.5 ---   --
6 10.625 ---   --
7 23.125 ---   --
8 40.5 ---   --
9 71.75 1--   --
10 128 1--   1-
11 212.5 2--   1-
12 296.75 2--   2-
13 381.25 21-   2-
14 465.5 21-   21
15 550 22-   21
16 635 22-   22
17 720 221   22
18 805 222   22
19 890 322   22
20 975 322   32
21 1060 332   32
22 1145 332   32
23 1230 333   33
24 1315 333   33
25 1400 433   33
26 1485 433   33
27 1570 443   43
28 1655 443   43
29 1740 444   43
30 1825 444   44
31 1910 544   44
32 1995 544   44
33 2080 554   44
34 2165 555   54
35 2250 655   54
36 2335 665   54
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 17, Wis 10, Chr 12
Alignment: any G
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: War
Reference: D&D Cartoon
Groups: Warrior
 
Level 1: Uses "Dagger" column for number of attacks when using a bow.
Level 1: Get Str and Dex bonus with bows, even if not using a Strength Bow.
Level 1: Free single specialization in bow (spend 1 slot to double spec.).
Level 1: 1N: Generate an energy arrow to fire (instead of using a normal arrow in a bow). This arrow is 1d10 dmg, crits on 19-20 for x3, and is a +LVL/+LVL magic weapon. It dissipates after use.
Level 1: Divide actual range by 1.5 when determining range to target (only applies to missile weapons).
Level 5: "Whirl" may be used with an energy arrow from your bow. 1P: Do 1 attack on every target within 10'r (one group usually).
Level 9: Ability to cast druid spells (no wisdom bonus).
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: "Impale" may be used with an energy arrow from your bow. 1P: Do 1 attack per bow you are wielding (+1 more attack with your primary hand if you are hasted).
Impale hit = 20-(your level), regardless of target's AC. Apply no modifiers to this roll except the weapon's magical plusses.
Impale dmg = (avg dmg of the weapon with no modifiers except it's own magical plusses)*(your Warrior level).
Level 10: Ability to cast wizard spells (can specialize in charm/divination).
Level 10: May cast wizard spells through your arrows.

Barbarian1

Level KXP
Spells
1 0 (none)
2 6 (none)
3 12 (none)
4 24 (none)
5 48 (none)
6 80 (none)
7 150 (none)
8 275 (none)
9 500 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 14, Con 15
Alignment: any T
HD/level: d12
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: UA1-19
Groups: Warrior
 
Level 1: Choose one:
- Barbarian Dex bonus, as long as fairly bulky, non-bulky, or non-metallic armor is worn
- Barbarian Con bonus.
Level 1: Save adjustments: PPD +4, RSW +2, PP +3, BW +2, SP +(level/4, round down)
Level 1: +3 bonus to movement rate.
Level 1: Climb Cliffs & Trees = 10+5*level % (as Climb Walls); Hide in Natural Surroundings = 15+5*level % (as Hide in Shadows).
Level 1: Detect Illusion 5*level % (requires 1 mental action) 1/r.
Level 1: 1M, 1/r: Detect Magic (other than Illusion/Phantasms) 25%, does not give schools or spheres, but does give intensity.
Level 1: Free Wilderness Survival proficiency (1 slot).
Level 1: First Aid: equal to Healing proficiency except requires no Wis check and gives only 1 hit point back.
Level 1: Free Tracking and Hunting proficiencies, each has slots equal to the Barbarian's level ¸ 3, rounded up.
Level 1: Choose two of the following as free proficiency slots (1 slot each): Animal Handling, Signaling, Running, Small Water Craft, Sound Imitation, Wild Fighting, Jumping, Back Protection, Direction Sense, or Set Snares.
Level 4: Can hit targets that require a +1 or better weapon to hit without such a magic weapon.
Level 8: Can hit targets that require a +2 or better weapon to hit without such a magic weapon.
CF=2:
Gets Barbarian Con and Dex, without the armor restriction.
CF=3:
Level 1: May buy Barbarian Strength bonus for 1 weapon proficiency slot.

Gladiator2

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 100 (none)
8 200 (none)
9 400 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 13, Dex 12, Con 15
Alignment: any
HD/level: d12
Weapon Prof.: 6+level*2
To Hit Table: 2xWar
Save Table: Rog
Reference: DS2
Groups: Warrior
 
Choose one: Gets Exceptional Str, Dex, or Con.
Level 1: Automatically proficient with all weapons.
Level 1: Can charge (1V: +4 to hit, double damage) with any melee weapon.
Level 1: Normal (non-Troll-like) Regeneration at (level) hp/r.
Level 1: Weapon Specialization uses the "Spec Barb1" line in the Number of Attacks table.
Level 2: Automatically single specialized with all melee weapons (if the character is Western).
Level 3: Triple Specialization is 9 half-plusses if selected for a melee weapon.
Level 4: AC bonus of +level/4 (round down) if wearing armor.
Level 5: 0: Convert 1P action to 2P actions which can only be used for melee attacks.
Level 6: Death Blow: 1P: Make one attack, damage is per normal, target must save vs. PPD or die.
Level 10: Quadruple Specialization is 12 half-plusses if selected for a melee weapon.
Level 12: Can use an additional 1P action per segment (if you have such actions to spend); this 1P action can be used only for melee attacks.
Level 20: Quintruple Specialization is 15 half-plusses if selected for a melee weapon.
Level 30: Sextuple Specialization is 18 half-plusses if selected for a melee weapon.
CF=2:
Gets Exceptional Str, Dex, and Con.
CF=3:
Can take Barbarian Str (but not the other 2) for 2 weapon prof.

