D&D Collective, version 5.9


[T1] Table of Contents

[FULL] Click here to download the entire collective (huge file!)
 
[Coll3B] Click here to view Collective 3B (Basic Collective with minimal tables)
 
[Coll40] Click here to view Collective 4.0-basic (Basic Collective with minimal tables)
 
[Coll50] Click here to view Collective 5.0 (yet one more Basic Collective with minimal tables)
 
[T] Introductory Tables (click here to view this whole section)
[T1] Table of Contents (you're here!)
[T2] Index (alphabetical)
[T3X] Items added to Collectives 3.0 to 3.9
[T4X] Items added to Collectives 4.0 to 4.9
[T99] Unknown/Incomplete Rules
 
[P] Player's Reference (click here to view this whole section)
[P0] Character sheet
[P1] How to create a Player Character (PC)
[P2] Ability scores
[P3] Races
[P4] Classes (General Rules & XP Tables & Reverse XP Table)
[PC0] List of Classes
[PC1] Warrior Group Classes
[PC2] Wizard Group Classes
[PC3] Priest Group Classes (& Specialty Priest abilities)
[PC4] Rogue Group Classes (& Rogue Ability charts)
[PC5] Psionicist Group Classes
[PC6] Custom Group Classes
[PC7] Concordant Group Classes
[PC8] Monster Group Classes
[PC9] Alternate Universe (Planeshifted) Group Classes
[PC10] Mini-Classes Group
[PC11] Mirror Group Classes
[PC12] Planar Group Classes
[PC13] Lost Group Classes
[PC14] Demigod Group Classes
[PC15] PC Designed Group Classes
[PC16] Technology Group Classes
[PC17] Joke Group Classes
[PC18] Futureshifted Group Classes
[PC19] Random Group Classes
[PC20] Concordant Mini Classes
[PC22] Archetype Classes
[PC30] Demigod Mini Classes
[PC80] Internet Classes Group
[PC220] Originator Mini Classes
[PC-1] Non-Combatant Group Classes
[PC-4] Overt Group Classes
[PC-10] Maxi-Classes Group
[PC1r] Random Warrior Classes
[PC2r] Random Wizard Classes
[PC3r] Random Priest Classes
[PC4r] Random Rogue Classes
[PC8r] Random Monster Classes
[PC10r] Random Mini Classes
[PC37] Collective 3.7 Classes (this is a temporary section)
[PC38] Collective 3.8 Classes (this is a temporary section)
[PC39] Collective 3.9 Classes (this is a temporary section)
[PC42] Collective 4.2 Classes (this is a temporary section)
[PC43] Collective 4.3 Classes (this is a temporary section; Mini-classes are at the end)
[PC45] Collective 4.5 Classes (this is a temporary section)
[PC46] Collective 4.6 Classes (this is a temporary section)
[PC47_1] Collective 4.7 Random Races, ÷1 (this is a temporary section)
[PC47_2] Collective 4.7 Random Races, ÷2 (this is a temporary section)
[PC47_3] Collective 4.7 Random Races, ÷3 (this is a temporary section)
[PC47_10] Collective 4.7 Race Adjectives Mini Class (this is a temporary section)
[PC51] Collective 5.1 Classes (this is a temporary section)
[PC52] Collective 5.2 Classes (this is a temporary section; includes everything in 5.1)
[PC54] Collective 5.4 Classes (this is a temporary section)
[PC54A] Supplemental material for Collective 5.4 (some of this is new, some is old)
[PC7_Divine3] Divine3 class (this is a temporary section)
[PC99] Unknown/Incomplete Classes
[P5] Kits
[P6] Proficiencies, Weapon
[P7] Martial Arts
[P8] Proficiencies, Nonweapon
[P9] Skills & Secondary Skills
[P10] Background; Zero-level characters; Aptitude Points
[P11] Feats
[P12] Research
[P14] Professional Wrestling
[P?] How to play this version of AD&D
 
[C] Combat (click here to view this whole section)
[C1] THAC0 (Attack bonus)
[C2] Saving Throws
[C2T] Saving Throws (transposed)
[C3] Action Types
[C4] Combat Sequence
[C5] Calculating Combat Values (hp, AC, THAC0, dmg, blahR)
[C6] Priests Affecting Undead
[C7] Combat Options (wielding unusual size weapons, combat maneuvers)
[C8] Generic Effects / Glossary (stunned, confused, etc.)
[C9] Resistances (BlahR's)
 
[S] Spells and Magical Effects (click here to view this whole section)
[S0] Spells and Innates, General Rules
[S1] Warrior Spells
[S2] Wizard Spells
[S3] Priest Spells
[S4] Rogue Spells
[S10] Familiars
[S11] Spells from Magic the Gathering
[S12] Spell Research
[S22] Recommended Wizard Spells
[S23] Recommended Priest Spells
 
[Q] Psionics (click here to view this whole section)
[Q--2] Efficiency Psionics (Psi. Freq. --2)
[Q-17] Illogic Psionics (Psi. Freq. -17)
[Q-15] Eelemental Psionics (Psi. Freq. -15)
[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)
[Q-9] Mutate / Anti-Radiation Psionics (Psi. Freq. -9)
[Q-7] Unlive Psionics (Psi. Freq. -7)
[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)
[Q-5] The Nothing Psionics (Psi. Freq. -5)
[Q-3] Anti-Esper Psionics (Psi. Freq. -3)
[Q-2] Deficiency Psionics (Psi. Freq. -2)
[Q-1] Unnatural Psionics (Psi. Freq. -1)
[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)
[Q0.01] Pinpoint Psionics (Psi. Freq. 0.01)
[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)
[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)
[Q3] 3rd Edition Psionics (Psi. Freq. 3)
[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)
[Q5] Imagination Psionics (Psi. Freq. 5)
[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)
[Q7] Undead Psionics (Psi. Freq. 7)
[Q8] Cyberspace (Technology/Animation) Psionics (Psi. Freq. 8)
[Q9] Mutant (Radiation) Psionics (Psi. Freq. 9)
[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)
[Q11] ? Psionics (frequency 11)
[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)
[Q13] Emotional/Frame of Mind Psionics (frequency 13)
[Q14] Lycanthrope/Moon Psionics (Psi. Freq. 14)
[Q15] Elemental/Dragon Psionics (Psi. Freq. 15)
[Q16] Golem/Intelligent Item Psionics (Psi. Freq. 16)
[Q17] Vulcan Psionics (frequency 17)
[Q18] Synnibarr (Radiation) Psionics (Psi. Freq. 18)
[Q19] The Force Psionics (Psi. Freq. 19)
[Q20] Incantatrix/Defiler/Absorption (Active/Surroundings) Psionics (frequency 20)
[Q21] Divine (Immortal/Godly) Psionics (Psi. Freq. 21)
[Q22] ? Psionics (frequency 22)
[Q23] Cloud Elves' Magical Clouds (Psi. Freq. 23)
[Q27] Fate Psionics (Psi. Freq. 27)
[Q29] Beholder Psionics (Psi. Freq. 29)
[Q30] Astral (Shadowrun Magic) Psionics (Psi. Freq. 30)
[Q36] Synnibarr Psionics (Psi. Freq. 36)
[Q45] Marvel Psionics (Psi. Freq. 45)
[Q54] DC Psionics (Psi. Freq. 54)
[Q60] Ethereal Psionics (Psi. Freq. 60)
[Q72] Mutants and Masterminds Psionics (Psi. Freq. 72)
[Q81] Champions Psionics (Psi. Freq. 81)
[Q98] Psionic Research & Custom Psionic Frequencies
[Q100] Storm Psionics (Psi. Freq. 100)
 
[A] Adventures (click here to view this whole section)
[A1] Alignment
[A?] Handling NPCs and MPCs; Hirelings and Henchmen
[A2] Time, Distance, and Movement (non-combat)
[A3] Aging
[A?] Natural Effects / Weather
[A6] Air Adventures
[A7] Underwater Adventures
[A8] Space Adventures
[A9] Power Factors (MF/PF/TF/PsiF/TechF)
[A?] Awarding XP
[A?] Adjective-Based Tables
[A12] Inner Planes' Effects
[A13] Outer Planes' Effects
[A14] Ultra Planes' Effects
 
[E] Equipment (click here to view this whole section)
[E0] Equipment, General Rules
[E0.1] Money
[E0.2] Encumbrance
[E1] General Equipment
[E2] Weapons
[E3] Armor
[E4] Magic Items
[E5] Unusual Materials
[E7] Intelligent Magic Items
[E8] High-Technology Equipment
[E11] Magic Item List (DMG1, UA1, RC0 only)
[E20] Creating Magic Items
[E21] Alcohol
[E22] Drugs
[E23] Poison
 
[M] Monsters (click here to view this whole section)
[M0] Monsters, General Rules
[M1] Listing of Monsters
[M2] Monster Templates
[M3] Random Monsters
[M?] Monster Characters as MPCs; Morale
[M5] List of NPCs
[M7] Immortal Monsters, Characters, & Gods
[M8] Treasure Types, Gems, Jewelry
[M11] List of Monsters (1st ed. MM, MMII, FF only)
[M12] List of Monsters (2nd ed. Monstrous Manual & Annuals only)
[M22] Monsters Unique to the Collective
[M40] 40 Monster Types (this is a temporary section)
[MC1] Monster Collective, Spells
[MC2] Monster Collective, Psionics
 
[D] Dungeon Master's Reference (click here to view this whole section)
[D0] General Information on Setting
[D1] Oerth (Description & Countries)
[D3] Timeline
[D4] Traps
[D5] Tricks
[D6] Specials
[D7] Dungeon Dressing
[D8] City Dressing
[D11] Prime Material Plane
[D12] Inner Planes
[D13] Astral Plane
[D14] Outer Planes
[D15] Ultraplanes
[D16] Omniverse
[DM] Dungeon Modules
[DM1] A Midsummer's Nightmare
[DM2] Thanatos Rift
[DM3] Gateway Mountain
[DM4] New Century
 
[X] Immortals' Rules (click here to view this whole section)
[X1] Immortals Rules
[X2] Immortal Powers
[X3] Cheat Codes
[X-7] Anti-Concordant Powers (Concordant Freq. -7)
[X4] Superstition Psionics (Concordant Freq. 4)
[X7] Divine (Immortal/Godly) Powers (Concordant Freq. 7)
[X14] Divine (Immortal/Godly) Powers (Concordant Freq. 14)
[X21] Divine (Immortal/Godly) Powers (Demigod Freq. 21)
[X24] Class/Occupation Psionics (Demigod Freq. 24)
 
[Z] Notes (click here to view this whole section)
[Z1] Bibliography (Sources converted to the Collective)
[Z2] Omissions (What's not in these rules that's in "standard" AD&D)
[Z3] Rationale (for the more "questionable" rulings)
[Z6] Revisions & Addenda to these rules
[Z13] Dead/Pixelated/Banhammered Collective Concepts
[Z22] Sources to be added to the Collective

[T3X] Items added to Collectives 3.0 to 3.9


[T39] Items added to Collective 3.9

Rule Changes
[PC39] New Classes Added 28 new classes. These classes have also been added to the relevant [PC#] section, and to the [PC0] class list. The list: Arcane Wizard, Damage Resistance, Deified Mortal0, Dragon Mage15 / Dracologist15, Duplicator, Fallen Angel5, Generic Priest, Giant Robot8, Magic-User4 (was renamed to Magic-User30 in Collective 4.2), Maxulator, Meat Sword, Memorization Level, Musketeer/Cannoneer/Pistoleer/Rocketeer, OtherR, Paladin of Quality1, Psi0.01, Psi36 (Synnibarr), Psi-40 (old Psi-4), Quickling0, Rakshasa, Research Points / Sheets, Small Game Hunter, Specific Immuner, Spell Damage, Summons, The Hidden, Traveller Priest, Weapon Specialization
The following sections should exist due to these new classes, but haven't been added yet: [PC12] Planar Group Classes (there are only 2 classes in this group so far), [Q(-40)] Reality Psionics (all of these powers are in the Psi(-40) class currently.)
[Q0.01] Pinpoint Psionics (Psi. Freq. 0.01) New Psionic Frequency. This uses similar mechanics to Psi1.
[Q36] Synnibarr Psionics (Psi. Freq. 36) New Psionic Frequency. This uses similar mechanics to Psi9 and Psi18.

[T3X] Items added to Collectives 3.0 to 3.9


[T38] Items added to Collective 3.8

Rule Changes
[PC37] New Classes Added the Collective 3.7 classes to the relevant [PC1]-[PC14] sections, and to the class list in [PC0]. Added [PC11] Mirror Group Classes and [PC13] Lost Group Classes.
[PC38] New Classes Added 24 new classes. These classes have also been added to the relevant [PC#] section, and to the [PC0] class list. The list: Anti-Custom, Compounder, Defender Psionicist, Demolitionist, Dilettante, Divine Assassin, Ethereal Repair60, Faith Healer, Master Custom3.5, MiniCustom2, MiniCustom5, Minotaur0, Offender Psionicist, Ovinomancer, Resister, Stuffy Doll16, Sun Priest, Teneb Harvester (MTG B/G/W), Theist14, True Armor Class, True Damage, True Saves, True To Hit, XP
[M8] Treasure Types, Gems, Jewelry Started working on this.
[M40] 40 Monster Types Expands the number of Monster Types from 16 to 40. Eventually this will replace the [M1] system; this is a temporary section. The 24 new types (Alien, Arctic, etc.) are given 30 monsters each in this section, which isn't much, but it's a start.
[MC1] Monster Collective, Spells New section, describing the spells that monsters typically use.
[MC2] Monster Collective, Psionics New section, describing the psionics that monsters typically use.
[D7] Dungeon Dressing Added tons of stuff here, mostly Dungeon Types [D7.1], Room Features [D7.3], and Minor Items [D7.9].
Also added section [D7.7] Doors

[T3X] Items added to Collectives 3.0 to 3.9


[T37] Items added to Collective 3.7

Rule Changes
[PC37] New Classes Added 55 new classes. These classes have NOT been added to the relevant [PC#] section, nor have they been added to the [PC0] Class List yet, they are only in [PC37] right now. The list: Acrobat0, Angel5, Antemortal0, Archer0 / Er0 / Ranger0, Astral Destruct-3, Athlete, Avatar, B Actions, Barney Emissary, Big Game Hunter, BlahR, Captain, Caster Level, Charonodaemon5, Concordant Spell Progression, Crosis Purger (MTG B/U/R), d20izer3, Delusionist1 / ArchIllusionist1, Engineer, Excecutioner1 / ArchAssassin1, Force Mage, Githyanki Knight, Golem16, Immuner, Incantatrix, Innovator48, Knowledgizer3, Meat Shield, Minulator, Money, Movement Rate, Number of Attacks, Overt Rogue, Peacemonger, Pharmacist5, Planeswalker Artificer, Polar Bear9, Psi100, Psi14, Psi--2, Psi3.5, Psi81 (Champions), Quintessential Cleric6, Quintessential Custom6, Quintessential Mage6, Quintessential Psion6, Quintessential Thief6, SemiDivine3, Stealth Ninja, Strider1 / ArchRanger1, Time Bandit, Tourist, Wizard of the Coast, Worshiper of the UltraWhite, Yuan-Ti / Snake Worshiper.
[Q--2] Efficiency Psionics (Psi--2) New Psionic Frequency (the first double-negative frequency)
[Q-3] Anti-Esper Psionics (Psi-3) New Psionic Frequency.
[Q3.5] 3.5E Psionics (Psi3.5) New Psionic Frequency (the first fractional frequency)
[Q14] Lycanthrope Psionics (Psi14) New Psionic Frequency; replacement for the old Psi14, which got moved to [X14]. This uses similar mechanics to Psi7.
[Q16] Golem Psionics (Psi16) New Psionic Frequency. This uses similar mechanics to Psi8.
[Q48] Class/Race Psionics (Psi48) This is not a new section (and isn't included online), but some Psi48 powers are included in the "Innovator48" class (in [PC37]). It is similar to X24.
[Q81] Champions Psionics (Psi81) New Psionic Frequency, based on the "Champions" game.
[Q100] Storm Psionics (Psi100) New Psionic Frequency. This uses similar mechanics to Psi1.

[T3X] Items added to Collectives 3.0 to 3.9


[T36] Items added to Collective 3.6

Rule Changes
(note on Collective 3.5) Collective 3.5 was skipped. It was originally supposed to include a lot of 3E/3.5/d20 material, but fell out of favor with the group (who prefer Collective play over 3.5). While Collective 3.6 was being developed, the Crystal Keep website ( http://www.crystalkeep.com/d20/index.php ) was discovered. Heavily altered components of some of the material from their PDF files have been included here. Look for "3.5" in the "New?" column of various tables.
(many places in the Collective) Made lots of little additions all over the place. I did not document all the changes here. For example, dozens of classes got new "Level:" abilities.
[P3] Races Added 2 races: Elder Druid; Grell, Patriarch
Added 1 racial adjective: Zombified
[PC0] List of classes TODO: Group, Class name, Requirements, XP for 2nd level
[PC3] Priest Classes Added 15 gods to the GGL.
Added 2 classes: Dweomershaper5, Shapeshifter2 (also Monster group)
Smiter5: Filled in all the powers except Z
[PC4] Rogue Classes Added 1 class: Thief4 (renamed to Thief30 in Collective 4.2).
Holy Monk1: Made a few changes to make the class better.
White Hat5: Filled in the Level 20-26 bracket (also added these to ArchCustom5's list)
[PC5] Psionicist Classes Added the PSP conversion table (the value of each frequency's PSPs in terms of Psi1 PSPs). Yes, it should probably be in [Q] somewhere instead, but there's no place in [Q] currently for a "General Psionics Rules" section.
[PC6] Custom Classes Added 1 class: Custom5.
FMCTP1/2: Added some high "Level:" abilities
[PC7] Concordant Classes Immortal0: Added 5 spells (they are all BlahR's)
Lich: Added 3 spells to SL=2 (material componenting stuff)
[PC8] Monster Classes Added 1 class: Shapeshifter2 (also Priest group)
Spectre: Gave the class the choice between Psi7, Lich, or Protolich progression.
[PC10] Mini Group Classes Added 1 class: Turn Undead.
[P11] Feats Added 2 feats: Accelerate Weapon, No Rogue Adjustments
[C8] Generic Effects Added "Double Resist". Expanded upon the descriptions of Resist and Immune to include "spreading" and the fact that resistances stack.
[C9] Resistances (BlahR's) New section, describing all the BlahR types (MR, RR, etc.). As an extra bonus, we get a bunch of new spells, such as "Reverse Technology".
[S2] Wizard Spells Added 6 spells: Innate Resistance (SL=4), Weapon Resistance (SL=5), Effects Resistance (SL=6), Anti-Magic Resistance (SL=7), Spirit/Concordant Resistance (SL=8), Anti-Psionic Resistance (SL=9)
[S3] Priest Spells Added 3 spells: Fix (SL=10), iHeal (SL=10), Reset Other (SL=10)
[S10] Familiars Added 11 Familiars: Eagle [3], Evolved Human, Gateway Mountain Souvenir Rock, Lord Karll's Prized Chicken, Louse, Matt Gnome, Native Bird [Vermin Multiverse], Pink Bunny [Vermin Multiverse], T.T. Maggot, The Hand, War Horse
[Q-6E] First Evil Psionics Added 3 Fourth Hell, 3 Fifth Hell, and 2 Sixth Hell powers
[Q-6G] Angelic Psionics Added 2 Sixth Heaven and 3 Seventh Heaven powers
[Q15] Dragon/Elemental Psionics Added Wild Talent Progression (it's completely different from the hand-written version)
Added Splinters (Quasi-) to the Element list
[Q18] Mutant Psionics Added 3 Minors (Demi-Shadow Magic, Happy Day, Innate Shield), 1 Major (Scty: Delocator), 1 Grand (Fate Wish), 1 Super (Quick Zeroes)
[Q29] Beholder Psionics Added 2 Majors: Deflection, Fork (thought it was there already!)
[E3] Armor Added Cryo-Hydra to [E3.5] Dragon Armors
[E4] Magic Items Added 100 magic items from Crystal Keep (look for "3.5" in "New?" column)
[D5] Tricks Added Monster Generators
[D8] City Dressing New section, describing cities. Started with [D8.1] Building Types, with 50 buildings.
[D11-D16] Planes Made this take up less space (removed form feeds)
[X3] Cheat Codes New section, describing "player picks".
[Z13] Dead/Pixelated/Banhammered Added [PC0] Standard XP Table

[T3X] Items added to Collectives 3.0 to 3.9


[T34] Items added to Collective 3.4

Rule Changes
Collective 3B Remade this. This is a simplified version of the Collective with less tables.
[T1] Table of Contents Added a link to Collective 3B, and added a link to view all of section [T].
[P0] Character sheet New section. A Collective character sheet!
[P3] Races Added the 50 races from the Collective 3.3 campaign (look for "3.3" in the "New?" column). This was supposed to be in the 3.3 update, but didn't make it, so I'm leaving it as "3.3" in "New?" (instead of "3.4"). Since these races were made to be divisor 1, some are rather weak for what they are (e.g. Serra Angel should have better stats and abilities, but it would then have a divisor of 3 or 4).
My current race list has 539 races, and 85 adjectives (templates) for races.
[PC] Classes Added "To Hit" and "Saves" tables to all classes.
Classes that are more than one group (e.g. Elf0 is Warrior and Wizard) now appear in both groups. In doing this, some classes were added to groups they did not previously belong to.
[PC1] Wizard Classes Jedi0/Sith0: XP table was halved.
[PC10] Mini Classes Group New group with 26 classes (each of these classes also has an "Alternate" version): Ability Score Points, Armor Class, Damage, Hit Dice / Hit Points, Jobber, Kits / Feats, Priest Spell Progression, Proficiencies, Psionic Progression, Rogue Abilities, Saving Throws, To Hit, Wizard Spell Progression
[PC33] Collective 3.3 Classes This was removed, and the classes put into their relevant sections.
[S2] Wizard Spells Removed the "Range", "Area", and "Duration" columns, since they were mostly blank and it was causing [S2] to take up a lot of pages. I put some of the information from these columns in the "Effect" column.
[S3] Priest Spells Removed the "Range", "Area", and "Duration" columns, since they were mostly blank and it was causing [S3] to take up a lot of pages. I put some of the information from these columns in the "Effect" column.
[E5] Unusual Material for Weapons & Armor Added 5 unusual materials from SRD3.5: Adamantine, Alchemical Silver, Cold Iron, Darkwood, Mithral3.
[E7] Intelligent Magic Items Added 362 powers (from the 0D&D Master's Set) - some of the text scanning is pretty bad (i.e. lots of typos), but it's good enough to understand. I didn't add a "New?" column because this is (pretty much) just for me.
[M2] Monster Templates Added 56 Monster Templates (mostly from 3E/d20 books), notable is "Rakshasa", which I can't believe I've missed until now, considering how often I use it.
Added a "Source" column.
[D4] Traps Added 28 traps from Random Dungeon Generator (Jamis Buck); I didn't add a "New?" column because this is just for me.
Added 105 traps from SRD3.5.
[D5] Tricks Added 15 tricks from Random Dungeon Generator (Jamis Buck); I didn't add a "New?" column because this is just for me.
[D7] Dungeon Dressing Moved from [D10] to [D7]. Also, the unfinished "City Dressing" section was moved from [D11] to [D8].
Added 200 furniture and minor items from Random Dungeon Generator (Jamis Buck); I didn't add a "New?" column because this is just for me.
[D11] Prime Material Plane New section.
[D12] Inner Planes New section.
[D13] Astral Plane New section.
[D14] Outer Planes New section.
[D15] Ultraplanes Moved from [D14] to [D15]. Added to this.
[D16] Omniverse New section.

