Class
| Level
| Pick
| Effect
|
Black Hat5
| 1
| A
| Fool: -1 Int, +50 Rogue points
| Black Hat5
| 1
| B
| Training: Gain 1 stat point per reset.
| Black Hat5
| 1
| C
| Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.
|
Black Hat5
| 1
| D
| Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
| Black Hat5
| 1
| E
| Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
| Bringer5
| 1
| A
| Detect/Identify Radiation & Magic (as per the spells)
|
Bringer5
| 1
| B
| Immune to illusions (the effect, not the whole school)
| Bringer5
| 1
| C
| Immune to blindness (can see all-around without eyes)
| Bringer5
| 1
| D
| Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
|
Bringer5
| 1
| E
| Species Enemy: Choose as per Ranger, your harmful spell effects are doubled on them
| Cthulhoid Horror5
| 1
| A
| 1M: Summon a DL=(LVL+1)/2 Ooze or Demon
| Cthulhoid Horror5
| 1
| B
| 1M: Target gets (LVL+1)/2 insanities (RSW save) (see [C] section)
|
Cthulhoid Horror5
| 1
| C
| Mouth's P: Spit Goo LVLd6 dmg (no save; one target)
| Cthulhoid Horror5
| 1
| D
| 1F: Wild Surge or High-Frequency Sample (the result is not "kept in memory" like High-Frequency Sampler class)
| Cthulhoid Horror5
| 1
| E
| +LVL/2 tentacles (treat as arm with no hand), each tentacle is a separate set of limbs, can wield weapon at ½Str
|
Cthulhu Investigator5
| 1
| A
| 1M: Dismiss a Ooze or Demon 10*LVL%
| Cthulhu Investigator5
| 1
| B
| 1M: LVL instances of Resist Insanity
| Cthulhu Investigator5
| 1
| C
| Immune Goo and Gray Goo
|
Cthulhu Investigator5
| 1
| D
| 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample
| Cthulhu Investigator5
| 1
| E
| Immune to tentacle damage.
| Dilettente5
| 1
| A
| 0.3 in Class Adj for free
|
Freak5
| 1
| A
| 0.3 in Race Adj for free (alternate source had 0.2)
| Freak5
| 1
| B
| 1 in 6 chance that Wandering Monsters are on your side (this was in an upper block as L' in alternate source)
| Freak5
| 1
| B'
| iCNTaCaNaTR LVL*10% (where TR=TechR, aTR=aTechR) (alternate source)
|
Freak5
| 1
| C
| +LVL to pick two combinations of TH/dmg, bite/claw
| Freak5
| 1
| D
| iaER LVL*10
| Freak5
| 1
| E
| Mix in /(1+LVL/10) XP race for free
|
Griefer5
| 1
| A
| Backtwist (Twist rating/30 effects) {Rogue ability: 20+LVL*10 / Dex-9 / Dex-12 }
| Griefer5
| 1
| B
| Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 }
| Griefer5
| 1
| C
| [1F to use] Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 }
|
Griefer5
| 1
| D
| Lockdown rating/20 C actions worth {Rogue ability: 0 / DIWC-40 / DIWC-60 }
| Griefer5
| 1
| E
| Every Rogue1 ability, can't spent points to them
| Innovator5 (***)
| 1
| A
| You may throw any item as a weapon without suffering a penalty because the item wasn't meant to be thrown.
|
Innovator5 (***)
| 1
| A'
| Can narrow salvo attacks (roll same die roll TH for all attacks on one person)
| Innovator5 (***)
| 1
| B
| 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
| Innovator5 (***)
| 1
| C
| 0, 1/reset: Choose 1 specific race or monster. You may Turn that race/monster as if it was undead for the rest of this reset.
|
Innovator5 (***)
| 1
| D
| Pick up to LVL Rogue abilities you have (may leave as "open slots"). You may material component them.
| Innovator5 (***)
| 1
| E
| You may pick (LVL+3)/4 minors in your progression using a psionic frequency that is 1 higher, 1 lower, or the negative of the one you have (e.g. a character with Psi5 could pick a minor from Psi4, Psi6, or Psi-5). You must "know" the frequency in order to be able to do this.
