[PC1] Warrior Classes Group


Admiral (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 6 2-- -- [-]
3 12 21- -- [-]
4 24 22- -- [-]
5 48 32- -- [-]
6 96 321 -- [-]
7 192 322 -- [-]
8 384 332 -- [-]
9 768 332 1- [-]
10 1536 332 2- [-]
11 3000 333 2- [-]
12 3360 333 21 [-]
13 3720 333 22 [-]
14 4080 333 32 [-]
15 4440 333 33 [-]
16 4800 433 33 [-]
17 5160 443 33 [-]
18 5520 444 33 [-]
19 5880 444 43 [-]
20 6240 444 44 [-]
21 6600 544 44 [-]
22 6960 554 44 [-]
23 7320 555 44 [-]
24 7680 555 54 [-]
25 8040 555 55 [-]
26 8400 555 55 [1]
27 8760 555 55 [2]
28 9120 555 55 [3]
29 9480 555 55 [4]
30 9840 555 55 [5]
31 10200 655 55 [5]
32 10560 665 55 [5]
33 10920 666 55 [5]
34 11280 666 65 [5]
35 11640 666 66 [5]
36 12000 666 66 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+20 15 14 15 15 14 11  9  7
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+24 15 15 15 15 15 13 10  8
+26 16 15 15 15 15 14 11  9
Requisites: Str 8, Dex 8, Con 13,
Int 17, Wis 15, Chr 18
Alignment: any
HD/level: d12
Weapon Prof.: 7+level
To Hit Table: 1˝xWar
Save Table: 1˝xWar
Reference: SFB {Planeshifted Captain}
Groups: Warrior, Concordant (x1),
Technology
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 26. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC1] Warrior Classes Group


Amulet Destroyer1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.25 2-- --- ---
3 4.5 3-- --- ---
4 9 41- --- ---
5 18 421 --- ---
6 36 432 --- ---
7 72 433 1-- ---
8 144 443 21- ---
9 288 444 22- ---
10 576 444 221 ---
11 1076 444 332 ---
12 1576 444 443 ---
13 2076 444 444 ---
14 2576 544 444 1--
15 3076 554 444 2--
16 3576 555 444 3--
17 4076 555 544 4--
18 4576 555 554 41-
19 5076 555 555 42-
20 5576 555 555 53-
21 6076 555 555 54-
22 6576 555 555 55-
23 7076 655 555 551
24 7576 665 555 552
25 8076 666 555 553
26 8576 666 655 554
27 9076 666 665 555
28 9576 666 666 555
29 10076 666 666 655
30 10576 666 666 665
31 11076 666 666 666
32 11576 777 666 666
33 12076 777 777 666
34 12576 777 777 777
35 13076 888 777 777
36 13576 888 888 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+3  5  9  7  5  8  2  3  3
+4  5 10  7  5  9  2  3  4
+5  6 10  8  6  9  3  4  5
+6  6 11  8  6 10  3  4  5
+7  7 12  9  7 11  4  5  6
+8  7 12  9  8 11  4  5  7
+9  8 13 10  8 12  5  6  8
+10  8 13 11  9 12  6  7  8
+11  9 14 11 10 13  6  7  9
+12  9 14 12 10 13  7  8 10
+13 10 15 13 11 14  8  9 11
+14 10 15 13 11 15  8  9 11
+15 11 16 13 12 15  9 10 12
+16 11 16 14 12 15  9 10 13
+17 12 16 14 13 16 10 11 14
Requisites: Str 16
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/2
To Hit Table: War
Save Table: 1˝xWiz
Reference: DM {Planeshifted Amulet Maker1JG}
Groups: Warrior, Wizard, Alternate
 
Level 1: Irreducible Pick Pockets LVL*5% (not shifted by target's HD/Level)
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: 1P: Dispel a spell/psionic effect.
Level 1: Your Personality Score = Con+Int+Wis+Chr+2*LVL.
Level 1: +LVL distributed among AC, TH, or dmg.
Level 2: 1M, heavy concentration (lose 1M each round): Lockdown E actions.
Level 18: Immune to the effects of ego from any item of your multiplier or less.

[PC1] Warrior Classes Group


Animal0

Level KXP War/Ani
123 456
1 0.5 (owe) *-- ---
2 1 1-- ---
3 2 2-- ---
4 4 21- ---
5 8 31- ---
6 16 32- ---
7 30 321 ---
8 60 331 ---
9 120 332 ---
10 220 332 1--
11 320 333 1--
12 420 333 2--
13 520 333 21-
14 620 333 31-
15 720 333 32-
16 820 433 321
17 920 443 331
18 1020 444 332
19 1120 444 432
20 1220 444 443
21 1320 444 444
22 1420 554 444
23 1520 555 444
24 1620 555 544
25 1720 555 554
26 1820 555 555
27 1920 665 555
28 2020 666 555
29 2120 666 655
30 2220 666 665
31 2320 666 666
32 2420 776 666
33 2520 777 666
34 2620 777 766
35 2720 777 776
36 2820 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Str 13
Alignment: any
HD/level: & d4
Weapon Prof.: & 2+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: DM
Groups: Monster, Warrior
 
Can cast Warrior spells, or Priest Animal sphere spells. At level 1 can cast one 1st level Priest Animal spell.
Level 4 ¶: Can use Psi14 minors as if they were 2nd level spells.
Level 10 ¶: Can use Psi14 majors as if they were 4th level spells.
Level 16 ¶: Can use Psi14 grands as if they were 6th level spells.
New Animal spells for Animal0 class:
Animal Grove (all SL's): [x1 Special] All Animals in the room get +SL rhp (this cures them that amount when you cast the spell)
Animal Horde (SL=3): This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
Selective Animal Summoning N (all SL's): Summon a DL=SL Animal, you can pick it off the chart directly.

[PC1] Warrior Classes Group


Anti-Barbarian100

Level KXP Warrior
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 21- --- ---
4 24 32- --- ---
5 48 421 --- ---
6 80 422 --- ---
7 150 432 1-- ---
8 275 433 2-- ---
9 500 433 21- ---
10 1000 443 22- ---
11 1500 444 33- ---
12 2000 444 441 ---
13 2500 555 442 ---
14 3000 555 442 1--
15 3500 555 552 1--
16 4000 555 553 21-
17 4500 555 553 32-
18 5000 555 553 321
19 5500 555 553 331
20 6000 555 554 332
21 6500 555 554 442
22 7000 555 555 443
23 7500 555 555 553
24 8000 555 555 554
25 8500 555 555 555
26 9000 666 655 555
27 9500 666 666 655
28 10000 666 666 666
29 10500 777 766 666
30 11000 777 777 766
31 11500 777 777 777
32 12000 888 877 777
33 12500 888 888 877
34 13000 888 888 888
35 13500 999 988 888
36 14000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 20 10 15  5  5  5  5  0
+10 25 10 20 10  5  5  5  0
+20 25 15 20 15 10 10 10  5
+30 30 20 25 20 15 10 10  5
+40 35 25 30 25 20 15 10  5
+50 40 25 35 30 20 15 15 10
+60 40 30 35 35 25 20 15 10
+70 45 35 40 40 30 20 20 10
+80 50 40 45 45 35 25 20 15
+90 55 40 50 50 35 25 20 15
+100 55 45 50 55 40 30 25 15
+110 60 50 55 60 45 30 25 20
+120 65 55 60 65 50 35 30 20
+130 70 55 65 70 50 35 30 20
+140 70 60 65 70 55 40 30 25
+150 70 60 70 70 55 40 35 25
+160 70 65 70 70 60 45 35 25
+170 75 65 70 70 60 45 40 30
Requisites: Str 100, Con 50, Class Slots 3
Alignment: any
HD/level: & d100 (no Con bonus)
Weapon Prof.: & level*10
To Hit Table: War*10 (see note)
Save Table: War*5 (see note)
Reference: DM
Groups: Warrior, Futureshifted
 
Gets no stat bonuses from any ability score. This affects your entire character, even class abilities outside of Anti-Barbarian100. No effect will allow you to gain a stat bonus from any ability score (adding "Exc Str" doesn't work, the "Auto-Str" weapon flag doesn't work, etc.). This also affects stat bonuses to spell/psi progressions. Note you do not get stat penalties either, if your stat is low.
The "To Hit" of "Mon*10" means to read the Monster table at your level, and multiply the result by 10 (this is different from "10xMon", where you multiply your level by 10 before reading). Similarly Saves of "War*5" means to multiply the result of Warrior by 5 (not the level). The correct values are given in the TH/Saves table above.
Uses the "Barbarian" line for number of attacks.
Level 1 ¶: Rolls 1d100 to hit and for saves. Automatically hits (succeeds) on a natural 90-100. Automatically misses on a 01-09. Critical ranges for weapons are 4 times listed values (so 20+/x2 becomes 80+/x2, and 16+/x4 becomes 64+/x4). DM Note: When rolling to hit, I recommend you roll d10's (for the first digit) first, as most likely you either hit by a lot or missed by a lot.
Level 1 ¶: Rolls 1d100-40 for ability score, proficiency and skill checks.
Level 1 ¶: You may have up to LVL+2 instances of Weapon Specialization for each weapon, where each instance gives 3 half-plusses in the weapon. (e.g. at level 1 you can be Triple Specialized in Long Sword, giving +0/+9 TH/dmg).
Level 1 ¶: You are not limited to LVL when purchasing the Weapon Proficiency "Weapon Mastery"; you have no limit at all.
Level 3: You may cast Psi9 powers as if they were Warrior spells. Minor is SL=2, Major is SL=5, Grand is SL=8, and Super is SL=11. You do not have Psi9 "tracks"; the spell slot covers the cost.

[PC1] Warrior Classes Group


Anti-Paladin1

Level KXP Priest
123 4
1 0 --- -
2 1.625 --- -
3 3.25 --- -
4 6.5 --- -
5 13 --- -
6 26 1-- -
7 52 2-- -
8 104 21- -
9 208 22- -
10 416 221 -
11 832 222 -
12 1664 222 1
13 2100 222 2
14 2500 322 2
15 2900 332 2
16 3300 333 2
17 3700 333 3
18 4100 433 3
19 4500 443 3
20 4900 444 3
21 5300 444 4
22 5700 544 4
23 6100 554 4
24 6500 555 4
25 6900 555 5
26 7300 655 5
27 7700 665 5
28 8100 666 5
29 8500 666 6
30 8900 666 6
31 9300 666 6
32 9700 666 6
33 10100 666 6
34 10500 666 6
35 10900 666 6
36 11300 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 6, Con 10, Int 10, Wis 12
Alignment: any E
HD/level: 2d8-1
Weapon Prof.: 5+level
To Hit Table: War
Save Table: War
Reference: BoD2
Groups: Warrior
 
Level 1: +level Cml or -level Cml (your choice, you may switch sign during a reset).
Level 1: +2 to hit with all weapons.
Level 1: +2 saving throws.
Level 1: Immunity to disease.
Level 1: 1M, 1/d: Cause 2*level hp damage by touch (no save) or cure same amount to self.
Level 1: Protection from Good cont.
Level 1: Backstab x(level/9+2), round down.
Level 1: Poison Use proficiency.
Level 1: Control Undead as if a Cleric 2 levels lower.
Level 3: Attract undead followers.
Level 4: Summon Warhorse: usually a demonic beast or a Nightmare.
Level 6: Begins getting Cleric spells.

[PC1] Warrior Classes Group


Arcane Archer3

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
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Dex 0, Warrior 3, Wizard 1
Alignment: Any
HD/level: d8
Weapon Prof.: 0+level
To Hit Table: +level
Save Table: War
Reference: DMG3-28
Groups: Warrior
 
Level 1: Every arrow you shoot may over-write it's bonus (if any) with a +1/+1 bonus.
Level 2: You may place spell effects that you can cast on an arrow; the effect is delivered when the arrow hits. The arrow must be used within 1 turn of placing it on the arrow or the effect is lost.
Level 3: Every arrow you shoot may over-write it's bonus (if any) with a +2/+2 bonus.
Level 4: Seeker Arrow: 0, 1/d: An arrow you shoot can move around corners to strike a known enemy.
Level 5: Every arrow you shoot may over-write it's bonus (if any) with a +3/+3 bonus.
Level 6: Phase Arrow: 0, 1/d: Can shoot an arrow through solid objects.
Level 7: Every arrow you shoot may over-write it's bonus (if any) with a +4/+4 bonus.
Level 8: Hail of Arrows: 1P, 1/d: Fire CL arrows, max 1 per target.
Level 9: Every arrow you shoot may over-write it's bonus (if any) with a +5/+5 bonus.
Level 10: Arrow of Death: Can have a single arrow which will slay (Fortitude save vs. 20) a target.

[PC1] Warrior Classes Group


Arcane Warrior

Level KXP Arcane Warrior
123 456 789 ABC
TH
1 0 1-- --- --- +11
2 4 2-- --- --- +12
3 8 21- --- --- +13
4 16 32- --- --- +14
5 32 421 --- --- +15
6 64 422 --- --- +16
7 128 432 1-- --- +17
8 250 433 2-- --- +18
9 500 433 21- --- +19
10 1000 443 22- --- +20
11 1500 444 33- --- +21
12 2000 444 441 --- +22
13 2500 555 442 --- +23
14 3000 555 442 1-- +24
15 3500 555 552 1-- +25
16 4000 555 553 21- +26
17 4500 555 553 32- +27
18 5000 555 553 321 +28
19 5500 555 553 331 +29
20 6000 555 554 332 +30
21 6500 555 554 442 +31
22 7000 555 555 443 +32
23 7500 555 555 553 +33
24 8000 555 555 554 +34
25 8500 555 555 555 +35
26 9000 666 655 555 +36
27 9500 666 666 655 +37
28 10000 666 666 666 +38
29 10500 777 766 666 +39
30 11000 777 777 766 +40
31 11500 777 777 777 +41
32 12000 888 877 777 +42
33 12500 888 888 877 +43
34 13000 888 888 888 +44
35 13500 999 988 888 +45
36 14000 999 999 999 1 +46
37 28000 999 999 999 2 +47
38 42000 999 999 999 3 +48
39 56000 999 999 999 4 +49
45 140000 A99 999 999 9 +55
54 266000 AAA AAA AAA 91 +64
63 392000 AAA AAA AAA A9 +73
72 518000 BBB BBB BAA AA1 +82
Requisites: Str 18
Alignment: any
HD/level: 2d6
Weapon Prof.: 4+level*2
To Hit Table: +10+LVL
Reference: DM
Groups: Warrior
Complexity: CF=5
   
Saving Throws:  
PPD: 4+level
RSW: 2+level
PP: 3+level
BW: 1+level
Spell: 1+level
Fort: 4+level
Reflex: 2+level
Will: 0+level
   
Has access to Warrior Minor Schools that have been written in the Collective. Can also cast normal Warrior spells.
May specialize in a minor Warrior School, if you do, choose an opposite minor Warrior School.
Warrior Schools that are cross-listed with Concordant group can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
 
Level 1: 1M: Summon a DL=(LVL+1)/2 mount of your choice. A table of mounts is on the following page.
 
Can always purchase Demolitionist equipment (see below), even if above the tech level of the campaign. If no stores are available in the campaign, can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10 gp value).
Guns and grenades get Dex bonus to hit, but nothing else. Giving a gun AutoStr does nothing. Giving a gun AutoDex gives it Dex bonus to damage. Specialization and weapon mastery may be added as usual. For number of attacks, specialization uses Sword for 1/1, Dagger for 2/1, and Dart for 3/1 based weapons.
There is no ammo for guns. The cost for grenades is per grenade; if you buy 100, you have "Capital E Enough" of them and do not need to keep track of them.
For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together (giving a skewed 1-64 range; the average is 20.25). "3m6" means multiply three d6's together (a skewed 1-216 range; the average is 42.875).
 
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.

