D&D Collective, version 5.0


[T1.50] Table of Contents, Collective 5.0

[FULL] Click here to download the entire collective (huge file!)
 
[T] Introductory Tables (click here to view this whole section)  
[T1] Table of Contents (you're here!) pg 1
 
[P] Player's Reference (click here to view this whole section excluding [PC])  
[P1] How to create a Player Character (PC) pg 2
[P2] Ability scores pg 3
[P3] Races pg 4-5
[P5] Kits pg 6
[P6] Proficiencies, Weapon pg 7
[P7] Martial Arts pg 8-9
[P8] Proficiencies, Nonweapon pg 10
[P11] Feats pg 11
 
[C] Combat (click here to view this whole section)  
[C6] Priests Affecting Undead pg 12
 
[S] Spells and Magical Effects (click here to view this whole section)  
[S2] Wizard Spells pg 13-17
[S3] Priest Spells pg 18-21
 
[Q] Psionics (click here to view this whole section)  
[Q0] Martial Arts / Ki Powers (Psi. Freq. 0) pg 22-23
[Q7] Undead Psionics (Psi. Freq. 7) pg 24-25
[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10) pg 26-29
[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C) pg 30-31
 
[E] Equipment (click here to view this whole section)  
[E1] General Equipment pg 32-37
[E2] Weapons pg 38-39
[E3] Armor pg 40
 
[PC] Character Classes
[PC50] Collective 5.0 Classes pg 41-100

[P1] How to create a Player Character (CF=1, some steps skipped)


[P1.1] Classes: Select which classes and levels you wish to be, using [PC1] through [PC99].
Starting XP may be spent freely (multi-classed characters do not have to divide evenly).
If starting XP is 0, you may be 1st level in up to 1 class as a single or dual-classed character, or up to four 1st level classes as a multi-classed character.
Single classed characters have an XP bonus of +100% (you start with double XP and gain XP at double amounts).
Both multi- and dual-classed characters have a limit of 3 classes.
If XP is not spent, it may be saved for later use (the XP does not have to "sit" in one of your classes).
 
[P1.3] Race: Select a race from [P3] that uses the appropriate class system, keeping in mind ability score modifiers.
The race selected may require you to redo [P1.1], as XP divisors also apply to starting XP.
Make a note of special abilities the race possesses.
If you do not wish to be a race from [P3], and would like to play a monster, see [P8].
XP divisors are lowered by .5 for each level above 8th (retroactively), so a 10th level character can have an XP divisor of 2 with no penalty.
 
[P1.6] Ability Scores: Place these six scores as you like among the six ability scores: 18, 16, 14, 12, 10, 8.
You may instead use these six scores: 13, 13, 13, 13, 13, 13.
You can add 1 point to a stat by subtracting 3 points from other stat(s). This 3 for 1 trading may be done once per reset, as long as no stat falls below 0. Some Humans may use 2 for 1 trading instead (again, once per reset).
Comeliness: This you get to choose. Pick a number from 3 to 18.
Apply racial modifiers.
Add 1 point to 1 stat for each level. This advancement due to level uses the character's highest level, so a level 2/5 multi-classed PC gets 5 stat points, not 7.
 
[P1.8] Alignment: Choose an alignment for your character, keeping in mind your classes and your kit and diety selections.
 
[P1.9] Proficiencies: Calculate your number of weapon proficiencies from [P4] and your number of nonweapon proficiencies from [P6].
[P1.10] Kits: Calculate your feats, see [P5].
[P1.11] Skills: Calculate your skills, see [P9].
[P1.12] Feats: Calculate your feats, see [P11].
 
[P1.13] Spell Memorization: Make a note for each class how many of each spell type and level the PC can cast.
 
[P1.16] Rogue Abilities: Calculate your rogue abilities seperately for each class that you have that uses them.
If you have the same ability duplicate times from various sources, they don't stack, pick which source you are using.
 
[P1.17] Psionic Powers: Figure how many and which psionic powers your character knows, using the appropriate rules from section [Q].
If your character is both a wild talent and a psionicist of the same frequency, you may choose the higher of either set of numbers for # of psionic points and powers.
 
[P1.19] Normal Equipment: Starting gp = Level*Chr*Chr. This is how many gold pieces you have to purchase beginning equipment.
This money cannot be used to purchase magic/psionic items, but Item XP can be converted using the ratio: 1 Item XP = 10 gp. It is legal, therefore, to convert Class XP to gp on a 1 for 1 basis, but not back.
 
[P1.20] Armor Class: Calculate your Armor Class.
[P1.21] To Hit Bonus and Damage/Attack: Calculate your adjusted To Hit Bonus, number of attacks, and damage for each weapon. Remember that there are many sources of plusses to hit and damage: base, stats (Str/Dex), race adj., magic, specialization, martial arts, and miscellanious magic/psionic items.
[P1.22] Hit Points: No class stops gaining hit dice at any level (i.e. a 25th level mage has 25d4 hp).
Remember to divide by your number of classes, if you are multi-classed (classes with "&" in their Hit Dice rating are cumulative).
 
[P1.23] Last Check and Name: Go through all the steps quickly again, to make sure that later steps did not affect earlier ones (the biggest example being magic items affecting stats).
If everything looks OK, select a name for your character (or names, along with subtitles if desired) and character generation is complete.

[P2] Ability Scores (CF=1)



Score
Normal
Bonus
Lim. Exc.
Bonus
Bonus Spells
123 456 789 A
0 -5 -12 --- --- --- -
1 -5 -11 --- --- --- -
2 -4 -10 --- --- --- -
3 -4 -9 --- --- --- -
4 -3 -8 --- --- --- -
5 -3 -7 --- --- --- -
6 -2 -6 --- --- --- -
7 -2 -5 --- --- --- -
8 -1 -4 --- --- --- -
9 -1 -3 --- --- --- -
10 0 -2 --- --- --- -
11 0 -1 --- --- --- -
12 +1 0 1-- --- --- -
13 +1 +1 1-- --- --- -
14 +2 +2 11- --- --- -
15 +2 +3 11- --- --- -
16 +3 +4 111 --- --- -
17 +3 +5 111 --- --- -
18 +4 +6 111 1-- --- -
19 +4 +6 111 11- --- -
20 +5 +6 211 11- --- -
21 +5 +6 211 111 --- -
22 +6 +6 221 111 --- -
23 +6 +6 221 111 1-- -
24 +7 +6 222 111 1-- -
25 +7 +6 222 111 11- -
26 +8 +6 222 211 11- -
27 +8 +6 222 211 111 -
28 +9 +6 322 221 111 -
29 +9 +6 322 222 111 -
30 +10 +6 332 222 111 -
31 +10 +6 332 222 211 -
32 +11 +6 333 222 211 -
33 +11 +6 333 222 221 -
34 +12 +6 333 322 221 -
35 +12 +6 333 322 222 -
36 +13 +6 433 332 222 1
37 +13 +6 433 333 222 1
38 +14 +6 443 333 222 1
39 +14 +6 443 333 322 1
40 +15 +6 444 333 322 1
41 +15 +6 444 333 332 1
42 +16 +6 444 433 332 1
43 +16 +6 444 443 332 1
44 +17 +6 544 443 333 1
Strength/Efficiency:
To hit for melee weapons & unarmed.
Max Light Load = 2*((bonus+5)^2)
Strength/Muscle:
Damage for melee weapons & unarmed.
Max Press = (bonus+5)^3
Dexterity/Coordination:
To hit for missile weapons & unarmed.
Dexterity/Balance: (also Dexterity/Reflex)
Armor Class.
Reflex saving throws.
Constitution/Fitness:
Hit points per HD.
Constitution/Health: (also Constitution/Fortitude)
Fortitude saving throws.
Regeneration rate = (bonus-4)/r.
Intelligence/Knowledge:
Nonweapon Proficiencies.
Max Spell Level for Wizards (SL=bonus+5)
Intelligence/Reason:
Illusion spell immunity (SL=bonus-4)
Bonus spells for progressions that get Int bonus.
Wisdom/Intuition:
Charm spell immunity (SL=bonus-4)
Bonus spells for progressions that get Wis bonus.
Wisdom/Willpower:
Necromancy spell immunity (SL=bonus-4)
Will Saving throws.
Max Spell Level for Priests (SL=bonus+3)
Charisma/Presence:
Comeliness adjustment.
Bonus spells for progressions that get Chr bonus.
Charisma/Leadership:
Maximum henchmen (based on 4), Loyalty adj.
Luck pts per reset (0: spend bonus pt as +- 1 on roll)
Comeliness:
Reaction adjustment.

[P3] Races


[P3.1] Race Table (CF=1)

Race Str Dex Con Int Wis Chr Cml AT hp TH Div. Size Move Source New?
Centaur 0 -2 +1 0 +1 0 0 +5 +4 0 ÷1.5 L 18" PHBR10
Dwarf 0 0 +1 0 0 -1 0 0 0 0 ÷1 M 9" PH1
Dwarf, Mountain +1 0 +1 -1 0 -1 -2 0 +1 0 ÷1 M 9" UA1
Dwarf3 0 0 +2 0 0 -2 0 0 0 0 ÷1 M 9" PH3
Elf 0 +1 -1 0 0 0 +1 0 0 0 ÷1 M 12" PH1
Elf, Gray -1 +1 -1 +1 0 0 0 0 0 0 ÷1 M 12" UA1
Elf, Shadow -1 0 -1 +2 +1 -1 -1 0 0 0 ÷1 M 12" GAZ13
Elf3 0 +2 -2 0 0 0 +1 0 0 0 ÷1 M 12" PH3
Flamekin 0 +1 0 0 -1 0 -1 0 0 +1 ÷1 M 12" MTG 5.0
Gnome 0 0 0 +1 -1 0 0 0 0 0 ÷1 S 9" PH1
Gnome3 -2 0 +2 0 0 0 0 0 0 0 ÷1 S 9" PH3
Half-Elf 0 0 0 0 0 0 0 0 0 0 ÷1 M 12" PH1
Half-Elf3 0 0 0 0 0 0 0 0 0 0 ÷1 M 12" PH3
Halfling, Hairfoot -1 +2 -1 0 0 0 +1 0 0 0 ÷1 S 9" UA1
Halfling, Tallfellow 0 +1 +1 0 -1 -1 0 0 0 0 ÷1 S 9" UA1
Halfling3 -2 +2 0 0 0 0 0 0 0 0 ÷1 S 9" PH3
Half-Ogre +1 +1 0 -1 -1 -1 -1 +2 +2 0 ÷1 L/M 12" BoD4
Half-Orc +1 0 +1 0 0 -2 -2 0 0 0 ÷1 M 12" PH1
Half-Orc3 +2 0 0 -2 0 -2 -1 0 0 0 ÷1 M 12" PH3
Half-Undead (Death-Touched) 0 0 -2 0 +2 +4 -3 0 0 0 ÷1.5 M 12" Dragon313 5.0
Human 0 0 0 0 0 0 0 0 0 0 ÷1 M 12" PH1
Human, Planar (Tiefling) -1 0 0 +1 -1 +1 0 0 0 0 ÷1 M 12" Planescape
Human3 0 0 0 0 0 0 0 0 0 0 ÷1 M 12" PH3
Lizard Man, Krynn +2 0 +1 -1 0 -2 -2 0 0 0 ÷1 M/L 9" DL
Minotaur +2 0 +2 0 -2 -2 -2 +4 +6 +1 ÷1.5 L 15" PHBR10
Ogre +2 0 +2 0 -2 -2 -2 +5 +4 +1 ÷1.5 L 9" PHBR10
Orc +1 0 0 0 0 -2 -3 0 0 0 ÷1 M 12" PHBR10
Romulan 0 0 0 +1 +3 -2 0 0 0 0 ÷1 M 12" StarTrek

[P3] Races


[P3.2] Race Abilities (CF=1)

Race Abilities
Centaur Hoof/Hoof 1d6/1d6, can still use arms; Can charge with weapons x2 dmg
Dwarf +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
Dwarf, Mountain +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
Dwarf3 +2 fort saves; +1 TH/+4 AC vs. giant-class; stonecunning
Elf CR 90%; +1 TH with (non-crossbow) bows; +1 TH with sword
Elf, Gray CR 90%; +1 TH with (non-crossbow) bows; +1 TH with sword
Elf, Shadow Can use/make Tech items as if 2 TL lower; InnER LVL*5%; 1M: Ghost Light (Int<6 or HD<2 Will save or feared 1 r {1 group})
Elf3 Immune sleep; +2 enchantment saves; +1 proficiency each with sword and bow
Flamekin Immune fire; CF=2: 1M, 1/t: Do the "Brazier commanding fire elementals" magic item ability
Gnome +Con*2/7 bonus to RSW/Spell; +1 TH vs kobolds/goblins; "giant-class" at -4 TH
Gnome3 +2 illusion saves; +1 TH/+4 AC vs. giant-class; 1/d: Dancing Lights; 1/d: Ghost Sound; 1/d: Prestidigitation
Half-Elf CR 30%; Detect Secret Doors
Half-Elf3 Immune sleep; +2 enchantment saves
Halfling, Hairfoot +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction; CF=3: x10 Personality score
Halfling, Tallfellow +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction; CF=3: x10 Personality score
Halfling3 +1 all saves; +2 fear saves; +1 TH with thrown weapons
Half-Ogre Can always wield one size L and one size M weapon, regardless of Str score
Half-Orc Infravision
Half-Orc3 Darkvision
Half-Undead (Death-Touched) Darkvision; +2 Intimidate and Move Silently checks; ColdR 5; ElectricityR 5; 1V, 1/d: Chill Touch
Human 2 for 1 trading with ability scores
Human, Planar (Tiefling) 2 for 1 trading with ability scores
Human3 +1 feat; +3+level skills
Lizard Man, Krynn Water Breathing
Minotaur Tracking; Immune to Maze
Ogre Can always wield two size L weapons, regardless of Str score
Orc Detect New and Unusual Construction, Sloping Passages; -1 TH in sunlight
Romulan +4 Wis checks

[P5] Kits


You get 1 kit per 2nd edition class. You may purchase extra kits at 4 nonweapon proficiencies each, if you have fewer kits than your highest level number.
 
Req: Requisites. I abbreviate sometimes to save space: S=Str, D=Dex, K=Con, I=Int, W=Wis, C=Chr, M=Cml, H=HNCL (Highest level). If two letters appear together ("SK 12"), you need both to each be the number. If there is a plus sign ("S+K 12"), the two ability scores must add up to be the number. If you have the same kit twice, the requirements double. If you have the same kit three times, they triple, etc.
 
Bonus Prof: All kits give one bonus proficiency, listed here. Some give more, these are listed under the "Effect" entry.

[P5.1] List of Kits (CF=1)

Name Req Effect Bonus Prof Source New?
Acrobat Dex 9, Str 9 +2 AC; 3 Tumbling slots, 3 Tightrope Walking slots, 3 Jumping slots Juggling S&P2
Amazon (2) Chr 9 +3 TH and +3 dmg with first attack on each enemy Groom PHBR1 5.0
Assassin Int 9, Wis 9 Detect Poison 5*level% cont.; Backstab x2; 1 Healing slot; 1 Herbalism slot Poison Use S&P2
Barbarian (3) Str 15 1V: Intimidate (fear) one enemy (Chr contest, you're at +3) Endurance PHBR1 5.0
Beast Rider Chr 13 +1 mount (it has LVL*10 hp) Riding PHBR1 5.0
Beggar Chr 9 +1 nonweapon prof.; Pick Pockets 10*level%; -4 NPC reactions Disguise S&P2
Berserker Str 15 1V: Berserk for 1t (+1 TH; +3 dmg; +5 hp; CR 100%; slay effects are delayed 1s) Endurance PHBR1 5.0
Cavalier (2) SDK 15, IW 10,
Alignment *G
+1+LVL/6 TH; immune fear; +4 mental saves; +1 horse mount (it has 10+LVL*5 hp) Etiquette PHBR1 5.0
Geomancer Int 9, Chr 9 Legend Lore (other crystal spheres) 10*level%, (alternate primes) 5*level% Planetology CGR1
Gladiator (2) Str 9 +2 weapon proficiencies
CF=3: Free weapon specialization (even if non-Warrior)
Charioteering
CF=2: Armor Opt.
PHBR1 5.0
Martial Arts Ability Dex 9 Ability to use Martial Arts [P7] (none) DM
Martial Arts Style Dex 9 +1 Martial Arts style (none) DM
Myrmidon Str 12, Con 12 +2 weapon proficiencies; Room and board costs 0 gp for you
CF=3: Free weapon specialization (even if non-Warrior)
Military History PHBR1
Noble Warrior Str 13, Con 13 +225 gp per reset (including before the game starts if you begin with this kit) Heraldry PHBR1 5.0
Peasant Hero (2) Wis 9 Always has shelter; local people will feed you and hide you from authorities
CF=2: Items < 1 gp cost nothing for you
Fishing PHBR1 5.0
Pirate/Outlaw Dex 9 Always have access to the store of generic items (in non-combat time)
CF=2: Always have access to the store of armor
CF=3: Always have access to the store of weapons
Seamanship PHBR1 5.0
Samurai SKW 13, Int 14,
Alignment L*
Ki Shout: Mouth's V, LVL/d: Str becomes 18 w/ Lim.Exc. bonus (i.e. +6 Str bonus)
CF=2: +LVL/4 martial arts maneuvers
Riding PHBR1 5.0
Savage (2) Str 11, Con 15 nF, 1/reset: Construct a weapon of up to LVL*10 gp value (n=value/LVL)
1M, LVL/d: Alarm, Detect Magic, Animal Friendship, or Detect Evil
Survival PHBR1 5.0
Swashbuckler Dex 13, Int 13 +2 AC; +2 NPC reactions
CF=2: Ambidextrous (no penalties with off-hand weapons)
Tumbling PHBR1
Wilderness Warrior Con 13 +5 Survival rolls
CF=2: Resist local terrain
CF=3: Double Resist local terrain
CF=4: Immune local terrain; Resist Natural effects
Survival PHBR1 5.0

[P6] Proficiencies, Weapon


Weapon Proficiencies are given from your class. If you have multiple classes, you get the highest base amount among all of them, but you do get the rate for each class.
A "half-plus" is either +1 to hit or +1 damage. You must set how these plusses are distributed when you take a proficiency. You may take a proficiency twice to have two different "sets" of half-plusses (can't use both at same time).
 
In the Notes column below: & means you can take multiples, * means you must specify weapon/race

[P6.1] Weapon Proficiencies List (CF=1)

Name Notes Description
Blind-fighting -2 instead of -4 when attacking blind
Charging +2 TH when attacking while running at someone
Kicking Can use 1 V action to kick (1d2 dmg)
Natural Fighting +1 Att/r, +2 TH with natural weapons
Poison/Acid/Oil Use Can efficiently use poisons, acid, oil
Punching #Att is 2 instead of 1 with fists
Thrown/Missile Backstabbing * Can backstab with a missile weapon
War/Siege Machine Proficiency Proficient with siege machines
Weapon Mastery &* +1 half-plus with a weapon (combines w/Spec.) (limit=highest level)
Weapon Proficiency * Proficient with a weapon with on-hand
Weapon Proficiency (dbl) * Acts as a buffer vs. -1 slot penalty w/off hand
Weapon Specialization (sng) * +3 half-plusses & higher #Att (need Weapon Prof)
Weapon Specialization (dbl) * +3 more half-plusses (need sng Spec.)
Weapon Specialization (trp) * Acts as a buffer vs. -1 slot penalty w/off hand

[P6.2] Number of Attacks Table (Weapon Specialization)

Non-Spec
War
Spec
Barb1
Cav1
Spec
War
Spec
Ran1
Spec
Non-War
Elf0/
Dwarf0/
Halfling0
Melee
Wpn
Light
X-Bow
Heavy
X-Bow
Dagger Dart Small
Shurik
Needle Bow Other
Wpn
Other
FastWpn
1-6 --- --- --- --- 1-11 1/1 1/1 1/2 2/1 3/1 4/1 5/1 2/1 1/1 1/1
7-12 1-5 1-6 1-7 1-8 --- 3/2 1/1 1/2 3/1 4/1 5/1 6/1 2/1 3/2 2/1
13-18 6-10 7-12 8-14 9-16 12-23 2/1 3/2 1/1 4/1 5/1 6/1 7/1 3/1 2/1 3/1
19-24 11-15 13-18 15-21 17-24 --- 5/2 2/1 3/2 5/1 6/1 7/1 8/1 4/1 2/1 4/1
25-30 16-20 19-24 22-28 25-32 24-35 3/1 2/1 3/2 6/1 7/1 8/1 9/1 4/1 5/2 5/1
31-36 21-25 25-30 29-35 33-40 --- 7/2 5/2 2/1 7/1 8/1 9/1 10/1 5/1 3/1 6/1
37-42 26-30 31-36 36-42 --- 36-47 4/1 3/1 2/1 8/1 9/1 10/1 11/1 6/1 3/1 7/1
--- 31-35 37-42 --- --- --- 9/2 3/1 5/2 9/1 10/1 11/1 12/1 6/1 7/2 8/1
--- 36-40 --- --- --- --- 5/1 7/2 5/2 10/1 11/1 12/1 13/1 7/1 4/1 9/1
--- 41-45 --- --- --- --- 11/2 4/1 3/1 11/1 12/1 13/1 14/1 8/1 4/1 10/1

[P7] Martial Arts


[P7.1] Martial Arts Basic Rules (CF=1)

At CF=1, Martial Arts has no styles or maneuvers. Instead, you get a simple set of bonuses, as follows:
AC +LVL (get +4 more if you wear non-bulky armor)
Unarmed number of attacks = 2/1 (doesn't stack with Punching proficiency); then +1/2 more every 6 levels
Unarmed damage +LVL
By default, these bonuses are lost at CF=2 and up in favor of styles and maneuvers. If you wish to use this system at CF=2 and up (and ignore the styles and maneuvers rules), feel free to do so.

[P7.2] Martial Arts Basic Rules (CF=2)

Each martial arts style costs 1 kit slot or 4 nonweapon proficiencies. You must also have "Ability to take Martial Arts" which is itself 1 kit slot. All powers are psionic in nature (of frequency 0), and are resisted using aWR (anti-Weapon Resistance). Normally you must have a style before you can pick maneuvers, however, some classes give maneuvers without a style.
 
Open-hand attacks use both hands, not just one. Exception: you may use a shield in one of the hands. If you are somehow forced to attack open-handed with only 1 hand, #Att = 1/1 and you cannot use any special maneuvers. Natural Fighting still uses one hand, so you can use a weapon in the off-hand.
 
Martial Arts To Hit, Damage, and # Attacks bonuses do not combine with Weapon Specialization. If you somehow have both, use only set of bonuses at a time.
 
How to read the [P7.1] Martial Arts Styles table:
 
Att: Lists the number of attacks in unarmed combat. It may be applied to weapons only if the "Increase Weapon Attack" power is gained. This is done by taking the "Att" number on the table, subtracting 1, and applying it as a bonus; e.g. a rate of "3/2" above would give +1/2 on number of attacks for weapons.
 
dmg: Lists the die type adjustment in unarmed combat or when using a grafted weapon. It may be applied to other weapons (including missile weapons) only if the "Increase Weapon Damage" power is gained.
 
AT: The character's new base AT. If the character already has another source of AT better than +0, take the best
of all sources and add 1 for each additional source; i.e. having ACs of +7, +6, and +3 yields an AT of +9.
 
Type: Lists "h" for "hard", "h/s" for "hard/soft", and "s" for "soft". Number of martial arts maneuver slots (weapon slots) to learn a maneuver is as follows:
 
Maneuver's
Type
Style's Type
h h/s s ALL
h ½ 1 ½
h/s 1 ½ 1 ½
s 1 ½ ½
 
Requirements: How many powers of each method you must learn before being able to take additional maneuvers. You may
break this rule by 1 power per level by spending double cost on it (in terms of proficiencies).
 
*: This style requires 2 kit slots instead of 1 to learn.
**: This style requires 3 kit slots and "Ability to take Martial Arts" 4 times.

