Sustain Dex.
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+1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
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+LVL*2 Dex
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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).
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You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
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Automatically make Dex checks and Reflex saves.
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AC +LVL
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Resist falling damage.
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Free Martial Arts style, +LVL maneuvers
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Movement rate doubled, then add +LVL*3"
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Number of Attacks (all weapons) +LVL/4
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Tactical Movement +1+LVL/4 instances
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+LVL V actions; can convert 2V->1QV; 2QV->1QQV
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+LVL/5 QZ actions
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Gets 75 Rogue points per level.
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Level N (every level): Any Rogue N pick. You get an extra (second) pick at level 1.
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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).
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Level 1: Connected: You know a friend in every city, for shelter and/or locating a shop/person
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Level 1: Detect Lie or Undetectable Lie (1 at a time, cont.)
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Level 1: Sell items for 64+LVL% of value instead of 50%
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Level 2: +(LVL+1)/2 Chr; Sustain Chr
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Level 2: Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
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Level 2: Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
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Level 2: Training: Gain 1 stat point per reset.
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Level 3: Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
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Level 3: Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
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Level 3: Nonmagical items (all types) are one-third cost for you
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Level 3: Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
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Level 4: 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
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Level 4: Can "Frugal" potions (+50% to number of uses)
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Level 4: Overkill: If you put someone below -50 hp, they are automatically slain.
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Level 4: Slimy: You and the space you're standing at can't be targetted.
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Level 5: Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
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Level 5: Moving is only ½V action
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Level 6: Ignore MR with your Rogue spells
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Level 6: Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
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Level 7: 1bM, 1/r: Counterspell
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Level 7: Immune to LVL elements/eelements (doesn't "spread")
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Level 8: 1bM, 1/r: Fork
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Level 8: Get +1 IM (Instantaneous Mental) action per turn.
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Level 12: Using Rogue abilities is only ½V action each
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