[PC39] Collective 3.9 Classes


New Classes to Collective 3.9

PC1 PC2 PC3 PC4
War Wiz Pri Rog
Meat Sword Arcane Wizard Fallen Angel5 Musketeer/Cannoneer
Paladin of Quality1 Dragon Mage Generic Priest Quickling0
Small Game Hunter Magic-User4 Traveller Priest The Hidden
PC5 PC6 PC7 PC8
Psi Cust Conc Mon
Psi-40 Duplicator Fallen Angel5 Giant Robot8
Psi0.01 Generic Priest Giant Robot8 Quickling0
Psi36 Maxulator Rakshasa5 Rakshasa5
PC9 PC10 PC11 PC13
Alt Mini Mirr Lost
Giant Robot8 Damage Resistance Fallen Angel5 The Hidden
Meat Sword Memorization Level Maxulator
Psi0.01 OtherR Psi-40
Quickling0 Research Points
Specific Immuner
Spell Damage
Summons PC12 PC14
Weapon Specialization Planar Demigod
Deified Mortal0
Small Game Hunter

[PC39] Collective 3.9 Classes


Arcane Wizard

Level KXP Arcane Wizard
123 456 789 A
1 0 1-- --- --- -
2 5 20- --- --- -
3 10 21- --- --- -
4 20 320 --- --- -
5 40 321 --- --- -
6 80 432 0-- --- -
7 120 432 1-- --- -
8 180 543 20- --- -
9 270 543 21- --- -
10 500 654 320 --- -
11 750 654 321 --- -
12 1500 765 432 0-- -
13 2250 765 432 1-- -
14 3000 776 543 20- -
15 3750 776 543 21- -
16 4500 777 654 320 -
17 5250 777 654 321 -
18 6000 777 765 432 -
19 6750 777 776 543 -
20 7500 777 777 654 -
21 8250 777 777 765 -
22 9000 777 777 776 -
23 9750 777 777 777 -
24 10500 888 877 777 -
25 11250 888 888 877 -
26 12000 888 888 888 -
27 12750 888 888 888 b
28 13500 888 888 888 0
29 14250 888 888 888 1
30 15000 888 888 888 2
31 15750 888 888 888 3
32 16500 888 888 888 4
33 17250 888 888 888 5
34 18000 888 888 888 6
35 18750 888 888 888 7
36 19500 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Gets Int bonus to spell progression.
Has access only to Wizard Minor Schools that have been written in the Collective. This class is 0.1 of a Collective edition "behind" in what Schools it knows, for example in Collective 3.9 this class knows Collective 3.8 minor Schools (and earlier). When Collective 4.0 comes out, this class will know Collective 3.9 minor Schools.
This class cannot cast normal Wizard spells at all. If you generate a "wishoid" effect that emulates a Wizard (or Priest) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Wizard spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
May specialize in a minor School, if you do, choose an opposite minor School.
Wizard Schools that are cross-listed with Concordant group (e.g. Aspirant, Henchman) 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.
Does not get Wizard of the Coast class MTG G (Green) and MTG W (White) spells, since they are specifically noted to be Priest Spheres (not Wizard Schools).
 
As of Collective 3.9, this class knows the following Schools (number of spells in parentheses):
Anti-Magic (33), Aspirant/Lich (102), Bovinomancy (12), Chronomancy (54), Cthulhu (114), Delusion/Illusion (42), Eelemental (72), Force (54), Henchman/Villain (72), Incantatrix (42), Logic (10), Metamagic (6), MTG B (7), MTG U (15), MTG R (9), Ovinomancy (12), Poultrymancy (12), Quintessential (2), Technology (9)
Total number of spells = 668.