[PC1] Warrior Classes Group


Arcane Warrior Spells

SL # Spell School Description
1 1 Animal Grove 1 Animal0 [x1 Special] All Animals in the room get +1 rhp (this cures them that amount when you cast the spell)
1 2 Armor Class Buff The party gets +LVL AC.
1 3 Armor of Faith Armorer Spend N spell slots on this (but you can channel it). It's an "Armor spell" with N*10 hp. (Counts as an Armor spell)
1 4 Awaken Green Removes sleep/fatigue effect on up to CL targets
1 5 Berserk Green Attacking creature does x2 dmg and is slain this segment (not 1bM)
1 6 BlahR Buff The party gets +(LVL-2)*10% RMPIR.
1 7 Charm Dragon Dragon Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
1 8 Claws Dragon Your claw damage is CLd4
1 9 C-Resist 1 Tank You get 1 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
1 10 Damage Buff The party gets +LVL dmg with attacks.
1 11 Delay Image Chronomancy +2 AC, +1 saves
1 12 Detect Temporal Anomaly Chronomancy Detect Temporal Anomaly
1 13 Earth Armor 1 Tank You get Earth Armor, it absorbs 10 dmg (like an Armor spell, but doesn't count as your Armor spell).
1 14 Ele-Resist 1 Tank You get 1 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
1 15 Find Animal Companion Teneb Summons an Animal Companion with DL=CL/2 (round up).
1 16 Find Familiar Teneb Like the Wizard spell.
1 17 Force of Nature I Green Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
1 18 Giant Growth Green Target gets +3 TH, dmg, AC, and saves this round.
1 19 Haste A1 Chronomancy +1A action
1 20 Hit Points Buff The party gets +LVL*6 max hp.
1 21 Holy Armor Armorer Spend N spell slots on this (but you can channel it). Target gets +N+1 AC and saves. (Counts as an Armor spell)
1 22 Instill Energy Green You get +1S action per round for CL r (counts as your haste).
1 23 Know Time Chronomancy Know date and day
1 24 Magical Cloak 1 Tank You get a cloak (AC +CL) +1/+1, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
1 25 Morningtide Summoning 1 Vanguard Summon 10 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=1
1 26 Natural Healing Green Target is cured equal to his Con score in hp
1 27 Nature’s Lore Green Know direction & distance to an object or person (if they are touching the ground)
1 28 Precognitive Sense Chronomancy Precognition
1 29 Proficiencies Buff The party gets +LVL proficiencies.
1 30 Resist Dragon Breath Dragon Resist Dragon Breath
1 31 Revive 1 Teneb Revive a DL=1 monster. (You have a Revive slot in addition to your Summon slot.)
1 32 Saving Throws Buff The party gets +LVL saving throws.
1 33 Selective Animal Summoning 1 Animal0 Summon a DL=1 Animal, you can pick it off the chart directly.
1 34 Slow Metabolism Chronomancy Need not eat/drink
1 35 Summon Dragon I Dragon Summons a DL I Dragon
1 36 To Hit Buff The party gets +LVL to hit.
2 1 Accelerate Plant Growth Chronomancy Plant Growth
2 2 Animal Grove 2 Animal0 [x1 Special] All Animals in the room get +2 rhp (this cures them that amount when you cast the spell)
2 3 Bind Green 1bM: Counter an item ability.
2 4 Bite Dragon Your bite damage is CLd6
2 5 Command 2 Captain Can identify and operate any TechL=LVL or lower technological device.
2 6 C-Resist 2 Tank You get 2 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
2 7 Damage Resistance Buff The party gets -(LVL-1) dmg per physical attack.
2 8 Defense 2 Captain Can interpose self in front of any and everyone in your group, you take double damage though
2 9 Earth Armor 2 Tank You get Earth Armor, it absorbs 80 dmg (like an Armor spell, but doesn't count as your Armor spell).
2 10 Earth Bolt Green Deal CLd10 Eldritch Earth dmg to one target (no save)
2 11 Ele-Resist 2 Tank You get 2 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
2 12 Engineering 2 Captain Your items that use charges use only half the number of charges (retain fractions)
2 13 Gaea’s Bounty Green Regain one first-level Plant/Animal spell to memorization
2 14 Gaea’s Cradle Green One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
2 15 Gaea’s Might Green Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
2 16 Haste A2 Chronomancy +2A or +1B actions
2 17 Helm/Nav. 2 Captain 0, while moving: Leave a group without generating any parting shots.
2 18 Immune Fear Dragon Immune Fear
2 19 Kits/Feats Buff The party gets LVL-1 among Kits or Feats.
2 20 Life Sounding Chronomancy Know target's age and how many years of natural lifespan is left
2 21 Lifeforce Green 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
2 22 Magical Cloak 2 Tank You get a cloak (AC +CL) +2/+2, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
2 23 Medic 2 Captain 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
2 24 Morningtide Summoning 2 Vanguard Summon 9 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=2
2 25 Movement Rate Buff The party gets +(LVL-1)*3" movement rate.
2 26 Naturalize Green Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
2 27 Pers.Combat 2 Captain Your summons gain XP (possibly levels) in the dungeon.
2 28 Preserve Chronomancy Target object is preserved and will not spoil/rot
2 29 Psionic 2 Captain 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
2 30 Regeneration Green You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
2 31 Revive 2 Teneb Revive a DL=2 monster. (You have a Revive slot in addition to your Summon slot.)
2 32 Rogue Ability Buff The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
2 33 Scales Dragon AT +CL*4; MR +CL*10%
2 34 Science 2 Captain Eidetic Memory, can "download" your thoughts/memories to computers
2 35 Selective Animal Summoning 2 Animal0 Summon a DL=2 Animal, you can pick it off the chart directly.
2 36 Sidekick 2-1 Sidekick 10*CL% IR (Innate resistance)
2 37 Sidekick 2-10 Sidekick Pick a Level 1 Rogue Ability, you have 10*LVL points in it
2 38 Sidekick 2-11 Sidekick Can combine Martial Arts & Specialization
2 39 Sidekick 2-12 Sidekick +LVL to one ability score
2 40 Sidekick 2-13 Sidekick xLVL Personality score (for Ego checks)
2 41 Sidekick 2-14 Sidekick Duplicate a "Level 1:" ability of a Warrior class
2 42 Sidekick 2-15 Sidekick Free wild talent in Psi72
2 43 Sidekick 2-2 Sidekick +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
2 44 Sidekick 2-3 Sidekick Resist all Elements
2 45 Sidekick 2-4 Sidekick Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
2 46 Sidekick 2-5 Sidekick Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
2 47 Sidekick 2-6 Sidekick +CL V actions
2 48 Sidekick 2-7 Sidekick +1 CL in one class
2 49 Sidekick 2-8 Sidekick x1.5 max PSPs in one psionic frequency
2 50 Sidekick 2-9 Sidekick 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
2 51 Soothing Word Green Removes fear/horror effect on up to CL targets
2 52 Spiritual Energy Green +LVL Con
2 53 Summon Dragon II Dragon Summons a DL II Dragon
2 54 Time Stop Object Chronomancy Time stops an inanimate object for 1-3 rounds
2 55 Timeslip Chronomancy (can cast in response to being attacked) You disappear from the combat until next round.
2 56 Weapons 2 Captain No range penalties; Can shoot bows in your group without penalty
3 1 Ability Scores Buff The party gets +LVL-2 among ability scores.
3 2 Adaptation Green NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
3 3 Ancestral Mask Green Target gets +LVL/+LVL TH/dmg for each other of same race in room
3 4 Animal Grove 3 Animal0 [x1 Special] All Animals in the room get +3 rhp (this cures them that amount when you cast the spell)
3 5 Animal Horde Animal0 This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
3 6 Armor Thrull Armorer Summons a DL III Armor Thrull. When it dies, someone in the party gets a 20 hp Armor spell.
3 7 Articus's Melee Manager Chronomancy Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 8 B Actions Buff The party gets +LVL-2 B actions.
3 9 Battlelord 3-1 Battlelord +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
3 10 BlahR Evasion Buff The party evades 25*(LVL-2)% of RMPIR.
3 11 Command 3 Captain Your summons and familiars can never betray you, regardless of what happens.
3 12 C-Resist 3 Tank You get 3 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
3 13 Defense 3 Captain If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
3 14 Double Resist Dragon Breath Dragon Double Resist Dragon Breath
3 15 Earth Armor 3 Tank You get Earth Armor, it absorbs 270 dmg (like an Armor spell, but doesn't count as your Armor spell).
3 16 Effects Resistance Tank You get iER 28+CL*2%.
3 17 Ele-Resist 3 Tank You get 3 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
3 18 Engineering 3 Captain You can trade spells between your spell progressions and PSPs between psionic pools.
3 19 Force of Nature II Green Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
3 20 Gaea’s Skyfolk Green Winged flight CL^2"
3 21 Haste A3 Chronomancy +3A, +2B, or +1C actions
3 22 Helm/Nav. 3 Captain Can move in reverse as fast as you can move forward.
3 23 Life Tether Chronomancy You know when in time the target is at all times, when time travelling can use the target as anchor
3 24 Locate Dragon Dragon Locate nearest dragon (may specify type or an individual dragon)
3 25 Magical Cloak 3 Tank You get a cloak (AC +CL) +3/+3, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
3 26 Medic 3 Captain 0, 1/r: Cure or Cause 1d6 hp to one target
3 27 Minor Paradox Chronomancy Counter an effect that just occured last segment (it is undone)
3 28 Morningtide Summoning 3 Vanguard Summon 8 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=3
3 29 Nature’s Chosen Green +1S action
3 30 Peacelord 3-1 Battlelord 1M: A group gets -LVL V actions (no save)
3 31 Pers.Combat 3 Captain Need not breathe; Fly LVL" (C)
3 32 Psionic 3 Captain 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
3 33 Revive 3 Teneb Revive a DL=3 monster. (You have a Revive slot in addition to your Summon slot.)
3 34 Science 3 Captain Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
3 35 Selective Animal Summoning 3 Animal0 Summon a DL=3 Animal, you can pick it off the chart directly.
3 36 Sidekick 3-1 Sidekick 10*CL% MR
3 37 Sidekick 3-10 Sidekick 0, 1/r: Roll 2d20 choose the better for one saving throw.
3 38 Sidekick 3-11 Sidekick 0, 1/r: Roll 2d20 choose the better for one attack roll.
3 39 Sidekick 3-12 Sidekick Two of your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
3 40 Sidekick 3-2 Sidekick 1M, 1/d: Cureall
3 41 Sidekick 3-3 Sidekick +CL-3 P actions
3 42 Sidekick 3-4 Sidekick Pick a spell you have. It does not give a saving throw.
3 43 Sidekick 3-5 Sidekick +1 spell in a spell progression (Wizard or Priest)
3 44 Sidekick 3-6 Sidekick Free material componenting for range for your psionic powers
3 45 Sidekick 3-7 Sidekick Resist effects that directly target you
3 46 Sidekick 3-8 Sidekick 10*CL% aER (anti-Effects resistance, defenses that hurt you when you hit someone)
3 47 Sidekick 3-9 Sidekick 0, 1/d: Counterspell
3 48 Slow Chronomancy Slow (save)
3 49 Small Game Hunter 3-1 Game Hunter +LVL QQV Actions, or can lock down one action type that you have if desired.
3 50 Small Game Hunter 3-2 Game Hunter You may be bound (with Healing/Herbalism proficiency) three times instead of once.
3 51 Small Game Hunter 3-3 Game Hunter 1F, 1/r: Halve a creature's current hp (PPD save)
3 52 Small Game Hunter 3-4 Game Hunter 1F+2bF, 1/r: Halve the current hp of a group of creatures (PPD save)
3 53 Small Game Hunter 3-5 Game Hunter 1F: One target gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
3 54 Small Game Hunter 3-6 Game Hunter 3bF, 1/r: Counter a x1 magic or psionic effect.
3 55 Small Game Hunter 3-7 Game Hunter -LVL*3 to one stat in your group, has a hole in the middle (you aren't affected by it)
3 56 Small Game Hunter 3-8 Game Hunter Resist all natural (NR based) and x0 effects. Get +LVL saves.
3 57 Small Game Hunter 3-9 Game Hunter +LVL AC (this does stack with the 2nd level version)
3 58 Summon Dragon III Dragon Summons a DL III Dragon
3 59 Time Snare Chronomancy Target will do the same actions it did last time it acted (Spell save each round until made)
3 60 Tranquility Green Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
3 61 Weapons 3 Captain 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
3 62 Wings Dragon Fly at CL*6" (D)
4 1 Aluren Green You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
4 2 Animal Grove 4 Animal0 [x1 Special] All Animals in the room get +4 rhp (this cures them that amount when you cast the spell)
4 3 Big Game Hunter 4-1 Game Hunter +LVL QQP Actions. Can lock down one action type if desired.
4 4 Big Game Hunter 4-2 Game Hunter One of your effects does not drop if you are dropped. One of your effects is not removed from the stack if you are killed/removed before the stack ends.
4 5 Big Game Hunter 4-3 Game Hunter 1F, 1/r: Slay a creature (PPD save)
4 6 Big Game Hunter 4-4 Game Hunter 1F+2bF, 1/r: Slay a group of creatures (PPD save)
4 7 Big Game Hunter 4-5 Game Hunter 1F: A group gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
4 8 Big Game Hunter 4-6 Game Hunter 2bF, 1/r: Counter a x1 effect.
4 9 Big Game Hunter 4-7 Game Hunter -LVL*9 to any number of stats (Str, Dex, Con, Int, Wis, and Chr) in your group, does not have a hole in the middle
4 10 Big Game Hunter 4-8 Game Hunter Immune to all x0 effects. Get a save vs. x1 effects that do not offer a save.
4 11 Big Game Hunter 4-9 Game Hunter +LVL*2 AC
4 12 Breath Weapon Dragon You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:˝)
4 13 Buff Buff Buff One of your Buff spells has double effect (can run LVL-3 of these).
4 14 Clairnasience Dragon You gain Clairnasience
4 15 Command 4 Captain 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
4 16 C-Resist 4 Tank You get 4 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
4 17 Defense 4 Captain 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
4 18 Earth Armor 4 Tank You get Earth Armor, it absorbs 640 dmg (like an Armor spell, but doesn't count as your Armor spell).
4 19 Earth Storm Green Deal CLd12 Eldritch Earth dmg 40' radius (no save)
4 20 Ele-Resist 4 Tank You get 4 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
4 21 Engineering 4 Captain 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
4 22 Gaea’s Balance Green You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
4 23 Gaea’s Blessing Green Reconstruct up to three effects which were dispelled/twisted within the last turn
4 24 Gaea’s Touch Green +1QM only for Pixie Queen spells
4 25 Harmony of Nature Green 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
4 26 Haste A4 Chronomancy +4A, +3B, or +2C actions
4 27 Helm/Nav. 4 Captain Roll 1d6+6 for initiative instead of 1d12.
4 28 Living Lands Green Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
4 29 Magical Cloak 4 Tank You get a cloak (AC +CL) +4/+4, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
4 30 Medic 4 Captain 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
4 31 Morningtide Summoning 4 Vanguard Summon 7 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=4
4 32 Nature’s Blessing Green +CL distributed among AC/saves/TH/dmg as you like
4 33 Pers.Combat 4 Captain Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
4 34 Prophecy Chronomancy Improved Precognition
4 35 Psionic 4 Captain You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
4 36 Revive 4 Teneb Revive a DL=4 monster. (You have a Revive slot in addition to your Summon slot.)
4 37 Science 4 Captain You get the opportunity to use an extra action in response to a nasty effect; Resist Time
4 38 Selective Animal Summoning 4 Animal0 Summon a DL=4 Animal, you can pick it off the chart directly.
4 39 Sidekick 4-1 Sidekick 10*CL% PR (PsiR)
4 40 Sidekick 4-2 Sidekick ++1 on to hit and save rolls.
4 41 Sidekick 4-3 Sidekick 0, 1/d: Reset
4 42 Sidekick 4-4 Sidekick Resist all Elements (if you take this and the first level version, you are Double Resist all Elements)
4 43 Sidekick 4-5 Sidekick Immune Incursion
4 44 Sidekick 4-6 Sidekick +CL-7 M actions
4 45 Sidekick 4-7 Sidekick 1M: Dispel a x1 effect. 4M: Dispel a x2 effect.
4 46 Sidekick 4-8 Sidekick Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
4 47 Sidekick 4-9 Sidekick Immune to a [C] section effect
4 48 Summon Dragon IV Dragon Summons a DL IV Dragon
4 49 Summon Time Elemental Chronomancy Summons a normal (non-special) DL IV Time Elemental
4 50 Tail Dragon Grow a tail, damage is CLd5
4 51 Temporal Push Chronomancy Target is thrown CL+1 rounds into the future (Will save)
4 52 Timeheal Chronomancy Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 53 Weapons 4 Captain 0: Ignore the phrase "Cannot be targetted" for someone.
4 54 Wesley's Temporal Disjunction Chronomancy -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Chronomancy Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Animal Grove 5 Animal0 [x1 Special] All Animals in the room get +5 rhp (this cures them that amount when you cast the spell)
5 3 Articus's Devolutionary Warrior Chronomancy Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 4 Battlelord 5-1 Battlelord +LVL TH
5 5 Battlelord 5-10 Battlelord +LVL set Con. Hold Con.
5 6 Battlelord 5-2 Battlelord +CL dmg
5 7 Battlelord 5-3 Battlelord +CL AC
5 8 Battlelord 5-4 Battlelord +LVL saves
5 9 Battlelord 5-5 Battlelord +LVL P actions
5 10 Battlelord 5-6 Battlelord +CL*2 max hp
5 11 Battlelord 5-7 Battlelord +CL B actions
5 12 Battlelord 5-8 Battlelord +LVL set Str. Hold Str.
5 13 Battlelord 5-9 Battlelord +LVL set Dex. Hold Dex.
5 14 Big Game Hunter 5-1 Game Hunter +1 IF (Instantaneous F action) which can't be locked down.
5 15 Big Game Hunter 5-2 Game Hunter You may convert 4F actions to 1X action (you may do this as many times as you like, prefixes are kept).
5 16 Big Game Hunter 5-3 Game Hunter 1F, 1/r: Incurse a group (BW save); 1F, 1/r: Annihilate a group (RSW save)
5 17 Big Game Hunter 5-4 Game Hunter 1F+3bF, 1/reset: Incurse (no save, aIR to resist) and Annihilate (no save, aPR to resist) one target
5 18 Big Game Hunter 5-5 Game Hunter 1F, 1/r: Banhammer one spell/effect/ability; this cannot be used in the room. This is a x1 Special.
5 19 Big Game Hunter 5-6 Game Hunter +LVL*3 AC (stacks with the SL=2 ability)
5 20 Brute Green For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
5 21 Call of the Wild Green Summon any real-world animal (your choice), you get CL/DL of them (round up)
5 22 Caster Level Buff The party gets +LVL-4 CL.
5 23 Command 5 Captain Charm spells cannot be used by enemies in the room (x1 Special)
5 24 Create Slipgate Chronomancy Create a temporal gate
5 25 C-Resist 5 Tank You get 5 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
5 26 Defense 5 Captain Immune Telekinesis
5 27 Doubling Season Green Whenever you summon a creature, you get 2 instead (+1 slot too)
5 28 Dragon Slaying Dragon Your party does x2 damage (of all types) against dragons
5 29 Earth Armor 5 Tank You get Earth Armor, it absorbs 1250 dmg (like an Armor spell, but doesn't count as your Armor spell).
5 30 Ele-Resist 5 Tank You get 5 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
5 31 Engineering 5 Captain You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
5 32 Force of Nature III Green Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
5 33 Gaea’s Embrace Green Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
5 34 Haste A5 Chronomancy +5A, +4B, or +3C actions
5 35 Helm/Nav. 5 Captain You have a 50% chance of taking only half damage from gross effects (like fireballs)
5 36 Immune Dragon Breath Dragon Immune Dragon Breath
5 37 Life Essence Green If target has less than CL*CL current hp, it is cured so it has CL*CL hp
5 38 Magical Cloak 5 Tank You get a cloak (AC +CL) +5/+5, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
5 39 Medic 5 Captain Grant a person one Captain spell slot you have (any SL).
5 40 Morningtide Summoning 5 Vanguard Summon 6 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=5
5 41 Original Ironskin Tank This is an Ironskin that stops an entire attack sequence, and doesn't leak. (This can be cast on anyone.)
5 42 Peacelord 5-1 Battlelord 1M: A group gets -LVL TH (no save)
5 43 Peacelord 5-10 Battlelord 1M: A group gets -LVL set Con which ignores Sustain Con (no save)
5 44 Peacelord 5-2 Battlelord 1M: A group gets -CL dmg (no save)
5 45 Peacelord 5-3 Battlelord 1M: A group gets -CL AC (no save)
5 46 Peacelord 5-4 Battlelord 1M: A group gets -LVL saves (no save)
5 47 Peacelord 5-5 Battlelord 1M: A group gets -LVL P actions (no save)
5 48 Peacelord 5-6 Battlelord 1M: A group gets -CL*2 current and max hp (no save)
5 49 Peacelord 5-7 Battlelord 1M: A group gets -CL B actions (no save)
5 50 Peacelord 5-8 Battlelord 1M: A group gets -LVL set Str which ignores Sustain Str (no save)
5 51 Peacelord 5-9 Battlelord 1M: A group gets -LVL set Dex which ignores Sustain Dex (no save)
5 52 Pers.Combat 5 Captain 1V, 1/d: Counter an effect that would cause someone to kill themself.
5 53 Polymorph Dragon Armor Dragon Turn a dragon armor into another type (<= gp value)
5 54 Psionic 5 Captain You have two hit point totals, your second hp total is 10, need both to drop before dropping
5 55 Revive 5 Teneb Revive a DL=5 monster. (You have a Revive slot in addition to your Summon slot.)
5 56 Science 5 Captain 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
5 57 Selective Animal Summoning 5 Animal0 Summon a DL=5 Animal, you can pick it off the chart directly.
5 58 Sidekick 5-1 Sidekick 10*CL% aMR (anti-Magic resistance)
5 59 Sidekick 5-2 Sidekick 10*CL% IR (Innate resistance)
5 60 Sidekick 5-3 Sidekick Pick a spell you have. It costs half the number of actions it normally requires.Y
5 61 Sidekick 5-4 Sidekick Pick a psionic power you have. It costs half the number of actions it normally requires.>
5 62 Sidekick 5-5 Sidekick +1 to number of segments per round (i.e. you get a segment 11)]
5 63 Sidekick 5-6 Sidekick +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 64 Spell Damage Buff The party gets +LVL-4 dmg per die with damaging spells.
5 65 Summon Dragon V Dragon Summons a DL V Dragon
5 66 Temporal Wall Chronomancy Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 67 Tempus Fugit Chronomancy Tempus Fugit
5 68 Weapons 5 Captain Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
6 1 Animal Grove 6 Animal0 [x1 Special] All Animals in the room get +6 rhp (this cures them that amount when you cast the spell)
6 2 Anti-Psi15 Shell Dragon Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
6 3 Big Game Hunter 6-1 Game Hunter 1F: As You Are a group (Will save)
6 4 Big Game Hunter 6-2 Game Hunter +LVL*4 AC (stacks with the SL=2 and SL=3 abilities)
6 5 Big Game Hunter 6-3 Game Hunter You and the space you're standing at can't be targetted. "Blindfighting", X-ray vision, and "Seeking" (non-direct) effects cannot be used against you.
6 6 Chr Buff The party gets +LVL-5 Chr.
6 7 Command 6 Captain Wishoid for two SL 1-4 Concordant (x1) spells.
6 8 Con Buff The party gets +LVL-5 Con.
6 9 Conceal Temporal Anomaly Chronomancy Hides an Anomaly and reduces it's effects
6 10 C-Resist 6 Tank You get 6 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
6 11 Defense 6 Captain Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
6 12 Desert Twister Green Destroy something (PP save, like a Disintegrate spell)
6 13 Dex Buff The party gets +LVL-5 Dex.
6 14 Drolem Dragon Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
6 15 Earth Armor 6 Tank You get Earth Armor, it absorbs 2160 dmg (like an Armor spell, but doesn't count as your Armor spell).
6 16 Ele-Resist 6 Tank You get 6 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
6 17 Engineering 6 Captain 1N, 1/reset: Retroactively buy a magic item from the magic shop.
6 18 Gaea’s Herald Green When your summoned creatures go below -10 hp, they don't disappear (you can cure)
6 19 Gravity Sphere Dragon No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
6 20 Haste A6 Chronomancy +6A, +5B, or +4C actions
6 21 Helm/Nav. 6 Captain Immune Boulders, Gas, Space-Time Discontinuities
6 22 Int Buff The party gets +LVL-5 Int.
6 23 Magic Manager Chronomancy May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 24 Magical Cloak 6 Tank You get a cloak (AC +CL) +6/+6, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
6 25 Medic 6 Captain 0, 1/d: Mass Heal
6 26 Morningtide Summoning 6 Vanguard Summon 5 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=6
6 27 Nature’s Cloak Green +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
6 28 Paradox Chronomancy Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 29 Pers.Combat 6 Captain 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
6 30 Psionic 6 Captain Immune to the weird psionic effects of the T'kan Energy Barrier
6 31 Revive 6 Teneb Revive a DL=6 monster. (You have a Revive slot in addition to your Summon slot.)
6 32 Science 6 Captain Considered 1 multiplier higher with one specific effect (by name)
6 33 Selective Animal Summoning 6 Animal0 Summon a DL=6 Animal, you can pick it off the chart directly.
6 34 Sidekick 6-1 Sidekick 10*CL% ER (Effects resistance)
6 35 Sidekick 6-2 Sidekick +CL-19 Q0 (Infinitely Quick Zero) actions, one of them can be saved to use on opponent's half of segment
6 36 Sidekick 6-3 Sidekick Pick an action type. You are immune to actions of that type being locked down.
6 37 Str Buff The party gets +LVL-5 Str.
6 38 Summon Dragon VI Dragon Summons a DL VI Dragon
6 39 Tempus Lawfulness Chronomancy Fixes temporal anomolies in area
6 40 Unaging Chronomancy You do not age this day (Duration 1 day)
6 41 Urza's Armor Armorer Take -10 dmg from each spell, psionic effect, or physical attack.
6 42 Weapons 6 Captain You are allowed to backstab a target twice, backstabbing costs ˝0 action to use.
6 43 Wis Buff The party gets +LVL-5 Wis.
7 1 Animal Grove 7 Animal0 [x1 Special] All Animals in the room get +7 rhp (this cures them that amount when you cast the spell)
7 2 Commune with Time of Legends Chronomancy Commune with Time of Legends
7 3 C-Resist 7 Tank You get 7 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
7 4 Dragonskin Dragon Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
7 5 Earth Armor 7 Tank You get Earth Armor, it absorbs 3430 dmg (like an Armor spell, but doesn't count as your Armor spell).
7 6 Ele-Resist 7 Tank You get 7 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
7 7 Force of Nature IV Green Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
7 8 Harm Dragon Dragon This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
7 9 Haste A7 Chronomancy +7A, +6B, or +5C actions
7 10 Immune Breath Weapons Dragon Immune Breath Weapons (even non-dragon)
7 11 Incurse Chronomancy Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 12 Magical Cloak 7 Tank You get a cloak (AC +CL) +7/+7, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
7 13 Morningtide Summoning 7 Vanguard Summon 4 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=7
7 14 Nature’s Wrath Green Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
7 15 One with Nature Green For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
7 16 Revive 7 Teneb Revive a DL=7 monster. (You have a Revive slot in addition to your Summon slot.)
7 17 Sands of Time Chronomancy Reverse the effect of time on objects.
7 18 Seeds of Life Green 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
7 19 Selective Animal Summoning 7 Animal0 Summon a DL=7 Animal, you can pick it off the chart directly.
7 20 Summon Dragon VII Dragon Summons a DL VII Dragon
7 21 Temporal Eye Chronomancy Can scry into other times at this location
7 22 Tooth and Nail Green Summon DL VII, can pick type, or can pick creature within type
7 23 True Saves Buff The party gets ++LVL-6 saves.
7 24 True To Hit Buff The party gets ++LVL-6 to hit.
7 25 Wesley's Delayed Damage Chronomancy Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Chronomancy Target ages CL years (Spell save)
8 2 Animal Grove 8 Animal0 [x1 Special] All Animals in the room get +8 rhp (this cures them that amount when you cast the spell)
8 3 Biorhythm Green Each person in a group's current hp = (Number of summons)*10
8 4 C-Resist 8 Tank You get 8 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
8 5 Dragonlancing Dragon Add you or your mount's current hp (if it's a dragon) to your melee dmg
8 6 Dual Nature Green Whenever you summon or create creatures, you get twice as many of them
8 7 Earth Armor 8 Tank You get Earth Armor, it absorbs 5120 dmg (like an Armor spell, but doesn't count as your Armor spell).
8 8 Ele-Resist 8 Tank You get 8 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
8 9 Force of Nature V Green Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
8 10 Gaea’s Avenger Green Immune to x5 and lower artifact effects that you (or your party) do not control
8 11 Haste A8 Chronomancy +8A, +7B, or +6C actions
8 12 Item Supercharger Chronomancy A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 13 Lernaean Dragon Choose one of your limbs (or your head), it is Lernaean
8 14 Magical Cloak 8 Tank You get a cloak (AC +CL) +8/+8, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
8 15 Morningtide Summoning 8 Vanguard Summon 3 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=8
8 16 Protection from Time Chronomancy Immune to and can't use temporal effects
8 17 Revive 8 Teneb Revive a DL=8 monster. (You have a Revive slot in addition to your Summon slot.)
8 18 Selective Animal Summoning 8 Animal0 Summon a DL=8 Animal, you can pick it off the chart directly.
8 19 Shapechange Dragon Dragon You Shapechange into a dragon (or) Shapechange Other on a dragon
8 20 Summon Dragon VIII Dragon Summons a DL VIII Dragon
8 21 Summon Rhp Buff The party's summons get +CL-7 rhp.
8 22 Time/Reality Stability Chronomancy Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 23 Timereaver Chronomancy Time Travel Other +/- 5*CL years (Spell save)
9 1 Animal Grove 9 Animal0 [x1 Special] All Animals in the room get +9 rhp (this cures them that amount when you cast the spell)
9 2 Battlelord 9-1 Battlelord +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
9 3 Battlelord 9-2 Battlelord +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
9 4 Battlelord 9-3 Battlelord +LVL to CL for 4th level Warlord spells
9 5 Battlelord 9-4 Battlelord +CL% iBR (irreducible BlahR = iRMPIR)
9 6 Battlelord 9-5 Battlelord +LVL M actions
9 7 Battlelord 9-6 Battlelord +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
9 8 Battlelord 9-7 Battlelord +CL C actions
9 9 Child of Gaea Green Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
9 10 Control Dragon Dragon *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
9 11 C-Resist 9 Tank You get 9 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
9 12 Dragoncasting Dragon Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
9 13 Earth Armor 9 Tank You get Earth Armor, it absorbs 7290 dmg (like an Armor spell, but doesn't count as your Armor spell).
9 14 Ele-Resist 9 Tank You get 9 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
9 15 Everhome Green Your home plane is every plane; when this effect ends, your home plane = current plane
9 16 Force of Nature VI Green Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
9 17 Gaea’s Liege Green Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
9 18 Haste A9 Chronomancy +9A, +8B, or +7C actions
9 19 Immune Area Innates Dragon Immune to area Innate abilities unless directly targetted
9 20 Immuner Buff The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
9 21 Magical Cloak 9 Tank You get a cloak (AC +CL) +9/+9, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
9 22 Major Paradox Chronomancy Wish (as spell)
9 23 Memorization Buff The party gets +LVL-8 SL's in memorization.
9 24 Morningtide Summoning 9 Vanguard Summon 2 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=9
9 25 Peacelord 9-1 Battlelord 1M: A group gets -1 iTH with their next attack (no save)
9 26 Peacelord 9-2 Battlelord 1M: A group gets -1 idmg with their next attack (no save)
9 27 Peacelord 9-3 Battlelord +LVL to CL for 4th level Peacemonger spells
9 28 Peacelord 9-4 Battlelord 1M: A group gets -CL% iBR (irreducible BlahR = iRMPIR) (no save)
9 29 Peacelord 9-5 Battlelord 1M: A group gets -LVL M actions (no save)
9 30 Peacelord 9-6 Battlelord 1M: A group gets -1 max ihp or -1 max+current ihp if they have at least 1 ihp (no save)
9 31 Peacelord 9-7 Battlelord 1M: A group gets -CL C actions (no save)
9 32 Revive 9 Teneb Revive a DL=9 monster. (You have a Revive slot in addition to your Summon slot.)
9 33 Selective Animal Summoning 9 Animal0 Summon a DL=9 Animal, you can pick it off the chart directly.
9 34 Sever Lifeline Chronomancy You do not have or require a silver cord. Immune to aging.
9 35 Summon Dragon IX Dragon Summons a DL IX Dragon
9 36 Temporal Shell Chronomancy Immune time
9 37 Temporal Stasis Chronomancy The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 38 Time Stop Chronomancy Stops time for 1d4 rounds
10 1 Anti-Dragon Shell Dragon Hedges out all Dragons in your group; Immune to all Dragon damage and effects
10 2 Dispel Innates Zone Dragon Creates a DIZ (Dispel Innates Zone) (x1 Special)
10 3 Dragon of Tyr Dragon 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
10 4 Summon Dragon X Dragon Summons a DL X Dragon
10 5 Wear Locations Buff The party gets +LVL-9 wear locations (as per the Mini class).
12 1 Command 12 Captain Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
12 2 Defense 12 Captain 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
12 3 Engineering 12 Captain Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
12 4 Helm/Nav. 12 Captain ĽV: Move from one group to another group within LVL feet
12 5 Medic 12 Captain 0, 1/r: Cureall
12 6 Pers.Combat 12 Captain 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
12 7 Psionic 12 Captain 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
12 8 Science 12 Captain You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
12 9 Sidekick 12-1 Sidekick 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
12 10 Sidekick 12-10 Sidekick All Rogue Abilities at 10*(Hero level)%
12 11 Sidekick 12-11 Sidekick Can combine Martial Arts & Specialization
12 12 Sidekick 12-12 Sidekick +(Hero level) to all stats
12 13 Sidekick 12-13 Sidekick Immune ego domination
12 14 Sidekick 12-14 Sidekick Duplicate a Level: ability of a non-Concordant class
12 15 Sidekick 12-15 Sidekick Free wild talent in Psi72, PPs=200*(Hero level)
12 16 Sidekick 12-2 Sidekick +50% XP in one non-Concordant class
12 17 Sidekick 12-3 Sidekick Immune to Inner Elements
12 18 Sidekick 12-4 Sidekick Immune to Hold/Stun/Para/Summ.Sickness
12 19 Sidekick 12-5 Sidekick Immune to Action/Memory/Other Stealing
12 20 Sidekick 12-6 Sidekick +(Hero level) QV actions
12 21 Sidekick 12-7 Sidekick +2*(Hero level) all non-Concordant memorization charts
12 22 Sidekick 12-8 Sidekick Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
12 23 Sidekick 12-9 Sidekick Avoid Fate @ x6 multiplier, (Hero level)/d
12 24 Weapons 12 Captain Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier
13 1 Battlelord 13-1 Battlelord +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
13 2 Peacelord 13-1 Battlelord 1M: A group gets -PCL QV actions (infinitely quick V actions)
15 1 Battlelord 15-1 Battlelord +WL iTH
15 2 Battlelord 15-10 Battlelord +25*WCL set Con. Hold Con.
15 3 Battlelord 15-2 Battlelord +WCL idmg
15 4 Battlelord 15-3 Battlelord +WCL iAC
15 5 Battlelord 15-4 Battlelord +WL isaves
15 6 Battlelord 15-5 Battlelord +WCL QP actions (infinitely quick P actions)
15 7 Battlelord 15-6 Battlelord +WCL ihp
15 8 Battlelord 15-7 Battlelord +WL X actions
15 9 Battlelord 15-8 Battlelord +25*WCL set Str. Hold Str.
15 10 Battlelord 15-9 Battlelord +25*WCL set Dex. Hold Dex.
15 11 Peacelord 15-1 Battlelord 1M: A group gets -PL iTH
15 12 Peacelord 15-10 Battlelord 1M: A group gets -25*PCL set Con that ignores Sustain Con
15 13 Peacelord 15-2 Battlelord 1M: A group gets -PCL idmg
15 14 Peacelord 15-3 Battlelord 1M: A group gets -PCL iAC
15 15 Peacelord 15-4 Battlelord 1M: A group gets -PL isaves
15 16 Peacelord 15-5 Battlelord 1M: A group gets -PCL QP actions (infinitely quick P actions)
15 17 Peacelord 15-6 Battlelord 1M: A group gets -PCL ihp
15 18 Peacelord 15-7 Battlelord 1M: A group gets -PL X actions
15 19 Peacelord 15-8 Battlelord 1M: A group gets -25*PCL set Str that ignores Sustain Str
15 20 Peacelord 15-9 Battlelord 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
24 1 Big Game Hunter 24-1 Game Hunter +DCL QQQQQQX Actions. All actions other than X, G, Z, and I (and their variants) are locked down. The DM may determine that some campaign-specific unique specialty actions may be immune to this.
24 2 Big Game Hunter 24-2 Game Hunter Your effects do not drop if you are dropped. Your effects are not removed from the stack if you are killed/removed before the stack ends.
24 3 Big Game Hunter 24-3 Game Hunter All x1 (and x0 if you desire) beings who see you are Capital S Slain (GR to resist). "Blindfighting" cannot be used against you.
24 4 Big Game Hunter 24-4 Game Hunter 1G: Capital S Slay (as the ability above this one on this list). Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.
24 5 Big Game Hunter 24-5 Game Hunter 1G: Select DCL groups of creatures. Each gets "Sporacled" (Takes a random [C] section effect, they are affected by it). MSave and GR to resist.
24 6 Big Game Hunter 24-6 Game Hunter 1N: Counter a x0 effect. 1Z: Counter a x1 effect. 1X: Counter a x2 effect. 1G: Counter a x3 effect.
24 7 Big Game Hunter 24-7 Game Hunter -DCL*25 to Str, Dex, Con, Int, Wis, and Chr 60' r (no resistance except "Hold Stats" abilities). Has a "Hole in the Middle".
24 8 Big Game Hunter 24-8 Game Hunter Immune to all x1 and x0 effects. Resist and get a PSave vs. x2 effects.
24 9 Big Game Hunter 24-9 Game Hunter |AC| 20+DCL (absolute AC 20+DCL). People need a natural 20+DCL to hit you, no natural roll less than 20+DCL will hit you (regardless of TH bonus). ++'s to hit and Lady's Smile does work against this ability. Luck and other die-setting effects do not.