[P7.3] Martial Arts Styles (CF=2)

Style Att dmg AT Type Blunt Kick Lock M/P Move Push Slash Strike Throw Vital Wpn
Egyptian Stick Fighting (new) 5/2 d+2 +0 h/s 3 1 2 2 1 3
Fists of Stone* 2/1 d+6 +2 h 2 2 3
Karate 2/1 d+1 +4 h/s 1 1 1 3
Kendo 2/1 d+3 +2 h 1 2 2 1 3
Kung-fu 3/2 d+4 +3 h/s 1 3 1 1 2
Sanshou / Sanda (new) 3/2 d+2 +4 h/s 1 1 1 1 1 3 1
Shoot Boxing (new) 2/1 d+5 +1 2 2 2 2 2
Sinanju** 3/1 d+9 +13 ALL 1 2 2 16 4 2 1 5 2 6 1
Sumo 3/2 d+5 +2 h/s 2 1 1 2

[P7.4] Martial Arts Maneuvers (CF=2)

1st Tier Maneuver Type Method #Act Notes
Heavy Blow h Blunt 2att Blow x3 dmg
Limb Paralysis h Blunt 2att/1M Blow x3 dmg;Limb useless(save)
Stunning Blow h Blunt 1att/1M Blow x2 dmg; stun 1d4r (save)
Circle Kick h Kick 2att/1V Kick x3 dmg
Double Kick h/s Kick 1att 1 Kick hits 2 targets
Hurricane Kick h/s Kick 1P/2V Gain 1 att;All use same roll+4
Choke Hold h/s Lock *P/*V Victim unc. 1d3r (save=TH-2)
Crushing Hug h Lock 1P+ 3d10 dmg/r (save=TH-4)
Locking Block s Lock 1att+ TH+4; Arm cannot att (save=TH)
Ironskin h M/P Tr. 1 0 +2 AC
Levitation s M/P Tr. 1 1M+ Levitate 5'/r
Mental Resistance s M/P Tr. 1 (none) +2 saves vs. mental attacks
Leap s Movement 1V Leap 4'high, 3'+1'/level long
Limb of the Snake s Movement 4V Loosens all joints; escape bonds, move through small area
Missile Deflection s Movement 1V Save to deflect missiles
Concentrated Push s Push 1att/1M Knocked off feet (save)
Reflection s Push 1P Victim's next attack hits self
Striking Touch s Push 1att/1M+ AC+2,TH+2 vs.Victim
Artery h/s Slash 0 TH-8: degenerate 3hp/r
Blind h/s Slash 0 TH-4; 25%: 1-eye blindness
Vein h/s Slash 0 TH-6; degenerate 1hp/r
Crushing Blow h Strike 1P/1M Hand +level dmg; shatter wood
Eagle Claw h Strike 1P/1M Hand 3d10 dmg; shatter stone
Monkey Grab Punch s Strike 1att Roll TH:if hit next att @+4 TH
Fall h/s Throw 0 1/2 dmg from falls
Hurl h Throw 2att Throw x2 dmg
Instant Stand h/s Throw 1att Can stand up immediately
Death Touch s Vital 1att/1M -1 to Str,Dex,or Con 1d6t
Pain Touch s Vital 1att Victim TH-2,AC-2 for 1d3r
True Target s Vital 0 1/s: 1 target's AC gets worse by 1 for 1r
Steel Cloth s Weapon 1M Can use cloth as melee spear
Strength Boost h/s Weapon 1V 2 dmg: +1 Str for 1 r (stacks w/itself if have mult. prof.)
Throwing Mastery h/s Weapon 1att Can throw non-throwing weapon

[P8] Proficiencies, Nonweapon


[P8.3] Non-Weapon Proficiencies (CF=1)

Proficiency Check Note Source New?
Acrobatics Dex RC0 5.0
Acting Chr RC0
Alchemy Int RC0
Alertness Dex RC0
Alternate Magics Int RC0 5.0
Animal Training Wis (choose type) RC0
Art Wis (choose type) RC0 5.0
Artillery Int RC0 5.0
Bargaining Chr RC0
Blind Shooting Dex RC0 5.0
Bravery Wis RC0 5.0
Caving Wis RC0 5.0
Ceremony Wis (choose deity) RC0
Cheating Dex RC0
Craft Int RC0 5.0
Danger Sense Wis RC0
Deception Chr RC0 5.0
Detect Deception Wis RC0 5.0
Disguise Int RC0
Endurance Con RC0
Engineering Int RC0 5.0
Escape Dex RC0 5.0
Fire-Building Int RC0 5.0
Food Tasting Con RC0 5.0
Gambling Wis RC0 5.0
Healing Int RC0
Hunting Int RC0
Intimidation Str RC0
Knowledge Int RC0 5.0
Labor Int RC0 5.0
Language Int (choose type) RC0 5.0
Law and Justice Wis (choose country) RC0 5.0
Leadership Chr RC0
Lip Reading Int RC0 5.0
Magical Engineering Int RC0
Mapping / Cartography Int RC0 5.0
Proficiency Check Note Source New?
Military Tactics Int RC0 5.0
Mimicry Int RC0 5.0
Mountaineering Dex RC0
Muscle Str RC0 5.0
Music Chr (choose type) RC0 5.0
Mysticism Wis RC0 5.0
Nature Lore Int RC0
Navigation Int RC0
Persuasion Chr RC0 5.0
Piloting Dex (choose type) RC0 5.0
Planar Geography Int RC0 5.0
Profession Int (choose type) RC0 5.0
Quick Draw Dex RC0 5.0
Riding Dex (choose type) RC0 5.0
Science Int (choose type) RC0 5.0
Shipbuilding Int RC0
Signaling Int (choose type) RC0
Singing Chr RC0
Snares Int RC0 5.0
Stealth Dex (choose terrain) RC0
Storytelling Chr RC0
Survival Int (choose terrain) RC0
Tracking Int RC0
Veterinary Healing Int RC0
Wrestling Str RC0 5.0

[P11] Feats


You get 1+LVL/3 feats per 3rd edition class, where LVL is the level of the class. If you are 6th level in two 3rd edition classes, you would have 6 feats (DM Note: This isn't exactly how 3E/3.5E works, but it's what Collective uses.) You may purchase extra feats at 3 weapon proficiencies each, if you have fewer feats than your highest level number.
 
Req: Requisites. I abbreviate sometimes to save space: S=Str, D=Dex, K=Con, I=Int, W=Wis, C=Chr, M=Cml, H=HNCL (Highest level). If two letters appear together ("SK 12"), you need both to each be the number. If there is a plus sign ("S+K 12"), the two ability scores must add up to be the number. Feats generally cannot be taken more than once.
"bAB" is Base Attack Bonus, which counts your Race and Class only.

[P11.1] List of Feats (CF=1)

Feat Type Req Benefit Source New?
Alertness General - +2 bonus on all Listen checks and Spot checks. 3E
Arcane Defense General - +3 saves vs. one school CArc3 5.0
Breath Control General - Can hold breath twice as long
CF=3: Resist Gas
Dragon333 5.0
Combat Reflexes General - +Dex mod #Att vs. defenseless enemies (max 1 attack per enemy) 3E
Communicator General - Cast each of the following 1/day (not channelled): Arcane/Wizard Mark, Comprehend Languages, Message CArc3 5.0
Craft Magic Arms and Armor Item Cr. HNCL 5 Can create magic weapons, armor, or shields (1 day per 1000 gp) 3E
Dash General - +3" to movement rate if wearing light (or no) armor and not encumbered CWar3 5.0
Defensive Climber General Dex 15 When climbing, can take a -10 (-50%) penalty to keep Dex bonus to AC Dragon343 5.0
Deflect Arrows General Imp. Unarm. Need empty hand. Reflex save vs. DC 20+plusses to deflect (1/r) 3E
Dragon Totem General bAB +1 AcidR 5, ElectricityR 5, FireR 5, or ColdR 5 Eb3 5.0
Earth Adept Combat KW 13 +1 bonus on weapon damage if both you and your opponent are touching the ground RoS3 5.0
Elusive Dance Combat Dance 5 ranks 0, 1/s: One target cannot make Attacks of Opportunity or Parting Shots against you Dragon333 5.0
Empower Spell Metamag. - Spell does +50% effect. Spell has +2 SL.
CF=2: Can spend +2 spell slots instead of +2 SL.
3E
Far Shot General Point Blank Ranged weapons are x2 range 3E
Great Fortitude General - +2 Fort saves 3E
Heavy Armor Optimization General bAB +4 With bulky (or heavier) armor, get +1 AC. RoS3 5.0
Iron Will General - +2 Will saves 3E
Lightning Reflexes General - +2 Reflex saves 3E
Maximize Spell Metamag. - All variable effects of a spell are maximized. Spell has +3 SL.
CF=2: Can spend +3 spell slots instead of +3 SL.
3E
Smatterings General Int 13 You pick up languages very quickly, and understand simple questions, explanations, and instructions RoD3 5.0

[C6] Priests Affecting Undead


[C6.1] Turn Undead Procedure

It takes 1M and 1V action to turn undead. Outer-planar creatures, Lycanthropes, Golems, and Paladins of opposite alignment may also be turned, at higher difficulty.
 
Difference = (Priest's CL; Paladins are generally 2 CL less) - (Monster "Turn As" Number)
 
Monster "Turn As" Number (if not on table below) = HD + MR/10 + (weapon needed to hit; silver, iron, or +0 counts as 0.5)*2
 
"#" (a number) means you need to roll that number or greater on 1d20 to get a "T" result.
"T" means you turn 1d12 of that type of undead. They cannot attack you or your party.
"D" means you turn, destroy, or command (your choice) Nd12 of that type of undead. (N=number after the "D")

[C6.2] Turn Undead Tables

Monster Turn As
Skeleton 1
Zombie (or other DL I Undead) 2
Ghoul 3
Shadow (or other DL II Undead) 4
Wight 5
Ghast (or other DL III Undead) 6
Wraith 7
Mummy (or other DL IV Undead) 8
Spectre 9
Vampire (or other DL V Undead) 10
Ghost 11
Phantom 12
Haunt (or other DL VI Undead) 13
Spirit 14
Nightshade 15
Lich (or other DL VII Undead) 16
Demi-Lich 18
Special 1 21
Special 2 (or other DL VIII Undead) 25
Special 3 30
Special 4 36
Special 5 43
Special 6 (or other DL IX Undead) 51
Special 7 62
Special 8 72
Special 9 83
Special 10 (or other DL X Undead) 95
Golem of DL N (Command only, no Turn or Destroy) N*4
Lycanthrope of DL N (Turn only, no Command or Destroy) N*5
Outer-planar of DL N N*2+10
Paladin of opposite alignment (G-E axis) LVL+7
Unlive of DL N x2 normal
Difference Result
-11 or worse - (none)
-10 20
-9 19
-8 18
-7 17
-6 16
-5 15
-4 14
-3 13
-2 12
-1 11
+0 10
+1 8
+2 6
+3 4
+4 to +5 T
+6 D
+7 D or T2
+8 to +11 D2
+12 D2 or T3
+13 to +19 D3
+20 D3 or T4
+21 to +29 D4
+30 D4 or T5
+31 to +39 D5
+40 D5 or T6
+41 to +49 D6
+50 D6 or T7
+51 or better D7

[S2] Wizard Spells


[S2.1] Level 1 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Analyze (0E) Div Learn 1 characteristic of an item (magic/psi/tech) {Touch, 1 object} RC0
2 Charm Person (0E) Enc Charm 1 humanoid (Spell save) RC0 5.0
3 Detect Magic (0E) Div Gives school and general power level within 60' RC0 5.0
4 Floating Disc (0E) Evo Can carry 100*CL lbs.; Moves at caster's rate RC0
5 Hold Portal (0E) Enc Magically locks a door, need to be 3 levels/HD higher than CL to break it RC0 5.0
6 Light (0E) Alt Magical light; can blind if targetted (Spell save) {1 target} RC0 5.0
7 Magic Missile (0E) Evo (2*CL+3)/5 missiles; 1d6+1 dmg force (no save) RC0
8 Protection from Evil (0E) Abj Evil creatures get -1 TH you; You get +1 saves vs. Evil; Evil creatures with + needed to hit cannot attack you RC0 5.0
9 Read Languages (0E) Div Read (not write, speak, or comprehend spoken) languages RC0 5.0
10 Read Magic (0E) Div Gain knowledge of a spell you have in a book or scroll RC0 5.0
11 Shield (0E) Abj +6 AC; additional +2 AC vs. missiles; get Spell saves vs. force effects RC0 5.0
12 Sleep (0E) Enc 2d8 HD slept (no save); max HD/creature=4+1 RC0
13 Ventriloquism (0E) Ill Sound appears to come from somewhere else RC0 5.0

[S2.2] Level 2 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Continual Light (0E) Alt Magical light (permanent); can blind if targetted (Spell save) {1 target} RC0 5.0
2 Detect Evil (0E) Div Detect evil / evil intent 60' RC0
3 Detect Invisible (0E) Div See all invisible creatures and objects for 6 turns RC0 5.0
4 Entangle (0E) Enc Animates a rope; can entangle a creature (Spell save) RC0
5 ESP (0E) Div Can read surface thoughts (no save) {1+ creatures} RC0
6 Invisibility (0E) Ill Invisibility; attacking ends spell {Touch, 1 target} RC0 5.0
7 Knock (0E) Alt Opens a normal or magically locked door RC0 5.0
8 Levitate (0E) Alt Can levitate up/down at normal movement rate {self only} RC0
9 Locate Object (0E) Div Locate one object within 60'+10*CL' RC0 5.0
10 Mirror Image (0E) Ill Creates 1d4 images of yourself {self only} RC0
11 Phantasmal Force (0E) Ill Illusion; Can duplicate a SL=1 spell or DL=1 monster; disappears if hit/disbelieved; Spell save to ignore if you're being affected by it RC0 5.0
12 Web (0E) Evo Save & Str check: Miss 1 = Slow; Miss 2 = Held RC0
13 Wizard Lock (0E) Alt Magically locks a door, need to be 3 levels/HD higher than CL to open it (Wizard Lock still there, though) RC0 5.0

[S2] Wizard Spells


[S2.3] Level 3 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Clairvoyance (0E) Div See through the eyes of someone else (no save) RC0 5.0
2 Create Air (0E) Cnj Creates 20'x20'x20' of breathable air RC0 5.0
3 Dispel Magic (0E) Abj Dispels magic, (20+CL-enemyCL)*5% in area or auto 1 effect RC0 5.0
4 Fireball (0E) Inv CLd6 fire dmg to a group (save:½) RC0 5.0
5 Fly (0E) Alt Fly at 12" for 1d6+CL t RC0 5.0
6 Haste (0E) Alt +1P, +1V to up to 24 targets RC0 5.0
7 Hold Person (0E) Enc Holds up to 4 people (Spell save; if cast on one target, gets -2 to save) RC0 5.0
8 Infravision (0E) Alt Target gains infravision for 1d RC0 5.0
9 Invisibility 10' Radius (0E) Ill Makes everyone within 10 ft. invisible; become visible if attack RC0 5.0
10 Lightning Bolt (0E) Inv CLd6 lightning dmg in a 60' line (save:½) RC0 5.0
11 Protection from Evil 10' Radius (0E) Abj As Protection from Evil (see SL=1) but 10' radius RC0 5.0
12 Protection from Normal Missiles (0E) Abj Immune to normal (non-magical) missiles for 12 t RC0 5.0
13 Water Breathing (0E) Alt One target can breathe underwater for 1d RC0 5.0

[S2.4] Level 4 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Charm Monster (0E) Enc Charm 1 monster (Spell save) or Charm a group of 3d6 monsters of ≤ 3 HD (Spell save) RC0 5.0
2 Clothform (0E) Cnj Creates up to 30'x30' of basic, fairly-tough cloth (permanent, no gp value) RC0 5.0
3 Confusion (0E) Enc Confusion one group (Spell save; creatures ≤ 2+1 HD get no save) RC0 5.0
4 Dimension Door (0E) Alt Dimension Door up to 360' RC0 5.0
5 Growth of Plants (0E) Alt Plant Growth up to 3000 sq. ft. RC0 5.0
6 Hallucinatory Terrain (0E) Ill Makes one type of terrain appear like another; can be used indoors for a pit, door, stairs, etc. RC0 5.0
7 Ice Storm/Wall of Ice (0E) Evo CLd6 cold dmg to a group (save:½) or Wall of Ice (HD ≤ 4 cannot break through; others take 1d6 cold dmg) RC0 5.0
8 Massmorph (0E) Ill Group of monsters appear to be trees RC0 5.0
9 Polymorph Other (0E) Alt Polymorph target into monster with ≤ 2*(original HD); hp and stats do not change; get physical abilities; lose original personality RC0 5.0
10 Polymorph Self (0E) Alt Polymorph self into monster with ≤ (original HD); hp and stats do not change; do not get physical abilities; keep original personality RC0 5.0
11 Remove Curse (0E) Nec Removes one curse (reverse causes a curse, Spell save) RC0 5.0
12 Wall of Fire (0E) Evo Wall of Fire (HD ≤ 4 cannot break through; others take 1d6 fire dmg) RC0 5.0
13 Wizard Eye (0E) Div Invisible eye, can see through, moves at 3" rate, has infravision RC0 5.0

[S2] Wizard Spells


[S2.5] Level 5 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Animate Dead (0E) Nec Animate up to CL HD of skeletons (1 HD each) or zombies (2 HD each) RC0 5.0
2 Cloudkill (0E) Alt Group takes 1 poison dmg /s; those with < 5 HD make PPD save or slain; moves at 2"; lasts 6 t RC0 5.0
3 Conjure Elemental (0E) Cnj Summon a normal (E=1) elemental with 16 HD (counts as DL V) RC0 5.0
4 Contact Outer Plane (0E) Div Ask n=3 to 12 questions; Insanity=(n-2)*5%; Chance to know=(n+2)*5%; Lying=(13-n)*5% RC0 5.0
5 Dissolve (0E) Alt Transforms 3000 sq. ft. of rock to mud RC0 5.0
6 Feeblemind (0E) Enc Target's Int becomes 2 (Spell save at -4) RC0 5.0
7 Hold Monster (0E) Enc Holds up to 4 monsters (Spell save; if cast on one target, gets -2 to save) RC0 5.0
8 Magic Jar (0E) Nec Life force change between the caster and someone/something else (Spell save) RC0 5.0
9 Passwall (0E) Alt Creates a hole 5' diameter, 10' deep; lasts 3 t RC0 5.0
10 Telekinesis (0E) Alt Lift up to 20*CL lbs or target takes 10*CL' falling dmg (assuming size M) RC0 5.0
11 Teleport (0E) Alt Teleport (same plane, has small chance of error) RC0 5.0
12 Wall of Stone (0E) Evo Has CL Hp (Hull points); if dropped on a group, Reflex save or 10d10 earth dmg (the wall is broken) RC0 5.0
13 Woodform (0E) Cnj Creates 1000 cubic feet of wood (permanent, single piece, no moving parts, no gp value) RC0 5.0

[S2.6] Level 6 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Anti-Magic Shell (0E) Abj Anti-magic, cancels SL 0-5 (both directions), moves with caster RC0 5.0
2 Death Spell (0E) Nec Slay 4d8 HD of creatures (PPD save, those with ≥ 8 HD are immune) RC0 5.0
3 Disintegrate (0E) Alt Disintegrates one target (PPD save) RC0 5.0
4 Geas (0E) Enc Force target to perform or avoid an action (Spell save) RC0 5.0
5 Invisible Stalker (0E) Cnj Summons an Invisible Stalker (DL VI Elemental, air-based) RC0 5.0
6 Lower Water (0E) Alt Lowers water to half it's depth (assuming 10000 sq. ft., adjust accordingly) RC0 5.0
7 Move Earth (0E) Alt Make a hole up to 240' deep (solid rock costs x10 per unit distance) RC0 5.0
8 Projected Image (0E) Ill Illusion of caster, can have your spells come from here instead of you RC0 5.0
9 Reincarnation (0E) Nec Reincarnate a dead creature; roll 1d8: 1-6=Humanoid (random of DL=1d3); 7=original race; 8=Monster (any type, random of DL=1d3) RC0 5.0
10 Stone to Flesh (0E) Alt Remove pertrification, or petrify one target (PP save) RC0 5.0
11 Stoneform (0E) Cnj Creates 1000 cubic feet of stone (permanent, single piece, no moving parts, no gp value) RC0 5.0
12 Wall of Iron (0E) Evo Has 2*CL Hp (Hull points); if dropped on a group, Reflex save or 10d10 iron (metal) dmg (the wall is not broken) RC0 5.0
13 Weather Control (0E) Alt Control weather within 240 yard radius (a tornado would attack as a DL VI Air Elemental) RC0 5.0

[S2] Wizard Spells


[S2.7] Level 7 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Charm Plant (0E) Enc Charm 1 size H, 6 size L, 12 size M, or 24 size S Plants (no save) RC0 5.0
2 Create Normal Monsters (0E) Nec Creates CL HD of monsters (does not count as summon; they do not have special physical or mental abilities; this spell cannot be channelled) RC0 5.0
3 Delayed Blast Fireball (0E) Evo CLd6 fire dmg to a group (save:½); can delay 0 to 60 r RC0 5.0
4 Ironform (0E) Cnj Creates 100 cubic feet of iron (permanent, single piece, no moving parts, no gp value) RC0 5.0
5 Lore (0E) Div Legend Lore RC0 5.0
6 Magic Door (0E) Alt Invisible Passwall, only caster and allies can use; reverse is a super magic lock (Open Locks at -300%) RC0 5.0
7 Mass Invisibility (0E) Div Up to 300 size M creatures are invisible (not improved) RC0 5.0
8 Power Word Stun (0E) Enc Stuns one target (no save; ≤35 hp = 2d6 t; 36-70 hp = 1d6 t; ≥ 71 hp = no effect)
CF=2: (71-105 hp = 2d6 r; 106-140 hp = 1d6 r; ≥ 141 hp = no effect)
RC0 5.0
9 Reverse Gravity (0E) Alt Reverses gravity, can fall "upwards" at most 60' RC0 5.0
10 Statue (0E) Alt Turn caster to stone statue, in this state the caster sees, hears and smells normally. Caster can switch from statue state back to living and vice versa RC0 5.0
11 Summon Object (0E) Cnj Teleports to caster an item that the caster owns (or the owner is present and willing to have it teleported) RC0 5.0
12 Sword (0E) Cnj 1M: Attack twice with sword; dmg=1d10; get Int bonus TH and dmg; can affect any number of "+'s needed to hit" RC0 5.0
13 Teleport any Object (0E) Alt Teleport one object or creature (Spell save at -2 if unwilling) RC0 5.0

[S2.8] Level 8 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Clone (0E) Nec Duplicate awakens when original dies. RC0 5.0
2 Create Magical Monsters (0E) Nec Creates CL HD of monsters (does not count as summon; they have special physical abilities but not mental abilities; this spell cannot be channelled) RC0
3 Dance (0E) Enc Target dances (touch, no save): no attacks, no spells or spell-like abilities, cannot flee, -4 saves, -4 AC RC0 5.0
4 Explosive Cloud (0E) Evo Group takes CL/2 explosion dmg /s (no save) and paralyzed 1r (save each segment) RC0 5.0
5 Force Field (0E) Abj Solid Wall of Force (doesn't move); spells and attacks are blocked; blink/teleport and psionics are not RC0
6 Mass Charm (0E) Enc Charm up to 30 HD of targets (Spell save) RC0 5.0
7 Mind Barrier (0E) Abj Immune to mental effects for CL h RC0 5.0
8 Permanence (0E) Meta Makes a spell permanent (this spell cannot be channelled); at most 2 effects per person/item RC0 5.0
9 Polymorph Any Object (0E) Alt Polymorphs one thing to another. Duration depends on how radical the change is RC0 5.0
10 Power Word Blind (0E) Enc Blinds one target (no save; ≤40 hp = 1d4 d; 41-80 hp = 2d4 h; ≥ 81 hp = no effect)
CF=2: (81-120 hp = 1d4 t; 121-160 hp = 2d4 r; ≥ 161 hp = no effect)
CF=3: Stuns in addition
RC0 5.0
11 Steelform (0E) Cnj Creates 100 cubic feet of steel (permanent, single piece, no moving parts, no gp value) RC0 5.0
12 Symbol (0E) Div One target makes Wis check at -CL to look away in time; caster chooses one: Slain (max 75 hp), Confusion (permanent), Fear (30 r), Insanity (permanent), Sleep (1d10+10 h), Stun (max 150 hp, 2d6 t) RC0 5.0
13 Travel (0E) Alt Caster and CL/5 allies for CL t: Free Action; Fly at 36"; 1M: Move to adjacent plane; 1M: Gaseous Form RC0 5.0