[PC39] Collective 3.9 Classes


Arcane Wizard Spells

SL # Spell School Effect
0 1 Candle Communication Cthulhu Can communicate to someone you know (across planes) if they are running this spell too
0 2 Detect Life Cthulhu Detect Life
0 3 Elder Sign Cthulhu Outer planar creatures cannot cross the line
0 4 Message Cthulhu Message
1 1 Anti-Magic Armor Anti-Magic Armor has +1/+1 AC/saves for 1t
1 2 Anti-Magic Missile Anti-Magic (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
1 3 Anti-Magic Mouth Anti-Magic Mouth that moves around (like Wizard Eye), can speak through it
1 4 Augury Cthulhu Augury
1 5 Bind Enemy Cthulhu Choose a target. You can't attack or target him, and vice versa.
1 6 Chant of Thoth Cthulhu +CL Int checks
1 7 Charm Chicken Poultrymancy Charm all chickens in a group (no save).
1 8 Charm Cow Bovinomancy Charm all cows in a group (no save).
1 9 Charm Eelemental N Eelemental, Enc. Charm a DL=1 Eelemental
1 10 Charm Sheep Ovinomancy Charm all sheep in a group (no save).
1 11 Chicken Person Poultrymancy Person becomes lethargic and loses all actions for CL rounds.
1 12 Chicken Swarm Summoning Poultrymancy Summons CL*10 chickens. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 13 Cloud Memory Cthulhu Forget (Will save)
1 14 Communication Logic Allows communication with any creature with Int 1+
1 15 Contact Human Cthulhu Contact a specific person
1 16 Control Weather Cthulhu Control Weather
1 17 Counter Wishoid Incantatrix 1bM: Counter a Wishoid or Miracle (need not be magical in nature)
1 18 Cow Person Bovinomancy Person becomes lethargic and loses all actions for CL rounds.
1 19 Cow Swarm Summoning Bovinomancy Summons CL*10 cows. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 20 Create Bad-Corpse Dust Cthulhu Create a line that Undead cannot cross
1 21 Create Technological Item 1 Technology Creates a technological item of TechL = 1 (duration 1 turns; material componenting may be used to double the TechL or duraton).
1 22 Darkness MTG B 1bM: Immune to a P attack from someone
1 23 Deflect Harm Cthulhu Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
1 24 Delay Image Chronomancy +2 AC, +1 saves
1 25 Detect Chaos Logic Detects all Chaotic creatures within 360'
1 26 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10 feet, ID within sight
1 27 Detect Magic Cthulhu Detect Magic
1 28 Detect Temporal Anomaly Chronomancy Detect Temporal Anomaly
1 29 Detect/Identify Anti-Magic Anti-Magic Detect/Identify Anti-Magic
1 30 Detect/Locate Chicken Poultrymancy Detects and Locates chickens within CL miles.
1 31 Detect/Locate Cow Bovinomancy Detects and Locates cows within CL miles.
1 32 Detect/Locate Sheep Ovinomancy Detects and Locates sheep within CL miles.
1 33 Determine Operation of Mechanism Logic Can use a tech level object of less than or equal to LVL
1 34 Dispel Abjuration/Protection Incantatrix Dispels an Abjuration or Protection effect
1 35 Dispel Illusion/Metamagic Incantatrix Dispels an Illusion or Metamagic effect
1 36 Dominate Animal Cthulhu Dominate Animal (save)
1 37 Eelemental Ball N Eelemental, Inv. CLd1 dmg to a group, no save, EE=1
1 38 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=1
1 39 Eelemental Summoning N Eelemental, Cnj. Summon a DL=1 Eelemental
1 40 Eelusionary Double N Eelemental, Ill. 1 Mirror Images, each has 1 hp to be detected as such
1 41 Eibon’s Wheel of Mist Cthulhu Your group is Invisible
1 42 Fly 3" Force Fly at 3" (F)
1 43 Force Ball 1 Force CL*2 force dmg to one group (no save)
1 44 Force Feather Fall Force Feather Fall (or) Immune to TK or falling dmg this segment (can cast using 1bM action)
1 45 Foul Potions Anti-Magic Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
1 46 Haste A1 Chronomancy +1A action
1 47 Heel N Eelemental, Nec. Cures 4% of max hp
1 48 Invisibility Purge Cthulhu Dispel Invisibility
1 49 Know Time Chronomancy Know date and day
1 50 Lightning Bolt MTG R Target takes 30 lightning dmg (Spell save for 0)
1 51 Magic Resistance Incantatrix MR CL*10%
1 52 Memory Protection Incantatrix Immune to one memory/action/spell stealing effect (lasts until used)
1 53 Mind Games MTG U Target loses his next action (Spell save)
1 54 Mirror of Tarkhun Atep Cthulhu Creates a mirror
1 55 Nightmare Cthulhu Target sleeping person has a nightmare
1 56 Nystul's Anti-Magic Aura Anti-Magic Makes an object radiate anti-magic; considered a +0 weapon on the damage side
1 57 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 25% (EE=1)
1 58 Order Objects Logic Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
1 59 Pose Mundane Cthulhu Illusion: Room appears to be normal/ordinary (x1 Trick)
1 60 Power of Nyambe Cthulhu +2d6 SL's added to your current progression for today; -1 Con (permanent)
1 61 Precognitive Sense Chronomancy Precognition
1 62 Remove Magical Snare Incantatrix Removes a Magical Snare, a Glyph, or a Symbol (does not cover Magical Traps in general, see SL 3)
1 63 Seal of Isis Cthulhu Object will make it's next item saving throw
1 64 Shatter x0 Force Destroys a x0 item
1 65 Sheep Person / Ovinize Ovinomancy Person becomes lethargic and loses all actions for CL rounds.
1 66 Sheep Swarm Summoning Ovinomancy, MTG U Summons CL*10 sheep. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 67 Slow Metabolism Chronomancy Need not eat/drink
1 68 Snare Dreamer Cthulhu Dispel a Somniomancy effect
1 69 TK Push 1 Force Size M target is pushed CL*10' (takes falling damage), ×/÷ 2 for each size difference
1 70 TK Shield 1 Force AC +8+CL; +1 saves vs. anything that causes damage
1 71 True Strike Cthulhu Next attack at +20 TH
1 72 Unmask Demon Cthulhu Dispel a Change Self or Alter Appearance effect
1 73 View Gate Cthulhu Can see through a Gate to other side clearly
1 74 Voice of Ra Cthulhu +1d6+1 Chr
1 75 Warding the Eye Cthulhu Immune to the "Evil Eye" spell (on this list)
2 1 Accelerate Plant Growth Chronomancy Plant Growth
2 2 Animate Dead MTG B Animates a dead monster as your summon (1 DL lower)
2 3 Anti-Magic Resistance Anti-Magic aMR 50+CL*5% [duration 2 hours]
2 (1+1) 4 Aspirant 1-1 Aspirant/Lich 1M, 1/r: Any 0th level Wizard spell
2 (1+1) 5 Aspirant 1-2 Aspirant/Lich 1M, 1/r: Any 0th level Priest spell
2 (1+1) 6 Aspirant 1-3 Aspirant/Lich 1M, 1/r: Any 0th level psionic effect (Psi1, Psi2, or Psi3 only)
2 (1+1) 7 Aspirant 1-4 Aspirant/Lich 1M: Turn Undead at CL=LVL
2 (1+1) 8 Aspirant 1-5 Aspirant/Lich 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
2 (1+1) 9 Aspirant 1-6 Aspirant/Lich +10*LVL% WR
2 (1+1) 10 Aspirant 1-7 Aspirant/Lich Mask Undead status; Turn as if double HD
2 (1+1) 11 Aspirant 1-8 Aspirant/Lich Detect Magic Items; 1M: Identify Magic Item
2 (1+1) 12 Aspirant 1-9 Aspirant/Lich 1M, 1/d: Gain +1 XP
2 (1+1) 13 Aspirant 1-10 Aspirant/Lich 1P: Create x1 Trap 15*LVL%
2 (1+1) 14 Aspirant 1-11 Aspirant/Lich Material componenting costs ½V action
2 (1+1) 15 Aspirant 1-12 Aspirant/Lich +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
2 (1+1) 16 Aspirant 1-13 Aspirant/Lich Cold LVL dmg by touch
2 (1+1) 17 Aspirant 1-14 Aspirant/Lich +1 Research Point (or drawn sheet) per reset (see [P12])
2 (1+1) 18 Aspirant 1-15 Aspirant/Lich 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 19 Aura of Dominion MTG U Target can use 2M this segment.
2 20 Blank Anti-Magic [1Z to cast] Counter a Blink effect
2 21 Bring Pestilence Cthulhu Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
2 22 Cast Out Shan Cthulhu Dismiss a DL I-II Insect or Undead
2 23 Cause Fear Cthulhu Fear (Will save)
2 24 Charm Eelemental N Eelemental, Enc. Charm a DL=2 Eelemental
2 25 Chickenskin Poultrymancy Get 6+CL chickenskins. Each chickenskin is a DL 20/- effect vs. one attack.
2 26 Circle of Nausea Cthulhu Nausea to one group (Fort save)
2 27 Command Logic As per priest spell but can use 2 words
2 28 Confusion Incantatrix One target is confused (save)
2 29 Contact Creature Cthulhu Contact a specific creature type
2 30 Countermagic Incantatrix 1bM: Counter a magical spell or magic item activation.
2 31 Cowskin Bovinomancy Get 6+CL cowskins. Each cowskin is a DL 20/- effect vs. one attack.
2 32 Create Technological Item 2 Technology Creates a technological item of TechL = 2 (duration 2 turns; material componenting may be used to double the TechL or duraton).
2 33 Darkness Cthulhu Darkness
2 34 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100 feet, ID within sight
2 35 Detect/Dispel Charm/Ego Incantatrix Detects/Dispels Charm or Ego Domination (for 1s, lets you drop the item)
2 36 Dismissal Cthulhu Dismiss an outer planar creature (save)
2 37 Dispel Magic Incantatrix Dispel Magic
2 38 Dispel Magic (one effect) Anti-Magic Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
2 39 Disrupt Concentration Incantatrix Target cannot heavy concentrate (no save)
2 40 Dominate Person Cthulhu Dominate Person (save)
2 41 Drain Charges Anti-Magic Target magic item loses 10*CL charges (no save)
2 42 Dread Curse of Azathoth Cthulhu 1d3 Chr dmg
2 43 Echoing Ruin MTG R Destroy all magic items of the same exact type (Disint. save each)
2 44 Eelemental Ball N Eelemental, Inv. CLd2 dmg to a group, no save, EE=2
2 45 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=2
2 46 Eelemental Summoning N Eelemental, Cnj. Summon a DL=2 Eelemental
2 47 Eelusionary Double N Eelemental, Ill. 2 Mirror Images, each has 4 hp to be detected as such
2 48 Enchant Item Cthulhu Add a half plus to an item (for 1 hour)
2 49 Evil Eye Cthulhu Curse: -4 TH, checks, saves (save)
2 50 Fast-Talking Logic All targets must save vs. spell at a penalty equal to 2*CL or believe what he is saying as true
2 51 Find Gate Cthulhu Detect Gates
2 52 Fist of Yog-Sothoth Cthulhu CLd6 force dmg to one target (no save)
2 53 Flesh Ward Cthulhu DR 10/+1
2 54 Fly 9" Force Fly at 9" (E)
2 55 Force Ball 2 Force CL*4 force dmg to one group (no save)
2 56 Force Spike Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
2 57 Frozen Tracks Cthulhu Stop (save)
2 58 Grasp of Cthulhu Cthulhu Target takes 2d6 dmg /r (save)
2 59 Haste A2 Chronomancy +2A or +1B actions
2 60 Healing Touch Cthulhu Touch to cure 1d8+CL hp and 1 stat point dmg
2 61 Heel N Eelemental, Nec. Cures 9% of max hp
2 (1+1) 62 Henchman 1-1 Henchman/Villain 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
2 (1+1) 63 Henchman 1-2 Henchman/Villain 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
2 (1+1) 64 Henchman 1-3 Henchman/Villain 1M: Monster Summoning (CL+1)/2
2 (1+1) 65 Henchman 1-4 Henchman/Villain You adjust all BlahR by -5*level%
2 (1+1) 66 Henchman 1-5 Henchman/Villain +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
2 (1+1) 67 Henchman 1-6 Henchman/Villain You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
2 (1+1) 68 Henchman 1-7 Henchman/Villain You ignore one level of Resist Hold/Stun/Para. on other people
2 (1+1) 69 Henchman 1-8 Henchman/Villain You ignore one level of Resist Action/Memory/Other Stealing on other people
2 (1+1) 70 Henchman 1-9 Henchman/Villain 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
2 (1+1) 71 Henchman 1-10 Henchman/Villain 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
2 (1+1) 72 Henchman 1-11 Henchman/Villain 1bF: Counter a counterspell effect.
2 (1+1) 73 Henchman 1-12 Henchman/Villain You can have two summons (same group).
2 74 Hide from the Eye Cthulhu Invisibility
2 75 Hypnotism Cthulhu Hypnosis (save)
2 76 Identify Spirit Cthulhu Detect Possession
2 77 Insect Plague Cthulhu Area effect 1 dmg /s insects
2 78 Levitate Cthulhu Levitate
2 79 Life Sounding Chronomancy Know target's age and how many years of natural lifespan is left
2 80 Locate Object Cthulhu Locate Object
2 81 Magic Weapon Cthulhu Weapon gets +1/+1 for 1 turn
2 82 Mass Feather Fall Force Feather Fall any number of targets within sight (each gets a save)
2 83 Mind Blank Incantatrix Mind Blank
2 84 Obscuring Mist Cthulhu Wall of Fog
2 85 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 50% (EE=1)
2 86 Preserve Chronomancy Target object is preserved and will not spoil/rot
2 87 Protection from Chaos Logic As per Pro.Evil but against Chaotic creatures
2 88 Rope Trap Anti-Magic Create a x1 magical trap of Maze
2 89 Sekhmenkenhep's Words Cthulhu Convince people that what you're saying is true (save)
2 90 Shatter x1 Force Destroys a x0 to x1 item
2 91 Sheepskin Ovinomancy Get 6+CL sheepskins. Each sheepskin is a DL 20/- effect vs. one attack.
2 92 Skin of Sedefkar Cthulhu +CL/5 AC
2 93 Song of Hastur Cthulhu Target takes 2d6 dmg /r (save)
2 94 Soul Trap Cthulhu Speak with Dead but you had to be the one who killed him
2 95 Spectral Mouth Anti-Magic Can have a breath effect start from a remote location
2 96 Spectral Razor Cthulhu Magical blade that's 2d6 dmg and counts as a +5 weapon
2 97 Suggestion Cthulhu Suggestion (save)
2 98 Time Stop Object Chronomancy Time stops an inanimate object for 1-3 rounds
2 99 Timeslip Chronomancy (can cast in response to being attacked) You disappear from the combat until next round.
2 100 TK Push 2 Force Size M target is pushed CL*20' (takes falling damage), ×/÷ 2 for each size difference
2 101 TK Shield 2 Force AC +7+CL*4/3; +3 saves vs. anything that causes damage
2 102 Voorish Sign Cthulhu The next spell you cast will be at +3 CL
2 103 Wandering Soul Cthulhu Dream Travel
2 104 Ward against Pyschics Cthulhu Psionic Feats cannot be used in the room (x1 Special)
3 1 Anti-Magic Circle Against T/N/S/J/A/Nil Anti-Magic As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
3 2 Articus's Melee Manager Chronomancy Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 (2+1) 3 Aspirant 2-1 Aspirant/Lich 1M, 1/r: Any 0th-1st level Wizard spell
3 (2+1) 4 Aspirant 2-2 Aspirant/Lich 1M, 1/r: Any 0th-1st level Priest spell
3 (2+1) 5 Aspirant 2-3 Aspirant/Lich 1M, 1/r: Any 0th-1st level psionic effect (Psi1, Psi2, or Psi3 only)
3 (2+1) 6 Aspirant 2-4 Aspirant/Lich Immune Turning
3 (2+1) 7 Aspirant 2-5 Aspirant/Lich 1M: Control Undead (as per Turn Undead)
3 (2+1) 8 Aspirant 2-6 Aspirant/Lich +10*LVL% RaRR
3 (2+1) 9 Aspirant 2-7 Aspirant/Lich Detect Concordant Beings; 1M: Legend Lore Concordant Being
3 (2+1) 10 Aspirant 2-8 Aspirant/Lich 1M: Create x1 Trick 15*LVL%
3 (2+1) 11 Aspirant 2-9 Aspirant/Lich Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
3 (2+1) 12 Aspirant 2-10 Aspirant/Lich +LVL/3 M actions
3 (2+1) 13 Aspirant 2-11 Aspirant/Lich 1M, Touch: Energy Drain 2 levels
3 (2+1) 14 Aspirant 2-12 Aspirant/Lich Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 15 Attrition MTG B Sacrifice a summon: Target is slain (PPD save)
3 16 Black Binding Cthulhu Animate a dead corpse as a DL III Undead
3 17 Breath of the Deep Cthulhu Target is drowning (Fort save per segment or 2d6 dmg)
3 18 Charisma MTG U Your attacks are charm branded (Will save)
3 19 Charm Eelemental N Eelemental, Enc. Charm a DL=3 Eelemental
3 20 Chromatic Blast Delusion/Illusion Chromatic Orb for a group, don't need to roll to hit
3 21 Contact Deity Cthulhu Contact a specific deity 50+CL%; caster becomes insane (Will save)
3 22 Create Technological Item 3 Technology Creates a technological item of TechL = 3 (duration 3 turns; material componenting may be used to double the TechL or duraton).
3 23 Curse of the Stone Cthulhu Target cannot act (save) as long as you heavy concentrate (can't use M actions)
3 24 Delay Life Anti-Magic [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
3 25 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000 feet, ID within sight
3 26 Displacement I Delusion/Illusion Displaced (AC +2, first attack misses)
3 27 Divination Cthulhu Divination
3 28 Drainheal Incantatrix Drain the local MF by 1: Heal self.
3 29 Eelemental Ball N Eelemental, Inv. CLd3 dmg to a group, no save, EE=3
3 30 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=3
3 31 Eelemental Summoning N Eelemental, Cnj. Summon a DL=3 Eelemental
3 32 Eelusionary Double N Eelemental, Ill. 3 Mirror Images, each has 9 hp to be detected as such
3 33 Fervor MTG R You and your summons are not summoning sick.
3 34 Flowform Anti-Magic Enter the nearby border Phlogiston plane
3 35 Fly 18" Force Fly at 18" (D)
3 36 Force Ball 3 Force CL*6 force dmg to one group (no save)
3 37 Fowl Play Poultrymancy, MTG U Target gets polymorphed into a chicken (PP save). If save missed target gains the mentality of a chicken (Will save).
3 38 Greater Anti-Magic Armor Anti-Magic Armor has +CL/3 AC and +CL/3 saves for 1t
3 39 Haste A3 Chronomancy +3A, +2B, or +1C actions
3 40 Heel N Eelemental, Nec. Cures 16% of max hp
3 (2+1) 41 Henchman 2-1 Henchman/Villain 1V: Twist (Remove an effect on a person)
3 (2+1) 42 Henchman 2-2 Henchman/Villain 1P, 1/d: Slay someone with the Sidekick class (PPD save)
3 (2+1) 43 Henchman 2-3 Henchman/Villain 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
3 (2+1) 44 Henchman 2-4 Henchman/Villain 1M, 1/r: Causeall one target.
3 (2+1) 45 Henchman 2-5 Henchman/Villain Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
3 (2+1) 46 Henchman 2-6 Henchman/Villain Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
3 (2+1) 47 Henchman 2-7 Henchman/Villain All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
3 (2+1) 48 Henchman 2-8 Henchman/Villain +1 minor in a psionic progression you have.
3 (2+1) 49 Henchman 2-9 Henchman/Villain 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
3 (2+1) 50 Henchman 2-10 Henchman/Villain 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
3 (2+1) 51 Henchman 2-11 Henchman/Villain 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
3 (2+1) 52 Henchman 2-12 Henchman/Villain May wear two suits of armor, your AT sources fully stack
3 53 Hold Monster Logic As per Enc/Cha spell, save at -2*CL
3 54 Illusion Summoning III Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
3 55 Imprison Mind Cthulhu Target spirit / life essence cannot leave the body it's in (save)
3 56 Life Tether Chronomancy You know when in time the target is at all times, when time travelling can use the target as anchor
3 57 Maladweomer Incantatrix Target has minimum effect with spells (others have +4 saves) for 1t, this can be reversed (Empradweomer)
3 58 Mana Leak Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
3 59 Mindblast Cthulhu Insanity (save)
3 60 Mini Globe of Invulnerability Incantatrix Immune to SL 0-2 spells
3 61 Minor Paradox Chronomancy Counter an effect that just occured last segment (it is undone)
3 62 Mirror Image III Delusion/Illusion 6 Mirror Images, can't be dispelled/disbelieved
3 63 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 75% (EE=1)
3 64 Personal Illusion Logic Makes an exact illusion (all senses) of a creature
3 65 Phantom Shield Delusion/Illusion AC +CL*2; saves +CL; MDeflection CL*10%
3 66 Polymorph to Cow Bovinomancy Target gets polymorphed into a cow (PP save). If save missed target gains the mentality of a cow (Will save).
3 67 Polymorph to Sheep Ovinomancy Target gets polymorphed into a sheep (PP save). If save missed target gains the mentality of a sheep (Will save).
3 68 Pro. from Magic Armor Anti-Magic You ignore the AC plusses from magic armor for 1t
3 69 Pro. from Shields Anti-Magic Ignore damaging shield effects
3 70 Raise Night Fog Cthulhu Fog
3 71 Red Sign of Shudde M'ell Cthulhu Group takes 1d6+LVL dmg (no save)
3 72 Remove Curse Incantatrix Remove Curse
3 73 Remove Magical Trap Incantatrix Removes a Magical Trap; you have 100+CL*5% chance in it (minus the usual FRTraps shift)
3 74 Shatter x2 Force Destroys a x0 to x2 item
3 75 Shriveling Cthulhu CLd4 dark energy dmg to one target (no save)
3 76 Siren's Song Cthulhu Charm 2*CL HD of creatures (save)
3 77 Slow Chronomancy Slow (save)
3 78 Steal Magical Enchantment Incantatrix Steal a magical effect someone is running; it is on you now, you need to maintain it
3 79 Summon/Bind Creature Cthulhu Summons a DL 1d4 Outer creature
3 80 Time Snare Chronomancy Target will do the same actions it did last time it acted (Spell save each round until made)
3 81 TK Push 3 Force Size M target is pushed CL*30' (takes falling damage), ×/÷ 2 for each size difference
3 82 TK Shield 3 Force AC +6+CL*5/3; +6 saves vs. anything that causes damage
3 83 True Darkness Delusion/Illusion Total Darkness, Infravision / See in Darkness / Truesight doesn't work
3 84 Wall of Force Force Wall of Force (not solid)
3 85 Wave of Oblivion Cthulhu If near a body of water, creates a large wave (CLd4 water dmg, no save)
3 86 Wither Limb Cthulhu Sharpness a random limb (save)
3 87 Wrack Cthulhu Pain (-2 all rolls) (save)
4 1 AEther Flash MTG R Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
4 2 Airskin Anti-Magic 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
4 3 Animal Form Cthulhu Polymorph Self into a specific animal
4 4 Anti-Chicken Shell Poultrymancy You are completely immune to anything a chicken might do to you. You can still affect them normally.
4 5 Anti-Cow Shell Bovinomancy You are completely immune to anything a cow might do to you. You can still affect them normally.
4 6 Anti-Magic Mirror Anti-Magic Like crystal ball but with sound and scent instead of sight
4 7 Anti-Sheep Shell Ovinomancy You are completely immune to anything a sheep might do to you. You can still affect them normally.
4 (3+1) 8 Aspirant 3-1 Aspirant/Lich 1M, 1/r: Any 0th-2nd level Wizard spell
4 (3+1) 9 Aspirant 3-2 Aspirant/Lich 1M, 1/r: Any 0th-2nd level Priest spell
4 (3+1) 10 Aspirant 3-3 Aspirant/Lich 1M, LVL/d: Grant Undead Status
4 (3+1) 11 Aspirant 3-4 Aspirant/Lich +10*LVL MR
4 (3+1) 12 Aspirant 3-5 Aspirant/Lich 1F: Create x1 Special 5*LVL%
4 (3+1) 13 Aspirant 3-6 Aspirant/Lich 0, Gaze: Life Trapping (as per Mirror) (save)
4 (3+1) 14 Aspirant 3-7 Aspirant/Lich Immune to Twilight
4 (3+1) 15 Aspirant 3-8 Aspirant/Lich 1M, touch: Imprisonment (save)
4 (3+1) 16 Aspirant 3-9 Aspirant/Lich 1M: LVLd10 Colorless Fire dmg to one target (no save)
4 (3+1) 17 Aspirant 3-10 Aspirant/Lich Troll-like Regen LVL hp /s
4 (3+1) 18 Aspirant 3-11 Aspirant/Lich Double the memorization of 1 SL (Wizard or Priest)
4 (3+1) 19 Aspirant 3-12 Aspirant/Lich Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 20 Bind Loup-Garou Cthulhu Force Shapechange and Dispel a Psi14 effect
4 21 Bind Soul Cthulhu Put someone's soul in a receptacle (Will save)
4 22 Blur Zone Delusion/Illusion Nothing can be targetting in the room (x1 Special)
4 23 Breeding Pit MTG B Once per round, get a DL I Thrull as a summon (limit=LVL)
4 24 Charm Eelemental N Eelemental, Enc. Charm a DL=4 Eelemental
4 25 Charm Lawful Creature Logic Target Lawful creature is charmed (no save)
4 26 Cloak of Fire Cthulhu +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
4 27 Coastal Piracy MTG U Whenever you kill a creature, restore 1 SL in memorization
4 28 Counterspell Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect.
4 29 Create Exhaustion Anti-Magic Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
4 30 Create Scrying Window Cthulhu Postcognition
4 31 Create Technological Item 4 Technology Creates a technological item of TechL = 4 (duration 4 turns; material componenting may be used to double the TechL or duraton).
4 32 Curse of the Putrid Husk Cthulhu Curse: Insanity (save)
4 33 Curse of the Rat-thing Cthulhu Animate a dead corpse as a DL IV Undead
4 34 Dark Resurrection Cthulhu Raise Dead
4 35 Deflection Incantatrix 1bM: Redirect a magical spell or magic item activation to hit a different target.
4 36 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10,000 feet, ID within sight
4 37 Disrupt Undead Incantatrix Each segment for 4 segments, choose a group of undead: <= Shadow is D(usted), <= Lich takes CLd6 dmg
4 38 Eelemental Ball N Eelemental, Inv. CLd4 dmg to a group, no save, EE=4
4 39 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=4
4 40 Eelemental Summoning N Eelemental, Cnj. Summon a DL=4 Eelemental
4 41 Eelusionary Double N Eelemental, Ill. 4 Mirror Images, each has 16 hp to be detected as such
4 42 Fly 30" Force Fly at 30" (C)
4 43 Force Ball 4 Force CL*8 force dmg to one group (no save)
4 44 Fork Metamagic, MTG R 1 bM or 1 OppM: Copy target magical/psionic effect.
4 45 Hands of Colubra Cthulhu Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
4 46 Haste A4 Chronomancy +4A, +3B, or +2C actions
4 47 Heel N Eelemental, Nec. Cures 25% of max hp
4 (3+1) 48 Henchman 3-1 Henchman/Villain You can have three summons (same group).
4 (3+1) 49 Henchman 3-2 Henchman/Villain You can have one familiar. This spell does the "Find Familiar" effect when you take it.
4 (3+1) 50 Henchman 3-3 Henchman/Villain 1M: Fascinate a group (Will save)
4 (3+1) 51 Henchman 3-4 Henchman/Villain 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
4 (3+1) 52 Henchman 3-5 Henchman/Villain 1M, 1/d: Set (reverse Reset) one target.
4 (3+1) 53 Henchman 3-6 Henchman/Villain You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
4 (3+1) 54 Henchman 3-7 Henchman/Villain 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
4 (3+1) 55 Henchman 3-8 Henchman/Villain 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 (3+1) 56 Henchman 3-9 Henchman/Villain 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
4 (3+1) 57 Henchman 3-10 Henchman/Villain 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
4 (3+1) 58 Henchman 3-11 Henchman/Villain Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
4 (3+1) 59 Henchman 3-12 Henchman/Villain 1F, 1/d: Multiply an effect you do by x1+LVL/10.
4 60 Hold Illusion Delusion/Illusion Next Illusion spell you cast requires no maintained, doesn't drop if you drop
4 61 Illusion Summoning IV Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
4 62 Locate Creature Cthulhu Locate a specific creature
4 63 Look to the Future Cthulhu Can see into the future
4 64 Maintain Dampen Incantatrix Everyone in the room gets -CL to their # of maintained effects (treat as a x1 Special), or affect just one target
4 65 Mind Transfer Cthulhu Switch bodies with someone (save)
4 66 Mirror Image IV Delusion/Illusion 8 Mirror Images, can't be dispelled/disbelieved
4 67 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 100% (EE=1)
4 68 Pipes of Madness Cthulhu Insanity to a group (save)
4 69 Prophecy Chronomancy Improved Precognition
4 70 Ray of Oblivion Incantatrix Target forgets how to cast CL spells by name (the spell slots are not regained until next reset)
4 71 Return to Rest Cthulhu Destroy an undead (save)
4 72 Rope Trap Delusion/Illusion Target is ejected to Astral and Heavily Stunned (PP save)
4 73 Shatter x3 Force Destroys a x0 to x3 item
4 74 Soul Singing Cthulhu Illusion: Target sees and hears what you wish, no one else affected (save)
4 75 Speak with Dead Cthulhu Speak with Dead
4 76 Steal Mental Incantatrix Target loses 1M from his remaining mentals (or owes one), you gain 1M (target saves vs. Spell)
4 77 Steal Summon Incantatrix Steal someone's summon (your summon slot needs to be open to do this)
4 78 Summon Time Elemental Chronomancy Summons a normal (non-special) DL IV Time Elemental
4 79 Teleport Force Teleport