[PC1] Warrior Classes Group


Arch-Animal0

Level KXP War/Ani
123 456 789
1 1 (owe) 1-- --- ---
2 2 2-- --- ---
3 4 21- --- ---
4 8 31- --- ---
5 16 321 --- ---
6 32 331 --- ---
7 60 332 1-- ---
8 120 333 1-- ---
9 240 333 21- ---
10 440 333 31- ---
11 640 433 321 ---
12 840 443 331 ---
13 1040 444 332 ---
14 1240 444 432 ---
15 1440 444 443 1--
16 1640 444 444 1--
17 1840 554 444 1--
18 2040 555 444 21-
19 2240 555 544 21-
20 2440 555 554 22-
21 2640 555 555 32-
22 2840 665 555 33-
23 3040 666 555 43-
24 3240 666 655 44-
25 3440 666 665 54-
26 3640 666 666 55-
27 3840 776 666 551
28 4040 777 666 552
29 4240 777 766 553
30 4440 777 776 554
31 4640 777 777 555
32 4840 777 777 655
33 5040 777 777 665
34 5240 777 777 666
35 5440 777 777 766
36 5640 777 777 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
+26 13 13 13 13 13 13 13 13
+28 14 14 14 14 14 14 14 14
+30 15 15 15 15 15 15 15 15
+32 16 16 16 16 16 16 16 16
+34 17 17 17 17 17 17 17 17
+36 18 18 18 18 18 18 18 18
Requisites: Str 16
Alignment: any
HD/level: & d8
Weapon Prof.: & 3+level/2
To Hit Table: 2xMon
Save Table: Half0
Reference: DM
Groups: Monster, Warrior
 
Can cast Warrior spells, or Priest Animal sphere spells.
Can have LVL summon slots in Animals instead of the usual 1 summon slot.
Level 1 ¶: Can use Psi14 minors as if they were 1st level spells.
Level 5 ¶: Can use Psi14 majors as if they were 3rd level spells.
Level 9 ¶: Can use Psi14 grands as if they were 5th level spells.
Level 15 ¶: Can use Psi14 supers as if they were 7th level spells.
New Animal spells for Animal0 class:
Animal Grove (all SL's): [x1 Special] All Animals in the room get +SL rhp (this cures them that amount when you cast the spell)
Animal Horde (SL=3): This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
Selective Animal Summoning N (all SL's): Summon a DL=SL Animal, you can pick it off the chart directly.

[PC1] Warrior Classes Group


Arch-Arch-Archer1

Level KXP War
123 456
1 0 1-- ---
2 15 2-- ---
3 45 21- ---
4 70 32- ---
5 100 421 ---
6 150 422 ---
7 310 432 1--
8 630 433 2--
9 1270 433 21-
10 1910 443 22-
11 2550 444 33-
12 3190 444 441
13 3830 555 442
14 4470 555 443
15 5110 555 544
16 5750 555 555
17 6390 665 555
18 7030 666 655
19 7670 666 666
20 8310 776 666
21 8950 777 766
22 9590 777 777
23 10230 887 777
24 10870 888 877
25 11510 888 888
26 12150 998 888
27 12790 999 988
28 13430 999 999
29 14070 AA9 999
30 14710 AAA A99
31 15350 AAA AAA
32 15990 BBA AAA
33 16630 BBB BAA
34 17270 BBB BBB
35 17910 CCB BBB
36 18550 CCC CBB 1
37 18551 CCC CBB 2
38 18552 CCC CBB 3
39 18553 CCC CBB 4
45 18559 CCC CBB A
54 18568 DDD DCC C1
63 18577 DDD DCC CA
72 18586 EED DDD DD1
TH Requisites:
+2 Alignment:
+5 HD/level:
+8 Weapon Prof.:
+11 To Hit Table:
+14 Reference:
+17 Groups:
+20 Complexity:
+23  
+26 Saving Throws:
+29 PPD:
+32 RSW:
+35 PP:
+38 BW:
+41 Spell:
+44 Fort:
+47 Reflex:
+50 Will:
+53  
+56 ]
+59
+62
+65
+68
+71
+74
+77
+80
+83
+86
+89
+92
+95
+98
+101
+104
+107
+110 X
+113 X
+116 X
+134 X
+161 X
+188 X
+215 X
Str 19, Dex 31, Con 11, Int 17, Wis 8, Chr 8 Barbarian Str and Dex.
any Number of attacks with Bows = LVL+2.
d12 Gets Str for TH and dmg and Dex for TH.
6+level*3/2 Point Blank and True Point Blank do not work with this class.
3xWar Level 1: No penalty for called shots with missile weapons.
DM Level 1: Divide actual range by LVL when determining range to target (only applies to missile weapons).
Warrior Level 4: A target with partial cover is considered to have no cover. Full cover is not affected.
CF=5 Level 4: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.
 
4+level*3/2
2+level*3/2  
3+level*3/2  
1+level*3/2  
1+level*3/2  
4+level*3/2  
2+level*3/2  
0+level*3/2  

[PC1] Warrior Classes Group


Arch-Archer1

Level KXP
Spells
1 7.5 (none)
2 20 (none)
3 40 (none)
4 60 (none)
5 80 (none)
6 120 (none)
7 240 (none)
8 480 (none)
9 960 (none)
10 1440 (none)
11 1920 (none)
12 2400 (none)
13 2880 (none)
14 3360 (none)
15 3840 (none)
16 4320 (none)
17 4800 (none)
18 5280 (none)
19 5760 (none)
20 6240 (none)
21 6720 (none)
22 7200 (none)
23 7680 (none)
24 8160 (none)
25 8640 (none)
26 9120 (none)
27 9600 (none)
28 10080 (none)
29 10560 (none)
30 11040 (none)
31 11520 (none)
32 12000 (none)
33 12480 (none)
34 12960 (none)
35 13440 (none)
36 13920 (none)
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 16, Dex 24, Con 10, Int 15, Wis 7, Chr 7
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: 2xWar
Save Table: 1˝xWar
Reference: DM
Groups: Warrior
 
Uses the "Barb1" line for specialization.
Level 1: True Point Blank: If within 5' per level, double ALL of the damage for the arrow (including bonuses).
Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else). If the campaign is using a Str bonus limit equal to the max damage of the arrow, the max damage is double for this shot.
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 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 9: Full Str bonus with missile weapons that are listed as "˝Str".
Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.

[PC1] Warrior Classes Group


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: 1˝xWar
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 "˝Str".
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.

[PC1] Warrior Classes Group


Archer0 / Er0 / Ranger0

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

[PC1] Warrior Classes Group


Archer1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 11 (none)
5 22 (none)
6 42.5 (none)
7 92.5 (none)
8 162 (none)
9 287 (none)
10 512 (none)
11 850 (none)
12 1187 (none)
13 1525 (none)
14 1862 (none)
15 2200 (none)
16 2540 (none)
17 2880 (none)
18 3220 (none)
19 3560 (none)
20 3900 (none)
21 4240 (none)
22 4580 (none)
23 4920 (none)
24 5260 (none)
25 5600 (none)
26 5940 (none)
27 6280 (none)
28 6620 (none)
29 6960 (none)
30 7300 (none)
31 7640 (none)
32 7980 (none)
33 8320 (none)
34 8660 (none)
35 9000 (none)
36 9340 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15, Con 9, Int 6, Wis 6, Chr 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: BoD3
Groups: Warrior
 
Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else). If the campaign is using a Str bonus limit equal to the max damage of the arrow, the max damage is double for this shot.
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 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 9: Full Str bonus with missile weapons that are listed as "˝Str".
Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.

[PC1] Warrior Classes Group


Archer-Ranger1

Level KXP Druid Wizard
123   12
1 0 ---   --
2 2.725 ---   --
3 5.45 ---   --
4 11.9 ---   --
5 23.8 ---   --
6 46.1 ---   --
7 100 ---   --
8 177 1--   --
9 317 1--   1-
10 572 2--   1-
11 940 2--   2-
12 1307 21-   2-
13 1675 21-   21
14 2042 22-   21
15 2410 22-   22
16 2780 221   22
17 3150 222   22
18 3520 322   22
19 3890 322   32
20 4260 332   32
21 4630 332   32
22 5000 333   33
23 5370 333   33
24 5740 433   33
25 6110 433   33
26 6480 443   43
27 6850 443   43
28 7220 444   43
29 7590 444   44
30 7960 544   44
31 8330 544   44
32 8700 554   44
33 9070 555   54
34 9440 655   54
35 9810 665   54
36 10180 666   55
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15, Con 14, Int 13, Wis 14, Chr 6
Alignment: any
HD/level: +d8
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: BoD3
Groups: Warrior
 
Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else). If the campaign is using a Str bonus limit equal to the max damage of the arrow, the max damage is double for this shot.
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: Free Tracking proficiency, number of free slots = Ranger's level ÷ 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies.
Level 1: +4 to hit and +1/level damage versus a species enemy. This can be either a single race without qualifier ("All dragons", "All demons", but not "All demi-humans") or "Giant-class" (which includes all creatures who have 2 arms, 2 legs, and have skin, fur, or scales; but does not include humans and demi-humans).
Level 1: Rogue abilities as per Scout (see [PC4]).
Level 1: Surprise 50% of time, is surprised only 1 in 6.
Level 1: Excess goods/treasure must be donated as per paladin.
Level 1: Cannot hire men-at-arms (Ignore this restriction)
Level 1: Cannot operate with more than 2 other Rangers (Ignore this restriction)
Level 4: Locate Object/Animal/Plant (level÷4) times per day (as Priest spells).
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 8: Ability to cast druid spells (no wisdom bonus), see table in [S1].
Level 8: Can now hire men-at-arms
Level 9: Ability to cast wizard spells (can specialize in charm/divination), see table in [S1]. (Ran2 does not get this ability)
Level 9: Full Str bonus with missile weapons that are listed as "˝Str".
Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.
Level 10: Can use Priest and Wizard items that are not written.
Level 10: Attract 2-20 followers
Level 18: Find the Path 1/day (as the Priest spell).

[PC1] Warrior Classes Group


Aristocrat3

Level KXP
Spells
1 0 (none)
2 5 (none)
3 15 (none)
4 30 (none)
5 50 (none)
6 75 (none)
7 105 (none)
8 140 (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
+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
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+6  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+8 11  9 10 11  8  6  5  3
+9 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+10 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Chr 0
Alignment: any
HD/level: d8
Weapon Prof.: 10+level/9
To Hit Table: +level*3/4
Save Table: War
Reference: DMG3-38
Groups: Warrior
 
Level 9: +(LVL-8) Chr.

