[PC42] Collective 4.2 Classes


New Classes to Collective 4.2

PC1 PC2 PC3 PC4
War Wiz Pri Rog
Doomguard3 Magical Pool Mage Eeler1 Arcane5
Meat Helm Scarlet Necromancer Rith Awakener (MTG G/R/W) Pointer0
Rith Awakener (MTG G/R/W) Wacky Ball Mage Scarlet Torturer Scarlet Assassin
Scarlet Huntsman War Priest Scarlet Monk
PC5 PC6 PC7 PC8
Psi Cust Conc Mon
Arch-Psi10 BlockCustom5 Concordant Sampler Odessa0
Psi∞ (Infinity) Randomizer3 Psi∞ (Infinity) Rith Awakener (MTG G/R/W)
Thirteen Letter Horror
Uniquer3
PC9 PC10 PC11 PC12
Alt Mini Mirr Planar
BlockCustom5 Group XP Eeler1 Doomguard3
Uniquer3 Slayer Magical Pool Mage Magical Pool Mage
Spell Robe Randomizer3
Stat Requirements
Warrior/Rogue Spell Progression
Wear Locations / Limbs
PC13 PC14 PC16 PC18 PC19
Lost Demigod Technology Futureshifted Random
Thirteen Letter Horror Thirteen Letter Horror Arcane5 Concordant Sampler Randomizer3
Odessa0

[PC42] Collective 4.2 Classes


Arcane5

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

[PC42] Collective 4.2 Classes


Arch-Psi10

Level KXP Psi10
123 456 789 AB
1 0 21- --- --- --
2 10 431 --- --- --
3 19 653 1-- --- --
4 38 986 41- --- --
5 85 AAA 851 --- --
6 150 AAA AA6 1-- --
7 222 AAA AAA 71- --
8 327 AAA AAA A81 --
9 483 AAA AAA A92 1-
10 880 AAA AAA A92 2-
11 1297 AAA AAA A93 2-
12 2550 AAA AAA A93 3-
13 5010 AAA AAA A94 3-
14 6232 AAA AAA A94 4-
15 7728 AAA AAA A95 4-
16 8848 AAA AAA A95 5-
17 9920 AAA AAA A96 5-
18 10944 AAA AAA A96 6-
19 11920 AAA AAA A97 6-
20 12848 AAA AAA A97 7-
21 13728 AAA AAA A98 7-
22 14560 AAA AAA A98 8-
23 15344 AAA AAA A99 8-
24 16080 AAA AAA A99 9-
25 16768 AAA AAA AA9 9-
26 17408 AAA AAA AAA 9-
27 18000 AAA AAA AAA A1
28 18544 AAA AAA AAA A2
29 19040 AAA AAA AAA A3
30 19488 AAA AAA AAA A4
31 19888 AAA AAA AAA A5
32 20240 AAA AAA AAA A6
33 20544 AAA AAA AAA A7
34 20800 AAA AAA AAA A8
35 21008 AAA AAA AAA A9
36 21168 AAA AAA AAA AA
TH Saves
PD RS PP BW Sp Fo Re Wi
-2  5  4  8  2  3  1  0  2
-2  6  5  8  3  4  2  1  3
-2  6  6  9  4  5  3  1  4
-2  7  7  9  4  5  4  2  5
-1  7  8 10  5  6  4  3  6
-1  8  9 10  6  7  5  3  7
-1  8 10 11  6  7  6  4  8
-1  9 11 11  7  8  7  5  9
+0  9 12 12  8  9  8  5 10
+0 10 13 12  8 10  8  6 11
+0 11 14 13  9 11  9  7 12
+0 11 14 13 10 12 10  7 13
+1 13 15 14 12 13 11  8 14
+1 15 15 15 14 14 12  9 15
+1 15 16 16 15 15 12  9 16
+1 16 16 16 15 16 13 10 17
+2 16 16 16 16 16 14 11 18
+2 16 16 16 16 16 15 11 19
Requisites: Int 15, Wis 15, Chr 15
Alignment: any
HD/level: d2
Weapon Prof.: 5+level/5
To Hit Table: Psi -4 levels
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
See [Q10] for rules and powers.
Psi10 (class) PSPs = (LVL+Int+Wis-20)*10.
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis) per hour, or (total multipliers of beings within 150') per hour
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
Powers marked with a asterisk ( * ) can be used as a 0 action.
Level 1: Can "material component" Psi10 powers, by using 1V action.
Level 1: May "specialize" in a discipline, this works in the same way as a Wizard specializing in a school. Choose an opposite discipline.
Level 9: If specialized in a discipline, SL 1 to (LVL-8) powers in that discipline cost only ˝M to use. SL=11 powers always cost 1M to use, however.