[S2] Wizard Spells


[S2.9] Level 9 Wizard Spells (CF=1)

# Name School Effect Source New?
1 Contingency (0E) Meta Contingency (can run this in addition to the 6th level version from 1E/2E) RC0 5.0
2 Create Any Monster (0E) Nec Creates CL HD of monsters (does not count as summon; they have special physical and mental abilities; this spell cannot be channelled) RC0
3 Gate (0E) Alt Gates someone to another plane, or brings in something from outer planes RC0 5.0
4 Heal (0E) Nec 1 target: Cure all hp, plus remove curse, poison, disease, blindness, feeblemind RC0
5 Immunity (0E) Abj 1 target for CL t: Immune SL 0-3 magic; Resist SL 4-5 magic; Immune missiles (normal or magical); Resist melee attacks
If cast along with a Wish: Immune SL 4 magic; Resist SL 5-6 magic; +1 or better weapon to hit
RC0 5.0
6 Maze (0E) Enc Mazed (no save): Int ≤ 8 = 1d6 t; Int 9-12 = 2d20 r; Int 13-16 = 2d4 r; Int ≥ 17 = 1d4 r RC0 5.0
7 Meteor Swarm (0E) Evo 4 groups each take 8d6 earth dmg (no save) plus 8d6 fire dmg (Spell save for ½)
CF=2: The dmg is eldritch earth and eldritch fire, and the fire now gives no save.
RC0 5.0
8 Power Word Kill (0E) Enc Slays one target with ≤ 60 hp (no save); if has ≤ 100 hp is stunned 1d4 t instead
CF=2: Slays one target with ≤ 120 hp (no save); if has ≤ 200 hp is stunned 1d4 r instead
RC0 5.0
9 Prismatic Wall (0E) Abj The Prismatic colors are in this order, Red must be removed first:
Red = Blocks all magical missiles; Inflicts 12 dmg (no save); Negated by magical cold
Orange = Blocks all non-magical missiles; Inflicts 24 dmg (no save); Negated by magical lightning
Yellow = Blocks all breath weapons; Inflicts 48 dmg (no save); Negated by Magic Missile spell
Green = Blocks all detection effects; Poisoned (slain, PPD save); Negated by Passwall spell
Blue = Blocks all poisons, gases, gazes; Petrified (PP save); Negated by Disintegrate spell
Indigo = Blocks all matter; Gated to random plane or Capital L Lost (Spell save); Negated by Dispel Magic
Violet = Blocks magic of all types; Unconscious and Insane (RSW save); Negated by Continual Light
RC0 5.0
10 Shapechange (0E) Alt Becomes another creature (DL I to IX; non-unique) in all respects except for hp, saves, and mental abilities RC0 5.0
11 Survival (0E) Abj Immune local terrain, gravity, vacuum, non-magical (normal) elements; Need not breathe, eat, drink, or sleep RC0 5.0
12 Timestop (0E) Alt Stop time for 1d4+1 rounds RC0 5.0
13 Wish (0E) Cnj Can duplicate Wizard SL 0-7 or other group SL 0-6. Wish is not any more powerful than any other 9th level spell, it is simply more versatile (in fact, this makes the spell's effect weaker).
You may wish to increase stats. Current stat: 17 or below = +1; 18 to 19.9 = +0.1; 20 and up = +0.01 per wish. If you do this, the spell cannot be channelled.
Wish typically drains the MF if used a lot in an area.
CF=2: Can duplicate any spell SL 0-7.
CF=3: Can duplicate Wizard SL 0-8 or other group SL 0-7.
CF=4: Can duplicate any spell SL 0-8.
RC0 5.0

[S3] Priest Spells


[S3.1] Level 1 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Cure Light Wounds Hea Cure 2d6+1 (choose 1 die) (or) 6 hp {Touch, 1 creature} RC0
2 Detect Danger Div Detect evil or traps 1 sq' /r {self only} RC0
3 Detect Evil All, Div Detect evil & evil intent 120' {self only} RC0
4 Detect Magic Div Gives school and general power level within 60' RC0 5.0
5 Faerie Fire Wea -2 AC on CL/5+1 targets RC0
6 Light Sun Light; can blind if targetted (save) {1 group} RC0
7 Locate Div Locate one known animal or plant {self only} RC0
8 Predict Weather Div, Wea Detects upcoming weather RC0
9 Protection from Evil Pro Protection from evil; +1 saves; evil -1 TH {self only} RC0
10 Purify Food and Water All, Div Purifies food and water for up to 12 people RC0 5.0
11 Remove Fear Cha Removes fear; +CL saves vs. fear {Touch, 1 creature} RC0
12 Resist Cold Pro All creatures in area get resist cold {1 group} RC0

[S3.2] Level 2 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Bless All Friends get +1 TH/dmg for 6t RC0 5.0
2 Find Traps Div Detect mechanical/magic traps 90'. Highlights in the caster's mind places where (if he were to walk or touch there) a trap would be released. It does not point out where the trap is or how to disarm it. Does not affect out-of-phase or psionic traps. {self only} RC0 5.0
3 Heat Metal Ele If metal armor: 1 dmg 1st segment, 2 dmg 2nd, 4 dmg 3rd, 8 dmg 4th, 4 dmg 5th, 2 dmg 6th, 1 dmg 7th RC0 5.0
4 Hold Person Cha Hold (save); 1 target: save at -2; 2 targets: at -1 {1-4 creatures} RC0
5 Know Alignment Div Detect alignment 10' on 1 creature, object, or effect RC0 5.0
6 Obscure Wea 10*LVL' diameter cloud, can't see through RC0 5.0
7 Produce Fire Ele Creates a normal fire from hands (1d4 dmg to someone in your group) RC0 5.0
8 Resist Fire Pro, Ele +2 saves vs. fire; -1 dmg /die vs. fire RC0
9 Silence 15' Radius Gua Silence. If cast upon an object and the object moves, the silence moves with it (just like a light spell). The reverse dispels silence and has no V component (only S). {1 group} RC0
10 Snake Charm Cha, Ani Charm CL HD of snakes (no save) RC0 5.0
11 Speak with Animal Ani Speak with one type of animal for 6t RC0 5.0
12 Warp Wood Pla Warps wood; Can affect CL size S objects (size M counts as 2, size L counts as 4) RC0 5.0

[S3] Priest Spells


[S3.3] Level 3 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Call Lightning Wea Directs lightning bolts 8d6 during storms (save:½). You may cast this spell off of a Dust Devil instead of having a storm nearby. This expends the devil. RC0 5.0
2 Continual Light Sun Magical light (permanent); can blind if targetted (Spell save) {1 target} RC0 5.0
3 Cure Blindness Nec, Hea Cure Blindness RC0 5.0
4 Cure Disease Nec, Hea Cure Disease (incl. Mummy Rot or Green Slime); at CL=11 can Cure Lycanthropy RC0 5.0
5 Growth of Animal Ani Double an animal's size; it does x2 dmg for 12t RC0 5.0
6 Hold Animal Cha, Ani Hold up to CL HD of animals (PPD save) RC0 5.0
7 Locate Object Div Locate one object within 60'+10*CL' RC0 5.0
8 Protection from Poison Pro Target is immune Poison, Gas, Cloudkill for CL t RC0 5.0
9 Remove Curse Nec, Hea Remove Curse RC0 5.0
10 Speak with the Dead Div, Nec Corpse answers three questions truthfully. RC0 5.0
11 Striking Com Weapon gets +0/+3, can hit creatures that require any amount of +'s to hit RC0
12 Water Breathing Ele Target can breathe underwater for 1 d RC0 5.0

[S3.4] Level 4 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Animate Dead Nec Animate up to CL HD of skeletons (1 HD each) or zombies (2 HD each) RC0 5.0
2 Control Temperature 10' radius Wea +/- 50 degrees F RC0 5.0
3 Create Water Cre, Ele Create 50 gallons of water, plus 50 more per level over CL=8. RC0 5.0
4 Cure Serious Wounds Hea Cure 2d6+2 hp (can take offer of 12 hp) RC0 5.0
5 Dispel Magic Com Dispels magic, (20+CL-enemyCL)*5% in area or auto 1 effect RC0 5.0
6 Neutralize Poison Nec, Hea Neutralize Poison RC0 5.0
7 Plant Door Tra, Pla Immune Entangle; Can enter into a tree RC0 5.0
8 Protection from Evil 10' radius Pro As per Pro. Evil but an area RC0 5.0
9 Protection from Lightning Pro, Ele Absorb CLd6 lightning dmg RC0 5.0
10 Speak with Plants Pla You can talk with plants RC0 5.0
11 Sticks to Snakes Pla, Ani Turns 2d8 sticks into DL II snakes RC0 5.0
12 Summon Animals Sum, Ani Summons CL HD of animals RC0 5.0

[S3] Priest Spells


[S3.5] Level 5 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Anti-Plant Shell Pla, Pro Immune to plants for CL r RC0 5.0
2 Commune All Deity answers three yes-or-no questions RC0 5.0
3 Control Winds Ele Change wind direction and speed, or charm or destroy an Air Elemental (no save) RC0 5.0
4 Create Food Cre Creates 12 man-days of food, each level above 8 is another 12 man-days RC0 5.0
5 Cure Critical Wounds Hea Cure 3d6+3 hp (can take offer of 18 hp) RC0 5.0
6 Dispel Evil All, Com Unsummons evil creatures (Outer-planar/summoned no save). If cast against 1 creature of the appropriate type, there is no saving throw. If cast against an evil area or a grouping of creatures, the save is at normal chances. RC0 5.0
7 Dissolve Ele Transforms 3000 sq. ft. of rock to mud RC0 5.0
8 Insect Plague Sum, Ani Summons a group of insects, drives of 3 HD and less creatures (no save) RC0 5.0
9 Pass Plant Pla Move from one group of plants to another within 600 yds RC0 5.0
10 Quest All, Cha Force target to perform or avoid an action (Spell save) RC0 5.0
11 Raise Dead Nec What you get is the full character at 1 hit point (he can be healed), with no spells or psionic points. RC0 5.0
12 Truesight Div See all things as they really are. This spell can see anything except: Dust of Disappearance, Divine/Artifact Effects, objects hidden and also under False Seeing. RC0 5.0

[S3.6] Level 6 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Aerial Servant Ele, Sum Summons a DL VI Aerial Servant (Air Elemental) RC0 5.0
2 Animate Objects Cha Animate an object as a DL VI Golem RC0 5.0
3 Anti-Animal Shell Ani, Pro Immune to animals for CL r RC0 5.0
4 Barrier Wrd Creates a wall of whirling hammers (7d10 metal dmg, no save) RC0 5.0
5 Create Normal Animals Cre Creates CL HD of monsters (does not count as summon; they do not have special physical or mental abilities; this spell cannot be channelled) RC0 5.0
6 Cureall Hea Cure all dmg + remove all non-divine ailments RC0
7 Find the Path Div Shows most direct way to a location RC0 5.0
8 Speak with Monsters Div Speak with monsters for CL r RC0 5.0
9 Summon Weather Wea Bring any nearby weather condition to local area RC0 5.0
10 Transport Through Plants Tra, Pla Move instantly from one plant to another of the same species (same plane) RC0 5.0
11 Turn Wood Enc, Pla Mobile wall of force, any plant life it contacts is pushed along RC0 5.0
12 Word of Recall Ast Teleports you back to designated place on a trigger RC0 5.0

[S3] Priest Spells


[S3.7] Level 7 Priest Spells (CF=1)

# Name Sphere Effect Source New?
1 Creeping Doom Sum, Ani 1000 hp/dmg mass of insects. If the doom is attacked, subtract the damage from it's hit point total, even with gross (area-affecting) spells. For example a fireball will not kill a creeping doom, even though each individual bug has 1 hit point. RC0 5.0
2 Earthquake Ele Buildings take CL Hdmg (Hull dmg); Creatures have 1 in 6 chance of falling in (Reflex save) RC0 5.0
3 Holy Word Com 1 group: ≤ 5 HD = Killed; 6-8 HD = Stun 2d10 r; 9-12 HD = Deaf 1d6 t; 13+ HD = Stun 1d10 r (those with 13+ HD get a save) RC0 5.0
4 Metal to Wood Ele Transforms 5*CL lbs. of metal to wood (can choose to ruin metal weapons and armor) RC0 5.0
5 Raise Dead Fully Nec What you get is the full character at full hit points, but with no spells or psionic points. RC0
6 Restore Nec Restores 1 level of energy drain RC0 5.0
7 Summon Elemental Sum, Ele Summons a DL VII Elemental RC0 5.0
8 Survival Pro Immune local terrain, gravity, vacuum, non-magical (normal) elements; Need not breathe, eat, drink, or sleep RC0 5.0
9 Travel Tra, Ast Caster and CL/5 allies for CL t: Free Action; Fly at 36"; 1M: Move to adjacent plane; 1M: Gaseous Form RC0 5.0
10 Weather Control Wea Control weather within 240 yard radius (a tornado would attack as a DL VII Air Elemental) RC0 5.0
11 Wish Sum Can duplicate Priest SL 0-5 or other group SL 0-4.
You may wish to increase stats. Current stat: 17 or below = +1; 18 to 19.9 = +0.1; 20 and up = +0.01 per wish. If you do this, the spell cannot be channelled.
Wish typically drains the MF if used a lot in an area.
CF=2: Can duplicate any spell SL 0-5.
CF=3: Can duplicate Priest SL 0-6 or other group SL 0-5.
CF=4: Can duplicate any spell SL 0-6.
RC0
12 Wizardry Ast Can use wizard scrolls or wizard items as if they were meant for priest group instead of wizard (e.g. could use a Ring of Wizardry for priest spells). RC0 5.0

[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)


[Q0.1] General Psi0 Information

KiL (Ki Level) = (highest Psi0 level)*3 + (highest Monk1 level)*2 + (highest Wild Talent level).
P0Ps = Str + Dex + Con + Wis - 40 + KiL
These are restored at 1 per round until the maximum per turn (equal to KiL) is reached.
1 P0P = 20 Psi1 points = 2 Psi9 track points for purposes of Psi11 conversion.
 
In the "Action" column below (which is the actions needed to perform the maneuver), read "patt" as "punch attack" and "katt" as "kick attack".
Read "One attack:" on the Effects tables below as "Gain and do one attack, if successful, do the following:". You don't actually do damage with the attack unless noted.

[Q0.2] Psi0 Minor Powers (CF=1)

# Power P0P Action Effect
1 Acting 0 0 Acting, Spying, Disguise proficiencies; KiL*10% chance to resist Detect Lie spell
2 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
3 Binding 0 1V Tie up a helpless/surrendered foe so they cannot escape by physical means
4 Bowyer 0 0 Bowyer/Fletcher proficiency; 1 week of F actions: Make a nonmagical +1/+0 bow.
5 Calligraphy 1 0 Copy documents; Can copy magical writings at KiL% success, (100-KiL)% destroy original
6 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
7 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
8 Classical Literature 0 0 Legend Lore KiL%
9 Climbing 1 1V Gain Climb Walls rating of KiL*10% for the round
10 Contortion 1 1V Escape Bonds (but not from Binding power above); can squeeze through small gaps
11 Dance 0 0 Dancing, Juggling, Mime proficiencies; Can communicate without using spoken words
12 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
13 Disarm 1 1P One attack: Target is disarmed (no save)
14 Entangle 1 1P One attack: Do one attack of dmg; -1 segment that target can use per round; maintain 1V
15 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
16 Forced March 1 0 +KiL to movement rate for the day
17 Grapple 1 1P One attack: Do KiL + Str bonus (to damage) dmg every round, maintain by using 1V
18 Hawking 0 0 Can train a hawk to hunt or spy (not as good as a familiar, but close)
19 Horsemanship 1 1V Horsemanship proficiency; Keeps mount under control in difficult situations
20 Hurling 1 1P One attack: Throw any weapon (incl. weapons not meant to be thrown) without hit penalty
21 Kippup 1 0 Stand up without using a V action.
22 Leaping 1 1V Jump KiL*5' horizontally or KiL*2' vertically
23 Maka Wara 0 0 Each time someone hits you with an unarmed attack, he takes 1 damage back.
24 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
25 Meditation -3 1 turn +KiL mental saves & Immune Fear for 1t; x2 normal healing/regenation rate in non-combat
26 Music 0 0 Music Composition, Instrumental, Singing proficiencies
27 Piercing Thrust 1 0 Do maximum damage with a piercing weapon attack.
28 Reverse Cut 0 0 Can attack to side or behind at no penalty (don't have to turn around)
29 Rhetoric 0 0 Fast-talking, Negotiation, Preaching proficiencies
30 Silent Garrote 1 1P One attack: Choke as above (you must be in Backstab position); Silence 15'r for duration.
 
(continued next page)

[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)


[Q0.2] Psi0 Minor Powers (CF=1) (continued)

# Power P0P Action Effect
31 Silent Kill 1 1P One attack: Do a x2 Backstab (you must be in Backstab position); Silence 15'r for that 1s.
32 Stealthy Movement 1 1V Gain Move Silently and Hide in Shadows ratings of KiL*10% for the round
33 Swimming 1 1M Can swim underwater for the round with no chance of drowning; Resist Water for 1 round
34 Tea Ceremony X 1 turn Give to other Psi0-users in room a total of X Psi0 points, this may be above max for 1 turn
35 Theology 0 0 Religion proficiency; Detect divine beings
36 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
37 Trip 1 1att One attack: Do KiL dmg; target is down but may spend 1V to get back up
38 Unarmed Combat 0 0 +level TH and dmg with unarmed combat

[Q0.3] Psi0 Major Powers (CF=1)

# Power P0P Action Effect
1 Air Throw 3 1P,1V One attack: Target takes KiL*5' falling damage
2 Backflip Kick 2 1kick One kicking attack to opponent's back (not a backstab): Normal damage.
3 Concealment 2 1M Invisibility
4 Death Touch 3 1P One attack: Death (save vs. PPD)
5 Double Dread Kick 2 2kick,1V Two kicking attacks: Each does normal damage and knocks the target back KiL'
6 Ear Pop 2 2punch (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
7 Fire and Stones 2 2att (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
8 Flying Knee Thrust 2 1kick,1V One kicking attack: x2 normal damage.
9 Focus: Magic Resistance 3 0 KiL*5% MR for 1r
10 Foot Sweep 2 1kick One kicking attack: Normal damage, target is knocked down
11 Forward Flip Knee 2 1kick One kicking attack to opponent's back of head (not backstab) at -4 TH: Normal damage.
12 Handstand Kick 2 1kick,1V One kicking attack: Normal damage, with a bonus equal to your movement rate (in inches)
13 Medicine II 2 1V Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
14 Monkey Grab Punch 3 2punch One punch attack at +KiL to hit, cannot be parried/countered/dodged: Do normal damage.
15 Power Uppercut 2 2punch One punch attack at +KiL to hit: Do normal damage.
16 Precision Strike 0 0 All your weapons gain (+0)d(+2) on damage.
17 Returning Hurl 3 1P Hurling (above); if weapon has chain attached it has end-of-round returning.
18 San He 3 0 For 1r: Immovability; cannot be knocked back/down; cannot use V actions
19 Shockwave 3 1F Earthquake KiL' r (as spell)
20 Spinning Back Fist 2 1punch,1V One punch attack: That attack does x2 damage.
21 Stepping Front Kick 2 3kick,1V Two kicking attacks, second autohits if first hits: Normal damage, target knocked back KiL'
22 Toughskin 0 0 +KiL/2 AC bonus
23 Triple Strike 3 3att (The 3att from seperate limbs) Three attacks at same target at +KiL to hit: Normal dmg.
24 Wounded Knee 3 1kick One kicking attack: Target loses 1V action per round for 1t.

[Q7] Undead Psionics (Psi. Freq. 7)


[Q7.1] Psi7 Minor Powers (CF=1)

# PSPs Description
1 2 Curse (Spell save)
2 -10 to max Fear aura (anyone who enters your group) (Will save)
3 -10 to max Immunity to cold
4 -10 to max Immunity to disease
5 -10 to max Immunity to emotional effects
6 -10 to max Immunity to sleep, fatigue, and exhaustion
7 2/r Improved Invisibility to Undead
8 2 Moan: One group is feared (Will save)
9 -10 to max Need not breathe
10 -10 to max Need not eat or drink
11 -10 to max Need not sleep; Unaging
12 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
13 2 Summon a DL I Undead
14 -10 to max Whenever you touch someone, they get a disease (PPD save)
15 -10 to max You Turn Undead at +1 level, +CL to the d20 roll, and +CL/2 to the d12 roll

[Q7.2] Psi7 Major Powers (CF=1)

# PSPs Description
1 -25 to max Immunity to critical hits
2 -25 to max Immunity to paralysis and stun
3 -25 to max Immunity to poison
4 5/t Incorporealness (+20 AC, you can pass through walls, can pick up objects, but cannot attack)
5 5 Magic Jar / Possession (Will save)
6 -25 to max Regenerate at CL-3 hp /s
7 5 Slay Living (save)
8 5 Summon a DL IV Undead
9 -25 to max Vampiric Regen (CL-3)*10% of damage you deal
10 -25 to max Whenever you touch someone, they are aged CLd4 years (PPD save)
11 -25 to max Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
12 -25 to max Whenever you touch someone, they are paralyzed (PP save)
13 5 Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
14 5 Wrench
15 -25 to max You emit a stench like a ghast

[Q7] Undead Psionics (Psi. Freq. 7)


[Q7.1-CF2] Psi7 Minor Powers (CF=2)

# PSPs Description
16 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
17 -10 to max People need a +CL weapon to hit you

[Q7.2-CF2] Psi7 Major Powers (CF=2)

# PSPs Description
16 -25 to max Immunity to ability drain
17 -25 to max Immunity to all mind-affecting effects

[Q7.3-CF2] Psi7 Grand Powers (CF=2)

# PSPs Description
1 8 Death Spell a group (total CL*CL HD, max HD affected = CL)
3 -40 to max Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
4 -40 to max Immunity to death or slay effects
5 -40 to max Immunity to energy drain and negative levels
6 -40 to max Immunity to Turn Undead
7 8 Summon a DL VII Undead
8 8 Target is energy drained CL/2 levels (no save)
9 -40 to max Whenever you touch someone, they get Mummy Rot (no save)

[Q7.1-CF3] Psi7 Minor Powers (CF=3)

# PSPs Description
18 2 Duplicate a SL 0-1 Necromancy effect (Wizard or Priest)

[Q7.3-CF3] Psi7 Super Powers (CF=3)

# PSPs Description
1 11 As You Are
2 11 Summon a DL X Undead
3 -55 to max When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
4 -55 to max You do not go unconscious and stay offensive at any negative hp total (but will still die)
5 -55 to max Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)
 
DM Note: There are CF=4 and CF=5 Psi7 powers from the original [Q7] Collective section; no room to list them here.

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


[Q10.0] Basic Psi10 Information

Psi10 (class) PSPs = (LVL+Int+Wis-20)*5
Psi10 (wild) PSPs = (LVL+Int+Wis-13)*2
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
 
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
Powers marked with an asterisk ( * ) can be used as a 0 action.

