[PC1] Warrior Group Classes


All Warrior Classes

Level 1: May use shields as both a shield and as a weapon at the same time if the character's highest level is in Warrior group.
Level 1: Gain "Bash". 1P: Do 1 attack, if you hit do normal damage and target is stunned for 1d4 segments (save).
Level 1: Exceptional Strength and Constitution.
Level 1: Can specialize in weapons.
Level 1: #Attacks = level if creatures being fought are less than 1 HD.
Level 3: Gain "Dirt Kick". 1P: Do 1 kick attack, if you hit do normal damage and target is blind for 1d10 segments (save).
Level 5: Gain "Whirl". 1P: Do 1 attack on every target within 10'r (one group usually).
Level 7: Gain "Windpipe". 1P: Do 1 attack, if you hit do no damage and target is stunned for 1d6 segments (save /segment).
Level 9: Gain "Impale". 1P: Do 1 attack per weapon 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 9: Name Level: Attracts up to 100 followers (0-level men-at-arms). Dividing the warrior's XP by 1000 is a good indication of how many (maximum) followers he could have at any one time.
Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold, and spends at least half of his time there (6 months per year).

2nd Edition Warriors (from HLC2 book)

Level 10: Bravery: You gain an additional save vs. charm effects (even if the original effect has no save).
Level 11: Adaptation: You do not suffer combat penalties due to being in an unusual environment.
Level 12: All-Around Attack: 1P: Deal (CL/2)d8 base damage to all creatures within 5' (apply Str, weapon, and magical bonuses as if you were doing a weapon strike). This strike is resisted using IR (InnateR), not WR, and ignores blah-skins.
Level 13: Frighten/Challenge: 1M: Cause fear or taunt one group of creatures (save).
Level 14: Captivate: 1M: Suggestion (as spell) (save)
Level 15: Inner Focus: 1M: +2 (or a set score of CL+3) to Str, Dex, or Con, -2 to the other two (maintained effect).
Level 16: Signature Item: Pick one item you own. It cannot be dispelled, twisted, picked, or fail an item save.
Level 17: Signature Mount: You gain a familiar which must be a mount. You may instead combine the Signature Item and Signature Mount abilities to have an "Intelligent Magic/Psionic Item" familiar (assuming the item is intelligent).
Level 18: Sense Danger: 1M, 1/turn: You know if you are about to be ambushed. You know whether a creature is ready for combat. You know if you are about to be backstabbed. You know if there is something invisible/hidden nearby. Lasts for 1r.
Level 19: Death Blow: 1P: Make one attack against one target. That attack has "save or be slain".
Level 20: Hardiness: 1M, may borrow from the future: Delay one special effect from affecting you for (CL-10) rounds. When you do suffer the effect, you get no saving throw. You may not have more than Hardiness running at a time.
Level 21: Breech Immunity: Add +(CL-20) to what weapon you are considered to hit. You don't actually get a bonus to hit.
Level 22: Extra Followers: +2d6 followers. +2d6 more followers every 5 levels hereafter.
Level 23: Intimidation: 1M: Area effect: Lose Morale (no save). Has no effect on creatures who can't possibly lose morale.
Level 24: Can use scrolls and magic items specifically designed for another class.
Level 25: If you have a Wizard progression, can write Wizard scrolls. If you have a Priest progression, can write Priest scrolls.
Level 26: Considered a Wizard/Priest of CL=9 for using items specifically requiring those classes (e.g. Sphere/Annihilation).
Level 27: Immune to disease, lycanthropy, mummy rot.

[PC1] Warrior Group Classes


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 Group Classes


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 Group Classes


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 Group Classes


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 Group Classes


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 Group Classes


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 Group Classes


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 Group Classes


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 Group Classes


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 Group Classes


Archer0 / Er0 / Ranger0

Level KXP Druid Wizard
123   12
1 0 ---   --
2 0.625 ---   --
3 1.25 ---   --
4 2.75 ---   --
5 5.5 ---   --
6 10.625 ---   --
7 23.125 ---   --
8 40.5 ---   --
9 71.75 1--   --
10 128 1--   1-
11 212.5 2--   1-
12 296.75 2--   2-
13 381.25 21-   2-
14 465.5 21-   21
15 550 22-   21
16 635 22-   22
17 720 221   22
18 805 222   22
19 890 322   22
20 975 322   32
21 1060 332   32
22 1145 332   32
23 1230 333   33
24 1315 333   33
25 1400 433   33
26 1485 433   33
27 1570 443   43
28 1655 443   43
29 1740 444   43
30 1825 444   44
31 1910 544   44
32 1995 544   44
33 2080 554   44
34 2165 555   54
35 2250 655   54
36 2335 665   54
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 17, Wis 10, Chr 12
Alignment: any G
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: War
Reference: D&D Cartoon
Groups: Warrior
 
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 Group Classes


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 Group Classes


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 Group Classes


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 Group Classes


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 Group Classes


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 Group Classes


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 Group Classes


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