[PC42] Collective 4.2 Classes


Psi10 Seventh Level Powers

# Name Disc. PSPs Effect Source
1 Chain Contingency Somn 70 Chain Contingency for Psi10 powers DM
2 Improved Sleep Somn 70 Sleep a group (no save, CR to resist) DM
3 Magnify Fire * Pyro 35 xCL dmg to a fire effect being cast DM
4 Remove Charm Empa 35 Remove Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest DM
5 Spirit Chameleon Telep 70 +1 permanent Int, Wis, or Chr (max=LVL*2) DM
6 Super Push TK 35 Target takes CL*20' falling damage DM

Psi10 Eighth Level Powers

# Name Disc. PSPs Effect Source
1 Automaton II Telep 40 Control all actions (save) DM
2 Falsename * Telep 80 You give off a false Truename (it's someone else's) DM
3 Fire Protection * Pyro 80 Immune any element with a fire component DM
4 Improved Rest Somn 80 Get 2 resets per reset DM
5 Mass Impact TK 40 (CL+4)d10 TK dmg to a group (no save) DM
6 Predict and Counter * Empa 40 Predict what someone is about to do, can counter it DM

Psi10 Ninth Level Powers

# Name Disc. PSPs Effect Source
1 Fire Armor * Pyro 90 AT +CL*5 source; Disintegration shield (100% dmg back) DM
2 Mass Agony Telep 45 Group takes CL Int and Wis dmg (no save) DM
3 Mass Suggestion Somn 45 Group is Suggested (CL saves to avoid) DM
4 Megaslow * TK 45 Target loses next CL P actions (save for each) DM
5 Static Blast Pyro 90 (11+CL)d8 Electricity dmg to a group (no save) DM
6 True Friends * Empa 90 Mirage Arcana that you are the monster's friends DM

Psi10 Tenth Level Powers

# Name Disc. PSPs Effect Source
1 Annihilate TK 100 Target is Annihilated (save) DM
2 Between Somn 100 Between (teleport across planes ignoring defenses) DM
3 Cleaver * TK 50 Mental weapon; #Att=CL; dmg=1dCL DM
4 Fire Prison Pyro 50 Imprisonment; Takes 1 vile dmg /s (no resistance) DM
5 Irresistable Charm Empa 100 Charm (no save, CR to resist) DM
6 Mindrape Telep 50 Capital E Extract; Set Int 2 (no save) DM

[PC42] Collective 4.2 Classes


BlockCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 3-- --- ---
4 24 31- --- ---
5 60 32- --- ---
6 120 33- --- ---
7 240 331 --- ---
8 450 332 --- ---
9 840 333 --- ---
10 1740 333 1-- ---
11 2640 333 2-- ---
12 3540 333 3-- ---
13 4440 333 31- ---
14 5340 333 32- ---
15 6240 333 33- ---
16 7140 333 331 ---
17 8040 333 332 ---
18 8940 333 333 ---
19 9840 333 333 1--
20 10740 333 333 2--
21 11640 333 333 3--
22 12540 333 333 31-
23 13440 333 333 32-
24 14340 333 333 33-
25 15240 333 333 331
26 16140 333 333 332
27 17040 333 333 333
28 17940 444 333 333
29 18840 444 444 333
30 19740 444 444 444
31 20640 555 444 444
32 21540 555 555 444
33 22440 555 555 555
34 23340 666 555 555
35 24240 666 666 555
36 25140 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Four 20's
Alignment: any
HD/level: 3d3
Weapon Prof.: & 3+level
To Hit Table: 1˝xCust
Save Table: 1˝xCust
Reference: DM {Planeshifted ArchCustom5}
Groups: Custom, Alternate
 