4 80 Temporal Push Chronomancy Target is thrown CL+1 rounds into the future (Will save)
4 81 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 82 TK Push 4 Force Size M target is pushed CL*40' (takes falling damage), ×/÷ 2 for each size difference
4 83 TK Shield 4 Force AC +5+CL*2; +10 saves vs. anything that causes damage
4 84 Unspeakable Oath Cthulhu Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
4 85 Wesley's Temporal Disjunction Chronomancy -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
4 86 X-ray Vision Delusion/Illusion X-ray Vision
5 1 Accelerate Animal Growth Chronomancy Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Anti-Magic Jar Anti-Magic Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
5 3 Anti-Magic Shell (one SL) Anti-Magic Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
5 4 Anti-Magic Shell 5 Incantatrix Spells of SL 0-4 don't work in your group
5 5 Articus's Devolutionary Warrior Chronomancy Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 (4+1) 6 Aspirant 4-1 Aspirant/Lich 1M, 1/r: Any 0th-3rd level Wizard spell
5 (4+1) 7 Aspirant 4-2 Aspirant/Lich 1M, 1/r: Any 0th-3rd level Priest spell
5 (4+1) 8 Aspirant 4-3 Aspirant/Lich 1M, 1/r: Any psionic minor (Psi1, Psi2, or Psi3 only)
5 (4+1) 9 Aspirant 4-4 Aspirant/Lich +10*LVL PaPR
5 (4+1) 10 Aspirant 4-5 Aspirant/Lich 1M: Dispel Innate or Racial ability effect
5 (4+1) 11 Aspirant 4-6 Aspirant/Lich 1M, 1/d: Reset
5 (4+1) 12 Aspirant 4-7 Aspirant/Lich 1M, 1/d: Contact Alternate Reality
5 (4+1) 13 Aspirant 4-8 Aspirant/Lich 1M, 1/d: Create Any DL 4 Monster
5 (4+1) 14 Aspirant 4-9 Aspirant/Lich 1M, touch: Steal all spells (save)
5 (4+1) 15 Aspirant 4-10 Aspirant/Lich 1M, touch: Lose LVLd4 stat pts
5 (4+1) 16 Aspirant 4-11 Aspirant/Lich 1bF: Fork
5 (4+1) 17 Aspirant 4-12 Aspirant/Lich Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 18 Banishment of Yde Etad Cthulhu Banish an outer planar creature to home plane (Will save)
5 19 Blind/Deafen Cthulhu Blind and Deafen target (Fort save on each)
5 20 Cast Out Devil Cthulhu Exorcise
5 21 Charm Eelemental N Eelemental, Enc. Charm a DL=5 Eelemental
5 22 Chicken Life Poultrymancy 0 action to cast, consume a chicken in your group: Heal self.
5 23 Chickening Doom Poultrymancy Like a Creeping Doom, but it's Rabid Dire Chickens. You get CL*3 chickens, each with 10 hp/dmg.
5 24 Cow Life Bovinomancy 0 action to cast, consume a cow in your group: Heal self.
5 25 Cowing Doom Bovinomancy Like a Creeping Doom, but it's Rabid Dire Cows. You get CL*3 cows, each with 10 hp/dmg.
5 26 Create Barrier of Naach-Tith Cthulhu Wall: Spells cannot pass, Str check (DC 40) to pass
5 27 Create Slipgate Chronomancy Create a temporal gate
5 28 Create Technological Item 5 Technology Creates a technological item of TechL = 5 (duration 5 turns; material componenting may be used to double the TechL or duraton).
5 29 Deflection Metamagic, MTG U 1 bM or 1 OppM: Redirect target magical/psionic effect to another target.
5 30 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100,000 feet, ID within sight
5 31 Eelemental Ball N Eelemental, Inv. CLd5 dmg to a group, no save, EE=5
5 32 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=5
5 33 Eelemental Summoning N Eelemental, Cnj. Summon a DL=5 Eelemental
5 34 Eelusionary Double N Eelemental, Ill. 5 Mirror Images, each has 25 hp to be detected as such
5 35 Evacuation MTG U A group of summons is unsummoned
5 36 Extinction MTG B Slay all creatures of one race in a group (PPD save)
5 37 False Skin Delusion/Illusion CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
5 38 Fissure MTG R Slay target creature (RSW save), or Earthquake the floor
5 39 Fly 45" Force Fly at 45" (B)
5 40 Force Ball 5 Force CL*10 force dmg to one group (no save)
5 41 Gravity Wave Force Increase/decrease gravity in area by +/- CL G's (treat as a x1 Special)
5 42 Haste A5 Chronomancy +5A, +4B, or +3C actions
5 43 Heel N Eelemental, Nec. Cures 36% of max hp
5 (4+1) 44 Henchman 4-1 Henchman/Villain 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
5 (4+1) 45 Henchman 4-2 Henchman/Villain You can't be targetted until your summons are destroyed.
5 (4+1) 46 Henchman 4-3 Henchman/Villain 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
5 (4+1) 47 Henchman 4-4 Henchman/Villain Pick a spell you have. It costs ½M to use.
5 (4+1) 48 Henchman 4-5 Henchman/Villain Pick a psionic power you have. It costs ½M to use.
5 (4+1) 49 Henchman 4-6 Henchman/Villain Pick an innate ability you have. It costs ½M to use.
5 (4+1) 50 Henchman 4-7 Henchman/Villain 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
5 (4+1) 51 Henchman 4-8 Henchman/Villain +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
5 (4+1) 52 Henchman 4-9 Henchman/Villain 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
5 (4+1) 53 Henchman 4-10 Henchman/Villain 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
5 (4+1) 54 Henchman 4-11 Henchman/Villain -1 actions of all types to everyone in the room (x1 Special)
5 (4+1) 55 Henchman 4-12 Henchman/Villain 1F, 1/d: +1 to your multiplier for 1 round
5 56 Illusion Summoning V Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
5 57 Magic Jar Cthulhu Magic Jar
5 58 Mirror Image V Delusion/Illusion 10 Mirror Images, can't be dispelled/disbelieved
5 59 N-ray Vision Delusion/Illusion N-ray Vision (pick an element it's blocked by)
5 60 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 125% (EE=1)
5 61 Power Word Feeblemind Incantatrix Target with <= 80 hp is Feebleminded (no save)
5 62 Quash Incantatrix 1bM: Counter a magical spell or magic item activation. This cannot be responded to (except by Capital I Insist). This spell or item activation cannot be used again by that person for 1 turn.
5 63 Remove Magical Trap Incantatrix Removes a Magical Trap; you have 50+CL*10% chance in it (minus the usual FRTricks shift)
5 64 Shadow Anti-Magic Anti-Magic CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
5 65 Shadow Magic Delusion/Illusion Wishoid for a SL 0-5 Wizard spell, has only 50% effect
5 66 Shatter x4 Force Destroys a x0 to x4 item
5 67 Sheep Life Ovinomancy 0 action to cast, consume a sheep in your group: Heal self.
5 68 Sheeping Doom Ovinomancy Like a Creeping Doom, but it's Rabid Dire Sheep. You get CL*3 sheep, each with 10 hp/dmg.
5 69 Spell Shield Incantatrix +CL saves vs. magic effects; +CL saves vs. mental effects (they do stack)
5 70 Steal Enchantment Incantatrix Steal an effect (not necessarily magical) someone is running; it is on you now, you need to maintain it
5 71 Steal Illusion Delusion/Illusion Gain control of an Illusion effect (no save, ER to resist)
5 72 Temporal Wall Chronomancy Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 73 Tempus Fugit Chronomancy Tempus Fugit
5 74 TK Push 5 Force Size M target is pushed CL*50' (takes falling damage), ×/÷ 2 for each size difference
5 75 TK Shield 5 Force AC +4+CL*7/3; +15 saves vs. anything that causes damage
6 1 *Remove Curse* Incantatrix Remove Heavy Curse
6 2 Anti-Anti-Magic Shell Anti-Magic Turns off anti-magical spells and effects of spell levels 0-5
6 (5+1) 3 Aspirant 5-1 Aspirant/Lich 1M, 1/r: Any 0th-4th level Wizard spell
6 (5+1) 4 Aspirant 5-2 Aspirant/Lich 1M, 1/r: Any 0th-4th level Priest spell
6 (5+1) 5 Aspirant 5-3 Aspirant/Lich +10*LVL aMR
6 (5+1) 6 Aspirant 5-4 Aspirant/Lich 1M: Project Image
6 (5+1) 7 Aspirant 5-5 Aspirant/Lich 1M: Teleport
6 (5+1) 8 Aspirant 5-6 Aspirant/Lich 1M: Contact Other Plane
6 (5+1) 9 Aspirant 5-7 Aspirant/Lich Conduct M actions through psi link (range sight)
6 (5+1) 10 Aspirant 5-8 Aspirant/Lich 1M, touch: Drain all psionic pools (save)
6 (5+1) 11 Aspirant 5-9 Aspirant/Lich 1M, touch: Slay Living (save)
6 (5+1) 12 Aspirant 5-10 Aspirant/Lich 1F: Get 2M you can use this segment
6 (5+1) 13 Aspirant 5-11 Aspirant/Lich +LVL/5 QM actions
6 (5+1) 14 Aspirant 5-12 Aspirant/Lich Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 15 Become Spectral Hunter Cthulhu You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
6 16 Body Warping of Gorgoroth Cthulhu Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
6 17 Charm Eelemental N Eelemental, Enc. Charm a DL=6 Eelemental
6 18 Clutch of Nyogtha Cthulhu Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
6 19 Conceal Temporal Anomaly Chronomancy Hides an Anomaly and reduces it's effects
6 20 Cow Machine Bovinomancy Like Cow Person, but no save. You don't see anything if you look at the target.
6 21 Create DMZ Anti-Magic Create a DMZ (Dispel Magic Zone), a x1 Special on the room
6 22 Create Gate Cthulhu Gate
6 23 Create Monster VI Quintessential Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
6 24 Create Technological Item 6 Technology Creates a technological item of TechL = 6 (duration 6 turns; material componenting may be used to double the TechL or duraton).
6 25 Curse of the Chaugnar Faugn Cthulhu *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
6 26 Dark Offering MTG B Slay a creature (PPD save), you gain it's hp to current hp
6 27 Demi-Shadow Anti-Magic Anti-Magic CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
6 28 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000,000 feet, ID within sight
6 29 Disenchant an Item Incantatrix Item loses 1 multiplier; x(-1) means the item is destroyed
6 30 Dispel Possession Incantatrix Dispels possession, magic jar, control actions, etc.
6 31 Displacement II Delusion/Illusion Double Displaced (AC +4, first-second attacks miss)
6 32 Dragon Roost MTG R Once per round, get a DL V Dragon as a summon (limit=LVL/3)
6 33 Dust of Disappearance Delusion/Illusion Dust of Disappearance (AC +8)
6 34 Eelemental Ball N Eelemental, Inv. CLd6 dmg to a group, no save, EE=6
6 35 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=6
6 36 Eelemental Summoning N Eelemental, Cnj. Summon a DL=6 Eelemental
6 37 Eelusionary Double N Eelemental, Ill. 6 Mirror Images, each has 36 hp to be detected as such
6 38 Eldritch Fire Shield Quintessential Eldritch Fire damaging Shield (200% back) {Sun Mage}
6 39 Eyes of the Zombie Cthulhu See through the eyes of a zombie (that you control)
6 40 Fire Maze Delusion/Illusion Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
6 41 Fly 63" Force Fly at 63" (A)
6 42 Force Ball 6 Force CL*12 force dmg to one group (no save)
6 43 Haste A6 Chronomancy +6A, +5B, or +4C actions
6 44 Heel N Eelemental, Nec. Cures 49% of max hp
6 (5+1) 45 Henchman 5-1 Henchman/Villain You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
6 (5+1) 46 Henchman 5-2 Henchman/Villain You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
6 (5+1) 47 Henchman 5-3 Henchman/Villain 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a Psi4 Grand (x2 effect)
6 (5+1) 48 Henchman 5-4 Henchman/Villain You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
6 (5+1) 49 Henchman 5-5 Henchman/Villain 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
6 (5+1) 50 Henchman 5-6 Henchman/Villain 1F: Charm or Dominate target x0 or x1 creature (save)
6 (5+1) 51 Henchman 5-7 Henchman/Villain You adjust all AllR by -5*level% (this stacks with the lower level version of this)
6 (5+1) 52 Henchman 5-8 Henchman/Villain 1V, 1/d: Ignore an Immunity to something.
6 (5+1) 53 Henchman 5-9 Henchman/Villain 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
6 (5+1) 54 Henchman 5-10 Henchman/Villain 1M: All x1 and lower effects on one target are dispelled.
6 (5+1) 55 Henchman 5-11 Henchman/Villain Lockdown X actions continuous in your group
6 (5+1) 56 Henchman 5-12 Henchman/Villain 1V, LVL/d: You ignore one level of Resist to something
6 57 Illusion Summoning VI Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
6 58 Magic Manager Chronomancy May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 59 Mind's Desire MTG U You can cast 1d6 spells of SL=1d6 next segment as 1M
6 60 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 150% (EE=1)
6 61 Paradox Chronomancy Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 62 Power Drain Cthulhu Target loses 1d6 stat points (save), you temporarily gain the amount he lost
6 63 Quash Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
6 64 Rope Special Delusion/Illusion Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
6 65 Shatter x5 Force Destroys a x0 to x5 item
6 66 Sheep Machine Ovinomancy Like Sheep Person, but no save. You don't see anything if you look at the target.
6 67 Solid Wall of Force Force Wall of Force (solid)
6 68 Spell Reflection Incantatrix iMReflection CL*5%
6 69 Steal Item Incantatrix Pick Pockets CL*20% (-5% per LVL of target or -2% per HD of target)
6 70 Stealcharge Incantatrix Target item loses CL charges, one of your items gains 1 charge (you may reduce CL down to a minimum of 2)
6 71 Tempus Lawfulness Chronomancy Fixes temporal anomolies in area
6 72 Tempus Vere Fugit Delusion/Illusion Like Tempus Fugit but x10 speed
6 73 TK Push 6 Force Size M target is pushed CL*60' (takes falling damage), ×/÷ 2 for each size difference
6 74 TK Shield 6 Force AC +3+CL*8/3; +21 saves vs. anything that causes damage
6 75 Unaging Chronomancy You do not age this day (Duration 1 day)
6 76 Undead Robotic Chicken Poultrymancy True time travel across barriers
7 1 *Dispel Magic* Incantatrix Dispels a Prismatic Wall/Sphere (in one spell), an Anti-Dispel Magic Shell, or an entire Chain Contingency chain
7 (6+1) 2 Aspirant 6-1 Aspirant/Lich 1M, 1/r: Any 0th-5th level Wizard spell
7 (6+1) 3 Aspirant 6-2 Aspirant/Lich 1M, 1/r: Any 0th-5th level Priest spell
7 (6+1) 4 Aspirant 6-3 Aspirant/Lich 1M, 1/r: Any psionic major (Psi1, Psi2, or Psi3 only)
7 (6+1) 5 Aspirant 6-4 Aspirant/Lich 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
7 (6+1) 6 Aspirant 6-5 Aspirant/Lich 1M: Teleport without Error
7 (6+1) 7 Aspirant 6-6 Aspirant/Lich +10*LVL IR
7 (6+1) 8 Aspirant 6-7 Aspirant/Lich 1M, touch: Steal a random powers for 1 round (no save)
7 (6+1) 9 Aspirant 6-8 Aspirant/Lich 1M, touch: Erase Truename (must know their Truename first)
7 (6+1) 10 Aspirant 6-9 Aspirant/Lich Troll-like regen LVL hp (including vile) /s
7 (6+1) 11 Aspirant 6-10 Aspirant/Lich Conduct effects through psi link (within sight)
7 (6+1) 12 Aspirant 6-11 Aspirant/Lich +LVL/10 number of segments per round
7 (6+1) 13 Aspirant 6-12 Aspirant/Lich Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 14 Blatant Thievery MTG U Pick Pockets LVL*10% on each target in a group
7 15 Charm Eelemental N Eelemental, Enc. Charm a DL=7 Eelemental
7 16 Commune with Time of Legends Chronomancy Commune with Time of Legends
7 17 Create Self-Ward Cthulhu DR 10/+1; Resist Aging
7 18 Create Technological Item 7 Technology Creates a technological item of TechL = 7 (duration 7 turns; material componenting may be used to double the TechL or duraton).
7 19 Create Time Gate Cthulhu Create a Time Gate 10^(N-4) years
7 20 Delusion Delusion/Illusion Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
7 21 Demi-Shadow Door Delusion/Illusion Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
7 22 Demi-Shadow Magic Delusion/Illusion Wishoid for a SL 0-7 Wizard spell, has only 50% effect
7 23 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10,000,000 feet, ID within sight
7 24 Disjoin Exhaustion Delusion/Illusion Cure all damage taken; Get +1P and +1V action this round
7 25 Eelemental Ball N Eelemental, Inv. CLd7 dmg to a group, no save, EE=7
7 26 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=7
7 27 Eelemental Summoning N Eelemental, Cnj. Summon a DL=7 Eelemental
7 28 Eelusionary Double N Eelemental, Ill. 7 Mirror Images, each has 49 hp to be detected as such
7 29 First Level Anti-Magic-User Spells (DM1) Anti-Magic Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
7 30 First Level Anti-Magic-User Spells (DM2) Anti-Magic Can cast one 1st Level Anti-Magic spell per round as Z action
7 31 Flame Wave MTG R CL/3 groups each take 40 eldritch fire dmg (no save)
7 32 Fly 84" Force Fly at 84" (AA)
7 33 Force Ball 7 Force CL*14 force dmg to one group (no save)
7 34 Haste A7 Chronomancy +7A, +6B, or +5C actions
7 35 Heel N Eelemental, Nec. Cures 64% of max hp
7 36 Hyperkinetic Haste A Force CL A Action Haste (party); The caster (not everyone in the Haste) can convert 2V->1QV, 2P->1QP, 2QV->1QQV, 2QP->2QQP, etc.
7 37 Illusion Summoning VII Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
7 38 Incurse Chronomancy Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 39 Mordenkainen's Disjunction Incantatrix Mordenkainen's Disjunction
7 40 Nightmare Delusion/Illusion Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
7 41 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 175% (EE=1)
7 42 Remove Magical Special Incantatrix Removes a Magical Special; you have CL*15% chance in it (minus the usual FRSpecials shift)
7 43 Sands of Time Chronomancy Reverse the effect of time on objects.
7 44 Shatter x6 Force Destroys a x0 to x6 item
7 45 Steal Life Cthulhu Drain 1 stat point per segment from target and add to you temporarily (save per segment)
7 46 Stealspell Incantatrix Target loses CL unused spell slots in memorization, you gain 1 of them (target saves vs. Spell) (you may reduce CL down to a minimum of 2)
7 47 Temporal Eye Chronomancy Can scry into other times at this location
7 48 TK Push 7 Force Size M target is pushed CL*70' (takes falling damage), ×/÷ 2 for each size difference
7 49 TK Shield 7 Force AC +2+CL*3; +28 saves vs. anything that causes damage
7 50 Unbinding Incantatrix Hold, Stun, Guards and Wards, Temporal Stasis, Imprisonment, Time Stop, Wizard Lock, Wall of Force, Cube of Force, Forcecage, Maze all end immediately (no effect) if comes into contact with your group. Your group walks around as a mobile DMZ.
7 51 Unfamiliar Incantatrix Target loses a familiar (the familiar is returned to the Plane of Familiars) (save vs. Spells)
7 52 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)
7 53 Word of Recall Cthulhu Word of Recall
8 1 Accelerate Lifeline Chronomancy Target ages CL years (Spell save)
8 (7+1) 2 Aspirant 7-1 Aspirant/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 3 Aspirant 7-2 Aspirant/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 4 Aspirant 7-3 Aspirant/Lich +10*LVL EaER
8 (7+1) 5 Aspirant 7-4 Aspirant/Lich 1M, touch: Annihilation (save)
8 (7+1) 6 Aspirant 7-5 Aspirant/Lich 1M, touch: Incursion (save)
8 (7+1) 7 Aspirant 7-6 Aspirant/Lich Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
8 8 Beacon of Tomorrows MTG U You get an extra segment this round (segment 11 at end)
8 9 Charm Eelemental N Eelemental, Enc. Charm a DL=8 Eelemental
8 10 Consume Likeness Cthulhu Alter Appearance to someone specific who recently died (it's very convincing)
8 11 Continuous Illusion Delusion/Illusion Next Illusion spell you cast is Continuous
8 12 Create Technological Item 8 Technology Creates a technological item of TechL = 8 (duration 8 turns; material componenting may be used to double the TechL or duraton).
8 13 Death by Flames Cthulhu Target takes 1d10 fire dmg /s (no save)
8 14 Decree of Pain MTG B Slay all creatures in two groups (PPD save) or one group (no save)
8 15 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100,000,000 feet, ID within sight
8 16 Eelemental Ball N Eelemental, Inv. CLd8 dmg to a group, no save, EE=8
8 17 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=8
8 18 Eelemental Summoning N Eelemental, Cnj. Summon a DL=8 Eelemental
8 19 Eelusionary Double N Eelemental, Ill. 8 Mirror Images, each has 64 hp to be detected as such
8 20 Eye of Light & Darkness Cthulhu All outer planar creatures take 1 Wis dmg per segment (x1 Special)
8 21 First Level Priest Spells Delusion/Illusion 0, 1/r: Cast a 1st level Priest spell
8 22 Fly 108" Force Fly at 108" (SF)
8 23 Force Ball 8 Force CL*16 force dmg to one group (no save)
8 24 Haste A8 Chronomancy +8A, +7B, or +6C actions
8 25 Heel N Eelemental, Nec. Cures 81% of max hp
8 26 Hyperkinetic Haste B Force CL B Action Haste (party); The caster (not everyone in the Haste) cannot have his hV, hP, bV, bP actions locked down
8 27 Illusion Summoning VIII Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
8 28 Insurrection MTG R Charm a group (Will save, ignores immunity to Charm effects)
8 29 Item Supercharger Chronomancy A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 30 Mass Mirage Arcana Delusion/Illusion As Mirage Arcana but covers CL sq. miles
8 31 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 200% (EE=1)
8 32 Planar Displacement Delusion/Illusion Planar Displacement
8 33 Prismatic Beam Delusion/Illusion Like Prismatic Spray but they take all 7 colors
8 34 Protection from Time Chronomancy Immune to and can't use temporal effects
8 35 Shatter x7 Force Destroys a x0 to x7 item
8 36 Time/Reality Stability Chronomancy Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 37 Timereaver Chronomancy Time Travel Other +/- 5*CL years (Spell save)
8 38 TK Push 8 Force Size M target is pushed CL*80' (takes falling damage), ×/÷ 2 for each size difference
8 39 TK Shield 8 Force AC +1+CL*10/3; +36 saves vs. anything that causes damage
9 1 Change Reality Delusion/Illusion Wishoid for a SL 0-9 Wizard spell, has only 75% effect
9 2 Charm Eelemental N Eelemental, Enc. Charm a DL=9 Eelemental
9 3 Create Technological Item 9 Technology Creates a technological item of TechL = 9 (duration 9 turns; material componenting may be used to double the TechL or duraton).
9 4 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000,000,000 feet, ID within sight
9 5 Disbelieve Reality Delusion/Illusion Can disbelieve something that's real (Incursion - PP save)
9 6 Displacement III Delusion/Illusion Triple Displaced (AC +6, first-third attacks miss)
9 7 Eelemental Ball N Eelemental, Inv. CLd9 dmg to a group, no save, EE=9
9 8 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=9
9 9 Eelemental Summoning N Eelemental, Cnj. Summon a DL=9 Eelemental
9 10 Eelusionary Double N Eelemental, Ill. 9 Mirror Images, each has 81 hp to be detected as such
9 11 Effects Bubble Delusion/Illusion Your effects protect each other (and themselves); ER +CL*10%
9 12 Fly 135" Force Fly at 135" (SW)
9 13 Force Ball 9 Force CL*18 force dmg to one group (no save)
9 14 Haste A9 Chronomancy +9A, +8B, or +7C actions
9 15 Heel N Eelemental, Nec. Cures 100% of max hp
9 16 Hyperkinetic Haste C Force CL C Action Haste (party); The caster (not everyone in the Haste) cannot have his OppV, OppP actions locked down
9 17 Illusion Summoning IX Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
9 18 Major Paradox Chronomancy Wish (as spell)
9 19 Megaskin Anti-Magic CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
9 20 Moo Bovinomancy Does a Moo on one target ([C] section effect)
9 21 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 225% (EE=1)
9 22 Round Stop Anti-Magic The current round will end after the end of this segment (the rest of the segments this round will not occur)
9 23 Second Level Priest Spells Delusion/Illusion 0, 1/r: Cast a 2nd level Priest spell
9 24 Sever Lifeline Chronomancy You do not have or require a silver cord. Immune to aging.
9 25 Shatter x8 Force Destroys a x0 to x8 item
9 26 Stampede of Rabid Chickens Poultrymancy Like a Meteor Swarm, but damage is of type Chicken and Poison instead of Eldritch Earth and Eldritch Fire. "Chicken" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
9 27 Stampede of Rabid Sheep Ovinomancy Like a Meteor Swarm, but damage is of type Sheep and Poison instead of Eldritch Earth and Eldritch Fire. "Sheep" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
9 28 Temporal Shell Chronomancy Immune time
9 29 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 30 Time Stop Chronomancy Stops time for 1d4 rounds
9 31 TK Push 9 Force Size M target is pushed CL*90' (takes falling damage), ×/÷ 2 for each size difference
9 32 TK Shield 9 Force AC +CL*11/3; +45 saves vs. anything that causes damage
10 1 Anti-Anti-Dispel Magic Shell Anti-Magic Lower an Anti-Dispel Magic Shell
10 2 Anti-Dispel Anti-Magic Shell Anti-Magic Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI
10 3 Aspirant 10-1 Aspirant/Lich 0, 1/r: Any 0th-5th level Wizard spell
10 4 Aspirant 10-2 Aspirant/Lich 0, 1/r: Any 0th-4th level Priest spell
10 5 Aspirant 10-3 Aspirant/Lich 0, 1/r: Any psionic cantrip (Psi1, Psi2, or Psi3 only)
10 6 Aspirant 10-4 Aspirant/Lich +5*(Lich level)% WR (not irreducible) that can't be ignored
10 7 Aspirant 10-5 Aspirant/Lich Resist Turning (you are double the rating)
10 8 Aspirant 10-6 Aspirant/Lich 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
11 1 Aspirant 11-1 Aspirant/Lich 0, 1/r: Any 1st-6th level Wizard spell
11 2 Aspirant 11-2 Aspirant/Lich 0, 1/r: Any 1st-5th level Priest spell
11 3 Aspirant 11-3 Aspirant/Lich 0, 1/r: Any psionic minor (Psi1, Psi2, or Psi3 only)
11 4 Aspirant 11-4 Aspirant/Lich 1M: Banish Undead
11 5 Aspirant 11-5 Aspirant/Lich Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
11 6 Aspirant 11-6 Aspirant/Lich +10*(Lich level)% iWR that can't be ignored
11 7 Aspirant 11-7 Aspirant/Lich Mask Undead status; Can't be turned
11 8 Aspirant 11-8 Aspirant/Lich Detect Artifacts; 1M: Legend Lore Artifact
11 9 Aspirant 11-9 Aspirant/Lich 1M, (lich level)/d: Gain +10 XP
11 10 Aspirant 11-10 Aspirant/Lich 0: Create Traps 15*(Lich level)%
11 11 Aspirant 11-11 Aspirant/Lich All spells cost 0 P actions; Material componenting does not cost 1 V action
11 12 Aspirant 11-12 Aspirant/Lich +(Lich level) OppV or QM actions
11 13 Aspirant 11-13 Aspirant/Lich Negative Cold (Lich level)d10 dmg by touch
11 14 Aspirant 11-14 Aspirant/Lich +(Lich level) Research Points per reset (see [P12])
11 15 Aspirant 11-15 Aspirant/Lich 1F or 1X: Duplicate any level 0 Concordant spell
11 16 Call Deity Cthulhu Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
11 17 Dismiss Deity Cthulhu Dismisses the material form of a god (remember this is only a x1 effect by itself)
11 18 Henchman 11-1 Henchman/Villain 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
11 19 Henchman 11-2 Henchman/Villain 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
11 20 Henchman 11-3 Henchman/Villain You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
11 21 Henchman 11-4 Henchman/Villain You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
11 22 Henchman 11-5 Henchman/Villain +10% XP in all your non-Concordant classes.
11 23 Henchman 11-6 Henchman/Villain You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
11 24 Henchman 11-7 Henchman/Villain You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
11 25 Henchman 11-8 Henchman/Villain You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
11 26 Henchman 11-9 Henchman/Villain 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
11 27 Henchman 11-10 Henchman/Villain The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
11 28 Henchman 11-11 Henchman/Villain NF, may borrow: Counter a level N Concordant ability.
11 29 Henchman 11-12 Henchman/Villain xVL number of henchmen, followers, summons, familiars