[Q10.1] Psi10 First Level Powers (minors) (CF=1)

# Name Disc. PSPs Effect Source
1 Affect Normal Fires Pyro 1/r Affect Normal Fires RAPsi
2 Awaken Somn 2 Wakes someone up (removes a sleep effect) RAPsi
3 Detect Evil Empa 3 Detect Evil 3r RAPsi
4 Detect Lie * Telep 2/r Detect Lie RAPsi
5 Detect Lie II * Empa 3 Detect Lie 1r, Undetectable Lie doesn't work, instead gives save (at +5 bonus) RAPsi
6 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
7 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
8 Dream Interpretation Somn 2 Interprets a dream; gives some insight RAPsi
9 Extrasensory Scan Telep 2/r Detect Life, Detect Psionics RAPsi
10 Feather Fall * TK 2/r Feather Fall RAPsi
11 Heat I Pyro 1/r Target takes 1d4 dmg /r RAPsi
12 Hide Emotion * Telep 3/r Undetectable emotion; immune ESP; +3 saves vs. emotion-changing effects RAPsi
13 Ignite Pyro 4 Burns an object (item save vs. fire) RAPsi
14 Instant Sleep Somn 1 Caster goes to sleep; gets x1.5 benefit per unit time RAPsi
15 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
16 Light Pyro 3/r Light RAPsi
17 Manipulate TK D/r Fine-control TK; max weight = CL lbs.; D = Dex score desired (max = Wis) RAPsi
18 Melt Pyro 5/r Melts an object (item save vs. fire), metal armors get -2 AT RAPsi
19 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
20 Sleeping Awareness Somn 1/h Aware of surroundings while sleeping RAPsi
21 Sleeping Levitation Somn 1/h Levitate while sleeping (do not need to sleep on ground) RAPsi
22 Slide TK ½*w*S/r TK horizontal across floor only (max incline = CL*5°); same w and S as Lift RAPsi
23 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
24 Suggest Telep 8 Suggestion (save) RAPsi
25 Tongues * Telep 3/r Tongues RAPsi
26 Wakefulness Somn 1/d Need not sleep; doesn't gain natural resets while not sleeping RAPsi

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


[Q10.2] Psi10 Second Level Powers (minors) (CF=1)

# Name Disc. PSPs Effect Source
1 Active Telepathy Telep 5/r Telepathy RAPsi
2 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
3 Bend TK ½*S/r Bend an object; S = Str score desired (max = Int) RAPsi
4 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
5 Confuse Telep 14 Confusion (save) RAPsi
6 Contingency Awaken Somn 3 Set a contingency for conditions to wake up RAPsi
7 Cool * Pyro 8/r Keeps object at a normal temperature; Imm. to increase temperature change RAPsi
8 Darkness Pyro 7/r Darkness (can target someone to blind them, they get a save) RAPsi
9 Detect Charm * Empa 8 Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest RAPsi
10 Detect Motive * Telep 10 Gives motive for why someone is asking the way he is RAPsi
11 Dream Somn 3 Sleeping target has a dream (caster has no control) RAPsi
12 Emotion Read Telep 10 Read emotional state RAPsi
13 Empathy Empa 10 Sense needs, drives, emotions of target RAPsi
14 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
15 Extinguish Pyro 10 Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.) RAPsi
16 False Emotion * Telep 7/r Give off a false emotional state, true emotion is undetectable RAPsi
17 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
18 Feeblemind Telep 10 Feeblemind (save) RAPsi
19 Fire Protection * Pyro 8/r Resist Fire RAPsi
20 Floating Disc TK w/r Floating Disc; w = log(weight in lbs.) RAPsi
21 Healing Empa 15 Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24) RAPsi
22 Homeostasis * Pyro 1/r Resist non-magical Heat and Cold RAPsi
23 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
24 Jump * TK J Jump J" (max J = CL*4) RAPsi
25 Know Alignment * Telep 12 Know Alignment RAPsi
26 Levitate TK 5/r Levitation RAPsi
27 Message Somn 4 Sends a message; same plane RAPsi
28 Mind Read * Telep 20/r Read surface thoughts of target RAPsi
29 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
30 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
31 Prolonged Wakefulness Somn 2/d Need not sleep; only 1 natural reset per 2 days while not sleeping RAPsi
32 Push TK ½*S/r Push an object; S = Str score desired (max = Int) RAPsi
33 Remove Fear Telep 8 Remove Fear RAPsi
34 Shield * TK A/r AT +10+A source (max A = CL) RAPsi
35 Talk in Sleep Somn 4 Sleeping target talks in his sleep (presumably about his dream) RAPsi
36 Troubled Sleep Somn 4/h Fear (save vs. spell); if sleeping, target has nightmares RAPsi
37 Untroubled Sleep Somn 2/h Cannot be targetted by Somniomancy effects while sleeping RAPsi
38 Warmth * Pyro 8/r Keeps object at a normal temperature; Imm. to decrease temperature change RAPsi
39 Wind TK 3/r Gust of Wind RAPsi

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


[Q10.3] Psi10 Third Level Powers (majors) (CF=1)

# Name Disc. PSPs Effect Source
1 Accelerated Sleep Somn 4/h While sleeping/resting, get x(CL+4)/5 benefit per unit time RAPsi
2 Alertness Somn 3/h Target has half chances of surprise RAPsi
3 Animal Communication * Telep 12/r Speak with Animals RAPsi
4 Automaton Telep 21/r Control target's V actions (save) RAPsi
5 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
6 Chill Metal Pyro 11 Chill Metal RAPsi
7 Clairvoyant Dreaming Somn 10 Clairvoyance (caster is sleeping while doing this) RAPsi
8 Comprehend Languages Empa 7/r Comprehend Languages RAPsi
9 Confound * Telep 15/r Telepathy/ESP/etc. on you give false set of thoughts RAPsi
10 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
11 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
12 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
13 Dream Protection Somn 5/h Immune to Somniomancy effects while sleeping RAPsi
14 Emotion Write Telep 9/r Change target's emotional state (save) RAPsi
15 Enforced Wakefulness Somn 1/3t Target cannot sleep (and does not get natural resets) RAPsi
16 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
17 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
18 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
19 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
20 Heat Metal Pyro 11 Heat Metal RAPsi
21 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
22 Hold Telep 5/r Hold Monster (save) RAPsi
23 Identification Somn 15 Identify any x1 item (magic, psi, techonology, etc.) RAPsi
24 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
25 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
26 Know Alignment II * Empa 17 Know Alignment, Unknowable Alignment doesn't work, instead gives a save RAPsi
27 Locale Somn 12 Gives Local Area Knowledge (as per proficiency) in unknown area RAPsi
28 Masks * Telep 20/r Immune Telepathy/ESP/etc. RAPsi
29 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
30 Rapport Telep 10/r Telepathy, can read target's memories RAPsi
31 Remote Sensing Telep 17/r Have access to all senses of the target RAPsi
32 Remove Fear II Empa 8 Remove Fear, target is immune to fear for 1 turn RAPsi
33 Shatter TK 6 Crush an item (item save vs. crushing blow); only vs. size S or smaller items RAPsi
34 Sleeping Automaton Somn 15 Control P and V actions on a sleeping target RAPsi
35 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
36 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
37 Ventriloquism * Telep 18/r Ventriloquism RAPsi
38 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


[Q10.4] Psi10 Fourth Level Powers (majors) (CF=1)

# Name Disc. PSPs Effect Source
1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
2 Chill TK w*T/r Lower temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
3 Dream Projection Somn 10 Can control details of a sleeping target's dream RAPsi
4 Dream Reading Somn 6/r Can view the dreams of sleeping target RAPsi
5 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
6 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
7 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
8 Forerunners Somn 16 Precognition (caster is sleeping this segment) RAPsi
9 Heat II TK w*T/r Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
10 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
11 Masquerade Empa 1/h Caster has the mind-set and thought patterns of another RAPsi
12 Memory Read Telep 8/r Read memories of target RAPsi
13 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
14 Mental Erasure Telep 30 Forget (save at -5-CL/3) RAPsi
15 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
16 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
17 Sensitivity to Psychic Imp. Empa 20 Sensitivity to Psychic Impressions RAPsi
18 Sleep of Healing Somn 21 Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity RAPsi
19 Slow TK 3/r Slow; -1P action (save for each) RAPsi
20 Stasis * Somn 18 Feign Death (can be used on willing others) RAPsi
21 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
22 Waking Nightmare * Somn 5/r Target is immune to emotion changes and hallucinations RAPsi
23 Walking Sleep Somn 10/h Target is fully aware and can use Z and V actions while asleep RAPsi

[Q10.5-CF2] Psi10 Fifth Level Powers (grands) (CF=2)

# Name Disc. PSPs Effect Source
1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
2 Dream of Communion Somn 30 Contact other Plane (caster is sleeping this segment) RAPsi
3 Dream Quest Somn 30 Quest/Geas (save vs. spell) RAPsi
4 Dream Travel Somn 50 Teleport (same plane) (caster is sleeping this segment) RAPsi
5 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
6 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
7 Fly * TK S/r Fly at S*3" RAPsi
8 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
9 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
10 Memory Write Telep 65 Change a memory in a target (save) RAPsi
11 Object Reading Empa 35 Object Reading RAPsi
12 Plane Shift Somn 55 Plane Shift (caster is sleeping this segment) RAPsi
13 Prescient Dream Somn 62 Precognition about a person or item, more exact information than Forerunners RAPsi
14 Sleep Guard Somn 15 Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time) RAPsi
15 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
16 Transportation Somn 50+15P Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.) RAPsi

[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)


[Q12L.0] Law Psionics (Psi. Freq. 12L)

This psionic frequency is based on the first element of a creature's alignment.
If a creature takes this frequency and also frequency 6, they both count as only one frequency towards the number of frequencies limit.
Anyone with frequency 12 psionics has access to all powers of that alignment within frequency 12; there are no slots or selections to make.
All of these powers (except Mental Freedom in Psi12C) cost 1 Mental action to use. Each type of these psionics gain 1 point back per round (6/m or 60/t) if the character is not engaged in combat.
 
Law Psionic Points (LPPs) for Psionicists = (Int + Str) * (Psi12L level)
LPPs for Wild Talents = (higher of Int or Str) * (highest level) / 3

[Q12L.1] Psi12L Powers (CF=1)

# Power LPP Type Description
1 Communication 2/r Minor Allows communication with any creature w/Int 1+
2 Detect Chaos/Psionics 2/r Minor Detect Chaos (and) Detect Psionics
3 Order Objects 15 Minor Arrange group of small object by some order (or) Count a group of objects (or) Weigh an object
4 Protection from Chaos 15+2/r Minor As Pro.Evil but versus Chaotic alignment
5 Command 20 Minor Command (as spell), except can use 2 words
6 Hold Person 35 Minor Hold Person, +45 LPPs gives Hold Monster
7 Personal Illusion 35+4/t Minor Exact illusion of a creature (except mannerisms)
8 Calm Chaos 40 Minor Calms down a group of people, removes enraged, berserk, pissed (no save)
9 Enthrall 40 Minor Fascinates a group (Will save)
10 Predictability 45/t Major All your non-permanent die rolls of NdS instead are rolled as Nd(S-2)+N
11 Search Law 55 Major Searches law system for loopholes to use for solution of problem or to your advantage
12 Charm Lawful Creature 60 Major Charm (no save) only vs. Lawful creatures
13 Rigid Thinking 60 Major Target must continue doing what it did last for CL r (Spell save); attacking him breaks the effect
14 Compulsive Order 75 Major Target must clean his area for 1d6 r (Spell save); attacking him breaks the effect
15 Defensive Harmony 80 Major CL/2 targets each get +CL/2-1 AC for 1t
16 Discipline 80 Major Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards L
17 Mental Clock 80/d Major Function without sleep (and) Exact mental clock
18 Create/Enforce Law 95 Major Creates a logical/sensible law based on criteria (or) summons a creature who has broken a law
19 Impeding Permission 100 Major Target cannot do anything unless he gets permission from the caster for CL t (Spell save)

[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)


[Q12L.1-CF2] Psi12L Powers (CF=2)

# Power LPP Type Description
20 Legal Thoughts 120 Grand Target must follow a certain law (Spell save)
21 Summon Lawful Creature 120 Grand Gate (as spell) for Lawful creature or for a Water or Air Elemental
22 Illusionary Order 125+8/h Grand Illusion: creates the appearance of order/logic
23 Control Weather 135 Grand Control Weather (as spell)
24 Tempus Lawfulness 145 Grand Removes all temporal anomolies in 30'r

[Q12L.1-CF3] Psi12L Powers (CF=3)

# Power LPP Type Description
25 Strength of One 65 Major Everyone in the party's Str becomes the highest among the L aligned members of the party
26 Champion's Strength 105 Grand One member of the party gets the Str bonuses from all the other members
27 Order Reality 160 Grand Alter Reality, but effect must be Lawful intent
28 Clone/Simulacrum 165 Super Clone (or) Simulacrum (as the MU spells)
29 Imprisonment 180 Super Imprisonment (as spell)
30 Enslave 200/r Super Target creature's AL switches to L, all of it's actions under control of caster (no save)

[E1] General Equipment


[E1.0] Assumed Equipment

All PCs may have the following without it being written down on their sheet and without paying for it:
pieces of string, a 1' long stick, 3 small rocks, chalk, 1 wax candle, 1 hat, 3 cloaks, 1 belt, 2 pairs of soft low boots, 1 small pouch, three 1'x2' scraps of fabric, and 1 strip of beef jerky.
If these items are used or destroyed in a gaming session, they are replaced at game reset for no cost. All of the items in question must be ordinary and have no real value. These items are also assumed to weigh nothing (for playing convenience). If the PC was specifically stripped of all items (being captured or whatever), he does not have access to these items.
Other items, even those that cost nothing (such as a wooden pole) are NOT assumed to be carried by the PC unless noted on his character sheet.
In certain high-level campaigns, all normal equipment (rope, oil, even simple weapons and cheap gems) is assumed to be carried by the character at no cost and at no encumbrance (unless it weighs more than 5 pounds). Ask the DM before assuming this rule is in effect.

[E1.1] Adventuring Gear

Item Cost Weight Source
Acid, Flask of 30 1 DM
Acid, Metal-eating, 1 Vial 50 0.2
Adventure Pack, Beginner 25 15 DM
Adventure Pack, Mid-lvl 250 20 DM
Adventure Pack, High-lvl 2500 25 DM
Adventure Pack, Über 25000 0 DM
Air bladder 15 2
Alchemist's Fire, Flask of 20 1 PH3
Aniseed, vial (stops dogs) 0.2 0 AWRC2
Antitoxin (vial) 50 1 PH3
Arrow, Major grapple 10 1
Arrow, Minor grapple 6 0.6
Artisan's Tools 5 5 PH3
Astrolabe 8 1 AWRC2
Axe, Hatchet 2 3 AWRC2
Axe, Ice 10 4 AWRC2
Backpack (Leather) 2 2 RC0
Bag, Leather 0.08 0.5
Bag, Tanglefoot 50 4 PH3
Barrel, Wooden, 50 gal 1 20
Barrel, Metal, 50 gal 3 50
Basket, large 0.3 1
Basket, small 0.05 0.1
Bath Oil (pint) 1 0 AWRC2
Beads, Prayer 1 0.5 PH1
Bedroll 0.1 5 PH3
Bell 1 0 PH3
Belt pouch, large 1 1
Belt pouch, small 0.7 0.5
Bird cage 2 5
Blanket 0.05 3 PH3
Blinding Powder 10 0
Block and tackle 5 5 PH3
Bolt case 1 1
Book, 100 Paper 400 15 DM
Book, 100 Papyrus 160 20
Book, 100 Parchment 220 20
Book, 100 Vellum 400 20
Bottle or flask 0.3 0 PH3
Box, Iron, Large 15 75 PH1
Box, Iron, Small 8 35 PH1
Bucket 0.3 4 PH3
Caltrops (10) 3 1 PH3
Candle, Tallow 0.01 0.5 PH1
Candle, Wax 0.1 0.5 PH1
Candle snuffer 0.06 1.5
Cane, Walking 2 6
Canvas (/sq.yd.) 0.4 1 PH3
Case, Bone, Map/Scroll 5 5 PH1
Case, Leather, Map/Scroll 1.5 2.5 PH1
Cask 0.05 10
Cards, Marked, Deck 5 0.2
Catstink, (vial) 40 0
Chain, Iron, 1', Fine, Small 2 0.5
Chain, Iron, 1', Heavy 1 10
Chain, Iron, 1', Light 0.5 5
Chain, Iron, 1', Medium 0.8 8
Chalk, Powder 0.01 0.2
Chalk, Stick 0.01 0.2 PH3
Charcoal, 10 lb bag of 2 10
Charcoal, Bundle 0.02 0
Chest, Wooden, Large 1.6 50 PH1
Chest, Wooden, Small 0.8 25 PH1
Chisel 1 3
Chisels, lock, set of 3 2 1
Climber's kit 80 5 PH3
Coal, 10 lb bag of 10 10
Cologne/perfume, 1 oz 1 1
Comb 0.1 0.5
Cord, 10' 0.1 0.2
Crampons 4 3
Crowbar 0.6 4 PH3
Dagger, Climbing 5 1
Dice, 1 pair of 0.2 0.5
Dice, 1 pair of,loaded 2 0.5
Disguise kit 50 8 PH3
Dissection Instruments 10 5 AWRC2
Dog Pepper, Packet 0.1 0
Drill, Iron 5 5
Earspoon 0.02 1
Fire-starting bow 0.8 0.5
Fishhook 0.01 0 PH3
Fishing net (/sq.ft.) 1 1
Flint and steel 0.1 0.3
Funnel, Small 0.03 0.1
Glass (/sq.ft.) 5 2
Glass Bottle 10 0.1
Glass Cutter, Handled 120 1 AWRC2
Grappling Iron 3 2
Glue, 2 oz pot of 0.05 1
Grapnel 7 7.5
Grappling hook 0.8 4 RC0
Grindstone 0.05 1
Hacksaw 2 2
Hacksaw, Folding 3 1 AWRC2
Hacksaw Blade 0.6 0
Hairbrush 0.07 0.5
Hammer, Small 2 1 RC0
Hammock 2 2
Healer's kit 50 1 PH3
Hinge-Removing set 30 1 AWRC2
Horn 1 1 AWRC2
Hourglass 25 0.5 PH3
Housebreaker's Harness 25 2
Hunting Trap, Bear (L) 12 15 AWRC2
Hunting Trap, Rabbit (S) 4 3 AWRC2
Incense, Stick 1 0.1 PH1
Ink, 2 oz pot of 1 1
Ink, Disappearing 5 1 AWRC2
Inkpen 0.1 0 PH3
Insect Repellant 5 1 AWRC2
Jar, Glass 5 4
Keg, Wooden 5 gal 0.15 25
Keymaking Set 40 6 AWRC2
Ladder, Rope, 30' 8 8 AWRC2
Ladder, Wood, 12' 0.05 20
Lamp, Hand (w/ mirror) 10 1
Lamp, Hand Warming 0.2 0.3
Lamp, Oil 2 1
Lantern 10 3 RC0
Lantern, Beacon 150 50
Lantern, Bullseye 12 3 PH1
Lantern, Hooded 7 2 PH1
Lantern, Waterproof 50 3
Lard, Pint of 0.01 2
Leeches, jar of 10 2 AWRC2
Limewood Strips (10) 0.03 cp 0
Listening Cone (Brass) 2 0.3
Lock, Good 100 1
Lock, Poor 20 1
Magnifying glass 100 0.5
Mallet 2 1 RC0
Manacles, Pair of, & key 5 2 PH3
Map of the known world 1 1
Map or scroll case 0.8 0.5
Map-Making kit 35 3 AWRC2
Marble, Airy Water 5' r 360 0 DM
Marble, Continual Light 90 0 DM
Marble, Silence 15' r 900 0 DM
Marbles, Regular bag (30) 0.02 cp 1
Merchant's scale 2 1
Mess/Cooking kit 8 8 AWRC2
Metal file 2 1
Mini Blade 0.05 cp 0
Mirror, Large, Metal 10 10 PH1
Mirror, Small, Metal 2 0.1
Mirror, Small, Silver 20 2
Mirror, Small, Steel 5 0.5 RC0
Nails, Iron, 10 0.01 1
Oil, flask, Greek fire 10 2 PH2
Oil, flask, Incendiary 10 2 DM
Oil, flask, Lamp 0.06 1 RC0
Oil, flask, Scented 0.4 1 AWRC2
Padlock & key 5 2
Padlock w/ needle trap 12 2
Pail 0.07 1
Paint, 1 gallon of 2 10
Paint brush, Fine 1 1
Paint brush, Large 0.7 4
Paint brush, Medium 0.5 2
Paper (per sheet) 2 0
Papyrus, (per sheet) 0.8 0
Parchment, (per sheet ) 1 0
Perfume, per vial 5 0.1
Pen, Fine, Wooden 0.05 0.3
Pen, Quill 0.01 0.2
Pick axe, Mining 6 5
Pick Tooth, 5 score of 0.01 0.1
Piton 0.03 0.5 PH3
Pen, Fine, Metal 0.1 0.5
Pipe, Smoking 0.01 0.5
Pipeweed, 8 oz 1 0.5
Pliers 1 2.5
Pole, 10' 0.01 10 RC0
Pouch, Belt, Large 1 1 RC0
Pouch, Belt, Small 0.8 0.5 RC0
Pulley 25 0.5
Purse 0.01 0.2
Quiver (12 arrows/20 qu.) 1 0.5 RC0
Quiver, 12 arrows cap 0.8 3
Quiver, 20 arrows cap 1.2 4 PH1
Quiver, 20 bolts cap 1.5 3.5 PH1
Quiver, 40 bolts cap 1 6 PH1
Ram, Portable 10 20 PH3
Razor 1 0.5
Ring, Pin, Iron 2 0
Ring, Pin, Silver 10 0
Ring, Razor, Iron 2 0
Ring, Razor, Silver 10 0
Rocket, Signal 25 3
Rope, 50' 1 5 RC0
Rope, 50' hemp 0.5 7.5
Rope, 50' superior 1 10
Rope, 50' silk 15 5
Sack, Large 0.3 0.5 RC0
Sack, Small 0.01 0.1 RC0
Saw, One man 2 3
Saw, Two man 12 20
Scabbard, False 12 1
Scabbard, Sword, Bastard 3 1.5
Scabbard, Sword, Broad 2 1
Scabbard, Sword, Katana 3 1.5
Scabbard, Sword, Long 2 1
Scabbard, Sword, Ninja-to 1 0.5
Scabbard, Sword, Rapier 2 1
Scabbard, Sword, Scimit. 2 1
Scabbard, Sword, Short 1 0.5
Scabbard, Sword, 2-hand. 4 2
Scissors 0.05 1
Sealing Wax (per lb) 1 1
Sewing needle 0.5 0
Sheath, Dagger or knife 0.6 0.5
Sheath, Wrist 0.3 0
Shovel 2 6 AWRC2
Signal whistle 0.8 0.1
Signet ring/personal seal 5 0.1
Skeleton Key 10 0
Skin, Water/wine 0.15 0.5 PH1
Slate and Chalk 10 1 AWRC2
Sledge 1 10 PH3
Sleep Gas (bottle) 20 1 AWRC2
Smokestick 20 1 PH3
Soap,5 oz bar of 0.02 0.3
Soap (per lb) 0.5 1
Spade/shovel 2 6 PH3
Spike, Climbing, Iron 0.05 0.4
Spike, Iron, Large 0.01 0.5 RC0
Spyglass 1000 2
Stake, Wooden 0.01 0.1 RC0
String,50' 0.01 1
Sundial 8 50
Sunrod 2 1 PH3
Symbol, Holy 25 0.1 RC0
Symbol, Holy, Iron 2 3 PH1
Symbol, Holy, Silver 50 2 PH1
Symbol, Holy, Wooden 0.07 1 PH1
Tent, Adequate, Large 75 75
Tent, Adequate, Medium 50 60
Tent, Adequate, Small 30 50
Tent, Good, Large 200 100
Tent, Good, Medium 120 80
Tent, Good, Small 75 60
Tent, Poor, Large 30 60
Tent, Poor, Medium 20 45
Tent, Poor, Small 10 35
Tent, Superior, Large 400 150
Tent, Superior, Medium 300 100
Tent, Superior, Small 200 75
Thieves' picks & tools 25 1 RC0
Thieves' tools,masterwork 100 2 PH3
Thunderstone 30 1 PH3
Tinder Box w/ flint & steel 2 0.5 RC0
Tindertwig (Match) 1 0 PH3
Torch, Normal 0.01 2 RC0
Torch, Small, 3 0.01 1
Tree Bed 8 8 AWRC2
Tree Seat 15 16 AWRC2
Vellum, 1 sheet 8 0.1
Vial, Ceramic 1 2.5
Vial, Crystal 3 3
Vial, Metal 5 4
Wallet 1 0.5
Water, Holy, Vial 25 0.1 RC0
Water, Unholy, Vial 25 0.1 RC0
Water Clock 1000 200
Wax (block) 0.03 0
Wax, Candle, lb 1 1
Wax, Sealing, lb 2 1
Weaponblack (vial) 2 0.2
Wheel, Prayer 3 10
Wheelbarrow 15 20 AWRC2
Whetstone 0.02 0.5
Whistle 1 0.5
Wig 2 0.5
Wineskin 0.8 0.5 RC0
Winter Blanket 0.5 3
Wire Cutters 1 0.2
Woodland Suit 35 5
Writing ink, vial 8 0.1