| Mastermind5
| 1
| A
| +LVL nonweapon proficiencies
|
Mastermind5
| 1
| B
| +LVL AC
| Mastermind5
| 1
| C
| +LVL*2 stat points for purposes of qualifying for classes
| Mastermind5
| 1
| D
| Can trade nonweapon <-> weapon proficiencies 1 per 1
|
Mastermind5
| 1
| E
| +1 specialty school
| Mercenary5
| 1
| A
| Avoid Trap (entire party): Mech.|Magic/Psi|OutPh {Rogue ability: 10 / Int-10 / Int-16}
| Mercenary5
| 1
| B
| Backstrike (each 30% = x1 TH) (increases 10/lvl) {Rogue ability: 50 / Wis-6 / Wis-20}
|
Mercenary5
| 1
| C
| Bard3 spell SL=0 | SL=1 || SL=2 ||| SL=3 etc. {Rogue ability: 60 / Int-11 / Int-20}
| Mercenary5
| 1
| D
| Initiative (each 10% = +1 initiative) continuous {Rogue ability: 0 / Dex-9 / Dex-18}
| Mercenary5
| 1
| E
| Blend in (everyone believes OK that you're here) {Rogue ability: 50 / Chr-12 / Chr-14}
|
Occultist5
| 1
| A
| 1M, 1/d: Cosmic Awareness, immune to dust disap for 1t
| Occultist5
| 1
| A'
| Pick an E alignment. Immune to outer-planar effects of that AL.
| Occultist5
| 1
| A''
| No action, 1/d: Freedom
|
Occultist5
| 1
| B
| 1M, 1/t: One group fails morale (save)
| Occultist5
| 1
| B'
| 1M, LVL/d: Dispel an effect that is not on a person.
| Occultist5
| 1
| B''
| 1M, 1/d: Gate, two-way, random plane
|
Occultist5
| 1
| C
| 1M: Taunt A to attack B (each target saves)
| Occultist5
| 1
| C'
| 1M: Fear a group (save)
| Occultist5
| 1
| C''
| 1M, 1/t: Insanity a group (save)
|
Occultist5
| 1
| D
| Pick a word. Command cont. Damaging shield
| Occultist5
| 1
| D'
| Eelectricity shield (1/2)
| Occultist5
| 1
| D''
| 1M: Blindness your group (save)
|
Occultist5
| 1
| E
| 1M: Confusion 1 target (save)
| Occultist5
| 1
| E'
| 0, LVL/d: Target item will fail it's next item save.
| Occultist5
| 1
| E''
| Anti-Everything Shell SL 0-(LVL/2)
|
Preacher5
| 1
| A
| Turn undead at x(+1) level (stacks with other abilities like this)
| Preacher5
| 1
| B
| x(LVL+1)/2 Personality score
| Rebel5
| 1
| A
| +LVL Initiative (or) Roll 2d12, choose the better
|
Rebel5
| 1
| B
| LVL slots in Danger Sense, Trailing, Weather Sense
| Rebel5
| 1
| C
| Natural 1's do not automatically miss to hit
| Rebel5
| 1
| D
| Nonmagical non-weapon, non-armors are at half cost
|
Rebel5
| 1
| E
| Immune to falling dmg
| Secret Agent5
| 1
| A
| Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
| Secret Agent5
| 1
| B
| Connected: You know a friend in every city, for shelter and/or locating a shop/person
|
Secret Agent5
| 1
| C
| Doublespeak: 0, Speaking action, 1/r: Charm (save)
| Secret Agent5
| 1
| D
| Gear: All your items are (nonmagical) +1/+1 items
| Secret Agent5
| 1
| E
| Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
|
Secret Agent5
| 1
| F
| Tracking as a Ranger; Trailing proficiency; 2F, 1/d: Find the Path
| Secret Agent5
| 1
| G
| Versatility: x(1+LVL/10) Nonweapon proficiencies.
| Secret Agent5
| 1
| H
| Weapon Specialist: Specialized in a weapon, get +LVL+6 TH (+0 dmg) instead of usual amount
|
Slayer5
| 1
| A
| Attractiveness: +LVL*2 Cml.
| Slayer5
| 1
| B
| Fast Reaction time: +LVL initiative (or) Roll 2d12 for initiative, choose the better.
| Slayer5
| 1
| C
| Hard to Kill: +LVL*3 hp, LVL slots in Survival proficiency.
|
Slayer5
| 1
| D
| Acrobatics: Gain a level 1 Acrobat pick, with 50+5*LVL% rogue points in it.
| Slayer5
| 1
| E
| Wooden stakes (treat as a 1d4/1d3 dagger) have +LVL/+LVL magical plusses and no penalty for called shots.