[PC1] Warrior Classes Group


Armorer


Level

KXP
Priest
123 456 789 ABC

TH
1 0 0-- --- --- +0
2 2.75 10- --- --- +1
3 5.5 210 --- --- +2
4 12 321 --- --- +3
5 24 432 0-- --- +4
6 45 433 1-- --- +5
7 95 443 20- --- +6
8 175 444 31- --- +7
9 350 444 42a --- +8
10 700 444 430 --- +9
11 1050 444 441 --- +10
12 1400 544 442 b-- +11
13 1750 554 443 a-- +12
14 2100 555 444 0-- +13
15 2450 655 544 1-- +14
16 2800 665 554 20- +15
17 3150 666 555 31- +16
18 3500 766 655 420 +17
19 3850 776 665 521 +18
20 4200 777 666 522 +19
21 4550 877 766 632 +20
22 4900 887 776 633 +21
23 5250 888 777 643 +22
24 5600 988 877 744 +23
25 5950 998 887 754 +24
26 6300 999 888 755 +25
27 6650 A99 988 865 +26
28 7000 AA9 998 866 +27
29 7350 AAA 999 876 +28
30 7700 BAA A99 977 +29
31 8050 BBA AA9 987 +30
32 8400 BBB AAA 988 +31
33 8750 CBB BAA A98 +32
34 9100 CCC BBA A99 +33
35 9450 CCC CCB AA9 +34
36 9800 CCC CCC CAA 1 +35
37 19600 CCC CCC CAA 2 +36
38 29400 CCC CCC CAA 3 +37
39 39200 CCC CCC CAA 4 +38
45 98000 CCC CCC CAA A +44
54 186200 DDC CCC CCC C1 +53
63 274400 DDC CCC CCC CA +62
72 362600 DDD DDD DDC CC1 +71
Requisites: Str 16, Con 12, Wis 16
Alignment: any
HD/level: d12
Weapon Prof.: 3+level
To Hit Table: War
Reference: DM
Groups: Warrior, Priest
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+2
Spell: level+2
Fort: level+4
Reflex: level+0
Will: level+7
   
Gets your choice of Str or Wis bonus to spell progression.
Divide the cost of non-magical armor items (in section [E3]) by LVL+1. This does apply to variable costs and Dragon Armor. Your sale value is also divided by this amount (you can't use this ability to gain money).
Level N (every level): +1 wear location for an armor type (suit of armor, shield, helm, or cloak).
Level 1: Your armor may use +1 Armor Adjective each.
Level 1: 0: Put on a piece of armor. 1N: Remove a piece of armor.
Level 1 ¶: Spend 1000 gp: Buy one armor item off the (non-magical) [E3] armor list regardless of it's cost. This does not affect costs that are variable (so no Cloakers, Dragon Armors, etc.)
Level 1 ¶: Spend 1000 gp: Get a half-plus (+1 AC or +1 saves) on an armor item (no upper limit).
Level 2 ¶: Divide the cost of [E4.3] Armor Flags by LVL.
Level 2 ¶: Multiply your "Personality Score" by LVL when dealing with Ego from intelligent armor items.
Level 3, CF=3 ¶: Divide the cost of [E4.4] Diablo Flags by LVL-1.
Level 4: You may convert your AC to |AC| (absolute AC) by taking the square root (i.e. AC 64 = |AC| 8). You may switch systems during round break.
Level 9: You may give yourself and/or others two Armor spells instead of one.
Level 9, CF=3 ¶: May "Sphere Robe" (-1 SL) in Protection, Guardian, or Healing.
Level 18: Enemies do not automatically hit you on a natural 20.
New Priest Spells:
Armor of Faith (SL=1, Protection): Spend N spell slots on this (but you can channel it). It's an "Armor spell" with N*10 hp. (Counts as an Armor spell)
Holy Armor (SL=1, Protection): Spend N spell slots on this (but you can channel it). Target gets +N+1 AC and saves. (Counts as an Armor spell)
Armor Thrull (SL=3, Summoning): Summons a DL III Armor Thrull. When it dies, someone in the party gets a 20 hp Armor spell.
Urza's Armor (SL=6, Protection): Take -10 dmg from each spell, psionic effect, or physical attack.

[PC1] Warrior Classes Group


Astral Physical Initiate30


Level

KXP
Psi30simple
mMG SU

TH
1 0 1-- -- +0
2 10 2-- -- +1
3 20 3-- -- +2
4 30 31- -- +3
5 40 32- -- +4
6 50 33- -- +5
7 100 331 -- +6
8 200 332 -- +7
9 300 432 -- +8
10 400 433 -- +9
11 500 443 -- +10
12 1000 443 1- +11
13 1300 443 2- +12
14 1600 443 3- +13
15 1900 444 3- +14
16 2200 444 4- +15
17 2500 544 4- +16
18 2800 554 41 +17
19 3100 554 42 +18
20 3400 555 43 +19
21 3700 555 44 +20
22 4000 555 54 +21
23 4300 555 54 +22
24 4600 555 55 +23
25 4900 665 55 +24
26 5200 666 55 +25
27 5500 666 65 +26
28 5800 666 66 +27
29 6100 776 66 +28
30 6400 777 66 +29
31 6700 777 76 +30
32 7000 777 77 +31
33 7300 887 77 +32
34 7600 888 77 +33
35 7900 888 87 +34
36 8200 888 881 +35
37 16400 888 882 +36
38 24600 888 883 +37
39 32800 888 884 +38
45 82000 998 888 +44
54 155800 AAA AA9 +53
63 229600 CCB BBB +62
72 303400 DDD DCC 1 +71
Requisites: Int 13, Wis 13, Chr 13
Alignment: any
HD/level: 2d4
Weapon Prof.: 3+level
To Hit Table: War
Reference: Shadowrun
Groups: Warrior, Psionicist, Planar
Complexity: CF=2
   
Saving Throws:  
PPD:  
RSW:  
PP:  
BW:  
Spell:  
Fort:  
Reflex:  
Will:  
   
Can use Astral Perception.
Can use Astral Projection (Int->Str, Wis->Dex, Chr->Con), and can attack normally while projected.
 
Gets Exceptional Str, Dex, or Con (pick one).
 
PSPs = (Int+Wis+Chr-36)*10 + LVL*60.
This (and the powers given below) are in the normal Psi1 PSP scale. Older printings of Psi30 used an older (10 to 1) scale.
 
May "material component" Psi30 powers by using 1V action. Note there are powers that are "Touch" for 1 target, if you material component these, you can hit your group (yourself excluded), or hit 1 target at range.
 
Level 9: Gets another Exceptional stat among Str, Dex, or Con.
Level 18: Gets the last Exceptional stat among Str, Dex, or Con.
 
In the powers list, "Field" is the same as "Discipline" in Psi3. If you generate a Psi Discipline Robe, use this column. Otherwise it is ignored.
"Drain" codes are no longer used but are being maintained for reference.
The old "Target" and "Type" columns from the old Psi30 are no longer being maintained.
 
CF=3:
Replace "Exceptional" with "Barbarian" above. Or you can alternatively have all three Exceptional stats at level 1 (and don't get any more at levels 9 and 18).
 
CF=4:
Gets Barbarian Str, Dex, and Con at level 1.

[PC1] Warrior Classes Group


Psi30 Simplified Minor Powers

# Name Field Drain PSPs Notes
1 Armor Manip L3 30 +CL/2 AC; -CL dmg per physical attack
2 Combat Sense (personal) Detect L2 20 +CL initiative; +CL saves
3 Detect Psionics Detect L2 20 Gives freq. & field of psi
4 Enhanced Hearing Detect L1 10 10*CL% Detect Noise
5 Entertainment Illus L1 10 Two D'lusion (as spell)
6 Invisibility Illus L2 20 Invisibility (+2 AC)
7 Levitate Item Manip L2 20 Caster controls up+down
8 Spectacle Illus L2 20 Entertainment power with sound
9 Stun Touch Combat L1 10 Touch: Target is at -CL all actions
10 Treat Light Wounds Health L1 10 Heals 10% max hp (material componenting gives 20%)
11 Treat Mental Drain Health L34 340 Regain 10*CL PSPs in one pool
12 X-ray Gem Detect L2 20 Gem of X-ray vision (CL feet)
13 (new) Combine Construct L6 60 Combine two groups of enemies into one group (no save).
14 (new) Erase Question Mark Construct L6 60 Lock a door [or] Erase a "?".
15 (new) Twist Construct L3 30 Twist an effect on a target (use ER to resist)

Psi30 Simplified Major Powers

# Name Field Drain PSPs Notes
1 Air Bridge Manip M2 40 Beam of Air than can walk on
2 Animate Manip M2 40 Animate Object (as spell), can be used as a DL=CL/2 Golem summon
3 Antidote Toxin Health M3 60 Neutralize Poison (as spell)
4 Astral Psi Fingers Manip M2 40 Telekinesis; Str=CL, Dex=CL with it
5 Blackout Illus M2 40 Blast:Cause Blindness(as spell)
6 Clairaudience Detect M1 20 Clairaudience,can move
7 Clairvoyance Detect M1 20 Clairvoyance,can move
8 Death Touch Combat M3 60 Touch: 10*CL necromantic dmg
9 Detect Life Detect M1 20 Detect Life
10 Dimension Door Manip M4 80 Dimension Door
11 Flight Manip M1 20 Fly at 3*CL"
12 Improved Invisibility Illus M2 40 Improved Invisibility (+2 AC)
13 Know Exit Detect M2 40 Know dir./dist. to nearest exit
14 Lock/Unlock Manip M1 20 Locks/Unlocks (nonmagical lock)
15 Mana Touch Combat M2 40 Touch: 10*CL astral dmg
16 Mind Link Detect M1 20 Psionic Link
17 Petrify/Reverse Petrify Manip M6 120 Flesh to Stone, Fort save
18 Physical Mask Illus M1 20 Changes appearance physically
19 Ram Touch Combat M2 40 CL hull damage (physical) to one target
20 Stun Bolt Combat M1 20 One target: -CL all actions (max -10); (CL-10)*10 astral dmg
21 Treat Moderate Wounds Health M1 20 Heals 30% max hp (material componenting gives 60%)
22 Tri-D Spectacle Illus M3 60 Tri-D Enter. power with sound
23 (new) Become Insubstantial Construct M6 120 Become Insubstantial; pass through objects/walls (including Wall spells, but not Wards)
24 (new) Remove BlahR Construct M3 60 Remove a BlahR [or] Halve the irrBlahR from 1 target
25 (new) Stop Construct M6 120 One group Stopped (cannot move or use V actions) (InnR to resist)

[PC1] Warrior Classes Group


Psi30 Simplified Grand Powers

# Name Field Drain PSPs Notes
1 Acid Bolt Manip S4 120 1 target: CL*10 acid dmg
2 Air Bolt Manip S3 90 1 target: CL*10 air dmg
3 Analyze Device Detect S2 60 How to use object & its use
4 Analyze Truth Detect S2 60 Detect Lie
5 Bind Manip S2 60 1 target: Stopped and CL/2 Str dmg
6 Confusion Illus S1 30 Confusion (as spell)
7 Control Actions Manip S4 120 Caster controls next CL/3 P actions (Str check at -CL)
8 Control Movement Manip S2 60 Caster controls next CL/2 V actions (Str check at -CL)
9 Cure Disease Health S3 90 Cure Disease (as spell)
10 Death Bolt Combat S3 90 1 target: CL*5 vile necromantic dmg
11 Detect Enemies Detect S1 30 Detect Enemies
12 Detect Planar Energy Detect S1 30 Gives color of planar cord
13 Dimension Walk Manip S3 90 Dimension Walk
14 Earth Bolt Manip S3 90 1 target: CL*10 earth dmg
15 Fire Bolt Manip S3 90 1 target: CL*10 fire dmg
16 Flame Shield Manip S2 60 Protection from Fire
17 Grease Blast Manip S3 90 Grease & area Fumble (as spell)
18 Healthy Glow Health S2 60 +CL Cml; Clean cantrip
19 Ice Bolt Manip S4 120 1 target: CL*10 ice dmg
20 Incr./Decr. Movements Health S7 210 ±CL/2 V actions (save is Dex check at -CL)
21 Lightning Bolt Manip S4 120 1 target: CL*10 lightning dmg
22 Luck Detect S2 60 Gains +CL (+5*CL%) on 1 action (once)
23 Mana Bolt Combat S2 60 1 target: CL*10 astral dmg
24 Mind Probe Detect S1 30 Ps2P "Probe", 1 question/succ
25 Movement Manip S3 90 Gives +1V action
26 Nightvision Detect S1 30 Can see in magical/psi darkness
27 Prophylaxis Health S3 90 Double Resist Poison and Drugs
28 Psi Sword Combat S2 60 Considered +CL weapon; base dmg=10*CL; cannot critical
29 Resist Allergy Health S3 90 For 1 turn, remove a Vulnerability or reduce Severe Allergy -> Vulnerability
30 Shapechange (Personal) Manip S3 90 Shapechange (self; can material component to hit someone else)
31 Spherical Vision Detect S2 60 All-Around Sight
32 Stabilize Health S1 30 Death's Door (target at negative hp goes to 1 hp)
33 Sterilize Combat S1 30 Removes bacteria, bugs, etc. (will destroy a Creeping Doom)
34 Stun Blast Combat S1 30 1 group: -CL all actions (max -10); (CL-10)*10 astral dmg
35 Treat Serious Wounds Health S1 30 Heals 60% max hp (material componenting gives 120%)
36 Turn to Goo Manip S6 180 Polymorphs target to sludge (PPD save)
37 Warpsense Detect S3 90 Infravision; Ultravision
38 Water Bolt Manip S3 90 1 target: CL*10 water dmg
39 Weather Guard Manip S3 90 Protection from Weather
40 (new) Remove Racial Ability/Immunity Construct S3 90 Remove a racial ability or immunity from a group (ER to resist).
41 (new) Restore BlahF Construct S6 180 Restore the MF/PF/TF/PsiF/TechF in area, Repair other forms of discontinuities/tears
42 (new) Time Stop Construct S6 180 Time Stop (as spell, use InnR to resist)

[PC1] Warrior Classes Group


Psi30 Simplified Super Powers

# Name Field Drain PSPs Notes
1 Acid Blast /Toxic Wave Manip D4 160 1 group: CL*10 acid dmg
2 Air Blast Manip D3 120 1 group: CL*10 air dmg
3 Barrier Manip D2 80 Solid Wall of Force (as spell)
4 Control Thoughts Manip D4 160 Caster controls next CL/4 M actions (Int check at -CL)
5 Death Blast Combat D3 120 1 group: CL*5 vile necromantic dmg
6 Decrease Charisma Health D2 80 CL Chr dmg (no save)
7 Decrease Constitution Health D2 80 CL Con dmg (no save)
8 Decrease Dexterity Health D2 80 CL Dex dmg (no save)
9 Decrease Intelligence Health D2 80 CL Int dmg (no save)
10 Decrease Strength Health D2 80 CL Str dmg (no save)
11 Decrease Wisdom Health D2 80 CL Wis dmg (no save)
12 Earth Blast Manip D3 120 1 group: CL*10 earth dmg
13 Fire Blast /Hellblast Manip D3 120 1 group: CL*10 unholy fire dmg
14 Ice Blast Manip D4 160 1 group: CL*10 ice dmg
15 Ice Sheet Manip D4 160 Wall of Ice (CL*10 ice dmg)
16 Incr./Decr. Physicals Health D7 280 ±CL/3 P actions (save is Str check at -CL)
17 Increase Charisma Health D2 80 +CL Chr
18 Increase Constitution Health D2 80 +CL Con
19 Increase Dexterity Health D2 80 +CL Dex
20 Increase Intelligence Health D2 80 +CL Int
21 Increase Strength Health D2 80 +CL Str
22 Increase Wisdom Health D2 80 +CL Wis
23 Influence Manip D2 80 Command (no save); Suggestion (Will save); Demand (Will save)
24 Lightning Blast Manip D4 160 1 group: CL*10 lightning dmg
25 Mana Barrier Manip D3 120 Wall: Psionics (all freq.) cannot pass through
26 Mana Blast Combat D2 80 1 group: CL*10 astral dmg
27 Mirage Arcana Illus D5 200 (no PsiR) Even vs. those immune
28 Omniscience Detect D2 80 Divination 1 question/succ
29 Probability Travel Manip D4 160 Probability Travel
30 Ram Blast /Urban Renewal Combat D2 80 1 group of objects (or 30'x30' area): CL*10 hull dmg (inanimate objects only)
31 Resist Stun Health D1 40 Resist Stun (including Capital S Stun)
32 Slay Combat D3 120 1 target: CL*10 vile necromantic dmg
33 Spell Barrier Manip D5 200 Wall: Magic (all types) cannot pass through
34 Teleportation Manip D3 120 Teleport, no error, up to 1 plane
35 Temporary Insanity Manip D2 80 CL targets (may multi-target): Insanity (Will save for each)
36 Thunderclap Manip D5 200 1 group: CL*10 sound dmg
37 Treat Deadly Wounds Health D1 40 Heals 100% max hp (material componenting gives 200%)
38 Unhealthy Glow Health D2 80 CL Cml dmg (no save); Dirty cantrip
39 Water Blast Manip D3 120 1 group: CL*10 water dmg
40 (new) Fork Construct D6 240 1bM: Fork (can be used on up to a x8 multiplier effect)
41 (new) Defile BlahF Construct D6 240 Defile the MF/PF/TF/PsiF/TechF in area; Tempus Chaos
42 (new) Remove Class Ability/Immunity Construct D3 120 Remove a class ability or immunity from an element (affects 1 group).

[PC1] Warrior Classes Group


Psi30 Simplified Ultra Powers

# Name Field Drain PSPs Notes
1 Annihilation Bolt Combat X10 500 1 group: CL*100 annihilation dmg [or] 1 idmg; Annihilated (PsiR; no save)
2 HyperGate Manip X2 100 Gate, no summoning sickness, up to CL planes removed
3 Incr./Decr. Mentals Health X7 350 ±CL/4 M actions (save is Int check at -CL)
4 Solid Stun Blast Combat X1 50 1 group: -CL*10 all actions; (CL-10)*100 astral dmg
5 Super Luck Detect X3 150 Choose result on next die roll
6 (new) Become Immaterial Construct X6 300 Insubstantial (see Major power); Immune to matter & energy; Can't be targetted.
7 (new) Halving Construct X3 150 Halve the hp on up to (CL-7)/3 targets (no save, IR to resist, may multi-target one target)
8 (new) Lock Down Construct X3 150 Lock down one action type in the room.
9 (new) Power Magnet Construct X6 300 Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
10 (new) Remove Terrain Feature Construct X6 300 Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
11 (new) Set Off Triggers Construct X6 300 Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
12 (new) Temporary Artifact Construct X9 450 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).

[PC1] Warrior Classes Group


Basic Psi30 Information

P30Ps = Int + Wis + Chr - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P30P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 
Drain Code: L M S D X
Type of Power: Minor Major Grand Super Ultra
P30P multiplier: x1 x2 x3 x4 x5
 
Multiply the P30P multiplier by the Drain Staging to get P30P cost.
For example, "Air Bolt" is an S3, so it's a Grand that costs 9 P30Ps.
(DM Note: The modern version of the power tables includes P30P costs for you.)
 
# Successes = Your level (or level/2 if wild talent).
 
Powers that do damage do 10% of max hp per success, with a save for half damage.
 
In the power progression, you may "three for one trade" upwards (3 Minors can be replaced with 1 Major, even at level 1).