[T3X] Items added to Collectives 3.0 to 3.9


[T33] Items added to Collective 3.3

Rule Changes
(many places in the Collective) Fixed dozens of typos all over the place, notably classes (missing spell progressions, etc.)
[PC1] Warrior Classes Bushi1: Gets a free Martial Arts style and +1 maneuver per level.
Kensai1: Gets a free Martial Arts style and +1 maneuver per level.
Shifter1JG: Has a Psi14 (Lycanthrope Psi.) progression.
[PC2] Wizard Classes PlaneswalkerB/U/G/R/W: Pixelated; Moved to [Z13]
SpellshaperMTG: Pixelated; Moved to [Z13]
WuJen1: Gets a free Martial Arts style and +1 maneuver per level.
[PC3] Priest Classes Acupuncturist1JG: Now has a (somewhat crappy) spell progression. Gets single spec. in Needles.
Atheist(-7): The class is more expensive in XP, especially at lower levels. Stat requirements increased. Now refers to [X(-7)] instead of Psi(-7).
Pantheon Worshiper: Now gets 1 pantheon per level (the previous version was far too weak.)
Shukenja1: Gets a free Martial Arts style and +1 maneuver per level.
Sohei1: Gets a free Martial Arts style and +1 maneuver per level.
Theist7: The class is more expensive in XP, especially at lower levels. Stat requirements increased. Now refers to [X7] instead of Psi7.
[PC4] Rogue Classes Bard1N: Improved immensely: Better rogue chart, spells, etc.
Ninja1: Gets a free Martial Arts style and +2 maneuvers per level.
TANB1: Added how to replace classes.
Yakuza1: Gets a free Martial Arts style and +1 maneuver per level.
[PC5] Psionicist Classes ArchPsi1: Massively slowed down the power progression for levels 1-8; it was completely insane before.
Com*1: Can now "material component" Psi1 powers.
X4A: X4 multipliers have been greatly reduced (to x1.25 / x1.5 / x2 / x2.5).
Psi11B/U/G/R/W: Pixelated; Moved to [Z13]
Psi72: New class.
X7A: This is the old Psi7A class. It still exists, and gets [X7] powers. It has an HNCL requirement now, and the XP table is now much more expensive. [X7] is not a psionic frequency, but [X7] is frequency-like, so I am keeping X7A in the Psionicist group as a "Proto-X7" class.
[PC6] Custom Classes Emulator: "Your duplicated level must be equal to or less than e*2. If it is above that, it is lowered to e*2." - e*2 was lowered to e.
[PC7] Concordant Classes X7M: This is the old Psi7M class, renamed. It references [X7] instead of [Q7].
X7P: This is the old Psi7P class, renamed. It references [X7] instead of [Q7].
X14: This is the old Psi14 class, renamed. It references [X14] instead of [Q14].
[PC9] Alternate Universe Classes The 25 Collective 3.2 new classes: Most of the typos have been corrected.
Uncommoner3: You don't get to pick the broad group of the monster when the DM rolls it. (Early versions of the class let you pick.)
[PC14] Demigod Classes X21: This is the "old" Psi21 class, renamed. It references [X21] instead of [Q21]. It's not really an old class, since it just came out in Collective 3.2!
[PC33] Collective 3.3 Classes Temporary section to put all Collective 3.3 new classes in one place. These classes will also be listed in their relevant [PC1]-[PC9] section. This section will be removed as Collective 3.4 comes out.
Added 36 classes: Anti-Magic-User1 *, ArchCustom5, Battlelord, Beast Rider, Biostatistician, Brass Gnat, Chronomancer2 *, Collectivizer3, Companion3, Cthulhu Investigator5, Custom1, Divine Emissary, Faerie, Hell's Caretaker, Henchman, Luck Master, Mortal0, Mutant45 (Marvel), Mutant54 (DC), Myth, Pioneer (Outland Pioneer), Proto-Lich, Psi(-2), Psi7 (Undead), Psi72, Psionic Mystic0/10, Rarer3, Secret Agent5, Sidekick, Sliver, Urd0, Warden, Weasel, Worshiper of the UltraBlack, Wraith0/7, WWPRP2/3
* Anti-Magic-User1 and Chronomancer2 existed before, but have been completely rewritten (with new spells) in this version.
[P4.8] Class Adjectives Added "Channeling" (moved from it's own section [P4.10], which no longer exists), and "To Hit as Custom"
[P5] Kits The good news is the "Feat Kit" (the Kit that gives you a feat) no longer has a level 9 requirement. That rule was never enforced anyway. The bad news is the "Feat Kit" no longer gives the "Alternate Prime/Universe Knowledge" bonus proficiency, not that anyone remembered that either. The Banhammers giveth, the Banhammers taketh away.
[C1] To Hit To Hit as Custom added. It's the first "to hit" chart that's not linear (fast from levels 1-9, then slow afterwards).
[Q-7] / [X-7] The old Psi-7 Moved the old [Q-7] to [X-7], it's now a "Concordant Frequency", not a Psionic Frequency.
The new [Q-7] is Unlive Psionics.
[X4] X4 X4 multipliers have been greatly reduced (to x1.25 / x1.5 / x2 / x2.5).
The older system, which is crappy, vague, and just confuses the hell out of people, is Pixelated and moved to [Z13].
[Q7] / [X7] The old Psi7 Moved the old [Q7] to [X7], it's now a "Concordant Frequency", not a Psionic Frequency.
[Q7] Undead Psionics (Psi7) New psionic frequency, based on Undead powers.
[Q14] / [X14] The old Psi14 Moved the old [Q14] to [X14], it's now a "Concordant Frequency", not a Psionic Frequency.
The new [Q14] is Lycanthrope/Moon Psionics.
[Q21] / [X21] The old Psi21 Moved the old [Q21] to [X21], it's now a "Demigod Frequency", not a Psionic Frequency.
The new [Q21] is unknown at this time.
[Q30] Psi30 The older system, which made no sense to anyone (including the DM), is Pixelated and moved to [Z13].
[Q45] Marvel Psionics (Psi45) New psionic frequency, based on Marvel comics.
[Q54] DC Psionics (Psi54) New psionic frequency, based on DC comics.
[M1] Monster List Added 4274 monsters (all the MTG creatures up to Time Spiral).
Also redid all the stats for the Angband monsters (I multiplied their stats by DL, which I what I was doing in play anyway)
[Z13] Dead Concepts This is a new section - [Z13] Dead/Pixelated/Banhammered Collective Concepts. All the stuff that's no longer legal goes here. A true "John pick" (not a Ring of Ma'ruf) may pick from this section. This is in it's infancy. Here's what's added in this version:
[PC2] The various PlaneswalkerMTG and SpellshaperMTG classes, which were never finished.
[PC5] The old Psi11 (MTG) classes, which were never finished.
[X4] The original X4 system.

[T3X] Items added to Collectives 3.0 to 3.9


[T32] Items added to Collective 3.2

Rule Changes
(many places in Collective) In some sections I've added a "New?" column to the far right. This is the Collective edition number the concept or item was added, starting with Collective 3.2. If the box is blank, it was introduced before Collective 3.2. I will add the "New?" column to sections as needed. I might go back and fill in "3.1" values, but I probably won't go any further back.
[P3] Race Table Added 26 races (look for '3.2' in the New? column). Notable items: MTG races.
[PC4] Rogue Classes Added the list of "All Rogue Abilities" (it's at the top of the [PC4] section). Filled out the Wilderneer table.
[PC6] Custom Classes Added Statistician, a class I will regret until the end of my days. Seriously though, this class needs rewording so it isn't broken with other things.
[PC7] Concordant Classes Added Divine3 (the special abilities and spells are offline due to copyright restrictions), Dragon of Tyr2
[PC9] Alternate Universe Classes New group, with 25 new classes: Amulet Destroyer1JG, Black Hat5, Block, Companion Mage, Dwarven Offender3, Ethereal Shaman60, Gorilla Shaman (Mox Monkey), Gruul Grave-Troll22 (MTG G/R), Grand Meleer1, Holy Monk1, Holy Warrior3, Illogician-17, Inept-2, Life Machine, Life Master1, Mixed Freq. Sampler, Orzhov Euthanist22 (MTG B/W), Physicist, Protector Mage, Selesnya Sagittar22 (MTG G/W), Shadow Elf0, Uncommoner3, Unholy Order of Stars Jerry1, Urbaneer (Cityneer), Witch5. There are some typos that were observed in play that have not yet been corrected in this version, sorry.
[PC14] Demigod Classes Added Psi21
[Q-17] Psi -17 New psionic frequency (Illogic Psionics)
[Q-15] Psi -15 Added Gray Goo (EE=4)
[Q-2] Psi -2 New psionic frequency (Deficiency Psionics)
[Q21] Psi 21 New psionic frequency (a x3 psionics frequency)
[Q29] Psi 29 Added a lot more Grands and Supers
[Q60] Psi 60 New psionic frequency (Ethereal Psionics)
[E2] Weapons Added 0 weapons (look for 3.2 in the New? column). Notable items: Monomolecular Blade.
[E4] Magic Items Added 73 magic flags / items (look for 3.2 in the New? column). Notable items: Artifacts from DMG1, Gauntlet (video game) items, Poppers, Weapon Flags: Cascade Ram, Dragonlancing (and Inverse).
[E7] Intelligent Magic Items Started this section over fresh, instead of using old [E7] from Collective 1.0. The abilities there are more or less lifted from DMG1 and DMG3.5. Need to add: Old [E7] sections (there are 2 of them), BoA2, Master's rulebook (0 edition), etc.
[M1] Monster List Reorganized sections so each DL starts in a new section.
[M2] Monster Templates Added "Type" column and rules, so we have monster type.
[M3] Random Monsters Added "Type" column and rules, so we have monster type.
[M5] List of NPCs New section.
[M22] Collective Monsters Added a list of Monsters Unique to the Collective; i.e. I made these monsters up.
[D4] Traps New section. In it's infancy, but it's a start.
[D5] Tricks New section. In it's infancy, but it's a start.
[D6] Specials New section. In it's infancy, but it's a start.
[D10] Dungeon Dressing New section. In it's infancy, but it's a start.

[T3X] Items added to Collectives 3.0 to 3.9


[T31] Items added to Collective 3.1

Rule Changes
[T99]/[PC99] Incomplete Rules Old [Z9] section removed; contents merged into [T99]/[PC99]. More known items (that are not written yet) added to [T99]/[PC99].
[P2] Ability Scores [P2.1] Stat table goes to 1000000. Added [P2.1-W2] which is Simplified Wis bonus out to stat=1000 / MSL=36
[P3] Race Table Fixed races (added abilities): Aasimon, Agathinon; Beastman [Zangband]; Celestial Lammasu; Draconian [Phoenix]; Dragon, Electrum [Ann1]; Elf, Drow; Dragon, Gold [MM1]; Dragon, Silver [MM1]; Giant, Storm; all Halflings/Hobbits (added x10 Personality score); Ki-rin; Ki-rin, T'uen-rin; Planetar (but Solar still has no abilities); Lycanthrope, Wererat (Racial Adjective)
New races: Deva, Astral; Deva, Monadic; Deva, Movanic; Half-Orc (not sure of source but it's quite different from the others)
[P3.9] Monsters as Races Added this rule (was omitted in 3.0).
[PC7] Concordant Classes Added Psi14 class. Psi14 powers are in [Q14] (also written).
[PC14] Demigod Classes New group for x3 classes. Added Demigod0 and Demigod0 spells, Mortal Hunter and Mortal Hunter spells.
[C1] To Hit Added Conc and Demigod
[C2.80] Item Saving Throws Added this rule (was omitted in 3.0).
[C2.90] Custom Saving Throws Added this rule (was omitted in 3.0). Adjusted for 8 save categories.
[C3] Action Types A, B, b (Borrowed), C, E, h (Held), I (Instantaneous), N (Null), Q actions added. Other action types descriptions expanded. Bug and Cthulhoid Horror actions mentioned but not described here. The nonsense about X actions being limited in what they could be used with in a segment (e.g. at HCL 1 you can use 1X+1V but not 1X+1P) has been dropped.
[C4] Combat Sequence Added and expanded this rule (was omitted in 3.0).
[C5] Calculating Combat Values Added this rule (was omitted in 3.0).
[C8] Generic Effects Numbered them so I can generate random [C] section effects easier. Used Excel formulas so I can add [C] section effects later without renumbering everything. However, this means that a [C] section effect might be [C8.42] now but [C8.43] later, so no referencing [C] section effects by rule number!
[S0] Spells, General Rules Added this rule (was omitted in 3.0). Currently it's just Material Componenting.
[S10] Familiars New Familiars: Black Cat, Brownie [2], Crow [2], Hawk [2], Imp [2], Pseudo-Dragon [2], Quasit [2], Screech Owl, Toad [2], Weasel [2]
[S12] Spell Research This is from old Collective 0.6. It actually seems to be quite workable.
[Q14] Psi14 New Psionic Frequency
[A3] Aging Added this rule (was omitted in 3.0).
[A10] Power Factors New rule describing MF/PF/TF/PsiF/TechF. Currently only TechF is described; need to access MOP1 to do MF/PF/TF.
[E2] Weapons Added and fixed a lot of weapons that were "lost" in various Collectives. Went from 200 weapons in 3.0 to 350 weapons in 3.1.
[E4] Magic Items Added and modified half-plusses' XP values (made normal +'s cheaper), Added definitions (+, x, ++, xx), merging items
[E8] Technological Equipment Added [E8.2] Cyberware and [E8.3] Bioware from older Collectives.
[E11] Magic Item List (DMG1, UA1, RC0 only) Magic Item List - DMG1, UA1, RC0 only. Need to add some RC0 items (only some of them are here), confirm gp costs, fix Sources listed as "1stEd".
[M1.1] Encounter Type Added that d16/d20 roll I use to determine Monster Type, also made a new d100 version by DL
[M1.4] Monster List Added Angband monsters (incorporated into main list finally!), Everquest Monsters of Norrath
[M2] Monster Templates Added this rule (was omitted in 3.0). This is a simple list for now, needs stats (AC, HD, etc.) and descriptions.
[M3] Random Monsters Added this rule (was omitted in 3.0). This is a simple list for now, needs stats (AC, HD, etc.) and descriptions.
[M11] Monster List (1st ed.) Monster List - Monster Manual, Field Folio, Monster Manual II (all 1st ed.), and Rules Cyclopedia only
[M12] Monster List (MM/Ann) Monster List - Monstrous Manual and Annuals only
[D3] Timeline Hopelessly out of date, but oh well.
[D14] The Ultraplanes Added this rule (was omitted in 3.0). Haven't checked to see if there is more material to add here (there probably is)
[Z1] Bibliography List of sources used in the Collective

[T4X] Items added to Collectives 4.0 to 4.9


[T46] Items added to Collective 4.6

Rule Changes
[PC46] New Classes Added 30 new Classes. These classes have also been added to the relevant [PC] sections, and to the [PC0] class list. The list: Abettor5 (Anti-Bringer5), Admiral (SFB), Arch-Alchemist1, Arch-Daggerer0, Arch-Sage0, Artificer24, Cosmos Priest, Doomdoctor3, Ferret, Generic Psionicist, Ghost, High Freq. Dabbler, Hit Man5, Holy Order of Stars Stupid1, Ill Omen Master, Instantaneous Chaining Wizard, Internet Troll8, Leecher1, Ling0, Loyalist5 / Collaborator5, Martyr (Rejuvenate-Other), Nicol Bolas (MTG B/U/R) (Dimir/Izzet/Rakdos), Paragon3, Psi∞*100 (Infinity*100), Quintessential FMCTP6, Scarlet Pimpernel / Liberator, Serra Angel5, Sub-Block, Summoner Cleric, Survivor
I've also accumulated about a dozen player-chosen Random classes (of various groups) that need to be added to the full Collective; this hasn't been done yet.

[T4X] Items added to Collectives 4.0 to 4.9


[T45] Items added to Collective 4.5

Rule Changes
[PC45] New Classes Added 30 new Classes. These classes have also been added to the relevant [PC] sections, and to the [PC0] class list. The list: Accountant, Animal0, Backstabber0, Barbarian0, Black Rogue, Blaster0, Blue Psionicist, Concordant Dabbler, Custom0, Darter0, Dejuvenator, Divine Elf0, Elemental Druid0, Green Warrior, Hermit0, Itemizer0, Mentaler0, Mover0, Physicaler0, Picker0, Plant0, Protector0, Psi(-1)A, Psi24, Psionic Dabbler, Red Wizard, Sage0, Sheriff0, Trapper0, White Priest
[PC8r] Random Monster Classes Random Monster Classes. These are not legal unless indicated by the DM. This link doesn't work yet, sorry.
[PC10r] Random Mini Classes Random Mini Classes. These are not legal unless indicated by the DM. This link doesn't work yet, sorry.

[T4X] Items added to Collectives 4.0 to 4.9


[T43] Items added to Collective 4.3

Rule Changes
[PC43] New Classes Added 60 new Classes. These classes have also been added to the relevant [PC#] section, and to the [PC0] class list. The Mini-classes within the [PC43] temporary section appear at the end of the section (not alphabetically). The list: Accomplice, Anti-Barbarian100, Arcane Priest, ArchCustom2, Astral Priest, Astraler3, Baron, BlahR Evasion, Brown Originator Mini, Capital Immuner, Chr, Con, Dex, Doomshaman3, Elemental Cleric2, Epic Feats, Forgotten Lord13, Fortune Teller10, Generic Wizard, Hag0, Heals, Int, Internetizer3.5, Knight of Quantity1, Luck, Magic Items, Mind Flayer0, Minimizer, Mob Instigator1, Myrmecologist, Numot Devastator (MTG U/R/W), Ogre0, Overwrite Progression, Pentarch Paladin, Physicalist, ProtoDracoLich, Psi11U/W, Psi1200C, Quarterling0, Quick Chaining Wizard, RandomCustom5, Rejuvenator, Rocketeer, Scarlet Chirurgeon, Sightseer, Smurf, Songsmith Bard, Specialty Schools, Spell Groups, Str, Summon DL, Time Lord13, Tiny DemiGod Sampler, True To Hit/Save Penalty, True Turning/Omens, Unfinisher3, Unholy SuperMonk1, Vanguard, Wand Mage, Wis
[PC15] PC Designed Group Classes
[PC17] Joke Group Classes
[PC20] Concordant Mini Classes
[PC30] Demigod Mini Classes
[PC80] Internet Group Classes
[PC220] Originator Mini Classes
[PC-1] Non-Combatant Group Classes
[PC-4] Overt Group Classes
Added eight new groups of classes, which cover various concepts. They will be expanded upon in the future. The following additional groups are known to exist due to Collective 4.3, but currently have no classes:
[PC21] Lesser God Group Classes
[PC40] Lesser God Mini Classes
[PC147] Originator Group Classes
[PC-2] Robot Controlled Group Classes
[PC-3] Enslaved Group Classes
[Q11U/W] Psi11U/W
[Q1200C] Psi1200C
Collective 4.3 added two new psionic frequencies (Psi11U/W and Psi1200C), but they don't have their own sections yet. For now their powers are in the relevant class descriptions.

[T4X] Items added to Collectives 4.0 to 4.9


[T42] Items added to Collective 4.2

Rule Changes
[P2] Ability Scores Slightly changed the ability score table, to include Exc. and Barb. stat bonuses.
* Added a "Barbarian Bonuses" section in [P2.2], to cover all the higher forms of Barb. stats.
[P3] Races Added 18 new Races (look for "4.2" in the "New?" column).
Added 18 new Racial Adjectives (look for "4.2" in the "New?" column).
[PC42] New Classes Added 28 new Classes. These classes have also been added to the relevant [PC#] section, and to the [PC0] class list. The list: Arcane5, Arch-Psi10, BlockCustom5, Concordant Sampler, Doomguard3, Eeler1, Group XP, Magical Pool Mage, Meat Helm, Odessa0, Pointer0, Psi∞ (Infinity), Randomizer3, Rith Awakener (MTG G/R/W), Scarlet Assassin, Scarlet Huntsman (Anti-Ranger), Scarlet Monk, Scarlet Necromancer, Scarlet Torturer, Slayer, Spell Robe, Stat Requirements, Thirteen Letter Horror, Uniquer3, Wacky Ball Mage, War Priest, Warrior/Rogue Spell Progression, Wear Locations / Limbs
* Also 4 new Random Group classes added to the Collective: Builder (Random Warrior #420726), Choicer (Random Warrior #474063), Luckier (Random Rogue #115354), Tougher (Random Wizard #231172)
[PC1] Warrior Group Classes Added the New Henchmen list, after the Meat Helm class. This also appears in the "War Priest" class in [PC3].
* Added Luck Cat and Big Game Faerie to the list.
* Added Henchmen Adjectives.
* Fighter4 has been renamed to Fighter30, in preparation for 4th Edition D&D.
[PC2] Wizard Group Classes * Magic-User4 has been renamed to Magic-User30, in preparation for 4th Edition D&D.
[PC4] Rogue Group Classes * Thief4 has been renamed to Thief30, in preparation for 4th Edition D&D.
[PC5] Psionicist Group Classes * Psi4A has been renamed to X4A, in preparation for 4th Edition D&D. I've wanted to move this to a Concordant frequency for a while anyway.
[PC6] Custom Group Classes * Added a BlockCustom5 pick list, for levels 4/8/13.
[PC7] Concordant Group Classes * Added a Concordant Sampler Spell List.
[PC12] Planar Group Classes This group was added in Collective 3.9, but didn't get it's own section until now. Classes from 4.2 in this group: Doomguard5, Magical Pool Mage
* These classes from full Collective are now in this group: Charonodaemon5, Cthulhu Investigator5, Pioneer (Outland Pioneer), Traveller Priest
* These classes might be in this group; I am still pondering how "wide" I want this group to be: Angel5, Astral Construct3 and related classes, Demonologist, Devalogist, Fallen Angel5, Limbologist, Psi(-15) and related classes, Psi(-12), Psi(-6), Psi6, Psi12, Psi15 and related classes (e.g. Elementalist), Psi30, Psi60
[PC16] Technology Group Classes New group, dealing with technology character classes. Classes from 4.2 in this group: Arcane5
* These classes from full Collective are now in this group: Big Bug [x2], Brass Gnat, Bug [x2], Captain (SFB), Chemist, Demolitionist, Engineer, Giant Robot8, Golem16, Musketeer/Cannoneer, Physicist, Psi8, Stuffy Doll16, Technologist, Tinker1
[PC18] Futureshifted Group Classes New group, dealing with futureshifted character classes. Classes from 4.2 in this group: Concordant Sampler, Odessa0
* These classes from full Collective are now in this group: Fighter30 (previously Fighter4), Magic-User30 (previously Magic-User4), Thief30 (previously Thief4)
* Any unfinished (partially written) class that actually has a class sheet in the Collective (e.g. Evil Overlord) is considered Futureshifted, but these classes will not be included in the [PC18] list in [PC0].
[P5] Kits Added 21 new Kits (look for "4.2" in the "New?" column).
[C7] Combat Maneuvers * Added "Charge" (which was in previous versions of the Collective, but somehow got removed by mistake.)
[Q10] Psi10 Added 7th, 8th, 9th, and 10th level powers.
[E2] Weapons Added 20 new Weapons (look for "4.2" in the "New?" column), and a variant of Whip-Dagger from 4.0.
Added [E2.2A] Weapon Adjectives, which allow some modifications of existing weapon types.
[E3] Armor Added 21 new Body Armor, 6 Shields, 6 Helms (look for "4.2" in the "New?" column).
[X4] Superstition Psionics * Formerly Psi4, this is now X4, a Concordant frequency.
[X24] Class/Occupation Psionics * Formerly Psi24, this is now X24, a Demigod frequency.