| Smiter5
| 1
| A
| 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
|
Smiter5
| 1
| B
| 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
| Smiter5
| 1
| C
| 1M: Shut off target familiar or specialty priest power
| Smiter5
| 1
| D
| 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
|
Smiter5
| 1
| E
| +1 grand sphere
| Soldier5
| 1
| A
| +LVL*3" bonus to movement rate
| Soldier5
| 1
| B
| LVL slots each in Direction Sense, Tracking, Survival
|
Soldier5
| 1
| C
| Add d+LVL to the damage dice with one weapon type
| Soldier5
| 1
| D
| Nonmagical weapons and armor are at half monetary cost for you
| Soldier5
| 1
| E
| Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
|
Spellshaper5
| 1
| A
| 60F,1/d: Create a potion of <= LVL*100 XP value
| Spellshaper5
| 1
| B
| Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
| Spellshaper5
| 1
| C
| Your SL=0 spells have double effect
|
Spellshaper5
| 1
| D
| Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
| Spellshaper5
| 1
| E
| Gain a minor familiar (this is in addition to the Find Familiar spell if you have it)
| Thug5
| 1
| A
| +LVL damage
|
Thug5
| 1
| B
| +1 to # of attacks with all attack forms (weapon, natural, etc.)
| Thug5
| 1
| C
| #Attacks = level if creatures being fought are less than LVL HD
| Thug5
| 1
| D
| x2 Str bonus instead of x3/2 when wielding weapon 2-handed
|
Thug5
| 1
| E
| Backstab = x(LVL+2)/2
| Vampire5
| 1
| A
| +LVL Str and Exceptional Str
| Vampire5
| 1
| B
| +LVL Martial Arts maneuvers and Exceptional Dex
|
Vampire5
| 1
| C
| Bite is vampiric regen (full) and Exceptional Con
| Vampire5
| 1
| D
| Immune to fear, emotion, lack of morale
| Vampire5
| 1
| E
| 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
|
Watcher5
| 1
| A
| Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.
| Watcher5
| 1
| B
| Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
| Watcher5
| 1
| C
| Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
|
Watcher5
| 1
| D
| Photographic Memory: You remember everything you see.
| Watcher5
| 1
| E
| Mr. Fix-It: 1M, 1/d: Mend.
| White Hat5
| 1
| A
| Clown: -1 Wis, +50 Rogue points
|
White Hat5
| 1
| B
| Resources: Gain LVL*Chr*10 gp per reset.
| White Hat5
| 1
| C
| Situational awareness: Cannot be surprised, reduce Backstab/Backstrike on you by 1 multiplier.
| White Hat5
| 1
| D
| Doctor: Binding wounds is 4+LVL hp. 1M, 1/d: Remove the "wounding" effect.
|
White Hat5
| 1
| E
| Kung Fu: Ability to take martial arts, plus a kit slot to take a martial arts style.
| Witch5
| 1
| A
| Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)
| Witch5
| 1
| B
| Misfit: -N Chr, +N SL's in progression (max N=LVL)
|
Witch5
| 1
| C
| Occult Knowledge: Legend Lore 45+5*LVL%
| Witch5
| 1
| D
| Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
| Witch5
| 1
| E
| 1F: Dispel Magic
|
Black Hat5
| 5
| F
| Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
| Black Hat5
| 5
| G
| Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
| Black Hat5
| 5
| H
| Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
|
Black Hat5
| 5
| I
| Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
| Black Hat5
| 5
| J
| Gain a Specialty God pick, ignoring the "Turn" column (unless you have turning from another source and want a bonus).
| Bringer5
| 5
| F
| Detect/Identify Psionics & Innates (as per the spells)
|
Bringer5
| 5
| G
| All of your edged weapons are "Sharpness" branded
| Bringer5
| 5
| H
| Telepathy & Comprehend Languages (cut out tongue here!)
| Bringer5
| 5
| I
| Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
|
Bringer5
| 5
| J
| Immune to disease and reversed Healing sphere spells
| Cthulhoid Horror5
| 5
| F
| 1M, 1/r: +1QP next segment.
| Cthulhoid Horror5
| 5
| G
| Immune insanity, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
|
Cthulhoid Horror5
| 5
| H
| 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
| Cthulhoid Horror5
| 5
| I
| 1M+1P: Contact Other Plane, with no chance of insanity, must be chaotic plane.
| Cthulhoid Horror5
| 5
| J
| 2M: Create a Gate to a random chaotic plane, no choice or control over what comes through
|
Cthulhu Investigator5
| 5
| F
| 1P, 1/r: +1QM next segment.
| Cthulhu Investigator5
| 5
| G
| Immune head blown off, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
| Cthulhu Investigator5
| 5
| H
| 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.
|
Cthulhu Investigator5
| 5
| I
| 1M+1P: Contact Higher Plane
| Cthulhu Investigator5
| 5
| J
| 2M: Close a Gate or Dimension Door. Your room has a x1 Special of Proof against Teleportation.