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Each level, pick a 5th edition class. You get all the abilities of that class for the "block" this level is in (e.g. if you pick Soldier5 at level 1, you would get Soldier5's A-E abilities). If the current level is a "Pick whatever" type level (like level 4 in many classes), you get the lower level block (levels 1-3 in this case), plus 1 instance of each pick type listed (if they aren't redundant).
Due to their large size, the Occultist5 and Secret Agent5 classes count as 2 picks. If you pick Occultist5 or Secret Agent5 once, you can choose 5 of the picks of that block. When you pick the same class a second time (within the same block), you get the rest of the powers.
Has access to all 5th edition classes from previous Collectives (up to Collective 4.1), even if using "Sheets" or Background Points. This class does not automatically know Arcane5, which was introduced in this packet (Collective 4.2). DM Note: Fallen Angel5 and Rakshasa5 were introduced in Collective 3.9, so you know them, but their abilities are not in the current ArchCustom5 list.
Gets 40 Rogue points per level.
Level 12 ¶: You may pick 6th edition (Quintessential) classes (including your lower level picks if you want to reassign them).

[PC42] Collective 4.2 Classes


Concordant Sampler

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

[PC42] Collective 4.2 Classes


Doomguard3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +2 & +2 (all)
& +3 & +3 (all)
& +4 & +4 (all)
& +5 & +5 (all)
& +6 & +6 (all)
& +7 & +7 (all)
& +8 & +8 (all)
& +9 & +9 (all)
& +10 & +10 (all)
& +11 & +11 (all)
& +12 & +12 (all)
& +13 & +13 (all)
& +14 & +14 (all)
& +15 & +15 (all)
& +16 & +16 (all)
& +17 & +17 (all)
& +18 & +18 (all)
Requisites: Con 0, (Warrior 7)
Alignment: any
HD/level: & d12
Weapon Prof.: & 0+level
To Hit Table: & +level
Save Table: & +level
Reference: PlanarHB3-46
Groups: Warrior, Planar
 
Gets Exceptional Con.
Level 1: Entropic Blow: Gain Chr bonus TH and +2*LVL dmg per attack. Your attacks ignore hardness and DR.
Level 1: Healing Resistance: Resist Healing and Necromantic spheres (this can be lowered)
Level 2: Destructive Expertise: Find/Remove Traps/Tricks/Specials LVL*5%, ignores penalties
Level 3: Negative Adaptation: Immune Negative.
Level 4: Body or Soul: +LVL-3 stat points distributed among Con or Chr.
Level 7: Unmaking Magic: 1 attack: Dispel Magic
Level 9: Disintegrate: 1 attack: Disintegrate (PP save)
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Natural Heavyweight: Immune Gravity
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC42] Collective 4.2 Classes


Eeler1

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

[PC42] Collective 4.2 Classes


Group XP (Mini-Class)