Soldier5

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 17, Con 9
Alignment: L any
HD/level: 3d4
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: DM
Groups: Warrior
 
Gets Exceptional Str and Con.
Can specialize in weapons.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A +LVL*3" bonus to movement rate
B LVL slots each in Direction Sense, Tracking, Survival
C Add d+LVL to the damage dice with one weapon type
D Nonmagical weapons and armor are at half monetary cost for you
E Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Level 4: Pick two Soldier5 Level 1-3, one Mercenary5 Level 1-3, or one Psi(-5) minor
Level 5-7: F Bind wounds is LVL hp (can’t bind an already bound wound)
G Subtract 1 from what you need to roll to autohit target
H Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
I Magical weapons and armor (including individual flags) are at half cost for you
J Your mount and everyone within 30’ you instruct have the Level 1-3 E ability
Level 8: Pick two from: Soldier5 Level 5-7, Mercenary5 Level 1-3, Psi(-5) minor
Level 9-12: K 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)
L 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
M Any target with AC>100 is considered AC=100 to you
N Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn
O You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun
Level 13: Pick 2: Soldier5 Level 9-12, Mercenary5 Level 5-7, Psi(-5) major, other5 Level 1-3
Level 14-18: P 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)
Q Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class
R Always roll max to hit & damage with physical attacks
S Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +8 wpn
T Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)
Level 18: Pick 2: Mercenary5 Level 9-12, Psi(-5) grand, other5 level 5-7
Level 20-26: U 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)
V Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class
W For each 10 points of physical damage, you lower a random stat by 1. (no save)
X Ignore planar displacement & immunity to weapons / matter / physical attacks
Y Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

Itemizer0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Wis 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Can specialize in Enchantment, if you do, pick a major opposite school.
Each reset (including the first reset before the game starts), you create 1 magic item of your choice from the list on the following pages.
Potions you create have LVL doses each. Scrolls you create have double your CL, but do not "Blow Your Head Off".
These are normal magic items in every way, and can be sold (at half value), or given to other PCs at no penalty.
You may "split your level up" into several items, for example at level 8 you could make a level 5, a level 2, and a level 1 item.