| Freak5
| 5
| F'
| Add 0.3 XP Div of Racial Adjectives for free
|
Hippie5
| 5
| F
| Your effects do not drain the MF
| Innovator5 (***)
| 5
| G
| 1M: Potion ball (of a potion you have, the potion is used)
| Innovator5 (***)
| 5
| G'
| 1V, while using a charge on a wand/staff/rod: "Material Component" the effect.
|
Mastermind5
| 5
| F
| +LVL-4 kits
| Mastermind5
| 5
| G
| Can have 2 groups of the same summon
| Mastermind5
| 5
| H
| Can have 2 of the same familiar using only 1 familiar slot
|
Mastermind5
| 5
| I
| +LVL saves
| Mastermind5
| 5
| J
| Can convert 3M -> 1 OppM
| Mercenary5
| 5
| F
| Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase {Rogue ability: 5 / Int-12 / Int-18}
|
Mercenary5
| 5
| G
| Effect Evasion (each 1% = +1 saves) 1V to use {Rogue ability: 0 / Wis-9 / Wis-12}
| Mercenary5
| 5
| H
| Dispel a x1 effect | Instantaneous | Disjunct {Rogue ability: 50 / Dex-12 / Dex-18}
| Mercenary5
| 5
| I
| Controlled Blink (max N*N feet, N is amount made) {Rogue ability: 15 / Dex-9 / Dex-12}
|
Mercenary5
| 5
| J
| Erase a "?" in dungeon (loses track of party) {Rogue ability: 0 / Dex-13 / Dex-19}
| Preacher5
| 5
| F
| Turn undead at x(+1) level (stacks with other abilities like this)
| Preacher5
| 5
| G
| Whenever you take over 100 dmg from something, take only 100 dmg
|
Preacher5
| 5
| H
| +LVL*100 item XP in Armor flags per day
| Rebel5
| 5
| F
| +LVL punch dmg
| Rebel5
| 5
| G
| +1 to all crit ranges
|
Rebel5
| 5
| H
| Get +LVL/2 attacks vs. a target for each other person meleeing that target
| Rebel5
| 5
| I
| Magical non-weapon, non-armors are at half cost
| Rebel5
| 5
| J
| You and all you desire within 30' are immune to falling dmg, telekinesis, overbearing
|
Secret Agent5
| 5
| F
| Cool Customer: Immune Fear, Emotion, Charm, Domination
| Secret Agent5
| 5
| G
| Dubious Technology: 1/reset: Get a random TechL=LVL*2 item from the DM (usually with a drawback)
| Secret Agent5
| 5
| H
| Hacker: Can manipulate/reprogram Technological/Psi8/Psi16 items up to TechL=LVL+2
|
Secret Agent5
| 5
| I
| Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
| Secret Agent5
| 5
| J
| Know It All: LVL*5% chance of knowing something about *any* topic (even if no chance to know).
| Secret Agent5
| 5
| K
| Overkill: If you put someone below -50 hp, they are automatically slain.
|
Secret Agent5
| 5
| L
| Plausible Deniability: You can never be "guilty" of a crime according to the law.
| Secret Agent5
| 5
| M
| Slimy: You and the space you're standing at can't be targetted.
| Slayer5
| 5
| F
| Acute sense: Pick one of the 5 senses, have eagle vision/hearing (if sight/sound) or can use the sense 30' away.
|
Slayer5
| 5
| G
| Natural Toughness: -LVL per attack (physical or energy).
| Slayer5
| 5
| H
| Psychic Visions: You see the future in visions or dreams.
| Slayer5
| 5
| I
| Resist poison. Death results become half your current hit points in damage (round damage down).
|
Slayer5
| 5
| J
| Getting Medieval: Divide AC & save bonus by 2 for next hour: Starting next segment, get x2 TH & dmg for 1 hour.
