[PC43] Collective 4.3 Classes


Accomplice

Level KXP Accomp A-H
123 45 [1]
1 0 1-- -- [-]
2 3.3 2-- -- [-]
3 6.6 3-- -- [-]
4 13.2 4-- -- [-]
5 26.4 41- -- [-]
6 52.8 42- -- [-]
7 105.6 43- -- [-]
8 213 44- -- [-]
9 430 441 -- [-]
10 860 442 -- [-]
11 1290 443 -- [-]
12 1720 443 1- [-]
13 2150 444 1- [-]
14 2580 444 2- [-]
15 3010 444 3- [-]
16 3440 444 4- [-]
17 3870 544 4- [-]
18 4300 554 4- [-]
19 4730 555 4- [-]
20 5160 555 41 [-]
21 5590 555 51 [-]
22 6020 655 51 [-]
23 6450 655 52 [-]
24 6880 665 52 [-]
25 7310 666 52 [-]
26 7740 666 53 [-]
27 8170 666 63 [1]
28 8600 766 63 [1]
29 9030 766 64 [2]
30 9460 776 64 [2]
31 9890 777 64 [3]
32 10320 777 65 [3]
33 10750 777 75 [4]
34 11180 877 75 [4]
35 11610 887 76 [5]
36 12040 888 76 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  2  3  1  1  1  1  0
+5  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  6  4  5  4  3  2  2  1
+6  7  5  6  5  4  3  2  1
+7  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+9 11  9 10 11  8  6  5  3
+10 12 10 11 12  9  6  5  4
+10 13 11 12 13 10  7  6  4
+11 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Str 16, Int 18, Logic 7
Alignment: any E
HD/level: ++d13
Weapon Prof.: 6+level/2
To Hit Table: 4+level/2
Save Table: War
Reference: DM {Reduced Anti-Hero}
Groups: Rogue, Concordant (x1), Mirror
 
Logic is an ability score based off of Int. It is equal to 2+(Int bonus) base. Note that you will "owe" one stat point to Logic with an 18 Int (since your Logic will be only 6), unless you have Exceptional Int bonus somehow.
Gets Exc Str. Can purchase Exc Dex for 1 weapon slot and Exc Con for 4 weapon slots.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level.
On the Rogue Ability table, cannot use picks to get other picks (no "chaining" of picks).
Your CCL with Anti-Hero spells is CL-26.
Lvl Ability
1 Any Bandit1 level 2 ability
1 Any Bounty Hunter1 level 2 ability
1 Any Executioner1 level 1 ability
1 Any Mercenary5 level 1 ability
1 Any Scarlet Assassin level 1 ability
1 Any The Hidden level 1 ability
5 Any Bandit1 level 6 ability
5 Any Bounty Hunter1 level 6 ability
5 Any Executioner1 level 5 ability
5 Any Mercenary5 level 5 ability
5 Any Scarlet Assassin level 5 ability
5 Any The Hidden level 5 ability
9 Any Bandit1 level 10 ability
9 Any Bounty Hunter1 level 10 ability
9 Any Executioner1 level 9 ability
9 Any Mercenary5 level 9 ability
9 Any Scarlet Assassin level 9 ability
9 Any The Hidden level 9 ability
13 Any Bandit1 level 16 ability
13 Any Bounty Hunter1 level 15 ability
13 Any Executioner1 level 13 ability
13 Any Mercenary5 level 14 ability
13 Any Scarlet Assassin level 13 ability
13 Any The Hidden level 13 ability

[PC43] Collective 4.3 Classes


Accomplice Spells

Level # Spell
1 1 10*CL% iaIR
1 2 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 3 1M: LVLd6 dmg, E=1 element, one target, no save
1 4 1M: Target is paralyzed (PPD save)
1 5 1M: Steal an action or memory (Will save)
1 6 +CL/2 QV actions
1 7 +LVL SL's in one spell progression (Wizard or Priest)
1 8 +2 CL with psionics
1 9 +1 Str, Dex, Con, Int, Wis, and Chr
2 1 10*CL% iaMR
2 2 1M, 2/d: Causeall
2 3 +CL/3 QP actions
2 4 Pick a psionic power you have. It does not give a saving throw.
2 5 1M: Remove one Resist to something (no save, use ER)
2 6 10*CL% ER
2 7 0, 3/d: Counter a counterspell
2 8 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
2 9 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
3 1 10*CL% iaPR
3 2 +1 per damage die on your physical attacks; Enemies get --1 to hit you
3 3 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
3 4 1M: LVLd12 dmg, E=3 element, one target, no save
3 5 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
3 6 +CL/4 QM actions
3 7 1M: Sporacle a group (a random [C] section effect)
3 8 1V: Lend a V action to someone
4 1 Pick a spell you have. It costs half the number of actions it normally requires.
4 2 Pick a psionic power you have. It costs half the number of actions it normally requires.
4 3 +1 to number of segments per round (i.e. you get a segment 11)]
4 4 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% aER
5 2 +CL/5 Q0 actions
5 3 Pick an action type. You are immune to actions of that type being locked down.
Anti-Hero 1 (11) 1 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero 1 (11) 2 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero 1 (11) 3 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero 1 (11) 4 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero 1 (11) 5 +1 QX action
Anti-Hero 1 (11) 6 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero 1 (11) 7 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero 1 (11) 8 Duplicate a Level: ability of a non-Concordant class
Anti-Hero 1 (11) 9 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC43] Collective 4.3 Classes


Anti-Barbarian100

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

[PC43] Collective 4.3 Classes


Arcane Priest

Level KXP Arcane Priest
123 456 789 A
1 0 1-- --- --- -
2 3 20- --- --- -
3 6 21- --- --- -
4 12 320 --- --- -
5 24 321 --- --- -
6 48 432 0-- --- -
7 72 432 1-- --- -
8 108 543 20- --- -
9 162 543 21- --- -
10 300 654 320 --- -
11 450 654 321 --- -
12 900 765 432 0-- -
13 1350 765 432 1-- -
14 1800 776 543 20- -
15 2250 776 543 21- -
16 2700 777 654 320 -
17 3150 777 654 321 -
18 3600 777 765 432 -
19 4050 777 776 543 -
20 4500 777 777 654 -
21 4950 777 777 765 -
22 5400 777 777 776 -
23 5850 777 777 777 -
24 6300 888 877 777 -
25 6750 888 888 877 -
26 7200 888 888 888 -
27 7650 888 888 888 b
28 8100 888 888 888 0
29 8550 888 888 888 1
30 9000 888 888 888 2
31 9450 888 888 888 3
32 9900 888 888 888 4
33 10350 888 888 888 5
34 10800 888 888 888 6
35 11250 888 888 888 7
36 11700 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 18
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Has access only to Priest spells that are from Minor Spheres, or have been written for special classes in the Collective. This class is 0.1 of a Collective edition "behind" in what spells it knows; for example in Collective 4.3 this class knows Collective 4.2 spells (and earlier). When Collective 4.4 comes out, this class will know Collective 4.3 spells.
This class cannot cast normal Priest spells at all. If you generate a "wishoid" effect that emulates a Priest (or Wizard) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Priest spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
You can have grand/major/minor access in Spheres as normal, or you can ignore these rules and simply have major access in every Sphere.
Priest spells that are cross-listed with Concordant group (e.g. Proto-Lich, SemiDivine3) 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.
 
Exceptions to spells given:
Fallen Angel5: These spells were sufficiently weak, so that I did not give them the +1 SL adjustment for Concordant group.
Pharmacist5: I assigned each of the 42 drugs an SL from 1 to 5, and listed each drug just once. If I didn't do that, the Drug Sphere would be 42*9=378 spells, which is simply too large (and it would flood the list with repeats of a lot of effects).
Warden: The "Alternate Sphere" spells are not included, because they are too similar to normal PH spells (defeats the purpose of this class). The "Warden Powers" were converted to spells, with the +1 SL adjustment.
Wizard of the Coast: Does not get MTG U (Blue) or MTG R (Red) spells, since they are noted to be Wizard Schools.
Worshiper of the UltraBlack/UltraWhite: These spells were modified by +2 SL instead of +1 SL, since these classes are DemiGod group.
 
As of Collective 4.2, this class gets spells from the following classes (number of spells in parentheses):
Eeler1 (26), Fallen Angel5 (75), Hell's Caretaker (9), Orzhov Euthanist/Necromancer (9), Pharmacist5 (42), ProtoLich (102), Quintessential Cleric6 (1), Selesnya Druid (2), SemiDivine3 (72), Sun Priest (9), Traveller Priest (8), War Priest (9), Warden (230), Wizard of the Coast (24), Worshiper of the UltraBlack/UltraWhite (9), Yuan-Ti / Snake Worshiper (24)
Total number of spells = 651, which (oddly enough) is very close to the Arcane Wizard total.