[E2] Weapons


[E2.2] Weapons Table (CF=1)

Weapon gp lbs. Size #Att Size -M Size L+ Critical Notes (DC of saves = amount hit by) Source
Axe, Battle 7 6 M Melee 1d8 1d8 20/x2 RC0
Axe, Hand 4 3 S Melee 1d6 1d6 20/x2 Thrown: Range 1/2/3, use FastWpn line RC0
Blowgun, < 2' 3 0.6 S Lt X-Bow dart dart 20/x2 Range 1/2/3; no Str bonus to dmg RC0
Blowgun, 2' + 6 1.5 M Hv X-Bow dart dart 20/x2 Range 2/3/4; gets Str bonus to dmg RC0
" Ammo: Poisoned Dart 0.2 0.02 T - 1d0 1d0 bl-gun Poison: Death/0 (PPD save, DC=20) RC0
Bola 5 0.5 M Other 1d2 1d2 20/x2 Range 2/4/6; Slow 1r (Reflex save) RC0
Bow, Short 25 2 M Bow arrow arrow 20/x2 Range 5/10/15 RC0
" Ammo: Arrow, Flight 0.25 0.05 S - 1d6 1d6 bow RC0
" Ammo: Arrow, Silver 5 0.05 S - 1d6 1d6 bow Made of silver RC0
Bow, Long 40 3 L Bow arrow arrow 20/x2 Range 7/14/21 RC0
" Ammo: Arrow, Long 1 0.1 M - 1d8 1d8 bow DM
" Ammo: Arrow, Silver Long 20 0.1 M - 1d8 1d8 bow Made of silver DM
Cestus 5 1 S Unarmed +0d+1 +0d+1 20/x2 Modifies punch damage RC0
Club 3 5 M Melee 1d4 1d4 20/x2 RC0
Crossbow, Light 30 5 M Lt X-Bow quarrel quarrel 20/x2 Range is 6/12/18 RC0
" Ammo: Quarrel, Light 0.3 0.03 S - 1d6 1d6 x-bow CF=2: dmg is 2d6 RC0
" Ammo: Quarrel, Silver 5 0.03 S - 1d6 1d6 x-bow CF=2: dmg is 2d6 RC0
Crossbow, Heavy 30 5 L Hv X-Bow quarrel quarrel 20/x2 Range is 8/16/24 RC0
" Ammo: Quarrel, Heavy 0.35 0.04 M - 2d4 2d4 x-bow CF=2: dmg is 4d4 RC0
" Ammo: Quarrel, Silver 5 0.04 M - 2d4 2d4 x-bow CF=2: dmg is 4d4 RC0
Dagger, Normal 3 1 S Melee 1d4 1d4 20/x2 Thrown: Range 1/2/3, use Dagger line RC0
Dagger, Silver 30 1 S Melee 1d4 1d4 20/x2 Thrown: Range 1/2/3, use Dagger line RC0
Halberd 7 15 L Melee 1d10 1d10 20/x2 RC0
Hammer, Throwing 4 2.5 M FastWpn 1d4 1d4 20/x2 Range is 1/2/3 RC0
Hammer, War 5 5 M Melee 1d6 1d6 20/x2 RC0
Holy Water, Size S (flask) 25 0.1 S Lt X-Bow 0d0 0d0 20/x2 Range 1/3/5; Undead: 1d8 dmg (group) RC0
Holy Water, Size M (keg) 100 2 M Lt X-Bow 0d0 0d0 20/x2 Range 1/3/4; Undead: 2d10 dmg (group) DM
Holy Water, Size L (barrel) 400 30 L Lt X-Bow 0d0 0d0 20/x2 Range 1/2/4; Undead: 3d12 dmg (group) DM
Holy Water, Size H (tun) 1600 500 H Lt X-Bow 0d0 0d0 20/x2 Range 1/2/3; Undead: 4d14 dmg (group) DM
Javelin 1 2 M Melee 1d6 1d6 20/x2 Thrown: Range 3/6/9, use FastWpn line RC0
Lance 10 18 L Melee 1d10 1d10 20/x2 x2 dmg if mounted RC0
Mace 5 3 M Melee 1d6 1d6 20/x2 RC0
Net, Medium 4 3.5 M Other 1d0 1d0 20/x2 Range 1/2/3; Entangled 1r (Reflex save) RC0
Oil, Burning, Size S (flask) 2 1 S Lt X-Bow 1d8 1d8 (none) Range 1/3/5; Splash 1/4th dmg; lasts +1s RC0
Oil, Burning, Size M (keg) 8 1 M Lt X-Bow 2d10 2d10 (none) Range 1/3/4; Splash 1/4th dmg; lasts +2s DM
Oil, Burning, Size L (barrel) 32 1 L Lt X-Bow 3d12 3d12 (none) Range 1/2/4; Splash 1/4th dmg; lasts +3s DM
Oil, Burning, Size H (tun) 128 1 H Lt X-Bow 4d14 4d14 (none) Range 1/2/3; Splash 1/4th dmg; lasts +4s DM
Pike 3 8 L Melee 1d10 1d10 20/x2 RC0
Polearm 7 15 L Melee 1d10 1d10 20/x2 RC0
Poleaxe 5 12 L Melee 1d10 1d10 20/x2 RC0
Rock, Thrown 0.1 1 S FastWpn 1d3 1d3 20/x2 Range 1/3/5 RC0
Sap (Blackjack) 5 0.5 S Melee 1d2 1d2 20/x2 Behind: Stun 1s (PPD save; Unc. if miss by 10) RC0
Shield, Horned 15 2 S Lt X-Bow 1d2 1d2 (none) AC +1 (can use while attacking, no shield prof.) RC0
Shield, Knife 65 7 S Lt X-Bow 1d4+1 1d4+1 (none) AC +1 (can use while attacking, no shield prof.) RC0
Shield, Sword 200 18.5 M Lt X-Bow 1d4+2 1d4+2 (none) AC +2 (can use while attacking, no shield prof.) RC0
Shield, Tusked 200 27.5 L Hv X-Bow 1d4+1 1d4+1 (none) AC +3 (can use while attacking, no shield prof.) RC0
Sling 2 2 S Other 1d4 1d4 20/x2 Range 4/8/16; silver pellets are 5 gp each RC0
Spear 3 3 L Melee 1d6 1d6 20/x2 Thrown: Range 2/4/6, use FastWpn line RC0
Staff 5 4 M Melee 1d6 1d6 20/x2 RC0
Sword, Bastard 15 8 L Melee 1d6+1 1d6+1 20/x2 Becomes 1d8+1 if wield two-handed RC0
Sword, Normal 10 6 M Melee 1d8 1d8 20/x2 RC0
Sword, Short 7 3 S Melee 1d6 1d6 20/x2 RC0
Sword, Two-Handed 15 10 L Melee 1d10 1d10 20/x2 RC0
Torch 0.15 2 S Melee 1d4 1d4 20/x2 Light source; thrown range is 1/3/5 RC0
Trident 5 2.5 M Melee 1d6 1d6 20/x2 Thrown: Range 1/2/3, use Melee line RC0
Whip 2 2 M Other 1d4 1d4 20/x2 Entangled 1s (Reflex save), Slow 1s (Fort save) RC0

[E3] Armor


[E3.1] Body Armor Table (CF=1)

Name gp AT Bulk Weight Source
Augmented Mail 100 +6 fairly 45
Banded Mail (0) 50 +5 bulky 45 RC0
Bar Mail 100 +6 fairly 45
Brigandine 60 +4 fairly 35
Brigandine, Metal 1750 +10 fairly 29 Angband
Chain Mail 800 +7 fairly 22 Angband
Chain Mail (0) 40 +4 fairly 40 RC0
Chain Mail, Augmented 1200 +8 fairly 27 Angband
Chain Mail, Bar 1500 +9 fairly 28 Angband
Chain Mail, Double 1500 +8 fairly 25 Angband
Chain Mail, Elven 3000 +5 non- 20
Chain Mail, Rusty 550 +7 fairly 20 Angband
Cord 4 +2 non- 8
Full Plate 5000 +13 very 38 Angband
Hide 1 +4 bulky 30
Lamellar, Metal 2500 +12 bulky 34 Angband
Leather (0) 2 +2 fairly 20 RC0
Leather, Bezainted 35 +4 fairly 25
Leather, Hard 150 +3 non- 10 Angband
Leather, Hard Studded 250 +4 non- 11 Angband
Leather, Scale Mail 20 +3 non- 22
Leather, Soft 3 +1 non- 10
Leather, Soft Studded 35 +3 non- 9 Angband
Padded 30 +2 fairly 6 Angband
Plate Mail (0) 60 +6 bulky 50 RC0
Plate Mail, Partial 2000 +11 bulky 26 Angband
Ribbed Plate 6000 +14 very 38 Angband
Robe 4 +1 non- 2 Angband
Scale Mail (0) 30 +3 fairly 30 RC0
Scale Mail, Metal 600 +7 fairly 25 Angband
Splint Mail 950 +10 bulky 25 Angband
Suit Armor 250 +9 bulky 75 RC0

[E3.2] Shield Table (CF=1)

Name gp AC Bulk Weight Source Size
Shield, Large Leather 120 +3 fairly 10 Angband L
Shield, Large Metal 400 +4 fairly 12 Angband L
Shield, Large/Body/Tower 10 +2 fairly 15 PH1 L
Shield, Medium 7 +1 non- 10 RC0 M
Shield, Small 3 +1 non- 5 PH1 S
Shield, Small Leather 30 +2 non- 5 Angband S
Shield, Small Metal 50 +3 fairly 10 Angband M

[PC50] Collective 5.0 Classes


List of Classes in Collective 5.0

[PC1] Warrior [PC2] Wizard [PC3] Priest
Archer0 / Er0 / Ranger0 Apothecary2 Cleric0
Dwarf0 Astrologer1JG Cleric1JG
Fighter0 Cartographer2 Holy Order of Stars Good1
Fighter1JG Fortune Teller10 Shaman
Guard Historian1JG Shukenja1
Knight of the Crown1 Itemizer0 Sohei1
Knight0 Magic-User0
Knight1 Savant1
Ronin1JG Scribe1
Sailor1JG Translator1JG
Samurai1 White Robe1
  Witch Doctor
[PC4] Rogue [PC5] Psionicist [PC15] PC Designed
Acrobat0 Fortune Teller10 Fortune Teller10
Appraiser2 Psi12L
Bandit1 Psi7 (Undead)
Merchant1JG
Ninja1
Ninja1JG
Scout
Thief0
Yakuza1

[PC50] Collective 5.0 Classes


Acrobat0

Level KXP
Spells
1 0 (none)
2 0.625 (none)
3 1.25 (none)
4 2.5 (none)
5 5 (none)
6 10 (none)
7 22.5 (none)
8 37.5 (none)
9 62.5 (none)
10 90 (none)
11 125 (none)
12 250 (none)
13 375 (none)
14 500 (none)
15 625 (none)
16 750 (none)
17 875 (none)
18 1000 (none)
19 1125 (none)
20 1250 (none)
21 1375 (none)
22 1500 (none)
23 1625 (none)
24 1750 (none)
25 1875 (none)
26 2000 (none)
27 2125 (none)
28 2250 (none)
29 2375 (none)
30 2500 (none)
31 2625 (none)
32 2750 (none)
33 2875 (none)
34 3000 (none)
35 3125 (none)
36 3250 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 14, Dex 17, Con 16
Alignment: any G
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: D&D Cartoon
Groups: Rogue
 
 
CF=1:
 
Gets 30 rogue points per level.
Level 1: Gets Limited Exceptional Dex bonus { Bonus=(stat-12), maximum +6 }
Level 9: Free Martial Arts style; +1 LVL-8 maneuvers.
 
Lvl Acrobat Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole PV 0 Str-14 Str-16
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Feather Falling || Body Control V 20 Dex-12 Dex-14
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Vaulting || Passwall V 45 Dex-12 Dex-16
2 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
5 Your attacks this segment are stun branded (save) V 10 Dex-17 Dex-22
6 Knock someone down; no save; penalty=(their Str)*2 V 0 Str-14 Str-19
7 Do (rating/25) attacks with one weapon; each attack does half damage P 25 Str-15 Str-23
8 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
10 Invisibility | Improved Invisibility | Dust of Disappearance MV 20 Int-12 Int-14
15 Energy Control | Adaptation | Immune to Hostile Environments PV 5 Con-9 Con-12
18 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
27 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22
 
CF=2:
 
Level 1: Gets Exceptional Dex bonus { Bonus=(stat-12) }
Level 1: +1V action.
 
CF=3:
 
Gets +10 rogue points per level (beyond the 30 noted at CF=1).
Level 9: Can convert 1V->1QV (but not QV->QQV)
 
Lvl Acrobat Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 any Rogue level 1 ability - - - -
2 any Rogue level 2 ability - - - -
4 any Rogue level 4 ability - - - -
9 Dispel Exhaustion ||| Heal P 10 Con-18 Con-25
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
 
CF=4:
 
Level 1: Get Str and Dex bonus (to hit and damage for both) with staffs (staves).

[PC50] Collective 5.0 Classes


Apothecary2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 10- --- ---
3 5 20- --- ---
4 10 200 --- ---
5 40 200 0-- ---
6 60 300 0-- ---
7 80 300 0-- ---
8 100 320 0-- ---
9 145 431 0-- ---
10 220 432 10- ---
11 370 433 20- ---
12 670 433 210 ---
13 970 443 220 ---
14 1270 444 330 ---
15 1570 444 431 0--
16 1870 554 442 0--
17 2170 555 442 10-
18 2470 555 543 20-
19 2770 555 554 210
20 3070 555 555 320
21 3370 555 555 321
22 3670 555 555 332
23 3970 555 555 443
24 4270 655 555 554
25 4570 666 665 555
26 4870 776 666 666
27 5170 777 777 777
28 5470 877 777 777
29 5770 887 777 777
30 6070 888 777 777
31 6370 888 877 777
32 6670 888 887 777
33 6970 888 888 777
34 7270 888 888 877
35 7570 888 888 887
36 7870 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Con 10, Int 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: S&S2
Groups: Wizard
 
 
CF=1:
 
Does not get a stat bonus to progression; the 0's on the progression are if you 2nd edition specialize (see below).
Level 1: If Dex is 15 or more, can 2nd edition specialize in Alteration (pick an opposite school).
Level 1: Does not require spellbooks, may cast any Wizard spell that is known. If this is done, there is a (101-Int*5-CL*2)% chance of spell failure.
Level 1: Identify potions, medicines, poison.
Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your Apothecary2 level, treat it as your Apothecary2 level.
Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
Level 1: [If a lab is available] 1 hour of actions: Roll a (your CL)+(lab CL) check, if success: Make a concoction, some effects follow Aphrodisiac, Beauty Cream (+1 Chr for 1d), Chemical Light, Emetic (causes vomiting), Healing Salve (1d4), Painkiller, Poison (1 use, CLd4 damage or death at CL=9), Poison Antidote, Relaxant, Stimulant
 
CF=2:
 
Gets Int bonus to spell progression.

[PC50] Collective 5.0 Classes


Appraiser2

Level KXP
Spells
1 0 (none)
2 1.25 (none)
3 2.5 (none)
4 4.5 (none)
5 9 (none)
6 17.5 (none)
7 35 (none)
8 60 (none)
9 90 (none)
10 140 (none)
11 200 (none)
12 400 (none)
13 600 (none)
14 800 (none)
15 1000 (none)
16 1200 (none)
17 1400 (none)
18 1600 (none)
19 1800 (none)
20 2000 (none)
21 2200 (none)
22 2400 (none)
23 2600 (none)
24 2800 (none)
25 3000 (none)
26 3200 (none)
27 3400 (none)
28 3600 (none)
29 3800 (none)
30 4000 (none)
31 4200 (none)
32 4400 (none)
33 4600 (none)
34 4800 (none)
35 5000 (none)
36 5200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 9, Int 12, Wis 10, Chr 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: S&S2
Groups: Rogue
 
 
CF=1:
 
Gets 40 rogue points per level.
Level 1: Thieves' Cant.
Level 1: Get +CL*5% more money when selling an item (max = 50%).
Level 1: Get -CL*5% off when buying an item (max = 50%).
DM Note #1 on the above two abilities: You generally cannot sell an item to someone for more money than you bought it for! The maximums are based on the "The party sells items for half their purchase value" rule. If that is not the case, adjust the max up or down accordingly.
DM Note #2 on the above two abilities: These abilities *do* stack with other Appraiser2's in the party (or if you have Appraiser2 class more than once), but the maximum still applies to the combined result.
Level 1: 1M, CL/d: Detect Magic.
Level 1: Have a contact for each CL. A contact is a knowledgeable or useful person that the Appraiser2 can get information (or other benefits) from. The contact considers the Appraiser2 friendly (but will not outrageously trust him). If the Appraiser2 kills one of his contacts, he has a 50% chance of losing each of his other contacts.
 
Lvl Appraiser2 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Backstab (each 30% = x1) (increases 5/level) (yes this is a weird backstab) 0 55 Int-6 Int-20
1 Read Languages | Decipher Code M 10 Int-9 Int-14
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
3 Identify | Legend Lore (yes this is backwards compared to the Bard ability) M | 0 5 Int-13 Int-15
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15

[PC50] Collective 5.0 Classes


Archer0 / Er0 / Ranger0

Level KXP Druid Wizard
123   12
1 0 ---   --
2 0.625 ---   --
3 1.25 ---   --
4 2.75 ---   --
5 5.5 ---   --
6 10.625 ---   --
7 23.125 ---   --
8 40.5 ---   --
9 71.75 1--   --
10 128 1--   1-
11 212.5 2--   1-
12 296.75 2--   2-
13 381.25 21-   2-
14 465.5 21-   21
15 550 22-   21
16 635 22-   22
17 720 221   22
18 805 222   22
19 890 322   22
20 975 322   32
21 1060 332   32
22 1145 332   32
23 1230 333   33
24 1315 333   33
25 1400 433   33
26 1485 433   33
27 1570 443   43
28 1655 443   43
29 1740 444   43
30 1825 444   44
31 1910 544   44
32 1995 544   44
33 2080 554   44
34 2165 555   54
35 2250 655   54
36 2335 665   54
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 17, Wis 10, Chr 12
Alignment: any G
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: War
Reference: D&D Cartoon
Groups: Warrior
 
 
CF=1:
 
Level 1: Uses "FastWpn" column for number of attacks when using a bow.
Level 1: Free single specialization in bow (spend 1 slot to double spec.).
Level 1: 1N: Generate an energy arrow to fire (instead of using a normal arrow in a bow). This arrow is 1d10 dmg, crits on 19-20 for x2, and is a +LVL*½ / +LVL*½ magic weapon. It dissipates after use.
Level 1: Divide actual range by 1.5 when determining range to target (only applies to missile weapons).
Level 9: Ability to cast druid spells (no wisdom bonus).
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 10: Ability to cast wizard spells (can specialize in charm/divination).
Level 10: May cast wizard spells through your arrows.
 
CF=2:
 
Level 1: Uses "Dagger" column for number of attacks when using a bow.
Level 1: 1N: Generate an energy arrow to fire (instead of using a normal arrow in a bow). This arrow is 1d10 dmg, crits on 19-20 for x3, and is a +LVL/+LVL magic weapon. It dissipates after use.
 
CF=3:
 
Level 1: Get Str and Dex bonus with bows, even if not using a Strength Bow.
Level 5: "Whirl" may be used with an energy arrow from your bow. 1P: Do 1 attack on every target within 10'r (one group usually).
 
CF=4:
 
Level 9: "Impale" may be used with an energy arrow from your bow. 1P: Do 1 attack per bow you are wielding (+1 more attack with your primary hand if you are hasted).
Impale hit = 20-(your level), regardless of target's AC. Apply no modifiers to this roll except the weapon's magical plusses.
Impale dmg = (avg dmg of the weapon with no modifiers except it's own magical plusses)*(your Warrior level).

[PC50] Collective 5.0 Classes


Astrologer1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 20- --- ---
3 4.5 21- --- ---
4 10 220 --- ---
5 18 221 --- ---
6 40 222 0-- ---
7 72 322 1-- ---
8 136 332 20- ---
9 264 333 21- ---
10 664 333 320 ---
11 1064 433 321 ---
12 1464 444 321 ---
13 1864 444 322 ---
14 2264 444 432 0--
15 2664 544 432 1--
16 3064 555 432 2--
17 3464 655 443 20-
18 3864 655 443 21-
19 4264 655 543 22-
20 4664 655 544 320
21 5064 655 544 321
22 5464 665 554 322
23 5864 666 654 332
24 6264 776 655 432
25 6664 776 655 443
26 7064 777 665 543
27 7464 777 665 554
28 7864 887 666 654
29 8264 887 776 655
30 8664 888 777 665
31 9064 888 777 766
32 9464 988 887 776
33 9864 999 888 777
34 10264 999 988 887
35 10664 999 999 888
36 11064 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 15, Wis 13
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
 
CF=1:
 
If you reset within real (not magical) sight of the sky, you get Wisdom bonus for spells.
Can specialize in Divination, if you do, choose a major opposite school.
Level 1: Fly at (level*3)" rate.
Level 1: 1 full reset: On the following reset, your spell progression in your Astrologer class is doubled.
Level 2: 1 full reset studying a person (who must be present): All spells you cast on that person are at x(level+1)/2 effect. You are assumed to have already "studied yourself" when you reach level 3.
 
CF=2:
 
Ignore the "within real sight of sky" restriction for Wis bonus.
Level 1: If within sight of the sky, can cast spells as if the MF was 1 higher.
Level 3: 1 full reset: Cast a spell you know; it has permanent duration.
New spells:
Space Conjuration N (SL=N, Conjuration): Summon a DL N monster of type Space

[PC50] Collective 5.0 Classes


Bandit1

Level KXP
Spells
1 0 (none)
2 1.8 (none)
3 3.6 (none)
4 7.5 (none)
5 15 (none)
6 30 (none)
7 60 (none)
8 110 (none)
9 200 (none)
10 300 (none)
11 450 (none)
12 650 (none)
13 900 (none)
14 1150 (none)
15 1400 (none)
16 1650 (none)
17 1900 (none)
18 2150 (none)
19 2400 (none)
20 2650 (none)
21 2900 (none)
22 3150 (none)
23 3400 (none)
24 3650 (none)
25 3900 (none)
26 4150 (none)
27 4400 (none)
28 4650 (none)
29 4900 (none)
30 5150 (none)
31 5400 (none)
32 5650 (none)
33 5900 (none)
34 6150 (none)
35 6400 (none)
36 6650 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 12, Con 12, Int 10
Alignment: any
HD/level: d8+1
Weapon Prof.: 2+level/4
To Hit Table: War
Save Table: War
Reference: BoD4
Groups: Rogue
 
 
CF=1:
 
Level 1: Tracking as per Ranger of half the Bandit's level.
Level 1: Use the "Non-Spec War" column for number of attacks.
Level 1: # Attacks = level vs. creatures with less than 1 HD.
 
Lvl Bandit Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole PV 0 Str-14 Str-16
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
4 Mislead | Disappearance M 15 Int-12 Int-16
6 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
16 Enhancement (add how much you made by to your next Rogue ability roll within 1r) F 0 Chr-18 Chr-22
 
CF=2:
 
Level 1: Can weapon specialize using the "Spec Non-War" line.
 