Itemizer0 Items

Level Item gp Value XP Value
1 Potion of Poison (save @ -6 for Death/40) 1000 100
1 Potion of Healing (70 hp total of healing) 2000 200
2 Potion of Agility (Dex becomes 18, or +1 to Dex) 3000 300
2 Potion of Bug Repellant (Resist Bugs) 3000 300
2 Potion of Ethereality (Become ethereal at will) 3000 300
2 Potion of Flying 3000 300
2 Potion of Human Control (Human Control) 3000 300
2 Potion of Speed (+1 P, +1 V) 3000 300
2 Potion of Water Breathing 3000 300
2 Scroll of Pro.Elementals 3000 300
2 Scroll of Pro.Lycanthropes 3000 300
3 Potion of Dragon Control (Dragon Control (any type)) 4000 400
3 Potion of Fortitude (Con becomes 18 or +1 to Con) 4000 400
3 Potion of Giant Control (Giant Control (any type)) 4000 400
3 Potion of Growth (Double base damage) 4000 400
3 Potion of Invulnerability (+2/+2 protection) 4000 400
3 Potion of Polymorph Self 4000 400
3 Potion of Antidote (Neutralize Poison, Immune to Poison) 5000 500
3 Potion of Defense (+5/+0 protection) 5000 500
3 Potion of Freedom (Free Action) 5000 500
3 Potion of Heroism (+(11-(highest War level))/3,round up War lvl) 5000 500
3 Scroll of Pro.Magic 5000 500
3 Staff/Command (Command) 5000 500
3 Potion of Elemental Form (Normal elements only) 6000 600
3 Potion of Giant Strength (Str becomes 24) 6000 600
3 Potion of Undead Control 6000 600
3 Scroll of Pro.Undead 6000 600
3 Scroll of Shelter (1 M, 1/d: Rope Trick) 6000 600
4 Potion of Merging (Can merge up to 7 PCs into 1 body) 7000 700
4 Potion of Sight (Immune Blindness; True Sight) 7000 700
4 Potion of Super-Healing (580 hp total of healing) 7000 700
4 Ring of Holiness (+1 Turn Undead roll; +1 Clr spell of SLs 1-3) 7000 700
5 Bag of Holding (10000 lbs.) 10000 1000
5 Elven Cloak (can backstab 1/r) 10000 1000
5 Potion of Longevity (-10 yrs to age) 10000 1000
5 Potion of Luck (Choose 1 die roll) 10000 1000
5 Ring of Plant Control (Plant Control) 10000 1000
5 Ring of Regeneration (Troll-like regen 1 hp/r) 10000 1000
5 Ring of Spell Storing (N=10= # SL's, max N = 54, max SL = 9) 10000 1000
5 Rod/Domination (Psi1 Domination) 10000 1000
5 Scroll of Trapping (2V: Create 1 mechanical trap) 10000 1000
5 Slate of Identification (1 V,1 M: Identify) 10000 1000
5 Scroll of Mages (1V: Spellcraft & Dweomercraft 1 effect) 12000 1200
5 Scroll of Seeing (1V, 1/d: Detect Life (type & number) 100'r) 12000 1200
6 Gauntlets of Ogre Power (Str 18; +3 TH when unarmed) 13000 1300
6 Scroll of Questioning (1 M, 3/d: Ask inanimate object a question) 13000 1300
6 Scroll of Repetition (1 M, 1/d: Repeat a spell cast last segment) 15000 1500
6 Wand/Negation (Dispel Magic @ 24th CL) 15000 1500
7 Scroll of Portals (1V, 2/d: Passwall) 16000 1600
7 Staff/Snake (+1/+1; staff can turn into snake) 16000 1600
7 Ring of Quickness (0, 1/d: +1 P, +1V for it, stacks with Haste) 18000 1800
7 Scroll of Creation (1V, 1/d: Major Creation) 18000 1800
7 Ring of Life Protection (+1/+1 pro; 1M,l/d: Neg.Plane Prot) 19000 1900
7 Boots of Speed (x2 move rate. +1 V) 20000 2000
7 Girdle of Giant Strength (Str 19) 20000 2000
7 Ring of Animal Control 20000 2000
7 Ring of Safety (0,1 ch: Make a save you missed [has 4 ch]) 20000 2000
7 Ring of Telekinesis (1 M: TK 2000 lbs.) 20000 2000
7 Scroll of Communication (2 Scrolls: message on one appears on other) 20000 2000
7 Scroll of Delay (1M, 1/d: Delay the next spell for 1r.) 20000 2000
7 Wand/Polymorph (Poly Self or Other) 20000 2000
8 Ring of Remedies (0,1 ch: Do any 'cure' or 'remove' spell) 21000 2100
8 Scroll of Mapping (1V, lid: Map current dungeon level) 21000 2100
8 Ring of Djinni Summ. (1M,1/d: Summon 1 Djinni; Resist 1 Ele.; Breathe & Free Action in Ele.) 24000 2400
9 Wand/Cold (Cone of cold 12d12 dmg (save: 1/2)) 25000 2500
9 Wand/Fireballs (Fireball 24d6 dmg (save: 1/2)) 25000 2500
9 Wand/L.Bolts (Lightning bolt 18d8 dmg (save: 1/2)) 25000 2500
9 Wand/Trap Det. (Detect ALL traps within 20') 25000 2500
9 Scroll of Spell Catching (1V (can borrow): Catch a spell cast at you) 26000 2600
9 Potion of Create Any Monster 30000 3000
9 Scroll of Spell Catching 30000 3000
9 Amulet of Protection vs. Crystal Balls and ESP (& Scyring) 30000 3000
9 Flying Carpet 30000 3000
9 Ring of Human Control 30000 3000
9 Ring of Memory (1M,1/d: Recast a spell you cast within last t) 30000 3000
9 Ring of Wishes (N=#ofwishes,maxN=4) 30000 3000
9 Staff/Withering (Age target by 10 yrs) 30000 3000
11 Displacer Cloak (1st attack misses. +2/+2 protection) 40000 4000
11 Ring of Fire Resistance (Resist Fire; -1 per die from Fire) 40000 4000
11 Ring of Survive (Don't need food, water, air) 40000 4000
11 Staff/Dispelling (Dispel Magic/Psi/Innate @ 15th CL) 40000 4000
12 Rod/Cancellation (Mordenkainen's Disjunction) 45000 4500
13 Bowl Commanding Water Elementals 50000 5000
13 Ring of Seeing (True Sight) 50000 5000
13 Scarab of Protection (Immune Curse; Immune Finger/Death) 50000 5000
13 Rod/Inertia (+3/+3; Stop one target) 55000 5500
13 Staff/Power (TK 2400 lbs. or CL 24 SL 6 wacky ball) 55000 5500
14 Staff/Druids (+3/+3: +1 Druid spell per SL) 58000 5800
14 Crystal Ball with Clairaudience, Clairnasience, ESP 60000 6000
14 Rod/Health (heal 100 hp + restore all stats and XP) 60000 6000
14 Staff/Striking (+1/+1; 1 ch: +3/+3) 60000 6000
14 Wheel of Fortune (similar to Deck of Many Things) 60000 6000
15 Quill of Copying (copy 1 scroll per day) 70000 7000
15 Ring of Spell Turning (50% iMReflection) 70000 7000
15 Staff/Element (Resist 1 Ele; Summ.8 HD Ele; 16d6 Ele ball) 70000 7000
16 Rod/Wyrm (+5/+5: staff can turn into age 1 dragon) 74000 7400
16 Rod/Parrying (+5/+5; +5/+0 protection) 75000 7500
17 Staff/Harming (70 dmg + Blindness, Disease, Poison) 85000 8500
17 Staff/Healing (heal 70 hp + Blindness. Disease, Poison) 85000 8500
18 Staff/Wizardry (+1/+1; passwall; conjure 24 HD elemental or CL 27 SL7 wacky ball) 95000 9500