[PC43] Collective 4.3 Classes


Arcane Priest Spells

SL # Spell Sphere Effect
1 1 Alcohol (SL=1) Drugs -3 dmg/att; -1 Dex, Int, Wis
1 2 Angel's Grace MTG W 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
1 3 Berserk MTG G Attacking creature does x2 dmg and is slain this segment (not 1bM)
1 4 Black Lace (SL=1) Drugs Regen 1 hp/s
1 5 Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
1 6 Darkness MTG B 1bM: Immune to a P attack from someone
1 7 Detect [C] Section Effect Divination Detects one [C] section effect (specify effect)
1 8 Devil Summoning 1 Summoning Summons an evil Outer DL I creature
1 9 Disguise Self Secrets, Thievery Changes your appearance.
1 10 Dorph (SL=1) Drugs Regen 2 hp/s; -1 Dex, AC
1 11 Drug of Delusion (SL=1) Drugs Identifies as different drug; 10 poison dmg instead
1 12 Dyne (SL=1) Drugs Regen 1 hp/s; -1 dmg/att; -1 Int
1 13 Ecstacy (SL=1) Drugs Regen 1 hp/s; -1 Dex, Int; Astral Perception
1 14 Find Animal Companion Animal, Charm Summons an Animal Companion with DL=CL/2 (round up).
1 15 Find Familiar Summoning, Charm Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
1 16 Heroin (SL=1) Drugs Regen 1 hp/s; -1 Int; take 5 dmg at end
1 17 Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
1 18 Leeches Eel This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
1 19 Maggot Froth (SL=1) Drugs -3 dmg/att; -1 Con, Chr
1 20 Marijuana (SL=1) Drugs Regen 1 hp/s; -1 Dex; take 2 dmg at end
1 21 Mini Restoration Sun Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
1 22 Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
1 23 Poison Spittle 1 Snake Breathe poison: one group, dmg=(current hp)/8, no save
1 24 Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 25 Reptile Summoning 1 Snake Summons a DL II Reptile.
1 26 Revive 1 Necromancy Revive a DL I monster.
1 27 Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
1 28 Sticks to Snakes 1 Snake Reptile Swarm Summoning for CL*8/3 reptiles of DL=0.
1 29 Summon Eelemental 1 Eel Summon a DL I Eelemental (DM has table)
1 30 Summon Leech 1 Eel Summon a DL I Leech (DM has table)
1 31 Synthehol (SL=1) Drugs -1 dmg/att; -1 Wis; Can throw off effects anytime
1 32 Tactic Move Travellers Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
1 33 War Charge War When charging with at least 100 Henchmen, all who see this are Feared (Will save).
2 1 Abeyance MTG W Target cannot use M actions this segment (Will save)
2 2 Animate Dead MTG B Animates a dead monster as your summon (1 DL lower)
2 3 Battle Shield War Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
2 4 Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
2 5 Bind MTG G 1bM: Counter an item ability.
2 6 Blindness/Deafness Darkness Makes subject blinded or confused.
2 7 Boost (SL=2) Drugs +2 Int
2 8 Call Eelectricity Eel CLd6 Eelectricity dmg (no save; NR to resist) to one target
2 9 Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
2 10 Desecrate Evil Fills area with negative energy making undead stronger.
2 11 Devil Summoning 2 Summoning Summons an evil Outer DL II creature
2 12 Excelsior (SL=2) Drugs -4 dmg/att
2 13 Hydronalin (SL=2) Drugs Cure Radiation up to RS=4
2 14 Hyper (SL=2) Drugs Microscopic Tactile Touch
2 15 Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
2 16 Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
2 17 Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2 18 Pan Galactic Gargle Blaster (SL=2) Drugs -12 dmg/att; -4 Int, Wis
2 19 Poison Spittle 2 Snake Breathe poison: one group, dmg=(current hp)/7, no save
2 20 Pylene 50 (SL=2) Drugs Charmed to person giving the drug (Will save -4)
2 21 Quasit Piss (SL=2) Drugs Gain a random Psi6E power
2 22 Reptile Summoning 2 Snake Summons a DL III Reptile.
2 23 Revive 2 Necromancy Revive a DL II monster.
2 24 Scare Fear Panics creatures of less than 6 HD.
2 25 Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
2 26 Smash (SL=2) Drugs Regen 2 hp/s; +1 Dex; take 4 dmg at end
2 27 Speedheal (SL=2) Drugs Regen 6 hp/s; -2 Dex
2 28 Sticks to Snakes 2 Snake Reptile Swarm Summoning for CL*7/3 reptiles of DL=1.
2 29 Summon Eelemental 2 Eel Summon a DL II Eelemental (DM has table)
2 30 Summon Leech 2 Eel Summon a DL II Leech (DM has table)
2 31 Sun Shield Sun Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
2 32 TK Shield Travellers Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
2 33 Triox Compound (SL=2) Drugs Need not breathe; Resist Vacuum
2 (1+1) 34 Combat Defense SemiDivine/Divine -2 TH; +CL AC
2 (1+1) 35 Finesse SemiDivine/Divine Use your dexterity bonus for damage instead of strength
2 (1+1) 36 Granted Powers (Chaos) Chaos You cast chaos spells at +1 caster level.
2 (1+1) 37 Granted Powers (Charity) Charity You cast magical boons upon others at +2 caster level.
2 (1+1) 38 Granted Powers (Community) Community Use calm emotions as a spell-like ability 1/day.
2 (1+1) 39 Granted Powers (Darkness) Darkness You gain blind-fight as a bonus feat.
2 (1+1) 40 Granted Powers (Death) Death You cast necromancy spells at +1 caster level.
2 (1+1) 41 Granted Powers (Destruction) Destruction You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
2 (1+1) 42 Granted Powers (Disease) Disease You cast necromancy spells at +1 caster level.
2 (1+1) 43 Granted Powers (Elf) Elf You gain point blank shot as a bonus feat.
2 (1+1) 44 Granted Powers (Entropy) Entropy You cast necromancy spells at +1 caster level.
2 (1+1) 45 Granted Powers (Evil) Evil You cast evil spells at +1 caster level.
2 (1+1) 46 Granted Powers (Fear) Fear You cast necromancy spells at +1 caster level.
2 (1+1) 47 Granted Powers (Good) Good You cast good spells at +1 caster level.
2 (1+1) 48 Granted Powers (Healing) Healing You cast healing spells at +1 caster level.
2 (1+1) 49 Granted Powers (Knowledge) Knowledge +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
2 (1+1) 50 Granted Powers (Labour) Labour You gain a +10 bonus to Endurance skill checks (+10 Con checks).
2 (1+1) 51 Granted Powers (Law) Law You cast law spells at +1 caster level.
2 (1+1) 52 Granted Powers (Love) Love You cast enchantment spells at +1 caster level.
2 (1+1) 53 Granted Powers (Luck) Luck You gain a +1 luck bonus on all saving throws.
2 (1+1) 54 Granted Powers (Madness) Madness You cast enchantment spells at +1 caster level.
2 (1+1) 55 Granted Powers (Magic) Magic Use scrolls as a wizard at one half your cleric level.
2 (1+1) 56 Granted Powers (Metalworking) Metalworking Divide the cost of unusual materials by CL.
2 (1+1) 57 Granted Powers (Moon) Moon You can turn or destroy lycanthropes.
2 (1+1) 58 Granted Powers (Mountain) Mountain You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
2 (1+1) 59 Granted Powers (Nature) Nature You can rebuke or command plant creatures as an evil cleric destroys undead.
2 (1+1) 60 Granted Powers (Peace) Peace You gain a +2 Charisma bonus.
2 (1+1) 61 Granted Powers (Revenge) Revenge 1D: Cast a priest spell against an enemy.
2 (1+1) 62 Granted Powers (Science) Science You gain a +2 bonus to Intelligence.
2 (1+1) 63 Granted Powers (Sea) Sea You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
2 (1+1) 64 Granted Powers (Secrets) Secrets Add Bluff, Disguise and Hide to your list of cleric class skills.
2 (1+1) 65 Granted Powers (Skill) Skill You gain a +2 bonus to Dexterity.
2 (1+1) 66 Granted Powers (Sky) Sky Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
2 (1+1) 67 Granted Powers (Stoicism) Stoicism You gain a +2 bonus to Constitution.
2 (1+1) 68 Granted Powers (Strength) Strength You gain a +2 bonus to Strength.
2 (1+1) 69 Granted Powers (Sun) Sun Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
2 (1+1) 70 Granted Powers (Sword) Sword Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
2 (1+1) 71 Granted Powers (Thievery) Thievery Add Bluff, Disguise and Hide to your list of cleric class skills.
2 (1+1) 72 Granted Powers (Thunder) Thunder Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
2 (1+1) 73 Granted Powers (Time) Time You act as if hasted for a number of rounds per day equal to your cleric level.
2 (1+1) 74 Granted Powers (Travel) Travel Increase movement by 3". Add survival to your list of cleric class skills.
2 (1+1) 75 Granted Powers (War) War Free martial weapon proficiency and weapon focus with the deity's favored weapon.
2 (1+1) 76 Granted Powers (Wealth) Wealth You cast conjuration spells at +1 caster level.
2 (1+1) 77 Granted Powers (Winter) Winter You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
2 (1+1) 78 Granted Powers (Wisdom) Wisdom You gain a +2 Wisdom bonus.
2 (1+1) 79 Improve Crit Multiplier SemiDivine/Divine +2 critical multiplier
2 (1+1) 80 Improve Crit Range SemiDivine/Divine +2 critical threat range
2 (1+1) 81 Metamagic Capacity SemiDivine/Divine Pick a spell you know. Get +1 SL effect or free material componenting this day.
2 (1+1) 82 Midwife Fertility You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
2 (1+1) 83 Mysteries of Music Music Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
2 (1+1) 84 ProtoLich 1-1 ProtoLich/Lich 1M, 1/r: Any 0th level Wizard spell
2 (1+1) 85 ProtoLich 1-2 ProtoLich/Lich 1M, 1/r: Any 0th level Priest spell
2 (1+1) 86 ProtoLich 1-3 ProtoLich/Lich 1M, 1/r: Any 0th level psionic effect
2 (1+1) 87 ProtoLich 1-4 ProtoLich/Lich 1M: Turn Undead at CL=LVL
2 (1+1) 88 ProtoLich 1-5 ProtoLich/Lich 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
2 (1+1) 89 ProtoLich 1-6 ProtoLich/Lich +10*LVL% WR
2 (1+1) 90 ProtoLich 1-7 ProtoLich/Lich Mask Undead status; Turn as if double HD
2 (1+1) 91 ProtoLich 1-8 ProtoLich/Lich Detect Magic Items; 1M: Identify Magic Item
2 (1+1) 92 ProtoLich 1-9 ProtoLich/Lich 1M, 1/d: Gain +1 XP
2 (1+1) 93 ProtoLich 1-10 ProtoLich/Lich 1P: Create x1 Trap 15*LVL%
2 (1+1) 94 ProtoLich 1-11 ProtoLich/Lich Material componenting costs V action
2 (1+1) 95 ProtoLich 1-12 ProtoLich/Lich +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
2 (1+1) 96 ProtoLich 1-13 ProtoLich/Lich Cold LVL dmg by touch
2 (1+1) 97 ProtoLich 1-14 ProtoLich/Lich +1 Research Point (or drawn sheet) per reset (see [P12])
2 (1+1) 98 ProtoLich 1-15 ProtoLich/Lich 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 (1+1) 99 Resist Fall SemiDivine/Divine Resist falling and TK damage
2 (1+1) 100 Speak with Fire Fire Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
2 (1+1) 101 Star Miracle SemiDivine/Divine 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
2 (1+1) 102 Toughness SemiDivine/Divine +CL max hp
2 (1+1) 103 Weapon Resistance SemiDivine/Divine You resist the first successful blow dealt from a weapon
3 1 Ancestral Mask MTG G Target gets +LVL/+LVL TH/dmg for each other of same race in room
3 2 Animate Dead Death Creates undead skeletons and zombies.
3 3 Arenson's Aura MTG W 0, sacrifice a maintained effect: Dispel a maintained effect.
3 4 Athelas / Kingsfoil (SL=3) Drugs Cure 3d6 vile dmg
3 5 Attrition MTG B Sacrifice a summon: Target is slain (PPD save)
3 6 Blink Wounder Travellers (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
3 7 Cocaine (SL=3) Drugs Regen 3 hp/s; +3 Dex, Int; -6 Chr
3 8 Contagion Destruction, Disease Affect subjects with chosen disease.
3 9 Crack Cocaine (SL=3) Drugs Regen 3 hp/s; +6 Dex; -6 Chr
3 10 Craze (SL=3) Drugs Roll a random drug on this table
3 11 Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
3 12 Devil Summoning 3 Summoning Summons an evil Outer DL III creature
3 13 Dispel Charm War Dispels Charm on a group, or on all of your Henchmen at once.
3 14 Fear Fear Subjects within cone flee for 1 round/level.
3 15 Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
3 16 Methamphetamines (SL=3) Drugs Regen 3 hp/s; +3 Dex; take 30 dmg at end
3 17 Nondetection Secrets, Thievery Hides subject from divination, scrying.
3 18 Opium (SL=3) Drugs -3 dmg/att; Resist Time
3 19 Poison Spittle 3 Snake Breathe poison: one group, dmg=(current hp)/6, no save
3 20 Protection from Eelements Eel Resist all Eelements, or absorb 12*CL Eelemental dmg.
3 21 Reptile Summoning 3 Snake Summons a DL IV Reptile.
3 22 Revive 3 Necromancy Revive a DL III monster.
3 23 Searing Light Sun CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
3 24 Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
3 25 Sticks to Snakes 3 Snake Reptile Swarm Summoning for CL*6/3 reptiles of DL=2.
3 26 Stim (SL=3) Drugs Regen 3 hp/s; +3 Dex; -3 Will saves
3 27 Summon Eelemental 3 Eel Summon a DL III Eelemental (DM has table)
3 28 Summon Leech 3 Eel Summon a DL III Leech (DM has table)
3 29 Syncomp 15 (SL=3) Drugs Reverses a poison or a SL=3 Drug
3 (2+1) 30 Apport SemiDivine/Divine All of your weapons have End-of-Segment Returning
3 (2+1) 31 Aquatic Sea You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
3 (2+1) 32 Battle Ready War You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
3 (2+1) 33 Blessed Body Good You are immune to disease.
3 (2+1) 34 Blinded by Vengeance Revenge You are immune to any mind affecting effects.
3 (2+1) 35 Business Sense Wealth You are immune to acid based effects.
3 (2+1) 36 Chaos Ward Chaos You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
3 (2+1) 37 Charisma Shield Love You are immune to any type of charisma damage/draining.
3 (2+1) 38 Cheat Death Death You are immune to any death or negative energy-based effects.
3 (2+1) 39 Cloak of Mystery Secrets You are immune to divination.
3 (2+1) 40 Cold Immunity Winter You are immune to cold effects.
3 (2+1) 41 Cunning Saves SemiDivine/Divine +Int/3 saves
3 (2+1) 42 Darksight Darkness You can see in total darkness, even magical darkness, as if it were daylight.
3 (2+1) 43 Drake Companion SemiDivine/Divine Gain a drake companion (Animal Companion with 1/10 your XP)
3 (2+1) 44 Element Absorb SemiDivine/Divine Pick an element. You resist that element.
3 (2+1) 45 Faster Healing Healing You gain fast healing equal to 1/2 your hit die.
3 (2+1) 46 Fear Shield Fear You are immune to any type of strength damage/draining or fear-based attack.
3 (2+1) 47 Fertility Sheath Fertility You are immune to any type of constitution damage/draining or disease-based attack.
3 (2+1) 48 Fire Ward Fire You are immune to fire (or heat).
3 (2+1) 49 Footloose Travel You are immune to any effect that either impedes your movement and you can travel through any medium.
3 (2+1) 50 Force Field SemiDivine/Divine 1M: 25 hit point force field (lasts until destroyed or dropped)
3 (2+1) 51 Green-Skinned Nature You are immune to poison effects.
3 (2+1) 52 Guards & Wards Community You and any allies in your group are immune to any effect which would cause you to travel against your will.
3 (2+1) 53 Hard Boiled Stoicism You are immune to any type of Constitution damage/draining.
3 (2+1) 54 Immunised Disease You are immune to any type of constitution damage/draining or disease based attack.
3 (2+1) 55 Improved Charge SemiDivine/Divine Deal x3 damage on a charge, or x4 with a lance
3 (2+1) 56 Inexhaustible Labour You cannot fail endurance checks and are immune to fatigue and exhaustion.
3 (2+1) 57 Iron Guard Metalworking You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
3 (2+1) 58 Irrefragable Destruction You are immune to disintegration.
3 (2+1) 59 Lesser Abnormality SemiDivine/Divine +1 limb (it is not a new set of limbs)
3 (2+1) 60 Lesser Saviour SemiDivine/Divine 1bM: Interpose self in front of a spell effect (someone in same group only)
3 (2+1) 61 Light Shield Sun You are immune to any light (including prismatic effects) or positive energy based effects.
3 (2+1) 62 Lord of Undead SemiDivine/Divine You gain an Undead racial adjective of ÷(CL/10) or less
3 (2+1) 63 Luck Shield Luck You are immune to any type of dexterity damage/draining.
3 (2+1) 64 Lunar Shield Moon You are immune to any transmutation effects.
3 (2+1) 65 Mercurial Haste SemiDivine/Divine +1 attack per weapon (counts as your haste)
3 (2+1) 66 Mind Blank Madness You are immune to any mind affecting effects.
3 (2+1) 67 Mithral Body SemiDivine/Divine Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
3 (2+1) 68 Poison Ward Evil You are immune to poison.
3 (2+1) 69 ProtoLich 2-1 ProtoLich/Lich 1M, 1/r: Any 0th-1st level Wizard spell
3 (2+1) 70 ProtoLich 2-2 ProtoLich/Lich 1M, 1/r: Any 0th-1st level Priest spell
3 (2+1) 71 ProtoLich 2-3 ProtoLich/Lich 1M, 1/r: Any 0th-1st level psionic effect
3 (2+1) 72 ProtoLich 2-4 ProtoLich/Lich Immune Turning
3 (2+1) 73 ProtoLich 2-5 ProtoLich/Lich 1M: Control Undead (as per Turn Undead)
3 (2+1) 74 ProtoLich 2-6 ProtoLich/Lich +10*LVL% RaRR
3 (2+1) 75 ProtoLich 2-7 ProtoLich/Lich Detect Concordant Beings; 1M: Legend Lore Concordant Being
3 (2+1) 76 ProtoLich 2-8 ProtoLich/Lich 1M: Create x1 Trick 15*LVL%
3 (2+1) 77 ProtoLich 2-9 ProtoLich/Lich Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
3 (2+1) 78 ProtoLich 2-10 ProtoLich/Lich +LVL/3 M actions
3 (2+1) 79 ProtoLich 2-11 ProtoLich/Lich 1M, Touch: Energy Drain 2 levels
3 (2+1) 80 ProtoLich 2-12 ProtoLich/Lich Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 (2+1) 81 Shield of Intellect Knowledge You are immune to any type of intelligence damage/draining.
3 (2+1) 82 Shield of Kindness Charity You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
3 (2+1) 83 Shield of Law Law You are immune to any transmutationbased abilities, spells or effects.
3 (2+1) 84 Shield of Silence Music You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
3 (2+1) 85 Sixth Sense Thievery You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
3 (2+1) 86 Skill Shield Skill You are immune to any type of dexterity damage/draining.
3 (2+1) 87 Spell Immunity Science You are immune to spells of half LVL or less.
3 (2+1) 88 Spell Shield Magic You automatically block the first spell used against you each round.
3 (2+1) 89 Stay Thy Hand Peace You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
3 (2+1) 90 Stonelike Mountain You become immune to critical hits.
3 (2+1) 91 Storm Shield Thunder You are immune to electricity based effects.
3 (2+1) 92 Strength Shield Strength You are immune to any type of strength damage/draining.
3 (2+1) 93 Strong Minded Elf You are immune to any mind affecting effects.
3 (2+1) 94 Sword Shield Sword You are immune to the effects of any sword whose enchantment bonus is less than LVL.
3 (2+1) 95 Time Shield Time You are immune to any temporal effects.
3 (2+1) 96 Void Shield Entropy You are immune to nullification and gain cold resistance equal to half your hit die.
3 (2+1) 97 Windy Sky You are immune to wind based effects and have electricity resistance equal to half your hit die.
3 (2+1) 98 Words of Wisdom Wisdom You can automatically tell how wise your opponent is.
3 (2+1) 99 X-Ray Vision SemiDivine/Divine See through solid objects
3 (1+2) 100 Summon UltraBlack/White 1 UltraBlack/White Summons a DL II UltraBlack/White creature, AC = (1d20)*(1d4), HD = 3m2, hp = HD*(1d4). It will do a spell level = 2d2 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
4 1 Aluren MTG G You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
4 2 Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
4 3 Blinkmoth Serum (SL=4) Drugs +4 Int, Wis
4 4 Breeding Pit MTG B Once per round, get a DL I Thrull as a summon (limit=LVL)
4 5 Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
4 6 Congregate MTG W Target gains 10*N hp, where N is the number of people in the party+summons
4 7 Cordrazine (SL=4) Drugs Remove 4 instances of stun, hold, para., sleep, etc.
4 8 Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
4 9 Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
4 10 Deathsticks (SL=4) Drugs Double Resist slay effects; -4 Wis
4 11 Devil Summoning 4 Summoning Summons an evil Outer DL IV creature
4 12 Dust (SL=4) Drugs Telepathy 480'
4 13 Eels Eel This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
4 14 Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
4 15 Henchman Recruit War Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
4 16 Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
4 17 Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
4 18 Kamikaze (SL=4) Drugs +4 Str, Dex
4 19 Mutant Growth Hormone (SL=4) Drugs Get 4 random minors in Psi (1d8-2)*9
4 20 Phoenix Down (SL=4) Drugs Resurrect someone who's been dead < 1r
4 21 Poison Spittle 4 Snake Breathe poison: one group, dmg=(current hp)/5, no save
4 22 Reptile Summoning 4 Snake Summons a DL V Reptile.
4 23 Retinax (SL=4) Drugs Cure Blindess, Far Sight
4 24 Revive 4 Necromancy Revive a DL IV monster.
4 25 Space Dragon Travellers 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 Space Dragons (one in each slot).
4 26 Sticks to Snakes 4 Snake Reptile Swarm Summoning for CL*5/3 reptiles of DL=3.
4 27 Summon Eelemental 4 Eel Summon a DL IV Eelemental (DM has table)
4 28 Summon Leech 4 Eel Summon a DL IV Leech (DM has table)
4 29 Sun Snake Sun Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
4 30 Unholy Blight Evil Damages and sickens good creatures.
4 31 Waves of Fatigue Disease Several targets become fatigued.
4 (3+1) 32 Animal Instincts Moon +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
4 (3+1) 33 Appetite for Destruction Destruction You gain a bonus to damage equal to LVL.
4 (3+1) 34 Appliance of Science Science +LVL on attack roll, dmg and AC when attacking spellcasters.
4 (3+1) 35 Blessed At Birth Good +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
4 (3+1) 36 Born Evil Evil +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
4 (3+1) 37 Born Lucky Luck You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
4 (3+1) 38 Born of Love Love +LVL on TH, dmg and AC provided you have made love within the past day.
4 (3+1) 39 Born to Vengeance Revenge +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
4 (3+1) 40 Calm Under Crisis Peace +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
4 (3+1) 41 Chaos Born Chaos Once per round you can +LVL to any dice roll.
4 (3+1) 42 Dirty Tricks Thievery +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
4 (3+1) 43 Disease Carrier Disease +LVL on TH, damge rolls and AC against disease ridden opponents.
4 (3+1) 44 Divination Death +LVL on TH, dmg and AC while facing living opponents.
4 (3+1) 45 Doctor Healing +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
4 (3+1) 46 Earthborn Mountain +LVL on TH, dmg, and AC when you are standing on the earth.
4 (3+1) 47 Egg Born Fertility You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
4 (3+1) 48 Fervor of Greed Wealth +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
4 (3+1) 49 Fire Born Fire +LVL on all TH, damage and AC
4 (3+1) 50 Forge Born Metalworking You gain Construct traits.
4 (3+1) 51 Heroic Strength You gain a bonus to strength equal to LVL.
4 (3+1) 52 Higher Learning Knowledge You gain a bonus to Intelligence equal to LVL.
4 (3+1) 53 Ice Born Winter +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
4 (3+1) 54 Job Satisfaction Labour +LVL on TH, dmg and AC provided you have done a good days work the previous day.
4 (3+1) 55 Justice Bringer Law +LVL to TH, dmg and AC while
4 (3+1) 56 Method behind the Madness Madness +LVL on TH, dmg and AC when facing intelligent opponents.
4 (3+1) 57 Music Born Music +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
4 (3+1) 58 Night Born Darkness +LVL to TH, damage and AC while fighting from within total darkness.
4 (3+1) 59 Ocean Born Sea +LVL on TH, dmg and AC if both you and your opponent are underwater.
4 (3+1) 60 Orc Slayer Elf +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
4 (3+1) 61 Philanthropist Charity +2 to each ability score, but you get only half money from now on.
4 (3+1) 62 Prince of Swords Sword +LVL on TH, dmg and AC when you wield a sword.
4 (3+1) 63 ProtoLich 3-1 ProtoLich/Lich 1M, 1/r: Any 0th-2nd level Wizard spell
4 (3+1) 64 ProtoLich 3-2 ProtoLich/Lich 1M, 1/r: Any 0th-2nd level Priest spell
4 (3+1) 65 ProtoLich 3-3 ProtoLich/Lich 1M, LVL/d: Grant Undead Status
4 (3+1) 66 ProtoLich 3-4 ProtoLich/Lich +10*LVL MR
4 (3+1) 67 ProtoLich 3-5 ProtoLich/Lich 1F: Create x1 Special 5*LVL%
4 (3+1) 68 ProtoLich 3-6 ProtoLich/Lich 0, Gaze: Life Trapping (as per Mirror) (save)
4 (3+1) 69 ProtoLich 3-7 ProtoLich/Lich Immune to Twilight
4 (3+1) 70 ProtoLich 3-8 ProtoLich/Lich 1M, touch: Imprisonment (save)
4 (3+1) 71 ProtoLich 3-9 ProtoLich/Lich 1M: LVLd10 Colorless Fire dmg to one target (no save)
4 (3+1) 72 ProtoLich 3-10 ProtoLich/Lich Troll-like Regen LVL hp /s
4 (3+1) 73 ProtoLich 3-11 ProtoLich/Lich Double the memorization of 1 SL (Wizard or Priest)
4 (3+1) 74 ProtoLich 3-12 ProtoLich/Lich Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 (3+1) 75 Rune Touched Magic +LVL on spell focus, spell penetration and SR.
4 (3+1) 76 Skill Born Skill +LVL on TH, dmg and AC against opponents more powerful than yourself.
4 (3+1) 77 Sky Born Sky +LVL on TH, dmg and AC when both you and your opponent are flying.
4 (3+1) 78 Son of the Forest Nature +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
4 (3+1) 79 Storm Born Thunder +LVL on TH, dmg and AC as long as there is no roof over your head.
4 (3+1) 80 Strength in Numbers Community + to saving throws equal to the number of allies in your group. (max=LVL)
4 (3+1) 81 Stygian Secrets +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
4 (3+1) 82 Sun Blessed Sun +LVL on TH, dmg and AC providing the sun is shining on you.
4 (3+1) 83 Terrifying Opponent Fear +LVL on TH, damage and AC against all opponents you frighten.
4 (3+1) 84 Time Phase Time +LVL on TH, dmg and AC provided you win initiative against your opponents.
4 (3+1) 85 Travel Born Travel +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
4 (3+1) 86 True Grit Stoicism +LVL on attack and dmg provided you are at half hit points or less.
4 (3+1) 87 Void Born Entropy +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
4 (3+1) 88 Warrior Born War +LVL on TH, dmg and AC while engaged in combat.
4 (3+1) 89 Wisdom Block Wisdom You are immune to any type of wisdom damage/draining.
4 (2+2) 90 Summon UltraBlack/White 2 UltraBlack/White Summons a DL III UltraBlack/White creature, AC = (1d20)*(1d4+1), HD = 3m4, hp = HD*(1d8). It will do a spell level = 2d3 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
5 1 Angelic Chorus MTG W Whenever you summon a creature, cure it's hp on yourself
5 2 Blue Grass (SL=5) Drugs Ethereal Projection
5 3 Devil Summoning 5 Summoning Summons an evil Outer DL V creature
5 4 Dispel Good Evil +4 bonus against attacks by good creatures.
5 5 Doubling Season MTG G Whenever you summon a creature, you get 2 instead (+1 slot too)
5 6 Extinction MTG B Slay all creatures of one race in a group (PPD save)
5 7 False Vision Secrets, Thievery Fools scrying with an illusion.
5 8 Folding Dimensional Doom Travellers Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
5 9 Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
5 10 Insect Plague Disease Locust swarms attack creatures
5 11 Kick (SL=5) Drugs +5 CL with Radiation powers (e.g. Psi9)
5 12 LSD (SL=5) Drugs 75% chance of Astral Projection; 15% Fear
5 13 Mark of Justice Revenge Designates action that will trigger curse on subject.
5 14 Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
5 15 Panacea (SL=5) Drugs Miracle for spell level 0-5 Healing spell
5 16 Poison Spittle 5 Snake Breathe poison: one group, dmg=(current hp)/4, no save
5 17 Prismatic Strike Sun Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
5 18 Reelly Put Out of Misery Eel Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
5 19 Reptile Summoning 5 Snake Summons a DL VI Reptile.
5 20 Revive 5 Necromancy Revive a DL V monster.
5 21 Slay Living Death Touch attack kills subject.
5 22 Space Mead (SL=5) Drugs Suspend Animation; Astral Projection; High Freq. Sample
5 23 Sticks to Snakes 5 Snake Reptile Swarm Summoning for CL*4/3 reptiles of DL=4.
5 24 Summon Eelemental 5 Eel Summon a DL V Eelemental (DM has table)
5 25 Summon Leech 5 Eel Summon a DL V Leech (DM has table)
5 26 Synthcoke (SL=5) Drugs Regen 10 hp/s; +10 Dex; -15 Will saves
5 27 True Storm War Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
5 (4+1) 28 Aligned Friend SemiDivine/Divine Same aligned beings must save (vs. Will) to attack you
5 (4+1) 29 Anaretic SemiDivine/Divine 1 attack: Dispel Magic, Radiation, or Innate
5 (4+1) 30 Band of Brothers Community You can summon twice as many summoned creatures than the spell typically permits.
5 (4+1) 31 Best Money Can Buy Wealth Any constructs you summon have 50% more hit dice than normal.
5 (4+1) 32 Brethren of Love Love Any creatures you summon gain an charisma bonus equal to LVL.
5 (4+1) 33 Brothers of Vengeance Revenge Any creatures you summon gain a favoured enemy bonus equal to double LVL.
5 (4+1) 34 Brothers-at-Arms War Any creatures you summon gain a bonus to their TH equal to double LVL.
5 (4+1) 35 Call of the Wild Moon Any animals or lycanthropes you summon have 50% more hit die than usual.
5 (4+1) 36 Chaos Brethren Chaos Chaos-aligned creatures you summon always have 50% more hit dice than usual.
5 (4+1) 37 Chrono Time Any creatures you summon gain an initiative bonus equal to double LVL.
5 (4+1) 38 Cosmic Insight SemiDivine/Divine 0, 1/r: Dispel Invisibility or Illusion
5 (4+1) 39 Counter-attack SemiDivine/Divine +1 to number of parting shots you are allowed
5 (4+1) 40 Diseased Brethren Disease Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
5 (4+1) 41 Earthen Brethren Mountain Any earth-based creatures you summon possess 50% more hit dice than normal.
5 (4+1) 42 Evil Brethren Evil Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 43 Fey Brethren Elf Fey summoned by you always have 50% more hit dice than usual.
5 (4+1) 44 Fire Brethren Fire Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
5 (4+1) 45 Forge Brethren Metalworking Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
5 (4+1) 46 Guardians of Magic Magic Any constructs you summon have 50% more hit dice than normal.
5 (4+1) 47 Hard Working Brethren Labour Any creatures you summon cannot be banished until the task is done.
5 (4+1) 48 Healthy Brethren Healing Any creatures you summon possess fast healing equal to LVL.
5 (4+1) 49 Holy Brethren Good Good-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 50 Horrific Breathren Fear Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
5 (4+1) 51 Horticulturist Nature Any plants summoned by you always have 50% more hit dice than usual.
5 (4+1) 52 Icy Brethren Winter Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
5 (4+1) 53 Improve Ability Score SemiDivine/Divine +CL to one ability score
5 (4+1) 54 Improve Summoning SemiDivine/Divine Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")
5 (4+1) 55 Intelligent Brethren Knowledge Any creatures you summon gain an intelligence bonus equal to LVL.
5 (4+1) 56 Lawful Brethren Law Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 57 Lithe Brethren Skill Any creatures you summon gain an Dexterity bonus equal to LVL.
5 (4+1) 58 Logic Born Wisdom You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
5 (4+1) 59 Lucky Brethren Luck You always summon the maximum number of creatures.
5 (4+1) 60 Mad Brethren Madness Any aberrations you summon have 50% more hit dice than normal.
5 (4+1) 61 Musical Brethren Music Sonic-based creatures you summon always have 50% more hit dice than usual.
5 (4+1) 62 Natural Selection Science Any animals summoned by you always have 50% more hit dice than usual.
5 (4+1) 63 Numerous Brethren Fertility You summon double the number of creatures.
5 (4+1) 64 Oblation Charity Any creatures you summon always remain twice as long.
5 (4+1) 65 Occult Brethren Secrets Any creatures you summon benefit from having greater invisibility cast upon them.
5 (4+1) 66 Peaceful Brethren Peace Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
5 (4+1) 67 ProtoLich 4-1 ProtoLich/Lich 1M, 1/r: Any 0th-3rd level Wizard spell
5 (4+1) 68 ProtoLich 4-2 ProtoLich/Lich 1M, 1/r: Any 0th-3rd level Priest spell
5 (4+1) 69 ProtoLich 4-3 ProtoLich/Lich 1M, 1/r: Any psionic minor
5 (4+1) 70 ProtoLich 4-4 ProtoLich/Lich +10*LVL PaPR
5 (4+1) 71 ProtoLich 4-5 ProtoLich/Lich 1M: Dispel Innate or Racial ability effect
5 (4+1) 72 ProtoLich 4-6 ProtoLich/Lich 1M, 1/d: Reset
5 (4+1) 73 ProtoLich 4-7 ProtoLich/Lich 1M, 1/d: Contact Alternate Reality
5 (4+1) 74 ProtoLich 4-8 ProtoLich/Lich 1M, 1/d: Create Any DL 4 Monster
5 (4+1) 75 ProtoLich 4-9 ProtoLich/Lich 1M, touch: Steal all spells (save)
5 (4+1) 76 ProtoLich 4-10 ProtoLich/Lich 1M, touch: Lose LVLd4 stat pts
5 (4+1) 77 ProtoLich 4-11 ProtoLich/Lich 1bF: Fork
5 (4+1) 78 ProtoLich 4-12 ProtoLich/Lich Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 (4+1) 79 Radiant Brethren Sun Any light or positive energybased creatures you summon have 50% more hit dice than usual.
5 (4+1) 80 Semi-Quixotic SemiDivine/Divine 0,1/r: You can re-roll any dice roll (yours or friend's)
5 (4+1) 81 Semi-Slipstream SemiDivine/Divine Resist time
5 (4+1) 82 Semi-Soniferous SemiDivine/Divine 0, when using a magic item spend 4 times the charges: double the effect
5 (4+1) 83 Shadow Brethren Darkness Shadow-based creatures you summon always have 50% more hit dice than usual.
5 (4+1) 84 Shroud of Harm SemiDivine/Divine Anyone attacking you loses 50% of their current hp (for each attack)
5 (4+1) 85 Sky Brethren Sky Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
5 (4+1) 86 Sneaky Brethren Thievery Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
5 (4+1) 87 Spawn of the Deep Sea Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
5 (4+1) 88 Stoic Brethren Stoicism Any creatures you summon gain an Constitution bonus equal to LVL.
5 (4+1) 89 Stormtroopers Thunder Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
5 (4+1) 90 Strong Brethren Strength Any creatures you summon gain an strength bonus equal to LVL.
5 (4+1) 91 Sword Brethren Sword You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
5 (4+1) 92 Time Dilate SemiDivine/Divine Can use 2M (no P's or V's) instead of 1S+1V actions per segment
5 (4+1) 93 Travel Companions Travel Any creatures you summon have their movement rate doubled.
5 (4+1) 94 Undead Brethren Death All undead created within the radius of your divine aura have 50% more hit dice than usual.
5 (4+1) 95 Underhand SemiDivine/Divine Backstab x(CL/3), round up
5 (4+1) 96 Violent Offenders Destruction Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
5 (4+1) 97 Void Brethren Entropy Summoned creatures within the radius of your divine aura are automatically banished.
5 (3+2) 98 Summon UltraBlack/White 3 UltraBlack/White Summons a DL IV UltraBlack/White creature, AC = (1d20)*(1d4+2), HD = 3m6, hp = HD*(1d12). It will do a spell level = 2d4 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
6 1 Army Teleport War Teleports any number of (willing) beings within sight.
6 2 Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
6 3 Beacon of Immortality MTG W Double current hp (like a Tenser's, but a different source)
6 4 Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
6 5 Dark Offering MTG B Slay a creature (PPD save), you gain it's hp to current hp
6 6 Desert Twister MTG G Destroy something (PP save, like a Disintegrate spell)
6 7 Devil Summoning 6 Summoning Summons an evil Outer DL VI creature
6 8 Dust Sun Dusts (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
6 9 Harm Destruction, Disease Deals 10 points/level damage to target.
6 10 Heel Eel Remove all hp of dmg and remove 1 [C] section effect
6 11 Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
6 12 Poison Spittle 6 Snake Breathe poison: one group, dmg=(current hp)/3, no save
6 13 Reptile Summoning 6 Snake Summons a DL VII Reptile.
6 14 Revive 6 Necromancy Revive a DL VI monster.
6 15 Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
6 16 Sticks to Snakes 6 Snake Reptile Swarm Summoning for CL reptiles of DL=5.
6 17 Summon Eelemental 6 Eel Summon a DL VI Eelemental (DM has table)
6 18 Summon Leech 6 Eel Summon a DL VI Leech (DM has table)
6 19 Symbol of Fear Fear Triggered rune panics nearby creatures.
6 20 True Teleport Travellers Your party teleports on your side of the segment (no delay).
6 (5+1) 21 Bribery Wealth Immunities and resistances are only 50% effective against your enchantment effects.
6 (5+1) 22 Chink In The Armor Metalworking You ignore magic armor or shields whose enhancement bonus is less than LVL.
6 (5+1) 23 Drowning Sea You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
6 (5+1) 24 Escamotage Thievery Opponents immune to critical hits still suffer half your sneak attack bonus damage.
6 (5+1) 25 Extension of Elvenkind Elf Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 26 Green-Blooded Nature You can poison even those magically immune to poison.
6 (5+1) 27 Instrument of Change Moon Your transmutation effects can affect those otherwise immune, at half effect.
6 (5+1) 28 Instrument of Chaos Chaos Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
6 (5+1) 29 Instrument of Charity Charity Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
6 (5+1) 30 Instrument of Cold Winter Immunities and resistances are only 50% effective against your cold-based attacks.
6 (5+1) 31 Instrument of Darkness Darkness Immunities and resistances are only 50% effective against your negative energy-based attacks.
6 (5+1) 32 Instrument of Death Death Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
6 (5+1) 33 Instrument of Destruction Destruction Damage reduction is only 50% effective against your attacks.
6 (5+1) 34 Instrument of Disease Disease Immunities and resistances are only 50% effective against your disease-based attacks.
6 (5+1) 35 Instrument of Education Knowledge You know all skills.
6 (5+1) 36 Instrument of Enchantment Love Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 37 Instrument of Fate Luck Opponents in your group have any luck bonuses reduced by 50%.
6 (5+1) 38 Instrument of Fire Fire Immunities and resistances are only 50% effective against your fire-based attacks.
6 (5+1) 39 Instrument of Labour Labour You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
6 (5+1) 40 Instrument of Madness Madness Immunities are only 50% effective against your mind affecting effects and spells.
6 (5+1) 41 Instrument of Magic Magic Your magic works on those supposedly immune to magic, at half effect.
6 (5+1) 42 Instrument of Music Music Immunities and resistances are only 50% effective against your sonic based attacks.
6 (5+1) 43 Instrument of Peace Peace Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 44 Instrument of Revenge Revenge You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
6 (5+1) 45 Instrument of Science Science Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
6 (5+1) 46 Instrument of Secrecy Secrets Your illusions have a 50% chance of fooling even true seeing or similar magic.
6 (5+1) 47 Instrument of Skill Skill You gain a Dexterity bonus equal to LVL.
6 (5+1) 48 Instrument of Stoicism Stoicism You gain a Constitution bonus equal to LVL.
6 (5+1) 49 Instrument of Strength Strength You gain a Strength bonus equal to LVL.
6 (5+1) 50 Instrument of Terror Fear Immunities and resistances are only 50% effective against your fear-based attacks.
6 (5+1) 51 Instrument of the Air Sky You can automatically revoke the ability of flight in your group.
6 (5+1) 52 Instrument of the Law Law Immunities and resistances are only 50% effective against your law-based attacks.
6 (5+1) 53 Instrument of the Void Entropy You do not suffer any miss chance against incorporeal targets.
6 (5+1) 54 Instrument of Thunder Thunder Immunities and resistances are only 50% effective against your electricity-based attacks.
6 (5+1) 55 Instrument of Travel Travel You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
6 (5+1) 56 Instrument of War War Damage Reduction is only 50% effective against your attacks.
6 (5+1) 57 Lightbearer Sun Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
6 (5+1) 58 Meeting of Minds Community Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
6 (5+1) 59 Monumental Mountain Your damage reduction has no negating factors.
6 (5+1) 60 ProtoLich 5-1 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Wizard spell
6 (5+1) 61 ProtoLich 5-2 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Priest spell
6 (5+1) 62 ProtoLich 5-3 ProtoLich/Lich +10*LVL aMR
6 (5+1) 63 ProtoLich 5-4 ProtoLich/Lich 1M: Project Image
6 (5+1) 64 ProtoLich 5-5 ProtoLich/Lich 1M: Teleport
6 (5+1) 65 ProtoLich 5-6 ProtoLich/Lich 1M: Contact Other Plane
6 (5+1) 66 ProtoLich 5-7 ProtoLich/Lich Conduct M actions through psi link (range sight)
6 (5+1) 67 ProtoLich 5-8 ProtoLich/Lich 1M, touch: Drain all psionic pools (save)
6 (5+1) 68 ProtoLich 5-9 ProtoLich/Lich 1M, touch: Slay Living (save)
6 (5+1) 69 ProtoLich 5-10 ProtoLich/Lich 1F: Get 2M you can use this segment
6 (5+1) 70 ProtoLich 5-11 ProtoLich/Lich +LVL/5 QM actions
6 (5+1) 71 ProtoLich 5-12 ProtoLich/Lich Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 (5+1) 72 Rapid Rejuvenation Fertility You rejuvenates as if of the next highest divine status.
6 (5+1) 73 Recovery Healing Your healing powers can restore even vile damage.
6 (5+1) 74 Riddle of Steel Sword When attacking with a sword you ignore half the opponent's damage reduction.
6 (5+1) 75 Stain of Evil Evil Any damage you deal can only be healed within a consecrated area.
6 (5+1) 76 Stigmatism Good Any damage you deal can only be healed within a consecrated area.
6 (5+1) 77 Time Shard Time Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
6 (5+1) 78 Wisdom Touched Wisdom Any creatures you summon gain a Wisdom bonus equal to double LVL.
6 (4+2) 79 Summon UltraBlack/White 4 UltraBlack/White Summons a DL V UltraBlack/White creature, AC = (1d20)*(1d4+3), HD = 3m8, hp = HD*(1d16). It will do a spell level = 2d5 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
7 1 Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
7 2 Destruction Death Kills subject and destroys remains.
7 3 Devil Summoning 7 Summoning Summons an evil Outer DL VII creature
7 4 Disintegrate Destruction Makes one creature or object vanish.
7 5 Eyebite Fear Target becomes panicked, sickened and comatose.
7 6 Holy Word Battle War Entire party (incl. summons and henchmen) get +1QS action this segment.
7 7 Holy Word Blind Sun Target is blinded, and cannot target or attack anything (no save, no MR).
7 8 Holy Word Shift Travellers Target is plane shifted to a plane of your choice (no save, no MR).
7 9 Hovercraft Full of Eels Eel Like a Chariot of Sustarre, but it's Eels!
7 10 Look at Me, I'm the DCI MTG W An effect is banned from the room (x1 Special)
7 11 Multi Eel Eel Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
7 12 Poison Spittle 7 Snake Breathe poison: one group, dmg=(current hp)/2, no save
7 13 Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
7 14 Reptile Summoning 7 Snake Summons a DL VIII Reptile.
7 15 Revive 7 Necromancy Revive a DL VII monster.
7 16 Screen Secrets, Thievery Illusion hides area from vision, scrying.
7 17 Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
7 18 Sticks to Snakes 7 Snake Reptile Swarm Summoning for CL*2/3 reptiles of DL=6.
7 19 Summon Eelemental 7 Eel Summon a DL VII Eelemental (DM has table)
7 20 Summon Leech 7 Eel Summon a DL VII Leech (DM has table)
7 21 Tooth and Nail MTG G Summon DL VII, can pick type, or can pick creature within type
7 22 Waves of Exhaustion Disease, Entropy Several targets become exhausted.
7 (6+1) 23 Edifying Beam SemiDivine/Divine Target's alignment changes (save)
7 (6+1) 24 Induction Skins SemiDivine/Divine Gain infinite Stoneskins
7 (6+1) 25 Interdimension SemiDivine/Divine MWaWR 75%
7 (6+1) 26 Luminal SemiDivine/Divine xCL movement rate
7 (6+1) 27 Magic Dead Zone SemiDivine/Divine Drain the MF by 1 in the area (except to you; you are unaffected)
7 (6+1) 28 Omega Effect SemiDivine/Divine Pick a spell you know. It does vile damage (or vile harming).
7 (6+1) 29 ProtoLich 6-1 ProtoLich/Lich 1M, 1/r: Any 0th-5th level Wizard spell
7 (6+1) 30 ProtoLich 6-2 ProtoLich/Lich 1M, 1/r: Any 0th-5th level Priest spell
7 (6+1) 31 ProtoLich 6-3 ProtoLich/Lich 1M, 1/r: Any psionic major
7 (6+1) 32 ProtoLich 6-4 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
7 (6+1) 33 ProtoLich 6-5 ProtoLich/Lich 1M: Teleport without Error
7 (6+1) 34 ProtoLich 6-6 ProtoLich/Lich +10*LVL IR
7 (6+1) 35 ProtoLich 6-7 ProtoLich/Lich 1M, touch: Steal a random powers for 1 round (no save)
7 (6+1) 36 ProtoLich 6-8 ProtoLich/Lich 1M, touch: Erase Truename (must know their Truename first)
7 (6+1) 37 ProtoLich 6-9 ProtoLich/Lich Troll-like regen LVL hp (including vile) /s
7 (6+1) 38 ProtoLich 6-10 ProtoLich/Lich Conduct effects through psi link (within sight)
7 (6+1) 39 ProtoLich 6-11 ProtoLich/Lich +LVL/10 number of segments per round
7 (6+1) 40 ProtoLich 6-12 ProtoLich/Lich Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 (6+1) 41 Rectify Misery SemiDivine/Divine Anyone slain by you is Capital S Slain instead
7 (6+1) 42 Transilient SemiDivine/Divine Get 2 saves for each save, choose better result
7 (6+1) 43 Transmortal SemiDivine/Divine Your body cannot be destroyed (e.g. immune disintegrate)
7 (5+2) 44 Summon UltraBlack/White 5 UltraBlack/White Summons a DL VI UltraBlack/White creature, AC = (1d20)*(1d4+4), HD = 3m10, hp = HD*(1d20). It will do a spell level = 2d6 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
8 1 Biorhythm MTG G Each person in a group's current hp = (Number of summons)*10
8 2 Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
8 3 Decree of Pain MTG B Slay all creatures in two groups (PPD save) or one group (no save)
8 4 Devil Summoning 8 Summoning Summons an evil Outer DL VIII creature
8 5 Discern Location Knowledge, Revenge Reveals exact location of creature or object.
8 6 Earthquake Destruction Intense tremor shakes 5-ft./level radius.
8 7 Higher Ground War Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
8 8 Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
8 9 Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
8 10 Poison Spittle 8 Snake Breathe poison: one group, dmg=(current hp), no save
8 11 Polymorph Any Object Thievery Changes any subject into anything else.
8 12 Reptile Summoning 8 Snake Summons a DL IX Reptile.
8 13 Reverse the Sands MTG W Switch current hp totals with someone (no save)
8 14 Revive 8 Necromancy Revive a DL VIII monster.
8 15 Star Travel Sun, Travellers 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).
8 16 Sticks to Snakes 8 Snake Reptile Swarm Summoning for CL/3 reptiles of DL=7.
8 17 Summon Eelemental 8 Eel Summon a DL VIII Eelemental (DM has table)
8 18 Summon Leech 8 Eel Summon a DL VIII Leech (DM has table)
8 19 Trap the Soul Fear, Wealth Imprisons subject within gem.
8 20 Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
8 (7+1) 21 ProtoLich 7-1 ProtoLich/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 22 ProtoLich 7-2 ProtoLich/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 23 ProtoLich 7-3 ProtoLich/Lich +10*LVL EaER
8 (7+1) 24 ProtoLich 7-4 ProtoLich/Lich 1M, touch: Annihilation (save)
8 (7+1) 25 ProtoLich 7-5 ProtoLich/Lich 1M, touch: Incursion (save)
8 (7+1) 26 ProtoLich 7-6 ProtoLich/Lich Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
8 (6+2) 27 Summon UltraBlack/White 6 UltraBlack/White Summons a DL VII UltraBlack/White creature, AC = (1d20)*(1d4+5), HD = 3m12, hp = HD*(1d24). It will do a spell level = 2d7 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
9 1 Beset Travellers Target is Set and his home plane becomes this plane (no save, no MR)
9 2 Blessed Wind MTG W Target's current hp becomes 200.
9 3 Devil Summoning 9 Summoning Summons an evil Outer DL IX creature
9 4 Energy Drain Disease Subject gains 2d4 negative levels.
9 5 Implosion Destruction Kills one creature/round.
9 6 Imprisonment Secrets Entombs subject beneath the earth.
9 7 Mass Mass Heal War Heals up to 100 groups of creatures. (Yes, this can be reversed.)
9 8 Power Word Kill Darkness, War Kills creatures with 100 hp or less.
9 9 Revive 9 Necromancy Revive a DL IX monster.
9 10 Star Swarm Sun Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
9 11 Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
9 12 Summon Eelemental 9 Eel Summon a DL IX Eelemental (DM has table)
9 13 Summon Leech 9 Eel Summon a DL IX Leech (DM has table)
9 14 Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
9 15 Time Stop Thievery, Time You act freely for 1d4+1 rounds.
9 16 Wail of the Banshee Death, Entropy Kills one creatre/level.
9 17 Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
9 (8+1) 18 Akashic SemiDivine/Divine Lower Multiplier target by 1 (no save)
9 (8+1) 19 Indissolve SemiDivine/Divine Regeneration CL hp/s
9 (8+1) 20 Nullification SemiDivine/Divine Pick an N<=6. Immune to Nth level spell effects
9 (8+1) 21 Oblivi-Permanency SemiDivine/Divine 0, 1/r: Make a spell you're casting permanent.
9 (8+1) 22 Omnific Tough SemiDivine/Divine +1 ihp
9 (8+1) 23 Omnispectacles SemiDivine/Divine Your sight can go around corners
9 (7+2) 24 Summon UltraBlack/White 7 UltraBlack/White Summons a DL VIII UltraBlack/White creature, AC = (1d20)*(1d4+6), HD = 3m14, hp = HD*(1d28). It will do a spell level = 2d8 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
10 1 Automatic Metamagic Capacity (S) SemiDivine/Divine Gain a free spell level of metamagic
10 2 Automatic Writing SemiDivine/Divine Any spells you witness are automatically added to your spellbook
10 3 Cats Fall SemiDivine/Divine You can fall from any distance without injury
10 4 Combat Mastery SemiDivine/Divine Trade any amount of BAB to AC
10 5 Damnation Evil Send your foe to hell.
10 6 Divine Retribution [Divine] SemiDivine/Divine You gain one additional action after your death
10 7 Eclectic Shot SemiDivine/Divine You can fire irregular objects as if they were missiles
10 8 Eclipse Darkness A solar eclipse follows you.
10 9 Epic Potency (S) SemiDivine/Divine Your damage increases by +2
10 10 Epic Shield Focus SemiDivine/Divine Your shield protects yourself and one adjacent ally
10 11 Ether Goer SemiDivine/Divine You can become ethereal at will
10 12 Expert Strike SemiDivine/Divine Gain a cumulative +1 to attacks against the same target
10 13 Fire Baptism SemiDivine/Divine Gain a cumulative +1 to AC against the same target
10 14 Greater Critical SemiDivine/Divine Your critical threat range is trebled
10 15 Greater Critical Multiplier SemiDivine/Divine Your critical multiplier is trebled
10 16 Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
10 17 Improved Finesse SemiDivine/Divine Use your dexterity bonus for damage
10 18 Improved Spellcasting (S) SemiDivine/Divine Gain two new spell slots (any non-Concordant SL you have)
10 19 Improved Toughness (S) SemiDivine/Divine You gain an additional hit point per hit die
10 20 Legendary Archer SemiDivine/Divine Opponents cannot deflect your missiles
10 21 Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
10 22 Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
10 23 Pre-emptive Strike SemiDivine/Divine You can make one attack in segment 0 (before segment 1)
10 24 ProtoLich 10-1 ProtoLich/Lich 0, 1/r: Any 0th-5th level Wizard spell
10 25 ProtoLich 10-2 ProtoLich/Lich 0, 1/r: Any 0th-4th level Priest spell
10 26 ProtoLich 10-3 ProtoLich/Lich 0, 1/r: Any psionic cantrip
10 27 ProtoLich 10-4 ProtoLich/Lich +5*(Lich level)% WR (not irreducible) that can't be ignored
10 28 ProtoLich 10-5 ProtoLich/Lich Resist Turning (you are double the rating)
10 29 ProtoLich 10-6 ProtoLich/Lich 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
10 30 Soothsayer SemiDivine/Divine You always hear the truth
10 31 Star Child (S) SemiDivine/Divine You gain a wish 1/reset
10 32 Superior Quivering Palm SemiDivine/Divine Use the quivering palm attack once per round
10 33 Superior Whirlwind Attack SemiDivine/Divine Make a 5 ft. step as part of a whirlwind attack
10 34 Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.
10 35 Three-Weapon Fighting SemiDivine/Divine You fight three-weapon style, juggling a third weapon
10 36 Weapon Abatement SemiDivine/Divine You are immune to the first successful blow dealt from a weapon
10 (8+2) 37 Summon UltraBlack/White 8 UltraBlack/White Summons a DL IX UltraBlack/White creature, AC = (1d20)*(1d4+7), HD = 3m16, hp = HD*(1d32). It will do a spell level = 2d9 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
11 1 ProtoLich 11-1 ProtoLich/Lich 0, 1/r: Any 1st-6th level Wizard spell
11 2 ProtoLich 11-2 ProtoLich/Lich 0, 1/r: Any 1st-5th level Priest spell
11 3 ProtoLich 11-3 ProtoLich/Lich 0, 1/r: Any psionic minor
11 4 ProtoLich 11-4 ProtoLich/Lich 1M: Banish Undead
11 5 ProtoLich 11-5 ProtoLich/Lich Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
11 6 ProtoLich 11-6 ProtoLich/Lich +10*(Lich level)% iWR that can't be ignored
11 7 ProtoLich 11-7 ProtoLich/Lich Mask Undead status; Can't be turned
11 8 ProtoLich 11-8 ProtoLich/Lich Detect Artifacts; 1M: Legend Lore Artifact
11 9 ProtoLich 11-9 ProtoLich/Lich 1M, (lich level)/d: Gain +10 XP
11 10 ProtoLich 11-10 ProtoLich/Lich 0: Create Traps 15*(Lich level)%
11 11 ProtoLich 11-11 ProtoLich/Lich All spells cost 0 P actions; Material componenting does not cost 1 V action
11 12 ProtoLich 11-12 ProtoLich/Lich +(Lich level) OppV or QM actions
11 13 ProtoLich 11-13 ProtoLich/Lich Negative Cold (Lich level)d10 dmg by touch
11 14 ProtoLich 11-14 ProtoLich/Lich +(Lich level) Research Points per reset (see [P12])
11 15 ProtoLich 11-15 ProtoLich/Lich 1F or 1X: Duplicate any level 0 Concordant spell
11 (9+2) 16 Summon UltraBlack/White 9 UltraBlack/White Summons a DL X UltraBlack/White creature, AC = (1d20)*(1d4+8), HD = 3m18, hp = HD*(1d36). It will do a spell level = 2d10 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)

[PC43] Collective 4.3 Classes


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

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

[PC43] Collective 4.3 Classes


ArchCustom2

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

[PC43] Collective 4.3 Classes


ArchCustom2 (Spell/Psi Progressions)

Level Arch-Mage
123 456 789 AB
Beast Mage
123 456 789
Magical Pool
123 456 789 A
Arch-Priest
123 456 789
Beast Cleric
123 456 78
Harmer
123 456 789
ArchPsi1
mMG SU
ArchMut
mMG SU
Mentalist
mMG S
1 2- --- --- -- -- --- --- 1-- --- --- - 100 --- --- 0-- --- -- 1-- --- --- 3-- -- 1-- -- 3-- -
2 31 --- --- -- - --- --- 20- --- --- - 200 --- --- 00- --- -- 2a- --- --- 4-- -- 2-- -- 4-- -
3 421 --- --- -- --- --- 21- --- --- - 210 0-- --- 000 --- -- 31c --- --- 51- -- 31- -- 51- -
4 532 -- --- -- -- --- 320 --- --- - 320 0-- --- 000 0-- -- 41a e-- --- 62- -- 42- -- 52- -
5 643 1- --- -- - --- 421 --- --- - 421 00- --- 000 00- -- 521 cg- --- 631 -- 531 -- 53- -
6 754 21- --- -- --- 431 a-- --- - 422 00- --- 000 000 -- 621 aei --- 752 -- 631 -- 54- -
7 865 32 --- -- -- 432 0b- --- - 432 100 --- 000 000 0- 731 1cg k-- 873 -- 742 -- 65- -
8 976 43 --- -- - 432 1ac --- - 433 200 --- 100 000 0- 832 1ae im- 984 -- 852 -- 751 -
9 A87 541 -- -- 533 20b d-- - 433 210 0-- 110 000 0- 942 11c gko A95 1- 963 1- 852 -
10 A98 652 1-- -- 1 543 21a ce- - 443 220 0-- 111 000 0- 953 21a eim BA5 1- A63 1- 953 -
11 AA9 763 2- -- 11 543 320 bdf - 444 330 0-- 111 100 0- 963 211 cgk CB6 2- B74 1- A54 -
12 AAA 874 3- -- 111 554 321 ace - 444 441 00- 111 110 0- 974 211 aei DC7 2- C74 1- A65 -
13 AAA 985 4- -- 111 1 554 322 0bd - 555 442 00- 111 111 0- 984 321 1cg ED7 3- D95 2- A75 -
14 AAA A96 51 -- 111 11 554 322 1ac - 555 442 100 111 111 1- 995 321 1ae FE8 3- E95 2- A85 -
15 AAA AA7 621 -- 111 111 554 422 20b - 555 552 100 221 111 1- 996 422 11c GF9 4- FA6 2- A95 -
16 AAA AA8 732 -- 111 111 1 555 432 21a - 555 553 210 222 211 1- 997 432 11a HG9 4- GB6 2- BA5 -
17 AAA AA9 843 -- 111 111 11 555 532 210 - 555 553 320 222 222 1- 998 532 111 IHA 5- HC7 3- CA6 1
18 AAA AAA 954 - 111 111 111 555 533 211 g 555 553 321 222 222 2- 999 542 211 JIB 5- IC7 3- DA7 2
19 AAA AAA A65 - 221 111 111 555 543 221 f 555 553 331 333 222 2- 999 643 211 KJB 6- JD8 3- EA8 3
20 AAA AAA A76 1- 222 211 111 555 543 321 e 555 554 332 333 333 2- 999 753 221 LKC 6- KE8 3- FA9 4
21 AAA AAA A87 1- 222 222 111 555 554 321 d 555 554 442 333 333 3h 999 853 221 MLD 7- LF9 4- FBA 5
22 AAA AAA A98 2- 222 222 221 555 555 432 c 555 555 443 444 433 3g 999 964 321 NMD 7- MF9 4- FCA 5
23 AAA AAA AA9 2- 222 222 222 555 555 532 b 555 555 553 444 444 4f 999 974 322 ONE 8- NGA 4- FDA 5
24 AAA AAA AAA 3- 333 222 222 666 655 532 a 555 555 554 555 554 4e 999 985 332 POF 8- OHA 4- FEA 5
25 BBB BBB BBB 3- 333 333 222 666 666 642 0 555 555 555 555 555 5d 999 995 332 QPF 9- PIB 5- GFA 5
26 BBB BBB BBB 4- 333 333 333 777 766 643 1 666 655 555 666 666 5c 999 996 432 RQG 9- QIB 5- HFB 6
27 CCC CCC CCC 4 444 433 333 777 777 743 1 666 666 655 666 666 6b 999 997 443 SRH A1 RJC 51 IFC 7
28 CCC CCC CCC 5 444 444 443 888 877 753 1 666 666 666 777 777 7a 999 998 543 TSH A1 SKC 51 JFD 8
29 DDD DDD DDD 5 444 444 444 888 888 853 1 777 766 666 888 888 80 999 999 543 UTI B1 TLD 61 KFE 9
30 DDD DDD DDD 51 555 554 444 999 988 854 1 777 777 766 999 999 91 999 999 654 VUJ B2 ULD 61 KGF A
31 DDD DDD DDD 61 555 555 555 999 999 964 2 777 777 777 AAA AAA A2 999 999 754 WVJ C2 VME 61 KHF A
32 EEE EEE EEE 61 666 666 555 AAA A99 964 2 888 877 777 BBB BBB B3 999 999 864 XWK C3 WNE 61 KIF A
33 EEE EEE EEE 71 666 666 666 AAA AAA A64 2 888 888 877 CCC CCC C4 999 999 975 YXL D3 XOF 71 KJF A
34 FFF FFF FFF 71 777 777 766 BBB BAA A75 2 888 888 888 DDD DDD D5 999 999 985 ZYL D3 YOF 71 LKF A
35 FFF FFF FFF 81 777 777 777 BBB BBB B75 2 999 988 888 EEE EEE E6 999 999 996 [ZM E4 ZPG 71 MKF B
36 FFF FFF FFF 82 888 888 887 CCC CCC C75 3 999 999 999 FFF FFF F7 999 999 997 \[N E4 [QG 72 NKG C

[PC43] Collective 4.3 Classes


ArchCustom2 (Dungeoneer Abilities)

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

[PC43] Collective 4.3 Classes


ArchCustom2 (Executioner Abilities)

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

[PC43] Collective 4.3 Classes


Astral Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Int 15, Wis 12
Alignment: any
HD/level: 2d3
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Int (not Wis) bonus to spells.
Gets Exceptional Int bonus.
Bonus grand in Astral sphere.
+1 summon slot that holds up to LVL Astral Constructs (or their variants).
   