CF=3:
 
Lvl Bandit Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Any Scout 1 or Bounty Hunter 1 or Yakuza 1 ability - - - -
8 Any Scout 8 or Bounty Hunter 8 or Yakuza 8 ability - - - -
13 Preparation (Ability to use +1 action of any type next segment per 50% made) F 0 Wis-18 Wis-22

[PC50] Collective 5.0 Classes


Cartographer2

Level KXP
Spells
1 0 (special)
2 1.25 (special)
3 2.5 (special)
4 4.5 (special)
5 9 (special)
6 17.5 (special)
7 36 (special)
8 61 (special)
9 91 (special)
10 141 (special)
11 359 (special)
12 559 (special)
13 1093 (special)
14 1293 (special)
15 1811 (special)
16 2011 (special)
17 2397 (special)
18 2597 (special)
19 2797 (special)
20 2997 (special)
21 3197 (special)
22 3397 (special)
23 3597 (special)
24 3797 (special)
25 3997 (special)
26 4197 (special)
27 4397 (special)
28 4597 (special)
29 4994 (special)
30 5194 (special)
31 5394 (special)
32 9988 (special)
33 10188 (special)
34 10388 (special)
35 10588 (special)
36 10788 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+0  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+1  6  6  7  3  5  2  4  1
+1  7  6  7  4  6  2  5  1
+2  7  7  7  4  6  3  5  2
+2  7  7  8  4  7  3  6  2
+2  7  8  8  4  7  3  6  2
+3  8  8  8  5  8  4  7  3
+3  8  9  8  5  8  4  7  3
+3  8  9  9  5  9  5  8  3
+4  8 10  9  5  9  5  8  4
+4  9 10  9  6 10  5  9  4
+4  9 11  9  6 10  6  9  4
+5  9 11 10  6 11  6 10  5
+5  9 12 10  6 11  7 10  5
+5 10 12 10  7 12  7 11  5
Requisites: Dex 10, Int 12
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Save Table: Rog
Reference: S&S2
Groups: Wizard
 
 
CF=1:
 
Even though 0's can be common in the spell progression, this class does not get a stat bonus to spell progression.
Level 1: Gain your CL in spell levels in memorization. The maximum spell level = (your CL)/2, round up. All spell levels at maximum spell level or lower are assumed to be at least a "0" for purposes of specialization. You may put a "½ " in a spell level (it costs half). Example: A 10th level Cartographer can have a 0, 1½, 0, ½, 1 progression.
Level 1: May specialize (either edition) in Divination, pick an opposite school.
Level 1: Free Cartography and Forgery proficiencies. A free Read/Write language proficiency per level.
Level 1: Detect False Maps. This lets you know if a map is generally (over 50%) correct. See "Know Detail on Map" below for abuses of this ability.
Level 1: Can map any area he's ever been to by memory.
Level 1: Distance Sense (can estimate the distance to anything, error is less than 1%).
Level 1: Can copy a non-magical map in 1 hour.
Level 1: There is a 5*CL% chance you "just happen to have" a rough map to any given location you go to, assuming your race has visited this place before. These maps are usually incomplete and crude, but may have a clue or two.
Level 1: Gain CL^2 gp per day you spend sitting around making maps for people. (DM Note: Lots of other classes should have a similar ability to this.)
Level 4: Can map any area he's scrying into (via Crystal Ball or whatever).
Level 5: Gain one 1st level apprentice per level. (Two per level starting at level 9)
Level 9: May specialize (either edition) in a school of magic, pick an opposite school. If you pick Divination, you get an additional 2nd edition (+1 per SL) source, not 1st edition.
Level 9: 1M, 1/t: Map dungeon level. This maps the entire DL, up to 1 mile in diameter. Exact details are not given, just rooms, doors, stairs, and vague features. Major features such as statues, altars, and pools may or may not be included at the DM's whim. Individual isolated sections of underground (not connected to the current dungeon) at the same depth probably will not be included. Certain rooms might be shielded in various ways (generally x2 multiplier effects), and might get omitted. If the map cannot be drawn in a 2 dimensional space, the map will probably have errors. If the map cannot be drawn in a 3 dimensional space, it will probably be a jumble of uselessness in the non-mappable sections. This ability can be used in a building; it maps that level of the building.
Level 12: 1M, 1/h: Map wildnerness. This maps 100 yards diameter in wildnerness or 100 feet diameter in a town/city. Interiors of buildings and cliffs and such are given. This ability can be used underground, it maps 100 feet diameter even through solid rock (and to unconnected underground areas).
Level 12: Gain a level (CL/2, round down) apprentice per level.
Level 18: Once per day can modify a map into an Updating Map. Updating Maps change whenever the area they're mapping changes. The amount of detail on the map stays constant, as long as all details on the map when it was made Updating were true. Thus, if you know Blue Dragon Sizzle is sitting on 5 magic items, and make a Updating Map of his room, the map will change whenever Sizzle moves (and it will tell you where he is if he's still on the map). If he gains or loses any magic items, it will tell you how many. If you specifically gave the properties of each magic item, each new item would also be identified, unless it was of a multiplier higher than the person who created the Updating Map.
 
CF=2:
 
Level 1: Use 2*CL instead of CL for memorization progression (see first Level 1: ability at CF=1).
Level 1: May specialize in Divination using *both* editions at the same time, in this case, pick a total of three opposite schools.
Level 2: Know Detail on Map. If you make a Forgery roll, you can tell if a minor detail on a map is possible or not (if you don't specify which detail, the DM will point out something interesting about the map). This ability does not allow you to detect the future or whether an individual is in a specific place (e.g. if the map says "Blue Dragon Sizzle lives here", this ability says nothing other than whether a dragon *could* live here). You generally cannot sit down and imagine up maps (or have your friend do it), hoping that some random map you draw gives you information.
Level 27: Once per day can modify an Updating Map into a Temporal Map. Temporal Maps have a "date & time" indicator on them, this can be changed once per turn, and the map changes to reflect that date and time.
Level 29: Can access SL=10 spells.
Level 36: Once per day can modify an Updating (or Temporal) Map into a Moving Map. Moving Maps can be "scrolled" in any of the 3 dimensions (up/down, north/south, east/west), the map changes to reflect the change. The Moving Map can "move" any amount of distance once per turn, but it suddenly changes to the new map (if you move the map 100 miles east, you don't get to see it scroll by real fast, it simply switches to the new location).
 
CF=3:
 
Level 32: Can access SL=11 spells.

[PC50] Collective 5.0 Classes


Cleric0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 1000 655 443 0
17 1100 665 443 1
18 1200 665 443 2
19 1300 765 444 2
20 1400 765 444 3
21 1500 765 554 3
22 1600 765 554 4
23 1700 776 654 4
24 1800 876 655 4
25 1900 876 655 5
26 2000 877 665 5
27 2100 887 666 5
28 2200 887 776 5
29 2300 887 776 6
30 2400 888 777 6
31 2500 888 887 6
32 2600 988 887 6
33 2700 998 888 7
34 2800 999 888 8
35 2900 999 998 8
36 3000 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Clr0
Reference: RC0-13
Groups: Priest
 
 
CF=1:
 
Gets Wisdom bonus to spell progression.
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
 
CF=3:
 
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.

[PC50] Collective 5.0 Classes


Cleric1JG

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.8 20- --- -
3 3.6 21- --- -
4 7.2 320 --- -
5 14.4 331 --- -
6 28.8 332 0-- -
7 57.6 332 1-- -
8 115.2 333 20- -
9 230.4 443 21- -
10 590.4 443 320 -
11 950.4 544 321 -
12 1310.4 655 322 -
13 1670.4 666 422 0
14 2030.4 666 532 1
15 2390.4 666 642 1
16 2750.4 777 643 1
17 3110.4 777 753 2
18 3470.4 888 864 2
19 3830.4 998 864 2
20 4190.4 999 875 2
21 4550.4 999 986 2
22 4910.4 999 996 3
23 5270.4 999 997 3
24 5630.4 999 998 3
25 5990.4 999 998 4
26 6350.4 999 999 4
27 6710.4 999 999 5
28 7070.4 999 999 6
29 7430.4 999 999 7
30 7790.4 999 999 8
31 8150.4 999 999 9
32 8510.4 AAA A99 9
33 8870.4 AAA AAA 9
34 9230.4 AAA AAA A
35 9590.4 BBB BAA A
36 9950.4 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 12
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Pri
Save Table: Pri
Reference: FGE1JG
Groups: Priest
 
 
CF=1:
 
Gets Wisdom bonus to spell progression.
Level 1: 1M, 1/d: Summon Aid: Summon a DL=(LVL+1)/2 Outer.
Level 1: Instead of Turn Undead, gets Turn Opposite Alignment and Control Same Alignment. The Control Same Alignment is at a double HD penalty (e.g. A 15 HD monster is treated as if 30 HD).
Level 1: 1M, LVL/w: Bless an item, it gains a +LVL/4 bonus to hit (if below level 4, is considered a +0 magical weapon).
Level 3: +LVL/3 damage.

[PC50] Collective 5.0 Classes


Dwarf0

Level KXP
Spells
1 0 (none)
2 2.2 (none)
3 4.4 (none)
4 8.8 (none)
5 17 (none)
6 35 (none)
7 70 (none)
8 140 (none)
9 270 (none)
10 400 (none)
11 530 (none)
12 660 (none)
13 800 (none)
14 1000 (none)
15 1200 (none)
16 1400 (none)
17 1600 (none)
18 1800 (none)
19 2000 (none)
20 2200 (none)
21 2400 (none)
22 2600 (none)
23 2800 (none)
24 3000 (none)
25 3200 (none)
26 3400 (none)
27 3600 (none)
28 3800 (none)
29 4000 (none)
30 4200 (none)
31 4400 (none)
32 4600 (none)
33 4800 (none)
34 5000 (none)
35 5200 (none)
36 5400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+2 10  9  8  6  7  3  2  0
+3 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+4 12 11 10  9 10  4  3  1
+5 14 13 12 11 12  5  3  2
+5 14 13 12 12 12  5  4  2
+6 14 13 13 12 12  6  4  2
+7 16 15 14 14 15  6  4  3
+7 16 15 15 14 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+10 16 15 15 15 15  7  5  3
+11 16 15 15 15 15  7  5  3
+11 16 15 15 15 15  7  5  3
+12 16 15 15 15 15  7  5  3
Requisites: Str 9, Con 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Dwarf0
Reference: RC0-23
Groups: Warrior
 
 
CF=1:
 
Specializes using the "Dwarf0" column.
Level 14: Resist Magic.
 
CF=2:
 
Specializes using the "Dwarf0" column, but you can use the 2nd row at levels 1-11 (Melee = 3/2).
Gets 20 rogue points per level.
Level 1: Over Hit (revised): If your TH bonus is greater than the target's AC+20, get +TH-AC-20 dmg per attack. (DM Note: You do not add the die roll like previous versions of the Collective.)
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
 
Lvl Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
2 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
2 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
2 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
2 Move Silently || Immovability V 10 Dex-13 Dex-16
2 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
2 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
2 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
 
CF=3:
 
Level 1: Over Hit (x1.5 version): If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
 
Lvl Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
4 Mimic Voices || Tongues M 25 Wis-9 Wis-12
4 Distraction M 20 Wis-13 Wis-16
6 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
8 Read Languages | Decipher Code M 0 Int-9 Int-14
8 Deeppockets | Vanish M 10 Int-6 Int-18
10 Sense Danger | Precognition | Choose Future VM 30 Wis-8 Wis-11
12 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
12 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
14 Blink | Controlled Blink M 20 Wis-12 Wis-17
16 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
16 Wraithform | Dream Travel V 25 Con-15 Con-17
18 Clairvoyance | X-Ray Vision M 10 Wis-10 Wis-20
18 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
20 Invisibility | Improved Invisibility M 0 Int-13 Int-18
24 Phase Door | Dimension Door M 5 Int-9 Int-20
30 Probability Travel MM 20 Int-13 Int-20
36 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
54 Time Shift VMM 20 Int-16 Int-24
 
CF=4:
 
Level 12: +6 HNCL (this can't be picked)
 

[PC50] Collective 5.0 Classes


Fighter0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 9
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: RC0-16
Groups: Warrior
 
 
CF=1:
 
Level 1: Over Hit (revised): If your TH bonus is greater than the target's AC+20, get +TH-AC-20 dmg per attack. (DM Note: You do not add the die roll like previous versions of the Collective.)
Level 1: +1 slot in Weapon Mastery per level. You may not buy extra Weapon Mastery over and beyond this.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.
 
CF=2:
 
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
 
CF=3:
 
Level 1: Over Hit (x1.5 version): If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.

[PC50] Collective 5.0 Classes


Fighter1JG

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 19.2 (none)
7 38.4 (none)
8 76.8 (none)
9 153.6 (none)
10 393.6 (none)
11 633.6 (none)
12 873.6 (none)
13 1113.6 (none)
14 1353.6 (none)
15 1593.6 (none)
16 1833.6 (none)
17 2073.6 (none)
18 2313.6 (none)
19 2553.6 (none)
20 2793.6 (none)
21 3033.6 (none)
22 3273.6 (none)
23 3513.6 (none)
24 3753.6 (none)
25 3993.6 (none)
26 4233.6 (none)
27 4473.6 (none)
28 4713.6 (none)
29 4953.6 (none)
30 5193.6 (none)
31 5433.6 (none)
32 5673.6 (none)
33 5913.6 (none)
34 6153.6 (none)
35 6393.6 (none)
36 6633.6 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 12
Alignment: any
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior
 
 
CF=1:
 
Level 1: +LVL dmg.
Level 3: +(LVL/3) AC.
Level 8: 1M: Summon Aid: Choose one: Get a DL=(LVL-6)/2 Outer, or a LVL*5% chance of DL=(LVL+1)/2 Outer.
 
CF=2:
 
Level 8: Can pick a Specialty God as if a Priest (see [PC3]).

[PC50] Collective 5.0 Classes


Fortune Teller10

Level KXP Wizard++Psi10
123 456 789 A
1 0 1-- --- --- -
2 2.5 20- --- --- -
3 5 21- --- --- -
4 10 320 --- --- -
5 25 321 --- --- -
6 50 432 0-- --- -
7 100 432 1-- --- -
8 250 543 20- --- -
9 500 543 21- --- -
10 1000 654 320 --- -
11 1500 654 321 --- -
12 2000 765 432 0-- -
13 2500 765 432 1-- -
14 3000 776 543 20- -
15 3500 776 543 21- -
16 4000 777 654 320 -
17 4500 777 654 321 -
18 5250 777 765 432 0
19 5500 777 776 543 1
20 5750 777 777 654 2
21 6000 777 777 765 3
22 6250 777 777 776 4
23 6500 777 777 777 5
24 6750 777 777 777 6
25 7000 777 777 777 7
26 7250 888 877 777 7
27 7500 888 888 877 7
28 7750 888 888 888 7
29 8000 888 888 888 8
30 8250 999 988 888 8
31 8500 999 999 988 8
32 8750 999 999 999 8
33 9000 999 999 999 9
34 9250 AAA A99 999 9
35 9500 AAA AAA A99 9
36 9750 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  1  1
-1  5  4  8  2  3  1  1  2
-1  6  4  8  3  4  2  2  2
-1  6  5  8  4  4  2  2  3
+0  7  5  9  5  4  3  2  3
+0  8  6  9  6  5  3  3  4
+0  8  6  9  7  5  4  3  4
+0  9  7  9  8  6  4  4  5
+1 10  8 10  9  7  5  4  5
+1 11  8 10 10  7  5  4  6
+1 11  9 10 11  8  6  5  6
+1 12 10 11 12  9  6  5  7
+2 13 11 12 13 10  7  6  7
+2 14 11 13 14 10  7  6  8
+2 14 12 13 14 11  8  6  8
+2 14 12 14 14 11  8  7  9
+3 14 13 14 14 12  9  7  9
+3 15 13 14 14 12  9  8 10
Requisites: Int 15, Wis 10, Chr 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Psi
Save Table: Wiz/Psi
Reference: DM, Roger
Groups: Wizard, Psionicist, PCDesigned
 
 
CF=1:
 
Casts Wizard spells or Psi10 powers. You get this progression once; it is a shared progression.
Specialized in Enchantment/Charm (Wizard); choose one major opposite school.
Specialized in Empathy discipline (Psi10). Psi10 PSPs = (LVL+Int+Wis+Chr-25)*5.
 
CF=2:
 
You now get this progression twice, once for Wizard, once for Psi10. It is no longer one shared progression.
The Wizard progression now gets Int bonus. Specialized in Enchantment/Charm (no opposite).
The Psi10 progression now gets Chr bonus.
 
CF=3:
 
Can cast Priest Numbers or Thought spells as if they were Wizard spells.
Can "material component" Psi10 powers, by using 1V action.

[PC50] Collective 5.0 Classes


Guard

Level KXP
Spells
1 0 (none)
2 0.8 (none)
3 1.6 (none)
4 3.2 (none)
5 6.4 (none)
6 12.8 (none)
7 25.6 (none)
8 51.2 (none)
9 102.4 (none)
10 204.8 (none)
11 360 (none)
12 520 (none)
13 680 (none)
14 840 (none)
15 1000 (none)
16 1160 (none)
17 1320 (none)
18 1480 (none)
19 1640 (none)
20 1800 (none)
21 1960 (none)
22 2120 (none)
23 2280 (none)
24 2440 (none)
25 2600 (none)
26 2760 (none)
27 2920 (none)
28 3080 (none)
29 3240 (none)
30 3400 (none)
31 3560 (none)
32 3720 (none)
33 3880 (none)
34 4040 (none)
35 4200 (none)
36 4360 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
 
CF=1:
 
Gets Limited Exceptional Str bonus { Bonus=(stat-12), maximum +6 }
 
CF=2:
 
Gets Exceptional Str bonus { Bonus=(stat-12) }
Gets Exceptional Con bonus { Bonus=(stat-12) }
Level 5: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
 
CF=3:
 
Can buy Limited Barbarian Str bonus for 2 weapon proficiencies { Bonus=(stat-14)*2, maximum +22 }
Can buy Limited Barbarian Con bonus for 2 weapon proficiencies { Bonus=(stat-14)*2, maximum +22 }
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.
 
CF=4:
 
Can buy Barbarian Str bonus for 2 weapon proficiencies { Bonus=(stat-14)*2 }
Can buy Barbarian Con bonus for 2 weapon proficiencies { Bonus=(stat-14)*2 }

[PC50] Collective 5.0 Classes


Historian1JG

Level KXP Wizard
123 456 789
1 0 ½-- --- ---
2 1.5 1-- --- ---
3 3 2-- --- ---
4 6 3½- --- ---
5 12 41- --- ---
6 24 52- --- ---
7 48 63½ --- ---
8 96 741 --- ---
9 192 852 --- ---
10 492 963 ½-- ---
11 792 A74 1-- ---
12 1092 B85 2-- ---
13 1392 C96 3½- ---
14 1692 DA7 41- ---
15 1992 EB8 52- ---
16 2292 FC9 63½ ---
17 2592 GDA 741 ---
18 2892 HEB 852 ---
19 3192 IFC 963 ½--
20 3492 JGD A74 1--
21 3792 KHE B85 2--
22 4092 LIF C96 3½-
23 4392 MJG DA7 41-
24 4692 NKH EB8 52-
25 4992 OLI FC9 63½
26 5292 PMJ GDA 741
27 5592 QNK HEB 852
28 5892 ROL IFC 963
29 6192 SPM JGD A74
30 6492 TQN KHE B85
31 6792 URO LIF C96
32 7092 VSP MJG DA7
33 7392 WTQ NKH EB8
34 7692 XUR OLI FC9
35 7992 YVS PMJ GDA
36 8292 ZWT QNK HEB
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 12, Int 13
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
 
CF=1:
 
Gets 30 rogue points per level.
Level 1: +LVL Nonweapon proficiencies, must be Int-based.
Level 3: +LVL-2 Secondary skills, must be Int-based.
Level 3: +LVL/3 damage.
Level 6: +LVL-5 Feats, must be Int-based.
Level 9: +LVL-8 Kits, must be Int-based.
 
Lvl Bard Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Legend Lore | Identify 0 | M 0 Int-13 Int-15
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Musical Inspiration | Emotion (increases 5/level) VM 0 Chr-9 Chr-12
1 Summon Animals V 0 Chr-9 Chr-12
1 Charm/Influence Reaction M 10 Chr-8 Chr-12
4 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
6 Hypnosis/Command M 25 Chr-13 Chr-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
8 Sending | Demand M 10 Int-9 Int-12
8 Telepathy | Telepathic Projection M 15 Wis-10 Wis-12
9 Object Reading VM 0 Int-12 Int-20
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
15 Find the Path MM 20 Wis-10 Wis-15
18 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
27 Astral Spell MMM 40 Int-18 Int-24
 
CF=2:
 
Gets +10 rogue points per level (beyond the 30 noted at CF=1).
 
CF=3:
 
Lvl Bard Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 any 1st level Thief ability - - - -
1 any 1st level Thief ability - - - -
1 any 1st level Thief ability - - - -
2 Song of Healing (1 hp per 5% roll made) P*M 10 Wis-12 Wis-17
2 Empathy | ESP M 15 Wis-10 Wis-18
3 Song of Courage (+1 Morale per 5% roll made) P*M 10 Chr-13 Chr-18
4 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
5 Song of Battle (+1 TH,dmg,or saves per 10% made) P*M 10 Str-15 Str-20
12 Disharmonic Blast (1 dmg per 1% made) P*M 10 Con-16 Con-22

[PC50] Collective 5.0 Classes


Holy Order of Stars Good1

Level KXP Priest
123 456 7
1 2 1-- --- -
2 4 20- --- -
3 7.5 21- --- -
4 15 220 --- -
5 25 331 --- -
6 40 332 0-- -
7 90 332 1-- -
8 160 333 20- -
9 250 443 21- -
10 500 443 320 -
11 750 544 321 -
12 1000 655 322 -
13 1250 666 422 -
14 1500 666 532 -
15 1750 777 542 0
16 2000 777 653 1
17 2250 888 663 1
18 2500 888 764 2
19 2750 888 764 3
20 3000 888 764 4
21 3250 888 765 5
22 3500 888 766 6
23 3750 888 777 7
24 4000 888 888 8
25 4250 999 988 8
26 4500 999 999 8
27 4750 999 999 9
28 5000 AAA A99 9
29 5250 AAA AAA 9
30 5500 AAA AAA A
31 5750 BBB BAA A
32 6000 BBB BBB A
33 6250 BBB BBB B
34 6500 CCC CBB B
35 6750 CCC CCC B
36 7000 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 9
Alignment: any G
HD/level: +d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DLA1
Groups: Priest
 
 
CF=1:
 
Gets Wisdom bonus to spell progression.
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
 
CF=2:
 
Level 1: You may "material component" Turn Undead, by spending an extra V action. You can either double your CL, double your d20 roll, or double the result (the d12 rolls).
Grand in Good sphere.
New Good sphere spells:
Divine Inspiration (SL=1, Good/Com): Target gets +3 TH vs. Evil creatures
Blessed Body (SL=2, Good/Nec): Immune disease {caster only}
Luminous Armor (SL=3, Good/Pro): AC +5; dispel darkness by touch {caster only}
Blessed At Birth (SL=3, Good/Ast): +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
Hammer of Righteousness (SL=3, Good/Com): CLd6 holy metal dmg to 1 target (no save), evil takes +CL more dmg
Holy Brethen (SL=4, Good/Sum): Good-aligned creatures summoned by you always have 50% more hit dice than usual.
Exalted Rainment (SL=6, Good/Pro): AC +CL/5; DR 10/evil; SR 5+CL; Sustain Con {caster only}
 
CF=3:
 
More new Good sphere spells:
Heart's Ease (SL=3, Good/Hea): Cure fear, dispair, confusion, insanity, 2d4 Wis dmg
Stigmatism (SL=5, Good/Nec): Any damage you deal can only be healed within a consecrated area.
 
CF=4:
 
More new Good sphere spells:
Deva Wish (SL=7, Good/Thought): Cast a Psi6G minor or major (Dominions 1st to 4th)
Angelic Wish (SL=7, Good/Ast): Cast a Psi(-6)G minor or major (Heavens 1st to 4th)

[PC50] Collective 5.0 Classes


Itemizer0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1875 655 443 21-
19 2025 655 543 22-
20 2175 655 544 32-
21 2625 655 544 321
22 2775 665 554 322
23 2925 666 654 332
24 3075 776 655 432
25 3225 776 655 443
26 3375 777 665 543
27 3525 777 665 554
28 3675 887 666 654
29 3825 887 776 655
30 3975 888 777 665
31 4125 888 777 766
32 4275 988 887 776
33 4425 999 888 777
34 4575 999 988 887
35 4725 999 999 888
36 4875 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Wis 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Can specialize in Enchantment, if you do, pick a major opposite school.
Each reset (including the first reset before the game starts), you create 1 magic item of your choice from the list on the following pages.
Potions you create have LVL doses each. Scrolls you create have double your CL, but do not "Blow Your Head Off".
These are normal magic items in every way, and can be sold (at half value), or given to other PCs at no penalty.
You may "split your level up" into several items, for example at level 8 you could make a level 5, a level 2, and a level 1 item.