Red Wizard

Level KXP Wizard/Red
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Dex 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM, MTG
Groups: Wizard
 
May specialize in MTG Red school, if you do, pick a major opposite school.
Can cast Wizard or MTG Red spells.
New MTG Red spells for Red Wizard class:
Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
Old MTG Red spells from Wizard of the Coast class (you can use these):
Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
Fervor (SL=3): You and your summons are not summoning sick.
AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)

Summoner Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.5 2-- --- ---
3 7 21- --- ---
4 14 32- --- ---
5 28 421 --- ---
6 56 422 --- ---
7 84 432 1-- ---
8 126 433 2-- ---
9 189 433 21- ---
10 350 443 22- ---
11 525 444 33- ---
12 1050 444 441 ---
13 1575 555 442 ---
14 2100 555 442 1--
15 2625 555 552 1--
16 3150 555 553 21-
17 3675 555 553 32-
18 4200 555 553 321
19 4725 555 553 331
20 5250 555 554 332
21 5775 555 554 442
22 6300 555 555 443
23 6825 555 555 553
24 7350 555 555 554
25 7875 555 555 555
26 8400 666 655 555
27 8925 666 666 655
28 9450 666 666 666
29 9975 777 766 666
30 10500 777 777 766
31 11025 777 777 777
32 11550 888 877 777
33 12075 888 888 877
34 12600 888 888 888
35 13125 999 988 888
36 13650 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+4  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
Requisites: Con 12, Int 12, Chr 15
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Mon
Reference: DM
Groups: Wizard
 
Level 1: May control 2 summons (same type).
Level 1: May material component summoning spells for 2 creatures of the same type.
Level 1: Specialized in conjuration with no opposite school.
Level 1: 0, LVL/d: Your summons are not summoning sick.
Level 3: Your summons can't turn against you even if they become uncontrolled.
Level 5: May control 2 summons (different types).
Level 5: (Single) material componenting for summoning spells is free.
Level 9: May control 3 summons (same type).
Level 9: May double material component summoning spells (costing a total of 1M+1V) for 3 creatures of the same type.
Level 9: Can hold summons across resets between sessions.
Level 10: Your summons can do "1S: Lend an S to you.".
Level 12: If a monster randomly rolls to attack you, you can have your summons be attacked instead.
Level 13: May control 4 summons (same type).
Level 13: May triple material component summoning spells (costing a total of 1M+2V) for 4 creatures of the same type.
Level 13: 1M: Steal someone else's summon. The other spellcaster (not the summon) makes a Will save to resist this.
Level 16: Your summons do not immediately disappear when slain / dropped below -10 hp. You have 1 turn to heal or repair the summon if you want to keep him. You can ignore this power and have him disappear anyway if desired.
Level 17: May control 2 groups of 2 summons (each group is the same type, but the groups don't have to be the same)
Level 18: Each of your summons may have 1 summon of their own.
Level 18: Your summons gain XP during the adventure and may "level up" in combat (if using "XP on the fly")
Level 21: May control 5 summons (same type).
Level 21: May quadruple material component summoning spells (costing a total of 1M+3V) for 5 creatures of the same type. You can save up the V actions, or use 1M+1V+1P+1QV in one segment.
Level 27: Your summons cannot be unsummoned by unsummon effects.
CF=2:
Level 1: School robed in conjuration (each conjuration/summoning spell is 1 SL lower for you)

Wizard3

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 321 --- ---
6 40 332 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 443 21- ---
10 250 443 32- ---
11 375 444 321 ---
12 660 444 332 ---
13 780 444 432 1--
14 910 444 433 2--
15 1050 444 443 21-
16 1200 444 443 32-
17 1360 444 444 321
18 1530 444 444 332
19 1710 444 444 433
20 1900 444 444 444
21 2100 544 444 444
22 2310 554 444 444
23 2530 555 444 444
24 2760 555 544 444
25 3000 555 554 444
26 3250 555 555 444
27 3510 555 555 544
28 3780 555 555 554
29 4060 555 555 555
30 4350 655 555 555
31 4650 665 555 555
32 4960 666 555 555
33 5280 666 655 555
34 5610 666 665 555
35 5950 666 666 555
36 6300 666 666 655
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites: Dex 0, Con 0, Int 0 (10)
Alignment: any
HD/level: d4
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Wiz
Reference: PH3-52
Groups: Wizard
 
May specialize in a school, pick an opposite.
Level 1: Intelligence bonus for spells.
Level 1: Scribe Scroll feat.
Level 1: Read/Write Draconic proficiency.
Level 5: LVL/5 bonus feats. These feats must be a metamagic feat, an item creation feat, or Spell Mastery.