Level N (every level): Using the list below, pick an ability.
A. +1M Action.
B. Barbarian Int bonus instead of Exceptional.
C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
D. Immune to aging attacks, or effects that would damage your Silver Cord.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
G. V: Controlled Blink.
H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
I. Your summons do special effects (innates, spells) as if one DL better than they are.
J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
K. Free GGL (Specialty God) pick in a god that has an Int requirement.
L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your illusion spell effects have xLVL area. M: Dispel Illusion.
O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
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).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.

[PC43] Collective 4.3 Classes


Astraler3

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

[PC43] Collective 4.3 Classes


Baron

Level KXP Baron     Duke
123 456 789 [1]
1 0 1-- --- --- [-]
2 3.3 2-- --- --- [-]
3 6.6 21- --- --- [-]
4 13 32- --- --- [-]
5 33 421 --- --- [-]
6 66 422 --- --- [-]
7 99 432 1-- --- [-]
8 166 433 2-- --- [-]
9 266 433 21- --- [-]
10 666 443 22- --- [-]
11 966 444 33- --- [-]
12 1366 444 441 --- [-]
13 1666 555 442 --- [-]
14 2066 555 442 1-- [-]
15 2466 555 552 1-- [-]
16 2666 555 553 21- [-]
17 2866 555 553 32- [-]
18 3066 555 553 321 [-]
19 3266 555 553 331 [-]
20 3466 555 554 332 [-]
21 3666 555 554 442 [-]
22 3866 555 555 443 [-]
23 4066 555 555 553 [-]
24 4266 555 555 554 [-]
25 4466 555 555 555 [-]
26 4666 666 655 555 [-]
27 4866 666 666 655 [1]
28 5066 666 666 666 [1]
29 5266 777 766 666 [1]
30 5466 777 777 766 [1]
31 5666 777 777 777 [1]
32 5866 888 877 777 [1]
33 6066 888 888 877 [2]
34 6266 888 888 888 [2]
35 6466 999 988 888 [2]
36 6666 999 999 999 [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Con 13, Int 13, Wis 13
Alignment: any E
HD/level: 3d2
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Psi
Reference: DM {Reduced Duke / ArchDuke}
Groups: Concordant (x1), Planar
 
This class refers to lesser lords of the evil planes. The Nine Hells version is called "Baron"; the other planes have other titles. This class is not specific to Hell (AL LE); it is for all lower planes. I refer to "Demons" and "Devils" in the powers, use the type of lower being appropriate to your alignment.
Gets Exceptional Con. Can weapon specialize, using the Non-Warrior line for number of attacks.
Level 1: RMR level*13% .
Level 1 ¶: Each level, pick an Element or (non-"gross") [C] section effect. You resist it.
Level 3: Your unarmed attacks cause 1d6 stat damage (random stats, no save, aNR to resist)
Level 6: Troll-like regen LVL hp/s
Level 9: +1S action per round.
Level 9: Pick one Charanodaemon5 Level 9 ability or less (letters A-O).
Level 18: +1QF action per round.
Level 27: +1X action per round.

[PC43] Collective 4.3 Classes


Baron Spells

Level # Name Effect Source
1 1 Ashes Half of your weapon dmg is vile dmg (perm hp) Psi-6E
1 2 Darkbolt Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save) Psi-6E
1 3 Detect Demons Detect Evil Outer (reverse is Good) RADemons-28
1 4 Dismiss Minion Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good) RADemons-29
1 5 Drain Life Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max) Psi-6E
1 6 Immunity I Immune to poison, non-silver weapons Psi6E
1 7 Intimidate Fear a group (Will save) RADemonsII-87
1 8 Larva Life Mouth's bP: Consume 1 larva to Cureall (incl. DPPs) Psi6E
1 9 Lesser Invocation Use an innate ability of an Evil Outer you've summoned RADemons-29
1 10 Minor Personal Ward Evil Outer cannot attack you unless you're offensive (reverse is Good) RADemons-29
1 11 Protection from Demons Immune to Evil Outer innates (reverse is Good) RADemons-29
1 12 Summon Minion Summons a DL II Evil Outer RADemons-30
1 13 Taint / Dispel Taint Curse (no save, IR), DM rolls in [C] section for effect RADemonsII-87
2 1 Call Minion Summons a DL III Evil Outer RADemons-31
2 2 Charm Demon Charm an Evil Outer (Will save, no BlahR) (reverse is Good) RADemons-31
2 3 Darkbeam 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL) Psi-6E
2 4 Detect Demonic Influence Detect Evil Charm/Domination/Possession/etc. RADemons-31
2 5 Dismiss Denizen Dismiss an Evil Outer of any DL (Fort save) (reverse is Good) RADemons-31
2 6 Evil Eye Target's AC becomes 66-CL^2 (Petrif save at -CL) Psi-6E
2 7 Immunity II Immune to fire or cold, +1 weapon to hit Psi6E
2 8 Lesser Pact Summons a DL IV Evil Outer, with a programmed task (is free afterwards, doesn't disappear) RADemons-31
2 9 Minor Ward 10' r As Minor Personal Ward (SL=1) except 10'r RADemons-32
2 10 Summon Demon Warriors Summons CL/3 DL II Evil Outer RADemons-32
2 11 Summon Soul Hounds Summons CL DL I Soul Hounds (they energy drain 1 level) RADemons-33
2 12 Temptation 3 Will saves, 1 fail=Command, 2 fail=Suggestion, 3 fail=Dominated RADemonsII-88
2 13 Torment Body Target degenerates at CL hp/s RADemonsII-88
3 1 Banish Minions Dismiss a group of Evil Outer of any DL (Fort save) (reverse is Good) RADemons-33
3 2 Call Soul Hounds Summons CL DL II Soul Hounds (they energy drain 2 levels) RADemons-33
3 3 Call Demon Warriors Summons CL/4 DL III Evil Outer RADemons-33
3 4 Darkcone 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2) Psi-6E
3 5 Dismiss Demon Dismiss an Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-33
3 6 Gaze of Ice PP Save (for 13*CL damage) or petrified to ice Psi6E
3 7 Hold Demon Hold Monster vs. Evil Outer, ignores immunity (Fort save) (reverse is Good) RADemons-34
3 8 Infernal Communion Contact Other Plane (Evil), or Commune (to Evil god) RADemons-34
3 9 Major Personal Ward Evil Outer cannot attack you until this is dispelled (reverse is Good) RADemons-34
3 10 Possession Similar to wizard spell "Magic Jar" Psi6E
3 11 Protection from Demons 10'r As Protection from Demons (SL=1) except 10'r RADemons-34
3 12 Summon Minion Summons a DL IV Evil Outer RADemons-34
3 13 Summon Nightmare Summons a DL IV Nightmare, can be used as a Mount (has 30*CL hp) RADemons-34

[PC43] Collective 4.3 Classes


Baron Spells (cont.)

Level # Name Effect Source
4 1 Banish Denizen Dismiss a group of Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-35
4 2 Bind Minion Gates in a DL IV Evil Outer, it is not a summon (it's just here) RADemons-36
4 3 Call Minions Summons CL/5 DL IV Evil Outer RADemons-36
4 4 Call Nightmare Beast Summons a DL V Nightmare Beast, can be used as a Mount (has 60*CL hp) RADemons-36
4 5 Cloak of Darkness Imp.Invis., Immune to Detection/Location Psi6E
4 6 Major Ward 10'r As Major Personal Ward (SL=3) but 10'r RADemons-36
4 7 Multi-Twist Twist (dispel) CL effects Psi-6E
4 8 Power Word Blind 200 hp of creatures blinded (no save) Psi6E
4 9 Summon Demon Summons a DL V Evil Outer RADemons-36
4 10 Summon Gatekeeper Summons a DL IV Evil Outer with the Hell's Caretaker class RADemons-37
4 11 Summon Scourge Summons a DL IV Evil Outer with the Scarlet Torturer class RADemons-37
4 12 Summon Succubus/Incubus Summons a DL IV Succubus/Incubus with the Slut1 class RADemons-38
4 13 Teleport Without Error Teleport Without Error Psi6E
5 1 Banish Demon Dismiss an Evil Outer of any DL (no save, no BlahR) (reverse is Good) RADemons-38
5 2 Beacon of Unrest Bring a defeated monster back to life under your control (counts as a "Revive") Psi-6E
5 3 Defile Consecrated Ground Destroys one good-aligned area's Aura Psi6E
5 4 Evil Haste +level B actions Psi-6E
5 5 Gate Gate Psi6E
5 6 Immunity III Immune:lightning/acid, +2 weapon to hit Psi6E
5 7 Infernal Spawn of Evil Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target Psi-6E
5 8 Planeport As TWE but up to 6 planes removed Psi6E
5 9 Summon Minion Horde Summons CL DL II Evil Outer RADemons-38
6 1 Bringer Immune Illusions; Immune Disease; Immune Reverse Healing Psi-6E
6 2 Immunity IV Globe/Invuln., Immune:1st-2nd Dominions Psi6E
6 3 Infernal Spawn of I.S. of Evil Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target Psi-6E
6 4 Reveal Sin Target must Atone or lose a Specialty God pick (RSW Save) RADemonsII-89
6 5 Steal Soul III Transforms unwilling target to a larva (no save, IR) Psi6E
6 6 Summon Shapeless Horror Sumons a DL VI Shapeless Horror RADemons-39
7 1 Hellfire Storm (5*CL)d6 Unholy Brimstone dmg to a group (no save) BoVD-81
7 2 Summon Leviathan Summons a DL VIII Leviathan RADemons-39
7 3 Trap the Soul Trap the Soul (no save) BoVD-80
8 1 Summon Demon Lord Summons a DL IX Demon Lord (low level Duke) RADemons-40
8 2 Summon Diabolical Wyrm Summons a DL IX Demonic Dragon RADemons-40
8 3 Utterdark Capital D Darkness (even to Cosmic Awareness, True Sight) BoVD3-81
9 1 Eternity of Torture Target is helpless, all ability scores except Con drop to 0 (Fort save) BoVD3-81
9 2 Mindrape Capital E Extract, Forget (no save) BoVD3-83
Duke 1 (11) 1 Eternal Night x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport. RADemons-41
Duke 1 (11) 2 Genocide Kills all of a race on a single plane (can reduce area) RADemons-41
Duke 1 (11) 3 Lesser Apocalypse Earthquake up to an entire continent (can reduce area), CLd60 vile dmg (no save) RADemons-42

[PC43] Collective 4.3 Classes


Doomshaman3

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

[PC43] Collective 4.3 Classes


Elemental Cleric2

Level KXP Priest     [ClrEle]
123 456 789 [1]
1 0 1a- --- --- [-]
2 3 20- --- --- [-]
3 6 21a --- --- [-]
4 12 320 --- --- [-]
5 26 421 a-- --- [-]
6 55 422 0-- --- [-]
7 110 432 1a- --- [-]
8 220 433 20- --- [-]
9 450 443 21a --- [-]
10 900 444 320 --- [-]
11 1350 444 431 a-- [-]
12 1800 555 442 0-- [-]
13 2250 555 442 1a- [-]
14 2700 555 552 10- [-]
15 3150 555 553 21a [-]
16 3600 555 553 320 [-]
17 4050 555 553 321 [-]
18 4500 555 553 331 [1]
19 4950 555 554 332 [1]
20 5400 555 554 442 [1]
21 5850 555 555 443 [1]
22 6300 555 555 553 [2]
23 6750 555 555 554 [2]
24 7200 555 555 555 [2]
25 7650 666 655 555 [2]
26 8100 666 666 655 [3]
27 8550 666 666 666 [3]
28 9000 777 766 666 [3]
29 9450 777 777 766 [3]
30 9900 777 777 777 [4]
31 10350 888 877 777 [4]
32 10800 888 888 877 [4]
33 11250 888 888 888 [4]
34 11700 999 988 888 [5]
35 12150 999 999 988 [5]
36 12600 999 999 999 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 10, Con 8, Wis 10, Chr 6
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM {Reduced Clerical Elemental2}
Groups: Priest, Concordant (x1)
 
Gets your choice of Str, Con, or Wis bonus to spell progression.
Gets Exceptional Wis and Con bonus.
Grand and Sphere robed (-1 SL) in Elemental sphere; you can also cast Wizard Elemental school spells (these are not sphere robed and cost a full spell slot though).
You do not age physically.
Level N (every level): Pick an E=2+LVL/4 or lower element, you are immune to it. You can cast "Wall of Element" and "Wacky Ball" spells of that element, as if it was E=1. (These spells exist at every SL.)
Level 2: You may cast Psi2 minor powers as if they were SL=2 spells. You still need to make the stat check. You do not need to spend PSPs. If it requires a variable amount of PSPs, you have 10*SL PSPs to spend into the power.
Level 8: You may cast Psi2 major powers as if they were SL=5 spells.
Level 16: You may cast Psi2 grand powers as if they were SL=8 spells.
Level 18: Gets 1X action per round. Gets Clerical Elemental2 spells, which require X actions to cast. Your CCL=(CL-16)/2.
Level 24: You may cast Psi2 super powers as if they were SL=8 spells.
Clerical Elemental2 SL=1 spells (#1-9 are old, #10-15 are new, the Clerical Elemental2 class is errated to have the new spells):
1. Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
2. Priest spells (and material componenting) cost half the number of actions in CCL spheres.
3. Your Priest spells are resisted using XR instead of MR.
4. You may double material component Priest spells by using +1V action.
5. 0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
6. +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
7. +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
8. +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
9. With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
10 (new). You can treat this spell slot as if it was an SL=10 Priest spell slot.
11 (new). +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
12 (new). Drugs are considered elements for you; with E=(SL of the drug).
13 (new). 0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
14 (new). 10X, 30F, CCL/month: Invent a new E=4+CCL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
15 (new). When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(CCL+1) rhp.

[PC43] Collective 4.3 Classes


Forgotten Lord13

Level KXP Spells
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 21- --- ---
4 12 22- --- ---
5 24 221 --- ---
6 48 222 --- ---
7 96 322 1-- ---
8 192 332 2-- ---
9 384 333 21- ---
10 600 333 32- ---
11 900 433 321 ---
12 1200 444 321 ---
13 1500 444 322 ---
14 1800 444 432 ---
15 2100 544 432 1--
16 2400 555 432 2--
17 2700 655 443 2--
18 3000 655 443 21-
19 3300 655 543 22-
20 3600 655 544 32-
21 3900 655 544 321
22 4200 665 554 322
23 4500 666 654 332
24 4800 776 655 432
25 5100 776 655 443
26 5400 777 665 543
27 5700 777 665 554
28 6000 887 666 654
29 6300 887 776 655
30 6600 888 777 665
31 6900 888 777 766
32 7200 988 887 776
33 7500 999 888 777
34 7800 999 988 887
35 8100 999 999 888
36 8400 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  5  3  3  1  2  2
+1  7  6  5  3  3  1  3  3
+2  7  6  5  4  4  2  3  3
+3  8  7  6  5  4  2  4  4
+3  9  8  7  5  5  3  4  4
+4  9  8  7  6  6  3  5  5
+5 10  9  8  7  6  4  5  5
+5 10  9  8  7  7  4  6  6
+6 11 10  9  8  7  5  6  6
+7 12 11 10  9  8  5  7  7
+7 12 11 10  9  9  6  7  7
+8 12 11 10 10  9  6  8  8
+9 12 12 11 10  9  7  8  8
+9 12 12 11 10 10  7  9  9
+10 12 12 11 11 10  8  9  9
+11 13 12 12 11 12  8 10 10
+11 13 12 13 11 12  9 10 10
+12 13 12 13 12 12  9 11 11
Requisites: Int 13, Chr 13
Alignment: AL, AC, AG, or AE
HD/level: 1 HD with 10 hp (1d12 with "offer" of 10)
Weapon Prof.: = (Str score)/2 + level
To Hit Table: Ftr0
Save Table: Ftr0/M-U0/Clr0/Thf0
Reference: DM
Groups: Lost
 
You (as a character) get 1P+1M+1V as your base actions instead of 1S+1V.
Gains the use of one school or sphere (Warrior, Wizard, Priest, or Rogue) per level. Cannot cast spells from schools/spheres it doesn't have at all (they are not "Opposite", they are "Not Available"). Alternatively, can learn one psionic power (of any frequency you know) instead of a school/sphere pick. This power doesn't cost PSPs to use, but it still costs a spell slot of SL=2 (minor), 5 (major), or 8 (grand). If it costs a variable amount of PSPs to use, you have 10*LVL PSPs (Psi1 scale) per usage.
Can weapon specialize, using the Ranger1 line.
Gets one Rogue pick every odd level. Gets 30*LVL Rogue points.
Level 1 ¶: Choose one "good" unused pick and one "bad" unused pick. These sort of work like weak John picks. The list follows, feel free to suggest other possibilities:
Good-1. Overwrite the XP table for one of your classes to be the "set XP table". DM Note: This XP table is what Forgotten Lord itself uses.
Good-2. You can use the ability scores table from Collective 0.6. You do get the bonus P/V actions for high Dex and the bonus M actions for high Re+Wis+Pr. You can also use the "Simplified Wis bonus" table.
Good-3. Number of class slots = 10.
Good-4. You may use (pick one): Mixed races, Race adjectives, Mixed classing (There are limits to which classes can be Mixed together, see the DM), or Class adjectives.
Good-5. You automatically have Exceptional in any stat that has a requirement of 13 or higher in any of your classes. You automatically have Barbarian in any stat that has a requirement of 18 or higher in any of your classes.
Good-6. When researching something that's already written in the full Collective (you aren't actually researching something new), it costs only of a Research Point each.
Good-7. If your race matches your class, you get x+0.5 (+50%) XP.
Good-8. You have access to the complete Kit list, including broken Kits like Adventurer and Duplicator.
Good-9. You have access to the complete Familiar list, including broken Familiars like Egg and Weasel.
Good-10. You may access X4 (old Psi4) or X24 (old Psi24) as a Wild Talent slot (Mini Class slot). X4 uses the old multipliers (x1.5/x2/x3/x4) and X24 uses the old costs (1/2/3/4).
Bad-1. You must spend 1/4 of your Nonweapon Proficiencies on Occupations or Hobbies (see [P8]).
Bad-2. You must spend a P action in addition to an M action when casting a spell, unless the spell's SL is LVL/4 or less. Spells of SL=10 or higher require 2M actions to cast. Psionic Super powers require 2M actions to use.
Bad-3. You are limited in Armor and Weapon choices by your classes (e.g. Druids must use "natural" armors and wooden shields, Wizards are very limited in Armor and Weapon selection). Armor is most restrictive, Weapons are least restrictive.
Bad-4. Your weapons cannot do more bonus damage than their base dmg plus magical plusses (so a sword +1/+1 that's 1d8 base dmg cannot do more than 18 dmg, regardless of additions).
Bad-5. Material componenting of spells costs money (for materials), equal to (SL+1)^2 gp per use. Your Wishes and Wish-like effects must be "worded properly".
Bad-6. You are required to keep track of your encumbrance, which may lower your movement rate, or make you not able to move at all.
Bad-7. You are required to keep track of your food and water.
Bad-8. You must "take the offer" on Hit Dice. (1d2=1.5, 1d3=2, 1d4=3, 1d6=5, 1d8=6, 1d10=8, 1d12=10)
Bad-9. You cannot use Exceptional, Barbarian, or better stat bonuses at all.
Bad-10. When multi-classed, you must divide XP evenly between your classes.
Level 1: 1/reset (during reset): Choose some of your ability scores. You may reroll them using 4d6 (drop the lowest die) or 3d8 (reading 7's and 8's as 6's).
Level 1: Time/Loop Reality Stability.
Level 1: Legend Lore / Knowledge of other timelines (other Loops) LVL*15%
Level 9: Immune to Incursion, Loop Incursion, and Banhammer Bombs.
Level 9, 18, 27, and 36 ¶: Choose another good unused pick and another bad unused pick, as per level 1.

[PC43] Collective 4.3 Classes


Fortune Teller10

Level KXP Wizard++Psi10
123 456 789 A
1 0 1-- --- --- -
2 2.5 20- --- --- -
3 5 21- --- --- -
4 10 320 --- --- -
5 25 321 --- --- -
6 50 432 0-- --- -
7 100 432 1-- --- -
8 250 543 20- --- -
9 500 543 21- --- -
10 1000 654 320 --- -
11 1500 654 321 --- -
12 2000 765 432 0-- -
13 2500 765 432 1-- -
14 3000 776 543 20- -
15 3500 776 543 21- -
16 4000 777 654 320 -
17 4500 777 654 321 -
18 5000 777 765 432 0
19 5250 777 776 543 1
20 5500 777 777 654 2
21 5750 777 777 765 3
22 6000 777 777 776 4
23 6250 777 777 777 5
24 6500 777 777 777 6
25 6750 777 777 777 7
26 7000 888 877 777 7
27 7250 888 888 877 7
28 7500 888 888 888 7
29 7750 888 888 888 8
30 8000 999 988 888 8
31 8250 999 999 988 8
32 8500 999 999 999 8
33 8750 999 999 999 9
34 9000 AAA A99 999 9
35 9250 AAA AAA A99 9
36 9500 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  1  1
-1  5  4  8  2  3  1  1  2
-1  6  4  8  3  4  2  2  2
-1  6  5  8  4  4  2  2  3
+0  7  5  9  5  4  3  2  3
+0  8  6  9  6  5  3  3  4
+0  8  6  9  7  5  4  3  4
+0  9  7  9  8  6  4  4  5
+1 10  8 10  9  7  5  4  5
+1 11  8 10 10  7  5  4  6
+1 11  9 10 11  8  6  5  6
+1 12 10 11 12  9  6  5  7
+2 13 11 12 13 10  7  6  7
+2 14 11 13 14 10  7  6  8
+2 14 12 13 14 11  8  6  8
+2 14 12 14 14 11  8  7  9
+3 14 13 14 14 12  9  7  9
+3 15 13 14 14 12  9  8 10
Requisites: Int 15, Wis 10, Chr 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Psi
Save Table: Wiz/Psi
Reference: DM, Roger
Groups: Wizard, Psionicist, PCDesigned
 
Casts Wizard spells or Psi10 powers. You get this progression twice, once for Wizard, once for Psi10. It is not one shared progression.
 
The Wizard progression gets Int bonus. Specialized in Enchantment/Charm (no opposite). Can cast Priest Numbers or Thought spells as if they were Wizard spells.
 
The Psi10 progression gets Chr bonus. Specialized in Empathy discipline. Psi10 PSPs = (LVL+Int+Wis+Chr-25)*5. Can "material component" Psi10 powers, by using 1V action.

[PC43] Collective 4.3 Classes


Generic Wizard (page 1)

Overall
Level
KXP
1 0
2 2.5
3 5
4 10
5 20
6 40
7 60
8 90
9 135
10 250
11 375
12 750
13 1125
14 1500
15 1875
16 2250
17 2625
18 3000
19 3375
20 3750
21 4125
22 4500
23 4875
24 5250
25 5625
26 6000
27 6375
28 6750
29 7125
30 7500
31 7875
32 8250
33 8625
34 9000
35 9375
36 9750
ML Wizard
123 456 789
KXP
1 1-- --- --- 0
2 2-- --- --- 1.25
3 21- --- --- 2.5
4 32- --- --- 5
5 321 --- --- 10
6 332 --- --- 20
7 432 1-- --- 30
8 433 2-- --- 45
9 443 21- --- 67.5
10 443 32- --- 125
11 444 321 --- 187.5
12 444 332 --- 375
13 444 432 1-- 562.5
14 444 433 2-- 750
15 444 443 21- 937.5
16 444 443 32- 1125
17 444 444 321 1312.5
18 444 444 332 1500
19 444 444 433 1687.5
20 444 444 444 1875
21 544 444 444 2062.5
22 554 444 444 2250
23 555 444 444 2437.5
24 555 544 444 2625
25 555 554 444 2812.5
26 555 555 444 3000
27 555 555 544 3187.5
28 555 555 554 3375
29 555 555 555 3562.5
30 655 555 555 3750
31 665 555 555 3937.5
32 666 555 555 4125
33 666 655 555 4312.5
34 666 665 555 4500
35 666 666 555 4687.5
36 666 666 655 4875
 
CL
KXP
1 0
2 1
3 2
4 4
5 8
6 16
7 24
8 36
9 54
10 100
11 150
12 300
13 450
14 600
15 750
16 900
17 1050
18 1200
19 1350
20 1500
21 1650
22 1800
23 1950
24 2100
25 2250
26 2400
27 2550
28 2700
29 2850
30 3000
31 3150
32 3300
33 3450
34 3600
35 3750
36 3900
Stat
Pts
KXP
1 0
2 0.5
3 1
4 2
5 4
6 8
7 12
8 18
9 27
10 50
11 75
12 150
13 225
14 300
15 375
16 450
17 525
18 600
19 675
20 750
21 825
22 900
23 975
24 1050
25 1125
26 1200
27 1275
28 1350
29 1425
30 1500
31 1575
32 1650
33 1725
34 1800
35 1875
36 1950

[PC43] Collective 4.3 Classes


Generic Wizard (page 2)

Turn
Lvl
HD TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 1d4 +0 1+0 / 1  4  7  5  3  6  0  1  1 0
2 2d4 +0 1+0 / 2  4  7  5  3  7  0  1  1 0.25
3 3d4 +0 1+0 / 3  4  8  5  4  7  0  1  2 0.5
4 4d4 +1 1+0 / 4  4  8  6  4  7  1  2  2 1
5 5d4 +1 1+1 / 5  5  9  6  4  8  1  2  3 2
6 6d4 +1 1+1 / 6  5  9  7  5  8  2  3  3 4
7 7d4 +2 1+1 / 7  5 10  7  5  9  2  3  4 6
8 8d4 +2 1+1 / 8  6 10  7  6  9  2  3  4 9
9 9d4 +2 1+1 / 9  6 10  8  6  9  3  4  5 13.5
10 10d4 +3 1+2 / 10  6 11  8  6 10  3  4  5 25
11 11d4 +3 1+2 / 11  7 11  9  7 10  4  5  6 37.5
12 12d4 +3 1+2 / 12  7 12  9  7 11  4  5  6 75
13 13d4 +4 1+2 / 13  7 12  9  8 11  4  5  7 112.5
14 14d4 +4 1+2 / 14  7 13 10  8 11  5  6  7 150
15 15d4 +4 1+3 / 15  8 13 10  8 12  5  6  8 187.5
16 16d4 +5 1+3 / 16  8 13 11  9 12  6  7  8 225
17 17d4 +5 1+3 / 17  8 14 11  9 13  6  7  9 262.5
18 18d4 +5 1+3 / 18  9 14 11 10 13  6  7  9 300
19 19d4 +6 1+3 / 19  9 14 12 10 13  7  8 10 337.5
20 20d4 +6 1+4 / 20  9 15 12 10 14  7  8 10 375
21 21d4 +6 1+4 / 21 10 15 13 11 14  8  9 11 412.5
22 22d4 +7 1+4 / 22 10 15 13 11 15  8  9 11 450
23 23d4 +7 1+4 / 23 10 15 13 12 15  8  9 12 487.5
24 24d4 +7 1+4 / 24 11 16 13 12 15  9 10 12 525
25 25d4 +8 1+5 / 25 11 16 14 12 15  9 10 13 562.5
26 26d4 +8 1+5 / 26 12 16 14 13 15 10 11 13 600
27 27d4 +8 1+5 / 27 12 16 14 13 16 10 11 14 637.5
28 28d4 +9 1+5 / 28 12 16 14 14 16 10 11 14 675
29 29d4 +9 1+5 / 29 13 16 15 14 16 11 12 15 712.5
30 30d4 +9 1+6 / 30 13 16 15 14 16 11 12 15 750
31 31d4 +10 1+6 / 31 14 16 15 15 16 12 13 16 787.5
32 32d4 +10 1+6 / 32 14 16 15 15 16 12 13 16 825
33 33d4 +10 1+6 / 33 14 17 16 15 16 12 13 17 862.5
34 34d4 +11 1+6 / 34 15 17 16 16 16 13 14 17 900
35 35d4 +11 1+7 / 35 15 17 16 16 16 13 14 18 937.5
36 36d4 +11 1+7 / 36 16 17 16 16 17 14 15 18 975
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Custom
 
Gets Int bonus to spell progression.
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.
50% category: ML
40% category: CL
20% category: Stat Points *
10% categories: Hit Dice **, 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 Wizard 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 Wizard class.

[PC43] Collective 4.3 Classes


Hag0

Level KXP Wizard++Priest
123 456 789
1 3.6 (owe) 1-- --- ---
2 7.2 20- --- ---
3 10.8 21- --- ---
4 14.4 220 --- ---
5 28.8 221 --- ---
6 57.6 222 0-- ---
7 115.2 322 1-- ---
8 216 332 20- ---
9 432 333 21- ---
10 648 333 320 ---
11 864 433 321 ---
12 1080 444 321 ---
13 1296 444 322 ---
14 1512 444 432 0--
15 1728 544 432 1--
16 1944 555 432 2--
17 2160 655 443 20-
18 2376 655 443 21-
19 2592 655 543 22-
20 2808 655 544 320
21 3024 655 544 321
22 3240 665 554 322
23 3456 666 654 332
24 3672 776 655 432
25 3888 776 655 443
26 4104 777 665 543
27 4320 777 665 554
28 4536 887 666 654
29 4752 887 776 655
30 4968 888 777 665
31 5184 888 777 766
32 5400 988 887 776
33 5616 999 888 777
34 5832 999 988 887
35 6048 999 999 888
36 6264 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  2  2  2  2  2  2  2  2
+2  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
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+8  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  7  7  7  7  7  7  7  7
+13  8  8  8  8  8  8  8  8
+14  8  8  8  8  8  8  8  8
+15  9  9  9  9  9  9  9  9
+16  9  9  9  9  9  9  9  9
+17 10 10 10 10 10 10 10 10
+18 10 10 10 10 10 10 10 10
Requisites: Int 12, Wis 16
Alignment: any E
HD/level: ++d6
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon +3 levels
Reference: DM
Groups: Wizard, Priest, Monster
 
Gets Barbarian Int and Wis.
Level N (each level) ¶: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
Casts Wizard and Priest spells. Gets the listed progression twice, once for Wizard (with Int bonus), and once for Priest (with Wis bonus).
Level 1 ¶: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
Level 1: Sorcery: Can spend M+V instead of 1M to cast spells
Level 1: (Green Hag) MPIRR LVL*10%.
Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
Level 4: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Ogre0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get x2 CL vs. that enemy.
Bloodmaul: The "LVL*3 gp costing 0" power becomes LVL*12 gp instead.
Boulderfist: MPIRR +LVL*5%.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become a Scarwood Hag the Unsummon ability costs 1V instead of 1M.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Int bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Mouth's P or Mouth's M, 3/d: Breathe Darkness (1 group, dmg = half current hp, no save)
Dustbelcher: Mouth's P or Mouth's M, 1/h: Breathe Dust (1 group, dmg = half current hp, no save)
Firegut: +1 Henchman slot that you can fill will 3 DL=(LVL+3)/2 Ogres during reset time for free.
Gordok: +3 Int; Sustain Int.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 30 DL=(LVL+4)/3 Ogres during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore MR, SR, MReflection.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Brine Hag you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: x2 CL with Invocation spells.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: When you read a scroll, if it has more than one spell on it, they all resolve at once.
Urok: Use d10's instead of d6's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC43] Collective 4.3 Classes


Internetizer3.5

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+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: Str 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random, Internet
 
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.