[PC50] Collective 5.0 Classes


Itemizer0 Items

Level Item gp Value XP Value
1 Potion of Poison (save @ -6 for Death/40) 1000 100
1 Potion of Healing (70 hp total of healing) 2000 200
2 Potion of Agility (Dex becomes 18, or +1 to Dex) 3000 300
2 Potion of Bug Repellant (Resist Bugs) 3000 300
2 Potion of Ethereality (Become ethereal at will) 3000 300
2 Potion of Flying 3000 300
2 Potion of Human Control (Human Control) 3000 300
2 Potion of Speed (+1 P, +1 V) 3000 300
2 Potion of Water Breathing 3000 300
2 Scroll of Pro.Elementals 3000 300
2 Scroll of Pro.Lycanthropes 3000 300
3 Potion of Dragon Control (Dragon Control (any type)) 4000 400
3 Potion of Fortitude (Con becomes 18 or +1 to Con) 4000 400
3 Potion of Giant Control (Giant Control (any type)) 4000 400
3 Potion of Growth (Double base damage) 4000 400
3 Potion of Invulnerability (+2/+2 protection) 4000 400
3 Potion of Polymorph Self 4000 400
3 Potion of Antidote (Neutralize Poison, Immune to Poison) 5000 500
3 Potion of Defense (+5/+0 protection) 5000 500
3 Potion of Freedom (Free Action) 5000 500
3 Potion of Heroism (+(11-(highest War level))/3,round up War lvl) 5000 500
3 Scroll of Pro.Magic 5000 500
3 Staff/Command (Command) 5000 500
3 Potion of Elemental Form (Normal elements only) 6000 600
3 Potion of Giant Strength (Str becomes 24) 6000 600
3 Potion of Undead Control 6000 600
3 Scroll of Pro.Undead 6000 600
3 Scroll of Shelter (1 M, 1/d: Rope Trick) 6000 600
4 Potion of Merging (Can merge up to 7 PCs into 1 body) 7000 700
4 Potion of Sight (Immune Blindness; True Sight) 7000 700
4 Potion of Super-Healing (580 hp total of healing) 7000 700
4 Ring of Holiness (+1 Turn Undead roll; +1 Clr spell of SLs 1-3) 7000 700
5 Bag of Holding (10000 lbs.) 10000 1000
5 Elven Cloak (can backstab 1/r) 10000 1000
5 Potion of Longevity (-10 yrs to age) 10000 1000
5 Potion of Luck (Choose 1 die roll) 10000 1000
5 Ring of Plant Control (Plant Control) 10000 1000
5 Ring of Regeneration (Troll-like regen 1 hp/r) 10000 1000
5 Ring of Spell Storing (N=10= # SL's, max N = 54, max SL = 9) 10000 1000
5 Rod/Domination (Psi1 Domination) 10000 1000
5 Scroll of Trapping (2V: Create 1 mechanical trap) 10000 1000
5 Slate of Identification (1 V,1 M: Identify) 10000 1000
5 Scroll of Mages (1V: Spellcraft & Dweomercraft 1 effect) 12000 1200
5 Scroll of Seeing (1V, 1/d: Detect Life (type & number) 100'r) 12000 1200
6 Gauntlets of Ogre Power (Str 18; +3 TH when unarmed) 13000 1300
6 Scroll of Questioning (1 M, 3/d: Ask inanimate object a question) 13000 1300
6 Scroll of Repetition (1 M, 1/d: Repeat a spell cast last segment) 15000 1500
6 Wand/Negation (Dispel Magic @ 24th CL) 15000 1500
7 Scroll of Portals (1V, 2/d: Passwall) 16000 1600
7 Staff/Snake (+1/+1; staff can turn into snake) 16000 1600
7 Ring of Quickness (0, 1/d: +1 P, +1V for it, stacks with Haste) 18000 1800
7 Scroll of Creation (1V, 1/d: Major Creation) 18000 1800
7 Ring of Life Protection (+1/+1 pro; 1M,l/d: Neg.Plane Prot) 19000 1900
7 Boots of Speed (x2 move rate. +1 V) 20000 2000
7 Girdle of Giant Strength (Str 19) 20000 2000
7 Ring of Animal Control 20000 2000
7 Ring of Safety (0,1 ch: Make a save you missed [has 4 ch]) 20000 2000
7 Ring of Telekinesis (1 M: TK 2000 lbs.) 20000 2000
7 Scroll of Communication (2 Scrolls: message on one appears on other) 20000 2000
7 Scroll of Delay (1M, 1/d: Delay the next spell for 1r.) 20000 2000
7 Wand/Polymorph (Poly Self or Other) 20000 2000
8 Ring of Remedies (0,1 ch: Do any 'cure' or 'remove' spell) 21000 2100
8 Scroll of Mapping (1V, lid: Map current dungeon level) 21000 2100
8 Ring of Djinni Summ. (1M,1/d: Summon 1 Djinni; Resist 1 Ele.; Breathe & Free Action in Ele.) 24000 2400
9 Wand/Cold (Cone of cold 12d12 dmg (save: 1/2)) 25000 2500
9 Wand/Fireballs (Fireball 24d6 dmg (save: 1/2)) 25000 2500
9 Wand/L.Bolts (Lightning bolt 18d8 dmg (save: 1/2)) 25000 2500
9 Wand/Trap Det. (Detect ALL traps within 20') 25000 2500
9 Scroll of Spell Catching (1V (can borrow): Catch a spell cast at you) 26000 2600
9 Potion of Create Any Monster 30000 3000
9 Scroll of Spell Catching 30000 3000
9 Amulet of Protection vs. Crystal Balls and ESP (& Scyring) 30000 3000
9 Flying Carpet 30000 3000
9 Ring of Human Control 30000 3000
9 Ring of Memory (1M,1/d: Recast a spell you cast within last t) 30000 3000
9 Ring of Wishes (N=#ofwishes,maxN=4) 30000 3000
9 Staff/Withering (Age target by 10 yrs) 30000 3000
11 Displacer Cloak (1st attack misses. +2/+2 protection) 40000 4000
11 Ring of Fire Resistance (Resist Fire; -1 per die from Fire) 40000 4000
11 Ring of Survive (Don't need food, water, air) 40000 4000
11 Staff/Dispelling (Dispel Magic/Psi/Innate @ 15th CL) 40000 4000
12 Rod/Cancellation (Mordenkainen's Disjunction) 45000 4500
13 Bowl Commanding Water Elementals 50000 5000
13 Ring of Seeing (True Sight) 50000 5000
13 Scarab of Protection (Immune Curse; Immune Finger/Death) 50000 5000
13 Rod/Inertia (+3/+3; Stop one target) 55000 5500
13 Staff/Power (TK 2400 lbs. or CL 24 SL 6 wacky ball) 55000 5500
14 Staff/Druids (+3/+3: +1 Druid spell per SL) 58000 5800
14 Crystal Ball with Clairaudience, Clairnasience, ESP 60000 6000
14 Rod/Health (heal 100 hp + restore all stats and XP) 60000 6000
14 Staff/Striking (+1/+1; 1 ch: +3/+3) 60000 6000
14 Wheel of Fortune (similar to Deck of Many Things) 60000 6000
15 Quill of Copying (copy 1 scroll per day) 70000 7000
15 Ring of Spell Turning (50% iMReflection) 70000 7000
15 Staff/Element (Resist 1 Ele; Summ.8 HD Ele; 16d6 Ele ball) 70000 7000
16 Rod/Wyrm (+5/+5: staff can turn into age 1 dragon) 74000 7400
16 Rod/Parrying (+5/+5; +5/+0 protection) 75000 7500
17 Staff/Harming (70 dmg + Blindness, Disease, Poison) 85000 8500
17 Staff/Healing (heal 70 hp + Blindness. Disease, Poison) 85000 8500
18 Staff/Wizardry (+1/+1; passwall; conjure 24 HD elemental or CL 27 SL7 wacky ball) 95000 9500

[PC50] Collective 5.0 Classes


Knight of the Crown1

Level KXP
Spells
1 2.5 (none)
2 5 (none)
3 10 (none)
4 18.5 (none)
5 37 (none)
6 85 (none)
7 140 (none)
8 220 (none)
9 300 (none)
10 600 (none)
11 900 (none)
12 1200 (none)
13 1500 (none)
14 1800 (none)
15 2100 (none)
16 2400 (none)
17 2700 (none)
18 3000 (none)
19 3300 (none)
20 3600 (none)
21 3900 (none)
22 4200 (none)
23 4500 (none)
24 4800 (none)
25 5100 (none)
26 5400 (none)
27 5700 (none)
28 6000 (none)
29 6300 (none)
30 6600 (none)
31 6900 (none)
32 7200 (none)
33 7500 (none)
34 7800 (none)
35 8100 (none)
36 8400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 10, Dex 8, Con 10, Int 7, Wis 10
Alignment: any
HD/level: +d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: DLA1
Groups: Warrior
 
 
CF=1:
 
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: +1 to hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.
Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total. (Cannot be offensive in this state)
Level 1: Effective Chr with warriors of lesser level than the cavalier is increased by the level difference (maximum bonus = 5).
Level 1: +1 on all saving throws; not cumulative with paladin or knight bonus.
Level 1: +2 saves vs. Illusions
Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).
Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
Level 7: Free Riding (air-based) proficiency (1 slot).
 
CF=2:
 
Level 3: +1 Str, Dex, or Con (replaces percentage rules)
Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.

[PC50] Collective 5.0 Classes


Knight0

Level KXP Priest
123 456
1 0 --- ---
2 2 --- ---
3 4 0-- ---
4 8 0-- ---
5 16 0-- ---
6 32 1-- ---
7 64 1-- ---
8 120 1-- ---
9 240 20- ---
10 360 20- ---
11 480 20- ---
12 600 21- ---
13 720 21- ---
14 840 21- ---
15 960 220 ---
16 1080 220 ---
17 1200 220 ---
18 1320 221 ---
19 1440 221 ---
20 1560 221 ---
21 1680 322 0--
22 1800 322 0--
23 1920 322 0--
24 2040 332 1--
25 2160 332 1--
26 2280 332 1--
27 2400 333 20-
28 2520 333 20-
29 2640 333 20-
30 2760 443 21-
31 2880 443 21-
32 3000 443 21-
33 3120 443 320
34 3240 443 320
35 3360 443 320
36 3480 444 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 9
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: RC0-18
Groups: Warrior
 
 
CF=1:
 
Level 1: +1 slot in Weapon Mastery per level. You may not buy extra Weapon Mastery over and beyond this.
Level 1: Detect evil/good/non-balance continuous.
Level 3: Cast Priest spells using progression of Cleric0 at 1/3 level (round down). Caster level = actual level. Gets Wisdom bonus to spells.
Level 3: 1M,1/d: Summon level/3 fighters of level/2 to fight for you.
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
 
CF=2:
 
Level 1: Over Hit (revised): If your TH bonus is greater than the target's AC+20, get +TH-AC-20 dmg per attack. (DM Note: You do not add the die roll like previous versions of the Collective.)
 
CF=3:
 
Level 1: Over Hit (x1.5 version): If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.

[PC50] Collective 5.0 Classes


Knight1

Level KXP
Spells
1 0 (none)
2 2.2 (none)
3 4.4 (none)
4 8.8 (none)
5 19.8 (none)
6 38.5 (none)
7 77 (none)
8 137.5 (none)
9 275 (none)
10 550 (none)
11 825 (none)
12 1100 (none)
13 1375 (none)
14 1650 (none)
15 1925 (none)
16 2200 (none)
17 2475 (none)
18 2750 (none)
19 3025 (none)
20 3300 (none)
21 3575 (none)
22 3850 (none)
23 4125 (none)
24 4400 (none)
25 4675 (none)
26 4950 (none)
27 5225 (none)
28 5500 (none)
29 5775 (none)
30 6050 (none)
31 6325 (none)
32 6600 (none)
33 6875 (none)
34 7150 (none)
35 7425 (none)
36 7700 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Chr 9
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: L&L1
Groups: Warrior
 
 
CF=1:
 
Gets Limited Exceptional Str or Con bonus { Bonus=(stat-12), maximum +6 }
Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. Unless the Good-Evil axis of the two warriors are in opposition, the castle/stronghold owner must agree to give the knight food, drink, clothing, and shelter for at least 3 days, and cannot challenge him for that period of time. If the knight challenges the owner or has attacked him in the past, this benefit is lost.
Level 1: A knight may align himself with a prince, king, emporer, or lord (9th level warrior or higher). He is then provided all the necessities of life for free for the return of his services should the land be attacked. In addition, the knight may request a number of retainers (usually 0 level men-at-arms) equal to his level at no cost.
Level 1: +1 to hit with lances, swords, maces, and flails.
Level 1: +1 on all saving throws; not cumulative with cavalier or paladin bonus.
Level 4: Weapon of Choice: A knight may select any one weapon and be considered 3 levels higher for purposes of how many attacks per round he has.
Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th). The fighter bonus is used instead for those levels where it is higher.
Level 4: The Knight may call upon a special war horse as a paladin does.
 
CF=2:
 
Gets Exceptional Str or Con bonus (doesn't have to be what you picked at CF=1) { Bonus=(stat-12) }

[PC50] Collective 5.0 Classes


Magic-User0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: RC0-19
Groups: Wizard
 
 
CF=1:
 
Cannot specialize.
Level 1: May use 1 material component effect per spell as a zero action.

[PC50] Collective 5.0 Classes


Merchant1JG

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 48 (none)
8 96 (none)
9 192 (none)
10 492 (none)
11 792 (none)
12 1092 (none)
13 1392 (none)
14 1692 (none)
15 1992 (none)
16 2292 (none)
17 2592 (none)
18 2892 (none)
19 3192 (none)
20 3492 (none)
21 3792 (none)
22 4092 (none)
23 4392 (none)
24 4692 (none)
25 4992 (none)
26 5292 (none)
27 5592 (none)
28 5892 (none)
29 6192 (none)
30 6492 (none)
31 6792 (none)
32 7092 (none)
33 7392 (none)
34 7692 (none)
35 7992 (none)
36 8292 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Int 11, Chr 11
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/2
To Hit Table: Rog
Save Table: Rog
Reference: FGE1JG
Groups: Rogue
 
 
CF=1:
 
Gets 40 rogue points per level.
Level 1: 0: Appraisal (no failure)
Level 1: 1M: Command (Will save, 1 target)
Level 2: +LVL/2 TH
Level 2: +LVL/2 dmg
Level 2: +LVL/2 languages
Level 3: +LVL/3 AC
Level 4: 1M: Suggestion (Will save, 1 target)
 
Lvl Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
 
CF=2:
 
Level 1: replace the +LVL/2 TH (from CF=1) with +LVL TH.
 
 
CF=3:
 
Lvl Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
2 Mimic Voices || Tongues M 25 Wis-9 Wis-12
4 Read Languages | Decipher Code M 0 Int-9 Int-14
4 Deeppockets | Vanish M 10 Int-6 Int-18
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
9 Clairvoyance | X-Ray Vision M 10 Wis-10 Wis-20
9 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
18 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20

[PC50] Collective 5.0 Classes


Ninja1

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 15 (none)
5 30 (none)
6 60 (none)
7 120 (none)
8 240 (none)
9 500 (none)
10 1000 (none)
11 1300 (none)
12 1600 (none)
13 1900 (none)
14 2200 (none)
15 2500 (none)
16 2800 (none)
17 3100 (none)
18 3400 (none)
19 3700 (none)
20 4000 (none)
21 4300 (none)
22 4600 (none)
23 4900 (none)
24 5200 (none)
25 5500 (none)
26 5800 (none)
27 6100 (none)
28 6400 (none)
29 6700 (none)
30 7000 (none)
31 7300 (none)
32 7600 (none)
33 7900 (none)
34 8200 (none)
35 8500 (none)
36 8800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Dex 14, Int 15, Chr 14
Alignment: non-G
HD/level: & d2
Weapon Prof.: 0+level
To Hit Table: War
Save Table: Rog
Reference: OA1
Groups: Rogue
 
 
CF=1:
 
Gets 40 rogue points per level.
Level 1: Free Martial Arts style; +2 maneuvers per level.
 
Lvl Ninja Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Assassination (-10% per HD/level of target) 0 0 Wis-13 Wis-15
1 Spying - 10 Int-11 Int-14
1 Backstab (each 30% = x1) (increases 10/level) 0 50 Int-6 Int-20
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 Feather Falling || Body Control V 20 Dex-12 Dex-14
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
2 Disguise | Alter Appearance M 25 Chr-11 Chr-13
3 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
5 Escape Bonds | Escape Binding | Escape Imprisonment or Time Stop P 15 Str-13 Str-15
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
7 Invisibility | Improved Invisibility | Dust of Disappearance M 20 Int-12 Int-14
8 Slay (target that you hit saves at +4, -1 per 10% made; or dies) M 0 Wis-13 Wis-19
10 Doppleganger | Spirit Doppleganger | Polymorph Self | Shapechange MV 0 Chr-16 Chr-16
18 Aura of Ill Omen (all in area at -1 on all rolls per 10% made for 1t) MV 0 Chr-9 Chr-18
 
CF=2:
 
Level 1: +1 weapon prof/level
 
CF=3:
 
Lvl Ninja Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
4 any Rogue 4 ability - - - -
4 any Rogue 4 ability - - - -
8 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
9 any 3rd level Ench/Charm spell is cast | any 4th | any 5th | any 6th (#=SL-2) #M 15 Chr-13 Chr-18
12 any 3rd level Illusion spell is cast | any 4th | any 5th | any 6th (#=SL-2) V#M 15 Dex-18 Dex-22
15 any Metab minor Psi2 is used +1 PSP/10% to maintain | Telep | Clair | Port ( | major) MM 20 Int-21 Int-24
27 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25

[PC50] Collective 5.0 Classes


Ninja1JG

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 656 (none)
11 1056 (none)
12 1456 (none)
13 1856 (none)
14 2256 (none)
15 2656 (none)
16 3056 (none)
17 3456 (none)
18 3856 (none)
19 4256 (none)
20 4656 (none)
21 5056 (none)
22 5456 (none)
23 5856 (none)
24 6256 (none)
25 6656 (none)
26 7056 (none)
27 7456 (none)
28 7856 (none)
29 8256 (none)
30 8656 (none)
31 9056 (none)
32 9456 (none)
33 9856 (none)
34 10256 (none)
35 10656 (none)
36 11056 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 15, Dex 15, Con 15
Alignment: any
HD/level: & d6
Weapon Prof.: 6+level
To Hit Table: 2xRog
Save Table: Rog
Reference: FGE1JG
Groups: Rogue
 
 
CF=1:
 
Gets 40 rogue points per level.
This class has "Ability to take martial arts", but does not come with a style or maneuvers for free.
Level 1: 1M, LVL/t: Faerie Fire (target gets -2 AC)
Level 1: Arm's P: 1d10 fire dmg to one target, takes additional 1d4 dmg each segment for 5 s.
Level 1: 1V, LVL/t: Flaming Hands: Your hands are on fire, and you do +1d4 unarmed dmg this round.
Level 1: 1M, LVL/t: Light (can blind one target, Spell save)
Level 1: Can see in normal darkness.
Level 1: Can go LVL days without food or water.
Level 1: Ignore the first LVL*3/2 (round down) * 10' of falling dmg.
Level 2: +LVL/2 dmg
Level 2: +LVL/2 AC
Level 2: 1M, 1/d: Rope Trick
Level 5: Disguise (auto power score)
Level 5: 1M, (LVL-4)/t: Cloudkill (Group takes 1 poison dmg /s; those with < 5 HD make PPD save or slain; moves at 2"; lasts 6 t)
Level 6: Reads on the Spec Barbarian line using LVL-5 for number of attacks (i.e. you are 3/2 with melee at level 6, since you read on the level 1 line), even with non-specialized weapons.
Level 8: Your Disguise cannot be penetrated by mundane means (no skill checks or proficiency checks are sufficient).
Level 9: 1V, (LVL-8)/t: Venom touch: Your hands are poisonous (death/0, PPD save) when you strike unarmed for 1 round
Level 9: Can see in magical darkness.
Level 12: Your Disguise cannot be penetrated by psionics. You are immune to ESP, probe, and empathy.
Level 16: Your Disguise cannot be penetrated by magic. You and your effects are immune to True Sight.
Level 27: Can see in Capital D Darkness.
 
Lvl Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-10% per HD/level of target) 0 0 Wis-13 Wis-15
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
4 Read Languages | Decipher Code M 0 Int-9 Int-14
5 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
8 Feign Death ||| Feign Undeath V 40 Con-9 Con-10
10 Invisibility | Improved Invisibility M 0 Int-13 Int-18

[PC50] Collective 5.0 Classes


Psi7 (Undead)

Level KXP Psi7
mM G S
1 0 2- - -
2 3.3 4- - -
3 6.6 6- - -
4 15 71 - -
5 26.55 73 - -
6 46.8 75 - -
7 84.3 77 - -
8 151.8 88 - -
9 301.8 98 1 -
10 601.8 98 3 -
11 901.8 98 5 -
12 1201.8 98 7 -
13 1501.8 99 8 -
14 2101.8 A9 9 -
15 2701.8 AA A -
16 3301.8 BB A -
17 3901.8 CB B -
18 4501.8 CC B 1
19 5101.8 CC C 2
20 5701.8 DC C 3
21 6301.8 DD C 4
22 6901.8 DD D 5
23 7501.8 ED D 6
24 8101.8 EE D 7
25 8701.8 EE E 8
26 9301.8 FE E 9
27 9901.8 FF E A
28 10501.8 FF F B
29 11101.8 GF F C
30 11701.8 GG F D
31 12301.8 GG G E
32 12901.8 HG G F
33 13501.8 HH G G
34 14101.8 HH H H
35 14701.8 II H H
36 15301.8 II I I
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Con 9, Wis 9
Alignment: any
HD/level: d13
Weapon Prof.: 6+level/6
To Hit Table: Pri
Save Table: Psi
Reference: DM
Groups: Psionicist
 
 
CF=1:
 
The new Psi7 is Undead psionics. The previous Psi7 (Concordant/Godly Psi) has been moved to [X7] and is no longer a psionic frequency.
See [Q7] for rules and powers. Only Psi7 Minors and Majors exist at CF=1.
As a Psi7 character, you are still alive, but are imbuing yourself with undead-type powers. Psi7 by itself does not make you vulnerable to Turn Undead.
PSPs (Psi7) = (LVL+3)*30.
 
CF=2:
 
Psi7 Grands can be used.
 
CF=3:
 
Psi7 Supers can be used.

[PC50] Collective 5.0 Classes


Psi12L

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 125 (none)
9 250 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 10, Int 10
Alignment: L any
HD/level: d0+7
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: DM
Groups: Psionicist
 
 
CF=1:
 
See [Q12L] for rules and powers.
Law Psionic Points (LPPs) = (Int + Str) * (Psi12L level)

[PC50] Collective 5.0 Classes


Ronin1JG

Level KXP
Spells
1 0 (none)
2 1.8 (none)
3 3.6 (none)
4 7.2 (none)
5 14.4 (none)
6 28.8 (none)
7 57.6 (none)
8 115.2 (none)
9 230.4 (none)
10 590.4 (none)
11 950.4 (none)
12 1310.4 (none)
13 1670.4 (none)
14 2030.4 (none)
15 2390.4 (none)
16 2750.4 (none)
17 3110.4 (none)
18 3470.4 (none)
19 3830.4 (none)
20 4190.4 (none)
21 4550.4 (none)
22 4910.4 (none)
23 5270.4 (none)
24 5630.4 (none)
25 5990.4 (none)
26 6350.4 (none)
27 6710.4 (none)
28 7070.4 (none)
29 7430.4 (none)
30 7790.4 (none)
31 8150.4 (none)
32 8510.4 (none)
33 8870.4 (none)
34 9230.4 (none)
35 9590.4 (none)
36 9950.4 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15
Alignment: L any
HD/level: d10
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior
 
 
CF=1:
 
Level 1: Immune to Pain.
Level 1: Go without food or water for LVL extra days.
Level 1: Can break objects with bare hands (object makes save vs. crushing blow at -LVL).
Level 1: Gets "Ability to take Martial Arts" kit. Does not actually gain any Martial Arts styles or abilities (you need to purchase those).
Level 1: If Martial Arts is learned, on each level: One requirement of a style is considered "filled" (without actually filling it).
Level 2: +LVL/2 dmg.
Level 2: +LVL/2 AC.
Level 2: Open hand damage is (LVL/2)d2.
Level 3: One arrow/quarrel is automatically deflected per round. This increases by one per 3 levels.
Level 4: Feign Death.
Level 17: Can break energy fields and wall spells with bare hands (no damage to Ronin, effect gets no save but can roll ER).