[T4X] Items added to Collectives 4.0 to 4.9


[T41] Items added to Collective 4.1

Rule Changes
[P3] Races Added Mirror Minotaur race, from the computer game.
[P11] Feats Added "Maintains" (+3 max number of maintained effects)
[PC1] Warrior Group Classes Added Orc0 class (also added this to [PC8] Monster Group classes), from the computer game.
[PC19] Random Group Classes New group, dealing with randomly generated character classes. The random classes can be seen in the new [PC1r] to [PC4r] sections. These sections will completely change with time; each time a new Collective comes out, I will try to remember to change the [PC1r]-[PC4r] sections to new random classes. I will probably add new groups as time warrants (as of this writing I am almost finished with [PC10r] Random Mini Classes).
When random classes are being used, after the game, each player may add one random class permanently to the Collective. These classes are assigned new (simple) names and added to the [PC19] section (and to the relevant [PC1]-[PC4] section). With this edition, these 3 classes were added: Hammerer (Random Warrior #811263), Lancer (Random Warrior #199267), and Pointer (Random Rogue #11829).
[PC1r] Random Warrior Classes Random Warrior Classes. These are not legal unless indicated by the DM.
[PC2r] Random Wizard Classes Random Wizard Classes. These are not legal unless indicated by the DM.
[PC3r] Random Priest Classes Random Priest Classes. These are not legal unless indicated by the DM.
[PC4r] Random Rogue Classes Random Rogue Classes. These are not legal unless indicated by the DM.
[E3] Armor Added 13 body armors and 1 armor adjective; these came up during play.

[T4X] Items added to Collectives 4.0 to 4.9


[T40] Items added to Collective 4.0

Rule Changes
[T4X] Items added to Collectives 4.0 to 4.9 Added this section.
[PC3] Great God List (GGL) Added 36 gods to the GGL. For now, I put all the new gods on the bottom of the list; I should reorganize this somehow. I also need to figure out a way for the table to not be so "wide". Perhaps put the powers on a separate line below each entry? Or make it like the race table (2 pages wide)?
[P6.2] Number of Attacks Table Added "Needle" column.
[P9] Skills & Secondary Skills New section, describing 3rd edition skills. (well, not actually new, but the old version was unusable) Non-weapon proficiencies (2nd edition) and the like are still being used (yes we are using *both*), see the [P9] section for explanation on this.
[P11] Feats Added 36 feats (look for "4.0" in the "New?" column).
[C6.7] Priest Omens New section, describing Priest Omens. All Priests may do this. The table is currently incomplete; if a blank result is rolled, I will fill in the result during play.
[S1] Warrior Spells Finally added a decent list of Warrior spells. Any Warrior class with a spell progression may cast any Warrior spell (e.g. a Paladin can cast a Ranger spell). This does not follow normal 3rd Edition rules. Any Warrior class with a spell progressions (in another group) may cast Warrior spells instead (e.g. a Ranger1 normally casts Priest spells; it may use some spell slots as Warrior spells instead). The "Class" column will eventually be the "Schools" that Warrior uses (so for example you can get a "School Robe" for -1 SL in "Paladin Spells"). Note there are only two 5th level spells so far.
[S2] Wizard Spells Added 89 Wizard spells (look for "4.0" in the "New?" column). The current Wizard spell list in the full Collective is a mess; what I need to do is remove duplicates (like I did in Collective 3B). The Collective 3B list excluded some sources, so I do need to do the removal from scratch.
[S4] Rogue Spells Finally added a decent list of Rogue spells. Any Rogue class with a spell progression may cast any Rogue spell (e.g. a Monk can cast a Bard spell). This does not follow normal 3rd Edition rules. Any Rogue class with a spell progressions (in another group) may cast Rogue spells instead (e.g. a Bard1 normally casts Priest spells; it may use some spell slots as Rogue spells instead). The "Class" column will eventually be the "Schools" that Rogue uses (so for example you can get a "School Robe" for -1 SL in "Assassin Spells").
[E2] Weapons Added 26 weapons (look for "4.0" in "New?" column). Temporarily removed the "Stat", "Type" and "SpeedF" columns, to save room, until I figure out what to do with them (This information I still have in the Excel version of the Collective.)
[E3] Armor Added 27 body armors, 6 shields, and 6 helmets (look for "4.0" in "New?" column). Added [E3.1A] Armor Adjectives, which allow some modifications of existing body armor types.

[T99] Unknown/Incomplete Rules


Rule Item
(many) MAKE TABLES SORTABLE (for Collective 3.3) (see http://www.pop.psu.edu/~miller/plone/sorttable.html for an example)
[P3] A lot of races have no abilities
[P3] The ATs for a lot of races is wrong or flipped (should be 10-N, where N is the AT shown).
[P3] Add Astral Construct race.
[PC] Add Angband classes
[PC] Add Phoenix classes
[PC] Remove all references to "11 edition" and "22 edition" in the MTG classes.
[PC] Simple list of all classes (with perhaps stat requirements, XP for level 2)
[PC] All 5th edition classes should cost 1.5 times what they say in terms of XP
[PC] Add TH/save table to every class. Add a "Group" entry to every class. Some classes have a "Background Point cost" entry, remove it.
[PC3] Specialty Gods - Add: Monster Mythology2, FR2 hardbound, Flying Spaghetti Monster, Invisible Pink Unicorn, Invisible Polar Bear, Nanna-Sin (free item merging/polymorphing), God III (x29), God II (x32), God I (x38), Spirit of the Preascended Ones (x18), Master of Evil (x8), Lady of Pain (Sigil, x9)
[PC4] Reduce "All Rogue Abilities" list down to "Common Rogue Abilities" (with no repeats). On each Rogue class, indicate which Rogue abilities are not on the Common list (by an asterisk or something).
[PC5] Add more abilities to Astral Construct class. Add Astral Destruct class?
[PC5] Make sure every psionic frequency has a class (no more "Wild Talent Only" frequencies). Psi72 has been added, need to add Psi23, X24 class, perhaps more.
[PC16] Technological Group Classes
[PC18] Futureshifted Group Classes (slated for Collective 4.1)
[PC99] Unknown/Incomplete Classes (this was getting large so I split it off into it's own worksheet, see [PC99])
[P7] Martial Arts from Arduin Rules pg 52
[P9] Rules on how Skills (3rd edition) work (1/2 a slot each?) (DC=21-(Nonweapon penalty), so a NW penalty of -10 is same as DC of 31, Power Score = 31)
[P9] Make Secondary Skills (from 1st/2nd edition - renamed to "Occupations"?) separate from Skills (from 3rd edition) - new P12 section?
[P11.7] Epic Feats - Dragon Cleave
[C2] Basic saves information (some is in collective13_c2.doc)
[C6] There used to be an abbreviated version of Turn Undead (simple calculation and look on small table)
[C8] Generic effects: Lockdown, PC/NPC Cod Piece, Capital B Blasted, Capital M Mauled, Banhammer
[C9] Mass Combat (partial version in Collective 1.9)
[C?] Describe all the blahR's; similar to the way [C3] Action Types was done. Types are A (All), B (Blah), C (Charm), D (Damage), E (Effects), G (Godly), I (Innate), M (Magic), N (Natural, aN=Necromantic), PR (Psionic), PowR (Power Psionic), SR (Spell), TechR (Technology), W (Weapon), X (Concordant), there may be more. Include i, a, u, n prefixes. Include Deflection, Reflection, Armoring.
[S-2] Anti-Magical Effects
[S] Add MTG spells
[S] Rework the spells. The lists for SL 5+ are terrible.
[S?] Familiars from MTG (Foul Familiar, etc.)
[S?] Rune Magic (Wild Talent Magic)
[Q] Add conversion system between different frequencies (PSPs and SL/Minor/Major/etc.)
[Q-5] (Has too few powers to be useful)
[Q-3] Psi-3. Has Ethereal Constructs/Destructs.
[Q-0] Professional Wrestling Psionics (weird powers like Undertaker) - Move the old Psi-0 idea (Mortal Kombat) somewhere else
[Q3] Describe Astral Constructs better (see also [P3] and [PC5]). Add Astral Destructs powers and describe them.
[Q6] Split Psi6G/E back into SLs instead of Min/Maj/Gra/Sup
[Q6E] (Nothing there!)
[Q6J] Jerry Psionics
[Q6S] Stupid Psionics
[Q8] Old "WinNuke" type powers (see /not_collectivized_old_ideas/Collective13_q8.doc)
[Q12A] Absolute Psionics
[Q12Nil] [Q12.9] Nil Psionics (frequency 12-Nil)
[Q13] Emotional State Psionics
[Q16] Golem Psionics
[Q20] Champions Psionics (not sure why this is 20, it should be divisible by 9)
[Q22] Move old Psi22 to [S] section. New Psi22 is unknown; to be determined.
[Q25] Some powers are in "New Psi Powers" workbook.
[Q26] Psi26 (Soul / Magic Jar Psionics?)
[Q45] DC (Comics) Psionics
[Q54] Marvel Psionics
[Q90] Thrash Psionics
[A1] Add J (Jerry), S (Stupid), A (Absolute), Nil, W (White)
[A?] Move the old [Q0] Natural Effects (Weather) to [A] section
[A2] Time, Distance, Movement (in Collective 1.9)
[A9] Describe MF/PF/TF (using MOP1) and PsiF (made up by DM).
[E2.3] Weapon Ranges (or add a column to [E2.2]) (partial version in Collective 1.9)
[E2.5] Averaging Weapons / Extreme Weapons (partial version in Collective 1.9)
[E4] Add Phoenix items. Atlantean Banhammer Bomb.
[E7] Need to add: Old [E7] sections (there are 2 of them), BoA2, Master's rulebook (0 edition), DMG1 artifacts, etc.
[E8.1] Some sample Psi8 items.
[E10] Armor and Weapons Allowed (by class) (obsolete) (in Collective 1.9)
[E11] Need to add some RC0 items (only some of them are here), confirm gp costs, fix Sources listed as "1stEd".
[E20] Creating magic items: Have to level 9 in Wiz/Pri/Psi. You make (LVL-8)*(LVL-8)*100 item XP per FULL DAY you spend making items. A FULL DAY being an entire reset and the entire adventuring day up to the beginning of the next reset. I (as DM) rarely give multiple resets in a row, and people generally do things during their reset (like spending XP, changing classes, etc.) so making items is usually moot. Making magic items doesn't cost any money, XP, stat points, or anything else. Likewise, you get nothing in return, except for the item itself, which you can use or sell for money. (I don't allow people to "Barbarian Crunch" their own created items for XP).
[E21] Alcohol
[E22] Drugs (some of these are already done in the "Pharmacist5" class)
[E23] Poison
[M?] Add that "Random DL 11+" monster generator I wrote for the Atlantean game.
[M1] Consider expanding "Beholder" monster category to include all Alien races.
[M1] Consider adding "Psionic" monster category for summoning.
[M1] Consider adding "Technological" monster category for summoning.
[M1] Add Familiars List (converted to monsters)
[M1] Add Phoenix monsters
[M1] Some monster categories (Beholder, Giant, Lycanthrope, Ooze) have very few entries at some DLs - need to add more monsters of those types.
[M2] Monster Templates need descriptions
[M8.1] Add Rules Cyclopedia treasure types, check to see if DMG2 types are different from DMG1
[M8.2] Add Gem types and reported effects (DMG1)
[M8.3] Add Jewelry types (DMG1)
[M8.4] Add "Special Objects" (from Rules Cyclopedia treasure types section)
[M13] Monster List - 3rd ed. Monster Manuals I-IV (V comes out soon!), Fiend Folio only
[M22] Add Legend Hook Beast
[D11] City Dressing (Building Types, etc.)
[X] Add "Cheat Codes" (Originators use these). Are "Player Picks" (e.g. John pick, Rick pick) the same as "Cheat Codes"? Add concept of "PC Cod Piece", "NPC Cod Piece".
[X14] Psi14; has X24-like powers for Concordant classes; Minors: 1M: TrueBall (CL dmg area, no resistance/response, vile dmg); 0: Avoid Fate or Object but you take 10-LVL random [C] effects as a penalty; Also some sort of XP adder in "New Psi Powers" workbook.
[Z13] Dead/Pixelated/Banhammered Collective Concepts
[Z22] Sources to be added to the Collective

[Other]


Arch-Daggerer0

Level KXP Druid Wizard
123   12
1 5 ---   --
2 10 ---   --
3 20 ---   --
4 40 ---   --
5 60 ---   --
6 80 ---   --
7 120 ---   --
8 240 1--   --
9 480 1--   1-
10 960 2--   1-
11 1440 2--   2-
12 1920 21-   2-
13 2400 21-   21
14 2880 22-   21
15 3360 22-   22
16 3840 221   22
17 4320 222   22
18 4800 322   22
19 5280 322   32
20 5760 332   32
21 6240 332   32
22 6720 333   33
23 7200 333   33
24 7680 433   33
25 8160 433   33
26 8640 443   43
27 9120 443   43
28 9600 444   43
29 10080 444   44
30 10560 544   44
31 11040 544   44
32 11520 554   44
33 12000 555   54
34 12480 655   54
35 12960 665   54
36 13440 666   55
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  3  4  3  2  2  2  1
+5  6  4  5  4  3  2  2  1
+7  8  5  7  6  4  3  3  2
+9  8  6  7  7  5  4  3  2
+11 10  8  9  9  7  5  4  3
+13 11  8 10 10  7  5  4  3
+15 12 10 11 12  9  6  5  4
+17 13 11 12 13 10  7  6  4
+19 14 12 13 14 11  8  6  5
+21 14 12 14 14 11  8  7  5
+23 15 13 14 14 12  9  8  6
+25 15 14 14 14 13 10  8  6
+27 15 14 15 15 14 11  9  7
+29 15 14 15 15 14 11  9  7
+31 15 14 15 15 15 12 10  8
+33 15 15 15 15 15 13 10  8
+35 16 15 15 15 15 14 11  9
Requisites: Str 19, Dex 24, Con 9, Int 13, Wis 6, Chr 6
Alignment: any
HD/level: d10
Weapon Prof.: 4+level
To Hit Table: 2xWar
Save Table: 1½xWar
Reference: DM {Planeshifted Arch-Archer1}
Groups: Warrior
 
Can use only Daggers for weapons.
Number of attacks with missile Daggers = LVL+3. Number of attacks with melee Daggers = (LVL+2)/2.
Long Daggers are free for you. They do 1d6 dmg, and critical on 19+/x3. You can still buy other types of Daggers if you like.
Level 1: True Point Blank: If within 1' per level, double ALL of the damage for the dagger (including bonuses).
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 1: Over Hit: 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 4: 1F: Polymorph a weapon (you are holding) into a Dagger.
Level 8: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: Full Str bonus with missile weapons that are listed as "½Str".
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: 1F: Merge the magical properties of two Daggers together.

[Other]


Athlete

Level KXP
Spells
1 0 (none)
2 2.9 (none)
3 5.8 (none)
4 11.6 (none)
5 23.2 (none)
6 46.4 (none)
7 92.8 (none)
8 185.6 (none)
9 371.2 (none)
10 600 (none)
11 890 (none)
12 1180 (none)
13 1470 (none)
14 1760 (none)
15 2050 (none)
16 2340 (none)
17 2630 (none)
18 2920 (none)
19 3210 (none)
20 3500 (none)
21 3790 (none)
22 4080 (none)
23 4370 (none)
24 4660 (none)
25 4950 (none)
26 5240 (none)
27 5530 (none)
28 5820 (none)
29 6110 (none)
30 6400 (none)
31 6690 (none)
32 6980 (none)
33 7270 (none)
34 7560 (none)
35 7850 (none)
36 8140 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+2  6  4  5  4  3  2  2  1
+3  8  5  7  6  4  3  3  2
+5  9  7  8  8  6  4  4  2
+6 11  8 10 10  7  5  4  3
+8 12 10 11 12  9  6  5  4
+9 14 11 13 14 10  7  6  4
+11 14 12 14 14 11  8  7  5
+12 15 13 14 14 12  9  8  6
+14 15 14 15 15 13 10  8  6
+15 15 14 15 15 14 11  9  7
+17 15 14 15 15 15 12 10  8
+18 15 15 15 15 15 13 11  8
+20 16 15 15 15 15 14 12  9
+21 16 15 16 15 15 15 12 10
+23 16 16 16 15 15 16 13 10
+24 16 16 16 16 16 17 14 11
+26 17 16 16 16 16 18 15 12
Requisites: Str 16, Dex 15, Con 17
Alignment: any
HD/level: & d24
Weapon Prof.: 4+level*(Int bonus)/4
To Hit Table: 1½xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
Exceptional Str, Dex, and Con.
Gets 30 Rogue points per level. Does not get the "Any Rogue" picks at levels divisible by 9, since this isn't a Rogue class.
Level N (every level): +1 to Str, Dex, or Con.
Level 1: One Professional Wrestling style; +1 Professional Wrestling maneuver per level. See [P14].
Level 1: +LVL Str, Dex, or Con based Nonweapon proficiencies.
Level 1: Sustain Str, Dex, and Con.
Level 1: Immune Fatigue, Disease; Resist Sleep.
Level 4: Choose one: Barbarian Str, Dex, or Con.
Level 9: Choose one: Barbarian Str, Dex, or Con. (you have 2 Bar stats now)
Level 16: The last of Str, Dex, or Con is Barbarian bonus now.
 