Cleric3

Level KXP Priest
123 456 789
1 0 2-- --- ---
2 1.5 30- --- ---
3 3 32- --- ---
4 6 430 --- ---
5 13 432 --- ---
6 27.5 443 0-- ---
7 55 543 2-- ---
8 110 544 30- ---
9 225 554 32- ---
10 450 554 43- ---
11 550 655 432 ---
12 660 655 443 0--
13 780 665 543 2--
14 910 665 544 30-
15 1050 666 554 32-
16 1200 666 554 430
17 1360 666 655 432
18 1530 666 655 443
19 1710 666 665 544
20 1900 666 665 555
21 2100 666 666 555
22 2310 666 666 655
23 2530 666 666 665
24 2760 666 666 666
25 3000 766 666 666
26 3250 776 666 666
27 3510 777 666 666
28 3780 777 766 666
29 4060 777 776 666
30 4350 777 777 666
31 4650 777 777 766
32 4960 777 777 776
33 5280 777 777 777
34 5610 877 777 777
35 5950 887 777 777
36 6300 888 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+4 10  6  7  5  5  2  2  5
+5 11  7  8  5  6  2  2  5
+6 11  7  9  6  6  2  2  6
+6 12  7  9  6  7  3  3  6
+7 12  8  9  6  7  3  3  7
+8 13  8 10  7  8  4  3  7
+9 13  9 10  7  8  4  4  8
+9 13  9 10  7  8  4  4  8
+10 14  9 11  8  9  5  4  9
+11 14 10 11  8  9  5  5  9
+12 14 10 11  9  9  6  5 10
+12 15 11 12  9 10  6  5 10
+13 15 11 12 10 11  6  6 11
Requisites: Con 0, Wis 0 (10), Chr 0
Alignment: any
HD/level: d8
Weapon Prof.: 5+level/9
To Hit Table: +level*3/4
Save Table: Pri
Reference: PH3-29
Groups: Priest
 
Wisdom bonus to spell memorization.
Can Turn Undead.
Level 1: Spontaneous Casting: If using spell memorization, can replace any spell with a spell with "cure" in its name at will.
Level 1: Can Turn Undead.
Level 1: Extra Languages: Celestial (G), Abyssal (CE), and Infernal (LE).

Druid3

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2 20- --- ---
3 4 21- --- ---
4 7.5 320 --- ---
5 12.5 321 --- ---
6 20 332 0-- ---
7 35 432 1-- ---
8 60 433 20- ---
9 90 443 21- ---
10 125 443 320 ---
11 200 544 321 ---
12 300 544 332 0--
13 750 554 432 1--
14 910 554 433 20-
15 1050 554 443 21-
16 1200 555 443 320
17 1360 555 544 321
18 1530 555 544 332
19 1710 555 554 433
20 1900 555 554 444
21 2100 555 555 444
22 2310 555 555 544
23 2530 555 555 554
24 2760 555 555 555
25 3000 655 555 555
26 3250 665 555 555
27 3510 666 555 555
28 3780 666 655 555
29 4060 666 665 555
30 4350 666 666 555
31 4650 666 666 655
32 4960 666 666 665
33 5280 666 666 666
34 5610 766 666 666
35 5950 776 666 666
36 6300 777 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+4 10  6  7  5  5  2  2  5
+5 11  7  8  5  6  2  2  5
+6 11  7  9  6  6  2  2  6
+6 12  7  9  6  7  3  3  6
+7 12  8  9  6  7  3  3  7
+8 13  8 10  7  8  4  3  7
+9 13  9 10  7  8  4  4  8
+9 13  9 10  7  8  4  4  8
+10 14  9 11  8  9  5  4  9
+11 14 10 11  8  9  5  5  9
+12 14 10 11  9  9  6  5 10
+12 15 11 12  9 10  6  5 10
+13 15 11 12 10 11  6  6 11
Requisites: Dex 0, Wis 0 (10)
Alignment: T* or *N
HD/level: d8
Weapon Prof.: 9+level/9
To Hit Table: +level*3/4
Save Table: Pri
Reference: PH3-33
Groups: Priest
 
Wisdom bonus to spell memorization.
Cannot Turn Undead.
Level 1: Extra Languages: Sylvan, Druid.
Level 1: Nature Sense: Identify plants and animals; Identify pure water.
Level 1: Animal Companion: Gets a natural familiar.
Level 2: Woodland Stride: Can move through overgrown areas.
Level 3: Trackless Step: Leaves no trail; cannot be tracked.
Level 4: Resist Nature's Lore: +4 saves vs. spell-abilities of feys (dryads, nymphs, sprites, etc.).
Level 5: Wild Shape: 1M, 1/d: Polymorph Self into a Small or Medium size animal. Regains hit points as if healed for a full day.
Level 6: Wild Shape (see level 5) can be used 2/d.
Level 7: Wild Shape (see level 5) can be used 3/d.
Level 8: Wild Shape (see level 5) can be a Large size animal.
Level 9: Venom Immunity: Immune to poison.
Level 10: Wild Shape (see level 5) can be used 4/d.
Level 11: Wild Shape (see level 5) can be a Tiny size animal.
Level 12: Wild Shape (see level 5) can be of a dire animal.
Level 13: A Thousand Faces: 1M: Alter Self.
Level 14: Wild Shape (see level 5) can be used 5/d.
Level 15: Wild Shape (see level 5) can be a Huge size animal.
Level 15: Timeless Body: Immune to aging. No longer ages naturally. Still dies at length of lifespan.
Level 16: Elemental Shape: 1M, 1/d: Shapechange into a normal element elemental (size L or smaller).
Level 18: Wild Shape (see level 5) can be used 6/d.
Level 18: Elemental Shape (see level 16) can be used 3/d.