[PC50] Collective 5.0 Classes


Sailor1JG

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 48 (none)
8 96 (none)
9 192 (none)
10 492 (none)
11 792 (none)
12 1092 (none)
13 1392 (none)
14 1692 (none)
15 1992 (none)
16 2292 (none)
17 2592 (none)
18 2892 (none)
19 3192 (none)
20 3492 (none)
21 3792 (none)
22 4092 (none)
23 4392 (none)
24 4692 (none)
25 4992 (none)
26 5292 (none)
27 5592 (none)
28 5892 (none)
29 6192 (none)
30 6492 (none)
31 6792 (none)
32 7092 (none)
33 7392 (none)
34 7692 (none)
35 7992 (none)
36 8292 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Dex 12
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: Rog
Reference: FGE1JG
Groups: Warrior
 
 
CF=1:
 
Level 1: Not at a fighting penalty on a rocking boat (or other moving surface, or during an earthquake on land).
Level 1: Predict Weather 25+LVL*5% (up to LVL/2 days in future)
Level 1: Legend Lore 5+LVL*2%
Level 1: Ride out Storm 60+LVL*2% (ship is assumed to have survived storm if roll made, severe storms may have penalty)
Level 2: +LVL/2 dmg.
Level 3: Determine true north (LVL-2)*10%
Level 4: +LVL/4 AC.
Level 7: Point in direction of desired location (LVL-6)*10%
Level 14: Locate Object (LVL-13)*10%

[PC50] Collective 5.0 Classes


Samurai1

Level KXP Psi0
mM G S
1 0 -- - -
2 2.5 1- - -
3 5 2- - -
4 10 3- - -
5 18 4- - -
6 36.5 5- - -
7 75 6- - -
8 135 61 - -
9 235 62 - -
10 400 63 - -
11 650 64 - -
12 1000 65 - -
13 1300 65 1 -
14 1600 65 2 -
15 1900 65 3 -
16 2200 65 4 -
17 2500 65 4 1
18 2800 65 4 2
19 3100 65 4 3
20 3400 65 4 4
21 3700 65 5 4
22 4000 65 5 5
23 4300 66 5 5
24 4600 66 6 5
25 4900 66 6 6
26 5200 76 6 6
27 5500 77 6 6
28 5800 77 7 6
29 6100 77 7 7
30 6400 87 7 7
31 6700 88 7 7
32 7000 88 8 7
33 7300 88 8 8
34 7600 98 8 8
35 7900 99 8 8
36 8200 99 9 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Str 13, Con 13, Int 14, Wis 13
Alignment: L any
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: 2xRog
Reference: OA1
Groups: Warrior
 
 
CF=1:
 
Gets Psi0 powers. Only Psi0 Minors and Majors exist at CF=1.
Level 1: Gets a Martial Arts style and 1 maneuver slot per level.
Level 2: +(LVL+1)/3 dmg.
Level 3: Surprised only 1 in 6.
Level 5: Immune to fear.
Level 6: Gaze causes fear to all creatures of 1 HD or less.
Level 7: Gain 10 bushi and 1d4 samurai followers of level=1d3.
Level 8: Gain 10d10 bushi followers of level 1.
Level 9: Gain 2d10 samurai followers of level 1. Gain 1d6+1 specialist followers (armorers, weaponsmiths, etc.).
 
CF=2:
 
Psi0 Grands can be used.
Level 1: Focus Ki: Mouth's V, LVL/d: Str becomes 18 for 1 round.
Level 9: Great Kiai (Paralyzing Shout): Mouth's V, 1/d: Str becomes 18 for 2 rounds; all enemies within 10' must save or be paralyzed for 1 round.
 
CF=3:
 
Psi0 Supers can be used.

[PC50] Collective 5.0 Classes


Savant1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 3-- --- ---
4 10 31- --- ---
5 25 32- --- ---
6 50 43- --- ---
7 80 431 --- ---
8 115 532 --- ---
9 155 543 --- ---
10 205 543 1-- ---
11 280 553 2-- ---
12 380 654 3-- ---
13 500 654 31- ---
14 700 755 32- ---
15 900 765 43- ---
16 1100 765 431 ---
17 1300 775 532 ---
18 1500 875 543 ---
19 1700 876 543 1--
20 1900 976 553 2--
21 2100 987 654 3--
22 2300 987 654 31-
23 2500 997 755 32-
24 2700 997 765 43-
25 2900 998 765 431
26 3100 998 775 532
27 3300 999 876 543
28 3500 999 877 553
29 3700 999 987 654
30 3900 999 988 664
31 4100 999 998 765
32 4300 999 999 765
33 4500 999 999 876
34 4700 999 999 887
35 4900 999 999 998
36 5100 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 16, Int 15, Wis 14
Alignment: any
HD/level: &0
Weapon Prof.: 0+level/9
To Hit Table: Wiz
Save Table: Wiz
Reference: Dragon
Groups: Wizard
 
 
CF=1:
 
Level 1: Read Languages (25+5*level)%.
Level 1: Legend Lore (15+5*level)%.
Level 1: Immune to detrimental effects from reading magical/psionic tomes.
Level 1: Read/Write/Speak 1 language, plus 1 more every 4 levels.
Level 1: One knowledge non-weapon proficiency per level for free. Can instead (for each slot) add 20% to Read Languages or 10% to Legend Lore.
Level 1: +(level/2, round up) on all knowledge-based proficiency checks.
Level 1: Considered specialized in the school of Divination. You may select an additional school to be specialized; in this case, you must also select an opposite school.
Level 9: Object Reading 1/d.
Level 10: Truename 1/w.
Level 12: Contact Other Plane 1/d.

[PC50] Collective 5.0 Classes


Scout

Level KXP
Spells
1 0 (none)
2 0.7 (none)
3 1.4 (none)
4 2.8 (none)
5 5.6 (none)
6 11.2 (none)
7 22.4 (none)
8 44.8 (none)
9 89.6 (none)
10 179.2 (none)
11 310 (none)
12 450 (none)
13 590 (none)
14 730 (none)
15 870 (none)
16 1010 (none)
17 1150 (none)
18 1290 (none)
19 1430 (none)
20 1570 (none)
21 1710 (none)
22 1850 (none)
23 1990 (none)
24 2130 (none)
25 2270 (none)
26 2410 (none)
27 2550 (none)
28 2690 (none)
29 2830 (none)
30 2970 (none)
31 3110 (none)
32 3250 (none)
33 3390 (none)
34 3530 (none)
35 3670 (none)
36 3810 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 6
Alignment: any
HD/level: d4
Weapon Prof.: 3+level/4
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
 
CF=1:
 
Gets 30 Rogue points per level.
Level 1: Can weapon specialize as per Ranger1.
 
Lvl Scout Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: (-5% per TechLvl of the Lock) (-10% per SL of the Lock) V 0 Dex-13 Dex-17
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
1 Spying || Reflecting Pool - || F 5 Int-12 Int-15
1 Climb Walls | Climb Overhangs | Climb Upside-Down | Climb in Mid-Air V 55 Str-10 Str-14
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
2 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
3 Disguise | Alter Appearance M 25 Chr-11 Chr-13
4 Invisibility | Improved Invisibility M 0 Int-13 Int-18
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Legend Lore | Identify 0 | M 0 Int-13 Int-15
6 Read Languages | Decipher Code M 0 Int-9 Int-14
7 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
8 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
10 Sending | Demand M 10 Int-9 Int-12
12 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
18 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
27 Astral Spell MMM 40 Int-18 Int-24
 
CF=3:
 
Lvl Scout Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Any Rogue 1 ability - - - -

[PC50] Collective 5.0 Classes


Scribe1

Level KXP
Spells
1 0 (special)
2 2.25 (special)
3 4.5 (special)
4 9 (special)
5 18 (special)
6 35 (special)
7 60 (special)
8 95 (special)
9 145 (special)
10 220 (special)
11 400 (special)
12 600 (special)
13 800 (special)
14 1000 (special)
15 1200 (special)
16 1400 (special)
17 1600 (special)
18 1800 (special)
19 2000 (special)
20 2200 (special)
21 2400 (special)
22 2600 (special)
23 2800 (special)
24 3000 (special)
25 3200 (special)
26 3400 (special)
27 3600 (special)
28 3800 (special)
29 4000 (special)
30 4200 (special)
31 4400 (special)
32 4600 (special)
33 4800 (special)
34 5000 (special)
35 5200 (special)
36 5400 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
Wiz  4  2  3  1  1  1  1  0
+0  5  2  4  2  1  1  1  0
+0  5  3  4  3  2  2  2  1
+0  6  4  5  4  3  2  2  1
+0  7  5  6  5  4  3  2  1
+0  8  5  7  6  4  3  3  2
+0  8  6  7  7  5  4  3  2
+1  9  7  8  8  6  4  4  2
+1 10  8  9  9  7  5  4  3
+1 11  8 10 10  7  5  4  3
+1 11  9 10 11  8  6  5  3
+1 12 10 11 12  9  6  5  4
+1 13 11 12 13 10  7  6  4
+2 14 11 13 14 10  7  6  4
+2 14 12 13 14 11  8  6  5
+2 14 12 14 14 11  8  7  5
+2 14 13 14 14 12  9  7  5
+2 15 13 14 14 12  9  8  6
Requisites: Dex 15, Int 16, Wis 10
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/9
To Hit Table: ½xWiz
Save Table: War
Reference: BoD4
Groups: Wizard
 
 
CF=1:
 
Spell Memorization = level*2+Int-35 spells;
if this result is negative, you cannot memorize spells yet.
Spells allowed to Scribes: Comprehend Languages, Erase, Explosive Runes, Glyph of Warding, Illusionary Script, Legend Lore, Read Magic, Symbol. The DM may add additional spells. There are no "spell levels", all spells allowed are treated the same to you (each costs 1 spell to cast).
Level 1: 1M, 1V: Write (as spell)
Level 1: 1M, 1F: Copy (as spell)
Level 1: +Intelligence score in Language proficiencies.
Level 1: Can accurately depit someone (or something's) image as a drawn illustration.
Level 1: Weight Sense and Volume Sense.
Level 1: Detect Magical Writings.
Level 2: Can read scrolls without "blowing your head off". You are not immune to it's effect, so if it's a Cursed Scroll, you're still cursed.
Level 3: 1M: Identify Scroll.
Level 4: Can read books without "blowing your head off". You are not immune to what the book does to you, however.
Level 5: 2M, 2F: Copy (as spell) something non-magical you saw within the last hour, from memory.
Level 6: 1M: Identify Book.
Level 8: Immune to negative effects from Scrolls or Books.
 
CF=2:
 
Spell Memorization is now level*2+Int-25 spells.
 
CF=3:
 
Spell Memorization is now level*2+Int-15 spells.

[PC50] Collective 5.0 Classes


Shaman

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.5 20- --- -
3 2.4 31- --- -
4 6 320 --- -
5 9.6 321 --- -
6 24 332 0-- -
7 38.4 332 1-- -
8 100 333 20- -
9 157.6 333 21- -
10 272.8 333 32- -
11 452.4 333 33- -
12 632.4 433 330 -
13 812.4 443 331 -
14 992.4 444 332 -
15 1172.4 444 433 -
16 1352.4 444 443 -
17 1532.4 444 444 -
18 1712.4 544 444 0
19 1892.4 554 444 1
20 2072.4 555 444 2
21 2252.4 555 544 3
22 2432.4 555 554 4
23 2612.4 555 555 4
24 2792.4 555 555 5
25 2972.4 655 555 5
26 3152.4 665 555 5
27 3332.4 666 555 5
28 3512.4 666 655 5
29 3692.4 666 665 5
30 3872.4 666 666 5
31 4052.4 666 666 6
32 4232.4 766 666 6
33 4412.4 776 666 6
34 4592.4 777 666 6
35 4772.4 777 766 6
36 4952.4 777 776 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 6
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/5
To Hit Table: CTD0
Save Table: Clr0
Reference: DM
Groups: Priest
 
 
CF=1:
 
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
Level 1: Can weapon specialize as per Ranger1.
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
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).
 
CF=4:
 
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.

[PC50] Collective 5.0 Classes


Shukenja1

Level KXP Priest
123 456 78
1 0 1-- --- --
2 1.25 2a- --- --
3 3 30b --- --
4 12 31a c-- --
5 68 320 bd- --
6 79 421 ac- --
7 304 432 0bf --
8 350 432 1ae --
9 410 532 20d --
10 776 542 21c g-
11 1076 543 22b f-
12 1376 643 32a e-
13 1626 654 320 d-
14 1876 654 321 c-
15 2126 754 322 b-
16 2376 765 322 a-
17 2626 765 432 0-
18 2876 765 433 1-
19 3126 865 443 1-
20 3376 876 443 2-
21 3626 876 544 2-
22 3876 976 554 2-
23 4126 987 554 3-
24 4376 987 655 3-
25 4626 997 665 3-
26 4876 998 765 4-
27 5126 998 776 4h
28 5376 999 876 4g
29 5626 999 987 5f
30 5876 999 998 6e
31 6126 999 999 7d
32 6376 999 999 8c
33 6626 999 999 9b
34 6876 AAA AAA Aa
35 7126 BBB BBB B0
36 7376 CCC CCC C1
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 9, Con 9, Wis 12
Alignment: any G
HD/level: d6
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: OA1
Groups: Priest
 
 
CF=1:
 
Level 1: 1M: Everyone within 5' has +1/+1 TH/dmg vs. spirits this turn.
Level 1: 0, level/d: +3 on a saving throw roll.
Level 1: One martial arts style, +1 maneuver per level.

[PC50] Collective 5.0 Classes


Sohei1

Level KXP Priest
123 456 78
1 0 a-- --- --
2 2 0-- --- --
3 4 1-- --- --
4 7 2b- --- --
5 13 3a- --- --
6 24 40- --- --
7 48 41c --- --
8 85 42b --- --
9 150 43a --- --
10 350 440 d-- --
11 750 441 c-- --
12 950 442 b-- --
13 1150 443 ae- --
14 1350 444 0d- --
15 1550 444 1c- --
16 1750 444 2bf --
17 1950 444 3ae --
18 2150 444 40d --
19 2350 444 41c g-
20 2550 444 42b f-
21 2750 444 43a e-
22 2950 444 440 d-
23 3150 444 441 c-
24 3350 444 442 b-
25 3550 444 443 a-
26 3750 444 444 0-
27 3950 444 444 1-
28 4150 444 444 2h
29 4350 444 444 3g
30 4550 444 444 4f
31 4750 555 555 5e
32 4950 666 666 6d
33 5150 777 777 7c
34 5350 888 888 8b
35 5550 999 999 9a
36 5750 AAA AAA A0
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 13, Con 10, Wis 10
Alignment: L any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Pri
Reference: OA1
Groups: Priest
 
 
CF=1:
 
Level 1: +1/+1 TH/dmg with weapon of choice.
Level 1: Free Martial Arts style; +1 maneuver per level.
Level 3: 1M, 1/d: +1 to #Att, +1 AC, +3" movement, +1 TH, +1 dmg, +1 saves, Deflect as per Monk (duration 1 turn)
Level 5: 0, at -1 to -10 current hp: Can still operate and be offensive, but will drop dead next segment.
Level 6: 10-30 Sohei followers.
Level 9: Build a monastery.

[PC50] Collective 5.0 Classes


Thief0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Thf0
Reference: RC0-21
Groups: Rogue
 
 
CF=1:
 
Gets 0 (zero) rogue points per level. All the rogue abilities increase with level, as seen on the rogue table.
 
Lvl Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present P LVL*10+10 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM LVL*10+5 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M LVL*10 Dex-12 Dex-17
1 Move Silently || Immovability V LVL*10+5 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V LVL*10+0 Dex-11 Dex-16
1 Detect Noise | Clairaudience M LVL*10+10 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V LVL*10+55 Str-9 Str-13
1 Backstab (each 40% = x1) 0 LVL*20+60 Int-6 Int-20
2 Mimic Voices || Tongues M LVL*10+15 Wis-9 Wis-12
2 Distraction M LVL*10+10 Wis-13 Wis-16
3 Contortion | Elasticity | Become Liquid-Form VM LVL*10-5 Dex-10 Dex-14
4 Read Languages | Decipher Code M LVL*10-20 Int-9 Int-14
4 Deeppockets | Vanish M LVL*10-10 Int-6 Int-18
5 Sense Danger | Precognition | Choose Future VM LVL*10+5 Wis-8 Wis-11
6 All-Around Sight | Locate Object | Treasure Finding M LVL*10-5 Wis-15 Wis-19
6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M LVL*10 Int-12 Int-15
7 Blink | Controlled Blink M LVL*10-15 Wis-12 Wis-17
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M LVL*10-25 Int-13 Int-15
8 Wraithform | Dream Travel V LVL*10-15 Con-15 Con-17
9 Clairvoyance | X-Ray Vision M LVL*10-35 Wis-10 Wis-20
9 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M LVL*10-40 Dex-18 Dex-25
10 Invisibility | Improved Invisibility M LVL*10-50 Int-13 Int-18
12 Phase Door | Dimension Door M LVL*10-55 Int-9 Int-20
15 Probability Travel MM LVL*10-55 Int-13 Int-20
18 Shape Alteration/Polymorph Object | Shapechange MM LVL*10-85 Con-13 Con-20
27 Time Shift VMM LVL*10-115 Int-16 Int-24
 
CF=3:
 
You can drop the previous Rogue table, and get one "Any Rogue level N" pick per level. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get. You get 40 rogue points per level.

[PC50] Collective 5.0 Classes


Translator1JG

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 1.2 2-- --- -
3 2.5 21- --- -
4 4.9 32- --- -
5 10 421 --- -
6 19.6 431 --- -
7 38.8 432 --- -
8 77.2 432 1-- -
9 154 533 2-- -
10 394 543 21- -
11 634 543 32- -
12 874 554 321 -
13 1114 554 322 -
14 1354 554 322 1
15 1594 554 422 2
16 1834 555 432 2
17 2074 555 532 2
18 2314 555 533 2
19 2554 555 543 2
20 2794 555 543 3
21 3034 555 554 3
22 3274 555 555 4
23 3514 555 555 5
24 3754 666 655 5
25 3994 666 666 6
26 4234 777 766 6
27 4474 777 777 7
28 4714 888 877 7
29 4954 888 888 8
30 5194 999 988 8
31 5434 999 999 9
32 5674 AAA A99 9
33 5914 AAA AAA A
34 6154 BBB BAA A
35 6394 BBB BBB B
36 6634 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 13, Chr 16
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
 
CF=1:
 
May specialize in Divination and/or Enchantment, if this is done, pick 1 opposite per specialty.
Level 1: +3 language slots per level (DM note: Note you need 2 slots to completely cover a language, one is "speak", the other is "read/write".)
Level 1: +1 beast language per level. This allows speaking with animals such as birds, rabbits, etc.
Level 1: 1M, 1/t: Charm Person.
Level 6: 1M, 1/t: Charm Monster.
Level 9: Detect Lie continuous.
Level 9: 1M, 1/d: Undetectable Lie for 1 turn.
Level 11: 1M, 1/t: Mass Charm.

[PC50] Collective 5.0 Classes


White Robe1

Level KXP Wizard
123 456 789
1 2.5 1-- --- ---
2 5 2-- --- ---
3 10 21- --- ---
4 20 32- --- ---
5 38 421 --- ---
6 55 422 --- ---
7 100 432 1-- ---
8 200 433 2-- ---
9 400 433 21- ---
10 600 443 221 ---
11 1125 444 332 1--
12 1875 444 443 21-
13 2125 555 443 21-
14 2375 555 443 21-
15 2625 555 553 221
16 2875 555 554 221
17 3125 555 554 332
18 3375 555 554 333
19 3625 555 554 443
20 3875 555 554 444
21 4125 555 555 544
22 4375 555 555 554
23 4625 666 655 555
24 4875 666 666 655
25 5125 666 666 666
26 5375 777 766 666
27 5625 777 777 766
28 5875 777 777 777
29 6125 877 777 777
30 6375 887 777 777
31 6625 888 777 777
32 6875 888 877 777
33 7125 888 887 777
34 7375 888 888 777
35 7625 888 888 877
36 7875 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 6, Int 9
Alignment: any G
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DLA1
Groups: Wizard
 
 
CF=1:
 
Specialized in Abjuration. Has Illusion and Necromancy as opposite schools.
Can cast MTG White spells (see below).
Level 1: May use 1 material component effect per spell as a zero action.
 
MTG White spells:
Abeyance (SL=2): Target cannot use M actions this segment (Will save)
Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
 
CF=2:
 
More MTG White spells:
Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Disenchant (SL=2): Dispel an effect.
Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
Blessed Wind (SL=9): Target's current hp becomes 200.
 
CF=3:
 
More MTG White spells:
Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
Reverse the Sands (SL=8): Switch current hp totals with someone (no save)

[PC50] Collective 5.0 Classes


Witch Doctor

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 2.5 21- --- ---
4 4.5 22- --- ---
5 10 221 --- ---
6 18 222 --- ---
7 40 222 1-- ---
8 72 222 2-- ---
9 136 222 21- ---
10 264 222 22- ---
11 458 322 22- ---
12 658 332 221 ---
13 858 333 222 ---
14 1058 333 322 ---
15 1258 333 332 ---
16 1458 433 333 1--
17 1658 443 333 2--
18 1858 444 333 3--
19 2058 444 433 3--
20 2258 444 443 3--
21 2458 444 444 31-
22 2658 444 444 42-
23 2858 444 444 43-
24 3058 444 444 44-
25 3258 544 444 44-
26 3458 554 444 44-
27 3658 555 444 441
28 3858 555 544 442
29 4058 555 554 443
30 4258 555 555 444
31 4458 555 555 544
32 4658 555 555 554
33 4858 555 555 555
34 5058 666 555 555
35 5258 666 666 555
36 5458 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 6
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/6
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
 
CF=1:
 
Can specialize in a school, but pick 2 opposites.
Level 1: Can read scrolls of any spell level without "blowing your head off".
Level 1: Can weapon specialize as per Ranger1.
Level 8: Can create potions as per an Alchemist of ½ the Witch Doctor's level.

[PC50] Collective 5.0 Classes


Yakuza1

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 30 (none)
7 60 (none)
8 130 (none)
9 260 (none)
10 520 (none)
11 800 (none)
12 1100 (none)
13 1400 (none)
14 1700 (none)
15 2000 (none)
16 2300 (none)
17 2600 (none)
18 2900 (none)
19 3200 (none)
20 3500 (none)
21 3800 (none)
22 4100 (none)
23 4400 (none)
24 4700 (none)
25 5000 (none)
26 5300 (none)
27 5600 (none)
28 5900 (none)
29 6200 (none)
30 6500 (none)
31 6800 (none)
32 7100 (none)
33 7400 (none)
34 7700 (none)
35 8000 (none)
36 8300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 9, Int 9, Chr 9
Alignment: non-L
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Rog
Save Table: Rog
Reference: OA1
Groups: Rogue
 
 
CF=1:
 
Level 1: +1 Knowledge proficiency per level.
Level 1: Free Martial Arts style; +1 maneuver per level.
 
Lvl Yakuza Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate V 10 Con-15 Con-19
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Spying - 10 Int-11 Int-14
2 Legend Lore | Identify 0 | M 0 Int-13 Int-15
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Mimic Voices || Tongues M 25 Wis-9 Wis-12
5 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
7 Object Reading VM 0 Int-12 Int-20
8 Aura Alteration | Unknowable Alignment || Unknowable Truename M 10 Chr-15 Chr-19
8 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
 
CF=3:
 
Lvl Yakuza Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 any Rogue 1 ability - - - -
4 Presence (+1 per 20% made to Presence) M 0 Int-9 Int-12
4 Leadership (+1 per 20% made to Leadership) M 0 Int-9 Int-12
9 Any Rogue 1 ability - - - -
10 Any Rogue 3 ability - - - -
12 Any Rogue 6 ability - - - -
15 Any Rogue 10 ability - - - -
19 Any Rogue 15 ability - - - -