[PC1] Warrior Classes Group


Psi30 Minor Powers

Name Field Targ Type Drain P30Ps Notes
Armor Manip 3 Phys L3 3 Melee:+˝ AC,-1dmg per hit/succ
Combat Sense (personal) Detect 2 Phys L2 2 +1 initiative,+1 saves/succ
Control Emotion Manip Chr Ment L4 4 Emotion:-1/succ on actions
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Hearing Detect 4 Ment L1 1 10%/succ Detect Noise
Entertainment Illus 2 Ment L1 1 Two D'lusion (as spell)
Hibernate Manip Con Phys L2 2 Feign Death & Suspend Animation
Invisibility Illus Int Ment L2 2 As spell, each creature resists
Levitate Item Manip W Phys L2 2 Caster controls up+down
Mask Illus Cml Ment L1 1 Alters appearance, Chr resists
Mental Armor Manip 9 Ment L6 6 -˝ hit/succ per mental attack
Mob Mood Manip Int Ment L8 8 Control Emotions Blast
Object Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Spectacle Illus 3 Ment L2 2 Entertainment power with sound
Stun Touch Combat Wis Ment L1 1 Astral stunning
Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)
X-ray Gem Detect 3 Phys L2 2 Gem of X-ray vision (1'/succ)

[PC1] Warrior Classes Group


Psi30 Major Powers

Name Field Targ Type Drain P30Ps Notes
[creature type] Form Manip W Phys M3 6 Polymorph Self (as spell)
Air Bridge Manip 4 Phys M2 4 Beam of Air than can walk on
Animate Manip W Phys M2 4 Animate Object (as spell)
Antidote Toxin Health Con Phys M3 6 Neutralize Poison (as spell)
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged:+˝ AC,-1dmg per hit/succ
Astral Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Blackout Illus Int Ment M2 4 Blast:Cause Blindness(as spell)
Clairaudience Detect R+1 Ment M1 2 Clairaudience,can move
Clairvoyance Detect R+2 Ment M1 2 Clairvoyance,can move
Clout Manip 3 Phys M2 4 TK punch:roll TH, dmg=˝*ä(succ)
Combat Sense Detect 3 Phys M2 4 +1 initiative,+1 saves/succ
Control Animal Manip Str Ment M4 8 Caster controls ˝P action/succ
Death Touch Combat Wis Phys M3 6 Necromantic damage
Detect [creature type] Detect R Ment M2 4 Int resists,mult.targets
Detect [Object] Detect R Ment M2 4 Locates Object (dir./dist.)
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Detect Psionics (ext.) Detect R-3 Ment M3 6 Gives freq. & field of psi
Dimension Door Manip R-2 Phys M4 8 Ps1N "Dimension Door"
Enlarge/Reduce Manip Str Phys M3 6 ń10%/succ size
Existential Blues Manip Chr Ment M1 2 Depresses target (-˝/succ)
Fashion Manip 3 Phys M1 2 Makes clothes look better
Flight Manip 3 Ment M1 2 Fly at 3"/succ
Ignite Manip W+4 Phys M4 8 Item save:magical fire+4-1/succ
Improved Invisibility Illus Int Ment M2 4 As spell, each creature resists
Know Exit Detect R+1 Ment M2 4 Know dir./dist. to nearest exit
Levitate Person Manip W+2 Phys M2 4 Caster controls, Str resists
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Lock/Unlock Manip 4 Phys M1 2 Locks/Unlocks (nonmagical lock)
Makeover Manip Cml Phys M1 2 Fixes hair,makeup,fingernails
Mana Touch Combat Int Phys M2 4 Astral damage
Mind Link Detect Int Ment M1 2 Ps2P "Mindlink", 1 target
Nausea Blast Health Con Phys M2 4 Area effect Nausea (-˝TH/succ)
Object Physical Mask Illus Cml Phys M2 4 Changes appearance physically
Oxygenate Health Con Phys M3 6 +˝ Con/succ vs. suffocation
Pathfinder Manip Dex Phys M3 6 Ps1N "Body Equilibrium"
Petrify/Reverse Petrify Manip Str Phys M6 12 Flesh to Stone, Con resists
Physical Mask Illus Cml Phys M1 2 Changes appearance physically
Power Touch Combat Con Phys M1 2 Astral damage
Ram Touch Combat Con Phys M2 4 1 hull point damage/succ
Seal Manip 5 Phys M2 4 Hold Portal (as spell)
Stimulation Illus Wis Ment M1 2 Euphoria:+˝ (mental)hit/succ
Stun Beam Combat Wis Ment M2 4 Astral stunning
Stun Bolt Combat Wis Ment M1 2 Astral stunning
Treat Moderate Wounds Health Con Phys M1 2 Heals 30% max hp (2 succ)
Tri-D Entertainment Illus 4 Phys M2 4 Phantasmal Force with touch
Tri-D Spectacle Illus 5 Phys M3 6 Tri-D Enter. power with sound
Use [Prof.] Fingers Manip 5 Phys M4 8 Can use prof. over Psi Fingers
Warplight Manip 8 Phys M3 6 Object seen with Infra/Ultra

[PC1] Warrior Classes Group


Psi30 Grand Powers

Name Field Targ Type Drain P30Ps Notes
Acid Bolt Manip 4 Phys S4 12 Acid damage, Con resists
Air Bolt Manip 3 Phys S3 9 Ele.Air damage, Dex resists
Analyze Device Detect C Ment S2 6 How to use object & its use
Analyze Psionic Item Detect C Ment S1 3 How to use item & its use
Analyze Truth Detect Wis Ment S2 6 Detects Lies,1 target
Bind Manip Dex Phys S2 6 Stopped & -˝ Str/succ
Chaos Illus Int Ment S2 6 Distract:-1 TH/succ,1target
Clairaudience (ext.) Detect R-2 Ment S2 6 Clairaudience,can move
Clairvoyance (ext.) Detect R Ment S2 6 Clairvoyance,can move
Confusion Illus Int Phys S1 3 Confusion (as spell)
Control Actions Manip Str Ment S4 12 Caster controls ˝P action/succ
Control Movement Manip Str Ment S2 6 Caster controls ˝V action/succ
Cure Disease Health Con Phys S3 9 Cure Disease (as spell)
Death Beam Combat Wis Phys S4 12 Necromantic damage
Death Bolt Combat Wis Phys S3 9 Necromantic damage
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect [Object] (ext.) Detect R-2 Ment S3 9 Locates Object (dir./dist.)
Detect Enemies Detect R+1 Ment S1 3 Wis resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Planar Energy Detect Chr Ment S1 3 Gives color of planar cord
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Earth Bolt Manip 3 Phys S3 9 Ele.Earth damage,Con resist
Eyes of the Pack Detect Int Ment S1 3 Blast:can see through eyes
Fire Bolt Manip 3 Phys S3 9 Ele.Fire damage,Con resist
Flame Shield Manip 4 Phys S2 6 Protection from Fire
Grease Blast Manip 4 Phys S3 9 Grease & area Fumble (as spell)
Healthy Glow Health Cml Phys S2 6 +1 Cml/succ, Clean cantrip
Ice Bolt Manip 4 Phys S4 12 Ice damage, Con resists
Incr./Decr. Movements Health 8 Phys S7 21 ±1 V action /r per 2 successes
Lightning Bolt Manip 4 Phys S4 12 Lightning damage, Dex resists
Luck Detect 4 Ment S2 6 Gains +1(+5%)/succ on 1 action
Mana Beam Combat Int Phys S3 9 Astral damage
Mana Bolt Combat Int Phys S2 6 Astral damage
Mind Probe Detect Int Ment S1 3 Ps2P "Probe", 1 question/succ
Mob Rush Manip Str Ment S6 18 Control Movement Blast
Mob Scene Manip Str Ment S8 24 Control Actions Blast
Movement Manip Dex Phys S3 9 Gives +1V action
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Overstimulation Illus Wis Ment S1 3 Massive Euphoria:+1 hit/succ
Poltergeist Manip 4 Phys S2 6 Objects fly around, 1 dmg/succ
Power Beam Combat Con Phys S2 6 Astral damage
Power Bolt Combat Con Phys S1 3 Astral damage
Prophylaxis Health Con Phys S3 9 +˝ Con/succ vs. poison,drugs
Psi Sword Combat 5 Ment S2 6 Roll TH (+succ), dmg=ä(succ)
Psi Sword II Combat 6 Ment S3 9 As Psi Sword, can hit nonliving
Ram Beam /Wrecker Combat Con Phys S3 9 1 hull point damage/succ
Ram Bolt Combat Con Phys S2 6 1 hull point damage/succ
Resist Allergy Health * Phys S3 9 Remove -1 penalty/succ
Resist Pain Health Con Phys S1 3 Resists physical pain
Shadow (Personal) Manip Chr Phys S1 3 Polymorph & go to Shadow plane
Shapechange (Personal) Manip W Phys S3 9 Polymorph to any monster
Spark Manip W+5 Phys S4 12 Item save:lightning+2-1/succ
Spherical Vision Detect 4 Ment S2 6 All-Around Sight
Stabilize Health -hp Phys S1 3 Target at 1 hp (Target#=-hp/3)
Sterilize Combat 3 Phys S1 3 Removes bacteria,bugs,etc.
Stink Illus Con Phys S2 6 Stinking Cloud effect
Stun Blast /Sleep Combat Wis Ment S1 3 Astral stunning
Treat Serious Wounds Health Con Phys S1 3 Heals 60% max hp (3 succ)
Turn to Goo Manip Con Phys S6 18 Polymorphs target to sludge
Warpsense Detect R+1 Phys S3 9 Can see with Infra/Ultra
Water Bolt Manip 3 Phys S3 9 Ele.Water damage,Str resist
Weather Guard Manip C Phys S3 9 Protection from Weather

[PC1] Warrior Classes Group


Psi30 Super Powers

Name Field Targ Type Drain P30Ps Notes
Acid Blast /Toxic Wave Manip 4 Phys D4 16 Acid damage, Con resists
Air Blast Manip 3 Phys D3 12 Ele.Air damage, Dex resists
Astral Hearing Detect 9 Ment D1 4 Clairaudience to Astral Plane
Astral Static/Fog Manip 6 Ment D3 12 +1 target#/succ penalty in area
Barrier Manip 5 Phys D2 8 Solid Wall of Force (as spell)
Chaotic World Illus Int Ment D2 8 Chaos Blast
Control Thoughts Manip Int Ment D4 16 Caster controls ˝M action/succ
Death Blast Combat Wis Phys D3 12 Necromantic damage
Decrease Charisma Health Chr Ment D2 8 -1 Chr/succ
Decrease Constitution Health Con Phys D2 8 -1 Con/succ
Decrease Dexterity Health Dex Phys D2 8 -1 Dex/succ
Decrease Intelligence Health Int Ment D2 8 -1 Int/succ
Decrease Strength Health Str Phys D2 8 -1 Str/succ
Decrease Wisdom Health Wis Ment D2 8 -1 Wis/succ
Detect Enemies (ext.) Detect R-1 Ment D2 8 Wis resists,mult.targets
Earth Blast Manip 3 Phys D3 12 Ele.Earth damage,Con resist
Fire Blast /Hellblast Manip 3 Phys D3 12 Ele.Fire damage,Con resist
Foresight Detect 4 Ment D2 8 Augury of next 1r/succ
Heal Health Con Phys D2 8 Cures 1=10%,2=30%,3=60%,4=100%
Ice Blast Manip 4 Phys D4 16 Ice damage, Con resists
Ice Sheet Manip 4 Phys D4 16 Wall:Ice damage, Con resists
Incr./Decr. Physicals Health 12 Phys D7 28 ±1 P action /r per 3 successes
Increase Charisma Health Chr Ment D2 8 +1 Chr/succ
Increase Constitution Health Con Phys D2 8 +1 Con/succ
Increase Dexterity Health Dex Phys D2 8 +1 Dex/succ
Increase Intelligence Health Int Ment D2 8 +1 Int/succ
Increase Strength Health Str Phys D2 8 +1 Str/succ
Increase Wisdom Health Wis Ment D2 8 +1 Wis/succ
Influence Manip Chr Ment D2 8 1=Command,2=Suggestion,4=Demand
Lightning Blast Manip 4 Phys D4 16 Lightning damage, Dex resists
Mana Barrier Manip 6 Ment D3 12 Wall:Dead Psionics (all freq.)
Mana Blast Combat Int Phys D2 8 Astral damage
Mirage Arcana Illus 5 Ment D5 20 (no PsiR) Even vs. those immune
Mob Mind Manip Int Ment D8 32 Control Thoughts Blast (yuck!)
Omniscience Detect 4 Ment D2 8 Divination 1 question/succ
Power Blast Combat Con Phys D1 4 Astral damage
Preserve Health 5 Phys D5 20 Ps1N "Preservation", ˝ lvl/succ
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Ram Blast /Urban Renewal Combat Con Phys D2 8 1 hull point damage/succ
Resist Stun Health Wis Ment D1 4 Resist -1TH/succ from hits
Slay [creature type] Combat R Phys D3 12 Necro. damage,1 target,Wis
Spell Barrier Manip 7 Ment D5 20 Wall:Dead Magic (all types)
Teleportation Manip 4+# Phys D3 12 No error,up to 1plane,#=#people
Temporary Insanity Manip Wis Ment D2 8 1 insanity [DMG1]/succ
Thunderclap Manip 5 Phys D5 20 Blast:Sound damage, Con resists
Transform Manip W+W Phys D3 12 Polymorph Other, Str resists
Treat Deadly Wounds Health Con Phys D1 4 Heals 100% max hp (4 succ)
Unhealthy Glow Health Cml Phys D2 8 -1 Cml/succ, Dirty cantrip
Water Blast Manip 3 Phys D3 12 Ele.Water damage,Str resist

[PC1] Warrior Classes Group


Psi30 Ultra Powers

Name Field Targ Type Drain P30Ps Notes
Annihilation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Annihilation
HyperGate Manip N*3 Phys X2 10 Gate, no stun, N = # of planes
Incr./Decr. Mentals Health 16 Ment X7 35 ±1 M action /r per 4 successes
Solid Stun Blast Combat Wis Ment X1 5 Astral stunning, x2 normal succ
Super Luck Detect 5 Ment X3 15 Choose result on next die roll

[PC1] Warrior Classes Group


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: 1˝xWar
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 ˝ 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 - - - -

[PC1] Warrior Classes Group


Avenger0

Level KXP Priest
123 456
1 0 --- ---
2 2 --- ---
3 4 0-- ---
4 8 0-- ---
5 16 0-- ---
6 32 1-- ---
7 64 1-- ---
8 120 1-- ---
9 240 20- ---
10 360 20- ---
11 480 20- ---
12 600 21- ---
13 720 21- ---
14 840 21- ---
15 960 220 ---
16 1080 220 ---
17 1200 220 ---
18 1320 221 ---
19 1440 221 ---
20 1560 221 ---
21 1680 322 0--
22 1800 322 0--
23 1920 322 0--
24 2040 332 1--
25 2160 332 1--
26 2280 332 1--
27 2400 333 20-
28 2520 333 20-
29 2640 333 20-
30 2760 443 21-
31 2880 443 21-
32 3000 443 21-
33 3120 443 320
34 3240 443 320
35 3360 443 320
36 3480 444 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 9, Wis 0
Alignment: C any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: RC0-18
Groups: Warrior
 
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Detect evil/good/non-balance continuous.
Level 3: Cast Priest spells using progression of Cleric0 at 1/3 level (round down). Caster level = actual level.
Level 3: Turn/Command Undead at 1/3 level (round down).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.

[PC1] Warrior Classes Group


Barbarian0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+4  8  7  6  5  5  3  2  1
+5  8  7  6  6  5  3  3  2
+6 10  9  8  7  6  4  3  2
+7 10  9  8  7  7  4  4  2
+8 10  9  8  8  7  5  4  3
+9 12 11 10  9  8  5  4  3
+10 12 11 10  9  9  6  5  3
+11 12 11 10 10  9  6  5  4
+12 12 12 11 10  9  7  6  4
+13 12 12 11 10 10  7  6  4
+14 12 12 11 11 10  8  6  5
+15 13 12 12 11 10  8  7  5
+16 13 12 12 11 11  9  7  5
+17 13 12 12 12 11  9  8  6
Requisites: Str 13, Dex 13, Con 13
Alignment: any
HD/level: d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Can have Exceptional Str, Dex, or Con bonus.
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 N (each level): +1 to Str, Dex, or Con. (These don't have to all be the same stat.)

[PC1] Warrior Classes Group


Barbarian1

Level KXP
Spells
1 0 (none)
2 6 (none)
3 12 (none)
4 24 (none)
5 48 (none)
6 80 (none)
7 150 (none)
8 275 (none)
9 500 (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  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 14, Con 15
Alignment: any T
HD/level: d12
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: UA1-19
Groups: Warrior
 
Level 1: Save adjustments: PPD +4, RSW +2, PP +3, BW +2, SP +(level/4, round down)
Level 1: Super Dexterity bonus for free as long as fairly bulky or non-bulky armor is worn; otherwise, exceptional Dex applies.
(If Super abilities scores are not being used: +2 AC per Dex over 14)
Level 1: Super Constitution bonus. (If Super abilities scores are not being used: +2 hp/HD per Con over 14)
Level 1: May buy Super Strength bonus for 1 weapon proficiency slot.
Level 1: +3 bonus to movement rate.
Level 1: Cannot use any magic items or cast spells even if has another class that is a spellcaster. (Ignore this restriction)
Level 1: Climb Cliffs & Trees = 10+5*level % (as Climb Walls); Hide in Natural Surroundings = 15+5*level % (as Hide in Shadows).
Level 1: Detect Illusion 5*level % (requires 1 mental action) 1/r.
Level 1: 1M, 1/r: Detect Magic (other than Illusion/Phantasms) 25%, does not give schools or spheres, but does give intensity.
Level 1: Free Wilderness Survival proficiency (1 slot).
Level 1: First Aid: equal to Healing proficiency except requires no Wis check and gives only 1 hit point back.
Level 1: Free Tracking and Hunting proficiencies, each has slots equal to the Barbarian's level ¸ 3, rounded up.
Level 1: Choose two of the following as free proficiency slots (1 slot each): Animal Handling, Signaling, Running, Small Water Craft, Sound Imitation, Wild Fighting, Jumping, Back Protection, Direction Sense, or Set Snares.
Level 3: May use magical potions. (Ignore this restriction)
Level 4: May use magical weapons. (Ignore this restriction)
Level 4: Can hit targets that require a +1 or better weapon to hit without such a magic weapon.
Level 5: May use magical armor. (Ignore this restriction)
Level 7: May use miscellaneous magic items and magical rings.
Level 8: Can hit targets that require a +2 or better weapon to hit without such a magic weapon.
Level 9: May use all magic items that a regular Warrior could use. (Ignore this restriction)
Level 9: May cast spells if has another class that is a spellcaster. (Ignore this restriction)

[PC1] Warrior Classes Group


Barbarian3

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
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 0, Dex 0, Con 0, Wis 0
Alignment: any T
HD/level: d12
Weapon Prof.: 10+level/9
To Hit Table: +level
Save Table: War
Reference: PH3-24
Groups: Warrior
 
Level 1: Barbarian Rage: 0, (LVL/4)+1 /d: +4 Str, +4 Con, +2 Will saves, -2 AC penalty, cannot use M actions, effect lasts for 3+(Con modifier) rounds. Afterwards, is Fatigued (see [C8]) for 1 turn.
Level 1: Fast Movement: +4" to movement rate.
Level 2: Uncanny Dodge: Gets Dex bonus to AC even if being attacked from behind or by an invisible creature.
Level 5: Cannot be flanked. Enemies do not get a "flank bonus" to hit you.
Level 10: +1 AC and +1 saves vs. traps.
Level 11: Damage Reduction: -1 damage per attack.
Level 13: Total of +2 AC and +2 saves vs. traps.
Level 14: Damage Reduction (see Level 11) is now -2 damage per attack.
Level 15: Barbarian Rage (see Level 1) gains an extra +2 Str, +2 Con, and +1 Will saves.
Level 16: Total of +3 AC and +3 saves vs. traps.
Level 17: Damage Reduction (see Level 11) is now -3 damage per attack.
Level 19: Total of +4 AC and +4 saves vs. traps.
Level 20: No longer fatigued after Barbarian Rage (see Level 1).
Level 20: Damage Reduction (see Level 11) is now -4 damage per attack.

[PC1] Warrior Classes Group


Battle Priest


Level

KXP
Warrior/Priest
123 456 789

TH
1 0 1-- --- --- +1
2 2.5 2a- --- --- +2
3 5 31c --- --- +3
4 10 41a e-- --- +4
5 20 521 cg- --- +5
6 41 621 aei --- +6
7 82 731 1cg k-- +7
8 166 832 1ae im- +8
9 333 942 11c gko +9
10 666 953 21a eim +10
11 1033 963 211 cgk +11
12 1366 974 211 aei +12
13 1733 984 321 1cg +13
14 2066 995 321 1ae +14
15 2433 996 422 11c +15
16 2766 997 432 11a +16
17 3133 998 532 111 +17
18 3466 999 542 211 +18
19 3833 999 643 211 +19
20 4166 999 753 221 +20
21 4533 999 853 221 +21
22 4866 999 964 321 +22
23 5233 999 974 322 +23
24 5566 999 985 332 +24
25 5933 999 995 332 +25
26 6266 999 996 432 +26
27 6633 999 997 443 +27
28 6966 999 998 543 +28
29 7333 999 999 543 +29
30 7666 999 999 654 +30
31 8033 999 999 754 +31
32 8366 999 999 864 +32
33 8733 999 999 975 +33
34 9066 999 999 985 +34
35 9433 999 999 996 +35
36 9766 999 999 997 1 +36
37 19532 999 999 997 2 +37
38 29298 999 999 997 3 +38
39 39064 999 999 997 4 +39
45 97660 999 999 999 8 +45
54 185554 AAA AAA A99 91 +54
63 273448 AAA AAA AA9 99 +63
72 361342 BBB BBA AAA AA1 +72
Requisites: Str 16, Dex 13, Wis 16,
  Class Slots 2
Alignment: any
HD/level: d12 or &d8 (pick one)
Weapon Prof.: 4+level/2
Reference: DM {Planeshifted Harmer}
Groups: Warrior, Priest, Alternate
Complexity: CF=3
 
Saving Throws:
PPD: level+9 Fort: level+4
RSW: level+8 Reflex: level+3
PP: level+7 Will: level+7
BW: level+6
Spell: level+5
 
Intermediate Str, Dex, and Wis bonus. [At CF=3 this is +3 over Normal bonus; At CF=4 this is (stat-13)*3/2.]
May use Str or Dex bonus to spell progression.
Can use the "War" spells unique to War Priest.
Level 1: Grand in spells that are range touch.
Level 1 ¶: May cast one spell per segment using 1 arm's P action, instead of 1M.
Level 1 ¶: For each spell memorized from base progression (without using spell bonuses from ability scores), you may have one instance of the spell "on your hands" before combat. You may distribute these effects as you see fit (along with a weapon strike, with a touch, etc.).
Level 1: May wear two suits of armor.
 
Level 2 (and every even 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. ˝M: Dispel a Wall effect.