[PC39] Collective 3.9 Classes


Damage Resistance (Mini-Class)

Level KXP Version1 Effect
1 0.8 inDR 2/+1
2 1.6 inDR 4/+2
3 3.2 inDR 6/+3
4 6.4 inDR 8/+4
5 12.8 inDR 10/+5
6 25.6 inDR 12/+6
7 51.2 inDR 14/+7
8 102.4 inDR 16/+8
9 160 inDR 18/+9
10 240 inDR 20/+10
11 320 inDR 22/+11
12 400 inDR 24/+12
13 480 inDR 26/+13
14 560 inDR 28/+14
15 640 inDR 30/+15
16 720 inDR 32/+16
17 800 inDR 34/+17
18 880 inDR 36/+18
19 960 inDR 38/+19
20 1040 inDR 40/+20
21 1120 inDR 42/+21
22 1200 inDR 44/+22
23 1280 inDR 46/+23
24 1360 inDR 48/+24
25 1440 inDR 50/+25
26 1520 inDR 52/+26
27 1600 inDR 54/+27
28 1680 inDR 56/+28
29 1760 inDR 58/+29
30 1840 inDR 60/+30
31 1920 inDR 62/+31
32 2000 inDR 64/+32
33 2080 inDR 66/+33
34 2160 inDR 68/+34
35 2240 inDR 70/+35
36 2320 inDR 72/+36
Version2 Effect
-1 per physical attack
-2 per physical attack
-3 per physical attack
-4 per physical attack
-5 per physical attack
-6 per physical attack
-7 per physical attack
-8 per physical attack
-9 per physical attack
-10 per physical attack
-11 per physical attack
-12 per physical attack
-13 per physical attack
-14 per physical attack
-15 per physical attack
-16 per physical attack
-17 per physical attack
-18 per physical attack
-19 per physical attack
-20 per physical attack
-21 per physical attack
-22 per physical attack
-23 per physical attack
-24 per physical attack
-25 per physical attack
-26 per physical attack
-27 per physical attack
-28 per physical attack
-29 per physical attack
-30 per physical attack
-31 per physical attack
-32 per physical attack
-33 per physical attack
-34 per physical attack
-35 per physical attack
-36 per physical attack
Version3 Effect
silver or magic weapon needed to hit you
+0 weapon needed to hit you
+1 weapon needed to hit you
+2 weapon needed to hit you
+3 weapon needed to hit you
+4 weapon needed to hit you
+5 weapon needed to hit you
+6 weapon needed to hit you
+7 weapon needed to hit you
+8 weapon needed to hit you
+9 weapon needed to hit you
+10 weapon needed to hit you
+11 weapon needed to hit you
+12 weapon needed to hit you
+13 weapon needed to hit you
+14 weapon needed to hit you
+15 weapon needed to hit you
+16 weapon needed to hit you
+17 weapon needed to hit you
+18 weapon needed to hit you
+19 weapon needed to hit you
+20 weapon needed to hit you
+21 weapon needed to hit you
+22 weapon needed to hit you
+23 weapon needed to hit you
+24 weapon needed to hit you
+25 weapon needed to hit you
+26 weapon needed to hit you
+27 weapon needed to hit you
+28 weapon needed to hit you
+29 weapon needed to hit you
+30 weapon needed to hit you
+31 weapon needed to hit you
+32 weapon needed to hit you
+33 weapon needed to hit you
+34 weapon needed to hit you
This class has two alternate versions (so it has three versions total). "Version1" is the "Normal" version; the others are "Alternates".
inDR is "irreducible, non-ignorable" DR.

[PC39] Collective 3.9 Classes


Deified Mortal0

Level KXP DeifM0
B [[D]]
1 0 1 [[-]]
2 9 2 [[-]]
3 18 3 [[-]]
4 36 4 [[-]]
5 72 5 [[-]]
6 144 6 [[-]]
7 288 7 [[-]]
8 576 8 [[-]]
9 877 9 [[-]]
10 1177 A [[-]]
11 1477 B [[-]]
12 1777 C [[-]]
13 2077 D [[-]]
14 2377 E [[-]]
15 2677 F [[-]]
16 2977 G [[-]]
17 3277 H [[-]]
18 3577 I [[-]]
19 3877 J [[-]]
20 4177 K [[-]]
21 4477 L [[-]]
22 4777 M [[-]]
23 5077 N [[-]]
24 5377 O [[-]]
25 5677 P [[-]]
26 5977 Q [[-]]
27 6277 R [[-]]
28 6577 S [[-]]
29 6877 T [[-]]
30 7177 U [[-]]
31 7477 V [[-]]
32 7777 W [[-]]
33 8077 X [[-]]
34 8377 Y [[-]]
35 8677 Z [[-]]
36 8977 Z [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+6  3  3  3  3  3  3  3  3
+9  4  4  4  4  4  4  4  4
+12  6  6  6  6  6  6  6  6
+15  7  7  7  7  7  7  7  7
+18  9  9  9  9  9  9  9  9
+21 10 10 10 10 10 10 10 10
+24 12 12 12 12 12 12 12 12
+27 13 13 13 13 13 13 13 13
+30 15 15 15 15 15 15 15 15
+33 16 16 16 16 16 16 16 16
+36 18 18 18 18 18 18 18 18
+39 19 19 19 19 19 19 19 19
+42 21 21 21 21 21 21 21 21
+45 22 22 22 22 22 22 22 22
+48 24 24 24 24 24 24 24 24
+51 25 25 25 25 25 25 25 25
+54 27 27 27 27 27 27 27 27
Requisites: Any one stat = 22+LVL*3
Alignment: any
HD/level: d30
Weapon Prof.: 10+level
To Hit Table: 3xMon; 1/3xDemigod
Save Table: 3xMon; 1/3xDemigod
Reference: DM
Groups: Demigod (x1)
 
[X] Section stats
ihp +1
iTH +1
P Save +1
M Save +1
War +1
Rog +1
PPsi +1
Wiz +1
Pri +1
MPsi +1
 
Gets Extra-Bar bonus in the stat you're using for the Requisite. Bonus=(Stat-16)*5/2.
Gets 13th level spells (nothing lower level). These spells are resisted using GR.
Gets 1G action per 3 rounds. (Once per 3 rounds you can use 1G action, it acts as an infinitely quick F action.)
Level 3 ¶: The to hit of 1/3xDemigod means you autohit any AC on a natural 20-LVL/3, even infinite AC of iAC=LVL/3 or less.
Level 3 ¶: The saves of 1/3xDemigod means you actually get a P Save or an M Save against G action / [X] section effects.
Level 9: 0, while casting a Deified Mortal0 spell with a "(PPD save)" listed, (LVL-8) /turn: Your spell has no save.
Level 36: Gets one Demigod0 spell which functions as if you are a x3 being.

[PC39] Collective 3.9 Classes


Deified Mortal0 Spells

All of these spells are SL=13 and are resisted using GR. They cost 1F or 1G action to cast.
Deified Mortal0 spells cannot be material componented, but they can be reversed.
 
# Name Type Effect
1 Abjuration Int 1 ihp Armor spell (self only)
2 All Wis Clone (as spell)
3 Alteration Int 1 target rerolls Str, Dex, and Con using 1d25, lasts for 1 turn (PPD save)
4 Annihilation Blast Chr 1 target makes a PPD save or he is annihilated.
5 Anti-Magic Wis All spells of SL=CL or lower in area cannot be (choose one): Cast or Maintained (x1 Special)
6 Assassin Dex 1 target put to 0 hp (PPD save)
7 Bio Slaughter Con +12 TH or +25 dmg for 1 turn.
8 Charisma Chr +12 Chr [cont.]
9 Chronomancy Int You get 1G action per round instead of 1G action per 3 rounds.
10 Combat Wis 1 target has +25 on Saves for 1 turn
11 Constitution Con +12 Con [cont.]
12 Creation Wis Create a random DL=CL being, you can pick summon category (treat as a summon)
13 Deflection/Parry Str +25 AC [cont.]
14 Detonate Con Destroy an artifact (item save Disintegrate) or do 25 dmg to 1 target (no resistance).
15 Dexterity Dex +12 Dex [cont.]
16 Dispel I Int Dispel a currently running effect (no ER or iER)
17 Energy Drain Int Target loses 3 levels (make 3 PPD saves, each missed save is 1 level)
18 Evocation Int One group takes 50 dmg of the normal element of your choice (PPD save for ½)
19 G Resistance Str +CL% iunGR [cont.], cannot be downgraded to lower types
20 Great Attack Str Target's next melee attack is at +50 TH
21 Healing Wis 1 target cured 1 ihp (or all of finite hp) (reverse gives PPD save)
22 Illusion Int 10% chance that a melee attack automatically misses (roll per attack) [cont.]
23 Inertial Barrier Con Ignore the first melee attack from each creature for 1 turn.
24 Intelligence Int +12 Int [cont.]
25 Lady's Smile Str Choose next die roll
26 Legend Delay Con Target loses next segment of actions (PPD Save)
27 Legend Speed Con Pick a Deified Mortal0 spell. That spell costs only ½G action to use.
28 Lend Godly Int Lose a G action: Target gains 1G action
29 Monk Dex Your saves for ½ (or partial effect) are instead for 0 for 1 turn.
30 Regeneration Str You regenerate at 3 hp/s [cont.]
31 Strength Str +12 Str [cont.]
32 Summoning I Int Summon three DL=(CL+5)/2 beings to fight for you
33 Ultraplanar Blast Chr Area effect: -25 distributed among random ability scores (PPD save)
34 Wards Wis Choose a spell when cast. You are completely immune to that spell for 1 turn.
35 Wild Magic II Wis Cast two randomly rolled spells on this table
36 Wisdom Wis +12 Wis [cont.]

[PC39] Collective 3.9 Classes


Dragon Mage

Level KXP Dragon Mage
123 456 789 A
1 0 1-- --- --- -
2 5 20- --- --- -
3 10 21- --- --- -
4 20 320 --- --- -
5 40 321 --- --- -
6 80 432 0-- --- -
7 120 432 1-- --- -
8 180 543 20- --- -
9 270 543 21- --- -
10 500 654 320 --- -
11 750 654 321 --- -
12 1500 765 432 0-- -
13 2250 765 432 1-- -
14 3000 776 543 20- -
15 3750 776 543 21- -
16 4500 777 654 320 -
17 5250 777 654 321 -
18 6000 777 765 432 -
19 6750 777 776 543 -
20 7500 777 777 654 -
21 8250 777 777 765 -
22 9000 777 777 776 -
23 9750 777 777 777 -
24 10500 888 877 777 -
25 11250 888 888 877 -
26 12000 888 888 888 -
27 12750 888 888 888 b
28 13500 888 888 888 0
29 14250 888 888 888 1
30 15000 888 888 888 2
31 15750 888 888 888 3
32 16500 888 888 888 4
33 17250 888 888 888 5
34 18000 888 888 888 6
35 18750 888 888 888 7
36 19500 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  6  0  1  1
+2  4  7  5  3  7  0  1  1
+3  4  8  5  4  7  0  1  2
+4  4  8  6  4  7  1  2  2
+5  5  9  6  4  8  1  2  3
+6  5  9  7  5  8  2  3  3
+7  5 10  7  5  9  2  3  4
+8  6 10  7  6  9  2  3  4
+9  6 10  8  6  9  3  4  5
+10  6 11  8  6 10  3  4  5
+11  7 11  9  7 10  4  5  6
+12  7 12  9  7 11  4  5  6
+13  7 12  9  8 11  4  5  7
+14  7 13 10  8 11  5  6  7
+15  8 13 10  8 12  5  6  8
+16  8 13 11  9 12  6  7  8
+17  8 14 11  9 13  6  7  9
+18  9 14 11 10 13  6  7  9
Requisites: Str 13, Int 15
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/2
To Hit Table: Mon
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Gets your choice of Str or Int bonus to spell progression.
Specialized in Dragon Magic (AKA Dracomancy) minor school (see next page). Can cast normal Wizard spells. May specialize in Elemental school, if you do, pick an opposite major school.
Level 1: 2V: You may ride a charmed, subdued, or summoned dragon as your mount. In this case, it functions as a Beast Rider mount. If it is a summon, it is no longer a summon and doesn't use a summon slot (it uses your "mount" slot).

[PC39] Collective 3.9 Classes


Dragon Mage Spells

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC39] Collective 3.9 Classes


Duplicator

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 150 (none)
9 280 (none)
10 580 (none)
11 880 (none)
12 1180 (none)
13 1480 (none)
14 1780 (none)
15 2080 (none)
16 2380 (none)
17 2680 (none)
18 2980 (none)
19 3280 (none)
20 3580 (none)
21 3880 (none)
22 4180 (none)
23 4480 (none)
24 4780 (none)
25 5080 (none)
26 5380 (none)
27 5680 (none)
28 5980 (none)
29 6280 (none)
30 6580 (none)
31 6880 (none)
32 7180 (none)
33 7480 (none)
34 7780 (none)
35 8080 (none)
36 8380 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
Requisites: Class Slots 1, Mini-Class Slots 1
Alignment: (as original)
HD/level: (as original)
Weapon Prof.: (as original)
To Hit Table: (as original)
Save Table: (as original)
Reference: DM
Groups: Custom
 
This class requires a Mini-Class slot in addition to the normal Class slot. This class exactly duplicates another class you have, which includes the name, XP table, etc. This class may be of different level than the duplicated class (it can be higher level).
Level 9: Choose one:
A. This requires an extra Mini-class slot. Replace the original class you're duplicating with another Duplicator class (so you have 2 Duplicator classes and no original). They both act as the original class but use the Duplicator XP chart.
B. You may duplicate a Mixed-class combination of classes instead of an individual class.
C. You may instead duplicate a class on another character you are playing. In this case, you may play the Duplicator class by itself, and don't need to have any original classes on your character at all.

[PC39] Collective 3.9 Classes


Fallen Angel5

Level KXP Pri Fallen
123 456 789
1 6 (owe) 1-- --- ---
2 9 2-- --- ---
3 12 21- --- ---
4 18 22- --- ---
5 30 221 --- ---
6 54 222 --- ---
7 102 322 1-- ---
8 198 332 2-- ---
9 294 333 21- ---
10 486 333 32- ---
11 678 433 321 ---
12 900 444 321 ---
13 1130 444 322 ---
14 1360 444 432 ---
15 1590 544 432 1--
16 1820 555 432 2--
17 2050 655 443 2--
18 2280 655 443 21-
19 2510 655 543 22-
20 2740 655 544 32-
21 2970 655 544 321
22 3200 665 554 322
23 3430 666 654 332
24 3660 776 655 432
25 3890 776 655 443
26 4120 777 665 543
27 4350 777 665 554
28 4580 887 666 654
29 4810 887 776 655
30 5040 888 777 665
31 5270 888 777 766
32 5500 988 887 776
33 5730 999 888 777
34 5960 999 988 887
35 6190 999 999 888
36 6420 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  1  1  1  1  1  1  1  1
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  2  2  2  2  2  2  2  2
+8  3  3  3  3  3  3  3  3
+9  3  3  3  3  3  3  3  3
+10  4  4  4  4  4  4  4  4
+11  4  4  4  4  4  4  4  4
+12  5  5  5  5  5  5  5  5
+13  5  5  5  5  5  5  5  5
+14  6  6  6  6  6  6  6  6
+15  6  6  6  6  6  6  6  6
+16  7  7  7  7  7  7  7  7
+17  7  7  7  7  7  7  7  7
+18  8  8  8  8  8  8  8  8
+19  8  8  8  8  8  8  8  8
+20  9  9  9  9  9  9  9  9
+21  9  9  9  9  9  9  9  9
Requisites: Str 12, Dex 14, Con 19, Int 12, Chr 6
Alignment: LE
HD/level: & ++++d6
Weapon Prof.: 6+/3
To Hit Table: Mon +3 levels
Save Table: Mon +1 level
Reference: DM
Groups: Priest, Concordant (x1), Mirror
 
Can cast Priest spells of the Necromantic sphere. Can also cast Priest spells of the following minor spheres: Darkness, Death, Destruction, Disease, Evil, Fear, Revenge, Secrets, Thievery. Since these schools aren't well defined in the Collective, I've included the Warden spells of these minor spheres on the following pages. You "know" all of these spells. Necromantic spells are *not* listed on this spell chart; you'll have to troll through [S3] to find those.
Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.  
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).  
Levels Pick Description
Level 1-3: A Flying LVL*3/2+8" (C)
B 1N, eat a summon: +DL*2 TH and dmg this segment, where DL is the DL of the summon
C 1V: Summon an evil DL 1d4 Outer planar creature
D 1M: Pick Pockets 70+LVL*30% (reduced downwards by LVL*10 of target)
E SR 6*LVL
Level 4: Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 5-7: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N TH, you get +N TH, for 1r.
G 1N, 1/reset: Follow a teleport or Escape (you arrive the following segment)
H 1V: Summon an evil DL 1d6+2 Outer planar creature
I Immune Fire (all variants), Negative, Prismatic, Chromatic, Darkness, Radiation, Deafness
J iER LVL*10%
Level 8: Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major
Level 9-12: K 13bM, 6bP, 26bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Unholy Bolt
M 1V: Summon an evil DL 1d8+5 Outer creature (treat each DL above DL=10 as having +10 max and current rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iGoodR LVL*5% (Resistance vs. Good aligned beings)
Level 13: Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

[PC39] Collective 3.9 Classes


Fallen Angel5 Spells

SL # Spell Spheres Effect
1 1 Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
1 2 Disguise Self Secrets, Thievery Changes your appearance.
1 3 Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
1 4 Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
1 5 Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 6 Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
2 1 Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
2 2 Blindness/Deafness Darkness Makes subject blinded or confused.
2 3 Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
2 4 Desecrate Evil Fills area with negative energy making undead stronger.
2 5 Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
2 6 Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
2 7 Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2 8 Scare Fear Panics creatures of less than 6 HD.
2 9 Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
3 1 Animate Dead Death Creates undead skeletons and zombies.
3 2 Contagion Destruction, Disease Affect subjects with chosen disease.
3 3 Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
3 4 Fear Fear Subjects within cone flee for 1 round/level.
3 5 Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
3 6 Nondetection Secrets, Thievery Hides subject from divination, scrying.
3 7 Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
4 1 Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
4 2 Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
4 3 Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
4 4 Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
4 5 Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
4 6 Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
4 7 Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
4 8 Unholy Blight Evil Damages and sickens good creatures.
4 9 Waves of Fatigue Disease Several targets become fatigued.
5 1 Dispel Good Evil +4 bonus against attacks by good creatures.
5 2 False Vision Secrets, Thievery Fools scrying with an illusion.
5 3 Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
5 4 Insect Plague Disease Locust swarms attack creatures
5 5 Mark of Justice Revenge Designates action that will trigger curse on subject.
5 6 Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
5 7 Slay Living Death Touch attack kills subject.
6 1 Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
6 2 Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
6 3 Harm Destruction, Disease Deals 10 points/level damage to target.
6 4 Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
6 5 Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
6 6 Symbol of Fear Fear Triggered rune panics nearby creatures.
7 1 Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
7 2 Destruction Death Kills subject and destroys remains.
7 3 Disintegrate Destruction Makes one creature or object vanish.
7 4 Eyebite Fear Target becomes panicked, sickened and comatose.
7 5 Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
7 6 Screen Secrets, Thievery Illusion hides area from vision, scrying.
7 7 Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
7 8 Waves of Exhaustion Disease, Entropy Several targets become exhausted.
8 1 Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
8 2 Discern Location Knowledge, Revenge Reveals exact location of creature or object.
8 3 Earthquake Destruction Intense tremor shakes 5-ft./level radius.
8 4 Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
8 5 Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
8 6 Polymorph Any Object Thievery Changes any subject into anything else.
8 7 Trap the Soul Fear, Wealth Imprisons subject within gem.
8 8 Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
9 1 Energy Drain Disease Subject gains 2d4 negative levels.
9 2 Implosion Destruction Kills one creature/round.
9 3 Imprisonment Secrets Entombs subject beneath the earth.
9 4 Power Word Kill Darkness, War Kills creatures with 100 hp or less.
9 5 Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
9 6 Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
9 7 Time Stop Thievery, Time You act freely for 1d4+1 rounds.
9 8 Wail of the Banshee Death, Entropy Kills one creatre/level.
9 9 Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
10 1 Damnation Evil Send your foe to hell.
10 2 Eclipse Darkness A solar eclipse follows you.
10 3 Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
10 4 Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
10 5 Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
10 6 Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.