Lvl Athlete Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 NaturalR (NR) | NecromancyR (aNR) (1% = 1%) ( || cover all in group) - 0 Con-9 Con-25
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 any Acrobat Level 1 ability - - - -
1 any Str, Dex, or Con based Level 1 ability - - - -
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
4 Contortion | Elasticity | Become Liquid-Form V 10 Dex-10 Dex-14
5 any Str, Dex, or Con based Level 5 ability - - - -
6 Hold Breath | Hold Life V 15 Con-15 Con-17
7 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
9 any Rogue Level 9 ability - - - -

[Other]


Hit Man5

Level KXP
Spells
1 0 (none)
2 3.1 (none)
3 6.2 (none)
4 12.3 (none)
5 24.6 (none)
6 49 (none)
7 98 (none)
8 196 (none)
9 392 (none)
10 766 (none)
11 1129 (none)
12 1492 (none)
13 1855 (none)
14 2218 (none)
15 2581 (none)
16 2944 (none)
17 3307 (none)
18 3670 (none)
19 4033 (none)
20 4396 (none)
21 4759 (none)
22 5122 (none)
23 5485 (none)
24 5848 (none)
25 6211 (none)
26 6574 (none)
27 6937 (none)
28 7300 (none)
29 7663 (none)
30 8026 (none)
31 8389 (none)
32 8752 (none)
33 9115 (none)
34 9478 (none)
35 9841 (none)
36 10204 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 19, Dex 13, Con 11
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: 2xWar
Save Table: Rog
Reference: DM {Planeshifted Sniper}
Groups: Warrior, Rogue, Alternate
 
This is a mixed Smasher-Thug5. (where "Smasher" is the Str version of "Sneak")
Gains all Str-based Rogue abilities.
May specialize a number of times equal to LVL. Each level of specialization is LVL*3 half-plusses.
Has Barbarian Str and Exceptional Con.
Levels Pick Description
Level 1-3: A +LVL damage
B +1 to # of attacks with all attack forms (weapon, natural, etc.)
C #Attacks = level if creatures being fought are less than LVL HD
D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
E Backstab = x(LVL+2)/2
Level 4: Pick any Warrior5 class level 1-3
Level 5-7: F Considered 1 size larger for what size weapons you can wield
G +LVL*100 item XP in Weapon flags per day
H +LVL to hit
I +LVL weapon proficiencies
J Can affect creatures that require a +LVL-1 weapon to hit
Level 8: Pick any Warrior5 class level 5-7
Level 9-12: K +LVL-8 crit range (even beyond the 11-20 limit)
L Immune parting shots
M +LVL-4 feats
N 1V, may borrow: Jump to other group (60'), deflect attacks to you
O Can operate at any negative hp total, cannot be offensive
Level 13: Pick any Warrior5 class level 9-12
Level 14-18: P +LVL-13 crit multiplier

[Other]


Loyalist5 / Collaborator5

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 76.8 (none)
7 153.6 (none)
8 307.2 (none)
9 614.4 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12 10 11  6  6 11
+9 16 12 13 11 12  7  6 12
+10 16 13 14 12 12  8  7 13
+11 16 14 14 13 13  9  8 14
+12 16 14 15 14 14 10  8 15
+13 17 15 16 14 14 10  9 16
+14 17 15 16 15 15 11 10 17
+15 17 16 16 15 16 12 10 18
+16 17 16 16 16 16 13 11 19
+17 17 16 16 16 16 14 12 20
Requisites: Str 13, Con 9, Wis 13
Alignment: (L or A) any
HD/level: 3d3
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: 2xPri
Reference: DM {Mirror Rebel5}
Groups: Warrior, Mirror
 
Levels Pick Description
Level 1-3: A 0, 1/t: Reorder the "stack" of pending effects.
B LVL slots in Depth Sense, Tracking, Weight Sense
C Natural 1's do not automatically miss on saves
D Ioun stones and Gemlets are at half monetary cost
E Immune to telekinesis
Level 4: Pick two from: Loyalist5 Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)L minor
Level 5-7: F +LVL punch to hit
G +1 to all crit multipliers
H Get +LVL/2 attacks vs. a target if none of your friends attack it this segment
I Clan and Guild patches are at half cost
J Ignore someone's immunity to falling dmg, telekinesis, overbearing
Level 8: Pick two from: Loyalist5 Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)L minor
Level 9-12: K 1M, 1/d: Summon LVL*3 Loyalist5 NPCs (lvl = LVL*3-24, max=15)
L 1P: Attack each target only once this segment (can be >1 group). You autohit them for xLVL/2 dmg.
M Auto double power score all stat checks.
N +LVL*5% CNaCNR; SR LVL*5; dust of disappearance cont.; dust of appearance 30'r cont. (hole in middle); considered extra +LVL weapon to hit others
O Immune Tricks; Flying movement rate = (LVL^2)"; Sustain all ability scores; Immune Backstab (and it's variants)
Level 13: Pick two from: Loyalist5 Level 9-12, White/Black Hat Level 9-12, one Psi(-12)L major, or one other5 Level 1-3

[Other]


Scarlet Huntsman (Anti-Ranger)

Level KXP Warrior  Rog
123 456  123 4
1 0 2-- ---  1-- -
2 3.3 31- ---  2-- -
3 6.6 41- ---  21- -
4 13.2 52- ---  31- -
5 26.4 621 ---  32- -
6 52.8 731 ---  321 -
7 105.6 832 ---  431 -
8 211.2 942 1--  432 -
9 422.4 A52 1--  432 1
10 700 B53 2--  443 1
11 1030 C63 21-  543 2
12 1360 D73 21-  544 2
13 1690 E74 32-  544 3
14 2020 F84 321  554 3
15 2350 G95 321  555 3
16 2680 H95 321  555 4
17 3010 IA6 321  655 4
18 3340 JB6 421  665 4
19 3670 KB7 421  666 4
20 4000 LC7 531  666 5
21 4330 MD8 532  766 5
22 4660 ND8 532  776 5
23 4990 OE9 642  777 5
24 5320 PF9 643  777 6
25 5650 QFA 743  777 7
26 5980 RGA 753  877 7
27 6310 SHB 753  887 7
28 6640 THB 854  888 7
29 6970 UIC 864  888 8
30 7300 VJC 964  988 8
31 7630 WJD 965  998 8
32 7960 XKD 975  999 8
33 8290 YLE A75  999 9
34 8620 ZLE A75  A99 9
35 8950 ZMF B86  AAA A
36 9280 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Str 16, Dex 16, Wis 16
Alignment: LE (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM
Groups: Warrior
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Barbarian Str and Exceptional Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 50+30*level Rogue points.
Level 1: 1M: Aura Alteration (you appear to be another alignment to Know Alignment etc.), you can be up to LVL steps removed from LE alignment (cannot use diagonals).
Level 1: Free Tracking proficiency, number of free slots = level * 2.
Level 1: Tailing, City Knowledge, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level N (every level): Choose a species enemy type (see list below). You get +LVL TH and +4 dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have a group of 100 Henchmen for free (this group gets restored each reset if they are slain). Each Henchman has maximum value LVL*LVL gp.
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level 2: 1M: Locate Object/Person
Level 3: aNR (LVL-2)*20%
Level 4: 1M: Fire Door (move from one fire to another you know of within 360 yards); 1F: Fire Gate
Level 5: Dust of Disappearance cont.
Level 6: Attract 3-30 followers, usually Hunstmen or DL VI+ Humanoids.
Level 7: Non-detection cont.
Level 8: 1M, 1/t: Maze; 1M, 1/t: Distance Distortion; 1M, 1/t: Mirage Arcana; 1M, 1/t: Massmorph.
Level 9: 1M: Find the Path
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[Other]


Scarlet Pimpernel / Liberator

Level KXP Rogue   War
123 456  123 4
1 0 2-- ---  1-- -
2 3.85 31- ---  2-- -
3 7.7 41- ---  21- -
4 15.4 52- ---  31- -
5 30.8 621 ---  32- -
6 61.6 731 ---  321 -
7 123.2 832 ---  431 -
8 246.4 942 1--  432 -
9 492.8 A52 1--  432 1
10 800 B53 2--  443 1
11 1170 C63 21-  543 2
12 1540 D73 21-  544 2
13 1910 E74 32-  544 3
14 2280 F84 321  554 3
15 2650 G95 321  555 3
16 3020 H95 321  555 4
17 3390 IA6 321  655 4
18 3760 JB6 421  665 4
19 4130 KB7 421  666 4
20 4500 LC7 531  666 5
21 4870 MD8 532  766 5
22 5240 ND8 532  776 5
23 5610 OE9 642  777 5
24 5980 PF9 643  777 6
25 6350 QFA 743  777 7
26 6720 RGA 753  877 7
27 7090 SHB 753  887 7
28 7460 THB 854  888 7
29 7830 UIC 864  888 8
30 8200 VJC 964  988 8
31 8570 WJD 965  998 8
32 8940 XKD 975  999 8
33 9310 YLE A75  999 9
34 9680 ZLE A75  A99 9
35 10050 ZMF B86  AAA A
36 10420 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Dex 18, Int 16, Chr 16
Alignment: CG (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM {Mirror Scarlet Huntsman}
Groups: Warrior, Rogue, Mirror
 
For Alignment, "(overwrite)" means this class requires CG alignment, but it overwrites all of your other alignment restrictions to be CG as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Exceptional Str and Barbarian Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 60+40*level Rogue points.
Level 1: 1M: Alter Appearance (cannot be seen through except by immunity to Mirage Arcana)
Level 1: 1M, 1/t: Locate Person or Object.
Level 1: Trailing, City Knowledge, Spying proficiencies.
Level N (every level): Choose a species type (see list below). You resist effects (not attacks) vs. that species type. You may pick the same species type more than once; each pick is cumulative.
Species choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 90% of time.
Level 1: 1V, spend X*Y^2 gp, make a Chr check at -Y^2: "Buy off" X Henchmen of DL=Y. They will not attack you or your allies. If you buy them off again (with another V action and gold), they join your side.
Level 1: May have a Familiar.
Level 1: May throw missile weapons with both hands.
Level 2: 1M, 1/t: Find the Path.
Level 3: NR (LVL-2)*20%
Level 4: 1M: Shadow Door (move from one shadow to another you know of within 360 yards); 1F: Shadow Gate
Level 5: Dust of Appearance 30'r cont.
Level 6: Attract 2-20 followers, usually DL V+ Humanoids.
Level 7: Ignore Non-detection cont.
Level 8: 1M, 1/t: Escape a Maze; 1M, 1/t: Ignore Distance Distortion; 1M, 1/t: Ignore Mirage Arcana; 1M, 1/t: Force Shapechange.
Level 9: 1M, 1/t: Find the Path across Planes and Time (but not Timelines/Loop).
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[Other]


Sub-Block

Level KXP Abj/Pro
123 456
1 0 --- ---
2 3.5 1-- ---
3 7 2-- ---
4 14 21- ---
5 28 31- ---
6 56 32- ---
7 112 321 ---
8 224 331 ---
9 280 332 ---
10 350 332 1--
11 700 333 1--
12 1050 333 2--
13 1400 333 21-
14 1750 333 31-
15 2100 333 32-
16 2450 433 321
17 2800 443 331
18 3150 444 332
19 3500 444 432
20 3850 444 443
21 4200 444 444
22 4550 554 444
23 4900 555 444
24 5250 555 544
25 5600 555 554
26 5950 555 555
27 6300 665 555
28 6650 666 555
29 7000 666 655
30 7350 666 665
31 7700 666 666
32 8050 776 666
33 8400 777 666
34 8750 777 766
35 9100 777 776
36 9450 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  4  3  2  2  2  1
+1  8  5  7  6  4  3  3  2
+2 10  8  9  9  7  5  4  3
+3 12 10 11 12  9  6  5  4
+4 14 12 13 14 11  8  6  5
+5 15 13 14 14 12  9  8  6
+6 15 14 15 15 14 11  9  7
+7 15 14 15 15 15 12 10  8
+8 16 15 15 15 15 14 11  9
+9 16 15 16 15 15 15 12 10
+10 16 16 16 15 16 17 14 11
+11 17 16 16 16 16 18 15 12
+12 20 19 19 19 19 21 18 15
+13 23 22 22 22 22 24 21 18
+14 26 25 25 25 25 27 24 21
+15 29 28 28 28 28 30 27 24
+16 32 31 31 31 31 33 30 27
+17 35 34 34 34 34 36 33 30
Requisites: Con 20
Alignment: any
HD/level: 5d3
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Block}
Groups: Warrior, Monster
 
Can cast Wizard Abjuration or Priest Protection spells, only on self.
Level 1: Regenerate Con score in hp per segment.
Level 1: +LVL*2 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[Other]


Survivor

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 5.5 2-- --- ---
3 11 21- --- ---
4 22 32- --- ---
5 44 421 --- ---
6 88 422 --- ---
7 176 432 1-- ---
8 352 433 2-- ---
9 600 433 21- ---
10 1100 443 22- ---
11 1650 444 33- ---
12 2200 444 441 ---
13 2750 555 442 ---
14 3300 555 442 1--
15 3850 555 552 1--
16 4400 555 553 21-
17 4950 555 553 32-
18 5500 555 553 321
19 6050 555 553 331
20 6600 555 554 332
21 7150 555 554 442
22 7700 555 555 443
23 8250 555 555 553
24 8800 555 555 554
25 9350 555 555 555
26 9900 666 655 555
27 10450 666 666 655
28 11000 666 666 666
29 11550 777 766 666
30 12100 777 777 766
31 12650 777 777 777
32 13200 888 877 777
33 13750 888 888 877
34 14300 888 888 888
35 14850 999 988 888
36 15400 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+2 10  4  8  4  2  2  2  0
+4 10  6  8  6  4  4  4  2
+6 12  8 10  8  6  4  4  2
+8 14 10 12 10  8  6  4  2
+10 16 10 14 12  8  6  6  4
+12 16 12 14 14 10  8  6  4
+14 18 14 16 16 12  8  8  4
+16 20 16 18 18 14 10  8  6
+18 22 16 20 20 14 10  8  6
+20 22 18 20 22 16 12 10  6
+22 24 20 22 24 18 12 10  8
+24 26 22 24 26 20 14 12  8
+26 28 22 26 28 20 14 12  8
+28 28 24 26 28 22 16 12 10
+30 28 24 28 28 22 16 14 10
+32 28 26 28 28 24 18 14 10
+34 30 26 28 28 24 18 16 12
Requisites: Str 26, Int 14, Wis 12
Alignment: any
HD/level: & 2d20
Weapon Prof.: 4+level*2
To Hit Table: War*2
Save Table: & War*2
Reference: DM
Groups: Warrior
 
Weapon specializes using the "Barbarian" line.
Gets Rogue abilities at 40 points per level; abilities are below.
Gets spells; these cost 1M to cast (no 1P needed) and cannot use material componenting.
Wizard Schools: Abjuration, Alteration, Divination. Priest Spheres: Astral, Divination, Elemental, Guardian, Healing, Protection, Travelers, Wards. All other spells are opposite (2 spells from memorization to cast).
Level 1: Does not suffer secondary target penalties.
Level 1: Does not suffer from secondary weapon/arm penalties.
Level 1: Is not hit by parting shots when leaving melee.
Level 1: Can affect creatures that require +LVL or better weapons to hit.
Level 2: Troll-like Regeneration at LVL/2 hp/s.
Level 2: Immune to fear.
Level 3: Immune to disease and curses.
Level 3: 1M: Sense Danger.
Level 5: All-Around Attack: 1P: Attack every target within (level*2)' with one attack.
Level 6: WR, aWR, and "Immunity to Weapons" has no effect versus your attacks.
Level 9: 1M: Your Efficiency, Balance, or Fitness becomes (LVL*2+9) for this round only.
Level 9: 0: Delay any (non-hp damaging) harmful effect by (LVL-8) segments. At the end of that time, the effect resolves.
 
Lvl Survivalist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Any Rogue 1 ability - - - -
2 Hold Breath || Hold Life 0 50 Con-12 Con-15
3 Any Rogue 3 ability - - - -
4 Missile Deflection | Missile Reflection | Spell Deflection | Volley V 20 Dex-9 Dex-12
7 Dispel Exhaustion ||| Heal M 0 Con-14 Con-18
9 Any Rogue 9 ability - - - -
11 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
16 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
22 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12

[Other]


Arch-Alchemist1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.5 2-- --- ---
3 4.8 3-- --- ---
4 9 41- --- ---
5 15 421 --- ---
6 27.75 432 --- ---
7 45 433 1-- ---
8 75 443 21- ---
9 112.5 444 22- ---
10 165 444 221 ---
11 300 444 332 ---
12 570 444 443 ---
13 840 444 444 ---
14 960 544 444 1--
15 1230 554 444 2--
16 1500 555 444 3--
17 1770 555 544 4--
18 2040 555 554 41-
19 2310 555 555 42-
20 2580 555 555 53-
21 2850 555 555 54-
22 3120 555 555 55-
23 3390 655 555 551
24 3660 665 555 552
25 3930 666 555 553
26 4200 666 655 554
27 4470 666 665 555
28 4740 666 666 555
29 5010 666 666 655
30 5280 666 666 665
31 5550 666 666 666
32 5820 777 666 666
33 6090 777 777 666
34 6360 777 777 777
35 6630 888 777 777
36 6900 888 888 777
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: Str 10, Dex 11, Con 17, Int 14, Wis 11
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Level 1: +2 Non-weapon proficiencies per level.
Level 1: Read Languages.
Level 1: Identify minerals by sight.
Level 1: Identify potions and poisons by sight.
Level 1: Considered specialized in Enchantment/Charm (no opposite).
Level 1: Identify plants by sight.
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 level, treat it as your 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: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 2: Identify animals by sight.
Level 3: Considered specialized in Alteration (no opposites still).
Level 4: Predict miscibility (Level-3)*10%.
Level 4: Identify any non-artifact magic item by sight.
Level 5: Identify non-immortal monsters by sight.
Level 6: Can specialize in (third) school; if this is done, select an opposite.
Level 9: Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
Known Spells:
Foul Potions (SL=1, Anti-Magic): Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
Potion Ball (SL=3, Invocation): Spend a potion while casting: Do a "ball" of that effect.

[Other]


Arch-Sage0

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5 31½ --- --- --
3 10 421 --- --- --
4 20 532 ½-- --- --
5 40 643 1½- --- --
6 80 754 21- --- --
7 120 865 32½ --- --
8 180 976 43½ --- --
9 270 A87 541 ½-- --
10 500 A98 652 1-- --
11 750 AA9 763 2½- --
12 1050 AAA 874 3½- --
13 1350 AAA 985 4½- --
14 1650 AAA A96 51½ --
15 1950 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2550 AAA AA9 843 --
18 2850 AAA AAA 954 ½-
19 3150 AAA AAA A65 ½-
20 3450 AAA AAA A76 1-
21 3750 AAA AAA A87 1-
22 4050 AAA AAA A98 2-
23 4350 AAA AAA AA9 2-
24 4650 AAA AAA AAA 3-
25 4950 BBB BBB BBB 3-
26 5250 BBB BBB BBB 4-
27 5550 CCC CCC CCC 4½
28 5850 CCC CCC CCC 5½
29 6150 DDD DDD DDD 5½
30 6450 DDD DDD DDD 51
31 6750 DDD DDD DDD 61
32 7050 EEE EEE EEE 61
33 7350 EEE EEE EEE 71
34 7650 FFF FFF FFF 71
35 7950 FFF FFF FFF 81
36 8250 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  7  0  1  1
+1  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+2  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+3  7 13 10  8 11  5  6  7
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 15 12 10 14  7  8 10
+5 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 12 16 14 13 15 10 11 13
+5 12 16 14 14 16 10 11 14
+6 13 16 15 14 16 11 12 15
+7 14 16 15 15 16 12 13 16
+7 15 17 16 16 16 13 14 17
+7 16 17 16 16 17 14 15 18
Requisites: Con 12, Int 22
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: M-U0
Save Table: 2xWiz
Reference: DM {Planeshifted Arch-Mage}
Groups: Wizard
 
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Sage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Sage being too low level. If the Arch-Sage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
Level N (every level): +4 Nonweapon proficiencies.
Level 4: When modifying an existing spell using spell research [S5], the base time is in hours instead of weeks, and CL (Caster level) is 3 times Arch-Sage's level (for this rule only).
Level 5: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 11: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 12: Each level starting at 12th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 19: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 23: Each level starting at 23rd, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 29: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 34: Each level starting at 34th, pick one spell. That spell can be cast as a 0 action.
Level 41: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
Divination spells from Sage0 class:
True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.

[Other]


Instantaneous Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 ½c- --- --- -
2 7 10e --- --- -
3 14 2½c g-- --- -
4 28 310 ei- --- -
5 56 42½ cgk --- -
6 112 531 0ei m-- -
7 168 642 ½cg ko- -
8 252 753 10e imq -
9 378 864 2½c gko -
10 700 975 310 eim -
11 1050 986 42½ cgk -
12 2100 997 531 0ei -
13 3150 998 642 ½cg z
14 4200 999 753 10e x
15 5250 999 864 2½c v
16 6300 999 975 310 t
17 7350 A99 986 42½ r
18 8400 A99 997 531 p
19 9450 AA9 998 642 n
20 10500 AA9 999 753 l
21 11550 AAA 999 864 j
22 12600 AAA 999 975 h
23 13650 AAA A99 986 f
24 14700 BAA A99 997 d
25 15750 BAA AA9 998 b
26 16800 BBA AA9 999 ½
27 17850 BBA AAA 999 1
28 18900 BBB AAA 999 2
29 19950 BBB AAA A99 3
30 21000 BBB BAA A99 4
31 22050 CBB BAA AA9 5
32 23100 CBB BBA AA9 6
33 24150 CCB BBA AAA 7
34 25200 CCB BBB AAA 8
35 26250 CCC BBB AAA 9
36 27300 CCC BBB BAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
-1  4  8  6  4  7  1  2  2
-1  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+0  8 13 11  9 12  6  7  8
+0  9 14 11 10 13  6  7  9
+0  9 15 12 10 14  7  8 10
+0 10 15 13 11 15  8  9 11
+0 11 16 13 12 15  9 10 12
+0 12 16 14 13 15 10 11 13
+0 12 16 14 14 16 10 11 14
+0 13 16 15 14 16 11 12 15
+1 14 16 15 15 16 12 13 16
+1 15 17 16 16 16 13 14 17
+1 16 17 16 16 17 14 15 18
Requisites: Dex 20, Int 35, Wis 20
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: ¼xWiz
Save Table: 2xWiz
Reference: DM {Planeshifted Quick Chaining Wizard}
Groups: Wizard, Concordant (x1)
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Instantaneous Chaining": Whenever you cast a spell, you get 1IM (Instantaneous Mental) action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ½M to cast the spell, you get ½IM back.
DM Note: IM actions are not "Quick"; if you use an IM in a segment, you cannot use an M in the same segment. If you material component a spell using 1IM+1V as your actions, the resultant spell is not Instantaneous and can be responded to.
Level 1: You may specialize in Red, and you "know" the Red Wizard class spells. If you do this, pick a major opposite school.
Level 3: You can convert 1IM -> 1IV action, as often as you like.
Level 4: Whenever you use 1M action to activate a wand, you get 1M action (not 1IM) to use before the end of the round.
Level 5: 0, lose 1 of your remaining IM actions, 1/t: Fork.
Level 9: +LVL-8 IZ actions.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
Level 27: Instantaneous Instantaneous Chaining: For SL=1 to (LVL-27)/2 spells, you get 1JM back instead of 1IM. J actions are instantaneous even to I, X, and G actions (they are the "same level" as H actions).
New spell:
Lend Instantaneous Mental (SL=7): You lose 1IM action, target gains 1IM for this round.
MTG Red spells from Red Wizard class:
Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
Old MTG Red spells from Wizard of the Coast class (you can use these):
Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
Fervor (SL=3): You and your summons are not summoning sick.
AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)

[Other]


Scarlet Necromancer

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.7 20- --- ---
3 5.4 21- --- ---
4 10.8 320 --- ---
5 21.6 421 --- ---
6 43.2 422 0-- ---
7 86.4 432 1-- ---
8 172.8 433 20- ---
9 345.6 433 210 ---
10 885.6 443 221 ---
11 1425.6 444 321 0--
12 1965.6 444 421 10-
13 2505.6 555 432 110
14 3045.6 555 442 111
15 3585.6 555 552 111
16 4125.6 555 553 211
17 4665.6 555 554 321
18 5205.6 555 554 321
19 5745.6 555 554 322
20 6285.6 555 554 333
21 6825.6 555 554 444
22 7365.6 555 555 555
23 7905.6 666 666 666
24 8445.6 776 666 666
25 8985.6 777 766 666
26 9525.6 777 776 666
27 10065.6 777 777 666
28 10605.6 777 777 776
29 11145.6 777 777 777
30 11685.6 887 777 777
31 12225.6 888 777 777
32 12765.6 888 877 777
33 13305.6 888 887 777
34 13845.6 888 888 777
35 14385.6 888 888 877
36 14925.6 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Dex 10, Int 15, Wis 13
Alignment: LE (overwrite)
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Wizard
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Specialized in Necromancy; pick an opposite.
Has Barbarian Int bonus. Gets (Barbarian) Int bonus to spell progression.
Gets (Normal) Wis bonus to this class's Caster Level (CL). This cannot be improved to Exceptional or Barbarian (or higher).
May have 1.5*LVL (round up) "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: iNaNR 10*LVL%.
Level N (every level): Pick one Necromancy spell. That spell requires only ½ the number of Mental actions to cast.
Level 5: Detect Undead continuous. Detect Life continuous.
Level 8: Detect Unlive continuous.
New spells:
Revive N (Necromancy, SL N): Revive a DL=N monster.