| Smiter5
| 5
| F
| Do double damage with weapon attacks vs. Chaotic creatures
| Smiter5
| 5
| G
| Can convert P -> M actions
|
Smiter5
| 5
| H
| 0, 1/d: Counter a Divine Intervention
| Smiter5
| 5
| I
| Emulate the abilities of (LVL-3)/2 specialty priest powers
| Smiter5
| 5
| J
| Can turn undead using just 1V action
|
Soldier5
| 5
| F
| Bind wounds is LVL hp (can’t bind an already bound wound)
| Soldier5
| 5
| G
| Subtract 1 from what you need to roll to autohit target
| Soldier5
| 5
| H
| Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
|
Soldier5
| 5
| I
| Magical weapons and armor (including individual flags) are at half cost for you
| Soldier5
| 5
| J
| Your mount and everyone within 30’ you instruct have the Level 1-3 E ability
| Spellshaper5
| 5
| F
| 120F,1/d: Create a scroll of <= LVL*200 XP value
|
Spellshaper5
| 5
| G
| +1M action per round, only for Spellshaper spells
| Spellshaper5
| 5
| H
| Your SL=0 and SL=1 spells have double effect (if already have 1-3 C, SL=0 is triple)
| Spellshaper5
| 5
| I
| Immune to head blown off; 1M: Know contents of scroll/book; 60F,1/d: Frugal a scroll
|
Spellshaper5
| 5
| J
| Gain an extra minor familiar [this was major in Summer 2004 campaign]
| Thug5
| 5
| F
| Considered 1 size larger for what size weapons you can wield
| Thug5
| 5
| G
| +LVL*100 item XP in Weapon flags per day
|
Thug5
| 5
| H
| +LVL to hit
| Thug5
| 5
| I
| +LVL weapon proficiencies
| Thug5
| 5
| J
| Can affect creatures that require a +LVL-1 weapon to hit
|
Vampire5
| 5
| F
| Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
| Vampire5
| 5
| G
| 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
| Vampire5
| 5
| H
| Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
|
Vampire5
| 5
| I
| Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
| Vampire5
| 5
| J
| 1M, LVL/d: Know direction/distance to most powerful person on current DL.
| Watcher5
| 5
| F
| Gain a "0" or ("½" if using DM version of specialization) in next SL.
|
Watcher5
| 5
| G
| Artistry: +LVL divided among Int, Wis, Chr, or CL.
| Watcher5
| 5
| H
| Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
| Watcher5
| 5
| I
| Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
|
Watcher5
| 5
| J
| Influence: 1M, 1/d: Suggestion (save vs. Will)
| White Hat5
| 5
| F
| Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
| White Hat5
| 5
| G
| Immune to pain. You stay conscious (but cannot be offensive) at up to -LVL hp.
|
White Hat5
| 5
| H
| Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
| White Hat5
| 5
| I
| Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
| White Hat5
| 5
| J
| Turn Undead: You can turn undead as if 4 levels lower.
|
Witch5
| 5
| F
| Addiction: If you are single classed, you do double effect with spells
| Witch5
| 5
| G
| Nerd: +LVL stat points to Int or Wis
| Witch5
| 5
| H
| Rat-ification: 1M: Target becomes a x0 rat (save)
|
Witch5
| 5
| I
| Sorcery: Can spend ½M+½V instead of 1M to cast spells
| Witch5
| 5
| J
| 1F: Remove *Curse* (Heavy Curse)
| Bringer5
| 9
| K
| Detect/Identify Anti-Magic & Anti-Psi (as per spells)
|
Bringer5
| 9
| L
| Strength of Caleb: +LVL Str; you get Barbarian Str
| Bringer5
| 9
| M
| Health of Caleb: +LVL Con; all of your classes get Barbarian Con
| Bringer5
| 9
| N
| Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
|
Bringer5
| 9
| O
| Know all Psi(-6)E First Hell powers; Psi(-6)E PSPs=(S+I*2+W+LVL*6); +1M/r only for Psi(-6)E
| Cthulhu Investigator5
| 9
| K
| Capital S Slay is treated as (lower-case) slay for you
| Cthulhu Investigator5
| 9
| L
| Immune Clone Insanity, Mirror of Opposition
|
Cthulhu Investigator5
| 9
| M
| 2F, 1/t: Cure Capital C Crapped on someone.
| Cthulhu Investigator5
| 9
| N
| 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)
| Cthulhu Investigator5
| 9
| O
| 1F: Restore Multiplier; Remove Multiplier damage (incl. Vile Multiplier damage)
|
Freak5
| 9
| K'
| Add 0.4 XP Div of Racial Adjectives for free
| Innovator5 (***)
| 9
| L
| 1F, 1/reset per wand/staff/rod: Choose one effect the wand/staff/rod does. Roll a new effect of the same SL. You may request the new effect to have the same the same Group (Wiz/Pri/Psi), if not, the DM will roll group randomly. If the same group, you may request the new effect to also have the same School/Sphere/PsiFrequency, if not, the DM will roll this randomly (use 1d50-20 for frequency). The wand/staff/rod now permanently does the new effect instead of the old one.