[PC39] Collective 3.9 Classes


Generic Priest (page 1)

Overall
Level
KXP
1 0
2 1.5
3 3
4 6
5 13
6 27.5
7 55
8 110
9 225
10 450
11 675
12 900
13 1125
14 1350
15 1575
16 1800
17 2025
18 2250
19 2475
20 2700
21 2925
22 3150
23 3375
24 3600
25 3825
26 4050
27 4275
28 4500
29 4725
30 4950
31 5175
32 5400
33 5625
34 5850
35 6075
36 6300
ML Priest
123 456 789
KXP
1 2-- --- --- 0
2 30- --- --- 0.6
3 32- --- --- 1.2
4 430 --- --- 2.4
5 432 --- --- 5.2
6 443 0-- --- 11
7 543 2-- --- 22
8 544 30- --- 44
9 554 32- --- 90
10 554 430 --- 180
11 655 432 --- 270
12 655 443 0-- 360
13 665 543 2-- 450
14 665 544 30- 540
15 666 554 32- 630
16 666 554 430 720
17 666 655 432 810
18 666 655 443 900
19 666 665 544 990
20 666 665 555 1080
21 666 666 555 1170
22 666 666 655 1260
23 666 666 665 1350
24 666 666 666 1440
25 766 666 666 1530
26 776 666 666 1620
27 777 666 666 1710
28 777 766 666 1800
29 777 776 666 1890
30 777 777 666 1980
31 777 777 766 2070
32 777 777 776 2160
33 777 777 777 2250
34 877 777 777 2340
35 887 777 777 2430
36 888 777 777 2520
 
CL
KXP
1 0
2 0.45
3 0.9
4 1.8
5 3.9
6 8.25
7 16.5
8 33
9 67.5
10 135
11 202.5
12 270
13 337.5
14 405
15 472.5
16 540
17 607.5
18 675
19 742.5
20 810
21 877.5
22 945
23 1012.5
24 1080
25 1147.5
26 1215
27 1282.5
28 1350
29 1417.5
30 1485
31 1552.5
32 1620
33 1687.5
34 1755
35 1822.5
36 1890
Stat
Pts
HD KXP
1 1d8 0
2 2d8 0.3
3 3d8 0.6
4 4d8 1.2
5 5d8 2.6
6 6d8 5.5
7 7d8 11
8 8d8 22
9 9d8 45
10 10d8 90
11 11d8 135
12 12d8 180
13 13d8 225
14 14d8 270
15 15d8 315
16 16d8 360
17 17d8 405
18 18d8 450
19 19d8 495
20 20d8 540
21 21d8 585
22 22d8 630
23 23d8 675
24 24d8 720
25 25d8 765
26 26d8 810
27 27d8 855
28 28d8 900
29 29d8 945
30 30d8 990
31 31d8 1035
32 32d8 1080
33 33d8 1125
34 34d8 1170
35 35d8 1215
36 36d8 1260

[PC39] Collective 3.9 Classes


Generic Priest (page 2)

Turn
Lvl
TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 +0 2+0 / 1  8  4  5  2  3  0  0  2 0
2 +1 2+0 / 2  8  4  6  3  4  0  0  3 0.15
3 +1 2+0 / 3  9  5  6  3  4  0  1  3 0.3
4 +2 2+1 / 4  9  5  6  4  4  1  1  4 0.6
5 +3 2+1 / 5 10  6  7  4  5  1  1  4 1.3
6 +3 2+1 / 6 10  6  7  5  5  2  2  5 2.75
7 +4 2+1 / 7 11  7  8  5  6  2  2  5 5.5
8 +5 2+2 / 8 11  7  9  6  6  2  2  6 11
9 +5 2+2 / 9 12  7  9  6  7  3  3  6 22.5
10 +6 2+2 / 10 12  8  9  6  7  3  3  7 45
11 +7 2+2 / 11 13  8 10  7  8  4  3  7 67.5
12 +7 2+3 / 12 13  9 10  7  8  4  4  8 90
13 +8 2+3 / 13 13  9 10  7  8  4  4  8 112.5
14 +9 2+3 / 14 14  9 11  8  9  5  4  9 135
15 +9 2+3 / 15 14 10 11  8  9  5  5  9 157.5
16 +10 2+4 / 16 14 10 11  9  9  6  5 10 180
17 +11 2+4 / 17 15 11 12  9 10  6  5 10 202.5
18 +11 2+4 / 18 15 11 12 10 11  6  6 11 225
19 +12 2+4 / 19 16 12 13 10 11  7  6 11 247.5
20 +13 2+5 / 20 16 12 13 11 12  7  6 12 270
21 +13 2+5 / 21 16 13 13 11 12  8  7 12 292.5
22 +14 2+5 / 22 16 13 14 12 12  8  7 13 315
23 +15 2+5 / 23 16 13 14 12 13  8  7 13 337.5
24 +15 2+6 / 24 16 14 14 13 13  9  8 14 360
25 +16 2+6 / 25 16 14 15 13 13  9  8 14 382.5
26 +17 2+6 / 26 16 14 15 14 14 10  8 15 405
27 +17 2+6 / 27 16 15 15 14 14 10  9 15 427.5
28 +18 2+7 / 28 17 15 16 14 14 10  9 16 450
29 +19 2+7 / 29 17 15 16 15 15 11  9 16 472.5
30 +19 2+7 / 30 17 15 16 15 15 11 10 17 495
31 +20 2+7 / 31 17 16 16 15 15 12 10 17 517.5
32 +21 2+8 / 32 17 16 16 15 16 12 10 18 540
33 +21 2+8 / 33 17 16 16 16 16 12 11 18 562.5
34 +22 2+8 / 34 17 16 16 16 16 13 11 19 585
35 +23 2+8 / 35 17 16 16 16 16 13 11 19 607.5
36 +23 2+9 / 36 17 16 16 16 16 14 12 20 630
Requisites: Wis 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Custom
 
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
40% category: ML
30% category: CL
20% categories: Stat Points *, Hit Dice **
10% categories: Turn Level, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Cleric class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Cleric class.

[PC39] Collective 3.9 Classes


Giant Robot8

Level KXP Psi8   GRobot Vill
mMG SU 123 45 [1]
1 0 1-- -- 1-- -- [-]
2 8 2-- -- 2-- -- [-]
3 16 3-- -- 3-- -- [-]
4 32 41- -- 31- -- [-]
5 64 51- -- 32- -- [-]
6 128 62- -- 42- -- [-]
7 256 72- -- 421 -- [-]
8 512 831 -- 431 -- [-]
9 1024 931 -- 432 -- [-]
10 1536 A41 -- 432 1- [-]
11 2048 B42 -- 542 1- [-]
12 2560 C52 -- 543 2- [-]
13 3072 D52 -- 543 21 [-]
14 3584 E63 -- 543 22 [-]
15 4096 F63 -- 543 32 [-]
16 4608 G73 1- 543 33 [-]
17 5120 H74 1- 544 33 [-]
18 5632 I84 1- 544 43 [-]
19 6144 J84 1- 544 44 [-]
20 6656 K95 2- 554 44 [-]
21 7168 L95 2- 555 44 [-]
22 7680 MA5 2- 555 54 [-]
23 8192 NA6 2- 555 55 [-]
24 8704 OB6 3- 655 55 [-]
25 9216 PB6 3- 665 55 [-]
26 9728 QC7 3- 666 55 [-]
27 10240 RC7 3- 666 65 [1]
28 10752 SD7 4- 666 66 [1]
29 11264 TD8 4- 766 66 [2]
30 11776 UE8 4- 776 66 [2]
31 12288 VE8 4- 777 66 [3]
32 12800 WF9 51 777 76 [3]
33 13312 XF9 51 777 77 [4]
34 13824 YG9 51 877 77 [4]
35 14336 ZGA 51 887 77 [5]
36 14848 [GA 51 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 19, Con 17
Alignment: any
HD/level: 4d8 (no Con bonus)
Weapon Prof.: 8+level/2
To Hit Table: Mon
Save Table: 2xMon
Reference: MTG {Reduced Villain}
Groups: Monster, Concordant (x1), Alternate
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: +1 size.
Level 9: +1 size.
Level 18: +1 size.
Level 27: +1 size.
Level 36: +1 size.
 
Special Note on Giant Robot8 spells: Unlike Henchman spells (and most other Concordant spells), Giant Robot8 spells may be taken more than once. (Resist Elements twice would give you Double Resist Elements, MPIRR 5*LVL% twice would give you MPIRR 7.5*LVL% because of the MR calculation, etc.)

[PC39] Collective 3.9 Classes


Giant Robot8 Spells

Level # Spell
1 1 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 2 MPIRR 5*LVL%
1 3 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 4 Resist all Elements
1 5 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 6 Resist Action/Memory/Ability Stealing
2 1 ER 5*LVL%
2 2 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 3 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 4 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 5 +1 minor in a psionic progression you have.
2 6 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
3 1 1M: Hypnotize a group (Will save)
3 2 0, 1/t: Reroll a die roll
3 3 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 4 Resist all Eelements and Unusual Materials
3 5 +LVL C Actions
3 6 You get +1 segment per round (starting at segment 11).
4 1 Your summons can't be targetted.
4 2 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 3 You can convert 1M -> 1QM only for psionic powers.
4 4 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 5 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 6 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
5 1 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 2 You see the ERROR OF YOUR WAYS, drop Giant Robot8 class (and can never return), gain Brass Gnat with x1.5 your Giant Robot8 XP.
5 3 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 4 AllR 5*LVL%
5 5 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
5 6 You have and may use 2Z actions per half-segment.
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC39] Collective 3.9 Classes


Magic-User4

Level KXP Wizard
123 456 789 AB
1 0 20a c-- --- --
2 6 310 bc- --- --
3 24 421 ab- --- --
4 60 532 0ac --- --
5 120 643 10b --- --
6 210 754 21a c-- --
7 336 865 320 b-- --
8 504 976 430 ac- --
9 720 A87 541 0b- --
10 990 A98 652 1a- --
11 1320 AA9 763 20c --
12 1716 AAA 874 30b --
13 2184 AAA 985 40a --
14 2730 AAA A96 510 --
15 3360 AAA AA7 621 c-
16 4080 AAA AA8 732 b-
17 4880 AAA AA9 843 a-
18 5680 AAA AAA 954 0-
19 6480 AAA AAA A65 0-
20 7280 AAA AAA A76 1-
21 8080 AAA AAA A87 1-
22 8880 AAA AAA A98 2-
23 9680 AAA AAA AA9 2-
24 10480 AAA AAA AAA 3c
25 11280 BBB BBB BBB 3b
26 12080 BBB BBB BBB 4a
27 12880 CCC CCC CCC 40
28 13680 CCC CCC CCC 50
29 14480 DDD DDD DDD 50
30 15280 DDD DDD DDD 51
31 16080 DDD DDD DDD 61
32 16880 EEE EEE EEE 61
33 17680 EEE EEE EEE 71
34 18480 FFF FFF FFF 71
35 19280 FFF FFF FFF 81
36 20080 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 10, Int 20, Wis 10
Alignment: any
HD/level: d30/4
Weapon Prof.: 0+level*2
To Hit Table: Wiz(d30)
Save Table: Wiz(d30)
Reference: (wizards)
Groups: Wizard
 
Gets only 1/4 of a HD per level, so you get only 1/4 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/4, round up.
Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Gets Int bonus to spell progression.
Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
All dice in all spells is replaced by d30 (so Magic Missile is 1d30+1, wacky balls are always d30 regardless of SL, etc.)
Rolls 1d30-10 for proficiency checks.
Level N (every level): +1 school of specialization (no opposite)

[PC39] Collective 3.9 Classes


Maxulator

Level KXP
Spells
1 0 (varies)
2 5 (varies)
3 10 (varies)
4 20 (varies)
5 40 (varies)
6 80 (varies)
7 160 (varies)
8 300 (varies)
9 600 (varies)
10 1000 (varies)
11 1500 (varies)
12 2000 (varies)
13 2500 (varies)
14 3000 (varies)
15 3500 (varies)
16 4000 (varies)
17 4500 (varies)
18 5000 (varies)
19 5500 (varies)
20 6000 (varies)
21 6500 (varies)
22 7000 (varies)
23 7500 (varies)
24 8000 (varies)
25 8500 (varies)
26 9000 (varies)
27 9500 (varies)
28 10000 (varies)
29 10500 (varies)
30 11000 (varies)
31 11500 (varies)
32 12000 (varies)
33 12500 (varies)
34 13000 (varies)
35 13500 (varies)
36 14000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Class Slots 2, Mini-Class Slots 1
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Mirror Minulator}
Groups: Custom, Mirror
 
You duplicate the powers of up to LVL+1 Mini-classes (see [PC10]). You get your full XP (in Maxulator class) for each of these Mini-classes to see what level you are. There is no minimum or maximum level for these classes, meaning some of your emulated Mini classes may be above your Maxulator level, or may be level 0.
 
You can take each Mini-class only once, however, you are allowed to take both the Normal and the Alternate form for the same Mini-class at the same time (this is a violation of the normal Mini-class rules).
 
You are allowed to take actual Mini-classes themselves for your character normally, and can even select Mini-classes that you have as part of your Minulator class. (You are not considered to "have" a particular Mini-class, even if it's part of a Minulator class).
 
Level 6: You may choose three instances of a given Mini-class, in one of these combinations: Normal-Normal-Alternate or Normal-Alternate-Alternate. This can be done for multiple Mini-classes. Some Mini-classes (such as Jobber) allow the Normal and Alternate form to be taken, in these cases, you may have Normal-Normal-Normal or Alternate-Alternate-Alternate.
Level 12: You may choose four instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 18: You may choose five instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 24: You may choose six instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.

[PC39] Collective 3.9 Classes


Meat Sword

Level KXP
Spells
1 0 (none)
2 9 (none)
3 18 (none)
4 36 (none)
5 72 (none)
6 144 (none)
7 288 (none)
8 576 (none)
9 1000 (none)
10 1450 (none)
11 1900 (none)
12 2350 (none)
13 2800 (none)
14 3250 (none)
15 3700 (none)
16 4150 (none)
17 4600 (none)
18 5050 (none)
19 5500 (none)
20 5950 (none)
21 6400 (none)
22 6850 (none)
23 7300 (none)
24 7750 (none)
25 8200 (none)
26 8650 (none)
27 9100 (none)
28 9550 (none)
29 10000 (none)
30 10450 (none)
31 10900 (none)
32 11350 (none)
33 11800 (none)
34 12250 (none)
35 12700 (none)
36 13150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
& +3  5  2  4  2  1  1  1  0
& +7  6  4  5  4  3  2  2  1
& +11  8  5  7  6  4  3  3  2
& +15  9  7  8  8  6  4  4  2
& +19 11  8 10 10  7  5  4  3
& +23 12 10 11 12  9  6  5  4
& +27 14 11 13 14 10  7  6  4
& +31 14 12 14 14 11  8  7  5
& +35 15 13 14 14 12  9  8  6
& +39 15 14 15 15 13 10  8  6
& +43 15 14 15 15 14 11  9  7
& +47 15 14 15 15 15 12 10  8
& +51 15 15 15 15 15 13 11  8
& +55 16 15 15 15 15 14 12  9
& +59 16 15 16 15 15 15 12 10
& +63 16 16 16 15 15 16 13 10
& +67 16 16 16 16 16 17 14 11
& +71 17 16 16 16 16 18 15 12
Requisites: Str 30, Class Slots 4
Alignment: any
HD/level: d10
Weapon Prof.: & 9+level*3
To Hit Table: & 4xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior, Alternate
 
This class costs 4 class slots (or 3 class slots in campaigns where there are only 3 slots).
Mini classes and x2 (and above) classes may be used in combination with this class, and the hit points combine normally.
This class may multi-class (or dual-class) with Meat Shield, the combined two classes are only 4 class slots (total).
Level 1: Sustain Str
Level 1 ¶: Base number of attacks with all specialized weapons is 2+LVL/4.
Level 1 ¶: Dragonlancing / Inverse Dragonlancing: 1V: Get +X to hit and +Y damage (on every attack) until you use this ability again, where X+Y = your max hp. X and Y cannot be negative. These plusses count as magical plusses for purposes of overcoming "+ needed to hit" and DR. This ability does not automatically go up as you level; you need to spend 1V action each time.
Level 1 ¶: 1 attack: Dispel ("Twist") an effect running on someone
Level 1 ¶: iaER LVL*10%
Level N (every level): +1 instance of Exc Str for this class. This is not optional, you must take this, even if your Str bonus would go down. Bonuses for Str levels follows:
 
# Exc Str Name Bonus Str 20 Str 30 Str 40 Str 50 Str 60 Str 70 Str 80 Str 90 Str 100
1 Exc (Str-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Str-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Str-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Str-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Str-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Str-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Str-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Str-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Str-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Str-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Str-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Str-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Str-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Str-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Str-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Str-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Str-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Str-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
(beyond) ? (Str-N*2-10)*(N/2+1)

[PC39] Collective 3.9 Classes


Memorization Level (Mini-Class)

