Smart Man



Level

KXP
Wizard
123 456 789 ABC

TH
1 0 1-- --- --- +0
2 5 ½1- --- --- +0
3 10 ½2- --- --- +1
4 20 1½1 --- --- +1
5 40 2½2 --- --- +1
6 80 21½ 1-- --- +2
7 160 22½ 2-- --- +2
8 320 221 ½1- --- +2
9 640 322 ½2- --- +3
10 1000 322 1½1 --- +3
11 1500 332 2½2 --- +3
12 2000 332 21½ 1-- +4
13 2500 333 22½ 2-- +4
14 3000 433 321 ½1- +4
15 3500 443 332 ½2- +5
16 4000 444 333 1½1 +5
17 4500 444 333 2½2 +5
18 5000 444 333 312 +6
19 5500 444 433 322 +6
20 6000 544 443 323 +6
21 6500 554 444 333 +7
22 7000 555 555 443 +7
23 7500 555 555 553 +7
24 8000 555 555 554 +8
25 8500 555 555 555 +8
26 9000 666 655 555 +8
27 9500 666 666 655 +9
28 10000 666 666 666 +9
29 10500 777 766 666 +9
30 11000 777 777 766 +10
31 11500 777 777 777 +10
32 12000 888 877 777 +10
33 12500 888 888 877 +11
34 13000 888 888 888 +11
35 13500 999 988 888 +11
36 14000 999 999 999 1 +12
37 28000 999 999 999 2 +12
38 42000 999 999 999 3 +12
39 56000 999 999 999 4 +13
45 140000 A99 999 999 9 +15
54 266000 AAA AAA AAA 91 +18
63 392000 AAA AAA AAA A9 +21
72 518000 BBB BBB BAA AA1 +24
Requisites: Int 100
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/2
To Hit Table: +level/3
Reference: DM
Groups: Wizard, Maxi
Complexity: CF=4
   
Saving Throws:  
PPD: 2+level*2
RSW: 5+level*2
PP: 3+level*2
BW: 1+level*2
Spell: 4+level*2
Fort: 0+level*2
Reflex: 1+level*2
Will: 1+level*2
   
Caster Level for this class = LVL*3, not LVL.
Barbarian Int
Sustain Int, Logic.
+2*LVL Int
You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
Int+Wis+Chr: 44=+½M; 50=+1M; 70=+1½M; 75=+2M; 95=+2½M; 100=+3M; and this continues.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
Automatically make Int checks and category=Spell saves.
Int bonus to Wizard progression
&nsbp;
+LVL Kits
+LVL Nonweapon Proficiencies
+LVL Research Points
+LVL dmg per die with damaging spells
 
Has LVL Specialty Schools, no opposite.
You may trade in 4 picks here to make a school "Robed" (-1 SL). This does not stack with other Robe effects you may have for that school.
You may trade in 4 picks here to make a school ½M to cast. Material componenting still costs 1V though.
 
Level 1: Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
Level 1: Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
Level 1: Mr. Fix-It: 1M, 1/d: Mend.
Level 1: Photographic Memory: You remember everything you see.
Level 2: +LVL AC
Level 2: +LVL*2 stat points for purposes of qualifying for classes
Level 2: Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
Level 2: Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
Level 3: Can convert 3M -> 1 OppM
Level 3: Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
Level 3: Influence: 1M, 1/d: Suggestion (save vs. Will)
Level 3: Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
Level 4: +LVL saves
Level 4: Artistry: +LVL divided among Int, Wis, Chr, or CL.
Level 4: Can have 2 groups of the same summon
Level 4: Can have 2 of the same familiar using only 1 familiar slot
Level 5: Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
Level 5: Strengthen Magic: +(LVL-6)/3 MF 30' r
Level 6: Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
Level 6: iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
Level 6: Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
Level 6: Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
Level 9: Your spells require LVL saving throws