Level KXP Normal Effect Total
1 0 x2 XP if all classes in same group (+0)
2 10 +1 class slot in chosen group (+1)
3 20 +1 class slot in chosen group (+2)
4 40 +1 class slot in chosen group (+3)
5 80 +1 class slot in chosen group (+4)
6 160 +1 class slot in chosen group (+5)
7 320 +1 class slot in chosen group (+6)
8 640 +1 class slot in chosen group (+7)
9 1280 +1 class slot in chosen group (+8)
10 2000 +1 class slot in chosen group (+9)
11 3000 +1 class slot in chosen group (+10)
12 4000 +1 class slot in chosen group (+11)
13 5000 +1 class slot in chosen group (+12)
14 6000 +1 class slot in chosen group (+13)
15 7000 +1 class slot in chosen group (+14)
16 8000 +1 class slot in chosen group (+15)
17 9000 +1 class slot in chosen group (+16)
18 10000 +1 class slot in chosen group (+17)
19 11000 +1 class slot in chosen group (+18)
20 12000 +1 class slot in chosen group (+19)
21 13000 +1 class slot in chosen group (+20)
22 14000 +1 class slot in chosen group (+21)
23 15000 +1 class slot in chosen group (+22)
24 16000 +1 class slot in chosen group (+23)
25 17000 +1 class slot in chosen group (+24)
26 18000 +1 class slot in chosen group (+25)
27 19000 +1 class slot in chosen group (+26)
28 20000 +1 class slot in chosen group (+27)
29 21000 +1 class slot in chosen group (+28)
30 22000 +1 class slot in chosen group (+29)
31 23000 +1 class slot in chosen group (+30)
32 24000 +1 class slot in chosen group (+31)
33 25000 +1 class slot in chosen group (+32)
34 26000 +1 class slot in chosen group (+33)
35 27000 +1 class slot in chosen group (+34)
36 28000 +1 class slot in chosen group (+35)
Alternate Effect Total
Race XP div. starts reducing at level 4 (0)
+0.2 in mixed race abilities (0.2)
+0.2 in mixed race abilities (0.4)
+0.2 in mixed race abilities (0.6)
+0.2 in mixed race abilities (0.8)
+0.2 in mixed race abilities (1)
+0.2 in mixed race abilities (1.2)
+0.2 in mixed race abilities (1.4)
+0.2 in mixed race abilities (1.6)
+0.2 in mixed race abilities (1.8)
+0.2 in mixed race abilities (2)
+0.2 in mixed race abilities (2.2)
+0.2 in mixed race abilities (2.4)
+0.2 in mixed race abilities (2.6)
+0.2 in mixed race abilities (2.8)
+0.2 in mixed race abilities (3)
+0.2 in mixed race abilities (3.2)
+0.2 in mixed race abilities (3.4)
+0.2 in mixed race abilities (3.6)
+0.2 in mixed race abilities (3.8)
+0.2 in mixed race abilities (4)
+0.2 in mixed race abilities (4.2)
+0.2 in mixed race abilities (4.4)
+0.2 in mixed race abilities (4.6)
+0.2 in mixed race abilities (4.8)
+0.2 in mixed race abilities (5)
+0.2 in mixed race abilities (5.2)
+0.2 in mixed race abilities (5.4)
+0.2 in mixed race abilities (5.6)
+0.2 in mixed race abilities (5.8)
+0.2 in mixed race abilities (6)
+0.2 in mixed race abilities (6.2)
+0.2 in mixed race abilities (6.4)
+0.2 in mixed race abilities (6.6)
+0.2 in mixed race abilities (6.8)
+0.2 in mixed race abilities (7)
Note this Mini-class requires 0 XP to be 1st level. Many times there is no reason to raise the level of this class.
Normal: Choose a group of classes. Get x2 XP if all of your (non-Mini, non-Concordant) classes all have that group in common. This does not stack with the x2 XP for single-classedness. Further levels give class slots in that group.
Alternate: Your racial XP divisor starts to be reduced by 0.5 per level starting at level 4 instead of (the normal) level 9. Further levels give you mixed race abilities; you may have the abilities of another race of divisor N by spending N-0.8. (So each level you could take a ÷1 race's abilities)

[PC42] Collective 4.2 Classes


Magical Pool Mage

Level KXP Wizard
123 456 789 A
1 0 1-- --- --- -
2 2.25 20- --- --- -
3 4.5 21- --- --- -
4 9 320 --- --- -
5 18 421 --- --- -
6 35 431 a-- --- -
7 60 432 0b- --- -
8 95 432 1ac --- -
9 145 533 20b d-- -
10 220 543 21a ce- -
11 440 543 320 bdf -
12 660 554 321 ace -
13 880 554 322 0bd -
14 1100 554 322 1ac -
15 1320 554 422 20b -
16 1540 555 432 21a -
17 1760 555 532 210 -
18 1980 555 533 211 g
19 2200 555 543 221 f
20 2420 555 543 321 e
21 2640 555 554 321 d
22 2860 555 555 432 c
23 3080 555 555 532 b
24 3300 666 655 532 a
25 3520 666 666 642 0
26 3740 777 766 643 1
27 3960 777 777 743 1
28 4180 888 877 753 1
29 4400 888 888 853 1
30 4620 999 988 854 1
31 4840 999 999 964 2
32 5060 AAA A99 964 2
33 5280 AAA AAA A64 2
34 5500 BBB BAA A75 2
35 5720 BBB BBB B75 2
36 5940 CCC CCC C75 3
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 14, Con 9, Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Mirror, Planar
 