[PC43] Collective 4.3 Classes


Internetizer3.5 Class Determination

d414 Class Description (not mine!) Source
1 Aberration`s Nightmare Special training has made these few highly skilled vs. aberrations, yet leaves them at a disadvantage to other creatures. aberrationsnightmare.rtf
2 Abhorsen The Abhorsen is in essence the ultimate undead hunter. Abhorsen.pdf
3 Acrobat Warrior Monks that wish to use melee weapons as well as bare hands. AcrobatWarrior.pdf
4 Acrobat, The Graceful and agile roguish adventurer. Pretty much well done. TheAcrobat.pdf
5 Adrenergic Energic Fighters! adrenergic.zip
6 Advanced Spellfire Wielder Spellfire is the raw energy of the Weave. Most who bear this gift never have the time or opportunity to develop these skills. spellfire_wielder.doc
7 Adventurer, The Another very nice adventurer class. adventurer_0724.rtf
8 Alchemist Magical item creation and potion brewing specialized magic user. class_alchemist.doc
9 Alchemist Nice take on this well known fantasy class. alchemist.pdf
10 Alternate Witch Pretty good alternate, with original class powers and a complete variant spell list. AlternateWitch.pdf
11 Aman Monk`s of the Tree Monks that follow an ancient elven order known as The Path of the Trees. AmanMonksoftheTree.pdf
12 Amazon With so many strating feats, every archer will pick this class... amazon.doc
13 Angelic Hunter A nice prestige class for those who seek to purge the world from evil. Angelic_Hunter.doc
14 Arcane Assassin The deadliest and yet the least known of the killers stalking in the shadows. (Updated Jan`03!) arcaneassassin.doc
15 Arcane Blade A merging of a fighter and mage class. Arcane_blade.doc
16 Arcane Bow Initiate A mix of all major archer prestige classes from TSR books. Might need a bump on requirements for balancing out, but its fair as it is. arcane_bow_initiate.doc
17 Arcane Channeler A spellcaster who has no limit to how many times he can cast, though casting becomes increasingly more difficult. Channeler_classic.doc
18 Arcane Channeler A sorcerer who forgoes virtually all weapons and becomes a true and pure spellcaster. Arcanechanneler_classic.doc
19 Arcane Crafter A specialist in creating magical items. ArcaneCrafter_classic.doc
20 Arcane Duelist A nice prestige class for mages. Arcaneduelist.rtf
21 Arcane Magistrate (Updated), The A very nice Prestige class. ArcaneMagistrate.doc
22 Arcane Musician Wandering minstrels who craved great arcane powers. ArcaneMusician.pdf
23 Arcane Swordsman (Epic) Arcane students who also focus on swordmanwhip. Comes with epic progression. ArcaneSwordsman.pdf
24 Arcane Warrior A powerful warrior/sorcerer class. ArcaneWarrior_unbalanced.doc
25 Arcane Warrior Elven sorcerers and warriors developed methods of combining magic and weaponry in order to defend their lands. arcane_warrior03.doc
26 Arcanist II, The Pretty much the same concept of the previous Arcanist, but with different rules. We decided to post this because it`s also a relic. Arcanist.pdf
27 Arcanist, The A new breed of magic users, with new rules for arcane casting and extensive details on the background of the order. 3th in a row. arcanist3e.doc
28 Archer A variant of the Ranger, similar to Baldur's Gate 2 kit of same name. Archer.doc
29 Archer, The A mixture of ranger and fighter, focused on archery. TheArcher.pdf
30 Athlete Athletes hone their bodies through natural means to become pinnacles of form. athlete.doc
31 Athlete, The Strong build folks who focus on physical skills. Comes with a bunch of new feats and it is really a flawless class, though not usually indicated for fantasy campaigns. TheAthlete.pdf
32 Athlete, The Master of muscles and physical feats! Comes with new feats as well. TheAthlete.pdf
33 Aural Lord A spellcaster who is fascinated by acoustics and the effects it has on the Art and Weave. Aural_Lord.rtf
34 Auron A channeler of divine energy. Very detailed prestige for using with the Aura Feats (check our feats section please). auron.doc
35 Awakened Ones A cleric prestige class, very nicely written, includes 20 prestige class levels. awakenedones.doc
36 Barbarian Anti-Magi Your typical sorcerer killer. Barbarianantimagi_classic.doc
37 Battle Mage Name says it all... battlemage.doc
38 Battle Magus Quite original abilities on this excellent prestige class, despite the name. BattleMagus.pdf
39 Battlecaster Another class that makes the mixture between fighter and wizard. This one is well balanced out. Battlecaster.pdf
40 Battler A master of combat awareness... Some very cool abilities in here. battler.zip
41 Beast Rider Based off of the Beast Rider in the old Fighters Handbook. Beast-rider_classic.doc
42 Berserker The name says it all: a ferocious warrior. berserker.doc
43 Black Knight More powerful than the baneguard, another servant of bane. Black_Knight_Classic.doc
44 Blade This is a cross between a monk and a fighter. Blade_classic.ZIP
45 Blade Dancer A nicely detailed class. bladedancer.htm
46 Blade Magus Warrior-mages that use the Weave to power their combat abilities. BladeMagus.pdf
47 Blade Master (Draft) Prestige class that is in draft, Nikolaos is looking for comments and suggestions. blade_master_draft.doc
48 Blade Master (Final Version) Prestige class that is now fully completed. blade_master_final.doc
49 Blademaster A master of blade finesse! blademaster.doc
50 Blades of Corellon Elite troop of forest defending elves! pclass_corellon.doc
51 Bladesinger Elven swordsmen that mastered the art of fencing and casting spells at the same time. Very nicely designed. Comes with the description of the Elven Slimblade, a new weapon. TheBladesinger.pdf
52 Bladestormer One who seeks to master dual weapons using the Ki inside himself. Bladestormer.doc
53 Blood Knight, The Angry warriors who seek their revenge against those who commit injustice. Bloodknight.pdf
54 Blood Magus The Blood Magus is a special type of mage that utilizes the blood of others to cast special spells. bloodmagus.zip
55 Bloodshade Magic users that specializes with necromantic magic and rites. bloodshade.doc
56 Bone Singer Bards that heals with music. May sound weird but we really liked the idea. Of course the description is also well done. bonesinger.pdf
57 Bounty Hunter Since we have many bounty hunters, each time we post a new one we tend to be more demanding on review. Bounty.pdf
58 Bounty Hunter Well this is a bounty hunter prestige, nothing really special but it`s rules-ok. BountyHunter.pdf
59 Bounty Hunter, The The Hunters of Men. bountyhunter.doc
60 Bow Master A specialist in the bow, loosely based off of Legolas in the LOTR movie. Created by Fendrin. bowmaster_classic.htm
61 Brawler (Dwarven Monk) Rules for dwarven monks. class_brawler.doc
62 Brawler, The An unarmed fighter that specilizes in dirty fighting and pure brute force. TheBrawler.pdf
63 Brothers Malleus, The The Brothers Malleus are a loose knit group of warriors who follow the ideals of Malleus Darkhammer. brothers_malleus.doc
64 Brothers of the stews Members of an underground rogues association, based in city stews. bots.htm
65 Buccaneer The ultimate swashbuckler d20buccaneer.pdf
66 Buccaneer (Updated!) An excellent swashbuckler class. Buccaneer.pdf
67 Buccaneer, The A very nice swashbuckler type class. Buccaneer.doc
68 Cabalist, The Summoners that can use demoniac abilities common to demons through the use of Pacts. Cabalist.pdf
69 Caller of Storms, The A very powerful magician that can cause natural disasters if well experienced. It`s a really nice class, but it`s impossible to not rate it as powerful/unbalanced. CallerofStorms.pdf
70 Caller of the Hunt A nature warrior who summons nature allies. callerofthehunt.doc
71 Channeler A well thought out class that is similar to a cleric version of sorcerers. Channeler.doc
72 Charmer Bards and sorceres who focus their arcane powers on enchantment and charm. Migth have too many bonuses stacking for Diplomacy. Charmer.pdf
73 Charmer Very well balanced out prestige for bards and sorcerers who specialize in charming magic... Would fit well for Saruman from Lord of the Rings. charmer.doc
74 Chi Mage Extremly well designed prestige class. ChiMage.pdf
75 Chosen of Mask A very nice prestige class based on the Chosen of Mystra. TheChosenofMask_classic.doc
76 Chronomancer A nice prestige class for the time wielding mage. Chronomancer.doc
77 Claw Fighter A unique specialist barbarian class. Clawfighter.rtf
78 Cliff Raiders of Aba Mal Ali, The Nomadic hunters that excels on climbing and exotic attacks. CliffRaider.pdf
79 Clod For the unlucky character who just happens to be lucky d20clod.pdf
80 CLOD (Updated!) A clumsy, but lucky character class. CLOD.pdf
81 Combat Artist Warriors who imbue their weapons with magical enchantments. combat_artist.doc
82 Combat Artist Great new warrior class, though I suggest you to add more requirements since its slight unbalanced. combat_artist.doc
83 Core Class Knights 3 excellent variants of a Knight class. Since there is no knight class on the Core Rulebooks, I suppose at least one of them can fit well into your camapign... CoreClassKnights.pdf
84 Cossack Hardy warriors from the outlands. Rather simple class that just got everything balanced out. Cossack.pdf
85 Cossak A mounted warrior. cossak.doc
86 Countermage A specialist in countering other wizards spells. CounterMage.doc
87 Courtier This one is very good, a kind of improved duelist. Some cool original combat abilities. Updated 03/20/03! courtier.doc
88 Crusher When one wants to bludgeon ones enemy's to death. TheCrusher_Classic.doc
89 Crying Freeman Based on the movie of same name (Anime). crying_freeman.pdf
90 Crystal Fist, The An impressive Psionic / Monk based prestige class. CrystalFist.doc
91 Dark Dancer Prestige class of an earthen god. dark_dancer.doc
92 Dark Hunter, The Servers of the Queen of Air and Darkness that joined the Wild Hunt. Nice class for a NPC, I bet your PCs wont like them... DarkHunter.pdf
93 Dark Knight Ferocious knights with weird code of honor. dark_knight.txt
94 Dark Knight An evil Paladin. Darkknight.doc
95 Dark Poet, The The Dark Poet is the master of tragedy and dark farce. TheDarkPoet.pdf
96 Death Lord Neutral but scary necromancers. death_lord.doc
97 Death Stalker Enraged warriors who have lost loved ones and now throw themselves into battles without caring for their own safety. DeathStalker.pdf
98 Death`s Hand Aasimars and Tieflings that had contacted the universal essence of Death! DeathsHand.pdf
99 Death`s Reaper Warriors wielding scythes and faithful to the God of Death. Cannot be better suited for a villain :) DeathsReaper.pdf
100 Demi Undead Part living, part undead with some of the best of both worlds. demi_undead.doc
101 Demon Hunter Based on the Demon Hunter from Warcraft 3... Updated 03/20/03 demonhunter.doc
102 Demon Master (Epic) A master demon summoner. This class was revised as an epic class and now is much more balanced! demon_master.doc
103 Desert Mage, The A new prestige class from the upcoming Karanblade d20 Campaign Setting. It's unrated because our webmasters are participating on it. desertmage.pdf
104 Devoted Band Knigths who defend the king and royal family at all costs. DevotedBand.pdf
105 Devoted Knight Honorable knight who focus on protecting those who are on their charge. DevotedKnight.pdf
106 Disciple of the Dagger Powerful dagger fighters. Suggest restricting all his abilities to the use of a dagger (which after all do minor damage). disciple_of_the_dagger.txt
107 Disciple of Umbra Deep the darkest regions of the world where sunlight is all but a memory, lie the monastic strongholds of the Disciples of Umbra. pclass_umbra.txt
108 Doll Master A vodoo mage? dollmaster.doc
109 Dominarian Sorcerer This looks very nice, its a sorcerer which uses Magic the Gathering cards as spells! There are some conversion rules (not yet extensively play tested though). If you like Magic card game try this... dominarian_sorcerer.pdf
110 Draco Knight A nice prestige class for those characters who wish to be the chosen of dragons. draco_knight.doc
111 Dragon Cleric Humanoids with dragon`s blood within their veins that also pray for dragon deities. DragonCleric.pdf
112 Dragon Knight A prestige class for Half-Dragons only! dragonknight.doc
113 Dragon Slayer Needs no Explanation! DragonSlayer.doc
114 Dragoon One of the best dragoon classes I have seen, definately worth looking at. Kdragoon.doc
115 Dragoon Really, another Dragoon. We just posted this one because its really well thought out and detailed. Maybe the best C3E Dragoon so far... Dragoon.pdf
116 Dragoon A nice variation on the Dragoon Prestige Class. braddragoon.rtf
117 Dragoon The famous Dragoon from Final Fantasy game series gained an excellent conversion to a 3e prestige class. pclass_dragoon.html
118 Dragoon, The Another version for the Final Fantasy Dragoon. This one is very well done (thats why I posted) and, like most others, a bit overpowering... But hey, thats FF! the_dragoon.pdf
119 Drake Brother The ones who worship dragons and become their kin. Drakebrother_classic.pdf
120 Dreamer Arcane masters of reality and consiousness. dreamer.doc
121 Dreamwalker Someone who dwells and interferes with your dreams. dreamwalker_classic.doc
122 Drider Unique guardian of nature. (Not Drider like the spider/drow race!) drider.txt
123 Drow Swordmaster Simple and yet quite well thought out prestige class for Drows specialized in Twin Sword fighting style... drowswordmaster.txt
124 Duelist A nice swashbuckler type class. Duelist.ZIP
125 Dwarven Battlerager Fearless dwarves whose enraged charges are feared among all armies. Very nice translation from AD&D version. DwarvenBattlerager.pdf
126 Dwarven Dervish An elite group of dwarven berserkers... Looks nasty. DwarvenDervish.pdf
127 Dwarven Janissary What can be worst than a dwarven killing machine? Possibly, a drunken one. DwarvenJanissary.pdf
128 Dwarven Stonefist A dwarven defender who followed the path of the monk. DwarvenStonefist.pdf
129 Dwarven Stonethrower A dwarf who throws stone shurikens! dwarven_thrower.txt
130 Dweomercrafter A spellcaster who specializes in crafting items. Dweomercrafter.rtf
131 Edge Dancer Nimble fighters who use dancing and rapiers to confuse and hurt their opponents. edgedancer.pdf
132 Edge Dancer A gypsy performer who welds dancing movements and cold steel with deadly accuracy. edge_dancer.rtf
133 Elder Bard, The A brave attempt to bring back the Bard from first edition to modern 3E days! elder_bard.doc
134 Elemental Crusader A nice battle-mage class, but too powerful... elementalcrusader.doc
135 Elemental Knight, The The Elemental Knight imbues his weapon, body, and even his mind with the elemental powers of the world. elemental_knight.doc
136 Elemental Sorcerer A sorcerer who becomes attuned to the elements. Elementalsorcerer_classic.doc
137 Elementalist Nature warriors that channel elemental powers and spells. Elementalist.pdf
138 Elementalist A warrior that also likes to destruct things with his elemental spells. elementalist.txt
139 Elite Arcane Archer (Epic) Our first Epic Level prestige class is an elite version of DMG Arcane Archer. elitearcanearcher.doc
140 Elven Battledancer A very nice elven Knight class elvenbattledancer.pdf
141 Elven Bladedancer A master of dual wield fighting. Don`t care about the name, it is an original class indeed. elven_bladedancer.doc
142 Elven Dancer of Blades This one is very well detailed, but it`s abilities are well overpowered. ElvenDancerofBlades.pdf
143 Elven Forester A variant of the Ranger Class. elvenforester.htm
144 Elven Scout, The A great new class! Elven_Scout.doc
145 Elven Scout, version 2, The A more balanced version of the Elven Scout class below! Elven_Scout2.doc
146 Elven Spellblade The Spellblade seamlessly meld arcane mastery with weapon prowess, all wrapped up in a graceful elven dancing form. ElvenSpellblade.pdf
147 Elven Wardancer A powerful warrior who dances death with blades. Elvenwardancer_unbalanced.doc
148 Elven Warrior Poet They deal death and ecstasy with the same frightening beauty... warrior_poet.doc
149 Elven Woodland Defender Could be a prestige class as well... wood_defender.doc
150 Emissary of Death Drow elves who judge who should live and who should die. emissaryofdeath.pdf
151 Emmisary of Evil A core class very similar to what would be an evil Paladin. EmissaryofEvil.doc
152 Epic Shifter Rules for playing the Shifter, from Masters of the Wild, beyond 20th lvl. epic_shifter.doc
153 Escapologist, The A street mage that combines roguish skills and some limited spellcasting ability. Escapologist.pdf
154 Ethore Masters of bare hands and lightning fast snakelike attacks. TheEthore.pdf
155 Exalted Zealot The Exalted Zealot has tasted true evil, and is disgusted by its corruption. They are the warriors of Pure Good, and will stop at nothing to spread hope throughout the lands. ExaltedZealot.pdf
156 Exoticist A fighter who specializes in exotic weapons. Exoticist.doc
157 Expert, The A nice warrior type class balanced by the class construction engine. The_Expert_classic.doc
158 Eyes of the Evening Servants of Selune. eyesoftheevening.doc
159 Fairgrounds Wrestler Someone whose brute strength and talent for showing off can chose this career. fairgrounds_classic.doc
160 Faith Avenger, The Nice fighter cleric hybrid prestige. faith_avenger.pdf
161 Falconer, The Very impressive, well detailed and illustrated new prestige class. Comes with descriptions of Falconer society and myths. Long Download (630Kb) falconer.pdf
162 Feint Master A master of feint who is always looking for hiting the following blows! FeintMaster.pdf
163 Fensal Hunter Elite Elven prestige class (mixes some great abilities) fensal_hunter.doc
164 Fighter Mage A class that combines the two classes into one. Fighter_Mage.doc
165 Fighter of Elements, The Sorcerers and/or psionics that shape elemental powers on their bodies and weapons... FighterofElements.pdf
166 Filth Master Someone who takes pride in being the unclean shadow on the streets, uses it to his/her advantage. FilthMaster_classic.pdf
167 Firemage A prestige class of spellcaster who is adept with fire magic. This is a 5 level prestige class. Firemage.doc
168 Fist of the Weave A Monk attuned to the Weave from the Forgotten Realms campaign setting. FistofWeave.doc
169 Flagellant Priests that inflict wounds on themselves to atone for their sins, nad empower their spells. Flagellant.pdf
170 Flashing Blade Showmen that focus more on weapon skill display than actually warrior training. Very nice concept to throw into your campaigns. FlashingBlade.pdf
171 Fleet of Foot The Fleet of Foot are fast; really fast. fleet_of_foot.doc
172 Force, The High-powered monks. force.pdf
173 Freedom Fighter Those who fight for a cause. freedom_fighter_classic.doc
174 Frigid Storm A nice prestige class for elves or half-elves frigidstorm.rtf
175 Frost Lord A great prestige class for characters who traverse the frozen lands. frostlord.doc
176 Gambit Mysterious and lone warriors who can read thoughts and predict the near future. (Long Download: 830Kb) gambit.pdf
177 Geomancer Check out the Geomancer, a sorcerer variant that specializes in earth manipulation. geomancer.doc
178 Geomancer Impressive, detailed and well-balanced class. Comes with a bunch of equally good earth related spells. TheGeomancer.pdf
179 Ghost Mage A very nice prestige class for those who delve into the supernatural. ghostmage.doc
180 Gladiator In almost every major city, and several minor ones, there exists a form of entertainment based on arena combat... Check the file for the rest, its a pro class! gladiator.doc
181 Gnome Bolter A kind of arcane archer class for gnomes and their crossbows. It`s very well done. GnomeBolter.pdf
182 Gnomish Champion, The A humorous approach the gnomish racial paragon. TheGnomeChampion.pdf
183 Gnomish Dreamweaver Illusions who alter the way others see reality. Gnomish_Dreamweaver.doc
184 Gohan Suppose its Dragon Ball Z based. gohan.doc
185 Golden Monk A master of the elements around him. golden_monk.doc
186 Guerilla A warrior who specializes in stealth and traps guerillaclass.doc
187 Guild Pugilist A city thug that excels on bare handed combat and urban stealth. GuildPugilist.pdf
188 Gun Blazer A nice steampunk type class for those who use firearms in their settings. GunBlazer_unbalanced.doc
189 Gunner, The Well this is not d20 modern yet, it is a class for Musket users! thegunner.doc
190 Gunslinger A renascence warrior who is a master of Gun-fu. Comes with archaic firearms statistic tables. GunSlinger.pdf
191 Halfling Burglar A very well designed prestige class for the Halfling who wishes to pursue cutpursing. HalflingBurglar.doc
192 Hammer of Karaz-a-Karak These folks are above dwarven defenders and, of course, their abilities are a bit overpowered here. But the whole idea sounds good. HammerofKarazaKarak.pdf
193 Hammer, The A master of bludgeon two handed weapons, preferably a hammer! Very fun. TheHammer.pdf
194 Harlequin A femme fatale that makes her ways trough deceit, humor and quick wits. The 10th level ability might be unbalanced. Harlequine.pdf
195 Harper Knight, The Harpers are members of a secret society dedicated to holding back evil and preserving knowledge. harper_knight.doc
196 Healer A more unique and specific healing class. Healer.ZIP
197 Hippocrates Unbound Healers that use mundane skills and herbs for healing, instead of magic or clerical powers. Comes with 4 different prestige classes. Recommended for low-magic campaigns. hippocratesunbound.pdf
198 Holy Midwife, The Healers that take care of pregnant women and newborn babies. Nice class for a NPC, exotic class for a PC (though can be interesting!) HolyMidwife.pdf
199 Holy Roller, The An holy enemy of undead and lycanthropes. This one is worth reading just because of the 10 riddles test requirement alone. HolyRoller.pdf
200 Houri (Revised) Mistress of seduction. Houri_classic.doc
201 Houri, The A seductress prestige class, very well created, many new spells. Houri.doc
202 Hunter, The Name says it all, a master animal tracker... the_hunter.doc
203 Ice Lord A very nice prestige class for specialists of ice magic. icelord.doc
204 Ikon A type of Psionic Knight, very well done. ikon.doc
205 Inquisitor A law based prestige class. inquisitor.doc
206 Iron Fist An order of monks who focus on physical damage over meditation. IronFistMonk.pdf
207 Iron Fist of the North, The Interesting mix of barbarian and monk classes. Was our first submitted prestige class with notes on class balance. TheIronFistoftheNorth.pdf
208 Ishbalan Crusader Ishbalan crusaders exist for one purpose: the removal of arcane magic from the world. ishbalan_crusader.pdf
209 Jedi A nice port of Jedi, but unbalancing and only for those whose campaigns would allow lightsabers. Jedi_unbalanced.doc
210 Jin Another Dragon Ball Z based class, we will soon have an entire Dragon Ball Z campaign here :) J.pdf
211 Jiu-Jitso Master A five levels prestige class about the Jiu-Jitso fighting style. The rules are perfect in describing this style, so it made a relic. JiuJitsuMaster.pdf
212 Juggernaut A powerhouse who can take what he can dish. juggernaut_classic.doc
213 Juggernaut The sturdy swordmaster who can take a beating and not even slow down. juggernaut.doc
214 Justicar A peacekeeper prestige class, that has a blend of psionic ability. justicar.doc
215 Justicars of Tyr, The A great new class for the Forgotten Realms! UPDATED! justicar.doc
216 Kensai Katana masters. Suggest reducing the ammount of bonus feats to balance it more. kensai.txt
217 Ki Warrior A monk that uses Ki... Fonts are hard to read. ki_warrior.doc
218 Knife Specialist A prestige class for Rogues or Assassins. TheKnifespecialist_classic.doc
219 Knight of Kings Royal Brigade Just a knight the way a knight should be, simply a relic. Suggest changing Knowledge (law) for Knowledge (nobility) at requirements. knight_of_klb.pdf
220 Knight of Principle A defender of weak and law, this is not a standard prestige class and has 15 levels. KnightofPrinciple.doc
221 Knight of Sun As the power of the Shining One expends, he needs more and more warriors to fight by his side... knightofsun.doc
222 Knight of the World The Divine Knight of the World is a man who takes three words to heart. These words are Honor, Duty, and Justice. knight_world.doc
223 Knight ofthe Mind Similar to a Psionic Paladin. Knightofthemind_classic.doc
224 Knights of Hieroneous A knightly prestige class with nice background but not so original abilities. KnightofHieroneous.pdf
225 Kuma A monk like prestige class that teaches the bear's nature. Kuma.doc
226 Light Bringer Devoted Priests of Pelor LightBringer.doc
227 Lindorn, The Students of the old elvish ways of nature magic, these folks work their spells through and from trees. Very nice detailed class! Lindorn.pdf
228 Living Legend Natural born heroes destined to excel among warriors. LivingLegend.pdf
229 Longstrider of Kari, The The Kari Longstriders excel at fast travel, survival and archery. They are tough, resilient to the environment and capable in a fight. LongstriderofKari.pdf
230 Maelgrissa, The A warrior who excels on intimidation rather than actually fighting skills. Maegrissa.pdf
231 Mage Bound, The Warriors who serves as arcane users familiars, or such... pclass_cmcanally2.doc
232 Mage Slayer A specialist in killing those who wield magic. MageSlayer.doc
233 Mage Warder Interesting class about warriors that undergo magical rituals to get some special abilities while near their mage patrons. MageWarder.pdf
234 Magos Incarnadine A spellcaster who continues on the path of the Archmage Magos_Incarnadine.rtf
235 Magus A great new class, a sorcerer/cleric mix! The_Magus.doc
236 Magus Best suited for Prodigy race found on New Races. Dark prophesies surround these powerful few. Is there truth in the words, or is it inspired by the fear of their great powers? magus.doc
237 Maiden of the Vine Nice original and detailed prestige class for those who want to became plant-bound creatures. MaidenoftheVine.pdf
238 Malhavoc Follower (Epic) Arcane casters who can turn into shadows... malhavoc_follower.doc
239 Mana Mage A mage who chooses colors as if they were schools of magic. Comes with a new list of arcane spells based on each color. Could be less complex though. ManaMage.pdf
240 Mancer A warrior priest of a specific domain. Mancer.zip
241 Martial Artist Alternative to the monk. This class uses feat based techniques instead of class level feats. Very customizable! martialartist.zip
242 Master Diplomat A master of negotiations. Master_Diplomat.doc
243 Master of Duels, The Whoa another relic here, a very nicely designed swashbuckler class. BABs are wrong to me, should start at +1 (not +0). masterofduels.doc
244 Master of the Void Prestige class made for monks. masterofthevoid.rtf
245 Master Ranger When every ranger advances to become superior at what he does. Masterranger_classic.doc
246 Medium Summoner based on Final Fantasy X video game. medium.doc
247 Memory Mage Wizards with powerful memory that was developed by years of spellcraft study. MemoryMage.pdf
248 Mental Overlord A modified version of the Mind Knight prestige class. Mental_Overlord.doc
249 Messanger Nice thought out, maybe best suited for a prestige class. messanger.txt
250 Messianic Avatar The Messiah's, truly god touched individuals. messianic_avatar.doc
251 Meteo Monk A complex, though very well done, monk variant. meteo_monk.doc
252 Midnight Minstrel A Midnight Minstrel is tasked with promoting the learning and practice of weave magic for its proper use. midnight_bard.doc
253 Mimic, The Warriors that have the supernatural power of mimicking their opponents abilities. Probably based on the class from Final Fantasy Tatics games. TheMimic.pdf
254 Mind Knight Psionic who specializes at combating other psionics. Mind_Knight.doc
255 Mind of the Cabal (Epic) An epic prestige class for psionics! mindofthecabal.txt
256 Monk of Pelor Devoted Monks of Pelor MonkofPelor.doc
257 Monks of the Mind A very nice swashbuckler type class. Monks_of_mind.doc
258 Morde Messenger Ones who specialize in Life and Death, including Undeath. morde_messenger.doc
259 Myrmidom, The Blade fighters with unusual and powerful mystical abilities. TheMyrmidon.pdf
260 Mystic, The Divine spellcasters that receive their spells from their divine connection to sacred places. Mystic.pdf
261 Mysticist The one listed here is called the Houshi, a Buddhist Mysticist who relies on the combination of the staff and the fuda to weaken the spirit. Mysticist.pdf
262 Naturalist Naturalists are those who seek harmony in themselves to find harmony with nature. naturalist.doc
263 Naturalist Herbalists who don`t believe in magic. naturalist.doc
264 Necroscoundrel Roguish necromancers with well thought out abilities. I think the +2d6 sneak attack at 1st level should be +1d6, stacking with previous bonuses. necroscoundrel.doc
265 Nightblade Nice mix of rogues and sorcerers using CCE. Suggest Rogue`s BAB progression instead. It has nothing to do with Karanblade`s Nightblade. nightblade.doc
266 Nightstalker A rogue/sorcerer who specializes in stealth and jumping. Nightstalker_classic.doc
267 Ninja of the Dark Cloud Ninja assassins! NinjaoftheDarkCloud.pdf
268 Ninja, The Dangerous master assassins, the ninja are sworn enemies of samurai. TheNinja.pdf
269 Orc Grunt A particularly nicely created class for Orcs or Half-orcs, very dangerous and highly skilled melee class. OrcGrunt_classic.doc
270 Ordamt Ordamti are an odd mix of paladins, monks, and rogues. ordamt.txt
271 Oros A BeastMaster/BeastFriend core class variation. class_oros.doc
272 Oros (Animal Friend), The New Class that specializes in dealing with animals and nature. oros.doc
273 Pacifist, The Maybe hard to include on your campaign. Bush didn`t liked it... the_pacifist.doc
274 Paladin of Lloth Drow elves anti-paladins. paladinoflloth.doc
275 Peace Keeper An very well constructed prestige class. Peacekeeper.rtf
276 Pegasus Knight, The Very well-balanced class about knights that excels on riding and mounted combat. ThePegasusKnight.pdf
277 Physical Adept Advanced Monks that are even more capable physical combatants. physical_adept.doc
278 Planeswarrior A very rare class that is devoted to the arts of fencing and planar travel. Planeswarrior.pdf
279 Poison Blade Masters of poisons, who utilizes them to kill, debilitate or disable their opponents. PoisonBlade.pdf
280 Poisoner, The Simply a specialist in poison use and creation... It`s a relic because it`s well done and fit to use into any campaign! ThePoisoner.pdf
281 Poisonist A specialist of poisons, who is immune to his own craft. poisonist.doc
282 Priest (Cleric Variant) This new take on Cleric by Piratespice is close to perfection, congratulations to him. I would just take the 0s from Spells per Day table. priest_clericvar.doc
283 Prophet Those with insight granted by the gods. Prophet_classic.doc
284 Protectors of the Great Oak, The A very well constructed Druid or ranger prestige class. protectors_great_oak.doc
285 Psi Spider Those who are obsessed with Arachnids, can train to become this very well done class. psi_spider.doc
286 Psion, The An interesting remake of the class, converts 2e psionicists to 3e psions. Psion1.doc
287 Psionic Sneak A nice variation of Psionic and Rogue, giving up some of both skills to become proficient at both. Psionic_sneak_classic.doc
288 Psychic A variant on the Psion/Psychic warrior, potentially unbalancing. Psychic_unbalanced.doc
289 Psychic Rogue Great new psionic class that makes use of the best of both worlds (Psionics & Rogues) psychic_rogue.rtf
290 Psychomancer A Psychomancer harnesses the power of mind and magic and weaves them into one to perform his abilities. ThePsychomancer.pdf
291 Pugilist Very dangerous monk-like class, with some original abilities. Correct Ref/Will saves and Pressure Chests ability (which is too powerful) and you are ready to go! pugilist.zip
292 Puppet Master A spellcaster who specializes in creation. Puppet_Master.rtf
293 Pyro For the mage that likes fire a little too much. PYRO.doc
294 Rake, The Bloody berserkers who fight with two axes. TheRake.pdf
295 Ranger Variant A unique version of a ranger that does not cast spells. RANGER-variant.DOC
296 Ranger Variant The Class Construction Engine noticed that the Ranger were the most weaker of all classes... Fortunately, for the ranger players, Ted Garland created this flawless variant, which just adds a few more free feats to make it all balanced. ranger_variants.zip
297 Rath`s Bounty Hunter Another bounty hunter class, this one is also well balanced out. BountyHunter.pdf
298 Rebel, The Warriors of free-spirit that refuse being controlled by all means. therebel.doc
299 Red Mage, The More like an everything class, the class that can mimick all other classes, albeit not as well. RedMage_classic.doc
300 Relic Hunter An indiana jones type prestige class. relichunter.rtf
301 Riders of the Savanna, The A nice prestige class for barbarians or other classes. riders_savanna.doc
302 Ritual Warrior Tribal defenders whose faith on spirits power supernatural abilities. TheRitualWarrior.pdf
303 Rogue Scholar For the rogue, wizard or sorcerer just has to pursue the neverending quest for knowledge. RogueScholar.doc
304 Rope Master, The A master of ropes and whips... Or, in other words, a d20 cowboy! Ropemaster.pdf
305 Runic Blade Abnormally powerful mystic warriors. runic_blade.doc
306 Sacred Fist, The A good monk prestige class. SacredFist.doc
307 Saeros Witch A very nice take on the witch concept by Saeros. The class abilities makes sense and the spell list is well balanced out. SaerosWitch.pdf
308 Samurai, The A very well constructed class, looks professional. Samauri_class.doc
309 Sarcastic Swordsman Spider-man taunting with swords. SarcasticSwordsman.pdf
310 Savage, The An nice barbarian based prestige class. The_Savage.doc
311 Savant of the Brand At first, this one may read like another Duelist-like prestige class... Though if you check out it`s amazing original acrobatic abilities, you might agree that it`s a relic. SavantoftheBrand.pdf
312 Scarred One Barbarians who inflict wounds on themselves, becoming ferocious melee combatants who ignore pain. ScarredOnes.pdf
313 Scout The Scout is a soldier who is very fast and highly skilled in the art of intrusion. Ranger/Rogue variant sent by Alias Worg. scout.doc
314 Scout, The Wanderers of the lands that developed a keen sense for dangers and mishaps, and also a natural ability of finding the right path on their travels. Nice broad concept here. TheScout.pdf
315 Sentinel, The The true masters of observation and alertness. These adventurers look forward to develop their keen senses above anything else. Very nice class suited for almost any campaign... Sentinel.pdf
316 Serial Killer After Book of Vile Darkness we are receiving some classes like this one. serial_killer.doc
317 Serpent Mage Mages that begin their careers summoning reptiles, and end it summoning dragons! SerpentMage.pdf
318 Shadow An assassin like prestige class ShadowPclass.doc
319 Shadow Assassin Sounded boring at start, but after reading throught all abilities, it made a relic easily. Very well developed. Combat timing might be unbalancing though. ShadowAssassin.pdf
320 Shadow Chaser of Urlmar, The Shadow chasers are drawn to areas where the Undead are thickest. Whether it is the chance of putting some restless soul to peace, or quieting the keen of a banshee a shadow chaser will take up the challenge. ShadowChaserofUrlmar.pdf
321 Shadow Eye Arcane roguish spies that hide in the sahdows. shadoweye.html
322 Shadow Khan This is a roguish spellcaster with Aura abilities. shadow_khan.doc
323 Shadow Knight A heart of ice and a devotion stronger than steel-these are at the core of the Shadow Knight. shadow_knight.doc
324 Shadow Knight An evil knight, dangerous and skilled. Shadow_Knight.doc
325 Shadow Sniper Roguish archers are always deadly. ShadowSniper.pdf
326 Shadow Witch A witch that keeps to herself, though can be good or evil. Shadow_Witch.doc
327 Shadowolf Apparently another Anime/Mang based class. shadowolf.doc
328 Shaman An adept like class, cross between barbarian and druid. Shaman.doc
329 Shaolin Master A monk who specializes in harnessing the elements. ShaolinMaster.doc
330 Shield Maiden New class devoted to healing and protective techniques. shield_maiden.doc
331 Shinobi Masters of stealth and martial arts, they came from distant mystical lands... Shinobi.pdf
332 Ship Mage Wizards specializing in faring aboard ocean crossing vessels. ship_mage.rtf
333 Shotokan Warrior, The A monk that have some very unusual abilities, like the Hadoken bolt or the Shoryuken uppercut. Some long time gamers may have seen them... ShotokanWarrior.pdf
334 Sicarii, The Sneaky assassins that specializes in killing specific targets without being noticed. Some nasty sneaking abilities within. Sicarii.pdf
335 Silent Fist A deadly monk prestige class. Silentfistclan.doc
336 Silver Order, The An order of monks dedicated to the protection fo the Weave. SilverOrder.pdf
337 Singer, The Powerful elven bards. Comes with lots of special songs TheSinger.pdf
338 Siphoner, The A master burglar who can even steal spells and hit points! TheSiphoner.pdf
339 Sisters of Mercy A well crafted and very well written prestige class for female characters. Sisters_of_mercy.doc
340 Skald A seeker of tales, wanderer of the adventure stories, master of poetry. Skald.pdf
341 Slum Lord A fantasy medieval junkie with unusual abilities. SlumLord.pdf
342 Sneak, The The best burglar of them all. Sneak.doc
343 Sniper One who specializes in taking out targets from a distance. Sniper.doc
344 Sniper, The A scouting sniper. TheSniper.pdf
345 Sogo Monk A master of quarterstaff and incredible vaulting leaps! SogoMonk.pdf
346 Solar Collection 3 new and very nice classes: The Guardians, Darksoul and Deathmaster. SolarCollection.pdf
347 Solonor's Bowhunters Exceptional archer prestige class. SolonorsBowhunters.doc
348 Sorcerer Variant Another class variant that tries to make the Sorcerer a bit more balanced. sorcerer_variant.doc
349 Sortier Master of hit and run. sortier-x.doc
350 Soul Master Clerics who made a pact with the devil, or such... soul_master.doc
351 Spirit Archer Free-spirited archers whose ultimate goal is to craft a spiritual bow. spirit_archer.doc
352 Spirit Warrior, The This is a new class for the D&D 3rd edition that is based on the TV show Dragon Ball-Z. I used a monk as a template, so this is really a variant on the monk. spititwarrior.doc
353 Spy, The Here is the spy, a class made using the Class Construction Engine (above) class_spy1.doc
354 Spymaster Specializes in gathering information and infiltration, is quite capable of doubling up as an assassin as well. spymaster.doc
355 Spymaster Subterfuge devoted prestige class. pclass_spymaster.doc
356 Stalker This is a paladin derived prestige class who specialize in fighting the undead. pclass_stalker.html
357 Stalker in Shadows Overly detailed roguish prestige, comes with a long description of their organization. StalkerinShadows.pdf
358 Star, The When Popularity, Fame and Talent take your Bard to a new level. TheStar_classic.doc
359 Starmaster Starmasters are Mages who have tapped into their inner power and concentrated it into a cloak of energy. starmaster_class.rtf
360 Steel Fury Blade Glauntet specialists with weird martial abilities. SteelFury.pdf
361 Street Fighter One who specializies in fighting with dirty tactics and brawling. StreetFighter.doc
362 Summoner A very nice prestige class, loosely based on the Summoner game. Summoner.doc
363 Summoner, The A master of summoning magic. Comes with detailed summoning tables and some new rules. TheSummoner.pdf
364 Sumo Warrior Cool this is a sumo wrestler! Blubber armour is nice but the bonus advancement might be too high... sumo.doc
365 Sun Dragon Monks, The An elvish monk clan of disciples from the Sun Dragon. SunDragonMonk.pdf
366 Swanmay, The Another relic from Rob: well illustrated, detailed and quite balanced. Long Download (690Kb) swanmay.pdf
367 Swarm Master/Mistress, The Nice prestige class for characters from the swamps, or those who spend time with lizardfolk. SwarmMasterMistress.rtf
368 Swashbuckler, The An agile, nimble and quick-witted warrior! swashbuckler.doc
369 Sword Master For the one who wishes to be a master of blades. Based loosely off of the Sword Dancer Class. SwordMaster3E.doc
370 Sword Master A specialist at wielding two weapons and can perform special abilities with the blade. swordmaster.doc
371 Sword Sorcerer A great new class that mixes combat and magic! Sword_Sorcerer.doc
372 Swordman of the Sightless Eye Monks that learned how to fight without the need of visual aid. They use their personal weapon, the Zaitochi. SwordsmanoftheSightlessEye.pdf
373 Tamer A class that trains and works with animals. Tamer.doc
374 Tarot Mage Based on Sakura Card Captor. For me its too complex for a prestige class but if you are a fan thats for you. tarot_mage.rtf
375 Tauren (Monster Class) Minotaur warriors that received spiritual powers from their ancestors and became elite fighters. This class is intended for monsters, it would be alot unbalanced for PCs. Tauren.pdf
376 Tempered Ones, The Paladins who undertake rituals of purification to empower their combat abilities and resistance. TheTemperedOnes.pdf
377 Templar, The A very nice paladin variation. TheTemplar.pdf
378 Thaumaturge Specialists of Lore and the mysterious art. Thaumaturge.rtf
379 Time Master Someone who can manipulate the fabric of time around them. time_master.doc
380 Torchbearer, The Priests of the God of Light who preach the flashing flames of Truth. Torchbearer.pdf
381 Town Drunk, The Prestige class similar to the drunken master TownDrunk.doc
382 Traveler of the Silken Road This prestige class focuses on warriors who use naught but the sword. A great class and organization to add to any campaign. traveler.pdf
383 Treesinger Closer to a Kit rather than a prestige class, characters retain all basic class info and add more statistics for this prestige class. Treesinger.doc
384 Tribesman A mix of Barbarian and Ranger... This was close to unbalanced rating though. tribesman.doc
385 Trickster These characters seek to spread mischief throughout the world. trickster.doc
386 Triune A knight blessed with enchantments and power Triune_classic.doc
387 Trophy Hunter, The Fierce hunters that use the badges of fallen opponents as trophies of honor. TheTrophyHunter.pdf
388 Troubleshooter For the rogue who wants to help solve any problems adventurers face while questing. Troubleshooter.doc
389 True Caster A variant of the polemic Mystic Theurge from D&D 3.5; This one is also gains both arcane and divine spell progressions, but not on every level. Truecaster.pdf
390 True Summoner A magic user who deals with unique summoned creatures, who function more like allies than summons. Very well balanced out. Yet simple, it is a really good class. TrueSummoner.pdf
391 Tunnel Master A prestige class for Kobolds, the masters of tunnel traps!. TunnelMaster.pdf
392 Unarmed Warrior Warriors that focus on unarmed combat. Though not developing supernatural powers like the monks, they hit harder than them... UnarmedWarrior.pdf
393 Undead Hunter A nice prestige class for those who wish to be the bane of the undead. Undeadhunter.doc
394 Underworld Scourge A prestige class for those who wish to build an evil guild or empire. UnderworldScourge.doc
395 Updated Valkyrie The Virgin Warrior Maiden. ValkyrieClass_classic.rtf
396 Valkyrie The infallible virgin warrior maidens of the deities. Those who search for souls whom are worthy enough to join the deity in their home plane. Valkyrie.pdf
397 Vlaude`s Track of Immortality Surely a powerful prestige, which comes with very high requirements though. vlaudes_track.doc
398 Voromancers Ritualistic power stealers... This one is tough to balance, but I think its pretty balanced here. voromancers.html
399 Wandering Blade An expert sword warrior. WanderingBlade.doc
400 War Priest of Heironeous A specialized priest whose focus is combat. WarPriestofHeironeous_classic.doc
401 War Wizard A specialist at fighting in the trenches at battles. War_Wizard.rtf
402 Warbringer The champions of Tempus! warbringer.doc
403 Warchief, The A leader in the battle field! This class is very generic and suitable to any campaign. TheWarchief.pdf
404 Warlock This is the Wild Mage template to be added to other sorcerer classes. Warlock_classic.doc
405 Warlock, The A 3rd Edition version of the Wild Mage. Warlock1.doc
406 Warrior of Underdark Very powerful class suited for the Duergar and Derro, a race of evil dwarves that dwells in the deep caves of Underdark. WarriorofUnderdark.pdf
407 Wilderness Warrior A specialist in the bladed gauntlets. TheWildernessWarrior_classic.doc
408 Wind Dancer, The The first free peak at Karanblades prestige classes. The barbarians from Rain Islands whose dances are a mixture of beauty and bloodly fury! Dont miss the illustration inside... winddancer.pdf
409 Winter Warrior, The A class based on those who traverse in the arctic lands. Winter_Warrior.doc
410 Witch Collection, The 4 different takes on the Witch Class. All of them are very well done. TheWitchCollection.pdf
411 Witching Seductress The beguiling woman who uses her enchanting ways to get what she wants. WitchingSeductress_classic.pdf
412 Wizard Slayer Barbarian who lives for destroying all there is magical. BarbarianWizardSlayer.doc
413 Wyrmslayer Those who specialize in hunting dragons. wyrmslayer_classic.doc
414 Zealot Very nice prestige that describes the most pure among the defenders of goodness. zealot.doc