Healer2

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.25 10- --- -
3 2.5 111 --- -
4 5 211 1-- -
5 10 221 11- -
6 20 222 111 -
7 40 322 211 1
8 80 332 221 1
9 160 333 222 1
10 320 433 322 2
11 480 443 332 2
12 640 444 333 2
13 800 544 433 3
14 960 554 443 3
15 1120 555 444 3
16 1280 655 544 4
17 1440 665 554 4
18 1600 666 555 4
19 1760 766 655 5
20 1920 776 665 5
21 2080 777 666 5
22 2240 877 766 6
23 2400 887 776 6
24 2560 888 777 6
25 2720 988 877 7
26 2880 998 887 7
27 3040 999 888 7
28 3200 A99 988 8
29 3360 AA9 998 8
30 3520 AAA 999 8
31 3680 BAA A99 9
32 3840 BBA AA9 9
33 4000 BBB AAA 9
34 4160 CBB BAA A
35 4320 CCB BBA A
36 4480 CCC BBB A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+2  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+3  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+5  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+6  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+7  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+8  9 14 11 10 13  6  7  9
Requisites: Con 9, Wis 12
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Wiz
Reference: S&S2
Groups: Priest
 
Gets Wis bonus to spell progression.
Can Turn Undead.
Can normally cast spells only from All, Detection, Healing, and Necromantic spheres. Healing spells cost ½ of a spell each to cast.
Other spheres can be cast, but at 2 spells per spell.
Level 1: Healing proficiency cures 1d4+LVL hp.
Level 1: Your touch spells can affect up to LVL targets at one time (you must touch all targets within the same segment).
Level 1: 1V: Death's Door
Level 2: All friendly creatures within sight get +LVL/2 saves vs. poison.
Level 3: All friendly creatures within sight get +LVL/3 saves vs. disease.

White Priest

Level KXP Priest/White
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 16, Chr 13
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Clr0
Reference: DM, MTG
Groups: Priest
 
Gets Wis bonus to spell progression.
Can Turn Undead.
Can cast Priest or MTG White spells.
New MTG White spells for White Priest class:
Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
Disenchant (SL=2): Dispel an effect.
Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
Old MTG White spells from Wizard of the Coast class (you can use these):
Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Abeyance (SL=2): Target cannot use M actions this segment (Will save)
Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
Blessed Wind (SL=9): Target's current hp becomes 200.

Bard2

Level KXP Wizard
123 456
1 0 --- ---
2 1.25 1-- ---
3 2.5 2-- ---
4 5 21- ---
5 10 31- ---
6 20 32- ---
7 40 321 ---
8 70 331 ---
9 110 332 ---
10 160 332 1--
11 220 333 1--
12 440 333 2--
13 660 333 21-
14 880 333 31-
15 1100 333 32-
16 1320 433 321
17 1540 443 331
18 1760 444 332
19 1980 444 432
20 2200 444 443
21 2420 444 444
22 2640 554 444
23 2860 555 444
24 3080 555 544
25 3300 555 554
26 3520 555 555
27 3740 665 555
28 3960 666 555
29 4180 666 655
30 4400 666 665
31 4620 666 666
32 4840 776 666
33 5060 777 666
34 5280 777 766
35 5500 777 776
36 5720 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 12, Int 13, Chr 15
Alignment: T* or *N
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: PH2-41
Groups: Rogue
 
Bard2 gets 40 Rogue points per level.
Cast Wizard spells, may (2nd edition) specialize, pick an opposite.
Level 4: +(LVL*2-5)/3 (round down) nonweapon proficiencies
Lvl Bard Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Legend Lore | Identify 0 | M 0 Int-13 Int-15
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Musical Inspiration | Emotion (increases 5/level) VM 0 Chr-9 Chr-12
1 Summon Animals V 0 Chr-9 Chr-12
1 Charm/Influence Reaction M 10 Chr-8 Chr-12
1 any 1st level Thief ability - - - -
1 any 1st level Thief ability - - - -
1 any 1st level Thief ability - - - -
2 Song of Healing (1 hp per 5% roll made) P*M 10 Wis-12 Wis-17
2 Empathy | ESP M 15 Wis-10 Wis-18
3 Song of Courage (+1 Morale per 5% roll made) P*M 10 Chr-13 Chr-18
4 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
4 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
5 Song of Battle (+1 TH,dmg,or saves per 10% made) P*M 10 Str-15 Str-20
6 Hypnosis/Command M 25 Chr-13 Chr-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
8 Sending | Demand M 10 Int-9 Int-12
8 Telepathy | Telepathic Projection M 15 Wis-10 Wis-12
9 Object Reading VM 0 Int-12 Int-20
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Disharmonic Blast (1 dmg per 1% made) P*M 10 Con-16 Con-22
15 Find the Path MM 20 Wis-10 Wis-15
18 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
27 Astral Spell MMM 40 Int-18 Int-24

Beast Thief

Level KXP
Spells
1 0 (none)
2 1 (none)
3 2 (none)
4 4 (none)
5 8 (none)
6 16 (none)
7 32 (none)
8 64 (none)
9 128 (none)
10 228 (none)
11 328 (none)
12 428 (none)
13 528 (none)
14 628 (none)
15 728 (none)
16 928 (none)
17 1028 (none)
18 1228 (none)
19 1428 (none)
20 1628 (none)
21 1828 (none)
22 2028 (none)
23 2228 (none)
24 2428 (none)
25 2628 (none)
26 2828 (none)
27 3228 (none)
28 3628 (none)
29 4028 (none)
30 4428 (none)
31 4828 (none)
32 5228 (none)
33 5628 (none)
34 6028 (none)
35 6428 (none)
36 7228 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 11
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue
 