[PC1] Warrior Classes Group


War Spells: (* = new)
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
* Betrayal Touch (SL=1): Charm Monster (range touch; Spell save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
* Battle Arsenal (SL=2): All your weapons and armor get +1/+1. (Cannot material component or cast on others)
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
* Dancing Shield (SL=3): You may have one of your Shields be Dancing (doesn't require an arm). (Cannot material component or cast on others)
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.
* Sharp Arsenal (SL=4): All of your weapons are Sharpness. Immune Sharpness. Resist Vorpal (you need to be Vorpaled twice).
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
* Twilight Touch (SL=5): Touch to Twilight (Psionic Blast save at -CL)
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.)
* Mass Mass Cureall (SL=10): Curealls up to 100 groups of creatures. (Yes, this can be reversed.)
 
CF=4:
Level 9 ¶: May cast one spell per segment using an arm's P action instead of 1M, per set of arms.
Level 9 ¶: May cast Battlelord spells as if one SL higher. (At CF=5 this becomes the same SL.)

[PC1] Warrior Classes Group


Battlelord

Level KXP Battlelord Warlord
123 456 78 [24]
1 0 --- 1-- -- [--]
2 1 --- 2-- -- [--]
3 3 --- 3-- -- [--]
4 9 --- 4-- -- [--]
5 27 --- 5-- -- [--]
6 81 --- 6-- -- [--]
7 243 --- 7-- -- [--]
8 500 --- 8-- -- [--]
9 900 --- 8-- -1 [--]
10 1300 --- 8-- -2 [--]
11 1700 --- 8-- -3 [--]
12 2100 --- 8-- -4 [--]
13 2500 --- 8-- -5 [--]
14 2900 --- 8-- -6 [--]
15 3300 --- 8-- -7 [--]
16 3700 --- 8-- -8 [--]
17 4100 --- 9-- -8 [--]
18 4500 --- 9-- -9 [--]
19 4900 --- A-- -9 [--]
20 5300 --- A-- -A [--]
21 5700 --- A-- -A [--]
22 6100 --- A-- -A [--]
23 6500 --- A-- -A [--]
24 6900 --- A-- -A [--]
25 7300 --- A-- -A [--]
26 7700 --- A-- -A [--]
27 8100 --- A-- -A [1-]
28 8500 --- A-- -A [11]
29 8900 --- A-- -A [11]
30 9300 --- A-- -A [-2]
31 9700 --- A-- -A [-2]
32 10100 --- A-- -A [-3]
33 10500 --- A-- -A [-3]
34 10900 --- A-- -A [-4]
35 11300 --- A-- -A [-4]
36 11700 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 23, Dex 17, Con 19
Alignment: any
HD/level: & 2d4
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: War
Reference: DM {Reduced Warlord}
Groups: Warrior, Concordant (x1)
 
Gets Barbarian Str, Dex, or Con.
Battlelords get 4th level and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 27.
Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
Battlelord spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Battlelord spells during reset.
Level 3: Get another Barbarian Stat.
Level 9: Get another Barbarian Stat.

[PC1] Warrior Classes Group


Battlelord Spells

Level # Spell
2 * 1 * +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
4 1 +LVL TH
4 2 +CL dmg
4 3 +CL AC
4 4 +LVL saves
4 5 +LVL P actions
4 6 +CL*2 max hp
4 7 +CL B actions
4 8 +LVL set Str. Hold Str.
4 9 +LVL set Dex. Hold Dex.
4 10 +LVL set Con. Hold Con.
8 1 +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
8 2 +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
8 3 +LVL to CL for 4th level Warlord spells
8 4 +CL% iBR (irreducible BlahR = iRMPIR)
8 5 +LVL M actions
8 6 +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
8 7 +CL C actions
Warlord 2 (12) 1 * +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Warlord 4 (14) 1 +WL iTH
Warlord 4 (14) 2 +WCL idmg
Warlord 4 (14) 3 +WCL iAC
Warlord 4 (14) 4 +WL isaves
Warlord 4 (14) 5 +WCL QP actions (infinitely quick P actions)
Warlord 4 (14) 6 +WCL ihp
Warlord 4 (14) 7 +WL X actions
Warlord 4 (14) 8 +25*WCL set Str. Hold Str.
Warlord 4 (14) 9 +25*WCL set Dex. Hold Dex.
Warlord 4 (14) 10 +25*WCL set Con. Hold Con.

[PC1] Warrior Classes Group


Beast Fighter

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 456 (none)
11 656 (none)
12 856 (none)
13 1056 (none)
14 1256 (none)
15 1456 (none)
16 1856 (none)
17 2056 (none)
18 2456 (none)
19 2856 (none)
20 3256 (none)
21 3656 (none)
22 4056 (none)
23 4456 (none)
24 4856 (none)
25 5256 (none)
26 5656 (none)
27 6456 (none)
28 7256 (none)
29 8056 (none)
30 8856 (none)
31 9656 (none)
32 10456 (none)
33 11256 (none)
34 12056 (none)
35 12856 (none)
36 14456 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+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
Requisites: Str 11
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior
 
Level 1: Gets Exceptional Con.
Level 1: +level to hit with bite attacks.
Level 1: On a bite, can transfer one minor innate power he has through the bite. The power can still be used this round.
Level 4: Can transfer a major through a bite. (max 1 power per bite)
Level 8: +1V action.
Level 9: +1 mouth's P.
Level 9: Can transfer a grand through a bite. (max 1 power per bite)
Level 16: Can transfer a super through a bite. (max 1 power per bite)

[PC1] Warrior Classes Group


Beast Rider

Level KXP Priest
123 4
1 0 b-- -
2 2.475 a-- -
3 4.95 a-- -
4 9.9 0-- -
5 19.8 0b- -
6 39.6 1a- -
7 79.2 1a- -
8 158.4 10b -
9 350 10a -
10 700 11a -
11 1050 110 b
12 1400 111 a
13 1750 111 a
14 2100 211 0
15 2450 211 1
16 2800 221 1
17 3150 222 1
18 3500 322 1
19 3850 333 2
20 4200 333 3
21 4550 433 3
22 4900 443 3
23 5250 444 3
24 5600 444 4
25 5950 544 4
26 6300 554 4
27 6650 555 4
28 7000 555 5
29 7350 655 5
30 7700 665 5
31 8050 666 5
32 8400 666 6
33 8750 766 6
34 9100 776 6
35 9450 777 6
36 9800 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
+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 11, Chr 13
Alignment: non-E
HD/level: ++d8
Weapon Prof.: 1+level
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted Beastmaster}
Groups: Warrior, Alternate
 
Gets priest spells, with Chr bonus. Grand access in Animal and Charm. Cannot cast Necromancy spells at all.
Level 1: 1M: Summon a DL=(LVL+1)/2 mount of your choice. A table of mounts is on the following page.
Level 1: Get 1 normal familiar, which must be a mount and a natural animal. You don't actually ride your familiar to get it's bonus; you ride your summoned mount (the ability above).
Level 1: 1M: Animal Friendship
Level 1: 1M: Speak with Animals
Level 1: 0: You may take a damaging effect or attack for your mount, or vice versa.
Level 2: Your mount takes 1/LVL damage from energy attacks.
Level 4: All animals that you ride gain +2 Int.
Level 6: Your mount may fly at it's ground speed rate. (Note that Flying isn't listed on the Mount table for DL 4+ mounts, but most already have it.)

[PC1] Warrior Classes Group


Beast Rider Mounts

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC1] Warrior Classes Group


Beastmaster

Level KXP Psi1
m
1 0 -
2 2.475 -
3 4.95 -
4 9.9 -
5 19.8 1
6 39.6 1
7 79.2 1
8 158.4 2
9 350 2
10 700 2
11 1050 3
12 1400 3
13 1750 3
14 2100 4
15 2450 4
16 2800 4
17 3150 5
18 3500 5
19 3850 5
20 4200 6
21 4550 6
22 4900 6
23 5250 7
24 5600 7
25 5950 7
26 6300 8
27 6650 8
28 7000 8
29 7350 9
30 7700 9
31 8050 9
32 8400 A
33 8750 A
34 9100 A
35 9450 B
36 9800 B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+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 10, Chr 12
Alignment: any
HD/level: ++d6
Weapon Prof.: 1+level
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Warrior
 
Level 1: Get "Level:" and spellcasting abilities of Ranger1 or Ranger2 (your choice).
Level 1: Get 1 normal familiar.
Level 1: 1M, level/d: Animal Friendship
Level 2: Get "Level:" abilities (but not spellcasting) of Druid1 or Druid2 (your choice) of half your level (round down).
Level 2: Speak with Animals cont.
Level 3: Get another normal familiar (total 2).
Level 4: All animals within 10' of you gain +1 Int as long as they remain near you.
Level 5: Gain 1 Psi1 minor. Your PSPs in Psi1 = (Int+Wis+Chr+Level). You are not considered Psi for purposes of Psi1 attacks. Gain another minor every 3 levels afterwards (level 8, level 11, ...).
Level 6: Get another normal familiar (total 3).
Level 9: All non-offensive animals within 100' of you take 1/5 damage from all effects.
Level 10: Get another normal familiar (total 4).
Level 15: Get another normal familiar (total 5).
Level 18: All animals (offensive or not) within 100' of you take 1/10 damage from all effects.
Level 21: Get another normal familiar (total 6).
Level 27: 1M: Shape Change to any animal form.
Level 28: Get another normal familiar (total 7).
Level 36: Get another normal familiar (total 8).
Level 36: You may see through the eyes of and cast spells/psionics through any animal within 10 miles of your location.

[PC1] Warrior Classes Group


Beater5


Level

KXP
Warrior/Conj/Buffer
123 456 789 ABC D

TH
1 0 11- --- --- - +10 ++1
2 3.5 11- --- --- - +11 ++1
3 7 111 --- --- - +11 ++1
4 14 111 --- --- - +12 ++1
5 28 111 1-- --- - +12 ++1
6 56 111 1-- --- - +13 ++1
7 112 111 11- --- - +13 ++1
8 224 111 11- --- - +14 ++1
9 448 111 111 --- - +14 ++1
10 750 111 111 --- - +15 ++1
11 1100 111 111 1-- - +15 ++1
12 1450 111 111 1-- - +16 ++1
13 1800 111 111 11- - +16 ++1
14 2150 111 111 11- - +17 ++1
15 2500 111 111 111 - +17 ++1
16 2850 111 111 111 - +18 ++1
17 3200 111 111 111 1 +18 ++1
18 3550 211 111 111 1 +19 ++1
19 3900 221 111 111 1 +19 ++1
20 4250 222 111 111 1 +20 ++1
21 4600 222 211 111 1 +20 ++1
22 4950 222 221 111 1 +21 ++1
23 5300 222 222 111 1 +21 ++1
24 5650 222 222 211 1 +22 ++1
25 6000 222 222 221 1 +22 ++1
26 6350 222 222 222 1 +23 ++1
27 6700 222 222 222 2 +23 ++1
28 7050 322 222 222 2 +24 ++1
29 7400 332 222 222 2 +24 ++1
30 7750 333 222 222 2 +25 ++1
31 8100 333 322 222 2 +25 ++1
32 8450 333 332 222 2 +26 ++1
33 8800 333 333 222 2 +26 ++1
34 9150 333 333 322 2 +27 ++1
35 9500 333 333 332 2 +27 ++1
36 9850 333 333 333 21 +28 ++1
37 19700 333 333 333 22 +28 ++1
38 29550 333 333 333 32 +28 ++2
39 39400 333 333 333 33 +28 ++3
45 98500 444 444 333 33 +28 ++4
54 187150 555 444 444 441 +28 ++5
63 275800 555 555 555 444 +28 ++6
72 364450 666 665 555 555 1 +28 ++7
Requisites: Str 18, Dex 18, Con 18,
  Class Slots 3
Alignment: any
HD/level: 3d1
Weapon Prof.: 4+level
To Hit Table: +10+level/2 +1
Reference: RKR
Groups: Warrior, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+0 ++1
RSW: level+0 ++1
PP: level*2+0 ++1
BW: level+0 ++1
Spell: level+0 ++1
Fort: level*2+0 ++1
Reflex: level*2+0 ++1
Will: level+0 ++1
   
++1 to hit or saves means to adjust true die roll by 1.
# Attacks with melee = (Level+2)/2, otherwise as Warrior.
Barbarian Str, Dex, or Con; gain another at Level 4 and the last at Level 9.
Schools/Spheres: Wizard Conjuration/Summoning, Priest Buffer
Level N (every level) ¶: Two level N (or lower) Warrior5 picks.
Level 4*N (every level divisible by 4) ¶: One 5th edition pick of lower level.
Buff Sphere spells (all of these spells are duration 1d):
Armor Class (SL=1): The party gets +LVL AC.
Damage (SL=1): The party gets +LVL dmg with attacks.
Hit Points (SL=1): The party gets +LVL*6 max hp.
Proficiencies (SL=1): The party gets +LVL proficiencies.
Saving Throws (SL=1): The party gets +LVL saving throws.
To Hit (SL=1): The party gets +LVL to hit.
BlahR (SL=1): The party gets +(LVL-2)*10% RMPIR.
Damage Resistance (SL=2): The party gets -(LVL-1) dmg per physical attack.
Kits/Feats (SL=2): The party gets LVL-1 among Kits or Feats.
Movement Rate (SL=2): The party gets +(LVL-1)*3" movement rate.
Rogue Ability (SL=2): The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
Ability Scores (SL=3): The party gets +LVL-2 among ability scores.
B Actions (SL=3): The party gets +LVL-2 B actions.
BlahR Evasion (SL=3): The party evades 25*(LVL-2)% of RMPIR.
Buff Buff (SL=4): One of your Buff spells has double effect (can run LVL-3 of these).
Caster Level (SL=5): The party gets +LVL-4 CL.
Spell Damage (SL=5): The party gets +LVL-4 dmg per die with damaging spells.
Chr (SL=6): The party gets +LVL-5 Chr.
Con (SL=6): The party gets +LVL-5 Con.
Dex (SL=6): The party gets +LVL-5 Dex.
Int (SL=6): The party gets +LVL-5 Int.
Str (SL=6): The party gets +LVL-5 Str.
Wis (SL=6): The party gets +LVL-5 Wis.
True Saves (SL=7): The party gets ++LVL-6 saves.
True To Hit (SL=7): The party gets ++LVL-6 to hit.
Summon Rhp (SL=8): The party's summons get +CL-7 rhp.
Immuner (SL=9): The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
Memorization (SL=9): The party gets +LVL-8 SL's in memorization.
Wear Locations (SL=10): The party gets +LVL-9 wear locations (as per the Mini class).

[PC1] Warrior Classes Group


Beater5 5th Edition Abilities (Warrior only)

Class Level Pick Effect
Loyalist5 1 A 0, 1/t: Reorder the "stack" of pending effects.
Loyalist5 1 B LVL slots in Depth Sense, Tracking, Weight Sense
Loyalist5 1 C Natural 1's do not automatically miss on saves
Loyalist5 1 D Ioun stones and Gemlets are at half monetary cost
Loyalist5 1 E Immune to telekinesis
Rebel5 1 A +LVL Initiative (or) Roll 2d12, choose the better
Rebel5 1 B LVL slots in Danger Sense, Trailing, Weather Sense
Rebel5 1 C Natural 1's do not automatically miss to hit
Rebel5 1 D Nonmagical non-weapon, non-armors are at half cost
Rebel5 1 E Immune to falling dmg
Slayer5 1 A Attractiveness: +LVL*2 Cml.
Slayer5 1 B Fast Reaction time: +LVL initiative (or) Roll 2d12 for initiative, choose the better.
Slayer5 1 C Hard to Kill: +LVL*3 hp, LVL slots in Survival proficiency.
Slayer5 1 D Acrobatics: Gain a level 1 Acrobat pick, with 50+5*LVL% rogue points in it.
Slayer5 1 E Wooden stakes (treat as a 1d4/1d3 dagger) have +LVL/+LVL magical plusses and no penalty for called shots.
Soldier5 1 A +LVL*3" bonus to movement rate
Soldier5 1 B LVL slots each in Direction Sense, Tracking, Survival
Soldier5 1 C Add d+LVL to the damage dice with one weapon type
Soldier5 1 D Nonmagical weapons and armor are at half monetary cost for you
Soldier5 1 E Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Thug5 1 A +LVL damage
Thug5 1 B +1 to # of attacks with all attack forms (weapon, natural, etc.)
Thug5 1 C #Attacks = level if creatures being fought are less than LVL HD
Thug5 1 D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
Thug5 1 E Backstab = x(LVL+2)/2
Loyalist5 5 F +LVL punch to hit
Loyalist5 5 G +1 to all crit multipliers
Loyalist5 5 H Get +LVL/2 attacks vs. a target if none of your friends attack it this segment
Loyalist5 5 I Clan and Guild patches are at half cost
Loyalist5 5 J Ignore someone's immunity to falling dmg, telekinesis, overbearing
Rebel5 5 F +LVL punch dmg
Rebel5 5 G +1 to all crit ranges
Rebel5 5 H Get +LVL/2 attacks vs. a target for each other person meleeing that target
Rebel5 5 I Magical non-weapon, non-armors are at half cost
Rebel5 5 J You and all you desire within 30' are immune to falling dmg, telekinesis, overbearing
Slayer5 5 F Acute sense: Pick one of the 5 senses, have eagle vision/hearing (if sight/sound) or can use the sense 30' away.
Slayer5 5 G Natural Toughness: -LVL per attack (physical or energy).
Slayer5 5 H Psychic Visions: You see the future in visions or dreams.
Slayer5 5 I Resist poison. Death results become half your current hit points in damage (round damage down).
Slayer5 5 J Getting Medieval: Divide AC & save bonus by 2 for next hour: Starting next segment, get x2 TH & dmg for 1 hour.
Soldier5 5 F Bind wounds is LVL hp (can’t bind an already bound wound)
Soldier5 5 G Subtract 1 from what you need to roll to autohit target
Soldier5 5 H Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
Soldier5 5 I Magical weapons and armor (including individual flags) are at half cost for you
Soldier5 5 J Your mount and everyone within 30’ you instruct have the Level 1-3 E ability
Thug5 5 F Considered 1 size larger for what size weapons you can wield
Thug5 5 G +LVL*100 item XP in Weapon flags per day
Thug5 5 H +LVL to hit
Thug5 5 I +LVL weapon proficiencies
Thug5 5 J Can affect creatures that require a +LVL-1 weapon to hit
Loyalist5 9 K 1M, 1/d: Summon LVL*3 Loyalist5 NPCs (lvl = LVL*3-24, max=15)
Loyalist5 9 L 1P: Attack each target only once this segment (can be >1 group). You autohit them for xLVL/2 dmg.
Loyalist5 9 M Auto double power score all stat checks.
Loyalist5 9 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
Loyalist5 9 O Immune Tricks; Flying movement rate = (LVL^2)"; Sustain all ability scores; Immune Backstab (and it's variants)
Rebel5 9 K 1M, 1/d: Summon LVL*2 Rebel5 NPCs (lvl = LVL*2-16, max=10)
Rebel5 9 L 1P: Attack each target only once this segment (can be >1 group). Your base # attacks per weapon/fist = LVL.
Rebel5 9 M Any save DC > 100 is considered to be 100 to you
Rebel5 9 N +LVL*5% WaWR; DR LVL*5/+LVL; intertial barrier cont.; displacement cont.; people need +LVL weapon to hit you
Rebel5 9 O Immune ground-based traps; ground movement rate = (LVL^2)*2"; Sustain actions; Immune inverse pick pockets
Slayer5 9 K x2/xx2 TH/dmg (double the die roll, double all damage) vs. undead
Slayer5 9 L Immune to innates and touch effects of undead; immune to Lich spells of SL 0 to LVL/6 (round down)
Slayer5 9 M Detect & Identify Undead, type and number, continuous within LVL*10' through walls
Slayer5 9 N Leadership: +LVL Chr
Slayer5 9 O Contact the Animal Spirit of the Slayers: 1M, 1/reset: +LVL/4 proficiencies (weapon or nonweapon, permanent)
Soldier5 9 K 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)
Soldier5 9 L 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
Soldier5 9 M Any target with AC>100 is considered AC=100 to you
Soldier5 9 N Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn
Soldier5 9 O You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun
Thug5 9 K +LVL-8 crit range (even beyond the 11-20 limit)
Thug5 9 L Immune parting shots
Thug5 9 M +LVL-4 feats
Thug5 9 N 1V, may borrow: Jump to other group (60'), deflect attacks to you
Thug5 9 O Can operate at any negative hp total, cannot be offensive
Slayer5 14 P x2/xx2 TH/dmg (double the die roll, double all damage) vs. evil outer-planar (demons, devils, daemons, etc.)
Slayer5 14 Q Immune to innates and touch effects of evil outer-planar; immune to Psi6E & Psi(-6)E effects of SL 1 to LVL/4
Slayer5 14 R Detect & Identify Evil Outer-Planar, type and number, continuous within LVL*10' through walls
Slayer5 14 S Ignore the effects of high multiplier when you attempt to affect things (e.g. people defend as only your multiplier)
Slayer5 14 T Invoke the First Slayer: 1M, 1/reset: Precognition (that works) & Ask the DM a question
Soldier5 14 P 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)
Soldier5 14 Q Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class
Soldier5 14 R Always roll max to hit & damage with physical attacks
Soldier5 14 S Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +8 wpn
Soldier5 14 T Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)
Thug5 14 P +LVL-13 crit multiplier
Soldier5 20 U 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)
Soldier5 20 V Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class
Soldier5 20 W For each 10 points of physical damage, you lower a random stat by 1. (no save)
Soldier5 20 X Ignore planar displacement & immunity to weapons / matter / physical attacks
Soldier5 20 Y Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled

[PC1] Warrior Classes Group


Buff Sphere spells (all of these spells are duration 1d): (* = new)
Armor Class (SL=1): The party gets +LVL AC.
Damage (SL=1): The party gets +LVL dmg with attacks.
Hit Points (SL=1): The party gets +LVL*6 max hp.
Proficiencies (SL=1): The party gets +LVL proficiencies.
Saving Throws (SL=1): The party gets +LVL saving throws.
To Hit (SL=1): The party gets +LVL to hit.
BlahR (SL=1): The party gets +(LVL-2)*10% RMPIR.
Damage Resistance (SL=2): The party gets -(LVL-1) dmg per physical attack.
Kits/Feats (SL=2): The party gets LVL-1 among Kits or Feats.
Movement Rate (SL=2): The party gets +(LVL-1)*3" movement rate.
Rogue Ability (SL=2): The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
* Turn Undead (SL=2): The entire party can turn undead at your LVL-1. (Do not adjust this for your GGL picks.)
Ability Scores (SL=3): The party gets +LVL-2 among ability scores.
B Actions (SL=3): The party gets +LVL-2 B actions.
BlahR Evasion (SL=3): The party evades 25*(LVL-2)% of RMPIR.
* Summons (SL=3): The party is allowed +1 monster per summon slot (e.g. "normal" summon slots can now hold 2 monsters).
Buff Buff (SL=4): One of your Buff spells has double effect (can run LVL-3 of these).
* Attacks (SL=4): The party gets +1 attack per weapon per P action.
Caster Level (SL=5): The party gets +LVL-4 CL.
Spell Damage (SL=5): The party gets +LVL-4 dmg per die with damaging spells.
* Lampreys (SL=5): Each party member gets 1 Lamprey (combined Eel-Leech, moves on its own, removes a [C] section effect)
Chr (SL=6): The party gets +LVL-5 Chr.
Con (SL=6): The party gets +LVL-5 Con.
Dex (SL=6): The party gets +LVL-5 Dex.
Int (SL=6): The party gets +LVL-5 Int.
Str (SL=6): The party gets +LVL-5 Str.
Wis (SL=6): The party gets +LVL-5 Wis.
* Buff Lens (SL=6): Your Buffs also affect subordinates.
True Saves (SL=7): The party gets ++LVL-6 saves.
True To Hit (SL=7): The party gets ++LVL-6 to hit.
Summon Rhp (SL=8): The party's summons get +CL-7 rhp.
Immuner (SL=9): The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
Memorization (SL=9): The party gets +LVL-8 SL's in memorization.
Wear Locations (SL=10): The party gets +LVL-9 wear locations (as per the Mini class).
* Research (SL=10): The party gets +1 research point per character per reset.