Specialized in Magical Pools, no opposite.
Gets Int bonus to spells.
Level 1: Identify Tricks and Magical Pools by sight.
Level 1: Swimming proficiency. Free Action underwater.
Level 4: 1F: Restore the local MF by 1. (This may be done multiple times.)
Level 9 ¶: When drinking from a magical pool, roll 2 results and pick the better.
Level 9: 1F: Restore the local PF by 1. (This may be done multiple times.)
Level 12: 1F, 1/reset: Make a Magical Pool permanent, infinite charges, and it's effects no longer count against your limit of maintains.
Level 16: 1F: Restore the local TF by 1. (This may be done multiple times.)
Level 25: 1F: Restore the local LoopF by 1. (This may be done multiple times.)
   
Magical Pool spells:
Note 1: Magical Pools have CL charges, each charge being a "drink" from the pool. Each person may drink from a Magical Pool only once (using 1V action). If at least one person drinks from a pool, all of that pool's effects together count as 1 effect against your limit of maintains until the next reset. If the pool effect is permanent, after the reset you no longer need to maintain the effect. Only 1 magical pool may be created in a room each reset.
Note 2: These spells are only a start. There are likely variants to these spells, such as a high level Healing Pool. Research Points may be spent here.
Abjuration Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC1] Monster Collective, Spells.
Create Water (SL=1): Creates a non-magical pool of ordinary water.
Healing Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 Priest Healing spell.
Protection Pool (SL=2): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC2] Monster Collective, Psionics.
Reflecting Pool (SL=2): Magical Pool. Acts as a scrying device. Has only 1 charge, if drank, gives a random Divination effect of SL=1d6.
Wonder (SL=2): Does the Wand of Wonder effect on one target.
Acid Pool (SL=3): Creates a non-magical pool of nasty acid (1d100 dmg, no save). Can be left behind as a (-50%) Trap. Can be created "through" someone (damaging them).
Exploding Pool (SL=3): Hits a group, does a random SL=1d6+1 Invocation effect to the group. Does not count as a Magical Pool.
Remove Trick (SL=3): Removes a Trick in the room (can be reversed to create a random Trick).
Defensive Pool (SL=4): Magical Pool. The effect (when drank) is a random SL=1d8 defensive effect from [MC1] Monster Collective, Spells.
Transport via Water (SL=4): Teleport from one body of water to another.
Remove Special (SL=5): Removes a Special in the room (can be reversed to create a random Special).
Color Pool (SL=5): Creates a temporary Color Pool (treat as a Gate spell). Does not count as a Magical Pool.
Enhance Pool (SL=6): Adds CL charges to an existing Magical Pool. The reverse will destroy a Magical Pool.
Monster Pool (SL=6): Magical pool. Each segment, 1 charge is automatically used, and a DL=1d6+4 monster appears. The monster is not a summon, but will not attack the party, and will attack the party's enemies.
Enhancement Pool (SL=7): Magical Pool. Items put into the pool (using a charge) gain a small benefit (DM will roll a random 1d1000 item XP flag, or a half-plus). These effects are permanent but each item can be enhanced only once per reset.
Disjuncting Pool (SL=8): Magical Pool. An item placed in the pool is Disjuncted, with no Artifact Destruction or Retributive Strike effect. The item will absorb N*N charges from the pool, where N is it's multiplier. If the pool has insufficient charges, the item is unaffected. Can alternatively remove a x1 Terrain Feature completely.
Escape Pool (SL=9): Magical Pool. The effect (when drank) is to Escape to a safe location (home or a safe city/town). The effect is instantaneous (no delay).
Concordant Sampler Pool (SL=10): Magical Pool. The effect (when drank) is a random CSL=1d4-1 Concordant spell.

