This is a mixed Guard - Witch Doctor - Shaman - Scout - Psi9A.
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Gets Exceptional Str & Con. Can take Super Str & Con for 2 weapon proficiencies each.
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Can specialize in a school, but pick 2 opposites.
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You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
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Gets 30 Rogue points per level. Still gets the "Any Rogue" picks at 9th, 18th, 27th, and 36th.
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See [Q9] for rules and powers.
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This functions like a normal Psi9 class, except you do NOT get +1 to each track for each level, instead you get +1 to a single track each level (the track chosen may be different each level). This bonus would stack with the normal Psi9 class and Psi18.
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You get the normal "track-length" for each stat; this does not stack with the Psi9 track-length. (i.e. if you have Psi9 and Psi9A, you get track-length only once).
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Level 1: 1V: Deflect 1P action worth of attacks from any target within (5*level)' to yourself. You cannot then deflect these attacks away; you must actually be hittable by the attacks.
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Level 1: Can read scrolls of any spell level without "blowing your head off".
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Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
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Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
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Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
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Level 3: Pick a mental stat. Psi9 abilities that use the corresponding physical stat may use the track of the mental stat instead (i.e. if you pick "Int", you may use either your "Str" or your "Int" track for powers involving "Str").
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Level 5: Great Swing as per Fighter.
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Level 6: Get another Psi9 pick just like Level 3.
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Level 8: Can create potions as per an Alchemist of ½ the Witch Doctor's level.
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Level 9: Get the last pPsi9 ick just like Level 3.
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Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).
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