| Mastermind5
| 9
| L
| Can have 3 groups of the same summon
|
Mastermind5
| 9
| M
| Can have 3 of the same familiar using only 1 familiar slot
| Mastermind5
| 9
| N
| 0, 1/d: Immune to one [C] section effect for this day
| Mercenary5
| 9
| K
| Avoid Special (entire party): x1 | x2 | x3 etc. {Rogue ability: 0 / Int-16 / Int-22}
|
Mercenary5
| 9
| L
| Backstorm (each 50%: +1 att is considered a backstab) {Rogue ability: 0 / Dex-16 / Dex-22}
| Mercenary5
| 9
| M
| Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. {Rogue ability: 50 / Chr-18 / Chr-25}
| Mercenary5
| 9
| N
| +(rating)% money, use at end of run before selling {Rogue ability: 0 / Cml-9 / Cml-18}
|
Mercenary5
| 9
| O
| 0,1/r: Get +(amount made) on next Rogue ability {Rogue ability: 0 / NA / NA}
| Preacher5
| 9
| K
| Turn undead at x(+1) level (stacks with other abilities like this)
| Preacher5
| 9
| L
| Whenever you take over 70 dmg from something, take only 70 dmg
|
Rebel5
| 9
| K
| 1M, 1/d: Summon LVL*2 Rebel5 NPCs (lvl = LVL*2-16, max=10)
| Rebel5
| 9
| L
| 1P: Attack each target only once this segment (can be >1 group). Your base # attacks per weapon/fist = LVL.
| Rebel5
| 9
| M
| Any save DC > 100 is considered to be 100 to you
|
Rebel5
| 9
| N
| +LVL*5% WaWR; DR LVL*5/+LVL; intertial barrier cont.; displacement cont.; people need +LVL weapon to hit you
| Rebel5
| 9
| O
| Immune ground-based traps; ground movement rate = (LVL^2)*2"; Sustain actions; Immune inverse pick pockets
| Secret Agent5
| 9
| N
| Avoid Fate: 0, 1/d: Avoid Fate at xLVL/4 multiplier
|
Secret Agent5
| 9
| O
| Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
| Secret Agent5
| 9
| P
| Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
| Secret Agent5
| 9
| Q
| Guns Blazing: May use two sets of missile weapons per set of hands
|
Secret Agent5
| 9
| R
| Immune to detection / divination effects
| Secret Agent5
| 9
| S
| Immune to insta-kill and slay effects
| Secret Agent5
| 9
| T
| Insane Stunt: 0, 1/d: Wish (only to combo with something else you're doing this segment)
|
Secret Agent5
| 9
| U
| Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future
| Slayer5
| 9
| K
| x2/xx2 TH/dmg (double the die roll, double all damage) vs. undead
| Slayer5
| 9
| L
| Immune to innates and touch effects of undead; immune to Lich spells of SL 0 to LVL/6 (round down)
|
Slayer5
| 9
| M
| Detect & Identify Undead, type and number, continuous within LVL*10' through walls
| Slayer5
| 9
| N
| Leadership: +LVL Chr
| Slayer5
| 9
| O
| Contact the Animal Spirit of the Slayers: 1M, 1/reset: +LVL/4 proficiencies (weapon or nonweapon, permanent)
|
Smiter5
| 9
| K
| Do double spell effects vs. Chaotic creatures
| Smiter5
| 9
| L
| Inverse Astral projection
| Smiter5
| 9
| M
| 1M: Shut off Concordant effect (aXR to resist)
|
Smiter5
| 9
| N
| 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
| Smiter5
| 9
| O
| Can turn Chaotic creatures as if they were undead
| Soldier5
| 9
| K
| 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)
|
Soldier5
| 9
| L
| 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
| Soldier5
| 9
| M
| Any target with AC>100 is considered AC=100 to you
| Soldier5
| 9
| N
| Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn
|
Soldier5
| 9
| O
| You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun
| Spellshaper5
| 9
| K
| 180F,1/d: Create ring or staff of <= LVL*300 XP value
| Spellshaper5
| 9
| L
| Add up your SLs together into one "mana pool"; spell of SL=X is X mana; max SL=(LVL+1)/2
|
Spellshaper5
| 9
| M
| Your SL=0, SL=1, and SL=2 spells have double effect (each similar instance adds x[+1] )
| Spellshaper5
| 9
| N
| Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
| Spellshaper5
| 9
| O
| Gain an extra major familiar
|
Thug5
| 9
| K
| +LVL-8 crit range (even beyond the 11-20 limit)
| Thug5
| 9
| L
| Immune parting shots
| Thug5
| 9
| M
| +LVL-4 feats
|
Thug5
| 9
| N
| 1V, may borrow: Jump to other group (60'), deflect attacks to you
| Thug5
| 9
| O
| Can operate at any negative hp total, cannot be offensive
| Vampire5
| 9
| K
| If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
|
Vampire5
| 9
| L
| 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
| Vampire5
| 9
| M
| 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
| Vampire5
| 9
| N
| 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
|
Vampire5
| 9
| O
| Continuous Friendship effect running with all monsters of HD = your LVL or less
| Watcher5
| 9
| K
| Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
| Watcher5
| 9
| L
| Strengthen Magic: +(LVL-6)/3 MF 30' r
|
Watcher5
| 9
| M
| Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
| Watcher5
| 9
| N
| Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
| Watcher5
| 9
| O
| iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
|
White Hat5
| 9
| K
| Web of Contacts: Can gain information on most things in a city; Legend Lore LVL*5%
| White Hat5
| 9
| L
| Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
| White Hat5
| 9
| M
| Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level)
|
White Hat5
| 9
| N
| Great Medic: Binding wounds is (LVL-8)*5% of max hp (can be more than 100%, current still can't go over max)
| White Hat5
| 9
| O
| BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
| Bringer5
| 14
| P
| Detect/Identify Spirit/Concordant & Anti-Innates (as per spells)
|
Bringer5
| 14
| Q
| Knowledge of the First Evil: +LVL Int; 1F, 1/t: Replay of the past / Commune with dead
| Bringer5
| 14
| R
| Insubstantial (Physical): Immune matter
| Bringer5
| 14
| S
| Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
|
Bringer5
| 14
| T
| Know all Psi6E First & Second Gloom powers; Psi6E PSPs=(K*2+I+W+LVL*6); +1M/r only for Psi6E
| Freak5
| 14
| P'
| Add 0.5 XP Div of Racial Adjectives for free
| Mercenary5
| 14
| P
| Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. {Rogue ability: -5 / Int-22 / Int-30}
|
Mercenary5
| 14
| Q
| Get save vs effects w/ no save, base=+0+items, each 5% is +1 {Rogue ability: 0 / Wis-20 / Wis-25}
| Mercenary5
| 14
| R
| Psi(-12)C effect SL=0 | SL=1 || SL=2 ||| SL=3 etc. {Rogue ability: 30 / Str-22 / Str-40}
| Mercenary5
| 14
| S
| Shield: Add a hp=(%rating) temporary shield, only 1 at a time {Rogue ability: 0 / Con-18 / Con-25}
|
Mercenary5
| 14
| T
| Speed: Each 50% is +1A action || B's instead || C's instead {Rogue ability: 0 / Dex-18 / Dex-20}
| Preacher5
| 14
| P
| Turn undead at x(+1) level (stacks with other abilities like this)
| Preacher5
| 14
| Q
| Whenever you take over 50 dmg from something, take only 50 dmg
|
Slayer5
| 14
| P
| x2/xx2 TH/dmg (double the die roll, double all damage) vs. evil outer-planar (demons, devils, daemons, etc.)
| Slayer5
| 14
| Q
| Immune to innates and touch effects of evil outer-planar; immune to Psi6E & Psi(-6)E effects of SL 1 to LVL/4
| Slayer5
| 14
| R
| Detect & Identify Evil Outer-Planar, type and number, continuous within LVL*10' through walls
|
Slayer5
| 14
| S
| Ignore the effects of high multiplier when you attempt to affect things (e.g. people defend as only your multiplier)
| Slayer5
| 14
| T
| Invoke the First Slayer: 1M, 1/reset: Precognition (that works) & Ask the DM a question
| Smiter5
| 14
| P
| Resist all things done to you by Chaotic creatures
|
Smiter5
| 14
| Q
| Can project to any plane (pick 3 stats to copy to other stats)
| Smiter5
| 14
| R
| Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
| Smiter5
| 14
| S
| Immune Moo
|
Smiter5
| 14
| T
| Can turn anyone not of your Religion as if they were undead
| Soldier5
| 14
| P
| 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)
| Soldier5
| 14
| Q
| Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class
|
Soldier5
| 14
| R
| Always roll max to hit & damage with physical attacks
| Soldier5
| 14
| S
| Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +8 wpn
| Soldier5
| 14
| T
| Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)
|
Spellshaper5
| 14
| P
| 240F,1/d: Create weapon or armor flag of <= LVL*400 XP value
| Spellshaper5
| 14
| Q
| +1QM action per round, only for Spellshaper spells
| Spellshaper5
| 14
| R
| Your SL=0 through SL=4 spells have double effect (each similar instance adds x[+1] )
|
Spellshaper5
| 14
| S
| Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
| Spellshaper5
| 14
| T
| Gain an extra major familiar [this was grand in Summer 2004 campaign]
| Thug5
| 14
| P
| +LVL-13 crit multiplier
|
Vampire5
| 14
| Q
| +(LVL-12)/2 second tier Martial Arts maneuvers
| Watcher5
| 14
| P
| 1M, 1V (can borrow): Cast the reverse of an effect (do N times to reverse a xN effect) (can use as counterspell)
| Watcher5
| 14
| Q
| Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
|
Watcher5
| 14
| R
| Scale Up: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M>N)
| Watcher5
| 14
| S
| Indirect casting: 1M, 1V, use N of a spell, where (2^N)*10' is distance to target: Can cast without seeing target
| Watcher5
| 14
| T
| Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
|
White Hat5
| 14
| P
| Kung Fu Hustle: Can have (LVL-6)/4 martial arts styles running at the same time, they all fully stack
| White Hat5
| 14
| Q
| Really Immune to pain. You stay conscious (but cannot be offensive) at any finite negative hit point total.