[PC42] Collective 4.2 Classes


Meat Helm

Level KXP Warrior
123 456
1 0 1-- ---
2 9 2-- ---
3 18 21- ---
4 36 211 ---
5 72 221 1--
6 144 222 2--
7 288 333 2--
8 576 333 31-
9 1000 443 32-
10 1450 444 431
11 1900 444 432
12 2350 444 433
13 2800 444 444
14 3250 555 444
15 3700 555 554
16 4150 555 555
17 4600 666 555
18 5050 666 665
19 5500 666 666
20 5950 777 666
21 6400 777 776
22 6850 777 777
23 7300 888 777
24 7750 888 887
25 8200 888 888
26 8650 999 888
27 9100 999 998
28 9550 999 999
29 10000 AAA 999
30 10450 AAA AA9
31 10900 AAA AAA
32 11350 BBB AAA
33 11800 BBB BBB
34 12250 CCB BBB
35 12700 CCC CBB
36 13150 CCC CCC
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: Dex 25, Chr 15, Class Slots 4
Alignment: any
HD/level: 2d5
Weapon Prof.: 6+level
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
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 and Meat Sword, the combined classes are only 4 class slots (total, even for all three classes).
Has a Warrior spell progression. Gets Chr bonus to spells.
Level 1: Sustain Dex and Chr
Level 1 ¶: iCR LVL*10%
Level N (every level) ¶: +1 slot for Henchmen per level. You can never lose control of your Henchman (auto make the Chr checks).
Level N (every level): +1 instance of Exc Dex for this class. This is not optional, you must take this, even if your Dex bonus would go down. Bonuses for Dex levels follows:
 
# Exc Dex Name Bonus Dex 20 Dex 30 Dex 40 Dex 50 Dex 60 Dex 70 Dex 80 Dex 90 Dex 100
1 Exc (Dex-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Dex-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Dex-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Dex-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Dex-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Dex-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Dex-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Dex-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Dex-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Dex-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Dex-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Dex-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Dex-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Dex-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Dex-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Dex-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Dex-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Dex-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
(beyond) ? (Dex-N*2-10)*(N/2+1)

[PC42] Collective 4.2 Classes


Odessa0

Level KXP
Spells
1 0 (none)
2 20.5 (none)
3 41 (none)
4 82 (none)
5 164 (none)
6 246 (none)
7 410 (none)
8 574 (none)
9 749 (none)
10 924 (none)
11 1274 (none)
12 1624 (none)
13 1974 (none)
14 2324 (none)
15 2674 (none)
16 3024 (none)
17 3374 (none)
18 3724 (none)
19 4074 (none)
20 4424 (none)
21 4774 (none)
22 5124 (none)
23 5474 (none)
24 5824 (none)
25 6174 (none)
26 6524 (none)
27 6874 (none)
28 7224 (none)
29 7574 (none)
30 7924 (none)
31 8274 (none)
32 8624 (none)
33 8974 (none)
34 9324 (none)
35 9674 (none)
36 10024 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  7  7  7  7  7  7  7  7
+9  8  8  8  8  8  8  8  8
+10  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
+12  9  9  9  9  9  9  9  9
+13 10 10 10 10 10 10 10 10
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 11 11 11 11 11 11 11 11
+17 12 12 12 12 12 12 12 12
+18 12 12 12 12 12 12 12 12
Requisites: Dex 16, Chr 18
Alignment: C any (or) any G
HD/level: d(2*LVL)
Weapon Prof.: 6+level
To Hit Table: Mon
Save Table: Mon +7 levels
Reference: DM
Groups: Monster, Futureshifted
 