Level 1: For an extra M action, any Rogue ability may be used up to level*10 feet away.
Lvl Beast Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

Picker0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 16, Wis 13
Alignment: any
HD/level: d4
Weapon Prof.: 3+level/3
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Has infinite percentage in "Pick Pockets". Can Pick an item of any multiplier with a single V action, and automatically succeed regardless of penalties. In combat situations you will almost always be noticed, unless the item picked was minor. Note you can also place items (or yourself) on people with this ability.
Gets 20 Rogue points per level in other Rogue abilities. This class doesn't get a whole lot of picks, though.
Level 1 ¶: 1V: Create and deliver a Bomb on someone. This Bomb explodes for 10*LVL technological damage, with a LVL dmg splash to the group (no save) (TechR to resist). You can set the Bomb to go off on a delay; the Bomb will noticed only LVL% of the time (where LVL is the level/HD of the person).
Level 1: Get one "Any Rogue level 1" pick.
Level 4 ¶: 2V: Pick every single item off of someone. Or put any number of objects on someone, which can include LVL/2 Bombs.
Level 4: Get one "Any Rogue level 4" pick.
Level 9 ¶: 1V: Steal Enchantment; i.e. you move an effect from the target to yourself. (no save) (ER to resist)
Level 9: Get one "Any Rogue level 9" pick (this is in addition to the normal level 9 pick).
Level 16: Get one "Any Rogue level 16" pick.
Level 18 ¶: You can Pick Pockets (or Steal Enchantments) up to LVL*10' away. You can "sideways" Pick Pockets (i.e. you put an item from person A into person B's inventory directly, without going through you first.)
Level 25: Get one "Any Rogue level 25" pick.
Level 27 ¶: 1F: Clean Sweep: Every single non-living object in the room is put into your inventory. You may be selective about it (you don't have to pick all your friends' items).
Level 36: Get one "Any Rogue level 36" pick (this is in addition to the normal level 36 pick).

Secret Agent5

Level KXP
Spells
1 0 (none)
2 5 (none)
3 10 (none)
4 20 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 320 (none)
9 640 (none)
10 1000 (none)
11 1400 (none)
12 1800 (none)
13 2200 (none)
14 2600 (none)
15 3000 (none)
16 3400 (none)
17 3800 (none)
18 4200 (none)
19 4600 (none)
20 5000 (none)
21 5400 (none)
22 5800 (none)
23 6200 (none)
24 6600 (none)
25 7000 (none)
26 7400 (none)
27 7800 (none)
28 8200 (none)
29 8600 (none)
30 9000 (none)
31 9400 (none)
32 9800 (none)
33 10200 (none)
34 10600 (none)
35 11000 (none)
36 11400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10  9  8  5  6  2  1  0
+2 10  9  8  6  7  3  2  0
+3 12 11 10  8  9  3  2  1
+5 12 11 10  9 10  4  3  1
+6 14 13 12 11 12  5  3  2
+8 14 13 13 12 12  6  4  2
+9 16 15 14 14 15  6  4  3
+11 16 15 15 15 15  7  5  3
+12 16 15 15 15 15  7  5  3
+14 16 15 15 15 15  7  5  3
+15 16 15 15 15 15  7  5  3
+17 16 15 15 15 15  7  5  3
+18 16 15 15 15 15  7  5  4
+20 16 15 15 15 15  8  6  4
+21 16 15 15 15 15  8  6  4
+23 16 15 15 15 15  8  6  4
+24 16 15 15 15 15  8  6  4
+26 16 15 15 15 15  8  6  4
Requisites: Str 9, Dex 9, Con 9, Int 9, Wis 9, Chr 9, Cml 15
Alignment: any
HD/level: 2d5
Weapon Prof.: 4+level
To Hit Table: 1½xWar
Save Table: 1½xHalf0
Reference: James Bond, ST:DS9, Spycraft (d20)
Groups: Rogue
 
Gets Exceptional Dex and Chr.
Each level, get one Rogue pick of your level. You get 40*LVL Rogue points.
In addition, each level, get one "5th edition" pick from the choices below.
 
For picks, see next page.
CF=2:
Gets Exceptional Dex, Con, Wis, and Chr. Gets Barbarian Cml if that ever matters.
CF=3:
Gets Exceptional Str, Dex, Con, Int, Wis, and Chr.