[PC1] Warrior Classes Group


Berserker1

Level KXP
Spells
1 0 (none)
2 2.2 (none)
3 4.4 (none)
4 8.8 (none)
5 19.8 (none)
6 38.5 (none)
7 77 (none)
8 137.5 (none)
9 275 (none)
10 550 (none)
11 825 (none)
12 1100 (none)
13 1375 (none)
14 1650 (none)
15 1925 (none)
16 2200 (none)
17 2475 (none)
18 2750 (none)
19 3025 (none)
20 3300 (none)
21 3575 (none)
22 3850 (none)
23 4125 (none)
24 4400 (none)
25 4675 (none)
26 4950 (none)
27 5225 (none)
28 5500 (none)
29 5775 (none)
30 6050 (none)
31 6325 (none)
32 6600 (none)
33 6875 (none)
34 7150 (none)
35 7425 (none)
36 7700 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  3  1  2  0  0  0  0 -1
+3  4  2  3  1  1  1  1  0
+5  4  2  3  1  1  1  1  0
+7  5  2  4  2  1  1  1  0
+9  5  2  4  2  1  1  1  0
+11  5  3  4  3  2  2  2  1
+13  5  3  4  3  2  2  2  1
+15  6  4  5  4  3  2  2  1
+17  6  4  5  4  3  2  2  1
+19  7  5  6  5  4  3  2  1
+21  7  5  6  5  4  3  2  1
+23  8  5  7  6  4  3  3  2
+25  8  5  7  6  4  3  3  2
+27  8  6  7  7  5  4  3  2
+29  8  6  7  7  5  4  3  2
+31  9  7  8  8  6  4  4  2
+33  9  7  8  8  6  4  4  2
+35 10  8  9  9  7  5  4  3
Requisites: Str 9, Con 9
Alignment: non-L
HD/level: d12
Weapon Prof.: 4+level
To Hit Table: 2xWar
Save Table: ˝xWar
Reference: BoD2
Groups: Warrior
 
Level 1: +1 to # of attacks with all attack forms (weapon, natural, etc.).
Level 9: 1M: Enter "Pissed" mode. (see [C8])

[PC1] Warrior Classes Group


Big Game Hunter

Level KXP BGH [[MH]]
234 [[M]]
1 0 1-- [[-]]
2 13 1-- [[-]]
3 26 2-- [[-]]
4 52 2-- [[-]]
5 104 3-- [[-]]
6 208 3-- [[-]]
7 416 31- [[-]]
8 832 31- [[-]]
9 1664 32- [[-]]
10 2900 32- [[-]]
11 4200 33- [[-]]
12 5500 33- [[-]]
13 6800 43- [[-]]
14 8100 43- [[-]]
15 9400 44- [[-]]
16 10700 44- [[-]]
17 12000 54- [[-]]
18 13300 54- [[-]]
19 14600 55- [[-]]
20 15900 55- [[-]]
21 17200 65- [[-]]
22 18500 65- [[-]]
23 19800 66- [[-]]
24 21100 66- [[-]]
25 22400 661 [[-]]
26 23700 661 [[-]]
27 25000 662 [[-]]
28 26300 662 [[-]]
29 27600 663 [[-]]
30 28900 663 [[-]]
31 30200 664 [[-]]
32 31500 664 [[-]]
33 32800 665 [[-]]
34 34100 666 [[-]]
35 35400 666 [[-]]
36 36700 666 [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  3  4  3  2  2  2  1
+5  8  5  7  6  4  3  3  2
+8 10  8  9  9  7  5  4  3
+11 12 10 11 12  9  6  5  4
+14 14 12 13 14 11  8  6  5
+17 15 13 14 14 12  9  8  6
+20 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+26 16 15 15 15 15 14 11  9
+29 16 15 16 15 15 15 12 10
+32 16 16 16 15 16 17 14 11
+35 17 16 16 16 16 18 15 12
+38 20 19 19 19 19 21 18 15
+41 23 22 22 22 22 24 21 18
+44 26 25 25 25 25 27 24 21
+47 29 28 28 28 28 30 27 24
+50 32 31 31 31 31 33 30 27
+53 35 34 34 34 34 36 33 30
Requisites: Str 61, Dex 44, Con 26, Wis 22
Alignment: any
HD/level: & 2m0
Weapon Prof.: & 8+level*2
To Hit Table: 3xWar
Save Table: 3xWar
Reference: DM {Reduced Reduced Mortal Hunter}
Groups: Warrior, Demigod (x1)
 
Gets Barbarian Str, Dex. Uses Normal Con bonus for hit dice (this can't be overwritten).
Can weapon specialize using 2*LVL on the Barbarian column.
Big Game Hunter class gets 2nd, 3rd, 4th, and 22nd level spells. The 22nd level spells are Mortal Hunter 12th's (Concordant Spell Level=12).
Several powers reference F actions as a cost. F actions are 1S+1V or 1M+1P+1V.
Gets 1G action per turn. (Once per turn you can use 1G action, it acts as an infinitely quick F action.)
Gets a "Level:" ability per level from any Warrior class you know. May pick "paragraph-symboled / unpickable" ( ¶ ) abilities at a 9 level penalty (a Level 3: would become a Level 12:). May pick "lines of text" as if they were Level 18: abilities.

[PC1] Warrior Classes Group


Big Game Hunter Spells

Level # Spell
2 1 +LVL QQP Actions. Can lock down one action type if desired.
2 2 One of your effects does not drop if you are dropped. One of your effects is not removed from the stack if you are killed/removed before the stack ends.
2 3 1F, 1/r: Slay a creature (PPD save)
2 4 1F+2bF, 1/r: Slay a group of creatures (PPD save)
2 5 1F: A group gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
2 6 2bF, 1/r: Counter a x1 effect.
2 7 -LVL*9 to any number of stats (Str, Dex, Con, Int, Wis, and Chr) in your group, does not have a hole in the middle
2 8 Immune to all x0 effects. Get a save vs. x1 effects that do not offer a save.
2 9 +LVL*2 AC
3 1 +1 IF (Instantaneous F action) which can't be locked down.
3 2 You may convert 4F actions to 1X action (you may do this as many times as you like, prefixes are kept).
3 3 1F, 1/r: Incurse a group (BW save); 1F, 1/r: Annihilate a group (RSW save)
3 4 1F+3bF, 1/reset: Incurse (no save, aIR to resist) and Annihilate (no save, aPR to resist) one target
3 5 1F, 1/r: Banhammer one spell/effect/ability; this cannot be used in the room. This is a x1 Special.
3 6 +LVL*3 AC (stacks with the SL=2 ability)
4 1 1F: As You Are a group (Will save)
4 2 +LVL*4 AC (stacks with the SL=2 and SL=3 abilities)
4 3 You and the space you're standing at can't be targetted. "Blindfighting", X-ray vision, and "Seeking" (non-direct) effects cannot be used against you.
22 (M.H. 12) 1 +DCL QQQQQQX Actions. All actions other than X, G, Z, and I (and their variants) are locked down. The DM may determine that some campaign-specific unique specialty actions may be immune to this.
22 (M.H. 12) 2 Your effects do not drop if you are dropped. Your effects are not removed from the stack if you are killed/removed before the stack ends.
22 (M.H. 12) 3 All x1 (and x0 if you desire) beings who see you are Capital S Slain (GR to resist). "Blindfighting" cannot be used against you.
22 (M.H. 12) 4 1G: Capital S Slay (as the ability above this one on this list). Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.
22 (M.H. 12) 5 1G: Select DCL groups of creatures. Each gets "Sporacled" (Takes a random [C] section effect, they are affected by it). MSave and GR to resist.
22 (M.H. 12) 6 1N: Counter a x0 effect. 1Z: Counter a x1 effect. 1X: Counter a x2 effect. 1G: Counter a x3 effect.
22 (M.H. 12) 7 -DCL*25 to Str, Dex, Con, Int, Wis, and Chr 60' r (no resistance except "Hold Stats" abilities). Has a "Hole in the Middle".
22 (M.H. 12) 8 Immune to all x1 and x0 effects. Resist and get a PSave vs. x2 effects.
22 (M.H. 12) 9 |AC| 20+DCL (absolute AC 20+DCL). People need a natural 20+DCL to hit you, no natural roll less than 20+DCL will hit you (regardless of TH bonus). ++'s to hit and Lady's Smile does work against this ability. Luck and other die-setting effects do not.

[PC1] Warrior Classes Group


Blackguard3

Level KXP Warrior/Priest
123 456
1 0 0-- ---
2 10 1-- ---
3 30 10- ---
4 60 11- ---
5 100 110 ---
6 150 111 ---
7 210 211 0--
8 280 211 1--
9 360 221 1--
10 450 222 1--
11 550 222 2--
12 660 322 2--
13 780 332 2--
14 910 333 2--
15 1050 333 3--
16 1200 433 3--
17 1360 443 3--
18 1530 443 30-
19 1710 444 30-
20 1900 444 31-
21 2100 444 41-
22 2310 444 42-
23 2530 544 42-
24 2760 544 43-
25 3000 554 43-
26 3250 554 44-
27 3510 554 440
28 3780 555 440
29 4060 555 540
30 4350 555 541
31 4650 555 551
32 4960 655 551
33 5280 665 552
34 5610 666 552
35 5950 666 652
36 6300 666 653
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Wis 0, Warrior 3, Rogue 3
Alignment: any E
HD/level: d10
Weapon Prof.: 0+level
To Hit Table: +level
Save Table: War
Reference: DMG3-30
Groups: Warrior
 
Level 1: 1M: Detect Good.
Level 1: Poison Use proficiency.
Level 1: Dark Blessing: Add Chr modifier as a bonus to all saving throws.
Level 1: Can cast Priest/Warrior spells, gets Wisdom bonus.
Level 2: Smite Good: 0, 1/d: +(Chr bonus) TH, +LVL dmg with one attack vs. a good creature.
Level 3: Aura of Despair: All enemies within 10 feet get -2 on all saves.
Level 3: Can Command Undead as if a cleric of two levels lower.
Level 4: Sneak Attack: If you could theoretically backstab someone, deal an extra [(LVL-1)/3]d6 damage (this damage is not multiplied by anything). You many Sneak Attack with a backstab (again, the Sneak Attack damage is not multiplied). You may Sneak Attack with a ranged weapon if within 30 feet.
Level 5: Fiendish Servant: Gain a familiar from the following list: Bat, Cat, Horse, Pony, Rat, Raven, Toad (or any of their variants).

[PC1] Warrior Classes Group


Blacksmith2

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 125 (none)
9 250 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 9, Con 12, Int 9, Wis 9
Alignment: any
HD/level: d10
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: War
Reference: S&S2
Groups: Warrior
 
Level 1: +1 TH and +2 dmg with hammers.
Level 1: Can make metal items (incl. weapons/armor) at half normal cost. Note that a "crap item" (that is already half cost) becomes one-quarter cost.
Level 1: Can make items up to his CL as an "S" number on the unusual materials chart. If the "S" number is below CL, it is at half cost.
Level 1: Free Blacksmithing, Armorer, Weaponsmithing proficiencies.
Level 1: Reads on the "non-Warrior" line for weapon specialization number of attacks. (DM Note: Yeah that sucks, I know. The original class can't specialize at all!)
Level 2: Can make items up to his CL/2 (round down) as a TL number on the technological items chart. The items must be generally made of metal (no chemical reactions, electronics, etc.).
Level 2: Can make "finely balanced weapons" (see wielding multiple weapons) and "custom fitted armor" (-1 bulk) at x1.5 cost (it's only an additional x[+0.5] for unusual materials, so a x3 item becomes x3.5 for cost).
Level 2: Can repair non-magical armor and weapons.
Level 4: Can repair magical armor and weapons, each turn spent restores a "half-plus" or a lost ability. The losses must have been physical in nature (crushing blow, etc.).
Level 4: Attracts one 1st level apprentice per level.
Level 8: Can repair magical armor and weapons, even from non-physical sources (drained, disenchanted, etc.). Disintegrated items *can* be restored if the Blacksmith2 is at the location where the item was disintegrated. Disjuncted, Annihilated, and Pixelated items cannot be restored. DM Note: Annihilated items can be restored if you are at Sigil or higher in the Funnel.
Level 9: Can make "Items of Quality". Weapons are +1 TH and +1 dmg, Armor is +1 AC and +1 saves. These are non-magical plusses, but count as plusses for purposes of what you need to hit monsters. Items of quality do not cost any extra money to make, and do not increase the XP sale value of the item (so a Long Sword +1/+1 of Quality [+1/+1] sells for the same amount as a simple Long Sword +1/+1).
Level 9: Can make existing items into Items of Quality, it takes 1 hour per item.
Level 10: Attacts one level (CL-5) apprentice per level.
Level 18: Items of Quality are now +2 for each half-plus. Or they can be 3 total half-plusses (distribute as you like).
Level 27: Items of Quality are now +3 for each half-plus. Or they can be 5 total half-plusses (distribute as you like).
Level 36: Items of Quality are now +4 for each half-plus. Or they can be 7 total half-plusses (distribute as you like).

[PC1] Warrior Classes Group


Block

Level KXP
Spells
1 7 (none)
2 14 (none)
3 28 (none)
4 56 (none)
5 112 (none)
6 224 (none)
7 448 (none)
8 560 (none)
9 700 (none)
10 1400 (none)
11 2100 (none)
12 2800 (none)
13 3500 (none)
14 4200 (none)
15 4900 (none)
16 5600 (none)
17 6300 (none)
18 7000 (none)
19 7700 (none)
20 8400 (none)
21 9100 (none)
22 9800 (none)
23 10500 (none)
24 11200 (none)
25 11900 (none)
26 12600 (none)
27 13300 (none)
28 14000 (none)
29 14700 (none)
30 15400 (none)
31 16100 (none)
32 16800 (none)
33 17500 (none)
34 18200 (none)
35 18900 (none)
36 19600 (none)
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 0
Alignment: any
HD/level: 6d4
Weapon Prof.: 6+level
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Brick}
Groups: Warrior, Monster, Alternate
 
Level 1: Regenerate (not Troll-like) Con score in hp per segment.
Level 1: +LVL*3 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[PC1] Warrior Classes Group


Boros Swiftblade (MTG R/W)


Level

KXP
Wiz/Pri/Psi11RW
123 456 789

TH
1 0 2-- --- --- +0
2 5.125 21- --- --- +1
3 10.25 22g --- --- +2
4 20.5 221 g-- --- +3
5 41 222 f-- --- +4
6 82 322 1f- --- +5
7 164 332 2e- --- +6
8 328 333 21e --- +7
9 656 333 32d --- +8
10 1312 433 321 --- +9
11 1968 444 321 --- +10
12 2624 444 322 d-- +11
13 3280 444 432 c-- +12
14 3936 544 432 1-- +13
15 4592 555 432 2c- +14
16 5248 655 443 2b- +15
17 5904 655 443 21- +16
18 6560 655 543 22b +17
19 7216 655 544 32a +18
20 7872 655 544 321 +19
21 8528 665 554 322 +20
22 9184 666 654 332 +21
23 9840 776 655 432 +22
24 10496 776 655 443 +23
25 11152 777 665 543 +24
26 11808 777 665 554 +25
27 12464 887 666 654 +26
28 13120 887 776 655 +27
29 13776 888 777 665 +28
30 14432 888 777 766 +29
31 15088 988 887 776 +30
32 15744 999 888 777 +31
33 16400 999 988 887 +32
34 17056 999 999 888 +33
35 17712 999 999 998 a +34
36 18368 999 999 999 1 +35
37 36736 999 999 999 2 +36
38 55104 999 999 999 3 +37
39 73472 999 999 999 4 +38
45 183680 A99 999 999 9 +44
54 348992 AAA AAA AAA 91 +53
63 514304 AAA AAA AAA A9 +62
72 679616 BBB BBB BAA AA1 +71
Requisites: Str 14, Dex 14, Int 16, Wis 13, Chr 14,
  Class Slots 2
Alignment: NG, CG, CN, or LE
HD/level: d8 (or Others +0d+6)
Weapon Prof.: 3+level/2
To Hit Table: War
Reference: DM
Groups: Warrior, Wizard, Priest
Complexity: CF=2
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+5
Spell: level+8
Fort: level+2
Reflex: level+5
Will: level+5
   
Hit Dice: "Others +0d+6" means you add 6 to all your other classes' HD types.
Specialized in Wizard Invocation school. Grand in Priest Healing Sphere.
Level 3: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 4: 1M: You will win initiative next segment.
Level 9: 1M: Target gains Free Action until end of turn.
 
New MTG Spells (count as Wizard Invocation, Priest Healing, or Psi11R/W):
Duergar Assailant (SL=1): Summon CL Dwarves of DL I; As each one dies, it deals 10 dmg or 1 rdmg to one target.
Double Cleave (SL=2): One target does double physical damage this segment (this spell has duration 1 segment)
Lightning Helix (SL=2): Deal 30 fire dmg to one target, cure another target 30 hp.
Energy Bolt N (SL=N, min SL=3): Deal 10*(N-2) magic dmg to one group, cure that amount to another target
Glory of Warfare (SL=4): Your subordinates get +2 offensive DL on the top of each segment, and +2 defensive DL on the bottom of each segment.
Master Warcraft (SL=4): 1bM: A group of monsters changes their mind who they attack (you decide who, but it must be one of their enemies).
Brightflame N (SL=N, min SL=5): Deal 10*(N-4) dmg to a group, you cure the total amount of damage done (to all creatures) to one target.
Reflect Damage (SL=5): 1bM: Reflect all damage done by one effect to one target.
Waves of Aggression (SL=5): Your subordinates can use 2S+1V actions this segment (this spell has duration 1 segment)

[PC1] Warrior Classes Group


Brick

Level KXP
Spells
1 70 (none)
2 140 (none)
3 210 (none)
4 280 (none)
5 350 (none)
6 420 (none)
7 490 (none)
8 560 (none)
9 700 (none)
10 1400 (none)
11 2100 (none)
12 2800 (none)
13 3500 (none)
14 4200 (none)
15 4900 (none)
16 5600 (none)
17 6300 (none)
18 7000 (none)
19 7700 (none)
20 8400 (none)
21 9100 (none)
22 9800 (none)
23 10500 (none)
24 11200 (none)
25 11900 (none)
26 12600 (none)
27 13300 (none)
28 14000 (none)
29 14700 (none)
30 15400 (none)
31 16100 (none)
32 16800 (none)
33 17500 (none)
34 18200 (none)
35 18900 (none)
36 19600 (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: Con 0
Alignment: any
HD/level: 4d6
Weapon Prof.: 6+level*2
To Hit Table: 1˝xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
Barbarian Con.
Level 1: Troll-like regenerate level hp per segment.
Level 1: +level/+level to hit and damage with all weapons.
Level 1: +level/+level AC and saves. You do not get the save bonus vs. mental effects.