[PC43] Collective 4.3 Classes


Knight of Quantity1

Level KXP Warrior
123 456 7
1 0 1-- --- -
2 7 2-- --- -
3 17 31- --- -
4 41 42- --- -
5 75 531 --- -
6 125 642 --- -
7 200 753 1-- -
8 318 864 2-- -
9 525 975 31- -
10 950 A86 42- -
11 1600 B97 531 -
12 2250 CA8 642 -
13 2900 DB9 753 1
14 3550 ECA 864 2
15 4200 FDB 975 3
16 4850 GEC A86 4
17 5500 GFD B97 5
18 6150 GFE CA8 6
19 6800 GFE DB9 7
20 7450 GFE DCA 8
21 8100 GFE DCB 9
22 8750 GFE DCB A
23 9400 GFE DCB B
24 10050 GFE DCC B
25 10700 GFE DCC C
26 11350 GFE DDC C
27 12000 GFE DDD C
28 12650 GFE DDD D
29 13300 GFE EDD D
30 13950 GFE EED D
31 14600 GFE EEE D
32 15250 GFE EEE E
33 15900 GFF EEE E
34 16550 GFF FEE E
35 17200 GFF FFE E
36 17850 GFF FFF E
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+1 10  4  8  4  2  2  2  0
+2 10  6  8  6  4  4  4  2
+3 12  8 10  8  6  4  4  2
+4 14 10 12 10  8  6  4  2
+5 16 10 14 12  8  6  6  4
+6 16 12 14 14 10  8  6  4
+7 18 14 16 16 12  8  8  4
+8 20 16 18 18 14 10  8  6
+9 22 16 20 20 14 10  8  6
+10 22 18 20 22 16 12 10  6
+11 24 20 22 24 18 12 10  8
+12 26 22 24 26 20 14 12  8
+13 28 22 26 28 20 14 12  8
+14 28 24 26 28 22 16 12 10
+15 28 24 28 28 22 16 14 10
+16 28 26 28 28 24 18 14 10
+17 30 26 28 28 24 18 16 12
Requisites: Str 12, Dex 14, Chr 20, Cml 13
Alignment: any
HD/level: 5d3 (not a typo: it's five dice.)
Weapon Prof.: 3*level
To Hit Table: War
Save Table: War*2 (see note)
Reference: DM {Planeshifted Knight of Quality1}
Groups: Warrior, Alternate
 
The Saves of "War*2" means to read the Warrior table at your level, and multiply the results by 2 (this is different from "2xWar", where you multiply your level by 2 before reading).
Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
Can cast Wizard Conjuration/Summoning spells as if they were Warrior spells.
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
Level 1 ¶: Pick weapon of choice; your number of attacks with that weapon = (LVL+2)/2.
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: Regenerate LVL hp/s.
Level 1: Can operate at negative hit points equal to -10*level. While in this state, you cannot make any type of attack (magic, psionic, physical, or otherwise).
Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
Level 3: Free Action cont.
Level 3: Gets LVL/3 Mounts (see Beast Rider class), DL=(LVL+2)/3.
Level 3: Can build a freehold and attract LVLd1000 Followers. Automatically gains 1 XP per year per follower if you set up a stronghold. Each follower is (roll 1d100:) 01-45=level 0, 46-95=level 1, 96-99=level 2, 00=level 3. Assuming no other activity, any given follower has a LVL-2 in 20 chance of going up in level each year (where LVL is your level).
Level 3: Mental link with a number of lieutenants (followers that are Warriors of at least 3rd level) equal to your level (this operates on its own unique psionic frequency).
Level 4: Gain "Whirl" (slightly improved in area of effect). 1P: Do 1 attack on every target within 15'r (one group usually).
Level 5: +(LVL-3)/2 QP actions.
Level 9: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)

[PC43] Collective 4.3 Classes


Mind Flayer0

Level KXP Psi1&2
mMG SU
1 2.9 (owe) 1-- --
2 9.9 2-- --
3 26.4 3-- --
4 66 40- --
5 124.2 51- --
6 211.5 52- --
7 357 62- --
8 648 63- --
9 873 740 --
10 1098 841 --
11 1323 851 --
12 1548 852 --
13 1773 952 --
14 1998 962 --
15 2223 A62 c-
16 2448 A72 b-
17 2673 A73 a-
18 2898 B83 0-
19 3123 C84 1-
20 3348 D94 2-
21 3573 E95 3f
22 3798 FA5 3e
23 4023 GA6 3d
24 4248 HB6 4c
25 4473 IB7 4b
26 4698 JC7 4a
27 4923 KC8 50
28 5148 LD8 51
29 5373 MD9 52
30 5598 NE9 62
31 5823 OEA 63
32 6048 PFA 63
33 6273 QFB 73
34 6498 QFB 84
35 6723 QFB 94
36 6948 QFB A4
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  2  2  2  2  2  2  2  2
+0  3  3  3  3  3  3  3  3
+0  3  3  3  3  3  3  3  3
+0  4  4  4  4  4  4  4  4
+1  4  4  4  4  4  4  4  4
+1  5  5  5  5  5  5  5  5
+1  5  5  5  5  5  5  5  5
+1  6  6  6  6  6  6  6  6
+2  6  6  6  6  6  6  6  6
+2  7  7  7  7  7  7  7  7
+2  7  7  7  7  7  7  7  7
+2  8  8  8  8  8  8  8  8
+3  8  8  8  8  8  8  8  8
+3  9  9  9  9  9  9  9  9
+3  9  9  9  9  9  9  9  9
+3 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+4 11 11 11 11 11 11 11 11
Requisites: Int 18, Wis 16
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: & 2+level/5
To Hit Table: Psi +4 levels
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster
 
Has a psionic progression in Psi1 and Psi2. Gets Int bonus to psionic progression. PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +2 Int. This bonus cannot be used to qualify for the Mind Flayer0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 14 ¶: +4 HNCL
Level 18: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.

[PC43] Collective 4.3 Classes


Minimizer

Level KXP
Spells
1 0 (varies)
2 2.5 (varies)
3 5 (varies)
4 10 (varies)
5 20 (varies)
6 40 (varies)
7 80 (varies)
8 150 (varies)
9 300 (varies)
10 500 (varies)
11 750 (varies)
12 1000 (varies)
13 1250 (varies)
14 1500 (varies)
15 1750 (varies)
16 2000 (varies)
17 2250 (varies)
18 2500 (varies)
19 2750 (varies)
20 3000 (varies)
21 3250 (varies)
22 3500 (varies)
23 3750 (varies)
24 4000 (varies)
25 4250 (varies)
26 4500 (varies)
27 4750 (varies)
28 5000 (varies)
29 5250 (varies)
30 5500 (varies)
31 5750 (varies)
32 6000 (varies)
33 6250 (varies)
34 6500 (varies)
35 6750 (varies)
36 7000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: (none)
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random
 
Each level, the DM rolls 2 Mini classes. You get that level of each of those Mini classes' abilities. You can choose which form (Normal, Alternate, or Alternate 2) of the Mini class you use.
1F, 1/reset: Reroll up to LVL Mini class results you have.

[PC43] Collective 4.3 Classes


Mob Instigator1

Level KXP Psi100
mMG S
1 0 1-- -
2 1 2-- -
3 3 3-- -
4 9 4-- -
5 18 5-- -
6 36 51- -
7 72 52- -
8 144 53- -
9 210 54- -
10 288 55- -
11 576 66- -
12 864 77- -
13 1152 88- -
14 1440 881 -
15 1728 882 -
16 2016 883 -
17 2304 884 -
18 2592 885 -
19 2880 886 -
20 3168 887 -
21 3456 888 -
22 3744 999 -
23 4032 AAA -
24 4320 BBB -
25 4608 BBB 1
26 4896 BBB 2
27 5184 BBB 3
28 5472 BBB 4
29 5760 BBB 5
30 6048 BBB 6
31 6336 BBB 7
32 6624 BBB 8
33 6912 BBB 9
34 7200 BBB A
35 7488 BBB B
36 7776 CCC C
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: Dex 18, Wis 9
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue, Overt
 
Has access to Psi100 powers. Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
Gets 50 Rogue points per level instead of 40.
Level 1: Gain "Thieves' Cant" language.
Lvl Mob Instigator1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Any Rogue 1 ability - - - -
2 Mass Pick Pockets (pick everything off of someone) (-10%/level of target) V 0 Dex-18 Dex-24
2 Mass Open/Close Locks (all in room): Mech. | Magic/Psi | OutPhase V 0 Dex-16 Dex-22
2 Mass Find/Remove Traps (all in room): Mech. | Magic/Psi | OutPhase | Pro. V 0 Dex-18 Dex-25
2 Mass Move Silently (whole party) V 0 Dex-19 Dex-24
2 Mass Hide in Shadows (whole party) V 0 Dex-16 Dex-24
2 Detect Noise/Smell | Clairaudience/Clairnasience V 0 Wis-12 Wis-30
2 Mass Climb Walls (whole party) V 10 Str-13 Str-19
2 Mass Backstab (each attack is Backstab) (each 40% = x1) (increases 10/level) 0 40 Int-9 Int-30
3 Mimic Voices/Mannerisms/Personality V 0 Wis-13 Wis-18
3 Mass Distraction (one group) V 0 Wis-19 Wis-24
4 Mass Contortion | Mass Elasticity | Mass Become Liquid-Form (whole party) V 0 Dex-15 Dex-21
5 Mass Find/Remove Tricks (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-27 Dex-37
5 Read/Write/Speak Languages | Decipher Code/Password V 0 Int-13 Int-21
5 Portable Hole || We're gone (whole party to my pocket dimension) V 0 Int-9 Int-27
6 ESP/Sense Danger | Precognition/Postcognition |||| Choose one die roll V 0 Wis-12 Wis-16
7 All-Around Sight | Locate Object/Person | Cosmic Awareness V 0 Wis-22 Wis-28
7 Detect (school/sphere) | Magic/Innate | Psi/Radiation/Anti-Magic | Concordant/Godly V 0 Int-18 Int-22
8 Mass Blink | Mass Controlled Blink (whole party) V 0 Wis-18 Wis-25
9 Read/Write Magic (Warrior/Wizard/Priest/Rogue) ||| (Concordant) ||| (Godly) V 0 Int-19 Int-22
9 Mass Wraithform | Mass Dream Travel (whole party) V 0 Con-22 Con-25
10 Clairvoyance/Clairaudience | X-Ray Vision/N-Ray Vision V 0 Wis-15 Wis-30
10 Mass Find/Remove Specials (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-40 Dex-55
11 Mass Invisibility | Mass Improved Invisibility (whole party) V 0 Int-19 Int-27
13 Phase/Shadow Door | Dimension/Plant Door | Gate/Fire Gate V 0 Int-13 Int-30
16 Mass Probability Travel (whole party) V 0 Int-19 Int-30
19 Shape Alteration/Polymorph Object | Shapechange/Shapechange Other V 0 Con-19 Con-30
28 Time Shift/Time Shift Other | Mass Time Shift (whole party) V 0 Int-24 Int-36

[PC43] Collective 4.3 Classes


Myrmecologist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2- --- ---
3 5 21- --- ---
4 10 32 --- ---
5 20 421 --- ---
6 40 422 -- ---
7 60 432 1-- ---
8 90 433 2- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33 ---
12 750 444 441 ---
13 1125 555 442 --
14 1500 555 442 1--
15 1875 555 552 1-
16 2250 555 553 21-
17 2625 555 553 32
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Str 7, Dex 5, Con 6, Int 9
Alignment: L any
HD/level: d6
Weapon Prof.: 3+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Myrmecologist:
Specialized and School Robed (-1 SL) in Myrmecology (Ants).
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: +1+(LVL/3) summon slots, only for Ants, Formians, or Myr.
Level 4: +1 Familiar, Animal Companion, or Beast Rider Mount slot in Giant Ant. (Level 1: +1 Str; Level 9: x2 PSPs for Psi2; Level 18: 1F: Heal.)
Level 8: You are considered a WereAnt and may polymorph yourself into a Giant Ant for 1V action. You have 6 limbs (the 2 extra limbs can be considered either arms or legs).
Myrmecology Spells:
Ant Doom N (SL=N): Creeping Doom of Ants, (1d4+6)*(SL^3) dmg
Ant Shield N (SL=N): Damaging shield of type Ant (Insect), SL*25%
Fire Ant N (SL=N): Deals CLd(SL*2) Fiery Insect dmg (no save) plus Blindness (Reflex save) to a group
Summon Ant N (SL=N): Summon a DL=SL+1 Giant Winged Ant or (11-SL)^2 DL=SL Giant Ants (type Insect)
Summon Formian N (SL=N): Summon a DL=SL Formian (type Outer from Arcadia/Nirvana). They count as Ants for other spells.
Summon Myr N (SL=N): Summon a DL=SL Myr (type Golem from MTG). These do not count as Ants. See list below.
Wall of Ants (SL=N): Creates a Wall of Ants, anyone passing through takes (SL*2)d(SL*2) dmg.
Ant (SL=0): Summons a normal DL 0 Ant.
Speak with Ants (SL=1): You can speak with Ants and ask them questions, which they will give reasonable answers to.
Army Ants (SL=3): Earthquake (as spell)
Construction (SL=3): Your Ant summons can build a large building/structure or tunnel in a short amount of time. Every DL of Ants is 1 Hull point per S action they have.
Polymorph into Ant (SL=3): Polymorphs target into a (normal) Ant (PP save)
Carrion Ants (SL=4): Add +1 DL to your Ant summons (can repeat this spell up to DL X)
Saber Ants (SL=4): Whenever one of your Ant summons is killed by damage, get another Ant to replace it.
Yavimaya Ants (SL=4): Your Ant summons have haste.
Queen Ant (SL=6): Summons a DL VI Queen Ant. It adds a DL I Ant every segment to it's summon group (up to a max of 100).
Giant Ant Colony (SL=9): Summons a Fuckton (1000000) of DL I Giant Ants. They are in 100 groups of Plenty (10000) Giant Ants, but all together it counts as only one summon slot.
Giant Ant Empire (SL=10): Summons CL Fucktons (CL*1000000) of DL II Giant Flying Ants. They are in CL*100 groups of Plenty (10000) Giant Flying Ants, but all together it counts as only one summon slot. Alternatively, you can have a single group of 1 Metric Fuckton (100000000) of DL III Giant Flying Saber Ants.
(More spells will be added if this class is actively being played.)
Myr Types (for reference; this doesn't count monster templates):
DL=1: Myr Mindservant, Myr Moonvessel, Myr Servitor; DL=2: Alpha Myr, Copper Myr, Coretapper, Gold Myr, Iron Myr, Leaden Myr, Myr Retriever, Omega Myr, Silver Myr; DL=3: Myr Adapter, Myr Landshaper, Suntouched Myr; DL=4: Lodestone Myr, Myr Quadropod, Sarcomite Myr; DL=5: Myr Prototype; DL=7: Myr Enforcer

[PC43] Collective 4.3 Classes


Numot Devastator (MTG U/R/W) (Azorius/Boros/Izzet)

Level KXP Wizard      / Psi
123 456 789 / mMGS
1 0 2- --- --- / 2---
2 5.175 32- --- --- / 3---
3 10.35 43 --- --- / 40--
4 20.7 442 --- --- / 41--
5 41.4 543 -- --- / 42--
6 82.8 654 2-- --- / 43--
7 165.6 764 3- --- / 53a-
8 331.2 776 42- --- / 540-
9 662.4 876 53 --- / 541-
10 1324.8 987 642 --- / 542-
11 1987.2 A98 642 -- / 543-
12 2649.6 AA9 754 1-- / 544-
13 3312 BA9 864 1- / 554-
14 3974.4 CBA 975 31- / 555-
15 4636.8 DCB 975 41 / 655b
16 5299.2 ECB 986 411 / 665a
17 5961.6 ECB 986 431 / 6660
18 6624 ECB A86 541 / 6661
19 7286.4 ECB A88 641 / 6662
20 7948.8 ECB A98 642 / 6663
21 8611.2 EDB BA8 643 / 6664
22 9273.6 EDD CA8 653 / 6665
23 9936 FFD CA9 753 / 6666
24 10598.4 GFD CA9 764 / 7666
25 11260.8 GFE CB9 865 / 7766
26 11923.2 GFE CB9 886 / 7776
27 12585.6 HGE CBA A86 / 7777
28 13248 HGE DCB A87 / 8777
29 13910.4 HGF DDC A97 / 8877
30 14572.8 HGF EDC B98 / 8887
31 15235.2 IGG FEC BA8 / 8888
32 15897.6 IIH FED BA9 / 9888
33 16560 IIH GED CBA / 9988
34 17222.4 IIH GFE CCB / 9998
35 17884.8 IIH GFE EDB / 9999
36 18547.2 IIH GFF EDC / A999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 18, Int 30, Chr 24,
Class Slots 3
Alignment: LN, NG, CG, or CN
HD/level: 3d4 (Normal Chr bonus)
Weapon Prof.: 4+level
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: DM
Groups: Wizard, Psionicist, Monster
 
Extra-Barbarian Int bonus; stat bonus=(Int-16)*5/2. Barbarian Chr bonus (except for hit points, which uses Normal Chr bonus).
Channeling.
Int bonus to spell progression. Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Specialized in Wizard Invocation and Wizard Metamagic schools.
Has access to any 2 psionic frequencies.
PSPs = (Chr*2+Int)*LVL
Any psionic power that cures hp or removes baneful effects costs only M to use, costs the number of PSPs, and is only a memorization slot.
Turn Undead as a Priest of 3 levels lower.
   
Level 1: +1 borrowed M action per round.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: Has access to another psionic frequency (pick one).
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 5: +1 borrowed M action per round.
Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: NM: Counter an effect from a xN item. This is a xN effect.
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.
Izzet Metamagic spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.

[PC43] Collective 4.3 Classes


Ogre0

Level KXP
Spells
1 3.6 (owe) (none)
2 7.2 (none)
3 10.8 (none)
4 14.4 (none)
5 28.8 (none)
6 57.6 (none)
7 115.2 (none)
8 216 (none)
9 432 (none)
10 648 (none)
11 864 (none)
12 1080 (none)
13 1296 (none)
14 1512 (none)
15 1728 (none)
16 1944 (none)
17 2160 (none)
18 2376 (none)
19 2592 (none)
20 2808 (none)
21 3024 (none)
22 3240 (none)
23 3456 (none)
24 3672 (none)
25 3888 (none)
26 4104 (none)
27 4320 (none)
28 4536 (none)
29 4752 (none)
30 4968 (none)
31 5184 (none)
32 5400 (none)
33 5616 (none)
34 5832 (none)
35 6048 (none)
36 6264 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 16, Con 12
Alignment: any E
HD/level: +++d12
Weapon Prof.: 6+level
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM
Groups: Warrior, Monster
 
Gets Barbarian Str and Con. Weapon specialization uses the "Barbarian" line for number of attacks.
Level N (each level) ¶: +1 Str and +1 Con. This bonus cannot be used to qualify for the Ogre0 class itself, and you can't 2 for 1 trade it away.
Level 1: Class VI and Esper-Blind (i.e. Immune Psionics), if you want it.
Level 1 ¶: All items that cost <= LVL*4 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1 ¶: Considered one size larger for purposes of what weapons can be wielded.
Level 1: You can hit targets that need a +LVL or better weapon to hit.
Level 1: (Gray Ogre) +LVL TH and dmg with clubs and boulders.
Level 2: (Merrow) You may lose your bonus to clubs and boulders, and gain the bonus to nets instead, plus Water Breathing and Underwater Action.
Level 3: (Villainous Ogre) If not a Merrow, you may lose your bonus to clubs and boulders, and gain Regenerate LVL hp/s and 1M: Summon a DL=LVL/2 Demon.
Level 4: (Ogre Mage) If not a Merrow or Villainous Ogre, you may lose your bonus to clubs and boulders, and gain Flying and 1M: Cone of Cold (1 group, LVLd8, Reflex save for )
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Hag0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get +LVL TH and dmg vs. that enemy.
Bloodmaul: The "LVL*4 gp costing 0" power becomes LVL*10 gp instead.
Boulderfist: Another +LVL dmg with boulders.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become an Ogre Mage your Cone of Cold is d10's.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Str bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Tactical Movement (+1 group you can melee with per segment); Another +LVL TH with clubs.
Dustbelcher: Mouth's P, 1/t: Breathe Dust (1 group, dmg = half current hit points, no save)
Firegut: +1 Henchman slot that you can fill will 10 DL=(LVL+2)/3 Orcs during reset time for free.
Gordok: +3 Str; Sustain Str.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 100 DL=(LVL+3)/4 Orcs during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore all skins, WR, + needed to hit on NPC Parties.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Ogre Mage you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: +LVL TH and dmg with Axes.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: You can throw boulders with every limb (instead of the usual 1 missile weapon per set of limbs rule).
Urok: Use d16's instead of d12's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC43] Collective 4.3 Classes


Pentarch Paladin

Level KXP War/Pri
123 456 7
1 0 1-- --- -
2 7 2-- --- -
3 14 3a- --- -
4 21 31- --- -
5 35 32c --- -
6 56 33a --- -
7 91 331 e-- -
8 147 332 c-- -
9 238 333 ag- -
10 385 333 1e- -
11 623 333 2ci -
12 950 333 3ag -
13 1300 333 31e k
14 1650 333 32c i
15 2000 333 33a g
16 2350 333 331 e
17 2700 333 332 c
18 3050 333 333 a
19 3400 333 333 1
20 3750 333 333 2
21 4100 333 333 3
22 4450 433 333 3
23 4800 443 333 3
24 5150 444 333 3
25 5500 444 433 3
26 5850 444 443 3
27 6200 444 444 3
28 6550 444 444 4
29 6900 544 444 4
30 7250 554 444 4
31 7600 555 444 4
32 7950 555 544 4
33 8300 555 554 4
34 8650 555 555 4
35 9000 555 555 5
36 9350 666 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  1  1  3
+2  9  5  6  4  4  2  2  4
+3 10  6  7  6  5  3  3  5
+5 11  7  9  8  6  4  4  6
+6 12  8 10 10  7  5  4  7
+8 13 10 11 12  9  6  5  8
+9 14 11 13 14 10  7  6  9
+11 14 12 14 14 11  8  7 10
+12 15 13 14 14 12  9  8 11
+14 16 14 15 15 13 10  8 12
+15 16 14 15 15 14 11  9 13
+17 16 14 15 15 15 12 10 14
+18 16 15 15 15 15 13 11 15
+20 17 15 16 15 15 14 12 16
+21 17 15 16 15 15 15 12 17
+23 17 16 16 15 16 16 13 18
+24 17 16 16 16 16 17 14 19
+26 17 16 16 16 16 18 15 20
Requisites: Str 11, Wis 12, Chr 22, Cml 8
Alignment: LG, LN, or NG
HD/level: +d12
Weapon Prof.: 7+level
To Hit Table: 1xWar
Save Table: 2x(War/Pri)
Reference: DM / MTG
Groups: Warrior
 
Gets Exceptional Str and Con. Uses "Cavalier" line for number of attacks.
Casts Warrior or Priest spells; you get Wis bonus to progression. Specialized in Warrior Paladin school. Starts with no Priest spheres (not even All); gets major access to one sphere per level.
   
Level 1 ¶: Each day, choose a broad monster type (Dragon, Outer, Undead, etc.). You have "1M: Slay Living" on that creature type (PPD save, IR to resist).
Level 1 ¶: 1V: All enemies in your group take 10 holy dmg (no save) and are at -10 on AC, to hit, and damage (no save, this lasts until end of round).
Level 1: Pick weapon of choice; are considered 6 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: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immune disease.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Can operate at negative hit points (not offensively) up to -5*level.
Level 1: 1M, 1/r: Lay on Hands: Cure 3*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 2: +1 Str, Con, Wis, or Chr (replaces percentage rules)
Level 4: +1 Str, Con, Wis, 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 6: +1 Str, Con, Wis, or Chr; must be a different stat from the ones picked at Level 2 and 4
Level 8: +1 Str, Con, Wis, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
Level 9 ¶: Your Slay Living ability (see level 1) no longer has a save.
Level 18 ¶: Your Slay Living ability (see level 1) is now Destruction.
Level 27 ¶: Your Slay Living ability (see level 1) no longer allows IR.

[PC43] Collective 4.3 Classes


Physicalist

Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  8  2  3  1  0  2
+3  6  5  8  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+7  7  7  9  4  5  4  2  5
+9  7  8 10  5  6  4  3  6
+11  8  9 10  6  7  5  3  7
+13  8 10 11  6  7  6  4  8
+15  9 11 11  7  8  7  5  9
+17  9 12 12  8  9  8  5 10
+19 10 13 12  8 10  8  6 11
+21 11 14 13  9 11  9  7 12
+23 11 14 13 10 12 10  7 13
+25 13 15 14 12 13 11  8 14
+27 15 15 15 14 14 12  9 15
+29 15 16 16 15 15 12  9 16
+31 16 16 16 15 16 13 10 17
+33 16 16 16 16 16 14 11 18
+35 16 16 16 16 16 15 11 19
Requisites: Str 11, Dex 18, Con 11, Chr 11
Alignment: any
HD/level: 2d6
Weapon Prof.: 9+level/4
To Hit Table: 2xWar
Save Table: 2xPsi
Reference: DM {Planeshifted Mentalist}
Groups: Warrior, Psionicist, Alternate
 
Gets Exceptional Str, Dex, and Con. Uses "Barbarian" line for number of attacks.
You get a Martial Arts style and +LVL Martial Arts maneuvers, and a Professional Wrestling style and +LVL Professional Wrestling maneuvers.
Physicalist Psionic Pool (PPPs) = (Str*2+Dex*2+Con+Int+Chr)*level/2.
The following frequencies are included in Physicalist: Psi0, Psi(-2), Psi7, Psi14, and Psi15.
When you get a power on the Physicalist progression, pick any power from those 5 frequencies.
PPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
PPPs are the same scale as Psi1 PSPs.
10 PPPs is 1 "track point" for Psi36. You do not have actual tracks, however, and cannot "burn" anything after you have 0 PPPs.
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi(-5), Psi(-6) & Psi(-12)(as a combo), Psi16, Psi36.
Level 18: Pick another frequency to add, as per Level 9. You can pick Psi8 at this level.
Level 27: Pick another frequency to add, but it can be ANY frequency.

[PC43] Collective 4.3 Classes


ProtoDracoLich

Level KXP ProtoDracoLich
123 456 7 [01]
1 1 (owe) 1-- --- - [--]
2 10 2-- --- - [--]
3 27 21- --- - [--]
4 58 32- --- - [--]
5 115 321 --- - [--]
6 222 432 --- - [--]
7 331 432 1-- - [--]
8 442 543 2-- - [--]
9 651 543 21- - [--]
10 900 653 21- - [--]
11 1521 654 32- - [--]
12 2144 654 321 - [--]
13 2769 654 322 - [--]
14 3396 654 333 - [--]
15 4025 654 433 - [--]
16 4656 654 444 - [--]
17 5289 655 444 1 [--]
18 5924 665 555 1 [1-]
19 6561 666 555 1 [2-]
20 7200 666 655 2 [3-]
21 7841 666 665 2 [21]
22 8484 666 666 2 [21]
23 9129 766 666 2 [12]
24 9776 777 666 2 [12]
25 10425 777 776 3 [-3]
26 11076 777 777 3 [-3]
27 11729 888 777 4 [-4]
28 12384 888 888 4 [-4]
29 13041 999 999 5 [-5]
30 13700 AAA AAA 5 [-5]
31 14361 AAA AAA 6 [-5]
32 15024 AAA AAA 6 [-6]
33 15689 AAA AAA 7 [-6]
34 16356 AAA AAA 8 [-7]
35 17025 AAA AAA 9 [-7]
36 17696 AAA AAA A [-8]
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 11 11 11 11 11 11 11 11
+4 12 12 12 12 12 12 12 12
+6 13 13 13 13 13 13 13 13
+8 14 14 14 14 14 14 14 14
+10 15 15 15 15 15 15 15 15
+12 16 16 16 16 16 16 16 16
+14 17 17 17 17 17 17 17 17
+16 18 18 18 18 18 18 18 18
+18 19 19 19 19 19 19 19 19
+20 20 20 20 20 20 20 20 20
+22 21 21 21 21 21 21 21 21
+24 22 22 22 22 22 22 22 22
+26 23 23 23 23 23 23 23 23
+28 24 24 24 24 24 24 24 24
+30 25 25 25 25 25 25 25 25
+32 26 26 26 26 26 26 26 26
+34 27 27 27 27 27 27 27 27
+36 28 28 28 28 28 28 28 28
Requisites: Str 13, Int 18, Wis 13
Alignment: any E
HD/level: ++d12
Weapon Prof.: level*2
To Hit Table: 2xMon
Save Table: level+10 (all categories)
Reference: DM {Reduced DracoLich / DemiDracoLich}
Groups: Concordant (x1), Monster
 
You are considered an extra +LVL-2 weapon needed to hit (at level 1 this is "silver or better").
 