[Other]


Abettor5 (Anti-Bringer5)

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2 20- --- -
3 4 31- --- -
4 8 42- --- -
5 16 530 --- -
6 32 541 --- -
7 64 552 --- -
8 128 553 0-- -
9 256 554 1-- -
10 500 555 2-- -
11 750 555 30- -
12 1000 555 41- -
13 1250 555 52- -
14 1500 555 530 -
15 1750 555 541 -
16 2000 555 552 -
17 2250 555 553 0
18 2500 555 554 1
19 2750 555 555 2
20 3000 555 555 3
21 3250 555 555 4
22 3500 555 555 5
23 3750 655 555 5
24 4000 665 555 5
25 4250 666 555 5
26 4500 666 655 5
27 4750 666 665 5
28 5000 666 666 5
29 5250 666 666 6
30 5500 766 666 6
31 5750 776 666 6
32 6000 777 666 6
33 6250 777 766 6
34 6500 777 776 6
35 6750 777 777 6
36 7000 777 777 7
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: Int 9, Wis 17
Alignment: any G
HD/level: d7
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Bringer5}
Groups: Priest, Mirror
 
Exceptional Wis bonus to spells.
Anti-Bringers may command (but not turn) undead. Anti-Bringers may also command outer-planar non-evil creatures using their unadjusted HD (no adjustments due to outer-planar status, a 6 HD outer-planar is just as easy to command as a 6 HD undead). Anti-Bringers cannot turn or command golems, paladins, or other things that Turn Undead normally does.
Anti-Bringers may specialize in All, Protection, Summoning, and Wards (the "spells cost ½ a spell slot" type), if they do, they get Animal, Plant, Sun, and Weather as opposites.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Detect/Identify Anti-Radiation & Anti-Magic
B Immune to "skins" of all types (Stoneskin, etc.)
C Immune to deafness or paralysis.
D Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
E Combining: 1V: Add your CL to target's CL this segment.
Level 4: Pick two Anti-Bringer5 Level 1-3, one Bringer5 Level 1-3, or one Psi5 minor
Level 5-7: F Detect/Identify Anti-Psionics & Anti-Innates
G All of your edged weapons are "Defender"
H Clairnasience & Tongues
I Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
J Immune to curse and Necromantic sphere spells
Level 8: Pick two from: Anti-Bringer5 Level 5-7, Bringer5 Level 1-3, Psi5 minor
Level 9-12: K Detect/Identify Artifacts & Terrain Features
L Intelligence of Cemad: +LVL Int; you get Barbarian Int
M Beauty of Cemad: +LVL Chr; you get Barbarian Chr
N Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
O Know all Psi6G minor powers; Psi6G PSPs=(S*2+D+I+LVL*7); +1M/r only for Psi6G
Level 13: Pick 2: Anti-Bringer5 Level 9-12, Bringer5 Level 5-7, Psi5 major, other5 Level 1-3
Level 14-18: P Detect/Identify Spirit/Concordant & Mirage Arcana (can see through these)
Q Strength of the First Good: +LVL Str; 1F, 1/t: Precognition / Message across planes
R Insubstantial (Mental): Immune mental effects, psionics, insanity; Hold all mental stats
S Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
T Know all Psi6G major powers; +1M/r only for Psi6G
Level 18: Pick 2: Bringer5 Level 9-12, Psi5 grand, other5 level 5-7
Level 20-26: U Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
V +LVL CL with Priest spells
W Insubstantial (Body): Immune physical attacks
X Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
Y Use "Mixed Classing" (even if illegal) to mix one (legal) class with a good alignment requirement into this class
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[Other]


Barney Emissary

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 3a- --- ---
3 6 42b --- ---
4 12 441 c-- ---
5 24 744 0d- ---
6 48 764 3ae ---
7 96 775 42b f--
8 192 777 441 cg-
9 384 777 744 0dh
10 750 777 744 1cg
11 1500 777 754 2bf
12 2000 777 764 3ae
13 2500 777 774 40d
14 3000 777 774 41c
15 3500 777 775 42b
16 4000 777 776 43a
17 4500 777 777 440
18 5000 777 777 441
19 5500 777 777 542
20 6000 777 777 643
21 6500 777 777 744
22 7000 777 777 754
23 7500 777 777 755
24 8000 777 777 765
25 8500 777 777 766
26 9000 777 777 776
27 9500 777 777 777
28 10000 777 777 777
29 10500 777 777 777
30 11000 777 777 777
31 11500 777 777 777
32 12000 777 777 777
33 12500 777 777 777
34 13000 777 777 777
35 13500 777 777 777
36 14000 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+3  9  5  6  4  4  1  1  4
+5 10  6  7  5  5  2  2  5
+7 11  7  9  6  6  2  2  6
+9 12  8  9  6  7  3  3  7
+11 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+15 14 10 11  9  9  6  5 10
+17 15 11 12 10 11  6  6 11
+19 16 12 13 11 12  7  6 12
+21 16 13 14 12 12  8  7 13
+23 16 14 14 13 13  9  8 14
+25 16 14 15 14 14 10  8 15
+27 17 15 16 14 14 10  9 16
+29 17 15 16 15 15 11 10 17
+31 17 16 16 15 16 12 10 18
+33 17 16 16 16 16 13 11 19
+35 17 16 16 16 16 14 12 20
Requisites: Int 16, Wis 18, Chr 17
Alignment: any
HD/level: 2d2
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM {Lost Divine Emissary}
Groups: Priest, Custom, Lost
 
Level N (every level): +1 Specialty God pick per level, in a Barneyed God. You may pick the same Barneyed God more than once.
Each reset, the DM will give you access to 3 new Barneyed gods. If at any time you have fewer than your LVL in Barneyed god choices (even in the dungeon), ask the DM and he will generate 3 more for you.
For each Barneyed god, you can pick a sphere:
All, Animal, Anti-Magic, Astral/Planar, Cataclysms, Chaos, Charity, Charm, Combat, Community, Cosmos, Creation, Darkness, Death, Destruction, Disease, Divination, Elemental, Elf, Entropy, Evil, Fear, Fertility, Fire, Good, Guardian, Healing, Incantatrix, Innates, Knowledge, Labour, Law, Love, Luck, Luck/Fate/Fortune, Madness, Magic, Metalworking, Meta-Magic, Moon, Mountain, Music, Nature, Necromantic, Numbers, Peace, Plant, Protection, Psionics, Radiation, Revenge, Science, Sea, Secrets, Skill, Sky, Stoicism, Strength, Summoning, Sun, Sword, Technology, Thievery, Thought, Thunder, Time, Travel, Travelers, Undead, War, Wards, Wealth, Weather, Wild Magic, Winter, Wisdom
And you can pick an alignment of the Barneyed God if desired.

[Other]


Doomshaman3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +2 & +3 (all)
& +2 & +4 (all)
& +3 & +5 (all)
& +3 & +6 (all)
& +4 & +7 (all)
& +4 & +8 (all)
& +5 & +9 (all)
& +5 & +10 (all)
& +6 & +11 (all)
& +6 & +12 (all)
& +7 & +13 (all)
& +7 & +14 (all)
& +8 & +15 (all)
& +8 & +16 (all)
& +9 & +17 (all)
& +9 & +18 (all)
Requisites: Wis 0, (Priest 7)
Alignment: any
HD/level: & d9
Weapon Prof.: & (1+level)/2
To Hit Table: & +(1+level)/2
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Priest, Planar, Alternate
 
Gets Exceptional Wis.
Level 1 ¶: +LVL to Turn Undead level (if you don't have Turn Undead at all, your Turn Undead level is -4).
Level 1 ¶: +1 Specialty Priest (GGL) pick
Level 1 ¶: +LVL to your Priest CL (in your other Priest classes)
Level 1: Veluna Healing: x2 effect with Curing spells and effects (not when reversed though). You can cure/cause to beings that are not normally affected (incorporeal undead, golems, etc.).
Level 2: Godly Expertise: LVL-1 slots in Religion proficiency; 1M, 1/d: Commune (to any god, not necessarily yours)
Level 3: Unholy Adaptation: Immune Unholy. (You can pick Holy or Eldritch instead if you prefer.)
Level 4: Snap or Retort: +LVL-3 stat points distributed among Dex or Wis.
Level 7: Unmaking Innates: 1 attack or ½M: Dispel Innate
Level 9: Gate: 1M: Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
* DM Note: Feats marked with an asterisk (*) are new and did not appear in the Doomguard3 class. Doomguard3 can use these.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
* Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
* Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
* Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
* Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
* Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
* Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
* Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
* Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
* Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[Other]


Eeler1

Level KXP Priest
123 456 7
1 0 1-- --- -
2 5 10- --- -
3 10 111 --- -
4 15 211 1-- -
5 25 221 11- -
6 50 222 111 -
7 100 322 211 1
8 200 332 221 1
9 300 333 222 1
10 400 433 322 2
11 500 443 332 2
12 600 444 333 2
13 700 544 433 3
14 800 554 443 3
15 900 555 444 3
16 1000 655 544 4
17 1100 665 554 4
18 1200 666 555 4
19 1300 766 655 5
20 1400 776 665 5
21 1500 777 666 5
22 1600 877 766 6
23 1700 887 776 6
24 1800 888 777 6
25 1900 988 877 7
26 2000 998 887 7
27 2100 999 888 7
28 2200 A99 988 8
29 2300 AA9 998 8
30 2400 AAA 999 8
31 2500 BAA A99 9
32 2600 BBA AA9 9
33 2700 BBB AAA 9
34 2800 CBB BAA A
35 2900 CCB BBA A
36 3000 CCC BBB A
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 15, Dex 15, Wis 15
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: Pri
Reference: DM {Mirror Healer1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
Level 1: May weapon specialize using the "Non-War" column.
Level 4: 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.
Level 4: Detect Leeches and Eels 40' cont.
Level 8: 1M: Identify Magical Pool.
Level 8: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 10: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!

[Other]


Leecher1

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.5 20- --- ---
3 5 21- --- ---
4 7.5 320 --- ---
5 12.5 421 --- ---
6 25 422 0-- ---
7 50 432 1-- ---
8 100 433 20- ---
9 200 433 210 ---
10 300 443 221 ---
11 400 444 321 0--
12 500 444 421 10-
13 600 555 432 111
14 700 555 442 111
15 800 555 552 111
16 900 555 553 211
17 1000 555 554 321
18 1100 555 554 321
19 1200 555 554 322
20 1300 555 554 333
21 1400 555 554 444
22 1500 555 555 555
23 1600 666 666 666
24 1700 776 666 666
25 1800 777 766 666
26 1900 777 776 666
27 2000 777 777 666
28 2100 777 777 776
29 2200 777 777 777
30 2300 887 777 777
31 2400 888 777 777
32 2500 888 877 777
33 2600 888 887 777
34 2700 888 888 777
35 2800 888 888 877
36 2900 888 888 887
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 13, Dex 13, Wis 13
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Eeler1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
This class uses "Defiler" type magic, and drains the MF with time.
Level 5: Detect Leeches and Eels 40' cont.
Level 9: 1M: Identify Magical Pool.
Level 9: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 12: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
New Eel Sphere spells to this class:
Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
iHeel (SL=9): Remove CL idmg and remove CL [C] section effects

[Other]


Martyr (Rejuvenate-Other)

Level KXP Martyr Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 3 2-- -  [-] [-]
3 6 3-- -  [-] [-]
4 12 4-- -  [-] [-]
5 24 41- -  [-] [-]
6 48 42- -  [-] [-]
7 96 43- -  [-] [-]
8 192 44- -  [-] [-]
9 330 441 -  [-] [-]
10 600 442 -  [-] [-]
11 900 443 -  [-] [-]
12 1200 444 -  [-] [-]
13 1500 444 1  [-] [-]
14 1800 444 2  [-] [-]
15 2100 444 3  [-] [-]
16 2400 444 4  [-] [-]
17 2700 544 4  [-] [-]
18 3000 554 4  [-] [-]
19 3300 555 4  [-] [-]
20 3600 555 5  [-] [-]
21 3900 655 5  [-] [-]
22 4200 665 5  [-] [-]
23 4500 666 5  [-] [-]
24 4800 666 5  [1] [-]
25 5100 666 6  [1] [-]
26 5400 666 6  [2] [-]
27 5700 766 6  [2] [-]
28 6000 766 6  [3] [-]
29 6300 776 6  [3] [-]
30 6600 776 6  [3] [1]
31 6900 776 6  [4] [1]
32 7200 777 6  [4] [1]
33 7500 777 6  [4] [2]
34 7800 777 6  [5] [2]
35 8100 777 7  [5] [2]
36 8400 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 5 (all) [++0]
+1 10 (all) [++1]
+2 15 (all) [++1]
+3 20 (all) [++2]
+4 25 (all) [++2]
+5 30 (all) [++3]
+6 35 (all) [++3]
+7 40 (all) [++4]
+8 45 (all) [++4]
+9 50 (all) [++5]
+10 55 (all) [++5]
+11 60 (all) [++6]
+12 65 (all) [++6]
+13 70 (all) [++7]
+14 75 (all) [++7]
+15 80 (all) [++8]
+16 85 (all) [++8]
+17 90 (all) [++9]
Requisites: Wis 23, Chr 28, Class Slots 2
Alignment: any
HD/level: d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 5*level [++level/2]
Reference: DM { Alternate Rejuvenator }
Groups: Priest, Concordant (x1), Technology
 
Gets Super Barbarian Wis bonus, which is +(Wis-18)*3.
This class is dedicated to the continuation of other people's lives at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 5*LVL in all categories. You also get ++LVL/2 on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
Level 38 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[Other]


Martyr Spells

Level # Spell
3 1 1V: Death's Door Other (they go to 0 current hp)
3 2 1V: Remove Charm/Domination on Other.
3 3 1P: Remove Paralysis, Stun, or Held on Other.
3 4 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 6 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
5 1 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 2 1M: Heal Other.
5 3 +1D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 5 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
7 1 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 2 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 3 1P: Cureall Other.
7 4 1M: Resurrect Other.
7 5 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 6 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
9 1 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 2 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 3 1M: True Resurrect Other.
9 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 6 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[Other]


Scarlet Torturer

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.1 20- --- ---
3 4.2 210 --- ---
4 8.4 211 0-- ---
5 16.8 221 1-- ---
6 33.6 222 2-- ---
7 67.2 333 20- ---
8 134.4 333 31- ---
9 268.8 443 320 ---
10 688.8 444 431 ---
11 1108.8 444 432 ---
12 1528.8 444 433 ---
13 1948.8 444 444 0--
14 2368.8 555 444 1--
15 2788.8 555 554 2--
16 3208.8 555 555 30-
17 3628.8 666 555 31-
18 4048.8 666 665 32-
19 4468.8 666 666 430
20 4888.8 777 666 431
21 5308.8 777 776 432
22 5728.8 777 777 443
23 6148.8 888 777 444
24 6568.8 888 887 544
25 6988.8 888 888 554
26 7408.8 999 888 555
27 7828.8 999 998 655
28 8248.8 999 999 665
29 8668.8 AAA 999 666
30 9088.8 AAA AA9 766
31 9508.8 AAA AAA 776
32 9928.8 BBB AAA 777
33 10348.8 BBB BBB 877
34 10768.8 CCC BBB 887
35 11188.8 CCC CCC 888
36 11608.8 CCC CCC 999
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 12, Con 14, Int 12, Wis 14
Alignment: LE (overwrite)
HD/level: d10
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Has Barbarian Con bonus. Gets (Barbarian) Con bonus to spell progression (instead of Wis).
Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
Torture devices are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). If you wish to torture someone, you must be in their group, and you need a torture device with Size Class at least as big as the target's Size Class. The torture automatically hits; you do one instance of your torture device damage to a target (you may apply Str bonus if you wish). Torture generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures immune to charm/domination (such as undead). Note about Black Vise: This counts as Size L weapon, but is considered a Size H torture device.
Level 1 ¶: 1P, torture a creature: Charm (no save, WR to resist). The charmed monster will not fight for the duration of this combat, but he will fight (for your side) starting with the next combat.
Level 2 ¶: 1F, torture a creature: Command (no save, WR to resist). This can be done to a monster 1 size class above the torture device.
Level 3 ¶: 1M, torture a creature: Hypnosis (no save, no blahR).
Level 6 ¶: 1M, torture a creature: Capital E Extract (no resistance).
Torture Device gp lbs. Size Size -M Size L+ Critical Source
Black Vise 1000 50 L {H} 1d12 1d10 20+ / x2 MTG
Branding Iron / Poker 12 4 M 1d6 1d3 19+ / x2 BoVD3
Foot Screw / Spanish Boot 14 5 M 1d8 1d2 20+ / x3 Wikipedia
Iron Maiden 200 250 H 1d50 1d50 20+ / x4 BoVD3
Jaw Breaker 10 1 S 2d4 2d4 (none) BoVD3
Rack 150 200 H 1/s for 1r 1/s for 1r (none) BoVD3
Stocks 10 25 L 1d1 1d1 (none) BoVD3
Thumbscrew 1 1 S 1d2 1d2 20+ / x2 BoVD3
Waterboarding 2 10 M 1d4 1d4 20+ / x3 DM

[Other]


Summoner Cleric

Level KXP Priest
123 456 789
1 0 2-- --- ---
2 2.1 30- --- ---
3 4.2 32- --- ---
4 8.4 430 --- ---
5 16.8 432 --- ---
6 33.6 443 0-- ---
7 50.4 543 2-- ---
8 75.6 544 30- ---
9 113.4 554 32- ---
10 210 554 43- ---
11 315 655 432 ---
12 630 655 443 0--
13 945 665 543 2--
14 1260 665 544 30-
15 1575 666 554 32-
16 1890 666 554 430
17 2205 666 655 432
18 2520 666 655 443
19 2835 666 665 544
20 3150 666 665 555
21 3465 666 666 555
22 3780 666 666 655
23 4095 666 666 665
24 4410 666 666 666
25 4725 766 666 666
26 5040 776 666 666
27 5355 777 666 666
28 5670 777 766 666
29 5985 777 776 666
30 6300 777 777 666
31 6615 777 777 766
32 6930 777 777 776
33 7245 777 777 777
34 7560 877 777 777
35 7875 887 777 777
36 8190 888 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+2  1  1  1  1  1  1  1  1
+3  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+4  3  3  3  3  3  3  3  3
+5  3  3  3  3  3  3  3  3
+6  4  4  4  4  4  4  4  4
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+8  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+9  6  6  6  6  6  6  6  6
+10  7  7  7  7  7  7  7  7
+11  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
Requisites: Con 12, Wis 12, Chr 15
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Mon
Reference: DM {Planeshifted Summoner Mage}
Groups: Priest
 
Knows "Monster Summoning N" at each SL=N, as per the Wizard spells.
Also knows the "Goodberry Golem N" spells.
(DM Note: This class does not get the "Sphere robe" / "School robe" effect like a Summoner Mage gets.)
Level 1: May control 2 summons (same type).
Level 1: May material component summoning spells for 2 creatures of the same type.
Level 1: "Specialized" (1/2 a spell slot) in summoning effects.
Level 1: 0, LVL/d: Your summons are not summoning sick.
Level 3: Your summons can't turn against you even if they become uncontrolled.
Level 5: May control 2 summons (different types).
Level 5: (Single) material componenting for summoning spells is free.
Level 9: May control 3 summons (same type).
Level 9: May double material component summoning spells (costing a total of 1M+1V) for 3 creatures of the same type.
Level 9: Can hold summons across resets between sessions.
Level 10: Your summons can do "1S: Lend an S to you.".
Level 12: If a monster randomly rolls to attack you, you can have your summons be attacked instead.
Level 13: May control 4 summons (same type).
Level 13: May triple material component summoning spells (costing a total of 1M+2V) for 4 creatures of the same type.
Level 13: 1M: Steal someone else's summon. The other spellcaster (not the summon) makes a Will save to resist this.
Level 16: Your summons do not immediately disappear when slain / dropped below -10 hp. You have 1 turn to heal or repair the summon if you want to keep him. You can ignore this power and have him disappear anyway if desired.
Level 17: May control 2 groups of 2 summons (each group is the same type, but the groups don't have to be the same)
Level 18: Each of your summons may have 1 summon of their own.
Level 18: Your summons gain XP during the adventure and may "level up" in combat (if using "XP on the fly")
Level 21: May control 5 summons (same type).
Level 21: May quadruple material component summoning spells (costing a total of 1M+3V) for 5 creatures of the same type. You can save up the V actions, or use 1M+1V+1P+1QV in one segment.
Level 27: Your summons cannot be unsummoned by unsummon effects.

[Other]


Unholy SuperMonk1

Level KXP War,Wiz,Rog  Psi0
123 456 7 / mMG S
1 0 1-- --- - / 1-- -
2 2.85 20- --- - / 2-- -
3 6 21- --- - / 3-- -
4 12.6 320 --- - / 4-- -
5 28.2 331 --- - / 5-- -
6 59.5 332 0-- - / 6-- -
7 121.6 332 1-- - / 61- -
8 247 333 20- - / 62- -
9 431 443 21- - / 63- -
10 616 443 320 - / 64- -
11 862 544 321 - / 65- -
12 1180 655 322 - / 651 -
13 1565 666 422 0 / 652 -
14 2190 666 532 1 / 653 -
15 2815 666 642 1 / 654 -
16 3440 777 643 1 / 654 1
17 4065 777 753 2 / 654 2
18 4690 888 864 2 / 654 3
19 5320 998 864 2 / 654 4
20 5950 999 875 2 / 655 4
21 6580 999 986 2 / 655 5
22 7280 999 996 3 / 665 5
23 7980 999 997 3 / 666 5
24 8680 999 998 3 / 666 6
25 9380 999 998 4 / 766 6
26 10080 999 999 4 / 776 6
27 10780 999 999 5 / 777 6
28 11480 999 999 6 / 777 7
29 12180 999 999 7 / 877 7
30 12880 999 999 8 / 887 7
31 13580 999 999 9 / 888 7
32 14280 AAA A99 9 / 888 8
33 14980 AAA AAA 9 / 988 8
34 15680 AAA AAA A / 998 8
35 16380 BBB BAA A / 999 8
36 17080 BBB BBB B / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  5  6  3  4  1  3  3
+5  9  6  7  4  6  2  5  4
+8 10  8  8  6  7  3  6  5
+11 11  9  9  8  9  5  8  6
+14 12 11 10 10 10  6  9  7
+17 13 12 11 12 12  7 11  8
+20 14 14 13 14 13  8 12  9
+23 14 15 14 14 14  9 14 10
+26 15 16 14 14 15 11 15 11
+29 16 16 15 15 16 12 17 12
+32 16 16 16 16 16 13 18 13
+35 16 17 16 16 16 14 20 14
+38 17 18 17 17 17 15 21 15
+41 18 19 18 18 18 16 22 16
+44 19 20 19 19 19 17 23 17
+47 20 21 20 20 20 18 24 18
+50 21 22 21 21 21 19 25 19
+53 22 23 22 22 22 20 26 20
Requisites: Str 17, Dex 17, Con 13, Wis 19
Alignment: LE, LN, or NE
HD/level: & +d13
Weapon Prof.: & 3+level*2
To Hit Table: & 3xWar
Save Table: & (2xWar)/(2xPri)/(3xRog)
Reference: DM
Groups: Warrior, Priest, Rogue
 
Gets Barbarian Str and Dex, and Exceptional Con.
Gets Wis bonus to spell progression. Can cast Warrior, Priest, or Rogue spells.
Open Hands number of attacks = (LVL+2)/2. Open Hands base dmg = 1d((LVL+1)*2)
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d8 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: Open Hands are considered a +LVL weapon to hit.
Level 1: Natural AT is +level*2
Level 1: Base movement rate is (13+level*2)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: Two Martial Arts styles; +3 Martial Arts maneuver slots /level. This may used for Professional Wrestling instead.
Level 1: +LVL dmg with weapons.
Level 2: +1QV action.
Level 3: Speak with undead (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): LVL*LVL*2 hp, can be done once per turn.
Level 4: Immune falling damage.
Level 5: +1QP action.
Level 6: +1QQV action.
Level 7: Dust of Disappearance (psi freq. 0) level times per day.
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than twice the monk's level, if hp of target is equal to or less than 10 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: +1QM action.
Lvl Holy Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Curing/Causing (1 hp per 1% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Restore/Cause stat damage (1 per 5% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
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 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Restore/Cause level drains (1 per 10% made), self or other (PPD save:½) V 0 Wis-13 Wis-18
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
8 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
12 Disharmonic Blast (1 dmg per 1% made to area) P*M 10 Con-16 Con-22
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[Other]


War Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
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, Wis 12
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest
 
Gets Str (not Wis) bonus to spells.
Gets Exceptional Str bonus.
Bonus grand in War sphere.
Can specialize in weapons using the "Non-War" line.
+level slots for Henchmen.
Never loses control of Henchmen (auto-make Chr and Morale checks).
Divide the cost of Henchment by LVL.
   