Level KXP Version1 Effect Total
1 3 +1 limited ML * (+1)
2 6 +1 limited ML * (+2)
3 12 +1 limited ML * (+3)
4 24 +1 limited ML * (+4)
5 48 +1 limited ML * (+5)
6 96 +1 limited ML * (+6)
7 192 +1 limited ML * (+7)
8 384 +1 limited ML * (+8)
9 600 +1 limited ML * (+9)
10 900 +1 limited ML * (+10)
11 1200 +1 limited ML * (+11)
12 1500 +1 limited ML * (+12)
13 1800 +1 limited ML * (+13)
14 2100 +1 limited ML * (+14)
15 2400 +1 limited ML * (+15)
16 2700 +1 limited ML * (+16)
17 3000 +1 limited ML * (+17)
18 3300 +1 limited ML * (+18)
19 3600 +1 limited ML * (+19)
20 3900 +1 limited ML * (+20)
21 4200 +1 limited ML * (+21)
22 4500 +1 limited ML * (+22)
23 4800 +1 limited ML * (+23)
24 5100 +1 limited ML * (+24)
25 5400 +1 limited ML * (+25)
26 5700 +1 limited ML * (+26)
27 6000 +1 limited ML * (+27)
28 6300 +1 limited ML * (+28)
29 6600 +1 limited ML * (+29)
30 6900 +1 limited ML * (+30)
31 7200 +1 limited ML * (+31)
32 7500 +1 limited ML * (+32)
33 7800 +1 limited ML * (+33)
34 8100 +1 limited ML * (+34)
35 8400 +1 limited ML * (+35)
36 8700 +1 limited ML * (+36)
Version2 Effect Total
+1 SL (+1)
+2 SLs (+3)
+3 SLs (+6)
+4 SLs (+10)
+5 SLs (+15)
+6 SLs (+21)
+7 SLs (+28)
+8 SLs (+36)
+9 SLs (+45)
+10 SLs (+55)
+11 SLs (+66)
+12 SLs (+78)
+13 SLs (+91)
+14 SLs (+105)
+15 SLs (+120)
+16 SLs (+136)
+17 SLs (+153)
+18 SLs (+171)
+19 SLs (+190)
+20 SLs (+210)
+21 SLs (+231)
+22 SLs (+253)
+23 SLs (+276)
+24 SLs (+300)
+25 SLs (+325)
+26 SLs (+351)
+27 SLs (+378)
+28 SLs (+406)
+29 SLs (+435)
+30 SLs (+465)
+31 SLs (+496)
+32 SLs (+528)
+33 SLs (+561)
+34 SLs (+595)
+35 SLs (+630)
+36 SLs (+666)
Version3 Effect Total
Wizardry +1 SL (+1)
Wizardry +1 SL (+2)
Wizardry +1 SL (+3)
Wizardry +1 SL (+4)
Wizardry +1 SL (+5)
Wizardry +1 SL (+6)
Wizardry +1 SL (+7)
Wizardry +1 SL (+8)
Wizardry +1 SL (+9)
Wizardry +1 SL (+10)
Wizardry +1 SL (+11)
Wizardry +1 SL (+12)
Wizardry +1 SL (+13)
Wizardry +1 SL (+14)
Wizardry +1 SL (+15)
Wizardry +1 SL (+16)
Wizardry +1 SL (+17)
Wizardry +1 SL (+18)
Wizardry +1 SL (+19)
Wizardry +1 SL (+20)
Wizardry +1 SL (+21)
Wizardry +1 SL (+22)
Wizardry +1 SL (+23)
Wizardry +1 SL (+24)
Wizardry +1 SL (+25)
Wizardry +1 SL (+26)
Wizardry +1 SL (+27)
Wizardry +1 SL (+28)
Wizardry +1 SL (+29)
Wizardry +1 SL (+30)
Wizardry +1 SL (+31)
Wizardry +1 SL (+32)
Wizardry +1 SL (+33)
Wizardry +1 SL (+34)
Wizardry +1 SL (+35)
Wizardry +1 SL (+36)
This class has two alternate versions (so it has three versions total). "Version1" is the "Normal" version; the others are "Alternates".
Version 1: * The increase in ML does not give you extra SL's, only extra spells in the SL's you already have. If your progression goes from "21" to "422", your progression is actually only "42".
Version 2: These bonus SL's are distributed among the SL's you have.
Version 3: "Wizardry" is doubling a SL. If you pick a SL more than once, the multiplier goes up by 1. So, at level 5, you could Double 5ths, or Double 2nds and 3rds, or Sextuple (x6) 1sts. Stat bonuses are affected.

[PC39] Collective 3.9 Classes


Musketeer/Cannoneer

Level KXP
Spells
1 0 (none)
2 1.8 (none)
3 3.6 (none)
4 7.2 (none)
5 14.4 (none)
6 28.8 (none)
7 57.6 (none)
8 112.5 (none)
9 225 (none)
10 450 (none)
11 675 (none)
12 900 (none)
13 1125 (none)
14 1350 (none)
15 1575 (none)
16 1800 (none)
17 2025 (none)
18 2250 (none)
19 2475 (none)
20 2700 (none)
21 2925 (none)
22 3150 (none)
23 3375 (none)
24 3600 (none)
25 3825 (none)
26 4050 (none)
27 4275 (none)
28 4500 (none)
29 4725 (none)
30 4950 (none)
31 5175 (none)
32 5400 (none)
33 5625 (none)
34 5850 (none)
35 6075 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 8, Dex 14
Alignment: any
HD/level: d5
Weapon Prof.: 5+level/3
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue
 
Can always purchase Musketeer/Cannoneer 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).
DM Note: The Musketeer/Cannoneer equipment list is the same as Demolitionist (Warrior group), except a few Cannons have been added. Demolitionist can use these new items too.
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. Cannons are 1/2 of an attack behind Sword (so specialized at first level is 1/1).
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).
Level 1: Identify and operate technological devices up to TechL=LVL.
Level 1: Identify and operate technological weapons of TechL=LVL*2 or lower that are found in the dungeon. This includes Psi8 weapons. Can modify them at a cost of 400 gp per TechL difference.
Level 1: May weapon specialize in technological weapons using the Non-Warrior line for number of attacks.
Level 12: Can purchase non-weapon technological items (such as high-tech armor). This is currently undefined.
Lvl Musketeer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Resources: Gain LVL*Chr*10 gp per reset.
1 any Thief 1 ability - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 any Thief 2 ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
5 Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
7 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological dmg, area (no save) (TechR)
8 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
11 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
13 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32

[PC39] Collective 3.9 Classes


Musketeer/Cannoneer Weapons

Weapon Cost [gp] Size #Att Base dmg Critical Notes
Grenade, concussion 280 (each) S 1/1 4d6 [group] none Group is also stunned for 1d4 s (PPD save)
Grenade, EMP 400 (each) S 1/1 dispel [group] none Dispels Technology/Psi8/Psi16 in a group
Grenade, fragmentation 44 (each) S 1/1 3e6 [group] none
Grenade, gravitic 180 (each) S 1/1 60' fall [group] none Group takes 60' of falling (TK/gravity) dmg
Grenade, psionic 100 (each) S 1/1 psi blast [group] none Psi1 Psionic Blast (Psi Blast save as usual)
Grenade, shrapnel 120 (each) S 1/1 5e6 [group] none Damage is of type shards
Grenade, singularity 1300 (each) S 1/1 15d6 [group] 20/x10 Creates a miniature black hole for 1s
Grenade, smoke 10 (each) S 1/1 smoke [group] none Makes smoke (group cannot see and is under cover)
Grenade, sonic pulse 54 (each) S 1/1 3d6 [group] none Group is also deaf (Fort save)
Grenade, tangler 30 (each) S 1/1 web [group] none As per a Web spell
Grenade, tear gas 20 (each) S 1/1 tear gas [group] none PPD save or nauseated (-10 all actions) for 1d20 s
Grenade, thermite 29 (each) S 1/1 2d6 [group] none x5 dmg vs. items/structures
Grenade, white phosphorus 39 (each) S 1/1 2d6 [group] none Group takes 1e6 dmg /s for 1d10 s
Grenade launcher, medium 2000 M 1/1 (grenade) (grenade) Longer range with grenades.
Grenade launcher, large 6000 L 2/1 (grenade) (grenade) Longer range and faster fire rate with grenades.
Explosive, C-4 (plastic) 78 (each) S 1/1 4e6 [group] none
Explosive, det cord 19 (each) S 1/1 2e6 [group] none Does a "line" instead of an explosion.
Explosive, dynamite 19 (each) S 1/1 2e6 [group] none
Handgun, small, semi auto (Walther PPK .32) 1200 S 2/1 2e4 20/x4
Handgun, medium, semi auto (Beretta 9mm) 2200 S 2/1 2e6 20/x4
Handgun, large, semi auto (Desert Eagle .50) 3400 M 2/1 2e8 20/x4
Handgun, small, full auto 1600 S 3/1 2e3 20/x3
Handgun, medium, full auto (Skorpion .32) 2400 M 3/1 2e4 20/x3
Handgun, large, full auto (MAC Ingrim .45) 4500 M 3/1 2e6 20/x3
Rifle, medium, semi auto 3500 L 2/1 2e8 20/x5
Rifle, large, semi auto 5100 L 2/1 2e10 20/x5
Rifle, medium, full auto (AK-47 7.62mm) 4600 L 3/1 2e6 20/x4
Rifle, large, full auto (M-60 machine gun) 7500 L 3/1 2e8 20/x4
Rifle, shotgun (12-gague) 2100 L 1/1 1e20 16-20/x3 Has a 1e4 "splash" damage in target's group.
Rifle, sniper (Barrett Light .50) 12600 L (H) 1/1 4e6 18-20/x6 On tripod (size H) has a built-in ++1 to hit.
Flamethrower 1900 L 1/1 3d6 [group] none Hits a group. Targets can save for half damage.
Laser pistol 67000 S 4/1 2m8 17-20/x5 Range is 2700' (1/2 of a mile)
Laser rifle 295000 M 4/1 3m6 17-20/x6 Range is 4000' (3/4 of a mile)
Mine, shrapnel 180 (each) M 1V act 6e6 [group] none Treat as a x1 Technological Trap (-200%)
Rocket Launcher (M72A3 LAW) 490 (each) L 1/1 10d6 [group] none Cost is per shot. Hits a group.
Taser 570 S 1/1 1d4+stun none PPD save for stunned for 1d20 s
Cannon, large (new) 4000 L 1/2 2e20 [1] + 1e20 [group] 19-20/x2 So 1 target takes 3e20, the rest in group take 1e20.
Cannon, huge (new) 10000 H 1/2 3e20 [1] + 2e20 [group] 18-20/x3 So 1 target takes 5e20, the rest in group take 2e20.
Cannon, giant (new) 25000 G 1/2 4e20 [1] + 3e20 [group] 17-20/x4 So 1 target takes 7e20, the rest in group take 3e20.
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

[PC39] Collective 3.9 Classes


OtherR (Mini-Class)

Level KXP Version1 Effect Total
1 1.25 +20% irreducible among * (+20%)
2 2.5 +20% irreducible among * (+40%)
3 5 +20% irreducible among * (+60%)
4 10 +20% irreducible among * (+80%)
5 20 +20% irreducible among * (+100%)
6 40 +20% irreducible among * (+120%)
7 80 +20% irreducible among * (+140%)
8 160 +20% irreducible among * (+160%)
9 250 +20% irreducible among * (+180%)
10 375 +20% irreducible among * (+200%)
11 500 +20% irreducible among * (+220%)
12 625 +20% irreducible among * (+240%)
13 750 +20% irreducible among * (+260%)
14 875 +20% irreducible among * (+280%)
15 1000 +20% irreducible among * (+300%)
16 1125 +20% irreducible among * (+320%)
17 1250 +20% irreducible among * (+340%)
18 1375 +20% irreducible among * (+360%)
19 1500 +20% irreducible among * (+380%)
20 1625 +20% irreducible among * (+400%)
21 1750 +20% irreducible among * (+420%)
22 1875 +20% irreducible among * (+440%)
23 2000 +20% irreducible among * (+460%)
24 2125 +20% irreducible among * (+480%)
25 2250 +20% irreducible among * (+500%)
26 2375 +20% irreducible among * (+520%)
27 2500 +20% irreducible among * (+540%)
28 2625 +20% irreducible among * (+560%)
29 2750 +20% irreducible among * (+580%)
30 2875 +20% irreducible among * (+600%)
31 3000 +20% irreducible among * (+620%)
32 3125 +20% irreducible among * (+640%)
33 3250 +20% irreducible among * (+660%)
34 3375 +20% irreducible among * (+680%)
35 3500 +20% irreducible among * (+700%)
36 3625 +20% irreducible among * (+720%)
Version2 Effect Total
+15% irreducible among ** (+15%)
+15% irreducible among ** (+30%)
+15% irreducible among ** (+45%)
+15% irreducible among ** (+60%)
+15% irreducible among ** (+75%)
+15% irreducible among ** (+90%)
+15% irreducible among ** (+105%)
+15% irreducible among ** (+120%)
+15% irreducible among ** (+135%)
+15% irreducible among ** (+150%)
+15% irreducible among ** (+165%)
+15% irreducible among ** (+180%)
+15% irreducible among ** (+195%)
+15% irreducible among ** (+210%)
+15% irreducible among ** (+225%)
+15% irreducible among ** (+240%)
+15% irreducible among ** (+255%)
+15% irreducible among ** (+270%)
+15% irreducible among ** (+285%)
+15% irreducible among ** (+300%)
+15% irreducible among ** (+315%)
+15% irreducible among ** (+330%)
+15% irreducible among ** (+345%)
+15% irreducible among ** (+360%)
+15% irreducible among ** (+375%)
+15% irreducible among ** (+390%)
+15% irreducible among ** (+405%)
+15% irreducible among ** (+420%)
+15% irreducible among ** (+435%)
+15% irreducible among ** (+450%)
+15% irreducible among ** (+465%)
+15% irreducible among ** (+480%)
+15% irreducible among ** (+495%)
+15% irreducible among ** (+510%)
+15% irreducible among ** (+525%)
+15% irreducible among ** (+540%)
Version3 Effect Total
+10% irreducible among *** (+10%)
+10% irreducible among *** (+20%)
+10% irreducible among *** (+30%)
+10% irreducible among *** (+40%)
+10% irreducible among *** (+50%)
+10% irreducible among *** (+60%)
+10% irreducible among *** (+70%)
+10% irreducible among *** (+80%)
+10% irreducible among *** (+90%)
+10% irreducible among *** (+100%)
+10% irreducible among *** (+110%)
+10% irreducible among *** (+120%)
+10% irreducible among *** (+130%)
+10% irreducible among *** (+140%)
+10% irreducible among *** (+150%)
+10% irreducible among *** (+160%)
+10% irreducible among *** (+170%)
+10% irreducible among *** (+180%)
+10% irreducible among *** (+190%)
+10% irreducible among *** (+200%)
+10% irreducible among *** (+210%)
+10% irreducible among *** (+220%)
+10% irreducible among *** (+230%)
+10% irreducible among *** (+240%)
+10% irreducible among *** (+250%)
+10% irreducible among *** (+260%)
+10% irreducible among *** (+270%)
+10% irreducible among *** (+280%)
+10% irreducible among *** (+290%)
+10% irreducible among *** (+300%)
+10% irreducible among *** (+310%)
+10% irreducible among *** (+320%)
+10% irreducible among *** (+330%)
+10% irreducible among *** (+340%)
+10% irreducible among *** (+350%)
+10% irreducible among *** (+360%)
This class has two alternate versions (so it has three versions total). "Version1" is the "Normal" version; the others are "Alternates".
You may take more than one form of this Mini-class. Each still costs 1 Mini-class slot.
All of these R's are irreducible.
Version 1: * Distribute among: CR, aCR, NR, aNR, TechR, WR, aaRR, aaMR, RDeflection, MDeflection
Version 2: ** Distribute among: ER, aER, aTechR, aWR, aaPR, aaIR, PDeflection, IDeflection, RReflection, MReflection
Version 3: *** Distribute among: XR, aXR, aaNR, aaWR, oRR, oMR, oPR, oIR, PReflection, IReflection
Where "o" prefix is "offensive" BlahR: You reduce their BlahR by your oBlahR. If you still have some oBlahR left over (or if they don't have that BlahR): Roll your oBlahR, if you make it, you do x2 effect.

[PC39] Collective 3.9 Classes


Paladin of Quality1

Level KXP Pri/Psi6G
123 456 7
1 0 0-- --- -
2 14 1-- --- -
3 28 2a- --- -
4 42 30- --- -
5 70 419 --- -
6 112 529 --- -
7 182 630 c-- -
8 294 741 b-- -
9 476 852 a-- -
10 770 963 0-- -
11 1246 974 1-- -
12 1900 985 2d- -
13 2600 996 3c- -
14 3300 997 4b- -
15 4000 998 5a- -
16 4700 999 60- -
17 5400 999 71e -
18 6100 999 81d -
19 6800 999 92c -
20 7500 999 92b -
21 8200 999 93a -
22 8900 999 930 f
23 9600 999 941 e
24 10300 999 941 d
25 11000 999 952 c
26 11700 999 952 b
27 12400 999 963 a
28 13100 999 963 0
29 13800 999 974 1
30 14500 A99 974 1
31 15200 AA9 985 1
32 15900 AAA 985 2
33 16600 AAA A96 2
34 17300 AAA AA6 2
35 18000 BBB AA7 3
36 18700 BBB BB7 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  1  1  3
+3  9  5  6  4  4  2  2  4
+5 10  6  7  6  5  3  3  5
+7 11  7  9  8  6  4  4  6
+9 12  8 10 10  7  5  4  7
+11 13 10 11 12  9  6  5  8
+13 14 11 13 14 10  7  6  9
+15 14 12 14 14 11  8  7 10
+17 15 13 14 14 12  9  8 11
+19 16 14 15 15 13 10  8 12
+21 16 14 15 15 14 11  9 13
+23 16 14 15 15 15 12 10 14
+25 16 15 15 15 15 13 11 15
+27 17 15 16 15 15 14 12 16
+29 17 15 16 15 15 15 12 17
+31 17 16 16 15 16 16 13 18
+33 17 16 16 16 16 17 14 19
+35 17 16 16 16 16 18 15 20
Requisites: Str 15, Wis 16, Chr 26, Cml 12
Alignment: any
HD/level: ++d14
Weapon Prof.: 7+level*2
To Hit Table: 2xWar
Save Table: 2x(War/Pri)
Reference: DM
Groups: Warrior
 
Gets a Priest spell progression with Wis bonus. Gets Psi6G powers. DPPs are the same as a Psi6G: (Chr+Wis+Int)*level. The progression is shared between Priest and Psi6G.
 
Level 1: Pick weapon of choice; are considered 7 levels higher for # of Attacks purposes.
Level 1: +LVL to hit with lances, swords, maces, and flails.
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: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Turn Undead as a cleric of same level.
Level 1: Detect Evil (Range 60', cont.)
Level 1: 1M: Sense Danger.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immune disease.
Level 1: +4 saves; not cumulative with any other cavalier, knight, or paladin bonus. A additional +4 saves vs. illusions.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 34+4*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast. This is treated similar to Magic Resistance, but does not combine with MR (take the higher of the two for the above effects). This Resistance does work against Psionic effects of the above type.
Level 1: Regenerate LVL hp/s.
Level 1: Can operate at negative hit points (even offensively) up to -10*level.
Level 1: 1M, 1/t: Lay on Hands: Cure 4*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 2: Greatest Swing: As per Great Swing but does 7 times normal damage and has a 3% per level of instant killing.
Level 2: +1 Str, Dex, Con, or Chr (replaces percentage rules)
Level 3: 1M: Improved Invisibility.
Level 3: Free Action cont.
Level 4: +1 Str, Dex, Con, or Chr; must be a different stat from the one picked at Level 2
Level 4: May have a special mount as if a Beast Rider of 3 levels lower.
Level 4: Immune to Sharpness and Vorpal effects.
Level 5: WR 50+LVL*6%
Level 6: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2 and 4
Level 6: +1 QP action.
Level 8: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
Level 9: Can automatically hit any mortal creature with a non infinite negative AC when using "Great Swing" or "Greater Swing".
Level 10: Considered a x2 creature.
Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage). This ability cannot be used more than once per month.