Can weapon specialize in guns, using the "Barbarian" line for attacks.
Remember that Cml is assumed to any set number from 3 to 18 at start (most people pick 18!). Cml also gets your Chr bonus (Exceptional or Barbarian Chr is helpful here). Luck is normally equal to HCL (your Highest x2 Concordant Level, usually 0 for most people).
Level 1: Exceptional Luck and Cml bonus. This doesn't mean a whole lot.
Level 1 ¶: +2 Luck per level. You can't 2 for 1 trade this away.
Level 1 ¶: +2 Cml per level. You can't 2 for 1 trade this away.
Level 1 ¶: Barbarian Luck and Cml bonus. Barbarian Cml: If your Cml is above 20, you can use 1M action and make a Cml-20 check to "Awe" a group. They make Wis checks, if they fail, they are Fascinated by you and will take no offensive action against you or your party (unless attacked).
Level 1 ¶: Auto roll max on the first die of open-ended dice ("e" dice).
Level 4 ¶: 1bM, (LVL-3)/d: Target creature rolls all natural 1's "to hit" against you this segment.
Level 8 ¶: 1bM, (LVL-3)/d: Target creature rolls a natural 1 on a saving throw against you this segment.
Level 9 ¶: Extra Barbarian Luck and Cml bonus. Extra Barbarian Cml: If your Cml is above 40, you can use 1M action and make a Cml-40 check to "Capital S Stun" a group. They make Wis-20 checks, if they fail, they are Capital S Stunned as long as you are in their sight.
Level 12 ¶: +LVL/2 HNCL
Level 18 ¶: Super Barbarian Luck and Cml bonus. Super Barbarian Cml: If your Cml is above 60, you can use 1M action and make a Cml-60 check to "Capital S Slay" a group. They make Wis-30 checks, if they fail, they are Capital S Slain.

[PC42] Collective 4.2 Classes


Pointer0

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

[PC42] Collective 4.2 Classes


Psi∞ (Infinity) / PsiÀ0 (Aleph sub 0)

Level KXP Psi∞
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 15, Wis 15, Chr 15 (one 20)
Alignment: any
HD/level: d14
Weapon Prof.: 3+level/3
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Reduced PsiÀ1 (Aleph sub 1)}
Groups: Psionicist, Concordant (x1)
 
See [Q∞] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞ effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞ Minors (PSP cost = 1):
Break (one item is destroyed, item save vs. disintegration)
Dispel (one effect is dispelled)
Disruption (group, 50 dmg, RSW save for 10)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Summon Minor (summon a DL IV monster, it attacks once now, then disappears)
Random Teleport (one target, 1dCL miles in random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (group, CLd4, no save)
Sporacle (random [C8] section effect, one target, RSW save)
Psi∞ Majors (PSP cost = 10):
Disintegrate (group, RSW save for 25 dmg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Summon Major (summon a DL VII monster, it attacks once now, then disappears)
Instantaneous (reverse Permanency)
Random Planeport (one target, 1d(CL-3) planes in a random direction, RSW save)
Sharp (group is Sharped, no save)
Sporacle-ize (random [C8] section effect, group, RSW save)
Psi∞ Grands (PSP cost = 100):
Annihilate (group, RSW save for 100 dmg)
Flash Summon Grand (summon a DL X monster, it attacks once now, then disappears)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC42] Collective 4.2 Classes


Randomizer3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1d2-1 (total = 1d50+1d6, max = 9)
+2d2-2 (total = 1d50+2d6, max = 9)
+3d2-3 (total = 1d50+3d6, max = 9)
+4d2-4 (total = 1d50+4d6, max = 9)
+5d2-5 (total = 1d50+5d6, max = 9)
+6d2-6 (total = 1d50+6d6, max = 9)
+7d2-7 (total = 1d50+7d6, max = 9)
+8d2-8 (total = 1d50+8d6, max = 9)
+9d2-9 (total = 1d50+9d6, max = 9)
+10d2-10 (total = 1d50+10d6, max = 9)
+11d2-11 (total = 1d50+11d6, max = 9)
+12d2-12 (total = 1d50+12d6, max = 9)
+13d2-13 (total = 1d50+13d6, max = 9)
+14d2-14 (total = 1d50+14d6, max = 9)
+15d2-15 (total = 1d50+15d6, max = 9)
+16d2-16 (total = 1d50+16d6, max = 9)
+17d2-17 (total = 1d50+17d6, max = 9)
+18d2-18 (total = 1d50+18d6, max = 9)
Requisites: Con 9 (also see description)
Alignment: any
HD/level: d14-7
Weapon Prof.: 1d4 + (1d2-1) /level
To Hit Table: +1d2-1 /level
Save Table: (total=1d50+(level)d6, max=L+8)
Reference: DM {Mirror Collectivizer3}
Groups: Custom, Mirror, Random
 