Level N (every level): Using the list below, pick an ability.
A. +1P Action.
B. Barbarian Str bonus instead of Exceptional.
C. All weapons are considered 1 size smaller for what you can wield.
D. Immune to attacks from siege machines.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
H. You and your henchmen ignore plusses needed to hit, WR, and DR.
I. Your henchmen attack as if one DL better than they are.
J. Your henchmen defend as if one DL better than they are.
K. Free GGL (Specialty God) pick in a god that has a Str requirement.
L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
New War Spells:
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)

[Other]


New Henchmen

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.

Henchmen Adjectives

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

[Other]


Arcane5

Level KXP Rog/Tech/Psi8
123 456 789
1 0 ½½- --- ---
2 2.25 1½½ --- ---
3 4.5 11½ --- ---
4 9 21½ --- ---
5 18 21½ ½-- ---
6 36 211 ½-- ---
7 72 211 ½½- ---
8 144 221 ½½- ---
9 288 221 1½½ ---
10 450 222 1½½ ---
11 675 222 11½ ---
12 900 222 11½ ½--
13 1125 222 111 ½--
14 1350 322 211 ½--
15 1575 322 211 1--
16 1800 332 221 1½-
17 2025 332 221 11-
18 2250 332 221 11½
19 2475 333 222 111
20 2700 433 322 211
21 2925 443 332 221
22 3150 444 333 222
23 3375 544 433 322
24 3600 554 443 332
25 3825 555 444 333
26 4050 655 544 433
27 4275 665 554 443
28 4500 666 555 444
29 4725 766 655 544
30 4950 776 665 554
31 5175 777 666 555
32 5400 877 766 655
33 5625 887 776 665
34 5850 888 777 666
35 6075 988 877 766
36 6300 998 887 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  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 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 11 11  7 11  5
+9 13 12 13 11 12  7 11  6
+11 14 13 14 12 13  8 12  6
+11 14 13 14 13 13  9 13  7
+12 14 14 14 13 14  9 14  7
+13 15 14 15 14 14 10 14  8
+13 15 15 15 15 14 11 15  8
Requisites: Dex 13, Int 9, Chr 13
Alignment: L any
HD/level: d8
Weapon Prof.: 4+level/4
To Hit Table: 1½xCTD0
Save Table: 1½xThf0
Reference: DM
Groups: Rogue, Technology
 
Gets Exceptional Dex and Chr.
Can cast Rogue spells and the Technology school (Wizard spells). Specialized in Bard school (Rogue spells) and Technology school (Wizard spells).
Can specialize in weapons using "Non-War" line.
There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
Note that creating a temporary machine which creates a real machine is perfectly legal.
Level 1: +1 technological proficiency per level, see Psi8.
Level 1: May use Psi8 minors as if they were 2nd level spells.
Level 7: May use Psi8 majors as if they were 5th level spells.
Level 16: May use Psi8 grands as if they were 8th level spells.
Level 54: May use Psi8 supers as if they were 11th level spells.
Each level, get one "5th edition" pick from the choices below.
This class does not get Rogue points unless Rogue abilities are taken off this chart.
 
Levels Pick Description
Level 1-3: A +(LVL+1)/2 Chr; Sustain Chr
B Detect/Identify Technology; Can operate Spelljamming Helms
C Detect Lie or Undetectable Lie (1 at a time, cont.)
D Sell items for 64+LVL% of value instead of 50%
E Any Rogue 1 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 4: Pick two Arcane5 Level 1-3, one Secret Agent5 Level 1-3, or one Psi16 minor
Level 5-7: F Can "Frugal" potions (+50% to number of uses)
G 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
H nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
I Nonmagical items (all types) are one-third cost for you
J Any Rogue 5 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 8: Pick two Arcane5 Level 5-7, one Secret Agent5 Level 5-7, or two Psi16 minors
Level 9-12: K Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
L Ignore MR with your Rogue spells
M Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
N 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
O Any Rogue 9 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 13: Pick two Arcane5 Level 9-12, one Secret Agent5 Level 9-12, or one Psi16 major
Level 14-18: P 1bM, 1/r: Counterspell
Q 1bM, 1/r: Fork
R Immune to LVL elements/eelements (doesn't "spread")
S Get +1 IM (Instantaneous Mental) action per turn.
T Any Rogue 14 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 18: Pick two Arcane5 Level 14-18, one Secret Agent5 Level 14-18, or two Psi16 majors
Level 20-26: U 1M, 1/d: Summon LVL DL=10 other Arcane5 NPCs to assist you
V 400F, 1/d: Create a magic item of <= LVL*400 XP value
W 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
X Use "Mixed Classing" to mix one (known) class from the Lost or Technology group into this class
Y Any Rogue 20 ability; +10*LVL Rogue points (this may be taken multiple times)
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick two Arcane5 Level 20-26, one Secret Agent5 Level 20-26, or one Psi16 grand

[Other]


Ill Omen Master

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 42.5 (none)
7 70 (none)
8 110 (none)
9 160 (none)
10 220 (none)
11 440 (none)
12 660 (none)
13 880 (none)
14 1100 (none)
15 1320 (none)
16 1540 (none)
17 1760 (none)
18 1980 (none)
19 2200 (none)
20 2420 (none)
21 2640 (none)
22 2860 (none)
23 3080 (none)
24 3300 (none)
25 3520 (none)
26 3740 (none)
27 3960 (none)
28 4180 (none)
29 4400 (none)
30 4620 (none)
31 4840 (none)
32 5060 (none)
33 5280 (none)
34 5500 (none)
35 5720 (none)
36 5940 (none)
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: Dex 27, Chr 27
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: 2xRog
Reference: DM {Lost Luck Master}
Groups: Rogue, Lost
 
You have LVL "Ill Omen" points per turn.
1N, spend n Ill Omen points: Target gets --n to a die roll. You can do this after seeing their die roll result.
1M: Target takes LVL Luck damage (Reflex save for half). Negative Luck causes a minus on all die rolls (it is not a "--" however, just a normal "-").
Lvl Luck Master Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Backtwist (Twist rating/30 effects) V 20+LVL*10 Dex-9 Dex-12
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 } F 30 Wis-11 Wis-13
1 Ducking (+1 saves per 10% made this segment) V 0 Wis-15 Wis-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Lockdown rating/20 C actions worth F 0 DIWC-40 DIWC-60
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 } V 50 Dex-12 Dex-14
1 Any Rogue 1 ability - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
4 Any Rogue 4 ability - - - -
5 Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
6 Effect Evasion (each 1% = +1 saves) 1V to use - 0 Wis-9 Wis-12
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
9 0,1/r: Get +(amount made) on next Rogue ability - 0 NA NA
9 Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
14 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
16 Enhancement (add how much you made by to your next Rogue ability roll within 1r) F 0 Chr-18 Chr-22

[Other]


Pointer0

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 560 (none)
11 800 (none)
12 1040 (none)
13 1280 (none)
14 1520 (none)
15 1760 (none)
16 2000 (none)
17 2240 (none)
18 2480 (none)
19 2720 (none)
20 2960 (none)
21 3200 (none)
22 3440 (none)
23 3680 (none)
24 3920 (none)
25 4160 (none)
26 4400 (none)
27 4640 (none)
28 4880 (none)
29 5120 (none)
30 5360 (none)
31 5600 (none)
32 5840 (none)
33 6080 (none)
34 6320 (none)
35 6560 (none)
36 6800 (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 16
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/2
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Gets 120 Rogue points per level.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.

[Other]


Scarlet Assassin

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)
4 9 (none)
5 18 (none)
6 37.5 (none)
7 75 (none)
8 150 (none)
9 300 (none)
10 450 (none)
11 637.5 (none)
12 862.5 (none)
13 1125 (none)
14 1500 (none)
15 2000 (none)
16 2500 (none)
17 3000 (none)
18 3500 (none)
19 4000 (none)
20 4500 (none)
21 5000 (none)
22 5500 (none)
23 6000 (none)
24 6500 (none)
25 7000 (none)
26 7500 (none)
27 8000 (none)
28 8500 (none)
29 9000 (none)
30 9500 (none)
31 10000 (none)
32 10500 (none)
33 11000 (none)
34 11500 (none)
35 12000 (none)
36 12500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11 10 12 10  7 12  7 11  5
+12 10 13 10  7 12  7 11  6
+13 10 14 11  8 13  8 12  6
+14 11 14 11  8 14  9 13  7
+15 12 15 12  9 14  9 14  7
+16 12 15 13 10 14 10 14  8
+17 13 16 14 12 15 11 15  8
Requisites: Str 13, Dex 14, Int 15
Alignment: LE (overwrite)
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 1½xRog
Reference: DM
Groups: Rogue
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Gets Barbarian Dex and Exceptional Str (or the reverse if you prefer).
Gets 70 Rogue points per level.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +LVL/3 Q0 actions per round.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
5 any 5th level Rogue ability - - - -
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
6 any 6th level Rogue ability - - - -
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[Other]


Scarlet Monk

Level KXP Psi0
mMG S
1 0 1-- -
2 3 2-- -
3 6 3-- -
4 12 4-- -
5 25 5-- -
6 40 61- -
7 70 62- -
8 110 63- -
9 160 64- -
10 220 651 -
11 400 652 -
12 650 653 -
13 900 654 1
14 1150 654 2
15 1400 654 3
16 1650 654 4
17 1900 655 4
18 2200 655 5
19 2500 665 5
20 2800 666 5
21 3800 666 6
22 4800 766 6
23 5800 776 6
24 6800 777 6
25 7800 777 7
26 8800 877 7
27 9800 887 7
28 10800 888 7
29 11800 888 8
30 12800 988 8
31 13800 998 8
32 14800 999 8
33 15800 999 9
34 16800 A99 9
35 17800 AA9 9
36 18800 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  4  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  9  5  9  5  8  3
+10  9 10  9  6 10  5  9  4
+11  9 11 10  6 11  6 10  5
+13 10 12 10  7 12  7 11  5
+14 10 13 11  7 13  8 12  6
+16 11 14 11  8 14  9 13  7
+17 12 15 12  9 14  9 14  7
+19 13 16 13 11 15 10 15  8
+20 14 16 14 13 15 11 16  9
+22 15 16 15 14 16 12 17  9
+23 16 16 16 16 16 13 18 10
+25 16 16 16 16 16 13 19 11
+26 16 17 16 16 16 14 20 11
Requisites: Str 17, Dex 19, Con 14, Wis 17
Alignment: LE (overwrite)
HD/level: ++d8
Weapon Prof.: 2*level
To Hit Table: 3xRog
Save Table: 2xRog
Reference: DM
Groups: Rogue
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.  
   
Gets Barbarian Dex and Exceptional Con (or the reverse if you prefer).
Gets 70 Rogue points per level.
Level 1: Open hand number of attacks is level/2. Open hand base damage is 1d(4*level). Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Dex bonus)+(Str bonus)+2. DM Note: This is not the normal damage calculation. Your open hands are considered a +level magical weapon.
Level 1: If Open Hands hit exceeds what is needed, target is stunned for 1d6 r (save vs. para at penalty equal to amount hit by). If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: +level dmg with weapons
Level 1: Natural AT is +2*level
Level 1: Base movement rate is (12+2*level)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1bV: Knock away up to 10+level*2 missile weapons. Makes a save vs. paralyzation with penalty equal to the number of magical plusses the weapon has.
Level 1: One Martial Arts style; +2 Martial Arts maneuvers /level
Level 1: 1V: Lay on hands 1d6+level hp, 1/t
Level 1: Immune ESP, Beguiling, Hypnosis, Charm, Suggestion, Poison, Psionic Blast, Disease, Slow, Geas, Quest.
Level 1: One open hand attack that hit, 1/t: Quivering Palm: Slain (no save), if target's HD/level <= monk's level*2, and target's hp <.=monk's hp*3.
Level 1: Subtract level*10' from falling damage.
Level 2: +(level/2) V actions.
Level 3: +(level/3) P actions.
Level 6: Takes half damage from a spell (that gives no save) if save is failed
Lvl Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
1 Any Rogue 1 ability - - - -
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Ki Power (cast a Wu Jen spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Int-12 Int-36
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54

[Other]


Trapper0

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  4  1  3  0
+1  5  5  5  3  4  1  4  1
+2  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+3  9  8  9  6  7  3  6  2
+3  9  8  9  7  7  4  7  3
+4  9  9  9  7  8  5  8  3
+5 11 10 11  8  9  5  8  4
+5 11 10 11  9 10  6  9  4
+5 11 11 11  9 10  6 10  5
+6 13 12 13 11 11  7 11  5
+7 13 12 13 11 12  7 11  6
+7 14 13 14 12 13  8 12  6
+7 14 13 14 13 13  9 13  7
+8 14 14 14 13 14  9 14  7
+9 15 14 15 14 14 10 14  8
+9 15 15 15 15 14 11 15  8
Requisites: Dex 16, Con 13
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: 1½xThf0
Reference: DM
Groups: Rogue
 
Has infinite percentage in "Find/Remove Traps". Find Traps costs 1Z action. Can Remove a Trap of any multiplier or type with a single V action, at LVL*10' away.
Gets 20 Rogue points per level in other Rogue abilities. This class doesn't get a whole lot of picks, though.
Level 1 ¶: 1V: Create a Trap. It immediately goes off, unless one of the creatures in the group has Find/Remove Traps and has a 1hV action ready (bV's and OppV's are not fast enough). A list of traps is below.
Level 1: Get one "Any Rogue level 1" pick.
Level 4 ¶: When you Remove Traps (for 1V action), you remove all traps within LVL*10'.
Level 4: Get one "Any Rogue level 4" pick.
Level 9 ¶: You have infinite percentage in "Find/Remove Tricks".
Level 9: Get one "Any Rogue level 9" pick (this is in addition to the normal level 9 pick).
Level 16: Get one "Any Rogue level 16" pick.
Level 18 ¶: You have infinite percentage in "Find/Remove Specials".
Level 25: Get one "Any Rogue level 25" pick.
Level 27 ¶: You have infinite percentage in "Find/Remove Terrain Features".
Level 36: Get one "Any Rogue level 36" pick (this is in addition to the normal level 36 pick).
Trapper Traps (these affect a group; the effect given is per target):
Arrows: Get attacked by one arrow with TH bonus +LVL^2 and dmg=LVL^2; natural 20 = Poison (PPD save or death)
Falling Block: Get automatically hit by one block for LVLd4 dmg (ignores skins)
Gas: PPD save or (roll 1d8): 1=Blind, 2=Fear, 3=Feeblemind, 4=Nausea, 5=Poison (death in 1 round), 6=Sleep, 7=Slow, 8=Weakness
Net: You cannot move or physically attack until you use 1V and make a Str check at -LVL.
Pit: Fall LVL*10' (no save); 1 in 6 chance you fall on a spike for LVL^2 dmg
Surge: Take a SL=LVL/2 random magical effect (never beneficial, save applies if the effect has a save)

[Other]


Defender Psionicist

Level KXP Psi(d)
mMG SU
1 0 2-- --
2 4 3-- --
3 8 4-- --
4 16 51- --
5 32 62- --
6 65 73- --
7 131 84- --
8 263 95- --
9 527 A61 --
10 927 B72 --
11 1327 C83 --
12 1727 D94 --
13 2127 EA5 --
14 2527 FB6 --
15 2927 GC7 --
16 3327 HD8 1-
17 3727 IE9 2-
18 4127 JFA 3-
19 4527 KGB 4-
20 4927 LHC 5-
21 5327 MID 6-
22 5727 NJE 7-
23 6127 OKF 8-
24 6527 PLG 9-
25 6927 QMH A1
26 7327 RNI B2
27 7727 SOJ C3
28 8127 TPK D4
29 8527 UQL E5
30 8927 VRM F6
31 9327 WSN G7
32 9727 XTO H8
33 10127 YUP I9
34 10527 ZVQ JA
35 10927 [WR KB
36 11327 \XS LC
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Con 13, Wis 12, Chr 11
Alignment: L any (or) T any
HD/level: & 2d2
Weapon Prof.: 3+level/5
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
Has access to all "defensive" powers in [MC2] Monster Collective Psionic Powers for every frequency. These are indicated by a "d" in the "Use" column.
PSPs = (Con+Wis+Chr)*level.
These are in Psi1 PSPs, convert using the table at the beginning of [PC5].

[Other]


ArchCustom2 (XP tables: F=10 to F=80)

Level F=10 F=15 F=20 F=25 F=30 F=35 F=40 F=45 F=50 F=55 F=60 F=65 F=70 F=75 F=80
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
3 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32
4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64
5 16 24 32 40 48 56 64 72 80 88 96 104 112 120 128
6 32 48 64 80 96 112 128 144 160 176 192 208 224 240 256
7 64 96 128 160 192 224 256 288 320 352 384 416 448 480 512
8 128 192 256 320 384 448 512 576 640 704 768 832 896 960 1024
9 250 375 500 625 750 875 1000 1125 1250 1375 1500 1625 1750 1875 2000
10 500 750 1000 1250 1500 1750 2000 2250 2500 2750 3000 3250 3500 3750 4000
11 750 1125 1500 1875 2250 2625 3000 3375 3750 4125 4500 4875 5250 5625 6000
12 1000 1500 2000 2500 3000 3500 4000 4500 5000 5500 6000 6500 7000 7500 8000
13 1250 1875 2500 3125 3750 4375 5000 5625 6250 6875 7500 8125 8750 9375 10000
14 1500 2250 3000 3750 4500 5250 6000 6750 7500 8250 9000 9750 10500 11250 12000
15 1750 2625 3500 4375 5250 6125 7000 7875 8750 9625 10500 11375 12250 13125 14000
16 2000 3000 4000 5000 6000 7000 8000 9000 10000 11000 12000 13000 14000 15000 16000
17 2250 3375 4500 5625 6750 7875 9000 10125 11250 12375 13500 14625 15750 16875 18000
18 2500 3750 5000 6250 7500 8750 10000 11250 12500 13750 15000 16250 17500 18750 20000
19 2750 4125 5500 6875 8250 9625 11000 12375 13750 15125 16500 17875 19250 20625 22000
20 3000 4500 6000 7500 9000 10500 12000 13500 15000 16500 18000 19500 21000 22500 24000
21 3250 4875 6500 8125 9750 11375 13000 14625 16250 17875 19500 21125 22750 24375 26000
22 3500 5250 7000 8750 10500 12250 14000 15750 17500 19250 21000 22750 24500 26250 28000
23 3750 5625 7500 9375 11250 13125 15000 16875 18750 20625 22500 24375 26250 28125 30000
24 4000 6000 8000 10000 12000 14000 16000 18000 20000 22000 24000 26000 28000 30000 32000
25 4250 6375 8500 10625 12750 14875 17000 19125 21250 23375 25500 27625 29750 31875 34000
26 4500 6750 9000 11250 13500 15750 18000 20250 22500 24750 27000 29250 31500 33750 36000
27 4750 7125 9500 11875 14250 16625 19000 21375 23750 26125 28500 30875 33250 35625 38000
28 5000 7500 10000 12500 15000 17500 20000 22500 25000 27500 30000 32500 35000 37500 40000
29 5250 7875 10500 13125 15750 18375 21000 23625 26250 28875 31500 34125 36750 39375 42000
30 5500 8250 11000 13750 16500 19250 22000 24750 27500 30250 33000 35750 38500 41250 44000
31 5750 8625 11500 14375 17250 20125 23000 25875 28750 31625 34500 37375 40250 43125 46000
32 6000 9000 12000 15000 18000 21000 24000 27000 30000 33000 36000 39000 42000 45000 48000
33 6250 9375 12500 15625 18750 21875 25000 28125 31250 34375 37500 40625 43750 46875 50000
34 6500 9750 13000 16250 19500 22750 26000 29250 32500 35750 39000 42250 45500 48750 52000
35 6750 10125 13500 16875 20250 23625 27000 30375 33750 37125 40500 43875 47250 50625 54000
36 7000 10500 14000 17500 21000 24500 28000 31500 35000 38500 42000 45500 49000 52500 56000

[Other]


ArchCustom2

Requisites: Any 2 stats = F+10 (cannot owe)
Alignment: any (can modify this below)
HD, Weapons, To Hit, Saves are all variable.
Reference: DM
Groups: Custom
 