[PC39] Collective 3.9 Classes


Psi-40 (old Psi-4)

Level KXP Psi-40
mMG SU
1 0 1-- --
2 1.2 2-- --
3 2.4 31- --
4 4.8 41- --
5 9.6 52- --
6 19.2 621 --
7 38.4 731 --
8 76.8 831 --
9 153.6 942 --
10 307.2 942 1-
11 540 952 1-
12 780 953 1-
13 1020 963 1-
14 1260 963 2-
15 1500 974 2-
16 1740 974 3-
17 1980 984 3-
18 2220 985 3-
19 2460 995 4-
20 2700 996 4-
21 2940 996 5-
22 3180 997 5-
23 3420 997 6-
24 3660 998 6-
25 3900 998 7-
26 4140 999 7-
27 4380 999 71
28 4620 999 72
29 4860 999 73
30 5100 999 74
31 5340 999 75
32 5580 999 76
33 5820 999 77
34 6060 999 87
35 6300 999 88
36 6540 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Dex 0, Con 0, San 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Psionicist, Mirror
 
See [Q-40] Reality Psionics for rules and powers.
The PSPs of this frequency are unenforced, but P-40Ps = Level - Dex + 20.
1 P-40P = 100 PSPs (Psi1 or Psi2) for conversion.
Minor = ÷1.25 one effect
Major = ÷1.5 one effect
Grand = ÷2 one effect
Super = ÷2.5 one effect
 
There's only one power in Psi-40:
1M or 1bM, 1 P-40P: Multiply the chosen effect by the Psi-40D = power's divisor (x1.25, x1.5, x2, or x2.5). Some examples:
Ability Score: Choose one ability score. It is divided by Psi-40D (round down, no save).
AC: Divide target's AC by Psi-40D (no save)
Actions: Pick one action type (M, P, V). Target's number of actions of that type is divided by Psi-40D (PP save)
Damage: Target's physical damage is divided by Psi-40D
hp: Divide target's hp by Psi-40D (no save)
Move Rate: Divide target's Move Rate by Psi-40D (no save)
Multiplier: Subtract Psi-40D -1 to target's multiplier (Spell save). Using a Minor does nothing. Using a Major: -1 mult. in offense or defense (not both).
Saves: Divide target's save rolls by Psi-40D (no save), automisses saves on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
Spell: One spell, psionic power, or innate ability has it's effect divided by Psi-40D
To Hit: Divide target's to hit rolls by Psi-40D, automisses on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
 
Level 1: Can convert 1M -> 1bM only for Psi-40.

[PC39] Collective 3.9 Classes


Psi0.01

Level KXP Psi0.01
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 4-- -
5 22.5 41- -
6 37.5 51- -
7 75 52- -
8 112.5 62- -
9 150 63- -
10 187.5 73- -
11 225 74- -
12 450 741 -
13 675 841 -
14 1125 851 -
15 1500 852 -
16 1950 952 -
17 2400 962 -
18 2900 A62 1
19 3400 A72 1
20 3900 A73 1
21 4400 B83 2
22 4900 C84 2
23 5400 D94 2
24 5900 E95 3
25 6400 FA5 3
26 6900 GA6 3
27 7400 HB6 4
28 7900 IB7 4
29 8400 JC7 4
30 8900 KC8 5
31 9400 LD8 5
32 9900 MD9 5
33 10400 NE9 6
34 10900 OEA 6
35 11400 PFA 6
36 11900 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+10  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+12  9 12 12  8  9  8  5 10
Requisites: Str 10, Int 10, Wis 10, Chr 10, 1 of these must be 19
Alignment: any
HD/level: d15 for the first five levels, then d1 thereafter
Weapon Prof.: 4+level/3
To Hit Table: 3xPsi
Save Table: Psi
Reference: DM {Planeshifted Psi1}
Groups: Psionicist, Alternate
 
See [Q0.01] for rules and powers.
Psionic Strength = (Str+Int+Wis+Chr)/4*(Level+9)
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC39] Collective 3.9 Classes


Psi36

Level KXP Psi36
mMG S
1 0 1-- -
2 5 2-- -
3 10 3-- -
4 20 41- -
5 40 51- -
6 80 61- -
7 160 62- -
8 320 72- -
9 640 721 -
10 1250 731 -
11 1875 831 -
12 2500 832 -
13 3125 842 -
14 3750 942 -
15 4375 943 -
16 5000 953 1
17 5625 A53 1
18 6250 A54 1
19 6875 A64 2
20 7500 B64 2
21 8125 B65 2
22 8750 B75 3
23 9375 C75 3
24 10000 C76 3
25 10625 C86 4
26 11250 D86 4
27 11875 D87 4
28 12500 D97 5
29 13125 E97 5
30 13750 E98 5
31 14375 EA8 6
32 15000 FA8 6
33 15625 FA9 6
34 16250 FB9 7
35 16875 GB9 7
36 17500 GBA 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+5  4  4  4  4  4  4  4  4
+6  5  5  5  5  5  5  5  5
+7  5  5  5  5  5  5  5  5
+7  6  6  6  6  6  6  6  6
+8  6  6  6  6  6  6  6  6
+9  7  7  7  7  7  7  7  7
+9  7  7  7  7  7  7  7  7
+10  8  8  8  8  8  8  8  8
+11  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
Requisites: Str 8, Dex 8, Con 8, Int 8, Wis 8, Chr 8
Alignment: any
HD/level: d9
Weapon Prof.: 2+level
To Hit Table: Pri
Save Table: Mon
Reference: Synn
Groups: Psionicist
 
See [Q36] for rules and powers.

[PC39] Collective 3.9 Classes


Quickling0

Level KXP Faerie
0½1 1½ 2 2½ 3 3½ 4
1 17.6 (owe) 1-- - - - - - -
2 52.8 11- - - - - - -
3 123.2 111 - - - - - -
4 264 211 - - - - - -
5 414 221 - - - - - -
6 564 221 1 - - - - -
7 714 222 1 - - - - -
8 864 222 2 - - - - -
9 1014 222 2 1 - - - -
10 1164 222 2 2 - - - -
11 1314 322 2 2 - - - -
12 1464 332 2 2 - - - -
13 1614 333 2 2 - - - -
14 1764 333 3 2 - - - -
15 1914 333 3 3 - - - -
16 2064 333 3 3 1 - - -
17 2214 333 3 3 2 - - -
18 2364 333 3 3 3 - - -
19 2514 333 3 3 3 1 - -
20 2664 333 3 3 3 2 - -
21 2814 333 3 3 3 3 - -
22 2964 333 3 3 3 3 1 -
23 3114 333 3 3 3 3 2 -
24 3264 333 3 3 3 3 3 -
25 3414 333 3 3 3 3 3 1
26 3564 333 3 3 3 3 3 2
27 3714 333 3 3 3 3 3 3
28 3864 444 3 3 3 3 3 3
29 4014 444 4 4 4 3 3 3
30 4164 444 4 4 4 4 4 4
31 4314 555 4 4 4 4 4 4
32 4464 555 5 5 5 4 4 4
33 4614 555 5 5 5 5 5 5
34 4764 666 5 5 5 5 5 5
35 4914 666 6 6 6 5 5 5
36 5064 666 6 6 6 6 6 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
Requisites: Dex 18, Wis 16
Alignment: C any (or) any E
HD/level: & +++d8
Weapon Prof.: & 4+level/3
To Hit Table: War +4 levels
Save Table: Mon +4 levels
Reference: 0D&D {Planeshifted Troll0}
Groups: Rogue, Monster, Alternate
 
Has a Faerie progression (no stat bonus).
Level 1: Base movement rate is 96".
Level 1: Exceptional Dex bonus; i.e. bonus is (Dex-12).
Level N (each level): +2 Dex. This bonus cannot be used to qualify for the Quickling0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Dex bonus; i.e. bonus is (Dex-14)*2.
Level 1: You can use missile weapons in each hand (no limit of 1 per set of hands).
Level 1 ¶: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 4 ¶: Any Rogue 4 ability, or two Rogue 4 abilities based on Dex.
Level 9: Extra Barbarian Dex bonus; i.e. bonus is (Dex-16)*5/2, round down.
Level 9 ¶: Any Rogue 9 ability, or two Rogue 9 abilities based on Dex. (This is in addition to the normal "Any Rogue 9" ability you get for being a Rogue.)
Level 16 ¶: +2 HNCL
Level 18: Super Barbarian Dex bonus; i.e. bonus is (Dex-18)*3.
Level 18 ¶: Any Rogue 18 ability, or two Rogue 18 abilities based on Dex. (This is in addition to the normal "Any Rogue 18" ability you get for being a Rogue.)

[PC39] Collective 3.9 Classes


Rakshasa5

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 421 --- -
6 48 431 --- -
7 72 432 --- -
8 108 432 1-- -
9 162 533 2-- -
10 300 543 21- -
11 450 543 32- -
12 900 554 321 -
13 1350 554 322 -
14 1800 554 322 1
15 2250 554 422 2
16 2700 555 432 2
17 3150 555 532 2
18 3600 555 533 2
19 4050 555 543 2
20 4500 555 543 3
21 4950 555 554 3
22 5400 555 555 4
23 5850 555 555 5
24 6300 666 655 5
25 6750 666 666 6
26 7200 777 766 6
27 7650 777 777 7
28 8100 888 877 7
29 8550 888 888 8
30 9000 999 988 8
31 9450 999 999 9
32 9900 AAA A99 9
33 10350 AAA AAA A
34 10800 BBB BAA A
35 11250 BBB BBB B
36 11700 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  6  0  1  1
+2  4  7  5  3  7  0  1  1
+3  4  8  5  4  7  0  1  2
+4  4  8  6  4  7  1  2  2
+5  5  9  6  4  8  1  2  3
+6  5  9  7  5  8  2  3  3
+7  5 10  7  5  9  2  3  4
+8  6 10  7  6  9  2  3  4
+9  6 10  8  6  9  3  4  5
+10  6 11  8  6 10  3  4  5
+11  7 11  9  7 10  4  5  6
+12  7 12  9  7 11  4  5  6
+13  7 12  9  8 11  4  5  7
+14  7 13 10  8 11  5  6  7
+15  8 13 10  8 12  5  6  8
+16  8 13 11  9 12  6  7  8
+17  8 14 11  9 13  6  7  9
+18  9 14 11 10 13  6  7  9
Requisites: Int 16
Alignment: any
HD/level: d10
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: Wiz
Reference: DM
Groups: Monster, Concordant (x1)
 
Specialized in Necromancy.
Each level, get one "5th edition" pick from the choices below.
You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
 
Levels Pick Description
Level 1-3: A AT +14 source
B Enemies need a +LVL weapon to hit you
C 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
D Immune to 0th-2nd level spells
E Immune Aging (natural and artificial)
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 5-7: F +1 head
G 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
H +1M action
I Immune to 3rd-4th level spells
J +LVL TH and dmg unarmed
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 9-12: K Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
L Replace this class's spell progression with another Wizard class you know, using <= amount of XP
M 1D, 8/lifetime: Resurrect self
N Immune to 5th-6th level spells
O Immune to minor psionic powers
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 14-18: P +2 limbs of any kind (incl. more heads)
Q 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
R +1QM action
S Immune to 7th-8th level spells
T Immune to major psionic powers
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18

[PC39] Collective 3.9 Classes


Research Points (Mini-Class)

Level KXP Version1 Effect Total
1 5 +1 Research point / reset (+1)
2 10 +1 Research point / reset (+2)
3 20 +1 Research point / reset (+3)
4 40 +1 Research point / reset (+4)
5 80 +1 Research point / reset (+5)
6 160 +1 Research point / reset (+6)
7 320 +1 Research point / reset (+7)
8 640 +1 Research point / reset (+8)
9 1000 +1 Research point / reset (+9)
10 1500 +1 Research point / reset (+10)
11 2000 +1 Research point / reset (+11)
12 2500 +1 Research point / reset (+12)
13 3000 +1 Research point / reset (+13)
14 3500 +1 Research point / reset (+14)
15 4000 +1 Research point / reset (+15)
16 4500 +1 Research point / reset (+16)
17 5000 +1 Research point / reset (+17)
18 5500 +1 Research point / reset (+18)
19 6000 +1 Research point / reset (+19)
20 6500 +1 Research point / reset (+20)
21 7000 +1 Research point / reset (+21)
22 7500 +1 Research point / reset (+22)
23 8000 +1 Research point / reset (+23)
24 8500 +1 Research point / reset (+24)
25 9000 +1 Research point / reset (+25)
26 9500 +1 Research point / reset (+26)
27 10000 +1 Research point / reset (+27)
28 10500 +1 Research point / reset (+28)
29 11000 +1 Research point / reset (+29)
30 11500 +1 Research point / reset (+30)
31 12000 +1 Research point / reset (+31)
32 12500 +1 Research point / reset (+32)
33 13000 +1 Research point / reset (+33)
34 13500 +1 Research point / reset (+34)
35 14000 +1 Research point / reset (+35)
36 14500 +1 Research point / reset (+36)
Version2 Effect Total
+1 Class sheet / reset (+1)
+1 Class sheet / reset (+2)
+1 Class sheet / reset (+3)
+1 Class sheet / reset (+4)
+1 Class sheet / reset (+5)
+1 Class sheet / reset (+6)
+1 Class sheet / reset (+7)
+1 Class sheet / reset (+8)
+1 Class sheet / reset (+9)
+1 Class sheet / reset (+10)
+1 Class sheet / reset (+11)
+1 Class sheet / reset (+12)
+1 Class sheet / reset (+13)
+1 Class sheet / reset (+14)
+1 Class sheet / reset (+15)
+1 Class sheet / reset (+16)
+1 Class sheet / reset (+17)
+1 Class sheet / reset (+18)
+1 Class sheet / reset (+19)
+1 Class sheet / reset (+20)
+1 Class sheet / reset (+21)
+1 Class sheet / reset (+22)
+1 Class sheet / reset (+23)
+1 Class sheet / reset (+24)
+1 Class sheet / reset (+25)
+1 Class sheet / reset (+26)
+1 Class sheet / reset (+27)
+1 Class sheet / reset (+28)
+1 Class sheet / reset (+29)
+1 Class sheet / reset (+30)
+1 Class sheet / reset (+31)
+1 Class sheet / reset (+32)
+1 Class sheet / reset (+33)
+1 Class sheet / reset (+34)
+1 Class sheet / reset (+35)
+1 Class sheet / reset (+36)
Version3 Effect Total
+2 Spells or Rogue Abil. / reset (+2)
+2 Spells or Rogue Abil. / reset (+4)
+2 Spells or Rogue Abil. / reset (+6)
+2 Spells or Rogue Abil. / reset (+8)
+2 Spells or Rogue Abil. / reset (+10)
+2 Spells or Rogue Abil. / reset (+12)
+2 Spells or Rogue Abil. / reset (+14)
+2 Spells or Rogue Abil. / reset (+16)
+2 Spells or Rogue Abil. / reset (+18)
+2 Spells or Rogue Abil. / reset (+20)
+2 Spells or Rogue Abil. / reset (+22)
+2 Spells or Rogue Abil. / reset (+24)
+2 Spells or Rogue Abil. / reset (+26)
+2 Spells or Rogue Abil. / reset (+28)
+2 Spells or Rogue Abil. / reset (+30)
+2 Spells or Rogue Abil. / reset (+32)
+2 Spells or Rogue Abil. / reset (+34)
+2 Spells or Rogue Abil. / reset (+36)
+2 Spells or Rogue Abil. / reset (+38)
+2 Spells or Rogue Abil. / reset (+40)
+2 Spells or Rogue Abil. / reset (+42)
+2 Spells or Rogue Abil. / reset (+44)
+2 Spells or Rogue Abil. / reset (+46)
+2 Spells or Rogue Abil. / reset (+48)
+2 Spells or Rogue Abil. / reset (+50)
+2 Spells or Rogue Abil. / reset (+52)
+2 Spells or Rogue Abil. / reset (+54)
+2 Spells or Rogue Abil. / reset (+56)
+2 Spells or Rogue Abil. / reset (+58)
+2 Spells or Rogue Abil. / reset (+60)
+2 Spells or Rogue Abil. / reset (+62)
+2 Spells or Rogue Abil. / reset (+64)
+2 Spells or Rogue Abil. / reset (+66)
+2 Spells or Rogue Abil. / reset (+68)
+2 Spells or Rogue Abil. / reset (+70)
+2 Spells or Rogue Abil. / reset (+72)
This class has two alternate versions (so it has three versions total). "Version1" is the "Normal" version; the others are "Alternates".
Version 3: These affect your "known" spells and Rogue abilities. They can be from any sheet, even those you don't have. Minor school and Concordant spells learned this way cost you ONE spell slot each, not 2 or more. You do NOT need an "Any Rogue" pick to actually use the Rogue Abilities you learn from this class; you get them automatically (assuming you are high enough level). You may use any Rogue points you have (from any source) to add to these Rogue abilities.

[PC39] Collective 3.9 Classes


Small Game Hunter

Level KXP S/BGH [[MH]]
123 4 [[M]]
1 0 2-- - [[-]]
2 6.5 3-- - [[-]]
3 13 4-- - [[-]]
4 26 41- - [[-]]
5 52 41- - [[-]]
6 104 42- - [[-]]
7 208 42- - [[-]]
8 416 43- - [[-]]
9 832 43- - [[-]]
10 1450 44- - [[-]]
11 2100 44- - [[-]]
12 2750 441 - [[-]]
13 3400 441 - [[-]]
14 4050 441 - [[-]]
15 4700 442 - [[-]]
16 5350 442 - [[-]]
17 6000 442 - [[-]]
18 6650 443 - [[-]]
19 7300 443 - [[-]]
20 7950 443 - [[-]]
21 8600 444 - [[-]]
22 9250 444 - [[-]]
23 9900 444 - [[-]]
24 10550 444 1 [[-]]
25 11200 444 1 [[-]]
26 11850 444 1 [[-]]
27 12500 444 1 [[-]]
28 13150 444 2 [[-]]
29 13800 444 2 [[-]]
30 14450 444 2 [[-]]
31 15100 444 2 [[-]]
32 15750 444 3 [[-]]
33 16400 444 3 [[-]]
34 17050 444 3 [[-]]
35 17700 444 3 [[-]]
36 18350 444 4 [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+13 14 11 13 14 10  7  6  4
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+19 15 14 15 15 13 10  8  6
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+25 15 15 15 15 15 13 11  8
+27 16 15 15 15 15 14 12  9
+29 16 15 16 15 15 15 12 10
+31 16 16 16 15 15 16 13 10
+33 16 16 16 16 16 17 14 11
+35 17 16 16 16 16 18 15 12
Requisites: Str 36, Dex 27, Con 18, Wis 16
Alignment: any
HD/level: & 2m0
Weapon Prof.: & 4+level
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM {Reduced Reduced Mortal Hunter}
Groups: Warrior, Demigod (x1)
 
Gets Barbarian Str. Uses Normal Con bonus for hit dice (this can't be overwritten).
Can weapon specialize using the Barbarian column.
Small Game Hunter class gets 1st, 2nd, 3rd, 4th, and 22nd level spells. The 2nd, 3rd, and 4th level spells are the same as Big Game Hunter. 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 12 level penalty (a Level 3: would become a Level 15:). May pick "lines of text" as if they were Level 27: abilities.

[PC39] Collective 3.9 Classes


Small Game Hunter Spells

Level # Spell
1 1 +LVL QQV Actions, or can lock down one action type that you have if desired.
1 2 You may be bound (with Healing/Herbalism proficiency) three times instead of once.
1 3 1F, 1/r: Halve a creature's current hp (PPD save)
1 4 1F+2bF, 1/r: Halve the current hp of a group of creatures (PPD save)
1 5 1F: One target gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
1 6 3bF, 1/r: Counter a x1 magic or psionic effect.
1 7 -LVL*3 to one stat in your group, has a hole in the middle (you aren't affected by it)
1 8 Resist all natural (NR based) and x0 effects. Get +LVL saves.
1 9 +LVL AC (this does stack with the 2nd level version)
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.