The "wish" type abilities ("1M, 1/r: Any ") can be taken more than once to allow them to be used more than once per round.

[PC43] Collective 4.3 Classes


ProtoDracoLich Spells

Level # Spell
1 1 1M, 1/r: Any 0th level Warrior or Monster spell
1 2 5*LVL% iWaWR
1 3 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
1 4 Your claw damage is CLd4
1 5 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
1 6 Immunity to disease
1 7 Fear aura (anyone who enters your group) (Will save)
1 8 Natural AT source = +CL*2
1 9 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:)
2 1 1M, 1/r: Any 0th-1st level Warrior or Monster spell
2 2 5*LVL% iIaIR
2 3 +LVL/2 P actions
2 4 Your bite damage is CLd6
2 5 1M: Summon 1 DL II Dragon or 6 DL I Undead
2 6 Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
2 7 Eye's P or M action: Gaze to Charm (save)
2 8 Immune to three E=1 elements, two E=2 elements, or one E=3 element (doesn't "spread")
2 9 Breath weapon: 4/d or 1/2r. Choose a para (E=2) element. Dmg = 75% of current hp total. (save:)
3 1 1M, 1/r: Any 0th-2nd level Warrior or Monster spell
3 2 5*LVL% iMaMR
3 3 Troll-like Regen LVL hp /s
3 4 Fly at CL*6" (D)
3 5 1M: Summon 1 DL III Dragon or 6 DL II Undead
3 6 Immunity to poison
3 7 You emit a stench like a ghast
3 8 Immune to three EE=1 eelements, two EE=2 eelements, or one EE=3 eelement (doesn't "spread")
3 9 Breath weapon: 5/d or 1/r. Choose a quasi (E=3) element. Dmg = current hp total. (save:)
4 1 1M, 1/r: Any 0th-3rd level Warrior or Monster spell
4 2 5*LVL% iPaPR
4 3 1M (can borrow), 1/d: Reset
4 4 Grow a tail, damage is CLd5
4 5 1M: Summon 1 DL IV Dragon or 6 DL III Undead
4 6 Immunity to ability drain
4 7 Vampiric Regen (CL-3)*10% of damage you deal
4 8 1M: Detect Gems, kind and number
4 9 Breath weapon: 6/d or 2/r. Choose an E=4 (or less) element. Dmg = current hp total. Save for 60%.
5 1 1M, 1/r: Any 0th-4th level Warrior or Monster spell
5 2 5*LVL% iTechCNaCNR
5 3 1F: Get 2P you can use this segment
5 4 Resist NPC parties (take half damage from all NPC party attacks and effects)
5 5 1M: Summon 1 DL V Dragon or 6 DL IV Undead
5 6 Immunity to all mind-affecting effects
5 7 1M: Slay Living (save)
5 8 Your claw damage is CLd10+CL
5 9 Breath weapon: 7/d or 3/r. Choose an E=5 (or less) element. Dmg = current hp total. Save for 70%.
6 1 1M, 1/r: Any 0th-5th level Warrior or Monster spell
6 2 4*LVL% iEaER
6 3 +LVL/10 number of segments per round
6 4 +1 Revive slot; 1F: Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem)
6 5 1M: Summon 1 DL VI Dragon or 6 DL V Undead
6 6 Whenever you touch someone, they get Mummy Rot (no save)
6 7 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
6 8 Your bite damage is (2*CL)d12
6 9 Breath weapon: 8/d or 4/r. Choose an E=6 (or less) element. Dmg = current hp total. Save for 80%.
7 1 1M, 1/r: Any 0th-6th level Warrior or Monster spell
7 2 2*LVL% iXaXR
7 3 +LVL-13 QQP actions per round
7 4 1M: Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
7 5 1M: Summon 1 DL VII Dragon or 6 DL VI Undead
7 6 Immunity to death or slay effects
7 7 1M: Target is energy drained CL/2 levels (no save)
7 8 Luckstone effect
7 9 Breath weapon: 9/d or 5/r. Choose an E=7 (or less) element. Dmg = current hp total. Save for 90%.
DracoLich 0 (10) 1 0, 1/r: Any 0th-5th level Warrior or Monster spell
DracoLich 0 (10) 2 0, 1/r: Any 0th-3rd level Wizard or Priest spell
DracoLich 0 (10) 3 3*LVL% inWR (irreducible, non-ignorable)
DracoLich 0 (10) 4 Add you or your mount's current hp (if it's a dragon) to your melee dmg
DracoLich 0 (10) 5 1M: Summon 1 DL VIII Dragon or 6 DL VII Undead
DracoLich 0 (10) 6 Choose one of your limbs (or your head), it is Lernaean
DracoLich 1 (11) 1 0, 1/r: Any 0th-6th level Warrior or Monster spell
DracoLich 1 (11) 2 0, 1/r: Any 0th-4th level Wizard or Priest spell
DracoLich 1 (11) 3 3*LVL% inIR (irreducible, non-ignorable)
DracoLich 1 (11) 4 Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
DracoLich 1 (11) 5 1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
DracoLich 1 (11) 6 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell

[PC43] Collective 4.3 Classes


Psi11U/W

Level KXP Psi11U/W
234 567
1 0 1-- ---
2 5 2-- ---
3 10 21- ---
4 20 31- ---
5 40 32- ---
6 80 321 ---
7 160 331 ---
8 250 332 ---
9 500 332 1--
10 700 333 1--
11 900 333 2--
12 1100 333 21-
13 1300 333 31-
14 1500 333 32-
15 1700 433 321
16 1900 443 331
17 2100 444 332
18 2300 444 432
19 2500 444 443
20 2700 444 444
21 2900 554 444
22 3100 555 444
23 3300 555 544
24 3500 555 554
25 3700 555 555
26 3900 665 555
27 4100 666 555
28 4300 666 655
29 4500 666 665
30 4700 666 666
31 4900 766 666
32 5100 776 666
33 5300 777 666
34 5500 777 766
35 5700 777 776
36 5900 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 9, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: 1d12
Weapon Prof.: 4+level/3
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: MTG
Groups: Psionicist
 
For powers, see the following page.
There are no PSPs in this frequency, these powers work like "Channeling" for spellcasters.
 
Many of the summon's powers are left intentionally vague; the summons can do some things that are not listed (e.g. Cell Adjustment type powers); exact details are unneeded as the DM runs these powers anyway.

[PC43] Collective 4.3 Classes


[Q11U/W] Psi11U/W Powers

Level # Power Effect
2 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
2 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
2 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
2 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
2 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
2 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
2 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
2 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
2 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
2 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
2 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
2 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
2 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
3 1 Absorb 1bM: Counterspell, and be cured 30 hp.
3 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
3 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
3 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
3 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
3 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only M each.
3 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
3 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
3 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
3 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
3 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
3 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
3 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
3 14 Riptide Crab Summon a DL III Crab, when he dies, you get M you can use before the end of the round.
3 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
3 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
3 17 Sky Spirit Summon a DL III Spirit, it flies.
3 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
3 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
4 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
4 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
4 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
4 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for M within the next round.
4 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
4 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
4 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
4 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
4 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
4 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
4 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
4 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
4 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
4 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
4 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
5 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
5 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
5 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
5 4 Ordered Migration Summon CL/6 DL I Birds
5 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
5 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
5 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
5 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
5 9 Tobias Andrion Summon a DL V Human, he beats things.
5 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
6 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
6 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
6 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
7 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
7 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
7 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
7 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.

[PC43] Collective 4.3 Classes


Psi1200C

Level KXP
Spells
1 0 (none)
2 2.15 (none)
3 4.3 (none)
4 8.6 (none)
5 17.2 (none)
6 34.4 (none)
7 68.8 (none)
8 127.6 (none)
9 225.2 (none)
10 390.4 (none)
11 680.4 (none)
12 1440 (none)
13 1910 (none)
14 2380 (none)
15 2850 (none)
16 3320 (none)
17 3790 (none)
18 4260 (none)
19 4730 (none)
20 5200 (none)
21 5670 (none)
22 6140 (none)
23 6610 (none)
24 7080 (none)
25 7550 (none)
26 8020 (none)
27 8490 (none)
28 8960 (none)
29 9430 (none)
30 9900 (none)
31 10370 (none)
32 10840 (none)
33 11310 (none)
34 11780 (none)
35 12250 (none)
36 12720 (none)
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 10, Dex 10, Wis 10, Chr 10
Alignment: C any
HD/level: 2d15-6
Weapon Prof.: 7+level
To Hit Table: Mon
Save Table: 2xMon
Reference: DM
Groups: Psionicist, Overt
 
See [Q1200C] for rules and powers. You know all the powers, as long as you have the CPPs to run them. This means that yes, you can throw Majors (or even Grands/Supers) at level 1 if you have the points.
Chaos Psionic Points (CPPs) = (Str+Dex+Wis+Chr) * (Psi1200C level)
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to your own effects.
Level 1: 0, 1/r: Ignore someone else's immunity to Chaos for this segment.
 
Note: Psi1200C effects that say "CL targets" can choose the same target more than once. This is an exception to the normal Collective rules on this.

[PC43] Collective 4.3 Classes


[Q1200C] Psi1200C Powers

Type # Power CPPs Effect
Minor 1 Behold the Chaoticness 6 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 2 Chaos Blast 6 Deal CLd4 Chaos dmg to one group (no save)
Minor 3 Confusion Area 10 Confusion (CL targets or 1 group, Will save)
Minor 4 Cthulhoid Horror Swarm I 13 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 5 Dispel Radiation/Tech Blast 15 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 6 Dissension's Feast Area 20 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 7 Enervation Area 27 Enervation (CL targets or 1 group, PPD save)
Minor 8 Mistaken Missive Area 7 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 9 Protection from Law 10'r 7+1/r Protection from Law 10'r
Minor 10 Push Wave 6 Throw a group back (10*CL' Falling dmg, no save)
Minor 11 Taunt Blast 9 CL target creatures or 1 group will attack you on their next action (no save)
Minor 12 Trip/Fumble Zone 1/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Major 1 Chaotic Combat Zone 38 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 2 Contact Other/Higher Plane 17 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 3 Cthulhoid Horror Swarm II 47 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 4 Mirror Mislead 29+2/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 5 Random Push Zone 28+1/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 6 Reverse Causality 28 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 7 Sporacle 32 Sporacle (random [C] section effect) a group.
Major 8 Strip Down (Nude Bomb) 19+1/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 9 Wishoid Mutation Zone 38/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 23 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 170 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Enhance Radiation 54 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 4 Hornung's Area Dispatcher 108 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 5 Uncontrolled Weather Zone 10/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 6 Wandering Monster Modification 11/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Super 1 Cthulhoid Horror Swarm IV 614 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 2 Invoke Devastation 48/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 3 Raw Logrus 320 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)

[PC43] Collective 4.3 Classes


Quarterling0

Level KXP
Spells
1 0 (none)
2 0.5 (none)
3 1 (none)
4 2 (none)
5 4 (none)
6 8 (none)
7 16 (none)
8 30 (none)
9 75 (none)
10 150 (none)
11 225 (none)
12 300 (none)
13 375 (none)
14 450 (none)
15 525 (none)
16 600 (none)
17 675 (none)
18 750 (none)
19 825 (none)
20 900 (none)
21 975 (none)
22 1050 (none)
23 1125 (none)
24 1200 (none)
25 1275 (none)
26 1350 (none)
27 1425 (none)
28 1500 (none)
29 1575 (none)
30 1650 (none)
31 1725 (none)
32 1800 (none)
33 1875 (none)
34 1950 (none)
35 2025 (none)
36 2100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
Requisites: Str 6, Dex 8, Con 5
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/4
To Hit Table: xCTD0
Save Table: xHalf0
Reference: DM
Groups: Rogue
 
Gets only 20 Rogue points per level instead of 40.
Quarterling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
   
Level 1: x5 Personality Score vs. magic items with Ego.
Level 1: Over Hit: If your attack bonus is greater than the target's AC, do x1.5 damage.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 2: +LVL/2 Hobby proficiencies.
Level 2: +LVL/2 slots in Weapon Mastery.
Level 8, 16, 24, etc. ¶: +1 HNCL
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10: Resist Magic and Breath Weapons.
Level 16: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 32: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Lvl Ability
1 Any Rogue 1 ability
2 Any Rogue 1 ability
3 Any Rogue 1 ability
4 Any Rogue 2 ability
5 Any Rogue 2 ability
6 Any Rogue 3 ability
7 Any Rogue 3 ability
8 Any Rogue 4 ability
16 Any Rogue 8 ability
24 Any Rogue 12 ability
32 Any Rogue 16 ability

[PC43] Collective 4.3 Classes


Quick Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 a- --- --- -
2 5 10c --- --- -
3 10 2a e-- --- -
4 20 310 cg- --- -
5 40 42 aei --- -
6 80 531 0cg k-- -
7 120 642 ae im- -
8 180 753 10c gko -
9 270 864 2a eim -
10 500 975 310 cgk -
11 750 A86 42 aei -
12 1500 B97 531 0cg z
13 2250 CA8 642 ae x
14 3000 DB9 753 10c v
15 3750 ECA 864 2a t
16 4500 FDB 975 310 r
17 5250 GEC A86 42 p
18 6000 HFD B97 531 n
19 6750 IGE CA8 642 l
20 7500 JHF DB9 753 j
21 8250 KIG ECA 864 h
22 9000 LJH FDB 975 f
23 9750 MKI GEC A86 d
24 10500 NLJ HFD B97 b
25 11250 OMK IGE CA8 0
26 12000 PNL JHF DB9
27 12750 QOM KIG ECA 1
28 13500 RPN LJH FDB 2
29 14250 SQO MKI GEC 3
30 15000 TRP NLJ HFD 4
31 15750 USQ OMK IGE 5
32 16500 VTR PNL JHF 6
33 17250 WUS QOM KIG 7
34 18000 XVT RPN LJH 8
35 18750 YWU SQO MKI 9
36 19500 ZXV TRP NLJ A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Dex 15, Int 30, Wis 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/7
To Hit Table: xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Quick Chaining": Whenever you cast a spell, you get 1QM action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent M to cast the spell, you get QM back.
DM Note: While you are using this 1QM action to cast a spell, you probably won't be able to material component it, unless you have QV actions, or a source of free material componenting (with QZ actions!).
Level 1: You may specialize in Chronomancy, and you "know" the Chronomancer class spells. If you do this, pick a major opposite school.
Level 2: During the normal (non-quick) half of the segment: 1M+1QM: Cast a spell at x2 CL. You get no actions back from this casting. You may material component this (going to x3 CL if you material component for CL).
Level 3: You can convert 1QM -> 1QV action, as often as you like.
Level 4: Whenever you use 1M action to read a scroll, you get 1M action (not 1QM) to use before the end of the round. (Before level 5 you get nothing because reading a scroll is not casting a spell in the normal sense.)
Level 5: 0, lose 1 of your remaining QM actions, 1/t: Counterspell.
Level 6: You may material component spells for a Z action. (You can use 1M+1V for the first spell, then 1QM+1Z for the second spell, if you haven't used your zero action; or alternatively you could do 1M+1Z then 1QM+1QV).
Level 7: +LVL-6 QZ actions.
Level 8: Whenever you use 1M to use a wand/rod/staff and the effect used charges, you get 1M action (not 1QM) to use before the end of the round. If the wand fired itself using it's 1E action, the wand gets 1E action instead of the 1M.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 10: During the normal (non-quick) half of the segment: 1M+1QM+1V+1Z: Cast a spell at x5 CL. You get no actions back from this casting. You cannot material component this.
Level 11: If one of your spells is countered, and if you have the same action type available (either 1M or 1QM), you can spend that action and cast the spell again immediately (ignoring the rules about how often you can use actions on a given partial segment).
Level 12: You may material component spells for an N action (i.e. it costs no actions at all to material component).
Level 18: Quick Quick Chaining: For SL=1 to LVL-17 spells, you get 1QQM back instead of 1QM.
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
New spell:
Lend Quick Mental (SL=5): You lose 1QM action, target gains 1QM for this round.

[PC43] Collective 4.3 Classes


RandomCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 3-- --- ---
4 16 31- --- ---
5 40 32- --- ---
6 80 33- --- ---
7 160 331 --- ---
8 300 332 --- ---
9 560 333 --- ---
10 1160 333 1-- ---
11 1760 333 2-- ---
12 2360 333 3-- ---
13 2960 333 31- ---
14 3560 333 32- ---
15 4160 333 33- ---
16 4760 333 331 ---
17 5360 333 332 ---
18 5960 333 333 ---
19 6560 333 333 1--
20 7160 333 333 2--
21 7760 333 333 3--
22 8360 333 333 31-
23 8960 333 333 32-
24 9560 333 333 33-
25 10160 333 333 331
26 10760 333 333 332
27 11360 333 333 333
28 11960 444 333 333
29 12560 444 444 333
30 13160 444 444 444
31 13760 555 444 444
32 14360 555 555 444
33 14960 555 555 555
34 15560 666 555 555
35 16160 666 666 555
36 16760 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
Requisites: Five 10's
+0 (total = 27, max = 9) Alignment: any
+1 (total = 30, max = 10) HD/level: d5
+2 (total = 33, max = 11) Weapon Prof.: 5+level/5
+3 (total = 36, max = 12) To Hit Table: Cust
+4 (total = 39, max = 13) Save Table: Cust
+5 (total = 42, max = 14) Reference: DM
+6 (total = 45, max = 15) Groups: Custom, Random
+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)    
Each level, get three "5th edition" picks chosen at random (see ArchCustom5 per list). The DM will have these pregenerated for you.
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.
Gets 40 Rogue points per level.
 

[PC43] Collective 4.3 Classes


Rejuvenator

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

[PC43] Collective 4.3 Classes


Rejuvenator Spells

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

[PC43] Collective 4.3 Classes


Rocketeer

Level KXP Invocation
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 331 --- -
6 48 332 --- -
7 96 332 1-- -
8 192 333 2-- -
9 350 443 21- -
10 600 443 32- -
11 850 544 321 -
12 1100 655 322 -
13 1350 666 422 -
14 1600 666 532 1
15 1850 666 642 1
16 2100 777 643 1
17 2350 777 753 2
18 2600 888 864 2
19 2850 998 864 2
20 3100 999 875 2
21 3350 999 986 2
22 3600 999 996 3
23 3850 999 997 3
24 4100 999 998 3
25 4350 999 998 4
26 4600 999 999 4
27 4850 999 999 5
28 5100 999 999 6
29 5350 999 999 7
30 5600 999 999 8
31 5850 999 999 9
32 6100 AAA A99 9
33 6350 AAA AAA 9
34 6600 AAA AAA A
35 6850 BBB BAA A
36 7100 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 18, Luck 12 (can owe)
Alignment: C any
HD/level: +d6
Weapon Prof.: 5+level
To Hit Table: 2xRog
Save Table: 2xRog
Reference: DM
Groups: Rogue, Technology
 
Gets 60 Rogue points per level.
Can spend stat points due to level to Luck (in fact you must do this in order to fill the Luck requirement).
Can cast Wizard Invocation spells.
Level 1: Flying at 6*LVL" (D) via a rocket pack on your back.
Level 1: Can weapon specialize as per Barbarian in the Number of Attacks table.
Level 1 ¶: ROCKETS!!!: You always have a (free) Missile Launcher weapon for each hand, which fires an endless supply of ROCKETS!!! Your ROCKETS!!! have a range of 30*LVL*LVL feet. You have two options when firing:
[1] You can ROCKET!!! one target, this is treated as a normal weapon attack (you need to roll to hit as usual). Base number of attacks as per Bow, dmg = 1e(LVL*10) / 1e(LVL*10), with Dex bonus and specialization for TH/dmg. Critical is 20+/x(LVL+2)/2.
[2] You can ROCKET!!! one group, this auto-hits, the entire group takes 2e(LVL*4) technological dmg, with Dex bonus (and specialization) on dmg.
Level 2: +1 Technological proficiency per even level, see [P8.8] for list.
Level 9 (and every further level divisible by 9): Has access to another School.
Lvl Rocketeer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Rating/30 instances of Resist an element or eelement (doesn't "spread") - 30 Con-10 Con-15
1 Self Destruct: You and your group takes (Rating) tech dmg. P 30*LVL Str-1 Str-19
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
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 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
3 Any Rogue 3 ability - - - -
4 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 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
5 Any Rogue 5 ability - - - -
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
6 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
7 Any Rogue 7 ability - - - -
8 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
9 +(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)
10 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
18 Fork 1bM 100 - -
21 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
24 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
27 Nuke (does a nuclear bomb; Rating/100 idmg in huge area) 2F 100 Str-2 Str-38

[PC43] Collective 4.3 Classes


Scarlet Chirurgeon

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.8 20- --- ---
3 5.6 210 --- ---
4 11.2 211 0-- ---
5 22.4 221 1-- ---
6 44.8 222 2-- ---
7 89.6 333 20- ---
8 179.2 333 31- ---
9 358.4 443 320 ---
10 918.4 444 431 ---
11 1478.4 444 432 ---
12 2038.4 444 433 ---
13 2598.4 444 444 0--
14 3158.4 555 444 1--
15 3718.4 555 554 2--
16 4278.4 555 555 30-
17 4838.4 666 555 31-
18 5398.4 666 665 32-
19 5958.4 666 666 430
20 6518.4 777 666 431
21 7078.4 777 776 432
22 7638.4 777 777 443
23 8198.4 888 777 444
24 8758.4 888 887 544
25 9318.4 888 888 554
26 9878.4 999 888 555
27 10438.4 999 998 655
28 10998.4 999 999 665
29 11558.4 AAA 999 666
30 12118.4 AAA AA9 766
31 12678.4 AAA AAA 776
32 13238.4 BBB AAA 777
33 13798.4 BBB BBB 877
34 14358.4 CCC BBB 887
35 14918.4 CCC CCC 888
36 15478.4 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  4  5  2  3  0  0  2
+3  8  4  6  3  4  0  0  3
+4  9  5  6  3  4  0  1  3
+5  9  5  6  4  4  1  1  4
+6 10  6  7  4  5  1  1  4
+7 10  6  7  5  5  2  2  5
+8 11  7  8  5  6  2  2  5
+9 11  7  9  6  6  2  2  6
+10 12  7  9  6  7  3  3  6
+11 12  8  9  6  7  3  3  7
+12 13  8 10  7  8  4  3  7
+13 13  9 10  7  8  4  4  8
+14 13  9 10  7  8  4  4  8
+15 14  9 11  8  9  5  4  9
+16 14 10 11  8  9  5  5  9
+17 14 10 11  9  9  6  5 10
+18 15 11 12  9 10  6  5 10
+19 15 11 12 10 11  6  6 11
Requisites: Str 11, Con 13, Int 14, Wis 14
Alignment: LE (overwrite)
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: War +2 levels
Save Table: Pri
Reference: DM {Planeshifted Scarlet Torturer}
Groups: Priest, Alternate, Lost
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Has Exceptional Int bonus. Gets Int bonus to spell progression (instead of Wis).
Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
Surgical Tools are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). You may weapon specialize in Surgical Tools, using the "Non-Warrior" line for number of attacks.
If you wish to Surgically Experiment on someone, you spend 1P on one attack. If you hit; you do one instance of your surgical tool damage to a target (you may apply Str bonus if you wish). Surgical Experimentation generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures not killed by loss of limbs (such as undead).
Surgical Experimentation generally does not cause Summons to become unfaithful. If you're doing something really creepy, you can check with the DM before doing it.
Each type of Surgical Experimentation below generally can be used on a creature only once.
Level 1 ¶: 0, Surgically Experiment on a creature: Sharpness (no save, WR to resist). Roll 1d100. If the result is your LVL or less, you can do a Vorpal (Sharp their head) if you like. If the result is LVL*5 or less, you can pick which limb gets Sharped (except head).
Level 1 ¶: 1F, Surgically Experiment on a creature: Add an extra (artificial) limb to the creature. The creature loses 1d100-LVL*5 max hp (can't be repaired except by a Regenerate spell, which would remove the extra limb). Each day, the limb has a (37-LVL)% chance of shrivelling and becoming useless, after that 1 max hp of the loss is regained per day. At level 4 you can alternatively add an extra internal organ instead.
Level 2 ¶: 0, Surgically Experiment on a creature: Roll two random Monster Templates, the creature gains one of them (your choice). Roll two random Psi9 minor powers, the creature gains one of them (your choice). DM Note: Quite a few Monster Templates and Psi9 minors are actually penalties, so this might be an effective attack.
Level 3 ¶: 0, Surgically Experiment on a creature: The creature takes LVLd6 stat dmg to one stat (your choice) (RSW save for ). Roll 1d100. If you roll LVL or less and wish to spend an extra 1F action, you can have the creature gain half that amount to the stat instead, but it will become egotistical and unruly (it will no longer be your summon or under your control).
Level 6 ¶: 2F, Surgically Experiment on yourself and another creature: Transfer your brain to the other creature. This is like a Magic Jar, but can't be dispelled, and is absolutely permanent. There is a (16-LVL)% chance the brain will be rejected by the host body, in this case, you lose 1 max hp per segment (non-curable) until another solution can be found (such as quickly doing this procedure again on another host).
Surgical Tool gp lbs. Size Size -M Size L+ Critical Special
Amputation Saw / Bone Cutter 247 8 L 2d6 1d12 16+ / x2 Sharpness ability: +20 to 1d100 roll
Chisel and Hammer 78 4 M 1d6 1d8 20+ / x4 (none)
Drill / Cranial Drill / Trephine 108 3 M 1d8 1d6 18+ / x3 Stat Dmg ability: roll d8's; +10 to 1d100 roll
Hemostat / Forceps / Scissors Clamp 52 1 S 1d2 1d2 20+ / x2 Successful hit: You are Overbearing him
Hypodermic Syringe 93 1 S 1d2+3 1d2+1 20+ / x3 Venom weapon flag (6 doses)
Metzenbaum Scissors 210 1 S 1d4 1d3 19+ / x2 +2 TH
Nippers 3 1 S 1d3 1d2 20+ / x2 (none)
Pliers 17 2 M 1d6 1d4 19+ / x2 (none)
Scalpel 335 1 S 1d2+2 1d4 17+ / x2 +1Q0 per 1P action for Surgical Experimentation

[PC43] Collective 4.3 Classes


Sightseer

Level KXP Divination
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 331 --- -
6 48 332 --- -
7 96 332 1-- -
8 192 333 2-- -
9 350 443 21- -
10 600 443 32- -
11 850 544 321 -
12 1100 655 322 -
13 1350 666 422 -
14 1600 666 532 1
15 1850 666 642 1
16 2100 777 643 1
17 2350 777 753 2
18 2600 888 864 2
19 2850 998 864 2
20 3100 999 875 2
21 3350 999 986 2
22 3600 999 996 3
23 3850 999 997 3
24 4100 999 998 3
25 4350 999 998 4
26 4600 999 999 4
27 4850 999 999 5
28 5100 999 999 6
29 5350 999 999 7
30 5600 999 999 8
31 5850 999 999 9
32 6100 AAA A99 9
33 6350 AAA AAA 9
34 6600 AAA AAA A
35 6850 BBB BAA A
36 7100 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Wis 12
Alignment: any
HD/level: +d6
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: 3xRog
Reference: DM
Groups: Rogue, Planar
 
Gets 60 Rogue points per level
Can cast Wizard Divination or Priest Divination spells.
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Level 1: Expensive Camera: 1M: Blindness (RSW save), if blinded then gets Feared (Will save)
 
For Rogue Chart, see next page.

[PC43] Collective 4.3 Classes


Sightseer Rogue chart

Lvl Sightseer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack/backstab around corners (each 1% rating = 1 degree of angle around corner) 0 50 Wis-11 Wis-16
1 Detect Lie or Undetectable Lie (1 at a time, cont.) - - - -
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Any Rogue 1 ability - - - -
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Any Rogue 2 ability - - - -
3 Summon a DL 1 Spirit of the Land creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
4 Any Rogue 4 ability (or) 2 any Rogue 1 abilities - - - -
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability (or) 2 any Rogue 2 abilities - - - -
6 Fork Innate | Psionic | Magic | Radioactive bM -10 Chr-22 Chr-22
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
7 Any Rogue 7 ability (or) 2 any Rogue 4 abilities - - - -
8 Immune to detection / divination effects - - - -
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future M - - -
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
15 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
18 Duplicate a Psi5 or Psi10 minor || major ||||| grand ( | Psi-5) M 0 Con-15 Con-22
21 Be a x2 being on offense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 See in Capital D Darkness - - - -
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70

[PC43] Collective 4.3 Classes


Smurf

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
Requisites: Dex 15, Chr 15
Alignment: any G
HD/level: d5
Weapon Prof.: 0+level/2
To Hit Table: xMon
Save Table: xHalf0
Reference: Smurfs
Groups: Monster, Joke, NonCombatant
 
Each Level: Get your LVL in Smurf picks (see next page). Most Smurfs cost more than one pick. You have the abilities of the Smurf types you pick. You may save picks to get a bigger Smurf type later. Smurfs can be taken more than once, each "+" based ability gives only +1 more per additional Smurf. (e.g. Vanity Smurf gives +5 Cml. Two Vanity Smurfs gives +6 Cml, not +10.) Non-"+" based abilities may or may not stack; check with the DM.
Level 1 ¶: 1M: Summon a DL=(LVL+2)/3 monster (type Smurf). You gain the abilities that Smurf type grants as long as you have that summon.
Level 1 ¶: 1P, 1/t: Refill the Smurfberry pool, to a max of 10*LVL Smurfberries. Smurfberries are eaten like Goodberries; each Smurfberry cures 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
Level 1: You always have a (free) Smurfy Hat as a helmet, it is AC +LVL with no Rogue adjustments. You can remove it and wear a different cap/hat/helmet if you like.
Level 1: +LVL AC.
Level 1: Free instance of the Smurf Familiar. It's abilities are: Level 1: +50% base Non-Weapon Proficiencies; Level 9: +LVL*10% MR; Level 18: +50% base Non-Weapons; 1M: Psi6G Escape. It is a "vanilla" Smurf and doesn't give any of the Smurf pick powers on the next page.