Category Ability F cost
Requisites Requires 4 class slots -6
Requires 3 class slots -4
Requires HNCL 9 -3
Requires 2 class slots -2
Requires 3 stats = F+5 instead 0
Requires 1 stat = F+20 instead +3
Alignment One specific Alignment (choose) -2
W any (or) any J -1
One AL, overwrite all other classes +2
HD/level none (gets no Hit Dice) -2
1d4 0
2d3 +3
3d2 +6
4d1 +9
1d50 +10
5d0 +12
2m0 (normal Con bonus squared) +15
& (cumulative with other classes) +2
+1 HD at first level (e.g. +d6) +1 each
Uses Chr instead of Con for bonus +2
Weapon Prof. none (gets no Weapon Prof.) -2
0+level 0
& 0+level +1
& 0+2*level +2
& 10+level +3
& 0+3*level +4
& 10+2*level +5
To Hit To Hit is always +0 -2
To Hit as Custom 0
To Hit as & Custom +1
To Hit as & Monster (i.e. +LVL) +3
To Hit as & 2xMonster (i.e. +2*LVL) +6
To Hit as & 3xMonster (i.e. +3*LVL) +9
Saves Saves are always +0 -2
Saves as Custom 0
Saves as & Custom +1
Saves as & 2xMonster (i.e. +LVL) +3
Saves as & Halfling0 +3
Saves as & 4xMonster (i.e. +2*LVL) +6
Saves as & 6xMonster (i.e. +3*LVL) +9
Category Ability F cost
War stuff Exceptional stat bonus +1 each
Barbarian stat bonus +2 each
Extra-Bar stat bonus +4 each
Weapon Specialization, #Att as Barbarian +2
+1 Feat per level +4
+1 Henchmen or Mount slot +5
Species Enemy every level as per Strider +5
True Point Blank as per Arch-Archer +3
Swashbuckler #Att =(LVL+2)/2 melee only +5
Wiz stuff Wizard spells, ArchMage prog. +20
Wizard spells, Beast Mage prog. +15
Wizard spells, Magical Pool Mage prog. +10
Int bonus to Wizard progression +3
Specialization, School (no opposite) +2
LVL of your spells cost only ½M to cast +5
Your spells require LVL saving throws +5
+1 Kit per level +5
+1 Nonweapon prof. per level +1
Pri stuff Priest spells, ArchPriest prog. +12
Priest spells, Beast Cleric prog. +8
Priest spells, Harmer prog. +6
Wis bonus to Priest progression +1
Specialization, Sphere +1
Sphere robe (-1 SL) in one sphere +5
Specialty Priest pick +2 each
+1 Summon slot +5
Can use Omens and Turn Undead +1
Rog stuff Rogue Abilities, Dungeoneer, LVL*60 pts. +10
Rogue Abilities, Executioner, LVL*55 pts. +9
Rogue Abilities, 2xThief0 (2 picks /level), LVL*50 pts. +8
One Rogue Ability, with LVL*10 points +1 each
Extra N rogue points per level +N/5
Martial Arts, +LVL maneuvers +4
Moving is only ½V action +3
Using Rogue abilities is only ½V action each +10
Psi stuff Psionic abilities, ArchPsi1 +22
Psionic abilities, ArchMutant +14
Psionic abilities, Mentalist +18
Chr bonus to Psionic progression +4
Can access +1 known frequency +5
Other "Level:" ability from "2nd edition" class, cost each +1
"Level:" ability from "unnumbered edition" class, cost each +2
"Level:" ability from other class, cost each +3
Duplicate a "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate an "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate other class (X=KXP @ 2nd level) +X*8

[Other]


ArchCustom2 (Spell/Psi Progressions)

Level Arch-Mage
123 456 789 AB
Beast Mage
123 456 789
Magical Pool
123 456 789 A
Arch-Priest
123 456 789
Beast Cleric
123 456 78
Harmer
123 456 789
ArchPsi1
mMG SU
ArchMut
mMG SU
Mentalist
mMG S
1 2½- --- --- -- ½-- --- --- 1-- --- --- - 100 --- --- 0-- --- -- 1-- --- --- 3-- -- 1-- -- 3-- -
2 31½ --- --- -- ½½- --- --- 20- --- --- - 200 --- --- 00- --- -- 2a- --- --- 4-- -- 2-- -- 4-- -
3 421 --- --- -- ½½½ --- --- 21- --- --- - 210 0-- --- 000 --- -- 31c --- --- 51- -- 31- -- 51- -
4 532 ½-- --- -- ½½½ ½-- --- 320 --- --- - 320 0-- --- 000 0-- -- 41a e-- --- 62- -- 42- -- 52- -
5 643 1½- --- -- ½½½ ½½- --- 421 --- --- - 421 00- --- 000 00- -- 521 cg- --- 631 -- 531 -- 53- -
6 754 21- --- -- ½½½ ½½½ --- 431 a-- --- - 422 00- --- 000 000 -- 621 aei --- 752 -- 631 -- 54- -
7 865 32½ --- -- ½½½ ½½½ ½-- 432 0b- --- - 432 100 --- 000 000 0- 731 1cg k-- 873 -- 742 -- 65- -
8 976 43½ --- -- ½½½ ½½½ ½½- 432 1ac --- - 433 200 --- 100 000 0- 832 1ae im- 984 -- 852 -- 751 -
9 A87 541 ½-- -- ½½½ ½½½ ½½½ 533 20b d-- - 433 210 0-- 110 000 0- 942 11c gko A95 1- 963 1- 852 -
10 A98 652 1-- -- 1½½ ½½½ ½½½ 543 21a ce- - 443 220 0-- 111 000 0- 953 21a eim BA5 1- A63 1- 953 -
11 AA9 763 2½- -- 11½ ½½½ ½½½ 543 320 bdf - 444 330 0-- 111 100 0- 963 211 cgk CB6 2- B74 1- A54 -
12 AAA 874 3½- -- 111 ½½½ ½½½ 554 321 ace - 444 441 00- 111 110 0- 974 211 aei DC7 2- C74 1- A65 -
13 AAA 985 4½- -- 111 1½½ ½½½ 554 322 0bd - 555 442 00- 111 111 0- 984 321 1cg ED7 3- D95 2- A75 -
14 AAA A96 51½ -- 111 11½ ½½½ 554 322 1ac - 555 442 100 111 111 1- 995 321 1ae FE8 3- E95 2- A85 -
15 AAA AA7 621 -- 111 111 ½½½ 554 422 20b - 555 552 100 221 111 1- 996 422 11c GF9 4- FA6 2- A95 -
16 AAA AA8 732 -- 111 111 1½½ 555 432 21a - 555 553 210 222 211 1- 997 432 11a HG9 4- GB6 2- BA5 -
17 AAA AA9 843 -- 111 111 11½ 555 532 210 - 555 553 320 222 222 1- 998 532 111 IHA 5- HC7 3- CA6 1
18 AAA AAA 954 ½- 111 111 111 555 533 211 g 555 553 321 222 222 2- 999 542 211 JIB 5- IC7 3- DA7 2
19 AAA AAA A65 ½- 221 111 111 555 543 221 f 555 553 331 333 222 2- 999 643 211 KJB 6- JD8 3- EA8 3
20 AAA AAA A76 1- 222 211 111 555 543 321 e 555 554 332 333 333 2- 999 753 221 LKC 6- KE8 3- FA9 4
21 AAA AAA A87 1- 222 222 111 555 554 321 d 555 554 442 333 333 3h 999 853 221 MLD 7- LF9 4- FBA 5
22 AAA AAA A98 2- 222 222 221 555 555 432 c 555 555 443 444 433 3g 999 964 321 NMD 7- MF9 4- FCA 5
23 AAA AAA AA9 2- 222 222 222 555 555 532 b 555 555 553 444 444 4f 999 974 322 ONE 8- NGA 4- FDA 5
24 AAA AAA AAA 3- 333 222 222 666 655 532 a 555 555 554 555 554 4e 999 985 332 POF 8- OHA 4- FEA 5
25 BBB BBB BBB 3- 333 333 222 666 666 642 0 555 555 555 555 555 5d 999 995 332 QPF 9- PIB 5- GFA 5
26 BBB BBB BBB 4- 333 333 333 777 766 643 1 666 655 555 666 666 5c 999 996 432 RQG 9- QIB 5- HFB 6
27 CCC CCC CCC 4½ 444 433 333 777 777 743 1 666 666 655 666 666 6b 999 997 443 SRH A1 RJC 51 IFC 7
28 CCC CCC CCC 5½ 444 444 443 888 877 753 1 666 666 666 777 777 7a 999 998 543 TSH A1 SKC 51 JFD 8
29 DDD DDD DDD 5½ 444 444 444 888 888 853 1 777 766 666 888 888 80 999 999 543 UTI B1 TLD 61 KFE 9
30 DDD DDD DDD 51 555 554 444 999 988 854 1 777 777 766 999 999 91 999 999 654 VUJ B2 ULD 61 KGF A
31 DDD DDD DDD 61 555 555 555 999 999 964 2 777 777 777 AAA AAA A2 999 999 754 WVJ C2 VME 61 KHF A
32 EEE EEE EEE 61 666 666 555 AAA A99 964 2 888 877 777 BBB BBB B3 999 999 864 XWK C3 WNE 61 KIF A
33 EEE EEE EEE 71 666 666 666 AAA AAA A64 2 888 888 877 CCC CCC C4 999 999 975 YXL D3 XOF 71 KJF A
34 FFF FFF FFF 71 777 777 766 BBB BAA A75 2 888 888 888 DDD DDD D5 999 999 985 ZYL D3 YOF 71 LKF A
35 FFF FFF FFF 81 777 777 777 BBB BBB B75 2 999 988 888 EEE EEE E6 999 999 996 [ZM E4 ZPG 71 MKF B
36 FFF FFF FFF 82 888 888 887 CCC CCC C75 3 999 999 999 FFF FFF F7 999 999 997 \[N E4 [QG 72 NKG C

[Other]


ArchCustom2 (Dungeoneer Abilities)

Lvl Dungeoneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Any Rogue 3 ability - - - -
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability - - - -
6 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
6 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
7 Any Rogue 7 ability - - - -
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
9 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
12 Control Movements | Control Physicals | Control Mentals | Control 0 Actions MM 0 Chr-19 Chr-21
15 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
27 LimWish(#=1)| AlterReality(#=2)| Wish(#=3)| ChangeReality(#=4)| UnlimWish(#=5) #F 0 Int-21 Int-26

[Other]


ArchCustom2 (Executioner Abilities)

Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[Other]


Innovator48

Level KXP
Spells
1 6 (owe) (none)
2 12 (none)
3 24 (none)
4 60 (none)
5 120 (none)
6 240 (none)
7 450 (none)
8 840 (none)
9 1300 (none)
10 1900 (none)
11 2500 (none)
12 3100 (none)
13 3700 (none)
14 4300 (none)
15 4900 (none)
16 5500 (none)
17 6100 (none)
18 6700 (none)
19 7300 (none)
20 7900 (none)
21 8500 (none)
22 9100 (none)
23 9700 (none)
24 10300 (none)
25 10900 (none)
26 11500 (none)
27 12100 (none)
28 12700 (none)
29 13300 (none)
30 13900 (none)
31 14500 (none)
32 15100 (none)
33 15700 (none)
34 16300 (none)
35 16900 (none)
36 17500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 (total = 27, max = 9)
+3 (total = 33, max = 11)
+5 (total = 39, max = 13)
+7 (total = 45, max = 15)
+8 (total = 51, max = 17)
+9 (total = 57, max = 19)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+12 (total = 75, max = 25)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+15 (total = 93, max = 31)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
+18 (total = 111, max = 37)
+19 (total = 117, max = 39)
+20 (total = 123, max = 41)
+21 (total = 129, max = 43)
Requisites: Chr 22
Alignment: any
HD/level: & d8
Weapon Prof.: & 3+level/3
To Hit Table: 2xCust
Save Table: 2xCust
Reference: DM
Groups: Custom
 
Pick one "Psi48" ability per level (see below). You do not need to pick them in any particular order; they are numbered only for reference. If it is a class or progression modification, you may have it affect one class on your character; not necessarily this class. Your "LVL" in these Psi48 abilities always refers to your Innovator48 level, not to the class you're affecting.
A {War 1}. You may throw any item as a weapon without suffering a penalty because the item wasn't meant to be thrown. It has instant returning if you want it to.
B {War 2}. Can narrow salvo attacks (roll same die roll TH for all attacks on one person). Level 9: You may roll attacks against someone one at a time until you get a result you like. The rest of your attack rolls this P action are that same result.
C {Wiz 1}. 1V, while drinking a potion or using a charge on an item (such as a wand): "Material Component" the effect.
D {Wiz 2}. 1F, 1/reset per wand/staff/rod: Choose one effect the wand/staff/rod does. Roll a new effect of the same SL. You may request the new effect to have the same the same Group (Wiz/Pri/Psi), if not, the DM will roll group randomly. If the same group, you may request the new effect to also have the same School/Sphere/PsiFrequency, if not, the DM will roll this randomly (use 1d50-20 for frequency). The wand/staff/rod now permanently does the new effect instead of the old one.
E {Pri 1}. 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
F {Pri 2}. 0, 1/reset: Choose 1 specific race or monster. You may Turn that race/monster as if it was undead for the rest of this reset.
G {Rog 1}. Pick up to LVL Rogue abilities you have (may leave as "open slots"). You may material component them.
H {Rog 2}. Treat "pipes" on Rogue abilities as -50+LVL instead of -50.
I {Psi 1}. You may pick powers in a psionic progression using a frequency that is 1 higher, 1 lower, double, or the negative of the one you have. You must "know" the frequency in order to be able to do this.
J {Psi 2}. If you spend two picks on a psionic power, it is "Channeling" and you don't need to spend PSPs on it anymore. If the PSP cost is variable, it uses the maximum possible amount, or 1/2 of your psionic pool, whichever is smaller.
K {Cust 1}. 0.2 in Class Adj. Level 9: +0.3 in Class Adj. Level 18: +0.3 in Class Adj. Level 27: +0.3 in Class Adj.
L {Cust 2}. +1 X24 minor. Level 9: +1 X24 major. Level 18: +1 X24 grand. Level 27: +1 X24 super.
M {Conc 1}. +LVL HNCL.
N {Conc 2}. +1 X7 minor. Level 9: +1 X7 major. Level 18: +1 X7 grand. Level 27: +1 X7 super.
O {Mon 1}. 0.2 in Race Adj. Level 9: +0.3 in Race Adj. Level 18: +0.3 in Race Adj. Level 27: +0.3 in Race Adj.
P {Mon 2}. 1F, 1/t, LVL/d: Change your race (to a legal race of your racial XP divisor or less) until this ability is used again. You do not need to adjust your stats (you can treat all of these as "Vanilla").
Q {Alt 1}. 1 reset of actions, 1/campaign: Your "Player Pick" (cheat code) is changed to a code that is not currently in use. You may pick from the "Older/Inactive Codes" in [X3].
R {Alt 2}. You may "trade in" three magic items from the last dungeon run to copy another (x1 non-unique) item from the last dungeon run (sort of like NPC "compensated items"). Level 18: Goes down to two magic items needed.
S {Mini 1}. Get 1/4 your Innovator48 XP to spend on a Mini class, which does not actually occupy a Mini class slot.
T {Mini 2}. You may "mix" two Mini classes together (using the +50% rule). You may mix the Normal and Alternate version of the same Mini class together (an exception to the rule that you can't take the Normal and Alternate form).
U {Mirr 1}. You may cast the "reverse" of your race abilities or your class abilities in one class.
V {Mirr 2}. Give yourself the "All of this group" abilities and LVL worth of "Level:" abilities (a "Level 3:" ability would cost 3), in a class in the opposite group of your group. Opposite groups: War <-> Wiz, Pri <-> Rog, Psi <-> Mon, Cust <-> Mirr, Conc <-> Mini, Alt <-> Lost. Demigod group has no written reverse yet.
W {Lost 1}. +1 Research point per reset, for researching one Magic the Gathering spell per reset.
X {Lost 2}. +1 Research point per reset, for researching one Rolemaster spell list per reset.
Y {Demi 1}. 1N, LVL/d: You attack or defend as a x2 being this segment. Use this ability 9 times in one segment: You attack or defend as a x3 being this segment.
Z {Demi 2}. Beings that are more than double your multiplier are considered to be only double your multiplier when attacking or defending against you.

[Other]


Minulator

Level KXP
Spells
1 0 (varies)
2 5 (varies)
3 10 (varies)
4 20 (varies)
5 40 (varies)
6 80 (varies)
7 160 (varies)
8 300 (varies)
9 600 (varies)
10 1000 (varies)
11 1500 (varies)
12 2000 (varies)
13 2500 (varies)
14 3000 (varies)
15 3500 (varies)
16 4000 (varies)
17 4500 (varies)
18 5000 (varies)
19 5500 (varies)
20 6000 (varies)
21 6500 (varies)
22 7000 (varies)
23 7500 (varies)
24 8000 (varies)
25 8500 (varies)
26 9000 (varies)
27 9500 (varies)
28 10000 (varies)
29 10500 (varies)
30 11000 (varies)
31 11500 (varies)
32 12000 (varies)
33 12500 (varies)
34 13000 (varies)
35 13500 (varies)
36 14000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: (none)
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Emulator}
Groups: Custom, Alternate
 
You duplicate the powers of up to LVL+3 Mini-classes (see [PC10]). You get your full XP (in Minulator class) for each of these Mini-classes to see what level you are. The minimum level is 1 and the maximum level is LVL.
 
You can take each Mini-class only once, however, you are allowed to take both the Normal and the Alternate form for the same Mini-class at the same time (this is a violation of the normal Mini-class rules).
 
You are allowed to take actual Mini-classes themselves for your character normally, and can even select Mini-classes that you have as part of your Minulator class. (You are not considered to "have" a particular Mini-class, even if it's part of a Minulator class).
 
Level 9: You may choose three instances of a given Mini-class, in one of these combinations: Normal-Normal-Alternate or Normal-Alternate-Alternate. This can be done for multiple Mini-classes. Some Mini-classes (such as Jobber) allow the Normal and Alternate form to be taken, in these cases, you may have Normal-Normal-Normal or Alternate-Alternate-Alternate.
Level 18: You may choose four instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 27: You may choose five instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 36: You may choose six instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.

[Other]


Randomizer3

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)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1d2-1 (total = 1d50+1d6, max = 9)
+2d2-2 (total = 1d50+2d6, max = 9)
+3d2-3 (total = 1d50+3d6, max = 9)
+4d2-4 (total = 1d50+4d6, max = 9)
+5d2-5 (total = 1d50+5d6, max = 9)
+6d2-6 (total = 1d50+6d6, max = 9)
+7d2-7 (total = 1d50+7d6, max = 9)
+8d2-8 (total = 1d50+8d6, max = 9)
+9d2-9 (total = 1d50+9d6, max = 9)
+10d2-10 (total = 1d50+10d6, max = 9)
+11d2-11 (total = 1d50+11d6, max = 9)
+12d2-12 (total = 1d50+12d6, max = 9)
+13d2-13 (total = 1d50+13d6, max = 9)
+14d2-14 (total = 1d50+14d6, max = 9)
+15d2-15 (total = 1d50+15d6, max = 9)
+16d2-16 (total = 1d50+16d6, max = 9)
+17d2-17 (total = 1d50+17d6, max = 9)
+18d2-18 (total = 1d50+18d6, max = 9)
Requisites: Con 9 (also see description)
Alignment: any
HD/level: d14-7
Weapon Prof.: 1d4 + (1d2-1) /level
To Hit Table: +1d2-1 /level
Save Table: (total=1d50+(level)d6, max=L+8)
Reference: DM {Mirror Collectivizer3}
Groups: Custom, Mirror, Random
 
Each Level: The DM pulls a class from the [PC19] Random group of classes. You may pick a "Warrior", "Wizard", "Priest", or "Rogue" Random class. You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Randomizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Randomizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Con 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Randomizer3 class beyond level 1, all you have to meet is the Con 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.
N4. At the end of the campaign, you may take one (only one!) of the Random classes that were referenced for your Randomizer3 class, and add it permanently to the Collective.
N5. Yes, the Weapon Proficiencies, To Hit, and Saves are random. You roll only once per level, when you level. You do not reroll old results.

[Other]


Antemortal0

Level KXP Mortal0 Imm0
 9      {9}
1 0  2      {-}
2 3.5  4      {-}
3 7  6      {-}
4 14  8      {-}
5 28 10      {-}
6 56 12      {-}
7 112 14      {-}
8 224 16      {-}
9 448 18      {-}
10 996 20      {-}
11 1600 22      {-}
12 2300 24      {-}
13 3000 26      {-}
14 3700 28      {-}
15 4400 30      {-}
16 5100 32      {-}
17 5800 34      {-}
18 6500 36      {-}
19 7200 38      {-}
20 7900 40      {-}
21 8600 42      {-}
22 9300 44      {-}
23 10000 46      {-}
24 10700 48      {-}
25 11400 50      {-}
26 12100 52      {-}
27 12800 54      {1}
28 13500 56      {1}
29 14200 58      {2}
30 14900 60      {2}
31 15600 62      {3}
32 16300 64      {3}
33 17000 66      {4}
34 17700 68      {4}
35 18400 70      {5}
36 19100 72      {5}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+9 (total = 54, max = 18)
+10 (total = 57, max = 19)
+11 (total = 60, max = 20)
+12 (total = 63, max = 21)
+13 (total = 66, max = 22)
+14 (total = 69, max = 23)
+15 (total = 72, max = 24)
+16 (total = 75, max = 25)
+17 (total = 78, max = 26)
Requisites: Two 18's
Alignment: any
HD/level: & d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Cust
Reference: MTG {Mirror Mortal0}
Groups: Custom, Concordant (x1), Mirror
 
Antemortal0 class gets 9th level spells (nothing lower level).
Antemortal0 also gets Immortal0 spells starting at level 27. These spells are not copied into the Antemortal0 spell list (unlike other reduced Concordant classes) because the list is rather long. See [PC7] Immortal0 for the list. The Immortal0 spells are 9th spell level Concordant (making them 19th spell level non-Concordant).