Each Level: The DM pulls a class from the [PC19] Random group of classes. You may pick a "Warrior", "Wizard", "Priest", or "Rogue" Random class. You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Randomizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Randomizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Con 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Randomizer3 class beyond level 1, all you have to meet is the Con 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.
N4. At the end of the campaign, you may take one (only one!) of the Random classes that were referenced for your Randomizer3 class, and add it permanently to the Collective.
N5. Yes, the Weapon Proficiencies, To Hit, and Saves are random. You roll only once per level, when you level. You do not reroll old results.

[PC42] Collective 4.2 Classes


Rith Awakener (MTG G/R/W) (Boros/Gruul/Selesnya)

Level KXP Wiz/Pri
123 456 789
1 0 2-- --- ---
2 4.8 31- --- ---
3 9.6 430 --- ---
4 19.2 542 --- ---
5 38.4 543 0-- ---
6 76.8 754 2-- ---
7 153.6 764 30- ---
8 307.2 876 42- ---
9 614.4 876 530 ---
10 1228.8 A87 642 ---
11 1843.2 A98 642 0--
12 2457.6 AA9 754 1--
13 3072 AAA 975 2--
14 3686.4 BAA 975 30-
15 4300.8 BBB 975 41-
16 4915.2 CBB A97 52-
17 5529.6 CBB AA8 64-
18 6144 CBB BA9 76-
19 6758.4 CBB BAA 97-
20 7372.8 CBB BAA 981
21 7987.2 CCB BBA 982
22 8601.6 DCC CBA 992
23 9216 EDC CBB A92
24 9830.4 EEC CBB AA3
25 10444.8 EED CCB BA3
26 11059.2 EEE CCB BB4
27 11673.6 FFE CCC CB4
28 12288 FFE EDC CB5
29 12902.4 FFF EDD CC5
30 13516.8 FFF EED DC6
31 14131.2 GFF FFD DD6
32 14745.6 GGG FFF DD7
33 15360 GGG GFF EE7
34 15974.4 GGG GGG FE8
35 16588.8 GGG GGG GF8
36 17203.2 GGG GGG GG9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  7  5  3  6  1  1  2
+3  8  7  6  3  7  1  1  3
+4  9  8  6  4  7  2  2  3
+5  9  8  6  4  7  2  2  4
+6 10  9  7  5  8  3  2  4
+7 10  9  7  6  8  3  3  5
+8 11 10  8  7  9  4  3  5
+9 11 10  9  8  9  4  4  6
+10 12 10  9  9  9  5  4  6
+11 12 11 10 10 10  5  4  7
+12 13 11 10 11 10  6  5  7
+13 13 12 11 12 11  6  5  8
+14 13 12 12 13 11  7  6  8
+15 14 13 13 14 11  7  6  9
+16 14 13 13 14 12  8  6  9
+17 14 13 14 14 12  8  7 10
+18 15 14 14 14 13  9  7 10
+19 15 14 14 14 13  9  8 11
Requisites: Str 16, Dex 18, Con 18, Int 16,
  Wis 16, Chr 18, Class Slots 3
Alignment: CG or CN
HD/level: 3d8
Weapon Prof.: 6+level
To Hit Table: War +3 levels
Save Table: War/Wiz/Pri
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str, Int, Wis bonus.
Channeling. Casts Wizard and Priest spells (same SL for both). Gets Wis bonus to spells.
Specialized in Wizard Invocation school.
Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ˝M to cast.
Attacking costs you only ˝P action. This means you can do two attack sequences in one segment using 1P.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Has a "Familiar" slot.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Level 9: Free Action cont.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.

[PC42] Collective 4.2 Classes


Scarlet Assassin

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)