Secret Agent5 Picks

Levels Pick Description
Level 1-3: A Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
B Connected: You know a friend in every city, for shelter and/or locating a shop/person
C Doublespeak: 0, Speaking action, 1/r: Charm (save)
D Gear: All your items are (nonmagical) +1/+1 items
E Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
F Tracking as a Ranger; Trailing proficiency; 2F, 1/d: Find the Path
G Versatility: x(1+LVL/10) Nonweapon proficiencies.
H Weapon Specialist: Specialized in a weapon, get +LVL+6 TH (+0 dmg) instead of usual amount
Level 4: Pick two level 1-3 Secret Agent5 or one level 1-3 Black Hat5 ability
Level 5-7: F Cool Customer: Immune Fear, Emotion, Charm, Domination
G Dubious Technology: 1/reset: Get a random TechL=LVL*2 item from the DM (usually with a drawback)
H Hacker: Can manipulate/reprogram Technological/Psi8/Psi16 items up to TechL=LVL+2
I Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
J Know It All: LVL*5% chance of knowing something about *any* topic (even if no chance to know).
K Overkill: If you put someone below -50 hp, they are automatically slain.
L Plausible Deniability: You can never be "guilty" of a crime according to the law.
M Slimy: You and the space you're standing at can't be targetted.
Level 8: Pick two level 5-7 Secret Agent5 or one level 5-7 Black Hat5 ability
Level 9-12: N Avoid Fate: 0, 1/d: Avoid Fate at xLVL/4 multiplier
O Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
P Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
Q Guns Blazing: May use two sets of missile weapons per set of hands
R Immune to detection / divination effects
S Immune to insta-kill and slay effects
T Insane Stunt: 0, 1/d: Wish (only to combo with something else you're doing this segment)
U Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future
Level 13: Pick two level 9-12 Secret Agent5 or one level 9-12 Black Hat5 ability
Level 14-18: V-CC - - - (8 abilities here, currently unknown) - - -
Level 18: Pick two level 14-18 Secret Agent5 or one level 14-18 Black Hat5 ability
Level 20-26: DD-KK - - - (8 abilities here, currently unknown) - - -
LL Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

Jedi19L

Level KXP Psi19L
mMG S
1 0 1-- -
2 7 2-- -
3 14 3-- -
4 28 4-- -
5 56 5-- -
6 112 6-- -
7 224 61- -
8 448 71- -
9 896 72- -
10 1400 82- -
11 2100 83- -
12 2800 93- -
13 3500 94- -
14 4200 941 -
15 4900 951 -
16 5600 961 -
17 6300 962 -
18 7000 972 -
19 7700 982 -
20 8400 983 -
21 9100 983 1
22 9800 984 1
23 10500 985 1
24 11200 986 1
25 11900 986 2
26 12600 987 2
27 13300 988 2
28 14000 998 2
29 14700 998 3
30 15400 999 3
31 16100 999 4
32 16800 999 5
33 17500 999 6
34 18200 999 7
35 18900 999 8
36 19600 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+3  9  5  6  4  4  1  1  4
+5 10  6  7  5  5  2  2  5
+7 11  7  9  6  6  2  2  6
+9 12  8  9  6  7  3  3  7
+11 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+15 14 10 11  9  9  6  5 10
+17 15 11 12 10 11  6  6 11
+19 16 12 13 11 12  7  6 12
+21 16 13 14 12 12  8  7 13
+23 16 14 14 13 13  9  8 14
+25 16 14 15 14 14 10  8 15
+27 17 15 16 14 14 10  9 16
+29 17 15 16 15 15 11 10 17
+31 17 16 16 15 16 12 10 18
+33 17 16 16 16 16 13 11 19
+35 17 16 16 16 16 14 12 20
Requisites: Wis 17, Chr 14
Alignment: any G
HD/level: d16
Weapon Prof.: & 7+level/2
To Hit Table: 2xWar
Save Table: 2xPri
Reference: Star Wars
Groups: Warrior, Psionicist
 
Gets Exceptional Dex and Con.
Uses the Barbarian line for number of attacks at double level.
Gets Psi19L powers, see progression.
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.
CF=2:
Gets Barbarian Dex.
CF=3:
Gets Barbarian Con.

Psi3

Level KXP Psi3
123 456 789
1 0 0-- --- ---
2 3 1-- --- ---
3 6 2-- --- ---
4 12 20- --- ---
5 24 21- --- ---
6 48 210 --- ---
7 96 321 --- ---
8 192 321 0-- ---
9 300 322 1-- ---
10 600 322 10- ---
11 900 332 21- ---
12 1200 332 210 ---
13 1500 433 221 ---
14 1800 433 221 0--
15 2100 433 322 1--
16 2400 443 322 10-
17 2700 443 332 21-
18 3000 444 332 210
19 3300 444 333 211
20 3600 444 433 221
21 3900 444 433 222
22 4200 444 433 332
23 4500 444 444 333
24 4800 544 444 444
25 5100 555 555 444
26 5400 666 555 555
27 5700 766 666 666
28 6000 777 777 777
29 6300 888 888 887
30 6600 999 999 998
31 6900 AAA AAA AAA
32 7200 CBB BBB BBB
33 7500 DDD DCC CCC
34 7800 EEE EEE EEC
35 8100 GGG FFF FFF
36 8400 HHH HHH HHH
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+5  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+6  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+7  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+8  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+9  9 12 12  8  9  8  5 10
Requisites: Str 0 (10), Dex 0 (10), Con 0 (10), Int 0 (10), Wis 0 (10), Chr 0 (10)
Alignment: any
HD/level: d4
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Psi
Reference: PsiHB3-8
Groups: Psionicist
 
See [Q3] for rules and powers.
Psi3 PSPs = (2*Level*Level-Level+1)/4+Stat/4
Gets a stat bonus of your choice to progression.