[Other]


Antemortal0 Spells

Level # Spell Name Spell Description
9 1 Acidic Bite/Sting Once per round can bite or sting for acid damage (CL*20 acid dmg)
9 2 Acrobat Abilities Abilities as per an Acrobat0 of level = LVL/2 (round up) [Note: Acrobat0 is a Collective 3.7 class]
9 3 Call Strange 1M: Summon a DL=CL/2 (round up) monster, of the Weird subtype
9 4 Conceal Location You can't be targetted
9 5 Create Psionic Items 40F, 1/reset: Create CL*CL*100 XP of psionic items (DM rolls a random Psi frequency)
9 6 Create Variant One Class Adjective (it's free, but the max XP divisor increase = CL/10)
9 7 Degeneration A group degenerates CL hp per segment
9 8 Destroy Undead Turn Undead (turn/destroy only) at LVL=CL+2
9 9 Eel Breath Mouth's P, CL/d: Breathe an EE=CL/3 (round up) eelement for 1/2 current hp dmg, BW save for 1/4
9 10 Eel Form 1P: Polymorph into any known Eel type, max age category = CL/2 (round up)
9 11 Extra Attacks +1 number of attacks with each weapon
9 12 Grant Effect Points Target is imbued with one 9th level Antemortal0 spell (this slot stays spent as long as he has it)
9 13 Growl Mouth's P: All targets in a group lose half current hp (no save)
9 14 Improve Ability Score +CL*2 to one stat
9 15 Increase Group Pick a spells or psionic power that hits a group. Affect +1 group of creatures with that effect.
9 16 Increased Movement +CL" Move Rate; +2V actions
9 17 Innate Resistance 35+3*CL% IR
9 18 Lab 1M, CL/d: Legend Lore
9 19 Lightning Spit Mouth's P, CL/d: Spit Lightning on a group (20*LVL dmg)
9 20 Luch Whenever you touch, attack, or are touched or attacked, they are intoxicated/drunk (Fort save)
9 21 Manifestation Short The death of target person will not cause his next clone to stand up
9 22 Mortal Vulnerability 1M: Target becomes vulnerable to a specific magic, psionic, or innate effect (by name)
9 23 Necromantic Suite 1M: Cast your CL/2 in SL's of Necromantic effects (Wiz/Pri)
9 24 Nonweapon Mastery +LVL*2 Nonweapon proficiencies
9 25 Psionic Resistance 40+4*CL% PR
9 26 Reduce 1F: Lower target's ability score by CL for 1 turn; 1M: Dispel a SL 0 to (CL+3)/2 effect
9 27 Relic Creation 10F, 1/reset: Create a random x2 item of XP value LVL*500
9 28 Saves +LVL*3 Saves
9 29 Second Life 1D: Resurrect self back in town (1 turn delay)
9 30 Shape Reality, Alt. Loop 25F, 1/reset: Loop Travel (shift LF by 1)
9 31 Shape Reality, Cr. Building 20F, 1/reset: Create a building (CL*10000 cubic ft.)
9 32 Shape Reality, Cr. Pocket 30F, 1/reset: Create a pocket plane in the ethereal (functions as a phased out zone)
9 33 Shape Reality, Mv. Building 10F, 1/reset: Move a building (maximum size is CL*10000 cubic ft., is moved CL miles)
9 34 Shape Reality, Mv. Door 15F, 1/reset: Redirect a dimension door or plant door to go somewhere else on one end
9 35 Shift Powers 1M, CL/d: Plane Shift (CL/3 planes, round up)
9 36 Slap 0 action or 1 attack: A target is ejected from your group (Str contest, no parting shots)
9 37 Swipe Can transfer 5V -> 1M, 8V -> 1QM, or 12V -> 1QQM
9 38 To Hit +LVL*2 To Hit
9 39 Transmute 1M: Polymorph Any Object
9 40 Weapon Counted Count as an additional +CL-1 weapon to hit others
9 41 Wizard Options Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
9 42 Zero Spell Duration 1M: A magic, psi, or innate effect has zero duration (treat as an Instantaneous)

[Other]


Paragon3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+4  4  4  4  4  4  4  4  4
+6  6  6  6  6  6  6  6  6
+8  8  8  8  8  8  8  8  8
+10 10 10 10 10 10 10 10 10
+12 12 12 12 12 12 12 12 12
+14 14 14 14 14 14 14 14 14
+16 16 16 16 16 16 16 16 16
+18 18 18 18 18 18 18 18 18
+20 20 20 20 20 20 20 20 20
+22 22 22 22 22 22 22 22 22
+24 24 24 24 24 24 24 24 24
+26 26 26 26 26 26 26 26 26
+28 28 28 28 28 28 28 28 28
+30 30 30 30 30 30 30 30 30
+32 32 32 32 32 32 32 32 32
+34 34 34 34 34 34 34 34 34
+36 36 36 36 36 36 36 36 36
Requisites: Str 18, Dex 18, Con 18,
Int 18, Wis 18, Chr 18
Alignment: any
HD/level: d20
Weapon Prof.: 0+level*2
To Hit Table: 2xMon
Save Table: 4xMon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
 
Gets all Exceptional stats. Can weapon specialize using the "non-Warrior" line for number of attacks.
Level N (each level) ¶: +1 Str, Dex, Con, Int, Wis, and Chr. You can't trade these stats away.
Level 1: Double movement rate.
Level 1: Enemies have -LVL saves vs. your effects.
Level 1: DR 2*LVL / +LVL.
Level 1: Regenerate LVL hp /s.
Level 4: Triple movement rate (replaces the Double at level 1)
Level 9: Quadruple movement rate (replaces the Triple at level 4)

[Other]


Angel5

Level KXP Pri:Healing
123 456 789
1 7 (owe) 1-- --- ---
2 10.5 2-- --- ---
3 14 21- --- ---
4 21 22- --- ---
5 35 221 --- ---
6 63 222 --- ---
7 119 322 1-- ---
8 231 332 2-- ---
9 343 333 21- ---
10 567 333 32- ---
11 791 433 321 ---
12 1000 444 321 ---
13 1250 444 322 ---
14 1500 444 432 ---
15 1750 544 432 1--
16 2000 555 432 2--
17 2250 655 443 2--
18 2500 655 443 21-
19 2750 655 543 22-
20 3000 655 544 32-
21 3250 655 544 321
22 3500 665 554 322
23 3750 666 654 332
24 4000 776 655 432
25 4250 776 655 443
26 4500 777 665 543
27 4750 777 665 554
28 5000 887 666 654
29 5250 887 776 655
30 5500 888 777 665
31 5750 888 777 766
32 6000 988 887 776
33 6250 999 888 777
34 6500 999 988 887
35 6750 999 999 888
36 7000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+4  3  3  3  3  3  3  3  3
+5  3  3  3  3  3  3  3  3
+6  4  4  4  4  4  4  4  4
+7  4  4  4  4  4  4  4  4
+8  5  5  5  5  5  5  5  5
+9  5  5  5  5  5  5  5  5
+10  6  6  6  6  6  6  6  6
+11  6  6  6  6  6  6  6  6
+12  7  7  7  7  7  7  7  7
+13  7  7  7  7  7  7  7  7
+14  8  8  8  8  8  8  8  8
+15  8  8  8  8  8  8  8  8
+16  9  9  9  9  9  9  9  9
+17  9  9  9  9  9  9  9  9
+18 10 10 10 10 10 10 10 10
+19 10 10 10 10 10 10 10 10
Requisites: Str 12, Int 12, Con 6, Wis 14, Chr 19
Alignment: LG
HD/level: & +++d7
Weapon Prof.: 7+/3
To Hit Table: Mon +1 level
Save Table: Mon +3 levels
Reference: DM
Groups: Monster, Concordant (x1)
 
Can cast Priest Healing spells. Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).  
Levels Pick Description
Level 1-3: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 4: Pick two from: Angel5 Level 1-3, Slayer5 Level 1-3, or Psi-6G/Psi6G minor
Level 5-7: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 8: Pick two from: Angel5 Level 5-7, Slayer5 Level 5-7, or Psi-6G/Psi6G major
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%
Level 13: Pick two from: Angel5 Level 9-12, Slayer5 Level 9-12, or Psi-6G/Psi6G grand

[Other]


Serra Angel5

Level KXP Pri/Psi11W
123 456 789
1 5 (owe) 0-- --- ---
2 10 1-- --- ---
3 15 10- --- ---
4 22 11- --- ---
5 37 110 --- ---
6 67 111 --- ---
7 127 211 0-- ---
8 247 221 1-- ---
9 367 222 10- ---
10 607 222 21- ---
11 847 322 210 ---
12 1071 333 210 ---
13 1339 333 211 ---
14 1607 333 321 ---
15 1875 433 321 0--
16 2142 444 321 1--
17 2410 544 332 1--
18 2678 544 332 10-
19 2946 544 432 11-
20 3214 544 433 21-
21 3482 544 433 210
22 3750 554 443 211
23 4017 555 543 221
24 4285 665 544 321
25 4553 665 544 332
26 4821 666 554 432
27 5089 666 554 443
28 5357 776 555 543
29 5625 776 665 544
30 5892 777 666 554
31 6160 777 666 655
32 6428 877 776 665
33 6696 888 777 666
34 6964 888 877 776
35 7232 888 888 777
36 7500 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 10, Int 10, Con 5, Wis 15, Chr 20
Alignment: LG or LN
HD/level: & +++d4
Weapon Prof.: 4+/4
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM {Planeshifted Angel5}
Groups: Monster, Concordant (x1)
 
Can cast Priest spells or Psi11W spells. Gets Chr bonus to progression.
Can weapon specialize using Non-War column.
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).
 
MTG White spells from White Priest class:
Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
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.
Disenchant (SL=2): Dispel an effect.
Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
 
Old MTG White spells from Wizard of the Coast class (you can use these):
Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
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.
Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
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)
Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
Blessed Wind (SL=9): Target's current hp becomes 200.
Levels Pick Description
Level 1-4: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 6-8: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%

[Other]


Overt Rogue

Level KXP
Spells
1 0 (none)
2 4.5 (none)
3 9 (none)
4 18 (none)
5 36 (none)
6 72 (none)
7 144 (none)
8 288 (none)
9 500 (none)
10 850 (none)
11 1200 (none)
12 1550 (none)
13 1900 (none)
14 2250 (none)
15 2600 (none)
16 2950 (none)
17 3300 (none)
18 3650 (none)
19 4000 (none)
20 4350 (none)
21 4700 (none)
22 5050 (none)
23 5400 (none)
24 5750 (none)
25 6100 (none)
26 6450 (none)
27 6800 (none)
28 7150 (none)
29 7500 (none)
30 7850 (none)
31 8200 (none)
32 8550 (none)
33 8900 (none)
34 9250 (none)
35 9600 (none)
36 9950 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  6  3  4  1  3  0
+0  7  6  7  4  6  2  5  1
+1  7  8  8  4  7  3  6  2
+1  8  9  9  5  9  5  8  3
+2  9 11  9  6 10  6  9  4
+2 10 12 10  7 12  7 11  5
+3 10 14 11  8 13  8 12  6
+3 12 15 12  9 14  9 14  7
+4 13 16 14 12 15 11 15  8
+4 15 16 15 14 16 12 17  9
+5 16 16 16 16 16 13 18 10
+5 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 21, Chr 13
Alignment: L*
HD/level: d3
Weapon Prof.: & 10+level/9
To Hit Table: 3xRog
Save Table: Rog
Reference: DM {Mirror Stealth Rogue} {Reduced Overt Master}
Groups: Rogue, Concordant (x1), Mirror
 
Gets 50 rogue points per level.
Level 1: Thieves' Cant.
BlahR's are offensive (o). This means you reduce BlahR's that you face by this amount. Irreducible BlahR's are reduced at 1 per 5% of oBlahR. Unadjustable BlahR's cannot be adjusted this way. If you have unspent oBlahR left over, roll it, if you make it, you multiply your effect by x2 (or x+1).
You pick one ability per level.
Level 9: 1M, 1/t: Go On the Mound. You are 1 plane removed, your effects are x2 multiplier and x2 effect (or x+1). You are considered Planar Displaced and can't be targetted. Someone else On the Mound can attack you normally, if you are dropped, you are returned to the plane you came from (Went Off the Mound).
 
Lvl Appraiser2 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1-6 oRR || oaRR || oaaRR 0 30 Chr-13 Chr-18
1-6 oMR || oaMR || oaaMR 0 20 Str-14 Str-19
1-6 oPR || oaPR || oaaPR 0 10 Con-15 Con-20
1-6 oIR || oaIR || oaaIR 0 0 Int-16 Int-21
1-6 Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
1-6 Any Rogue ability (= level you took this at) na na na na
7-12 oCR || oaCR || oaaCR 0 20 Dex+Con-28 Dex+Con-38
7-12 oNR || oaNR || oaaNR 0 10 Dex+Chr-31 Dex+Chr-41
7-12 oWR || oaWR || oaaWR 0 0 Int+Chr-34 Int+Chr-44
7-12 oER || oaER || oaaER 0 -10 Str+Wis-37 Str+Wis-47
7-12 Seal Fate (counter a counter) x1 | x2 | x3 | etc. 2M (may borrow) -20 Dex*2-50 Dex*2-50
7-12 Any Rogue ability (= level you took this at) na na na na

[Other]


Concordant Sampler

Level KXP x2 Conc
123 456
1 0 1-- ---
2 3.25 2-- ---
3 6.5 3-- ---
4 13 4-- ---
5 26 41- ---
6 52 42- ---
7 104 43- ---
8 208 44- ---
9 416 441 ---
10 741 442 ---
11 1066 443 ---
12 1391 444 ---
13 1716 544 ---
14 2041 554 ---
15 2366 555 ---
16 3016 655 ---
17 3341 665 ---
18 3991 665 1--
19 4641 665 2--
20 5291 665 3--
21 5941 665 4--
22 6591 665 5--
23 7241 666 5--
24 7891 666 6--
25 8541 766 6--
26 9191 776 6--
27 10491 776 61-
28 11791 776 62-
29 13091 776 63-
30 14391 776 64-
31 15691 776 65-
32 16991 776 66-
33 18291 777 66-
34 19591 777 76-
35 20891 777 77-
36 23491 777 771
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  9  9  9  9  9  9  9  9
+2 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+6 11 11 11 11 11 11 11 11
+8 11 11 11 11 11 11 11 11
+10 12 12 12 12 12 12 12 12
+12 12 12 12 12 12 12 12 12
+14 13 13 13 13 13 13 13 13
+16 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+20 14 14 14 14 14 14 14 14
+22 15 15 15 15 15 15 15 15
+24 15 15 15 15 15 15 15 15
+26 16 16 16 16 16 16 16 16
+28 16 16 16 16 16 16 16 16
+30 17 17 17 17 17 17 17 17
+32 17 17 17 17 17 17 17 17
+34 18 18 18 18 18 18 18 18
Requisites: Wis 12, Chr 18, Class Slots 2
Alignment: any
HD/level: 2d7
Weapon Prof.: 7+level/3
To Hit Table: 2xWar -1 level
Save Table: Conc÷2 (halve the numbers)
Reference: DM {Reduced Demigod Sampler}
Groups: Concordant (x1), Futureshifted
 
Each level this class gets one x2 Concordant spell. The progression is in Concordant Spell Levels. The DM rolls two spells at random, and you select one to keep.
This class can never get a stat bonus to it's spell progression, a bonus to ML, an extra "0" (or "1") on the progression, or an overwrite to its spell progression.
Your CCL (Concordant Caster Level) (or BugL) is your CL divided by 2 (round down). Your WCL (Warlord CL) is your CL divided by 4 (rounded down).
Remember that you are still a x1 being, some of the Concordant powers may not be all that great because of this.
Level 1: You may raise Luck with your ability score points from level.
Level 1: 1/reset: The DM rolls a new choice for up to LVL CSL's of your Concordant spell slots. For each spell slot, you can choose to keep what you had, or switch over to the new spell.
 
Concordant Spells from CSL 1 to 7 are provided on the following pages.

[Other]


Rejuvenator

Level KXP Rejuv  Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Con 28, Int 23, Class Slots 3
Alignment: any
HD/level: 2d12
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM { Reduced Unbreakable / Afterliver }
Groups: Concordant (x1), Technology, Futureshifted
 
Gets Super Barbarian Con bonus, which is +(Con-18)*3.
This class is dedicated to the continuation of your life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[Other]


Rejuvenator Spells

Level # Spell
3 1 1uncV: Death's Door Self (you go to 0 current hp)
3 2 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 3 1uncP: Remove Paralysis, Stun, or Held on Self.
3 4 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 6 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
5 1 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 2 1uncM: Heal Self.
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 5 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
7 1 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 2 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 3 1deadP: Cureall Self.
7 4 1deadM: Resurrect Self.
7 5 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 6 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
9 1 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 2 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 3 1deadM: True Resurrect Self.
9 4 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 6 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[Other]


Astraler3

Level KXP Psi3/-3/30/60
123 456 789 AB
1 4 (owe) 11- --- --- --
2 10.4 12- --- --- --
3 35.1 131 --- --- --
4 83.2 131 1-- --- --
5 162.5 131 11- --- --
6 280.8 132 12- --- --
7 445.9 132 121 --- --
8 665.6 132 221 1-- --
9 947.7 232 221 11- --
10 1300 233 222 12- --
11 1690 233 222 121 --
12 2080 233 222 121 1-
13 2470 233 222 121 11
14 2860 233 222 122 12
15 3250 233 333 222 12
16 3640 233 333 332 22
17 4030 333 333 333 33
18 4420 343 343 333 33
19 4810 343 343 343 33
20 5200 343 343 343 34
21 5590 444 444 444 44
22 5980 454 454 454 44
23 6370 454 454 454 45
24 6760 555 555 555 55
25 7150 565 565 565 55
26 7540 565 565 565 56
27 7930 666 666 666 66
28 8320 676 676 676 66
29 8710 676 676 676 67
30 9100 777 777 777 77
31 9490 787 787 787 77
32 9880 787 787 787 78
33 10270 888 888 888 88
34 10660 898 898 898 88
35 11050 898 898 898 89
36 11440 999 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  1  2
+4  6  5  8  3  4  2  2  3
+6  6  6  9  4  5  3  3  4
+8  7  7  9  4  5  4  4  5
+10  7  8 10  5  6  5  5  6
+12  8  9 10  6  7  6  6  7
+14  8 10 11  7  7  7  7  8
+16  9 11 11  8  8  8  8  9
+18  9 12 12  9  9  9  9 10
+20 10 13 12 10 10 10 10 11
+22 11 14 13 11 11 11 11 12
+24 12 14 13 12 12 12 12 13
+26 13 15 14 13 13 13 13 14
+28 15 15 15 14 14 14 14 15
+30 15 16 16 15 15 15 15 16
+32 16 16 16 16 16 16 16 17
+34 17 17 17 17 17 17 17 18
+36 18 18 18 18 18 18 18 19
Requisites: Int 2*level, Wis 2*level,
Chr 2*level, Class Slots 2
Alignment: any
HD/level: & 2d4 (Exc. Chr bonus)
Weapon Prof.: 3+level
To Hit Table: 2xMon
Save Table: (2xPsi)/(2xMon)
Reference: DM
Groups: Psionicist, Monster, Futureshifted
 
Gets Chr bonus to HD/level. Gets Exceptional Int, Wis, and Chr (which applies to the HD as well).
Has access to Psi3, Psi(-3), Psi30, and Psi60. Gets Int or Wis bonus (your choice) to psionic progression. For Psi30 and Psi60, minors are SL=2, majors are SL=5, grands are SL=8, and supers are SL=11.
Does not use PSPs for psionic powers. They are free as long as you have the action to use them. If something asks for a variable amount of PSPs, you have LVL*3 PSPs in it (using Psi3 scale here).
Does not use ACP (Astral Construct Points) to use Astral Construct powers (and their variants). They are free as long as you have the action to use them.
   
Level 1: Enemies need a +LVL weapon to hit you.
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
 
Levels 1-4: Pick two abilities below per level. If you pick an ability more than once, M (or P) action costs go to V, V costs go to 0 (zero action). Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
Construct I. ½M: Twist an effect on a target (use ER to resist)
Construct II. 1M: Combine two groups of enemies into one group (no save).
Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Destruct II. 1P: Destroy a x0 or x1 magic item.
Destruct III. 1P: Unsummon a summon.
Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair I. ½M: Cure 10*LVL hp to one target.
Repair II. 1M: Repair a x0 or x1 magic item.
Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
 
Levels 5-8: Pick two abilities below per level:
Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Destruct VI. 1P: Target gains +1QP action this segment
Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair IV. ½M: Cure 10*LVL hp to one group.
Repair V. 1M: Add a charge to an item.
Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
 
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
 
Levels 9-12: Pick two abilities below per level:
Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Destruct VIII. 1P, may borrow: Fork
Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair VII. ½M: Restore an effect that was dispelled within the last round.
Repair VIII. 1M or 1bM: Heal a summon or animal companion
Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
 
Level 13-16: Pick two abilities below per level:
Construct X. ½M or 1bM: Lock down one action type in the room.
Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).

[Other]


Ghost

Level KXP ProtoLich/Psi7
123 456   mMG S
1 10 (owe) 1-- --- / 1-- -
2 12 2-- --- / 2-- -
3 16 3-- --- / 3-- -
4 22 31- --- / 4-- -
5 30 32- --- / 41- -
6 60 33- --- / 42- -
7 120 43- --- / 43- -
8 240 44- --- / 44- -
9 480 441 --- / 54- -
10 960 442 --- / 55- -
11 1460 443 --- / 551 -
12 1960 444 --- / 552 -
13 2460 544 --- / 553 -
14 2960 554 --- / 554 -
15 3460 554 1-- / 555 -
16 3960 554 2-- / 655 -
17 4460 554 3-- / 665 -
18 4960 554 4-- / 666 -
19 5460 555 4-- / 766 -
20 5960 555 5-- / 776 -
21 6460 655 5-- / 777 -
22 6960 665 5-- / 877 -
23 7460 666 5-- / 877 1
24 7960 666 6-- / 877 2
25 8460 666 61- / 877 3
26 8960 666 62- / 877 4
27 9460 666 63- / 877 5
28 9960 666 64- / 877 6
29 10460 666 65- / 877 7
30 10960 666 66- / 887 7
31 11460 766 66- / 888 7
32 11960 776 66- / 888 8
33 12460 777 66- / 988 8
34 12960 777 76- / 998 8
35 13460 777 77- / 999 8
36 13960 777 771 / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
Requisites: Dex 10, Con 13, Int 13, Wis 12
Alignment: any N (or) any E
HD/level: & ++++d10
Weapon Prof.: & 5+level/5
To Hit Table: Mon +5 levels
Save Table: Mon +5 levels
Reference: DM
Groups: Monster
 
Ghost gets Protolich spells and Psi7 powers.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL*3/2 weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: AC +9+LVL*3/2
Level 1: Considered +LVL*3/2 weapon to hit with unarmed attacks

[Other]


Odessa0

Level KXP
Spells
1 0 (none)
2 20.5 (none)
3 41 (none)
4 82 (none)
5 164 (none)
6 246 (none)
7 410 (none)
8 574 (none)
9 749 (none)
10 924 (none)
11 1274 (none)
12 1624 (none)
13 1974 (none)
14 2324 (none)
15 2674 (none)
16 3024 (none)
17 3374 (none)
18 3724 (none)
19 4074 (none)
20 4424 (none)
21 4774 (none)
22 5124 (none)
23 5474 (none)
24 5824 (none)
25 6174 (none)
26 6524 (none)
27 6874 (none)
28 7224 (none)
29 7574 (none)
30 7924 (none)
31 8274 (none)
32 8624 (none)
33 8974 (none)
34 9324 (none)
35 9674 (none)
36 10024 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6 &nbs