Quick Man (Dextrous Man)



Level

KXP
Rog
123 456

TH
1 0 1-- --- +1
2 5 2-- --- +2
3 10 21- --- +3
4 20 32- --- +4
5 40 421 --- +5
6 80 422 --- +6
7 160 432 1-- +7
8 320 433 2-- +8
9 640 433 21- +9
10 1000 443 22- +10
11 1500 444 33- +11
12 2000 444 441 +12
13 2500 555 442 +13
14 3000 555 443 +14
15 3500 555 544 +15
16 4000 555 555 +16
17 4500 665 555 +17
18 5000 666 655 +18
19 5500 666 666 +19
20 6000 776 666 +20
21 6500 777 766 +21
22 7000 777 777 +22
23 7500 887 777 +23
24 8000 888 877 +24
25 8500 888 888 +25
26 9000 998 888 +26
27 9500 999 988 +27
28 10000 999 999 +28
29 10500 AA9 999 +29
30 11000 AAA A99 +30
31 11500 AAA AAA +31
32 12000 BBA AAA +32
33 12500 BBB BAA +33
34 13000 BBB BBB +34
35 13500 CCB BBB +35
36 14000 CCC CBB 1 +36
37 28000 CCC CBB 2 +37
38 42000 CCC CBB 3 +38
39 56000 CCC CBB 4 +39
45 140000 CCC CBB A +45
54 266000 DDD DCC C1 +54
63 392000 DDD DCC CA +63
72 518000 EED DDD DD1 +72
Requisites: Dex 100
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/2
Reference: DM
Groups: Rogue, Maxi
Complexity: CF=3
 
Saving Throws:
PPD: level*3 Fort: level*3
RSW: level*3 Reflex: level*3
PP: level*3 Will: level*3
BW: level*3
Spell: level*3
 
Sustain Dex.
+1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
+LVL*2 Dex
You get the bonus P,V actions based on high Dex used in earlier versions of the Collective. Take N=Dex-14, spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Automatically make Dex checks and Reflex saves.
 
AC +LVL
Resist falling damage.
Free Martial Arts style, +LVL maneuvers
Movement rate doubled, then add +LVL*3"
Number of Attacks (all weapons) +LVL/4
Tactical Movement +1+LVL/4 instances
+LVL V actions; can convert 2V->1QV; 2QV->1QQV
+LVL/5 QZ actions
 
Gets 75 Rogue points per level.
Level N (every level): Any Rogue N pick. You get an extra (second) pick at level 1.
 
Level 1 ¶: Instead of using your TH bonus, you can divide the target's AC by LVL, that's what you need on 1d20 to hit (with no bonuses).
Level 1: Connected: You know a friend in every city, for shelter and/or locating a shop/person
Level 1: Detect Lie or Undetectable Lie (1 at a time, cont.)
Level 1: Sell items for 64+LVL% of value instead of 50%
Level 2: +(LVL+1)/2 Chr; Sustain Chr
Level 2: Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
Level 2: Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
Level 2: Training: Gain 1 stat point per reset.
Level 3: Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
Level 3: Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
Level 3: Nonmagical items (all types) are one-third cost for you
Level 3: Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
Level 4: 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
Level 4: Can "Frugal" potions (+50% to number of uses)
Level 4: Overkill: If you put someone below -50 hp, they are automatically slain.
Level 4: Slimy: You and the space you're standing at can't be targetted.
Level 5: Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
Level 5: Moving is only ½V action
Level 6: Ignore MR with your Rogue spells
Level 6: Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
Level 7: 1bM, 1/r: Counterspell
Level 7: Immune to LVL elements/eelements (doesn't "spread")
Level 8: 1bM, 1/r: Fork
Level 8: Get +1 IM (Instantaneous Mental) action per turn.
Level 12: Using Rogue abilities is only ½V action each