[PC43] Collective 4.3 Classes


Smurf Types

# Picks Smurf Type Effect
1 Clockwork Smurf +5 TH with physical attacks; Communicate with Golems; Immune Wood
Clumsy Smurf 1M: Target drops one item he's holding/wielding (Will save); 1M: Trip (Reflex save)
Grouchy Smurf +5 dmg with physical attacks; 1M: Dispel an X4 (Superstition) effect
Scaredy Smurf 1M: Fear; 0, 1/r: Reroll a missed saving throw.
Vanity Smurf +5 Cml; Gaze Reflection; Immune harmful Mirror effects (Opposition, etc.)
2 Dopey Smurf -2 Int; 1V: Produce (teleport one your items back); 1V, 1/d: Create any item of < 100*LVL gp value
Enamored Smurf Have an X4 (Superstition) belief in one thing for x1.25. If you also have Smurfette, it's x1.5 instead.
Fisher Smurf Water Walking; Lower Water; 1M: Summon a DL=LVL/3 Water creature.
Harmony Smurf 1M, 1V: Do a Bard Song at 50+LVL*10% (Song of Battle is +1 TH, dmg, or saves per 10% made)
Sloppy Smurf -5 Cml; Have a "Fly" Familiar (Level 1: Flying 12"; Level 9: Resist Disease; Bite causes Disease; Level 18: Bite causes DNA Scramble)
3 Doctor Smurf +5 Int; 1M: Cure 50 hp, or can remove a [C] section effect
Flying/Aviator Smurf +5 Dex; Flying LVL*3" (D); Immune falling dmg (but not TK); 1M, 1/d: Teleport without Error
Greedy Smurf +10% money; 1/reset: +1 compensated magic item
Poet Smurf Resist Tricks (Immune if you have Painter Smurf too); 1M: Remove Charm, Domination, Ego Domination, Hypnosis
Tracker Smurf Tracking (LVL slots); 1M, 1/h: Locate Object/Person; 1M, 1/d: Find the Path
4 Architect Smurf 1P, 1/r: Create a door (with a -50% lock if you like); 1P, 1/r: Wall of Mushroom (like a Wall of Stone)
Dabbler Smurf +5 Wis; +5 saves; 1M: Charm Person (Will save)
Farmer Smurf Double # of Smurfberries; 1P, 1/h: Plant Growth; 1M, 1/d: The party will get +50% XP from this fight.
Painter Smurf Resist Tricks (Immune if you have Poet Smurf too); 1V: Blink; 1P: Dimension Door
Timid/Actor Smurf Resist Dragons; 1M: Charm Dragon (make LVL Will saves, choose worst)
5 Dreamy Smurf CaCR 50%; 1M, 1/t: Use a SL=LVL/4 Psi10 power
Jokey Smurf 1P: "Give someone a present": LVLd6 Delayed Blast Fireball (1 group, LVLd6+LVL fire dmg, Spell save: )
Miner Smurf +5 Str; Unusual Materials cost the square root of the cost multiplier (x10000 -> x100)
Nosy Smurf +5 Non-Weapon proficiencies; +5 Kits; 1M: Legend Lore; 1M, 1/d: Ask the DM a question
Sassette Smurfling +5 Chr; Sense Danger; 1M: Remove a "?" mark from the dungeon; 1bF, 1/d: Remove a Wandering Monster effect
6 Baby Smurf -1/3 Size; -1 age category; 1M: Cast a SL=LVL/4 Priest spell
Baker Smurf 1P: "Bake a Smurfberry Pie": Cure 250 hp, can remove [C] section effects for 50 less curing each
Grandpa Smurf -2 Str; -2 Dex; -2 Con; +5 Int; +5 Wis; Immune Aging
Tailor Smurf Divide the cost of Armor (including Shields, Helms, etc.) and Armor Adjectives by LVL
7 Brainy Smurf +5 Int; 1M: Cast a SL=LVL/4 Wizard spell
Handy Smurf +5 Con; 2P, 1/t: Build a TechL=LVL/2 Tech item; you can have LVL/2 Tech items
Smurfette +5 Chr; +3 Luck; Get the Slut1 chart with LVL*20 Rogue pts.
8 Hefty Smurf +5 Str; +5*LVL max hp; +5 weapon proficiencies
Lazy Smurf -5 Initiative; +5 QQQQslowS actions (these can be used only on segment 10, and not before combat starts)
9 Papa Smurf +5 Wis; +3 HNCL; 1M: Cast a SL=LVL/3 Wizard or Priest spell
13 Purple/"Gnap!" Smurf AL becomes E; Your Bite attack is Curse and Helm of Opposite Alignment branded; 1M: Dispel LVL effects (halve ER/iER); 1P, take 5 dmg: Fire Storm at double CL (so it's 4*CLd8 Unholy Fire dmg to 2 groups, no save); 1V, sacrifice a Smurf: Destruction (reverse Resurrection) or Invoke a Raw Logrus

[PC43] Collective 4.3 Classes


Songsmith Bard

Level KXP Rogue
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 421 --- -
6 37.5 431 --- -
7 60 432 --- -
8 90 432 1-- -
9 127.5 533 2-- -
10 165 543 21- -
11 225 543 32- -
12 300 554 321 -
13 600 554 322 -
14 900 554 322 1
15 1200 554 422 2
16 1500 555 432 2
17 1800 555 532 2
18 2100 555 533 2
19 2400 555 543 2
20 2700 555 543 3
21 3000 555 554 3
22 3300 555 555 4
23 4200 555 555 5
24 5100 666 655 5
25 6000 666 666 6
26 6900 777 766 6
27 7800 777 777 7
28 8700 888 877 7
29 9600 888 888 8
30 10500 999 988 8
31 11400 999 999 9
32 12300 AAA A99 9
33 13200 AAA AAA A
34 14100 BBB BAA A
35 15000 BBB BBB B
36 15900 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 12 10 15  5  7  0  5  0
+2 15 10 15  7 10  2  7  0
+3 15 12 15  7 10  2  7  0
+4 15 12 17  7 12  2 10  2
+5 15 15 17  7 12  5 10  2
+7 17 15 17 10 15  5 12  2
+8 17 17 17 10 15  7 12  5
+9 17 17 20 10 17  7 15  5
+10 17 20 20 10 17  7 15  5
+12 20 20 20 12 20 10 17  7
+13 20 22 20 12 20 10 17  7
+14 20 22 22 12 22 12 20  7
+15 20 25 22 12 22 12 20 10
+17 22 25 22 15 25 12 22 10
+18 22 27 22 15 25 15 22 10
+19 22 27 25 15 27 15 25 12
+20 22 30 25 15 27 17 25 12
+22 25 30 25 17 30 17 27 12
Requisites: Dex 18, (Int or Wis) 14, Chr 23
Alignment: T* or *N
HD/level: & +d8
Weapon Prof.: 6+level/3
To Hit Table: 2xRog
Save Table: Rog*2 (see below)
Reference: DM
Groups: Rogue
 
Exceptional Dex and Chr bonus.
You can always cast Rogue spells. If you have an Int of 21 or higher, you can cast Wizard spells up to SL=Int-20. If you have a Wis of 21 or higher, you can cast Priest spells up to SL=Wis-20.
The Saves of "Rog*2" means to read the Rogue table at your level, and multiply the results by 2.5 (this is different from "2xRog", where you multiply your level by 2.5 before reading).
Gets 65 Rogue points per level. Or optionally, gets no Rogue points at all, instead, add this to each ability: +(Your level)*15-(level you gained ability)*5
All of the "Song" abilties disallow the use of Mouth's P actions while being used. They may be maintained next round for 1 Mouth's P action. They affect the whole party, including subordinates (summons, henchmen, mounts, followers, familiars, etc.).
Level 1: Vocalize and Semanticize: Don't need to speak to cast spells. Can cast Rogue spells with P actions instead of M actions. Both of these effects together let you maintain a song while casting spells.
Level 1: +LVL*3/2 (round down) nonweapon proficiencies
Level 9: You can sing two songs at the same time, if you have QP actions or if you have two heads. You need to start the first song, then you can begin the other with a mouth's QP (or your other mouth's P).
Lvl Bard Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Legend Lore | Identify ||| Know how to defeat a god or destroy an artifact 0 | M ||| F 0 Int-15 Int-16
1 Read Languages | Decipher Code ||| Read text that has been scrambled or erased M 5 Int-11 Int-15
1 Musical Inspiration | Emotion ||| Suggestion S 5*LVL Chr-11 Chr-13
1 Summon DL I Animal ( || per +1 DL) ||| Summon DL I (specify type) V 0 Chr-11 Chr-13
1 Charm/Influence Reaction ||| Erase a "!" mark in dungron S 10 Chr-10 Chr-13
1 Song of Evasion (party gets +1 AC per 10% rating) mouth'sP 0 Dex-12 Dex-15
1 Song of Resistance (party gets -1 dmg/attack per 25% rating) mouth'sP 0 Con-16 Con-25
1 any Rogue 1 ability - - - -
2 Song of Healing (cures whole party 1 hp per 10% rating /s) mouth'sP 10 Wis-15 Wis-19
2 Song of Blasting (group takes 1 sound dmg per 5% rating /s) mouth'sP 10 Str-15 Str-19
2 Empathy | ESP ||| Tap Psionic Link M 15 Wis-13 Wis-20
3 Song of Courage (+1 Morale per 5% rating, Removes Fear) mouth'sP 10 Chr-17 Chr-21
3 Song of Fear (Fear a group, Will save target # = rating) mouth'sP 10 Int-17 Int-21
4 Song of Vines (Entangle a group, Reflex save target # = rating) mouth'sP 10 Dex-19 Dex-23
4 Song of Dispelling (Dispel one effect on each creature in a group /s) mouth'sP 10 Wis-19 Wis-23
4 Sensitivity to Psychic Impressions ||| Truename ||| Rotating Truename M 20 Wis-14 Wis-16
5 Song of Battle (+1 TH,dmg,or saves per 15% rating) mouth'sP 10 Str-21 Str-25
5 Song of Certamen (+1 dmg /die with spells per 15% rating) mouth'sP 10 Int-21 Int-25
6 any Rogue 6 ability - - - -
7 any Rogue 7 ability - - - -
8 any Rogue 8 ability - - - -
9 Song of Wishing (Does a SL=rating/40 Wizard or Priest effect /s, max SL=LVL/2) mouth'sP 0 Int+Wis-49 Int+Wis-55
18 Song of Escape/Teleport Away (Party Escapes; or Teleport Away a group, Fort save target # = rating) mouth'sP 0 Dex-33 Dex-35
27 Song of As You Are (Group increases 1 XP divisor per 30% rating) mouth'sP 0 Chr-39 Chr-40

[PC43] Collective 4.3 Classes


Time Lord13

Level KXP TimeLord
345 678 9
1 0 1-- --- -
2 6 2-- --- -
3 12 21- --- -
4 24 32- --- -
5 48 321 --- -
6 96 332 --- -
7 144 432 1-- -
8 210 433 2-- -
9 320 443 21- -
10 570 443 32- -
11 850 544 321 -
12 1700 544 332 -
13 2470 554 432 1
14 3220 554 433 2
15 3970 555 443 2
16 4740 655 443 3
17 5510 655 544 3
18 6280 665 544 3
19 7050 665 554 4
20 7820 666 554 4
21 8590 666 555 4
22 9360 766 655 4
23 10130 766 655 5
24 10900 776 665 5
25 11670 776 665 5
26 12440 777 666 5
27 13210 777 666 5
28 13980 777 766 6
29 14750 877 766 6
30 15520 877 776 6
31 16290 887 776 6
32 17060 887 777 6
33 17830 888 777 6
34 18600 888 777 7
35 19370 888 877 7
36 20140 888 887 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+10 10 10 10 10 10 10 10 10
+10 12 12 12 12 12 12 12 12
+10 14 14 14 14 14 14 14 14
+10 16 16 16 16 16 16 16 16
+10 18 18 18 18 18 18 18 18
+10 20 20 20 20 20 20 20 20
+10 22 22 22 22 22 22 22 22
+10 24 24 24 24 24 24 24 24
+11 26 26 26 26 26 26 26 26
+11 28 28 28 28 28 28 28 28
+11 30 30 30 30 30 30 30 30
+11 32 32 32 32 32 32 32 32
+11 34 34 34 34 34 34 34 34
+11 36 36 36 36 36 36 36 36
+11 38 38 38 38 38 38 38 38
+11 40 40 40 40 40 40 40 40
+11 42 42 42 42 42 42 42 42
+12 44 44 44 44 44 44 44 44
Requisites: Int 24, Wis 17
Alignment: any
HD/level: 2d6
Weapon Prof.: 1+level/4
To Hit Table: 10+level/9
Save Table: 8+level*2
Reference: Doctor Who
Groups: Alternate, Technology
 
Time Lord Powers are given on the following page. They work like channeled spells, can't be material componented, and are resisted using TechR.
Level 1: Loop/Time/Reality Stability.
Level 1: Immune to haste and slow (this immunity may be lowered).
Level 1: Immune to aging. Have 2 Hearts. Can't be stangled or choked. Immune to Vacuum (including vacuum of space).
Level 1: 1M: Detect Temporal Anomaly.
Level 1: 1M: Know date, TF, LoopF.
Level 1: Know target's age and how many years of natural lifespan is left
Level 1 ¶: Upon death, 12/lifetime, 1 round delay: Reincarnate Self to same race, with different appearance.
Level 1 ¶: Can have up to LVL Technological items created for yourself (if you have the Create Tech Item powers).
Level 4 ¶: 0, 1/reset, go into a frozen coma-like state: Cureall Self. You cannot act until you reset.
Level 9: +LVL-8 segments per round. Thus a level 25 Time Lord has 27 segments.

[PC43] Collective 4.3 Classes


Time Lord13 Powers

Level # Spell Effect Source
3 1 Construct/Improve Tech Item Create/Modify a Psi 8 item (any type) of TechL=CL, each TechL takes 1S action DM
3 2 Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save) Psi8
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor Chronomancer SL=3
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone) Chronomancer SL=3
3 5 Slow Slow (CL RSW saves, each missed save is a Slow effect) DM
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made) Chronomancer SL=3
4 1 Dispel Technology Dispels a technological effect Psi8
4 2 Haste A3 +3A, +2B, or +1C actions Chronomancer SL=3
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental Chronomancer SL=4
4 4 Telepathy/ESP Telepathy and ESP DM
4 5 Temporal Push Target is thrown CL+1 rounds into the future (Will save) Chronomancer SL=4
4 6 Time Travel Time travel, up to CL*10 years, can cross 1 Barrier at a time DM
5 1 Create Slipgate Create a temporal gate Chronomancer SL=5
5 2 Extradimensional Space Create an extradimensional space (like a Portable Hole) DM
5 3 Haste A4 +4A, +3B, or +2C actions Chronomancer SL=4
5 4 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction Chronomancer SL=5
5 5 Tempus Lawfulness Fixes temporal anomolies in area Chronomancer SL=6
5 6 Time Comm Communicate with someone in a different time (same location) DM / SFB
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects Chronomancer SL=6
6 2 Haste A5 +5A, +4B, or +3C actions Chronomancer SL=5
6 3 Sands of Time Reverse the effect of time on objects. Chronomancer SL=7
6 4 Temporal Eye Can scry into other times at this location Chronomancer SL=7
6 5 Time Halt Can usefully attack a Time/Loop Elemental or other Time Traveller DM
6 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds) Chronomancer SL=7
7 1 Commune with Time of Legends Commune with Time of Legends Chronomancer SL=7
7 2 Haste A6 +6A, +5B, or +4C actions Chronomancer SL=6
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save) Chronomancer SL=7
7 4 Temporal Shell Immune time Chronomancer SL=9
7 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature. Chronomancer SL=9
7 6 Timereaver Time Travel Other +/- 5*CL years (Spell save) Chronomancer SL=8
8 1 Accelerate Lifeline Target ages CL years (Spell save) Chronomancer SL=8
8 2 Haste A7 +7A, +6B, or +5C actions Chronomancer SL=7
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration Chronomancer SL=8
8 4 Loop Travel Travel up to CL LoopF's (Alternate Timelines) distant DM
8 5 Time Stop Stops time for 1d4 rounds Chronomancer SL=9
8 6 Immediate Tech Item Create/Modify a Psi 8 item (any type) of TechL=CL DM
9 1 Haste A8 +8A, +7B, or +6C actions Chronomancer SL=8
9 2 Temporal Incursion Beam (TIB) Target is Incursed (no save); is Loop Incursed if already Incursed DM / SFB
9 3 Time/Reality Stability Time/Reality Stability on target, reverse removes it (Spell save) Chronomancer SL=8

[PC43] Collective 4.3 Classes


Unfinisher3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+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: Int 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Lost, Futureshifted, Random
 
Each Level: The DM rolls a random class from the unfinished classes from full Collective (section [PC99], also unfinished lists for Collective 4.3). 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 Unfinisher3 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 Unfinisher3 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 Chr 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 Unfinisher3 class beyond level 1, all you have to meet is the Int 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.

[PC43] Collective 4.3 Classes


Unfinisher3 Class Determination

d126 Class Groups Source
1 (Mighty Morphin) Power Ranger War, Joke Don rejected classes
2 1JG-izer / Emulator1JG Cust Voted classes not made
3 Adventurer Cust Voted classes not made
4 Alien Cultist5 Pri Voted classes not made
5 Animal0 Mon Voted classes not made
6 Anime Schoolgirl Joke, Enslaved Don rejected classes
7 AntiArchMutant Psi [PC99]
8 ArcanistDM Wiz [PC99]
9 ArchArchArcher War Don rejected classes
10 ArchPsi23 Psi Voted classes not made
11 Ars Magus Wiz, Lost Voted classes not made
12 Astral Fabricator30 Wiz, Mon, Alt Voted classes not made
13 Bard1JG Rog [PC99]
14 Battle Mage War, Wiz Don rejected classes
15 Battle Priest War, Pri Don rejected classes
16 Biologist Cust, ? Wiz Don rejected classes
17 Black Rog, ? Pri Don rejected classes
18 Book of Nine Swords ? War Voted classes not made
19 Boss Mon [PC99]
20 Bureaucrat1 NonCombatant, Lost Voted classes not made
21 Cabalist2/Theurgist1 Wiz [PC99]
22 Chaos Warrior War Voted classes not made
23 Chirurgeon3 Pri [PC99]
24 Class Designer Cust, PCDesigned Voted classes not made
25 Cleric30 Pri, Future Voted classes not made
26 Combatant2HM War Voted classes not made
27 Complete Scoundrel3.5 Rog Voted classes not made
28 Complete Warrior3 War [PC99]
29 Composite Elemental Lord Mon [PC99]
30 Custom7 Cust [PC99]
31 CustomDM Cust [PC99]
32 Cutthroat1 Rog [PC99]
d126 Class Groups Source
33 Cutthroat5 Rog Voted classes not made
34 Cyborg8 Mon, Tech Voted classes not made
35 Divine Priest Pri, Conc Voted classes not made
36 Diviner/Vision Mage Wiz, Alt Don rejected classes
37 DumDum Cust, Lesser Voted classes not made
38 Eel-15 Mon [PC99]
39 Escape Artist Rog Don rejected classes
40 Evil Underling Rog, Conc Voted classes not made
41 Familiar Mon, Enslaved Voted classes not made
42 Fanatic Pri [PC99]
43 Freak5 Mon [PC99]
44 Gate/Conduit Mage Wiz, Planar Voted classes not made
45 Golem Master Wiz [PC99]
46 Goon / Clod War [PC99]
47 Gray Hat5 Rog, Mirr, Planar Voted classes not made
48 Griefer5 Rog, Lost Voted classes not made
49 Hackmaster War [PC99]
50 Hellraiser (1/2-demon) War [PC99]
51 Herbalist2.5 Pri Voted classes not made
52 Hippie5 Pri, Lost Voted classes not made
53 Houri1JG Rog [PC99]
54 Immortal Hunter Alt [PC99]
55 InfiltratorDM Rog [PC99]
56 Inventer5 Wiz [PC99]
57 Item Crafter ? Wiz, NonCombatant Voted classes not made
58 Lamer Rog Don rejected classes
59 Luddite ( Psi(-8) ) Psi, Mirr, Tech Voted classes not made
60 Martial Artist1JG Rog [PC99]
61 Mecha Jockey32 (Psi32) Psi, Mon, Tech Voted classes not made
62 Merchant1JG Rog [PC99]
63 MetaCustom7 (Designer) Cust [PC99]
64 Meta-Mage Wiz Voted classes not made

[PC43] Collective 4.3 Classes


Unfinisher3 Class Determination (cont.)

d126 Class Groups Source
65 MetaMonster7 Mon [PC99]
66 MetaPriest7 Pri [PC99]
67 MetaPsionicist5 or 7 Psi [PC99]
68 MetaRogue7 Rog [PC99]
69 MetaWarrior7 War [PC99]
70 MetaWizard7 Wiz [PC99]
71 Minikin (Minulator-oid) Cust, Alt Voted classes not made
72 Mirror Master Conc, Mirr Voted classes not made
73 Necromonger Pri, Overt Voted classes not made
74 Ninja Turtle Rog, Joke Don rejected classes
75 Ninja1JG Rog [PC99]
76 Occult Mage Wiz, Lost Voted classes not made
77 Occultist5 Pri [PC99]
78 Ooze Mon [PC99]
79 Opposition Conc Voted classes not made
80 ParaPsychologist5 Psi [PC99]
81 Pariah Conc, Mirr Voted classes not made
82 Preacher5 Pri [PC99]
83 Protector1 Pri [PC99]
84 Psi(-18) Psi [PC99]
85 Psi0.02 Psi Don rejected classes
86 Psi13 Psi Voted classes not made
87 Psi17 Psi [PC99]
88 Psi1Blaster Psi [PC99]
89 Psi20 Psi [PC99]
90 Psi23 Psi [PC99]
91 Psi600J Psi Don rejected classes
92 Psi63 (Synnibarr) Psi Voted classes not made
93 Psi6J Psi, Planar Voted classes not made
94 Quintessential Monk6 Rog Voted classes not made
95 Rabid Charging Beast ? Mon, RobotControlled Voted classes not made
96 SATD (Survivalist-ArchMage-
Templar-Dungeoneer)
War, Wiz, Pri, Rog Don rejected classes
d126 Class Groups Source
97 Savage5 Mon [PC99]
98 Scoundrel5 Rog [PC99]
99 Shadow-walker1JG Rog [PC99]
100 Shifter Mon [PC99]
101 Soothsayer10 Wiz [PC99]
102 Spawn Conc, Enslaved Voted classes not made
103 Speedster81 Rog, Psi Voted classes not made
104 Spellweaver Wiz, Mon Voted classes not made
105 Spiritual Healer Pri, Psi, Alt Voted classes not made
106 Swindler5 Rog [PC99]
107 Switch Classer Cust [PC99]
108 Systematic Warrior War, Cust, Random Voted classes not made
109 Tarrasque Mon Voted classes not made
110 Techie Tech Voted classes not made
111 Theist21 Pri, Demi Voted classes not made
112 Thief1JG Rog [PC99]
113 Thought/Mind Mage Wiz [PC99]
114 ThugDM Rog [PC99]
115 Tiny Game Hunter War, Demi Voted classes not made
116 Trickster Rog Voted classes not made
117 Tusken Raider(-19) War [PC99]
118 Understudy Conc, Pri Voted classes not made
119 Variable PsiN Psi [PC99]
120 Venefic1JG Rog [PC99]
121 Victor5 Conc, War Voted classes not made
122 Vindicator(-65) War [PC99]
123 Virologist ? Wiz Don rejected classes
124 Werewolf5 Mon [PC99]
125 Worshiper of the Far Realm Demi, Pri, Lost Don rejected classes
126 X24 Psi [PC99]

[PC43] Collective 4.3 Classes


Unholy SuperMonk1

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

[PC43] Collective 4.3 Classes


Vanguard

Level KXP Warrior
123 456 78
1 0 0-- --- --
2 8 1-- --- --
3 12 2a- --- --
4 17.6 30- --- --
5 26.4 41b --- --
6 39.2 52a --- --
7 58.4 630 c-- --
8 87.2 741 b-- --
9 130.4 852 a-- --
10 195.2 963 0-- --
11 292.8 974 1-- --
12 439.2 985 2d- --
13 658.4 996 3c- --
14 987.2 997 4b- --
15 1480.8 998 5a- --
16 2220.8 999 60- --
17 3331.2 999 71e --
18 5120 999 81d --
19 5440 999 92c --
20 5760 999 92b --
21 6080 999 93a --
22 6400 999 930 f-
23 6720 999 941 e-
24 7040 999 941 d-
25 7360 999 952 c-
26 7680 999 952 b-
27 8000 999 963 a-
28 8320 999 963 0-
29 8640 999 974 1-
30 8960 A99 974 1-
31 9280 AA9 985 1-
32 9600 AAA 985 2-
33 9920 AAA A96 2-
34 10240 AAA AA6 2-
35 10560 BBB AA7 3-
36 10880 BBB BB7 31
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
+8 11  8 10 10  7  5  4  3
+9 12 10 11 12  9  6  5  4
+10 14 11 13 14 10  7  6  4
+11 14 12 14 14 11  8  7  5
+12 15 13 14 14 12  9  8  6
+13 15 14 15 15 13 10  8  6
+14 15 14 15 15 14 11  9  7
+15 15 14 15 15 15 12 10  8
+16 15 15 15 15 15 13 11  8
+17 16 15 15 15 15 14 12  9
+18 16 15 16 15 15 15 12 10
+19 16 16 16 15 15 16 13 10
+20 16 16 16 16 16 17 14 11
+21 17 16 16 16 16 18 15 12
Requisites: Str 15, Con 9, Chr 19
Alignment: any
HD/level: 2d10
Weapon Prof.: 0+2*level
To Hit Table: 2xCust
Save Table: 2xWar
Reference: MTG / DM
Groups: Warrior, Custom, Demigod (x1)
 
Gets Barbarian Str and Exceptional Con. Uses "Cavalier" line for number of attacks.
Str score is considered +5*LVL higher for purposes of size of weapons that can be wielded. Never has a Dex requirement for weapon size.
 
Gets Chr bonus to spell progression. Specialized in Warrior Paladin school. Can cast Priest All sphere spells as if they were Warrior spells.
 
You have 1 Vanguard Avatar per level. You cannot pick the same Vanguard Avatar more than once. Vanguard Avatars may be changed during reset.
Vanguard Avatars affect the ML for this class only. These ML adjustments are artificial and you will Twilight if you cast a spell with SL above your LVL. If your adjusted ML is 0 or less, your ML is considered to be 0 (and you have no spells). If your ML is greater than 36, gain 1 spell per level, keeping the progression decreasing, you get your first 9th level spell at ML=54.
Vanguard Avatars also affect your maximum hit points. If you somehow gain a Vanguard Avatar during combat, your current hp will increase by the same amount.
The Vanguard Avatar list is not complete. You may spend 1 research point to add an Avatar from the Magic Online list.
 
Some Vanguard Avatar abilities refer to spending spell slots. You may spend a spell slot which is already assigned to channel a spell, but then of course the spell is no longer being channeled. You could spend 1/2 of a 6th level spell to get 3 SL's, or 1/2 of a 1st and a 1/2 of a 5th, etc. (Please keep fractions to 1/2 only.)
 
New Warrior Spell:
Morningtide Summoning (SL=N, Paladin school): Summon 11-SL (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=N

[PC43] Collective 4.3 Classes


Vanguard Avatars

Source # Vanguard Avatar Effect ML max hp
MTG-VG4 1 Ashnod Damaging shield vs. melee or missile weapons (effect is lower case s slain, RSW save per attack) +1 -8*level
MTG-VG2 2 Barrin 0, sacrifice a summon: Dismiss a summon, or force a creature back to it's home plane (RSW save if your summon's DL is less than their DL) 0 +6*level
MTG-VG2 3 Crovax Whenever you or your summons attack and deal damage, gain 1 hp per attack. (You can go to at most triple max hp) +2 0
MTG-VG3 4 Eladamri 0: Redirect to yourself any amount of damage dealt to your summons. -1 +15*level
MTG-VG1 5 Ertai You and your summons can't be the target of enemies' spells or abilities. -1 +4*level
MTG-VG1 6 Gerrard +1F action per round. -4 0
MTG-VG4 7 Gix 1M, use 3 SLs of spell slots: Bring back one of your summons that was just killed in the past round. It is Capital F Fixed. -2 +18*level
MTG-VG2 8 Greven il-Vec You and your summons can Slay brand on one attack per P action (RSW save, lower case s slain) -1 +2*level
MTG-VG2 9 Hanna Your spells (from your Vanguard progression) cost 1 SL less (you are School Robed in everything). +1 -5*level
MTG-VG1 10 Karn You have an extra "Animated Objects" slot, with at most LVL objects in it. 1M: Animate Object as a DL=(LVL+1)/2 Golem. +1 +6*level
MTG-VG3 11 Lyna You and your summons gain phasing (they can pass though solid objects and walls). +2 -4*level
MTG-VG1 12 Maraxus Your summons get +1 offensive DL. +1 +2*level
MTG-VG1 13 Mirri You may cast Wizard, Priest, or Rogue spells as if they were Warrior spells. 0 +5*level
MTG-VG4 14 Mishra You and your summons deal double melee damage. 0 -3*level
MTG-VG3 15 Multani 0, use a spell slot of SL=N, 1/t: Your summons get +N to offensive DL for 1 turn. This does not stack with itself. -3 -2*level
MTG-VG3 16 Oracle 0, 1/r: Remove yourself and any number of your summons from a group (no parting shots; they move LVL*10' away) +1 +9*level
MTG-VG2 17 Orim You and your summons have +LVL*3' reach upwards. 0 +12*level
MTG-VG3 18 Rofellos Whenever one of your summons is killed, gain it's DL/10 of an A' action. (1A' -> 1V; 2A' -> 1P; 3A' -> 1M or 1QZ) -2 +4*level
MTG-VG2 19 Selenia Your summons can interpose in front of you to absorb attacks. +1 +7*level
MTG-VG4 20 Serra All creatures you control get +1 defensive DL or +2 rhp (choose one). +1 +level
MTG-VG3 21 Sidar Kondo 0, use 3 SLs of spell slots: Target gets +3 TH, dmg, AC, and saves for 1r. This ability does stack with itself. -1 +12*level
MTG-VG1 22 Sisay Double your spell progression (number of spells per level, including the Chr stat bonus) -2 -3*level
MTG-VG3 23 Sliver Queen, Brood Mother Extra summon slot, only for at most LVL*5 Slivers. 0, use N SLs of spell slots: Summon a DL N Sliver. It has no special abilities (it is "Vanilla"). 0 +8*level
MTG-VG1 24 Squee You have continuous ESP. 1M: Sense Motive or Detect Lie (no failure). 1M: Tap Psionic Link. +3 -4*level
MTG-VG2 25 Starke Whenever you lower (drop) one of your spells, you can get the spell slot back (it becomes an unassigned spell slot if you were channeling it). 0 -2*level
MTG-VG1 26 Tahngarth You and your summons are unaffected by summoning sickness. -1 +7*level
MTG-VG3 27 Takara 1N, sacrifice a summon: Deal X damage to one target (no save), where X is the DL of the summon. +3 -8*level
MTG-VG4 28 Tawnos You may convert 1M -> 1OppM only for casting spells. +3 -4*level
MTG-VG4 29 Titania 0, 1/r: An area effect spell you are casting affects an extra group. +2 -5*level
MTG-VG4 30 Urza 1M, use 3 SLs of spell slots: 10*LVL dmg to one target (no save). -1 +10*level
MTG-VG2 31 Volrath When summoning, you can get back the exact same subtype of summon that you last summoned. +2 -3*level
MTG-VG4 32 Xantcha 0, sacrifice a summon or magic item: Target is cured N hp, where N=(DL^2)*10 of summon, or N=XPV of item. +1 +3*level

[PC43] Collective 4.3 Classes


Wand Mage

Level KXP Wands
123 456 789 A
1 0 1-- --- --- -
2 1.8 2- --- --- -
3 3.6 21- --- --- -
4 7.2 32 --- --- -
5 14.4 321 --- --- -
6 28.8 432 -- --- -
7 57.6 432 1-- --- -
8 115.2 543 2- --- -
9 230.4 543 21- --- -
10 590.4 654 32 --- -
11 950.4 654 321 --- -
12 1310.4 765 432 -- -
13 1670.4 765 432 1-- -
14 2030.4 776 543 2- -
15 2390.4 776 543 21- -
16 2750.4 777 654 32 -
17 3110.4 777 654 321 -
18 3470.4 777 765 432
19 3830.4 777 776 543 1
20 4190.4 777 777 654 2
21 4550.4 777 777 765 3
22 4910.4 777 777 776 4
23 5270.4 777 777 777 5
24 5630.4 777 777 777 6
25 5990.4 777 777 777 7
26 6350.4 888 877 777 7
27 6710.4 888 888 877 7
28 7070.4 888 888 888 7
29 7430.4 888 888 888 8
30 7790.4 999 988 888 8
31 8150.4 999 999 988 8
32 8510.4 999 999 999 8
33 8870.4 999 999 999 9
34 9230.4 AAA A99 999 9
35 9590.4 AAA AAA A99 9
36 9950.4 AAA AAA AAA A
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 19
Alignment: any
HD/level: ++d6
Weapon Prof.: 2+level/2
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Does not use Channeling.
Each "wand slot" allows you to create a temporary wand (which lasts until the end of the day). Each wand has 10*N charges, where N is the number in the spell progression for that SL (not counting stat bonus if you somehow generate a stat bonus for this progression). So, a 3rd level Wand Mage can make 2 SL=1 wands with 20 charges each, and 1 SL=2 wand with 10 charges. (Half-slots require school specialization and have 5 charges.)
 
For each wand, you specify two spell effects it can do, of the appropriate SL. You can leave these choices as "open slots" as you like.
 
It doesn't take any actions to make or choose the effects of these wands. You are assumed to always be wielding a wand in each hand that you have dictated for "wand usage". It doesn't cost any actions to switch wands either; but you do have to spend 1V if you switch from wand to non-wand (say to a shield) or vice versa.
 
It requires only 1M action to active ALL wands you are wielding. This is an exception to the normal wand usage rules, and only Wand Mages can do this.
 
You may specialize in a school, if you do, choose an opposite. Wands that do effects only from specialized schools cost only a wand slot to make.
 
You may "break" a wand, spending 1V, this causes the wand to release all of it's charges on both you and the target. For each charge, choose which wand effect resolves. If the wand is area effect, both you and the target are centers of each area effect. However, if you and the target are in the same group, only 1 area effect resolves per charge (not 2). (The point here is that no one should be hit by more than 1 effect per charge.)
 
Going into each reset (at the beginning of the reset), you may keep some of your remaining temporary wands as permanent wands, to go into the next day. You can keep only LVL of these permanent wands total at a time.
You can also sell some of your permanent wands during the reset, but any wands you sell will count against this LVL limit for the next (upcoming) day. At the end of that day (tomorrow), your limit goes back to LVL as normal (essentially it takes 1 day for the limit to "forget" these wands). Wands sell for (SL+1)^2*C*5 gp, where C is the number of charges (assuming half cost for selling items).
 
Level 6: You may construct staves; these are identical to wands, except they have only 2.5*N charges (round up), but do ALL of their effects when activated. The target must be the same for each effect. Staves count as wands for the "1M: Active all your wands" ability.
Level 9: Your wands of SL 1-3 can have 3 effects instead of 2.
Level 12: You may construct rods; these are like wands, but they don't have charges. Instead they have "1M: Do one of this rod's effects". This uses up your entire 1M action; rods do not count as wands for the "1M: Active all your wands" ability.
Level 18: Your wands of SL 1-3 can have 4 effects, and your wands of SL 4-6 can have 3 effects.
Level 27: Your wands of SL 1-3 can have 5 effects, and your wands of SL 4-6 can have 4 effects, and your wands of SL 7-9 can have 3 effects.
Level 36: Your wands of SL 1-3 can have 6 effects, and your wands of SL 4-6 can have 5 effects, your wands of SL 7-9 can have 4 effects, and your wands of SL 10 can have 3 effects.

[PC43] Collective 4.3 Classes


BlahR Evasion (Mini-Class)

Level KXP Effect Total
1 1 25% of one BlahR Evasion (25%)
2 2 25% of one BlahR Evasion (50%)
3 4 25% of one BlahR Evasion (75%)
4 8 25% of one BlahR Evasion (100%)
5 16 25% of one BlahR Evasion (125%)
6 32 25% of one BlahR Evasion (150%)
7 64 25% of one BlahR Evasion (175%)
8 100 25% of one BlahR Evasion (200%)
9 150 25% of one BlahR Evasion (225%)
10 200 25% of one BlahR Evasion (250%)
11 250 25% of one BlahR Evasion (275%)
12 300 25% of one BlahR Evasion (300%)
13 350 25% of one BlahR Evasion (325%)
14 400 25% of one BlahR Evasion (350%)
15 450 25% of one BlahR Evasion (375%)
16 500 25% of one BlahR Evasion (400%)
17 550 25% of one BlahR Evasion (425%)
18 600 25% of one BlahR Evasion (450%)
19 650 25% of one BlahR Evasion (475%)
20 700 25% of one BlahR Evasion (500%)
21 750 25% of one BlahR Evasion (525%)
22 800 25% of one BlahR Evasion (550%)
23 850 25% of one BlahR Evasion (575%)
24 900 25% of one BlahR Evasion (600%)
25 950 25% of one BlahR Evasion (625%)
26 1000 25% of one BlahR Evasion (650%)
27 1050 25% of one BlahR Evasion (675%)
28 1100 25% of one BlahR Evasion (700%)
29 1150 25% of one BlahR Evasion (725%)
30 1200 25% of one BlahR Evasion (750%)
31 1250 25% of one BlahR Evasion (775%)
32 1300 25% of one BlahR Evasion (800%)
33 1350 25% of one BlahR Evasion (825%)
34 1400 25% of one BlahR Evasion (850%)
35 1450 25% of one BlahR Evasion (875%)
36 1500 25% of one BlahR Evasion (900%)
Alternate Effect Alt Total
10% to one oBlahR (10%)
10% to one oBlahR (20%)
10% to one oBlahR (30%)
10% to one oBlahR (40%)
10% to one oBlahR (50%)
10% to one oBlahR (60%)
10% to one oBlahR (70%)
10% to one oBlahR (80%)
10% to one oBlahR (90%)
10% to one oBlahR (100%)
10% to one oBlahR (110%)
10% to one oBlahR (120%)
10% to one oBlahR (130%)
10% to one oBlahR (140%)
10% to one oBlahR (150%)
10% to one oBlahR (160%)
10% to one oBlahR (170%)
10% to one oBlahR (180%)
10% to one oBlahR (190%)
10% to one oBlahR (200%)
10% to one oBlahR (210%)
10% to one oBlahR (220%)
10% to one oBlahR (230%)
10% to one oBlahR (240%)
10% to one oBlahR (250%)
10% to one oBlahR (260%)
10% to one oBlahR (270%)
10% to one oBlahR (280%)
10% to one oBlahR (290%)
10% to one oBlahR (300%)
10% to one oBlahR (310%)
10% to one oBlahR (320%)
10% to one oBlahR (330%)
10% to one oBlahR (340%)
10% to one oBlahR (350%)
10% to one oBlahR (360%)
 
Each level, pick a BlahR. You automatically Evade 25% of that BlahR.
For the Alternate version, instead you get oBlahR 10% (Offensive BlahR). This reduces their BlahR if they have it. If they don't have it (or if you have oBlahR left over), roll your oBlahR, if you make it, they take x2 effect.