[PC1] Warrior Classes Group


Builder (Random Warrior #420746)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 8 (none)
4 17 (none)
5 29 (none)
6 49 (none)
7 78 (none)
8 128 (none)
9 212 (none)
10 359 (none)
11 520 (none)
12 698 (none)
13 865 (none)
14 1037 (none)
15 1215 (none)
16 1395 (none)
17 1578 (none)
18 1762 (none)
19 1949 (none)
20 2138 (none)
21 2329 (none)
22 2523 (none)
23 2718 (none)
24 2916 (none)
25 3116 (none)
26 3318 (none)
27 3522 (none)
28 3728 (none)
29 3937 (none)
30 4148 (none)
31 4360 (none)
32 4575 (none)
33 4793 (none)
34 5012 (none)
35 5233 (none)
36 5457 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  8  4  5  2  3  1  1  2
+6  8  4  6  3  4  1  1  3
+7  9  5  6  3  4  2  2  3
+8  9  5  6  4  4  2  2  4
+9 10  6  7  5  5  3  2  4
+10 10  6  7  6  5  3  3  5
+11 11  7  8  7  6  4  3  5
+12 11  7  9  8  6  4  4  6
+13 12  8  9  9  7  5  4  6
+14 12  8 10 10  7  5  5  7
+15 13  9 10 11  8  6  5  7
+16 13 10 11 12  9  6  6  8
+17 13 11 12 13 10  7  6  8
+18 14 11 13 14 10  7  7  9
+19 14 12 13 14 11  8  7  9
+20 14 12 14 14 11  8  8 10
+21 15 13 14 14 12  9  8 10
+22 15 13 14 14 12  9  9 11
Requisites: Con 0, Warrior 4
Alignment: any
HD/level: ++++++++++++++d0 (see below)
Weapon Prof.: & 6+level/2
To Hit Table: War +4 levels
Save Table: War/Pri/Mon
Reference: DM Random, Rick 12/08/07
Groups: Warrior, Random
 
Level 1: +2 saving throws.
Level 1: Construct a designed engineering task.
Level 1: Construct a designed engineering task.
Level 1: Divide the cost of buying or making an object of unusual materials by LVL.
Level 1: Evaluate the design or construction of some engineering task already done (building, bridge, etc.).
Level 2: You may be bound (with Healing/Herbalism proficiency) three times instead of once.
Level 4: +LVL QQP Actions. Can lock down one action type if desired.
Level 4: +LVL*2 AC
Level 4: Seeker Arrow: 0, 1/d: An arrow you shoot can move around corners to strike a known enemy.
Level 6: Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
Level 22: 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.

Gets 10 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38

[PC1] Warrior Classes Group


Bushi1

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 14 (none)
6 30 (none)
7 60 (none)
8 120 (none)
9 240 (none)
10 480 (none)
11 710 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 9, Dex 8, Con 8
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Rog
Reference: OA1
Groups: Warrior
 
Level 1: Free Martial Arts style, +1 maneuver per level.
Level 1: Weaponsmith, Armorer, Bowyer proficiencies.
Level 1: Pay half-price for basic equipment [E1].
Level 1: Pick Pockets 20% + 2% per level.
Level 1: Kini (Ki Shout): 1 M action, +2 levels (hp, saves, etc.) for 1t. (1/d)
Level 5: +1 AC (combines with everything).
Level 10: +1 AC (combines with everything).

[PC1] Warrior Classes Group


Captain (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 5 2-- -- [-]
3 10 3-- -- [-]
4 20 31- -- [-]
5 40 32- -- [-]
6 80 42- -- [-]
7 160 421 -- [-]
8 320 431 -- [-]
9 640 432 -- [-]
10 1280 432 1- [-]
11 2500 542 1- [-]
12 2800 543 2- [-]
13 3100 543 21 [-]
14 3400 543 22 [-]
15 3700 543 32 [-]
16 4000 543 33 [-]
17 4300 544 33 [-]
18 4600 544 43 [-]
19 4900 544 44 [-]
20 5200 554 44 [-]
21 5500 555 44 [-]
22 5800 555 54 [-]
23 6100 555 55 [-]
24 6400 655 55 [-]
25 6700 665 55 [-]
26 7000 666 55 [-]
27 7300 666 65 [1]
28 7600 666 66 [1]
29 7900 766 66 [2]
30 8200 776 66 [2]
31 8500 777 66 [3]
32 8800 777 76 [3]
33 9100 777 77 [4]
34 9400 877 77 [4]
35 9700 887 77 [5]
36 10000 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Dex 9, Con 13, Int 16,
Wis 13, Chr 16
Alignment: any
HD/level: d10
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: SFB {Reduced Legendary Officer}
Groups: Warrior, Concordant (x1), Technology
 
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 27. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC1] Warrior Classes Group


Captain (SFB) Spells

Level Field Spell
1 Command Can identify and operate any TechL=LVL or lower technological device.
1 Defense Can interpose self in front of any and everyone in your group, you take double damage though
1 Engineering Your items that use charges use only half the number of charges (retain fractions)
1 Helm/Nav. 0, while moving: Leave a group without generating any parting shots.
1 Medic 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
1 Pers.Combat Your summons gain XP (possibly levels) in the dungeon.
1 Psionic 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
1 Science Eidetic Memory, can "download" your thoughts/memories to computers
1 Weapons No range penalties; Can shoot bows in your group without penalty
2 Command Your summons and familiars can never betray you, regardless of what happens.
2 Defense If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
2 Engineering You can trade spells between your spell progressions and PSPs between psionic pools.
2 Helm/Nav. Can move in reverse as fast as you can move forward.
2 Medic 0, 1/r: Cure or Cause 1d6 hp to one target
2 Pers.Combat Need not breathe; Fly LVL" (C)
2 Psionic 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
2 Science Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
2 Weapons 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
3 Command 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
3 Defense 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
3 Engineering 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
3 Helm/Nav. Roll 1d6+6 for initiative instead of 1d12.
3 Medic 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
3 Pers.Combat Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
3 Psionic You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
3 Science You get the opportunity to use an extra action in response to a nasty effect; Resist Time
3 Weapons 0: Ignore the phrase "Cannot be targetted" for someone.
4 Command Charm spells cannot be used by enemies in the room (x1 Special)
4 Defense Immune Telekinesis
4 Engineering You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
4 Helm/Nav. You have a 50% chance of taking only half damage from gross effects (like fireballs)
4 Medic Grant a person one Captain spell slot you have (any SL).
4 Pers.Combat 1V, 1/d: Counter an effect that would cause someone to kill themself.
4 Psionic You have two hit point totals, your second hp total is 10, need both to drop before dropping
4 Science 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
4 Weapons Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
5 Command Wishoid for two SL 1-4 Concordant (x1) spells.
5 Defense Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
5 Engineering 1N, 1/reset: Retroactively buy a magic item from the magic shop.
5 Helm/Nav. Immune Boulders, Gas, Space-Time Discontinuities
5 Medic 0, 1/d: Mass Heal
5 Pers.Combat 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
5 Psionic Immune to the weird psionic effects of the T'kan Energy Barrier
5 Science Considered 1 multiplier higher with one specific effect (by name)
5 Weapons You are allowed to backstab a target twice, backstabbing costs ˝0 action to use.
L.O. 1 (11) Command Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
L.O. 1 (11) Defense 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
L.O. 1 (11) Engineering Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
L.O. 1 (11) Helm/Nav. ĽV: Move from one group to another group within LVL feet
L.O. 1 (11) Medic 0, 1/r: Cureall
L.O. 1 (11) Pers.Combat 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
L.O. 1 (11) Psionic 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
L.O. 1 (11) Science You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
L.O. 1 (11) Weapons Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier

[PC1] Warrior Classes Group


Cascade Rammer / Dragon Cleaver

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 100 (none)
8 200 (none)
9 400 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (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 16, Dex 14, Con 15
Alignment: any
HD/level: d12
Weapon Prof.: 6+level*2
To Hit Table: 2xWar
Save Table: Rog
Reference: DM
Groups: Warrior, Overt
 
Cascade Rammer:
Gets Barbarian Str, Exceptional Dex, and Barbarian Con.
Weapon Specialization uses "Spec Barbarian" line for number of attacks.
You may melee things that aren't in your group (you have 10*LVL' reach).
Level 1 ¶: Cascade Ram: 1P: Do (LVL+2)/2 melee attacks to a group (overwrites your normal # attacks, and it's irrelevant how many arms / weapons you have).
Level 1 ¶: 1V, take 1/4 your max hp as damage: Deal 1/2 your max hp as damage to one target (no save, aWR to resist).
Level 1: 1bV: Interpose yourself in front of an attack sequence.
Level 9: 1bV: Spell/Psionic Interpose yourself in front of a spell or psionic power (you become the target, if it's an area, you become the center).
Dragon Cleaver:
Gets Barbarian Str, Barbarian Dex, and Exceptional Con.
Weapon Specialization uses "Spec Barbarian" line for number of attacks.
You have +LVL instances of Tactical Movement (you may move to 1+LVL groups of targets with a single V action).
Level 1 ¶: Dragon Cleave: As per the epic feat; if you use a melee attack and kill (put below 0 hp) a target, you gain +1 attack.
Level 1 ¶: On a natural roll of 20-LVL/2 or greater with a melee attack, you Sharpness the target.
Level 1: Flying LVL*3" (C) and Immune to Breath Weapons.
Level 9: You deal x(LVL-7) dmg vs. Size G or larger targets.

[PC1] Warrior Classes Group


Cavalier1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 18.5 (none)
6 37 (none)
7 85 (none)
8 140 (none)
9 220 (none)
10 300 (none)
11 600 (none)
12 900 (none)
13 1200 (none)
14 1500 (none)
15 1800 (none)
16 2100 (none)
17 2400 (none)
18 2700 (none)
19 3000 (none)
20 3300 (none)
21 3600 (none)
22 3900 (none)
23 4200 (none)
24 4500 (none)
25 4800 (none)
26 5100 (none)
27 5400 (none)
28 5700 (none)
29 6000 (none)
30 6300 (none)
31 6600 (none)
32 6900 (none)
33 7200 (none)
34 7500 (none)
35 7800 (none)
36 8100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15, Con 15, Int 10, Wis 10
Alignment: any G
HD/level: d12
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: War
Reference: UA1-14
Groups: Warrior
 
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: +1 to hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.
Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total. (Cannot be offensive in this state)
Level 1: Effective Chr with warriors of lesser level than the cavalier is increased by the level difference (maximum bonus = 5).
Level 1: +1 on all saving throws; not cumulative with paladin or knight bonus.
Level 1: +2 saves vs. Illusions
Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).
Level 3: +1 Str, Dex, or Con (replaces percentage rules)
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
Level 7: Free Riding (air-based) proficiency (1 slot).
Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.

[PC1] Warrior Classes Group


Cavalier-Paladin1

Level KXP Priest
123 4
1 0 --- -
2 3 --- -
3 6 --- -
4 13 --- -
5 25.85 --- -
6 48.7 --- -
7 103.5 --- -
8 189 --- -
9 372 1-- -
10 730 2-- -
11 1110 21- -
12 1490 22- -
13 1870 221 -
14 2250 321 -
15 2630 321 1
16 3010 332 1
17 3390 333 1
18 3770 333 1
19 4150 333 2
20 4530 333 3
21 4910 433 3
22 5290 443 3
23 5670 444 3
24 6050 444 4
25 6430 544 4
26 6810 554 4
27 7190 555 4
28 7570 555 5
29 7950 655 5
30 8330 665 5
31 8710 666 5
32 9090 666 6
33 9470 766 6
34 9850 776 6
35 10230 777 6
36 10610 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15, Con 15, Int 10, Wis 13, Chr 17
Alignment: LG
HD/level: d12
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: War
Reference: UA1
Groups: Warrior
 
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: +1 to hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.
Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total. (Cannot be offensive in this state)
Level 1: Effective Chr with warriors of lesser level than the cavalier is increased by the level difference (maximum bonus = 5).
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Detect Evil (Range 60', requires 1 mental action) as the spell, except the evil creature must have evil intent in order to be picked up as an evil creature. This may done as often as the paladin wishes.
Level 1: Immunity to all forms of natural (non-magical) disease.
Level 1: Lay on Hands: Cure 2 hit points per level (Range T, uses 1 mental), once per day. This curing ability may be divided between two or more creatures, and does function on outer planar targets.
Level 1: Cure Disease: can be done once per week per 5 levels (round up).
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Turn Undead as a cleric of 2 levels lower.
Level 1: +3 on all saving throws; not cumulative with paladin, cavalier, or knight bonus.
Level 1: +2 saves vs. Illusions (is cumulative with +3 save ability above)
Level 1: Cannot retain more than 10 magic items (2 armor, 4 weapons, 4 any). (Ignore this restriction)
Level 1: 10% of all treasure must be given to a religious institution (this is called the tithe). Leftover wealth not spent is also donated. (Ignore this restriction)
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 3: Effective Charisma with lower level warriors increased by level-1.
Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).
Level 3: +1 Str, Dex, or Con (replaces percentage rules)
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 4: The paladin may call upon a special war horse (which is treated as a mage's familiar). Possible mounts include the following: War Horse, Pegasus/Unicorn, Dragon Horse, Dragon, Opinicus, and Ki-Rin.
It takes 17-24 hours for the mount to arrive, and the Hit Dice of the mount cannot be higher than the paladin's level. If the mount is lost, another can be called after the paladin spends 1 week praying (but no more than 2 mounts can be employed in a single decade).
Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
Level 7: Free Riding (air-based) proficiency (1 slot).
Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.
Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold.

[PC1] Warrior Classes Group


Cerebral Knight2

Level KXP Psi2
mMG S
1 0 3-- -
2 2.9 3-- -
3 5.8 5-- -
4 11.6 5-- -
5 23.2 7-- -
6 46.4 7-- -
7 92.8 91- -
8 185.6 91- -
9 371.2 A1- -
10 600 A1- -
11 1000 B2- -
12 1400 B2- -
13 1800 C2- -
14 2200 C2- -
15 2600 D3- -
16 3000 D3- -
17 3400 E31 -
18 3800 E31 -
19 4200 F41 -
20 4600 F41 -
21 5000 G41 -
22 5400 G41 -
23 5800 H52 -
24 6200 H52 -
25 6600 I52 -
26 7000 I52 -
27 7400 J62 -
28 7800 J62 -
29 8200 K63 -
30 8600 K63 -
31 9000 L73 -
32 9400 L73 -
33 9800 M73 -
34 10200 M73 -
35 10600 N84 1
36 11000 N84 1
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 9, Con 9, Int 9, Wis 9
Alignment: any
HD/level: +d10
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: Psi
Reference: DM
Groups: Warrior
 
Psionic Strength = (Wis+Int+Con)*2-60+(Wis-10)*level
Gains Psi2 abilities at half the Cerebral Knight's level (round up).
"Casting Level" is the Cerebral Knight's level minus 1.
Level 1+: Knights get all the special abilities of fighters. Any fighter may at the end of a gaming session switch to the knight class (as long as he qualifies due to Chr). There is no adjustment in level as both the fighter and knight classes use the "Ftr" XP advancement. If a character ever loses knighthood, he cannot gain it back for 1 year (unless it was an alignment drift that was corrected in one session).
Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. Unless the Good-Evil axis of the two warriors are in opposition, the castle/stronghold owner must agree to give the knight food, drink, clothing, and shelter for at least 3 days, and cannot challenge him for that period of time. If the knight challenges the owner or has attacked him in the past, this benefit is lost.
Level 1: A knight may align himself with a prince, king, emporer, or lord (9th level warrior or higher). He is then provided all the necessities of life for free for the return of his services should the land be attacked. In addition, the knight may request a number of retainers (usually 0 level men-at-arms) equal to his level at no cost.
Level 1: If a call to arms is sounded for a force comparable to the knight's alignment, the knight must respond or lose knight status.
Level 1: +1 to hit with lances, swords, maces, and flails.
Level 1: +1 on all saving throws; not cumulative with cavalier or paladin bonus.
Level 4: Weapon of Choice: A knight may select any one weapon and be considered three levels higher for purposes of how many attacks per round he has.
Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th). The fighter bonus is used instead for those levels where it is higher.
Level 4: The Knight may call upon a special war horse as a paladin does.

[PC1] Warrior Classes Group


Choicer (Random Warrior #474063)

Level KXP
Spells
1 0 (none)
2 2 (none)
3 6 (none)
4 13 (none)
5 26 (none)
6 48 (none)
7 84 (none)
8 148 (none)
9 261 (none)
10 473 (none)
11 690 (none)
12 911 (none)
13 1137 (none)
14 1367 (none)
15 1601 (none)
16 1839 (none)
17 2082 (none)
18 2346 (none)
19 2615 (none)
20 2890 (none)
21 3170 (none)
22 3456 (none)
23 3747 (none)
24 4045 (none)
25 4350 (none)
26 4661 (none)
27 4979 (none)
28 5304 (none)
29 5636 (none)
30 5976 (none)
31 6324 (none)
32 6680 (none)
33 7044 (none)
34 7417 (none)
35 7798 (none)
36 8189 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  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
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+8 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+10 14 12 13 14 11  8  6  5
+11 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+12 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14, Wis 16
Alignment: L any
HD/level: d6
Weapon Prof.: 10+level/9
To Hit Table: Ftr0
Save Table: War
Reference: DM Random, Rian 12/08/07
Groups: Warrior, Random
 
Each Level : The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level 1: +1 weapon proficiency per level, which can only be used to become proficient (not specialized) in a weapon.
Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. Unless the Good-Evil axis of the two warriors are in opposition, the castle/stronghold owner must agree to give the knight food, drink, clothing, and shelter for at least 3 days, and cannot challenge him for that period of time. If the knight challenges the owner or has attacked him in the past, this benefit is lost.
Level 1: Can take Improved Two-Weapon Fighting feat even if doesn't have prerequisites.
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: Rolls 1d30-10 for proficiency checks.
Level 2: Your items that use charges use only half the number of charges (retain fractions)
Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th). The fighter bonus is used instead for those levels where it is higher.
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 6: Gain one 1st level apprentice per level.
Level 6: Roll 1d6+6 for initiative instead of 1d12.
Level 6: Your mount may fly at it's ground speed rate. (Note that Flying isn't listed on the Mount table for DL 4+ mounts, but most already have it.)
Level 9: Can build a freehold and attract followers.
Level 9: Can make existing items into Items of Quality, it takes 1 hour per item.
Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 15: Get another normal familiar (total 5).

[PC1] Warrior Classes Group


Combatlord

Level KXP Battlelord Warlord
123 456 78 [24]
1 0 -1- --- -- [--]
2 1.5 --- 1-- -- [--]
3 4.5 --- 2-- -- [--]
4 13.5 --- 3-- -- [--]
5 40.5 --- 3-- -˝ [--]
6 121.5 --- 3-- -1 [--]
7 364.5 --- 4-- -1 [--]
8 750 --- 4-- -2 [--]
9 1350 --- 5-- -2 [--]
10 1950 --- 5-- -3 [--]
11 2550 --- 6-- -3 [--]
12 3150 --- 6-- -4 [--]
13 3750 --- 7-- -4 [--]
14 4350 --- 7-- -5 [--]
15 4950 --- 8-- -5 [--]
16 5550 --- 8-- -6 [--]
17 6150 --- 9-- -6 [--]
18 6750 --- 9-- -6 [˝-]
19 7350 --- 9-- -6 [1-]
20 7950 --- A-- -6 [1-]
21 8550 --- A-- -7 [1-]
22 9150 --- A-- -7 [1˝]
23 9750 --- A-- -7 [11]
24 10350 --- A-- -8 [11]
25 10950 --- A-- -8 [12]
26 11550 --- A-- -9 [12]
27 12150 --- A-- -9 [13]
28 12750 --- A-- -A [13]
29 13350 --- A-- -A [14]
30 13950 --- A-- -A [-2]
31 14550 --- A-- -A [-2]
32 15150 --- A-- -A [-3]
33 15750 --- A-- -A [-3]
34 16350 --- A-- -A [-4]
35 16950 --- A-- -A [-4]
36 17550 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 23, Dex 17, Con 19,
Class slots 3
Alignment: any
HD/level: & 2d4
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: War
Reference: DM {Reduced Warlord}
Groups: Warrior, Concordant (x1)
 
Gets Extra-Barbarian Str, Dex, or Con. [ bonus = (Stat-16)*5/2 ]
Combatlords get 2nd, 4th, and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 18.
There are three places where the spell progression is listed as "˝". This is not half a spell, this is a spell at 1/2 your CL or LVL for effectiveness (round down).
Battlelord spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Battlelord spells during reset.
Level 2: Get another Extra-Barbarian Stat.
Level 7: Get another Extra-Barbarian Stat.

[PC1] Warrior Classes Group


Commoner3

Level KXP
Spells
1 0 (none)
2 5 (none)
3 15 (none)
4 30 (none)
5 50 (none)
6 75 (none)
7 105 (none)
8 140 (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
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+2  6  4  5  4  3  2  2  1
+2  7  5  6  5  4  3  2  1
+3  8  5  7  6  4  3  3  2
+3  8  6  7  7  5  4  3  2
+4  9  7  8  8  6  4  4  2
+4 10  8  9  9  7  5  4  3
+5 11  8 10 10  7  5  4  3
+5 11  9 10 11  8  6  5  3
+6 12 10 11 12  9  6  5  4
+6 13 11 12 13 10  7  6  4
+7 14 11 13 14 10  7  6  4
+7 14 12 13 14 11  8  6  5
+8 14 12 14 14 11  8  7  5
+8 14 13 14 14 12  9  7  5
+9 15 13 14 14 12  9  8  6
Requisites: Con 0
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/9
To Hit Table: +level/2
Save Table: War
Reference: DMG3-38
Groups: Warrior
 
Level 9: Divide the cost of all General equipment (from [E1]) by (LVL-7).

[PC1] Warrior Classes Group


Companion3

Level KXP War/Wiz/Pri
123 456 789
1 0 1-- --- ---
2 10 2-- --- ---
3 30 3-- --- ---
4 60 31- --- ---
5 100 32- --- ---
6 150 33- --- ---
7 210 331 --- ---
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