Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2.7
| (none)
| 3
| 5.4
| (none)
|
4
| 10.8
| (none)
| 5
| 21.6
| (none)
| 6
| 43.2
| (none)
|
7
| 86.4
| (none)
| 8
| 172.8
| (none)
| 9
| 300
| (none)
|
10
| 530
| (none)
| 11
| 760
| (none)
| 12
| 990
| (none)
|
13
| 1220
| (none)
| 14
| 1450
| (none)
| 15
| 1680
| (none)
|
16
| 1910
| (none)
| 17
| 2140
| (none)
| 18
| 2370
| (none)
|
19
| 2600
| (none)
| 20
| 2830
| (none)
| 21
| 3060
| (none)
|
22
| 3290
| (none)
| 23
| 3520
| (none)
| 24
| 3750
| (none)
|
25
| 3980
| (none)
| 26
| 4210
| (none)
| 27
| 4440
| (none)
|
28
| 4670
| (none)
| 29
| 4900
| (none)
| 30
| 5130
| (none)
|
31
| 5360
| (none)
| 32
| 5590
| (none)
| 33
| 5820
| (none)
|
34
| 6050
| (none)
| 35
| 6280
| (none)
| 36
| 6510
| (none)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 10 9 8 5 6 2 1 0
| +2
| 10 9 8 6 6 2 1 0
| +3
| 10 9 8 6 7 3 2 0
|
+5
| 12 11 10 8 9 3 2 1
| +6
| 12 11 10 9 9 4 2 1
| +8
| 12 11 10 9 10 4 3 1
|
+9
| 14 13 12 11 12 5 3 2
| +11
| 14 13 12 12 12 5 4 2
| +12
| 14 13 13 12 12 6 4 2
|
+14
| 16 15 14 14 15 6 4 3
| +15
| 16 15 15 14 15 7 5 3
| +17
| 16 15 15 15 15 7 5 3
|
+18
| 16 15 15 15 15 7 5 3
| +20
| 16 15 15 15 15 7 5 3
| +21
| 16 15 15 15 15 7 5 3
|
+23
| 16 15 15 15 15 7 5 3
| +24
| 16 15 15 15 15 7 5 3
| +26
| 16 15 15 15 15 7 5 3
|
|
Requisites:
| Dex 9, Con 6
| Alignment:
| any (most G)
| HD/level:
| +2d6
| Weapon Prof.:
| 3+level
| To Hit Table:
| 1˝xWar
| Save Table:
| Half0
| Reference:
| DM
| Groups:
| Rogue
|
|
|
|
This class gets 1 "Any Rogue LVL/2 (round up) pick" per level. This class gets only 30 rogue points per level.
|
|
Levels
| Pick
| Description
|
Level 1-3:
| A
| Clown: -1 Wis, +50 Rogue points
| B
| Resources: Gain LVL*Chr*10 gp per reset.
| C
| Situational awareness: Cannot be surprised, reduce Backstab/Backstrike on you by 1 multiplier.
| D
| Doctor: Binding wounds is 4+LVL hp. 1M, 1/d: Remove the "wounding" effect.
| E
| Kung Fu: Ability to take martial arts, plus a kit slot to take a martial arts style.
|
Level 4:
| Pick two WhiteHat5 Level 1-3, one Rebel5 Level 1-3, or one Psi5 minor
|
Level 5-7:
| F
| Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ˝ a point each).
| G
| Immune to pain. You stay conscious (but cannot be offensive) at up to -LVL hp.
| H
| Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
| I
| Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
| J
| Turn Undead: You can turn undead as if 4 levels lower.
|
Level 8:
| Pick two WhiteHat5 Level 5-7, one Rebel5 Level 1-3, or one Psi5 minor
|
Level 9-12:
| K
| Web of Contacts: Can gain information on most things in a city; Legend Lore LVL*5%
| L
| Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
| M
| Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level)
| N
| Great Medic: Binding wounds is (LVL-8)*5% of max hp (can be more than 100%, current still can't go over max)
| O
| BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
|
Level 13:
| Pick two WhiteHat5 Level 9-12, one Rebel5 Level 5-7, or one Psi5 major
|
Level 14-18:
| P
| Kung Fu Hustle: Can have (LVL-6)/4 martial arts styles running at the same time, they all fully stack
| Q
| Really Immune to pain. You stay conscious (but cannot be offensive) at any finite negative hit point total.
| R
| The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
| S
| Smooth Talker: As long as you and your friends are not hostile, enemies will not attack you 90% (1 check /min)
| T
| Your BOMBS! (Level ability O above) can hit two groups or can be set on a time delay, you have 3*LVL charges
|
Level 18:
| Pick two WhiteHat5 Level 14-18, one Rebel5 Level 9-12, or one Psi5 grand
|
Level 20-26:
| U
| Master Fu: LVL*2 slots in Martial Arts maneuvers; 2nd tier costs 2 maneuvers each, even if Banhammered
| V
| Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)
| W
| Tinkerer: 1/reset: Make a Psi8 item of TechL=LVL; your effects ignore TechR
| X
| Not Noticed: You take 1/10 dmg (physical and energy) vs. monsters that are at least x10 your current hp
| Y
| BOMBS!!!: Your BOMBS! have unlimited charges; LVL*(3m6) dmg to 1 group or LVL*(2m8) dmg to 2 groups
| Z
| +LVL to LVL in another White Hat (or Black Hat) pick
|
Level 27-36:
|
|
|