| White Hat5
| 14
| R
| The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
|
White Hat5
| 14
| S
| Smooth Talker: As long as you and your friends are not hostile, enemies will not attack you 90% (1 check /min)
| White Hat5
| 14
| T
| Your BOMBS! (Level ability O above) can hit two groups or can be set on a time delay, you have 3*LVL charges
| Bringer5
| 20
| U
| Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
|
Bringer5
| 20
| V
| +LVL CL with Priest spells
| Bringer5
| 20
| W
| Insubstantial (Force): Immune energy
| Bringer5
| 20
| X
| Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
|
Bringer5
| 20
| Y
| Use "Mixed Classing" (even if illegal) to mix one (legal) class with an evil alignment requirement into this class
| Freak5
| 20
| U'
| Add 0.6 XP Div of Racial Adjectives for free
| Mercenary5
| 20
| U
| Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. {Rogue ability: -10 / Int-30 / Int-46}
|
Mercenary5
| 20
| V
| Backstave (N/2% of your dmg is vile) || Stun (save=N-100) {Rogue ability: 0 / Wis-26 / Wis-32}
| Mercenary5
| 20
| W
| Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. {Rogue ability: 50 / Dex-24 / Dex-32}
| Mercenary5
| 20
| X
| Can Dim Door away in combat during your actions | Teleport {Rogue ability: -15 / Dex-18 / Dex-24}
|
Mercenary5
| 20
| Y
| 0,1/r: Unspend (amount made by) Rogue points {Rogue ability: 0 / NA / NA}
| Preacher5
| 20
| U
| Turn undead at x(+1) level (stacks with other abilities like this)
| Preacher5
| 20
| V
| Whenever you take over 40 dmg from something, take only 40 dmg
|
Smiter5
| 20
| U
| Immune all things done to you by Chaotic creatures
| Smiter5
| 20
| V
| You have no home plane; your truename cannot be erased; immune incursion
| Smiter5
| 20
| W
| Anti-Godly shell: Immune to one G action effect /s, even in [X] section
|
Smiter5
| 20
| X
| Immune Pixelation
| Smiter5
| 20
| Y
| xLVL to CL for Turn Undead; Ignore Immune Turning
| Soldier5
| 20
| U
| 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)
|
Soldier5
| 20
| V
| Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class
| Soldier5
| 20
| W
| For each 10 points of physical damage, you lower a random stat by 1. (no save)
| Soldier5
| 20
| X
| Ignore planar displacement & immunity to weapons / matter / physical attacks
|
Soldier5
| 20
| Y
| Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled
| Spellshaper5
| 20
| U
| 300F,1/d: Create any magic item (of a type not listed in A,F,K,P above) of <= LVL*500 XP value
| Spellshaper5
| 20
| V
| You may "channel" spells by spending 2 spell slots each on them
|
Spellshaper5
| 20
| W
| Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
| Spellshaper5
| 20
| X
| You may cast anti-magical spells by spending 2 spell slots each, these are resisted used aMR instead of MR
| Spellshaper5
| 20
| Y
| Gain an extra grand familiar
|
White Hat5
| 20
| U
| Master Fu: LVL*2 slots in Martial Arts maneuvers; 2nd tier costs 2 maneuvers each, even if Banhammered
| White Hat5
| 20
| V
| Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)
| White Hat5
| 20
| W
| Tinkerer: 1/reset: Make a Psi8 item of TechL=LVL; your effects ignore TechR
|
White Hat5
| 20
| X
| Not Noticed: You take 1/10 dmg (physical and energy) vs. monsters that are at least x10 your current hp
| White Hat5
| 20
| Y
| BOMBS!!!: Your BOMBS! have unlimited charges; LVL*(3m6) dmg to 1 group or LVL*(2m8) dmg to 2 groups
| White Hat5
| 20
| Z
| +LVL to LVL in another White Hat (or Black Hat) pick
|
|