[PC39] Collective 3.9 Classes


Specific Immuner (Mini-Class)

Level KXP Normal Effect Total
1 2.5 Immune to 2 specific effects (2)
2 5 Immune to 2 specific effects (4)
3 10 Immune to 2 specific effects (6)
4 20 Immune to 2 specific effects (8)
5 40 Immune to 2 specific effects (10)
6 80 Immune to 2 specific effects (12)
7 160 Immune to 2 specific effects (14)
8 320 Immune to 2 specific effects (16)
9 500 Immune to 2 specific effects (18)
10 750 Immune to 2 specific effects (20)
11 1000 Immune to 2 specific effects (22)
12 1250 Immune to 2 specific effects (24)
13 1500 Immune to 2 specific effects (26)
14 1750 Immune to 2 specific effects (28)
15 2000 Immune to 2 specific effects (30)
16 2250 Immune to 2 specific effects (32)
17 2500 Immune to 2 specific effects (34)
18 2750 Immune to 2 specific effects (36)
19 3000 Immune to 2 specific effects (38)
20 3250 Immune to 2 specific effects (40)
21 3500 Immune to 2 specific effects (42)
22 3750 Immune to 2 specific effects (44)
23 4000 Immune to 2 specific effects (46)
24 4250 Immune to 2 specific effects (48)
25 4500 Immune to 2 specific effects (50)
26 4750 Immune to 2 specific effects (52)
27 5000 Immune to 2 specific effects (54)
28 5250 Immune to 2 specific effects (56)
29 5500 Immune to 2 specific effects (58)
30 5750 Immune to 2 specific effects (60)
31 6000 Immune to 2 specific effects (62)
32 6250 Immune to 2 specific effects (64)
33 6500 Immune to 2 specific effects (66)
34 6750 Immune to 2 specific effects (68)
35 7000 Immune to 2 specific effects (70)
36 7250 Immune to 2 specific effects (72)
Alternate Effect Alt Total
0, 1/d: Immune to someone for 1t (1)
0, 1/d: Immune to someone for 1t (2)
0, 1/d: Immune to someone for 1t (3)
0, 1/d: Immune to someone for 1t (4)
0, 1/d: Immune to someone for 1t (5)
0, 1/d: Immune to someone for 1t (6)
0, 1/d: Immune to someone for 1t (7)
0, 1/d: Immune to someone for 1t (8)
0, 1/d: Immune to someone for 1t (9)
0, 1/d: Immune to someone for 1t (10)
0, 1/d: Immune to someone for 1t (11)
0, 1/d: Immune to someone for 1t (12)
0, 1/d: Immune to someone for 1t (13)
0, 1/d: Immune to someone for 1t (14)
0, 1/d: Immune to someone for 1t (15)
0, 1/d: Immune to someone for 1t (16)
0, 1/d: Immune to someone for 1t (17)
0, 1/d: Immune to someone for 1t (18)
0, 1/d: Immune to someone for 1t (19)
0, 1/d: Immune to someone for 1t (20)
0, 1/d: Immune to someone for 1t (21)
0, 1/d: Immune to someone for 1t (22)
0, 1/d: Immune to someone for 1t (23)
0, 1/d: Immune to someone for 1t (24)
0, 1/d: Immune to someone for 1t (25)
0, 1/d: Immune to someone for 1t (26)
0, 1/d: Immune to someone for 1t (27)
0, 1/d: Immune to someone for 1t (28)
0, 1/d: Immune to someone for 1t (29)
0, 1/d: Immune to someone for 1t (30)
0, 1/d: Immune to someone for 1t (31)
0, 1/d: Immune to someone for 1t (32)
0, 1/d: Immune to someone for 1t (33)
0, 1/d: Immune to someone for 1t (34)
0, 1/d: Immune to someone for 1t (35)
0, 1/d: Immune to someone for 1t (36)
 
The normal version makes you immune to 2 specific (named) effects per level. [C] section effects are not acceptable. However, you could pick "Coup de grace" (to catch the feat) and "Put Out of Misery" (for the spell) to get rid of two of the most common slay effects.
The alternate version makes you immune to everything a person would do to you for 1 turn. This does not make you immune to their summons or followers. It covers your effects too, so this immunity cannot be "twisted" by the person you're immune to (though someone else could do it).

[PC39] Collective 3.9 Classes


Spell Damage (Mini-Class)

Level KXP Normal Effect Total
1 1.5 +1 per die w/ damaging spells (+1)
2 3 +1 per die w/ damaging spells (+2)
3 6 +1 per die w/ damaging spells (+3)
4 12 +1 per die w/ damaging spells (+4)
5 24 +1 per die w/ damaging spells (+5)
6 48 +1 per die w/ damaging spells (+6)
7 96 +1 per die w/ damaging spells (+7)
8 192 +1 per die w/ damaging spells (+8)
9 300 +1 per die w/ damaging spells (+9)
10 450 +1 per die w/ damaging spells (+10)
11 600 +1 per die w/ damaging spells (+11)
12 750 +1 per die w/ damaging spells (+12)
13 900 +1 per die w/ damaging spells (+13)
14 1050 +1 per die w/ damaging spells (+14)
15 1200 +1 per die w/ damaging spells (+15)
16 1350 +1 per die w/ damaging spells (+16)
17 1500 +1 per die w/ damaging spells (+17)
18 1650 +1 per die w/ damaging spells (+18)
19 1800 +1 per die w/ damaging spells (+19)
20 1950 +1 per die w/ damaging spells (+20)
21 2100 +1 per die w/ damaging spells (+21)
22 2250 +1 per die w/ damaging spells (+22)
23 2400 +1 per die w/ damaging spells (+23)
24 2550 +1 per die w/ damaging spells (+24)
25 2700 +1 per die w/ damaging spells (+25)
26 2850 +1 per die w/ damaging spells (+26)
27 3000 +1 per die w/ damaging spells (+27)
28 3150 +1 per die w/ damaging spells (+28)
29 3300 +1 per die w/ damaging spells (+29)
30 3450 +1 per die w/ damaging spells (+30)
31 3600 +1 per die w/ damaging spells (+31)
32 3750 +1 per die w/ damaging spells (+32)
33 3900 +1 per die w/ damaging spells (+33)
34 4050 +1 per die w/ damaging spells (+34)
35 4200 +1 per die w/ damaging spells (+35)
36 4350 +1 per die w/ damaging spells (+36)
Alternate Effect Alt Total
+10% dmg w/ damaging spells (x1.1)
+10% dmg w/ damaging spells (x1.2)
+10% dmg w/ damaging spells (x1.3)
+10% dmg w/ damaging spells (x1.4)
+10% dmg w/ damaging spells (x1.5)
+10% dmg w/ damaging spells (x1.6)
+10% dmg w/ damaging spells (x1.7)
+10% dmg w/ damaging spells (x1.8)
+10% dmg w/ damaging spells (x1.9)
+10% dmg w/ damaging spells (x2)
+10% dmg w/ damaging spells (x2.1)
+10% dmg w/ damaging spells (x2.2)
+10% dmg w/ damaging spells (x2.3)
+10% dmg w/ damaging spells (x2.4)
+10% dmg w/ damaging spells (x2.5)
+10% dmg w/ damaging spells (x2.6)
+10% dmg w/ damaging spells (x2.7)
+10% dmg w/ damaging spells (x2.8)
+10% dmg w/ damaging spells (x2.9)
+10% dmg w/ damaging spells (x3)
+10% dmg w/ damaging spells (x3.1)
+10% dmg w/ damaging spells (x3.2)
+10% dmg w/ damaging spells (x3.3)
+10% dmg w/ damaging spells (x3.4)
+10% dmg w/ damaging spells (x3.5)
+10% dmg w/ damaging spells (x3.6)
+10% dmg w/ damaging spells (x3.7)
+10% dmg w/ damaging spells (x3.8)
+10% dmg w/ damaging spells (x3.9)
+10% dmg w/ damaging spells (x4)
+10% dmg w/ damaging spells (x4.1)
+10% dmg w/ damaging spells (x4.2)
+10% dmg w/ damaging spells (x4.3)
+10% dmg w/ damaging spells (x4.4)
+10% dmg w/ damaging spells (x4.5)
+10% dmg w/ damaging spells (x4.6)

[PC39] Collective 3.9 Classes


Summons (Mini-Class)

Level KXP Normal Effect Total
1 2.5 +1 to number of summons (same group) (+1)
2 5 +1 to number of summons (same group) (+2)
3 10 +1 to number of summons (same group) (+3)
4 20 +1 to number of summons (same group) (+4)
5 40 +1 to number of summons (same group) (+5)
6 80 +1 to number of summons (same group) (+6)
7 160 +1 to number of summons (same group) (+7)
8 320 +1 to number of summons (same group) (+8)
9 500 +1 to number of summons (same group) (+9)
10 750 +1 to number of summons (same group) (+10)
11 1000 +1 to number of summons (same group) (+11)
12 1250 +1 to number of summons (same group) (+12)
13 1500 +1 to number of summons (same group) (+13)
14 1750 +1 to number of summons (same group) (+14)
15 2000 +1 to number of summons (same group) (+15)
16 2250 +1 to number of summons (same group) (+16)
17 2500 +1 to number of summons (same group) (+17)
18 2750 +1 to number of summons (same group) (+18)
19 3000 +1 to number of summons (same group) (+19)
20 3250 +1 to number of summons (same group) (+20)
21 3500 +1 to number of summons (same group) (+21)
22 3750 +1 to number of summons (same group) (+22)
23 4000 +1 to number of summons (same group) (+23)
24 4250 +1 to number of summons (same group) (+24)
25 4500 +1 to number of summons (same group) (+25)
26 4750 +1 to number of summons (same group) (+26)
27 5000 +1 to number of summons (same group) (+27)
28 5250 +1 to number of summons (same group) (+28)
29 5500 +1 to number of summons (same group) (+29)
30 5750 +1 to number of summons (same group) (+30)
31 6000 +1 to number of summons (same group) (+31)
32 6250 +1 to number of summons (same group) (+32)
33 6500 +1 to number of summons (same group) (+33)
34 6750 +1 to number of summons (same group) (+34)
35 7000 +1 to number of summons (same group) (+35)
36 7250 +1 to number of summons (same group) (+36)
Alternate Effect Alt Total
Your summons have +1 rhp (+1)
Your summons have +1 rhp (+2)
Your summons have +1 rhp (+3)
Your summons have +1 rhp (+4)
Your summons have +1 rhp (+5)
Your summons have +1 rhp (+6)
Your summons have +1 rhp (+7)
Your summons have +1 rhp (+8)
Your summons have +1 rhp (+9)
Your summons have +1 rhp (+10)
Your summons have +1 rhp (+11)
Your summons have +1 rhp (+12)
Your summons have +1 rhp (+13)
Your summons have +1 rhp (+14)
Your summons have +1 rhp (+15)
Your summons have +1 rhp (+16)
Your summons have +1 rhp (+17)
Your summons have +1 rhp (+18)
Your summons have +1 rhp (+19)
Your summons have +1 rhp (+20)
Your summons have +1 rhp (+21)
Your summons have +1 rhp (+22)
Your summons have +1 rhp (+23)
Your summons have +1 rhp (+24)
Your summons have +1 rhp (+25)
Your summons have +1 rhp (+26)
Your summons have +1 rhp (+27)
Your summons have +1 rhp (+28)
Your summons have +1 rhp (+29)
Your summons have +1 rhp (+30)
Your summons have +1 rhp (+31)
Your summons have +1 rhp (+32)
Your summons have +1 rhp (+33)
Your summons have +1 rhp (+34)
Your summons have +1 rhp (+35)
Your summons have +1 rhp (+36)
 
"rhp" is "relative hit points", the 10/10 scale I use for summons.
The rhp adder affects both max and current rhp.

[PC39] Collective 3.9 Classes


The Hidden

Level KXP Illusion
123 456 7
1 0 1-- --- -
2 6 2-- --- -
3 12 21- --- -
4 22.5 32- --- -
5 45 421 --- -
6 90 431 --- -
7 180 432 --- -
8 360 432 1-- -
9 750 533 2-- -
10 1500 543 21- -
11 1950 543 32- -
12 2400 554 321 -
13 2850 554 322 -
14 3300 554 322 1
15 3750 554 422 2
16 4200 555 432 2
17 4650 555 532 2
18 5100 555 533 2
19 5550 555 543 2
20 6000 555 543 3
21 6450 555 554 3
22 6900 555 555 4
23 7350 555 555 5
24 7800 666 655 5
25 8250 666 666 6
26 8700 777 766 6
27 9150 777 777 7
28 9600 888 877 7
29 10050 888 888 8
30 10500 999 988 8
31 10950 999 999 9
32 11400 AAA A99 9
33 11850 AAA AAA A
34 12300 BBB BAA A
35 12750 BBB BBB B
36 13200 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10  9  8  6  6  2  1  0
+1 12 11 10  8  9  3  2  1
+2 12 11 10  9 10  4  3  1
+3 14 13 12 12 12  5  4  2
+4 16 15 14 14 15  6  4  3
+5 16 15 15 15 15  7  5  3
+6 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  8  6  4
+10 16 15 15 15 15  8  6  4
+11 16 15 15 15 15  8  6  4
+12 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  5
+14 16 15 15 15 15  9  7  5
+15 16 15 15 15 15  9  7  5
+16 16 15 15 15 15  9  7  5
+17 16 15 15 15 15  9  7  5
Requisites: Dex 19, Int 16, Wis 15
Alignment: T any (or) any N
HD/level: & d6
Weapon Prof.: & 3+level
To Hit Table: War
Save Table: 2xHalf
Reference: DM
Groups: Rogue, Lost
 
Casts Wizard Illusion school spells. Can access 1 extra School per level, but spells in these schools cost 2 spells each (they are Opposite schools).
Gets 50 Rogue points per level.
 
Level 1: Gets +4*LVL from behind instead of the usual +4 from behind.
Level 1: Displaced (+2 AC, first attack misses)
Level 4: You can't be targetted (unless you wish it).
Level 6: Desolid: You can pass through solid objects, but are still affected by attacks. You can be solid at will.
Level 9: Planar Displaced (+4 AC, one plane removed) or Double Displaced (+4 AC, first two attacks miss)
Level 12: You and the floor at your feet can't be targetted (unless you wish it).
Level 18: You, the floor at your feet, and other beings in your group can't be targetted (unless you wish it).
Lvl Stealth Ninja Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Backstab (each 25% = x1) (increases 10/level) ½0 40 Int-16 Int-25
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Hide in Shadows || Meld in Shadows/Mirrors N 100 Dex-0 Dex-1
1 Invisibility | Improved Invisibility | Dust of Disappearance M 0 Int-15 Int-16
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection V 0 Dex-16 Dex-20
1 Any Rogue 1 ability - - - -
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 iunPR || iunaPR || iunaaPR ( | gives iunIR [and variants] instead) 0 10 Chr-15 Chr-20
3 Backstrike (each 25% = x1 TH) (increases 10/lvl) ½0 20 Wis-16 Wis-25
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 any Rogue 4 ability - - - -
5 Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon - 0 Dex-18 Dex-24
5 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of the Hole P 0 Str-14 Str-16
6 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
7 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
8 Polymorph Self | Polymorph Other | Polymorph Object | Shapechange PP 10 Con-15 Con-18
9 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x2 Special) V 0 Dex-12 Dex-15
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
12 Speed: Each 50% is +1A action || B's instead || C's instead - 0 Dex-18 Dex-20
15 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
18 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25

[PC39] Collective 3.9 Classes


Traveller Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+2  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+3  8  5  7  6  4  3  3  2
+4  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+5 10  8  9  9  7  5  4  3
+6 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+7 12 10 11 12  9  6  5  4
+8 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+9 14 12 13 14 11  8  6  5
+10 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+11 15 13 14 14 12  9  8  6
Requisites: Dex 15, Wis 12
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Dex (not Wis) bonus to spells.
Bonus grand in Traveller sphere.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Level N (every level): Using the list below, pick an ability.
A. Can get and can use 2Z actions per half segment.
B. Can use 2V actions per segment.
C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
D. Immune to Wall, Sphere, and Forcefield effects
E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
G. Immune to TK and Falling Damage (but not high Gravity)
H. Get 2 parting shots / attacks of opportunity instead of 1.
I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
J. Immune to Traveller sphere spells.
K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
L. Immune to Vacuum. Need not breathe.
M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
New Traveller Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)

[PC39] Collective 3.9 Classes


Weapon Specialization (Mini-Class)

Level KXP Normal Effect Total
1 1.5 Weapon Spec, +3 half plusses (+3)
2 3 Weapon Spec, +3 half plusses (+6)
3 6 Weapon Spec, +3 half plusses (+9)
4 12 Weapon Spec, +3 half plusses (+12)
5 24 Weapon Spec, +3 half plusses (+15)
6 48 Weapon Spec, +3 half plusses (+18)
7 96 Weapon Spec, +3 half plusses (+21)
8 192 Weapon Spec, +3 half plusses (+24)
9 300 Weapon Spec, +3 half plusses (+27)
10 450 Weapon Spec, +3 half plusses (+30)
11 600 Weapon Spec, +3 half plusses (+33)
12 750 Weapon Spec, +3 half plusses (+36)
13 900 Weapon Spec, +3 half plusses (+39)
14 1050 Weapon Spec, +3 half plusses (+42)
15 1200 Weapon Spec, +3 half plusses (+45)
16 1350 Weapon Spec, +3 half plusses (+48)
17 1500 Weapon Spec, +3 half plusses (+51)
18 1650 Weapon Spec, +3 half plusses (+54)
19 1800 Weapon Spec, +3 half plusses (+57)
20 1950 Weapon Spec, +3 half plusses (+60)
21 2100 Weapon Spec, +3 half plusses (+63)
22 2250 Weapon Spec, +3 half plusses (+66)
23 2400 Weapon Spec, +3 half plusses (+69)
24 2550 Weapon Spec, +3 half plusses (+72)
25 2700 Weapon Spec, +3 half plusses (+75)
26 2850 Weapon Spec, +3 half plusses (+78)
27 3000 Weapon Spec, +3 half plusses (+81)
28 3150 Weapon Spec, +3 half plusses (+84)
29 3300 Weapon Spec, +3 half plusses (+87)
30 3450 Weapon Spec, +3 half plusses (+90)
31 3600 Weapon Spec, +3 half plusses (+93)
32 3750 Weapon Spec, +3 half plusses (+96)
33 3900 Weapon Spec, +3 half plusses (+99)
34 4050 Weapon Spec, +3 half plusses (+102)
35 4200 Weapon Spec, +3 half plusses (+105)
36 4350 Weapon Spec, +3 half plusses (+108)
Alternate Effect
#Att w/ Wpn Spec is 3/2
#Att w/ Wpn Spec is 3/2
#Att w/ Wpn Spec is 3/2
#Att w/ Wpn Spec is 3/2
#Att w/ Wpn Spec is 2/1
#Att w/ Wpn Spec is 2/1
#Att w/ Wpn Spec is 2/1
#Att w/ Wpn Spec is 2/1
#Att w/ Wpn Spec is 5/2
#Att w/ Wpn Spec is 5/2
#Att w/ Wpn Spec is 5/2
#Att w/ Wpn Spec is 5/2
#Att w/ Wpn Spec is 3/1
#Att w/ Wpn Spec is 3/1
#Att w/ Wpn Spec is 3/1
#Att w/ Wpn Spec is 3/1
#Att w/ Wpn Spec is 7/2
#Att w/ Wpn Spec is 7/2
#Att w/ Wpn Spec is 7/2
#Att w/ Wpn Spec is 7/2
#Att w/ Wpn Spec is 4/1
#Att w/ Wpn Spec is 4/1
#Att w/ Wpn Spec is 4/1
#Att w/ Wpn Spec is 4/1
#Att w/ Wpn Spec is 9/2
#Att w/ Wpn Spec is 9/2
#Att w/ Wpn Spec is 9/2
#Att w/ Wpn Spec is 9/2
#Att w/ Wpn Spec is 5/1
#Att w/ Wpn Spec is 5/1
#Att w/ Wpn Spec is 5/1
#Att w/ Wpn Spec is 5/1
#Att w/ Wpn Spec is 11/2
#Att w/ Wpn Spec is 11/2
#Att w/ Wpn Spec is 11/2
#Att w/ Wpn Spec is 11/2
 
The Normal version gives #Att for specialization using Non-War column.
Alternate version:
Bow number of attacks is (amount given)+1/2
Dagger number of attacks is (amount given)*2
Dart number of attacks is (amount given)*2+1
Small Shuriken number of attacks is (amount given)*2+2