Class
| Level
| Pick
| Effect
|
Loyalist5
| 1
| A
| 0, 1/t: Reorder the "stack" of pending effects.
| Loyalist5
| 1
| B
| LVL slots in Depth Sense, Tracking, Weight Sense
| Loyalist5
| 1
| C
| Natural 1's do not automatically miss on saves
|
Loyalist5
| 1
| D
| Ioun stones and Gemlets are at half monetary cost
| Loyalist5
| 1
| E
| Immune to telekinesis
| 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
| 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.
|
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.
| 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
| Loyalist5
| 5
| F
| +LVL punch to hit
| Loyalist5
| 5
| G
| +1 to all crit multipliers
|
Loyalist5
| 5
| H
| Get +LVL/2 attacks vs. a target if none of your friends attack it this segment
| Loyalist5
| 5
| I
| Clan and Guild patches are at half cost
| Loyalist5
| 5
| J
| Ignore someone's immunity to falling dmg, telekinesis, overbearing
|
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
| 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.
| 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
|
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
| Loyalist5
| 9
| K
| 1M, 1/d: Summon LVL*3 Loyalist5 NPCs (lvl = LVL*3-24, max=15)
|
Loyalist5
| 9
| L
| 1P: Attack each target only once this segment (can be >1 group). You autohit them for xLVL/2 dmg.
| Loyalist5
| 9
| M
| Auto double power score all stat checks.
| Loyalist5
| 9
| N
| +LVL*5% CNaCNR; SR LVL*5; dust of disappearance cont.; dust of appearance 30'r cont. (hole in middle); considered extra +LVL weapon to hit others
|
Loyalist5
| 9
| O
| Immune Tricks; Flying movement rate = (LVL^2)"; Sustain all ability scores; Immune Backstab (and it's variants)
| 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
|
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)
| 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
| 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
|
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
| 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)
| Thug5
| 14
| P
| +LVL-13 crit multiplier
| 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
|
|