Pick another class you know. The class chosen cannot be Custom group, or itself have subclasses (e.g. Master Thief). You get 1 instance of that class per level of Compounder class.
|
Things that normally would not stack do stack with Compounder. Some examples:
|
You get one instance of stat bonus for your spell progression per level (e.g. if you pick "Cleric2", when you're level 4, you'll have 4 Cleric2 Level 4 spell progressions, each with a Wis bonus).
|
For Rogue abilities, you get the Rogue points per class (as expected), but multiple instances of the same rogue ability stack. This includes base and stat bonus. For example, if you have 150% Pick Pockets in each of your 10 Thief1 classes (from being a level 10 Compounder), your Pick Pockets is 1500%.
|
You get a full psionic pool per class, and you may transfer points between pools freely.
|
|
For XP, this class costs the indicated amount times your base class. This does require you to write down your own little XP table.
|
This class has the same requisites as the original class, plus 9 in each stat. It also costs 2 more class slots than the original class.
|
The Hit Dice is double the number of dice and double the die size (e.g. 2d3 would become 4d6).
|
The Weapon Proficiencies has +1 to the base, and -1 to the divisor for the divisor rate. If the rate is multiplicative instead, add 1. (e.g. 1+level/4 becomes 2+level/3; 3+level becomes 4+level*2; 0+level*2 becomes 1+level*3.)
|