[PC43] Collective 4.3 Classes


Brown Originator Mini (Originator Mini-Class)

Level KXP Effect Total
1 220 You are 1% Real (1)
2 440 You are 2% Real (2)
3 880 You are 3% Real (3)
4 1760 You are 4% Real (4)
5 3520 You are 5% Real (5)
6 7040 You are 6% Real (6)
7 14080 You are 7% Real (7)
8 22000 You are 8% Real (8)
9 33000 You are 9% Real (9)
10 44000 You are 10% Real (10)
11 55000 You are 11% Real (11)
12 66000 You are 12% Real (12)
13 77000 You are 13% Real (13)
14 88000 You are 14% Real (14)
15 99000 You are 15% Real (15)
16 110000 You are 16% Real (16)
17 121000 You are 17% Real (17)
18 132000 You are 18% Real (18)
19 143000 You are 19% Real (19)
20 154000 You are 20% Real (20)
21 165000 You are 21% Real (21)
22 176000 You are 22% Real (22)
23 187000 You are 23% Real (23)
24 198000 You are 24% Real (24)
25 209000 You are 25% Real (25)
26 220000 You are 26% Real (26)
27 231000 You are 27% Real (27)
28 242000 You are 28% Real (28)
29 253000 You are 29% Real (29)
30 264000 You are 30% Real (30)
31 275000 You are 31% Real (31)
32 286000 You are 32% Real (32)
33 297000 You are 33% Real (33)
34 308000 You are 34% Real (34)
35 319000 You are 35% Real (35)
36 330000 You are 36% Real (36)
Alternate Effect Alt Total
One random cheat code, possibly reduced (1)
One random cheat code, possibly reduced (2)
One random cheat code, possibly reduced (3)
One random cheat code, possibly reduced (4)
One random cheat code, possibly reduced (5)
One random cheat code, possibly reduced (6)
One random cheat code, possibly reduced (7)
One random cheat code, possibly reduced (8)
One random cheat code, possibly reduced (9)
One random cheat code, possibly reduced (10)
One random cheat code, possibly reduced (11)
One random cheat code, possibly reduced (12)
One random cheat code, possibly reduced (13)
One random cheat code, possibly reduced (14)
One random cheat code, possibly reduced (15)
One random cheat code, possibly reduced (16)
One random cheat code, possibly reduced (17)
One random cheat code, possibly reduced (18)
One random cheat code, possibly reduced (19)
One random cheat code, possibly reduced (20)
One random cheat code, possibly reduced (21)
One random cheat code, possibly reduced (22)
One random cheat code, possibly reduced (23)
One random cheat code, possibly reduced (24)
One random cheat code, possibly reduced (25)
One random cheat code, possibly reduced (26)
One random cheat code, possibly reduced (27)
One random cheat code, possibly reduced (28)
One random cheat code, possibly reduced (29)
One random cheat code, possibly reduced (30)
One random cheat code, possibly reduced (31)
One random cheat code, possibly reduced (32)
One random cheat code, possibly reduced (33)
One random cheat code, possibly reduced (34)
One random cheat code, possibly reduced (35)
One random cheat code, possibly reduced (36)
 
The Normal version multiplies all of your effects by xx(1+LVL/10). So at level 5 you multiply all of your damage, spell effects, spell save DC, etc. by xx1.5. This includes your AC rating and hit points. In practice, we will simply write a big "xx1.5" on the chalkboard next to your character, rather than actually multiply everything through (it will get too confusing otherwise).
The Alternate version gives you one random cheat code per level. It is possible that a pick may be reduced in power a bit, if it's a current player's pick. Or it may be a pick that's currently undefined or unknown. In any case, it will be gross.

[PC43] Collective 4.3 Classes


Capital Immuner (Mini-Class)

Level KXP Effect Total
1 6 Immune to a [C] section effect and it's Capital version (1)
2 12 Immune to a [C] section effect and it's Capital version (2)
3 24 Immune to a [C] section effect and it's Capital version (3)
4 48 Immune to a [C] section effect and it's Capital version (4)
5 96 Immune to a [C] section effect and it's Capital version (5)
6 192 Immune to a [C] section effect and it's Capital version (6)
7 384 Immune to a [C] section effect and it's Capital version (7)
8 600 Immune to a [C] section effect and it's Capital version (8)
9 900 Immune to a [C] section effect and it's Capital version (9)
10 1200 Immune to a [C] section effect and it's Capital version (10)
11 1500 Immune to a [C] section effect and it's Capital version (11)
12 1800 Immune to a [C] section effect and it's Capital version (12)
13 2100 Immune to a [C] section effect and it's Capital version (13)
14 2400 Immune to a [C] section effect and it's Capital version (14)
15 2700 Immune to a [C] section effect and it's Capital version (15)
16 3000 Immune to a [C] section effect and it's Capital version (16)
17 3300 Immune to a [C] section effect and it's Capital version (17)
18 3600 Immune to a [C] section effect and it's Capital version (18)
19 3900 Immune to a [C] section effect and it's Capital version (19)
20 4200 Immune to a [C] section effect and it's Capital version (20)
21 4500 Immune to a [C] section effect and it's Capital version (21)
22 4800 Immune to a [C] section effect and it's Capital version (22)
23 5100 Immune to a [C] section effect and it's Capital version (23)
24 5400 Immune to a [C] section effect and it's Capital version (24)
25 5700 Immune to a [C] section effect and it's Capital version (25)
26 6000 Immune to a [C] section effect and it's Capital version (26)
27 6300 Immune to a [C] section effect and it's Capital version (27)
28 6600 Immune to a [C] section effect and it's Capital version (28)
29 6900 Immune to a [C] section effect and it's Capital version (29)
30 7200 Immune to a [C] section effect and it's Capital version (30)
31 7500 Immune to a [C] section effect and it's Capital version (31)
32 7800 Immune to a [C] section effect and it's Capital version (32)
33 8100 Immune to a [C] section effect and it's Capital version (33)
34 8400 Immune to a [C] section effect and it's Capital version (34)
35 8700 Immune to a [C] section effect and it's Capital version (35)
36 9000 Immune to a [C] section effect and it's Capital version (36)
Alternate Effect Alt Total
Immune to an element; does "spread" (1)
Immune to an element; does "spread" (2)
Immune to an element; does "spread" (3)
Immune to an element; does "spread" (4)
Immune to an element; does "spread" (5)
Immune to an element; does "spread" (6)
Immune to an element; does "spread" (7)
Immune to an element; does "spread" (8)
Immune to an element; does "spread" (9)
Immune to an element; does "spread" (10)
Immune to an element; does "spread" (11)
Immune to an element; does "spread" (12)
Immune to an element; does "spread" (13)
Immune to an element; does "spread" (14)
Immune to an element; does "spread" (15)
Immune to an element; does "spread" (16)
Immune to an element; does "spread" (17)
Immune to an element; does "spread" (18)
Immune to an element; does "spread" (19)
Immune to an element; does "spread" (20)
Immune to an element; does "spread" (21)
Immune to an element; does "spread" (22)
Immune to an element; does "spread" (23)
Immune to an element; does "spread" (24)
Immune to an element; does "spread" (25)
Immune to an element; does "spread" (26)
Immune to an element; does "spread" (27)
Immune to an element; does "spread" (28)
Immune to an element; does "spread" (29)
Immune to an element; does "spread" (30)
Immune to an element; does "spread" (31)
Immune to an element; does "spread" (32)
Immune to an element; does "spread" (33)
Immune to an element; does "spread" (34)
Immune to an element; does "spread" (35)
Immune to an element; does "spread" (36)
 
"Hard to get to" [C] section effects (that do not have a lower case version, like Set and As You Are) cost this class 3 picks each.
Being immune to slay and Capital S Slay, or stun and Capital S Stun, with 1 pick is perfectly fine.

[PC43] Collective 4.3 Classes


Chr (Mini-Class)

Level KXP Effect Total
1 2 +2 set Chr; +10% Money * (+2; x1.1)
2 4 +2 set Chr; +10% Money * (+4; x1.2)
3 8 +2 set Chr; +10% Money * (+6; x1.3)
4 16 +2 set Chr; +10% Money * (+8; x1.4)
5 32 +2 set Chr; +10% Money * (+10; x1.5)
6 64 +2 set Chr; +10% Money * (+12; x1.6)
7 128 +2 set Chr; +10% Money * (+14; x1.7)
8 200 +2 set Chr; +10% Money * (+16; x1.8)
9 300 +2 set Chr; +10% Money * (+18; x1.9)
10 400 +2 set Chr; +10% Money * (+20; x2)
11 500 +2 set Chr; +10% Money * (+22; x2.1)
12 600 +2 set Chr; +10% Money * (+24; x2.2)
13 700 +2 set Chr; +10% Money * (+26; x2.3)
14 800 +2 set Chr; +10% Money * (+28; x2.4)
15 900 +2 set Chr; +10% Money * (+30; x2.5)
16 1000 +2 set Chr; +10% Money * (+32; x2.6)
17 1100 +2 set Chr; +10% Money * (+34; x2.7)
18 1200 +2 set Chr; +10% Money * (+36; x2.8)
19 1300 +2 set Chr; +10% Money * (+38; x2.9)
20 1400 +2 set Chr; +10% Money * (+40; x3)
21 1500 +2 set Chr; +10% Money * (+42; x3.1)
22 1600 +2 set Chr; +10% Money * (+44; x3.2)
23 1700 +2 set Chr; +10% Money * (+46; x3.3)
24 1800 +2 set Chr; +10% Money * (+48; x3.4)
25 1900 +2 set Chr; +10% Money * (+50; x3.5)
26 2000 +2 set Chr; +10% Money * (+52; x3.6)
27 2100 +2 set Chr; +10% Money * (+54; x3.7)
28 2200 +2 set Chr; +10% Money * (+56; x3.8)
29 2300 +2 set Chr; +10% Money * (+58; x3.9)
30 2400 +2 set Chr; +10% Money * (+60; x4)
31 2500 +2 set Chr; +10% Money * (+62; x4.1)
32 2600 +2 set Chr; +10% Money * (+64; x4.2)
33 2700 +2 set Chr; +10% Money * (+66; x4.3)
34 2800 +2 set Chr; +10% Money * (+68; x4.4)
35 2900 +2 set Chr; +10% Money * (+70; x4.5)
36 3000 +2 set Chr; +10% Money * (+72; x4.6)
Alt1 Effect Alt2 Effect Alt Total
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+4)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+8)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+12)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+16)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+20)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+24)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+28)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+32)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+36)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+40)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+44)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+48)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+52)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+56)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+60)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+64)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+68)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+72)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+76)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+80)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+84)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+88)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+92)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+96)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+100)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+104)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+108)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+112)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+116)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+120)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+124)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+128)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+132)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+136)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+140)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+144)
 
This class gives +1 rank of Exceptional Chr which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Chr, Cml.
All three forms of the class gives +10% Money per level.
The Alternate versions cannot use ability score sleazing for Chr.

[PC43] Collective 4.3 Classes


Con (Mini-Class)

Level KXP Effect Total
1 2 +2 set Con; Regen +1 hp/s * (+2; +1/s)
2 4 +2 set Con; Regen +2 hp/s * (+4; +3/s)
3 8 +2 set Con; Regen +3 hp/s * (+6; +6/s)
4 16 +2 set Con; Regen +4 hp/s * (+8; +10/s)
5 32 +2 set Con; Regen +5 hp/s * (+10; +15/s)
6 64 +2 set Con; Regen +6 hp/s * (+12; +21/s)
7 128 +2 set Con; Regen +7 hp/s * (+14; +28/s)
8 200 +2 set Con; Regen +8 hp/s * (+16; +36/s)
9 300 +2 set Con; Regen +9 hp/s * (+18; +45/s)
10 400 +2 set Con; Regen +10 hp/s * (+20; +55/s)
11 500 +2 set Con; Regen +11 hp/s * (+22; +66/s)
12 600 +2 set Con; Regen +12 hp/s * (+24; +78/s)
13 700 +2 set Con; Regen +13 hp/s * (+26; +91/s)
14 800 +2 set Con; Regen +14 hp/s * (+28; +105/s)
15 900 +2 set Con; Regen +15 hp/s * (+30; +120/s)
16 1000 +2 set Con; Regen +16 hp/s * (+32; +136/s)
17 1100 +2 set Con; Regen +17 hp/s * (+34; +153/s)
18 1200 +2 set Con; Regen +18 hp/s * (+36; +171/s)
19 1300 +2 set Con; Regen +19 hp/s * (+38; +190/s)
20 1400 +2 set Con; Regen +20 hp/s * (+40; +210/s)
21 1500 +2 set Con; Regen +21 hp/s * (+42; +231/s)
22 1600 +2 set Con; Regen +22 hp/s * (+44; +253/s)
23 1700 +2 set Con; Regen +23 hp/s * (+46; +276/s)
24 1800 +2 set Con; Regen +24 hp/s * (+48; +300/s)
25 1900 +2 set Con; Regen +25 hp/s * (+50; +325/s)
26 2000 +2 set Con; Regen +26 hp/s * (+52; +351/s)
27 2100 +2 set Con; Regen +27 hp/s * (+54; +378/s)
28 2200 +2 set Con; Regen +28 hp/s * (+56; +406/s)
29 2300 +2 set Con; Regen +29 hp/s * (+58; +435/s)
30 2400 +2 set Con; Regen +30 hp/s * (+60; +465/s)
31 2500 +2 set Con; Regen +31 hp/s * (+62; +496/s)
32 2600 +2 set Con; Regen +32 hp/s * (+64; +528/s)
33 2700 +2 set Con; Regen +33 hp/s * (+66; +561/s)
34 2800 +2 set Con; Regen +34 hp/s * (+68; +595/s)
35 2900 +2 set Con; Regen +35 hp/s * (+70; +630/s)
36 3000 +2 set Con; Regen +36 hp/s * (+72; +666/s)
Alt1 Effect Alt2 Effect Alt Total
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+4)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+8)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+12)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+16)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+20)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+24)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+28)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+32)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+36)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+40)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+44)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+48)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+52)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+56)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+60)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+64)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+68)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+72)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+76)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+80)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+84)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+88)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+92)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+96)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+100)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+104)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+108)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+112)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+116)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+120)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+124)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+128)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+132)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+136)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+140)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+144)
 
This class gives +1 rank of Exceptional Con which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Con.
The Regen is not Troll-like. You will die in 1 round if you exceed your "regen buffer" of -10-(Regen rate/s)*10.
The Alternate versions cannot use ability score sleazing for Con.
The Alt2 side (Health) gets the Regen rare. The Alt1 side (Fitness) does not.

[PC43] Collective 4.3 Classes


Dex (Mini-Class)

Level KXP Effect Total
1 2 +2 set Dex (+2)
2 4 +2 set Dex (+4)
3 8 +2 set Dex (+6)
4 16 +2 set Dex (+8)
5 32 +2 set Dex (+10)
6 64 +2 set Dex (+12)
7 128 +2 set Dex (+14)
8 200 +2 set Dex (+16)
9 300 +2 set Dex (+18)
10 400 +2 set Dex (+20)
11 500 +2 set Dex (+22)
12 600 +2 set Dex (+24)
13 700 +2 set Dex (+26)
14 800 +2 set Dex (+28)
15 900 +2 set Dex (+30)
16 1000 +2 set Dex (+32)
17 1100 +2 set Dex (+34)
18 1200 +2 set Dex (+36)
19 1300 +2 set Dex (+38)
20 1400 +2 set Dex (+40)
21 1500 +2 set Dex (+42)
22 1600 +2 set Dex (+44)
23 1700 +2 set Dex (+46)
24 1800 +2 set Dex (+48)
25 1900 +2 set Dex (+50)
26 2000 +2 set Dex (+52)
27 2100 +2 set Dex (+54)
28 2200 +2 set Dex (+56)
29 2300 +2 set Dex (+58)
30 2400 +2 set Dex (+60)
31 2500 +2 set Dex (+62)
32 2600 +2 set Dex (+64)
33 2700 +2 set Dex (+66)
34 2800 +2 set Dex (+68)
35 2900 +2 set Dex (+70)
36 3000 +2 set Dex (+72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+4)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+8)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+12)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+16)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+20)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+24)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+28)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+32)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+36)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+40)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+44)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+48)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+52)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+56)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+60)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+64)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+68)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+72)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+76)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+80)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+84)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+88)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+92)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+96)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+100)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+104)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+108)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+112)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+116)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+120)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+124)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+128)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+132)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+136)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+140)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+144)
 
This class gives +1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Dex.
You get the bonus P,V actions based on high Dex used in earlier versions of the Collective.
Take N=Dex-14 (this can't be improved), spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
The Alternate versions cannot use ability score sleazing for Dex.

[PC43] Collective 4.3 Classes


Epic Feats (Concordant Mini-Class)

Level KXP Effect Total
1 20 +1 epic feat (1)
2 40 +1 epic feat (2)
3 80 +1 epic feat (3)
4 160 +1 epic feat (4)
5 320 +1 epic feat (5)
6 640 +1 epic feat (6)
7 1000 +1 epic feat (7)
8 1500 +1 epic feat (8)
9 2000 +1 epic feat (9)
10 2500 +1 epic feat (10)
11 3000 +1 epic feat (11)
12 3500 +1 epic feat (12)
13 4000 +1 epic feat (13)
14 4500 +1 epic feat (14)
15 5000 +1 epic feat (15)
16 5500 +1 epic feat (16)
17 6000 +1 epic feat (17)
18 6500 +1 epic feat (18)
19 7000 +1 epic feat (19)
20 7500 +1 epic feat (20)
21 8000 +1 epic feat (21)
22 8500 +1 epic feat (22)
23 9000 +1 epic feat (23)
24 9500 +1 epic feat (24)
25 10000 +1 epic feat (25)
26 10500 +1 epic feat (26)
27 11000 +1 epic feat (27)
28 11500 +1 epic feat (28)
29 12000 +1 epic feat (29)
30 12500 +1 epic feat (30)
31 13000 +1 epic feat (31)
32 13500 +1 epic feat (32)
33 14000 +1 epic feat (33)
34 14500 +1 epic feat (34)
35 15000 +1 epic feat (35)
36 15500 +1 epic feat (36)
Alternate Effect Alt Total
+1 epic kit (1)
+1 epic kit (2)
+1 epic kit (3)
+1 epic kit (4)
+1 epic kit (5)
+1 epic kit (6)
+1 epic kit (7)
+1 epic kit (8)
+1 epic kit (9)
+1 epic kit (10)
+1 epic kit (11)
+1 epic kit (12)
+1 epic kit (13)
+1 epic kit (14)
+1 epic kit (15)
+1 epic kit (16)
+1 epic kit (17)
+1 epic kit (18)
+1 epic kit (19)
+1 epic kit (20)
+1 epic kit (21)
+1 epic kit (22)
+1 epic kit (23)
+1 epic kit (24)
+1 epic kit (25)
+1 epic kit (26)
+1 epic kit (27)
+1 epic kit (28)
+1 epic kit (29)
+1 epic kit (30)
+1 epic kit (31)
+1 epic kit (32)
+1 epic kit (33)
+1 epic kit (34)
+1 epic kit (35)
+1 epic kit (36)
 
The DM has the list of Epic Feats (it will be in the Full Collective when 4.3 get integrated into 4.2).
Epic Kits are not well defined, but the DM can spew some if needed.

[PC43] Collective 4.3 Classes


Heals (Mini-Class)

Level KXP Effect
1 1.5 1M, 1/t: Death's Door
2 3 1M, 1/t: Death's Door
3 6 1M, 1/t: Dispel Exhaustion
4 12 1M, 1/t: Dispel Exhaustion
5 24 1M, 1/t: Heal
6 48 1M, 1/t: Heal
7 96 1M, 1/t: Cureall
8 150 1M, 1/t: Cureall
9 225 1M, 1/t: Cureall+Remove 1 [C] effect
10 300 1M, 1/t: Cureall+Remove 1 [C] effect
11 375 1M, 1/t: Cureall+Remove 1 [C] effect
12 450 1M, 1/t: Cureall+Remove 1 [C] effect
13 525 1M, 1/t: Cureall+Remove 1 [C] effect
14 600 1M, 1/t: Cureall+Remove 1 [C] effect
15 675 1M, 1/t: Cureall+Remove 1 [C] effect
16 750 1M, 1/t: Cureall+Remove 1 [C] effect
17 825 1M, 1/t: Cureall+Remove 1 [C] effect
18 900 1M, 1/t: Fix
19 975 1M, 1/t: Fix
20 1050 1M, 1/t: Fix
21 1125 1M, 1/t: Fix
22 1200 1M, 1/t: Fix
23 1275 1M, 1/t: Fix
24 1350 1M, 1/t: Fix
25 1425 1M, 1/t: Fix
26 1500 1M, 1/t: Fix
27 1575 1M, 1/t: Fix
28 1650 1M, 1/t: Fix
29 1725 1M, 1/t: Fix
30 1800 1M, 1/t: Fix
31 1875 1M, 1/t: Fix
32 1950 1M, 1/t: Fix
33 2025 1M, 1/t: Fix
34 2100 1M, 1/t: Fix
35 2175 1M, 1/t: Fix
36 2250 1M, 1/t: Fix
Alternate Effect
1M, 1/d: Protection from Death
1M, 1/d: Protection from Death
1M, 1/d: Raise Dead
1M, 1/d: Raise Dead
1M, 1/d: Raise Dead
1M, 1/d: Resurrection
1M, 1/d: Resurrection
1M, 1/d: Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
 
You can take both versions of this mini class.
These are cumulative; at level 2 you can Death's Door 3 per day (1 from Level 1, 2 from level 2).
"Protection from Death" makes someone immune to slay effects for 1 turn.

[PC43] Collective 4.3 Classes


Int (Mini-Class)

Level KXP Effect Total
1 2 +2 set Int (+2)
2 4 +2 set Int (+4)
3 8 +2 set Int (+6)
4 16 +2 set Int (+8)
5 32 +2 set Int (+10)
6 64 +2 set Int (+12)
7 128 +2 set Int (+14)
8 200 +2 set Int (+16)
9 300 +2 set Int (+18)
10 400 +2 set Int (+20)
11 500 +2 set Int (+22)
12 600 +2 set Int (+24)
13 700 +2 set Int (+26)
14 800 +2 set Int (+28)
15 900 +2 set Int (+30)
16 1000 +2 set Int (+32)
17 1100 +2 set Int (+34)
18 1200 +2 set Int (+36)
19 1300 +2 set Int (+38)
20 1400 +2 set Int (+40)
21 1500 +2 set Int (+42)
22 1600 +2 set Int (+44)
23 1700 +2 set Int (+46)
24 1800 +2 set Int (+48)
25 1900 +2 set Int (+50)
26 2000 +2 set Int (+52)
27 2100 +2 set Int (+54)
28 2200 +2 set Int (+56)
29 2300 +2 set Int (+58)
30 2400 +2 set Int (+60)
31 2500 +2 set Int (+62)
32 2600 +2 set Int (+64)
33 2700 +2 set Int (+66)
34 2800 +2 set Int (+68)
35 2900 +2 set Int (+70)
36 3000 +2 set Int (+72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+4)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+8)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+12)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+16)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+20)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+24)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+28)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+32)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+36)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+40)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+44)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+48)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+52)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+56)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+60)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+64)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+68)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+72)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+76)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+80)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+84)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+88)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+92)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+96)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+100)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+104)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+108)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+112)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+116)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+120)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+124)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+128)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+132)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+136)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+140)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+144)
 
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Int, Logic.
You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
Int+Wis+Chr: 44=+M; 50=+1M; 70=+1M; 75=+2M; 95=+2M; 100=+3M; and this continues.
The Alternate versions cannot use ability score sleazing for Int.

[PC43] Collective 4.3 Classes


Luck (Concordant Mini-Class)

Level KXP Effect Total
1 20 +1 set Luck (1)
2 40 +1 set Luck (2)
3 80 +1 set Luck (3)
4 160 +1 set Luck (4)
5 320 +1 set Luck (5)
6 640 +1 set Luck (6)
7 1280 +1 set Luck (7)
8 2000 +1 set Luck (8)
9 3000 +1 set Luck (9)
10 4000 +1 set Luck (10)
11 5000 +1 set Luck (11)
12 6000 +1 set Luck (12)
13 7000 +1 set Luck (13)
14 8000 +1 set Luck (14)
15 9000 +1 set Luck (15)
16 10000 +1 set Luck (16)
17 11000 +1 set Luck (17)
18 12000 +1 set Luck (18)
19 13000 +1 set Luck (19)
20 14000 +1 set Luck (20)
21 15000 +1 set Luck (21)
22 16000 +1 set Luck (22)
23 17000 +1 set Luck (23)
24 18000 +1 set Luck (24)
25 19000 +1 set Luck (25)
26 20000 +1 set Luck (26)
27 21000 +1 set Luck (27)
28 22000 +1 set Luck (28)
29 23000 +1 set Luck (29)
30 24000 +1 set Luck (30)
31 25000 +1 set Luck (31)
32 26000 +1 set Luck (32)
33 27000 +1 set Luck (33)
34 28000 +1 set Luck (34)
35 29000 +1 set Luck (35)
36 30000 +1 set Luck (36)
Alt Effect Alt Total
1 Luckstone effect /r (1)
1 Luckstone effect /r (2)
1 Luckstone effect /r (3)
1 Luckstone effect /r (4)
1 Luckstone effect /r (5)
1 Luckstone effect /r (6)
1 Luckstone effect /r (7)
1 Luckstone effect /r (8)
1 Luckstone effect /r (9)
1 Luckstone effect /r (10)
1 Luckstone effect /r (11)
1 Luckstone effect /r (12)
1 Luckstone effect /r (13)
1 Luckstone effect /r (14)
1 Luckstone effect /r (15)
1 Luckstone effect /r (16)
1 Luckstone effect /r (17)
1 Luckstone effect /r (18)
1 Luckstone effect /r (19)
1 Luckstone effect /r (20)
1 Luckstone effect /r (21)
1 Luckstone effect /r (22)
1 Luckstone effect /r (23)
1 Luckstone effect /r (24)
1 Luckstone effect /r (25)
1 Luckstone effect /r (26)
1 Luckstone effect /r (27)
1 Luckstone effect /r (28)
1 Luckstone effect /r (29)
1 Luckstone effect /r (30)
1 Luckstone effect /r (31)
1 Luckstone effect /r (32)
1 Luckstone effect /r (33)
1 Luckstone effect /r (34)
1 Luckstone effect /r (35)
1 Luckstone effect /r (36)
 
This class gives +1 rank of Exceptional Luck which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Luck.
The Alternate version gives 1 instance of Luckstone effect per round. You can use multiple instances on the same roll.

[PC43] Collective 4.3 Classes


Magic Items (Mini-Class)

Level KXP Effect Total
1 5 1 DL worth of magic items /reset (1)
2 10 1 DL worth of magic items /reset (2)
3 20 1 DL worth of magic items /reset (3)
4 40 1 DL worth of magic items /reset (4)
5 80 1 DL worth of magic items /reset (5)
6 160 1 DL worth of magic items /reset (6)
7 320 1 DL worth of magic items /reset (7)
8 500 1 DL worth of magic items /reset (8)
9 750 1 DL worth of magic items /reset (9)
10 1000 1 DL worth of magic items /reset (10)
11 1250 1 DL worth of magic items /reset (11)
12 1500 1 DL worth of magic items /reset (12)
13 1750 1 DL worth of magic items /reset (13)
14 2000 1 DL worth of magic items /reset (14)
15 2250 1 DL worth of magic items /reset (15)
16 2500 1 DL worth of magic items /reset (16)
17 2750 1 DL worth of magic items /reset (17)
18 3000 1 DL worth of magic items /reset (18)
19 3250 1 DL worth of magic items /reset (19)
20 3500 1 DL worth of magic items /reset (20)
21 3750 1 DL worth of magic items /reset (21)
22 4000 1 DL worth of magic items /reset (22)
23 4250 1 DL worth of magic items /reset (23)
24 4500 1 DL worth of magic items /reset (24)
25 4750 1 DL worth of magic items /reset (25)
26 5000 1 DL worth of magic items /reset (26)
27 5250 1 DL worth of magic items /reset (27)
28 5500 1 DL worth of magic items /reset (28)
29 5750 1 DL worth of magic items /reset (29)
30 6000 1 DL worth of magic items /reset (30)
31 6250 1 DL worth of magic items /reset (31)
32 6500 1 DL worth of magic items /reset (32)
33 6750 1 DL worth of magic items /reset (33)
34 7000 1 DL worth of magic items /reset (34)
35 7250 1 DL worth of magic items /reset (35)
36 7500 1 DL worth of magic items /reset (36)
Alternate Effect Alt Total
+2 half plusses /reset (2)
+2 half plusses /reset (4)
+2 half plusses /reset (6)
+2 half plusses /reset (8)
+2 half plusses /reset (10)
+2 half plusses /reset (12)
+2 half plusses /reset (14)
+2 half plusses /reset (16)
+2 half plusses /reset (18)
+2 half plusses /reset (20)
+2 half plusses /reset (22)
+2 half plusses /reset (24)
+2 half plusses /reset (26)
+2 half plusses /reset (28)
+2 half plusses /reset (30)
+2 half plusses /reset (32)
+2 half plusses /reset (34)
+2 half plusses /reset (36)
+2 half plusses /reset (38)
+2 half plusses /reset (40)
+2 half plusses /reset (42)
+2 half plusses /reset (44)
+2 half plusses /reset (46)
+2 half plusses /reset (48)
+2 half plusses /reset (50)
+2 half plusses /reset (52)
+2 half plusses /reset (54)
+2 half plusses /reset (56)
+2 half plusses /reset (58)
+2 half plusses /reset (60)
+2 half plusses /reset (62)
+2 half plusses /reset (64)
+2 half plusses /reset (66)
+2 half plusses /reset (68)
+2 half plusses /reset (70)
+2 half plusses /reset (72)
 
Gives 1 DL worth of magic items per reset. They will be random, unless doing them as compensated (copied) items would be easier for the DM (depends on the campaign). So, at level 5 you could choose to get 5 DL=1 items or 1 DL=5 item (the latter is probably better). This version "checks" for what items to copy before the reset (giving out XP), using the lower level.
The Alternate version gives 2 half plusses (AC, saves, TH, or dmg) per level per reset (so at level 5, you would distribute 10 half-plusses among your items). This version "checks" for what items to copy after the reset (giving out XP), using the higher level.

[PC43] Collective 4.3 Classes


Overwrite Progression (Mini-Class)

Level KXP Effect Total
1 1.25 Overwrite a spell/psi progression with ML=1 (1)
2 2.5 Overwrite a spell/psi progression with ML=2 (2)
3 5 Overwrite a spell/psi progression with ML=3 (3)
4 10 Overwrite a spell/psi progression with ML=4 (4)
5 20 Overwrite a spell/psi progression with ML=5 (5)
6 40 Overwrite a spell/psi progression with ML=6 (6)
7 80 Overwrite a spell/psi progression with ML=7 (7)
8 125 Overwrite a spell/psi progression with ML=8 (8)
9 187.5 Overwrite a spell/psi progression with ML=9 (9)
10 250 Overwrite a spell/psi progression with ML=10 (10)
11 312.5 Overwrite a spell/psi progression with ML=11 (11)
12 375 Overwrite a spell/psi progression with ML=12 (12)
13 437.5 Overwrite a spell/psi progression with ML=13 (13)
14 500 Overwrite a spell/psi progression with ML=14 (14)
15 562.5 Overwrite a spell/psi progression with ML=15 (15)
16 625 Overwrite a spell/psi progression with ML=16 (16)
17 687.5 Overwrite a spell/psi progression with ML=17 (17)
18 750 Overwrite a spell/psi progression with ML=18 (18)
19 812.5 Overwrite a spell/psi progression with ML=19 (19)
20 875 Overwrite a spell/psi progression with ML=20 (20)
21 937.5 Overwrite a spell/psi progression with ML=21 (21)
22 1000 Overwrite a spell/psi progression with ML=22 (22)
23 1062.5 Overwrite a spell/psi progression with ML=23 (23)
24 1125 Overwrite a spell/psi progression with ML=24 (24)
25 1187.5 Overwrite a spell/psi progression with ML=25 (25)
26 1250 Overwrite a spell/psi progression with ML=26 (26)
27 1312.5 Overwrite a spell/psi progression with ML=27 (27)
28 1375 Overwrite a spell/psi progression with ML=28 (28)
29 1437.5 Overwrite a spell/psi progression with ML=29 (29)
30 1500 Overwrite a spell/psi progression with ML=30 (30)
31 1562.5 Overwrite a spell/psi progression with ML=31 (31)
32 1625 Overwrite a spell/psi progression with ML=32 (32)
33 1687.5 Overwrite a spell/psi progression with ML=33 (33)
34 1750 Overwrite a spell/psi progression with ML=34 (34)
35 1812.5 Overwrite a spell/psi progression with ML=35 (35)
36 1875 Overwrite a spell/psi progression with ML=36 (36)
Alternate Effect Alt Total
Merge Rogue chart up to LVL=1 (1)
Merge Rogue chart up to LVL=2 (2)
Merge Rogue chart up to LVL=3 (3)
Merge Rogue chart up to LVL=4 (4)
Merge Rogue chart up to LVL=5 (5)
Merge Rogue chart up to LVL=6 (6)
Merge Rogue chart up to LVL=7 (7)
Merge Rogue chart up to LVL=8 (8)
Merge Rogue chart up to LVL=9 (9)
Merge Rogue chart up to LVL=10 (10)
Merge Rogue chart up to LVL=11 (11)
Merge Rogue chart up to LVL=12 (12)
Merge Rogue chart up to LVL=13 (13)
Merge Rogue chart up to LVL=14 (14)
Merge Rogue chart up to LVL=15 (15)
Merge Rogue chart up to LVL=16 (16)
Merge Rogue chart up to LVL=17 (17)
Merge Rogue chart up to LVL=18 (18)
Merge Rogue chart up to LVL=19 (19)
Merge Rogue chart up to LVL=20 (20)
Merge Rogue chart up to LVL=21 (21)
Merge Rogue chart up to LVL=22 (22)
Merge Rogue chart up to LVL=23 (23)
Merge Rogue chart up to LVL=24 (24)
Merge Rogue chart up to LVL=25 (25)
Merge Rogue chart up to LVL=26 (26)
Merge Rogue chart up to LVL=27 (27)
Merge Rogue chart up to LVL=28 (28)
Merge Rogue chart up to LVL=29 (29)
Merge Rogue chart up to LVL=30 (30)
Merge Rogue chart up to LVL=31 (31)
Merge Rogue chart up to LVL=32 (32)
Merge Rogue chart up to LVL=33 (33)
Merge Rogue chart up to LVL=34 (34)
Merge Rogue chart up to LVL=35 (35)
Merge Rogue chart up to LVL=36 (36)
 
The Normal version allows you to overwrite one of your spell or psi progressions with any other class's progression that you know (in the same group). The ML used is the lower (smaller) of your Mini class level and the ML of the other class. Certain exotic progressions (e.g. High Frequency Sampler) will not be allowed.
The Alternate version merges in one Rogue chart up to your LVL. You have both Rogue charts, old and new.

[PC43] Collective 4.3 Classes


Specialty Schools (Mini-Class)

Level KXP Effect Total
1 5 +1 specialty School or Sphere (1)
2 10 +1 specialty School or Sphere (2)
3 20 +1 specialty School or Sphere (3)
4 40 +1 specialty School or Sphere (4)
5 80 +1 specialty School or Sphere (5)
6 160 +1 specialty School or Sphere (6)
7 320 +1 specialty School or Sphere (7)
8 500 +1 specialty School or Sphere (8)
9 750 +1 specialty School or Sphere (9)
10 1000 +1 specialty School or Sphere (10)
11 1250 +1 specialty School or Sphere (11)
12 1500 +1 specialty School or Sphere (12)
13 1750 +1 specialty School or Sphere (13)
14 2000 +1 specialty School or Sphere (14)
15 2250 +1 specialty School or Sphere (15)
16 2500 +1 specialty School or Sphere (16)
17 2750 +1 specialty School or Sphere (17)
18 3000 +1 specialty School or Sphere (18)
19 3250 +1 specialty School or Sphere (19)
20 3500 +1 specialty School or Sphere (20)
21 3750 +1 specialty School or Sphere (21)
22 4000 +1 specialty School or Sphere (22)
23 4250 +1 specialty School or Sphere (23)
24 4500 +1 specialty School or Sphere (24)
25 4750 +1 specialty School or Sphere (25)
26 5000 +1 specialty School or Sphere (26)
27 5250 +1 specialty School or Sphere (27)
28 5500 +1 specialty School or Sphere (28)
29 5750 +1 specialty School or Sphere (29)
30 6000 +1 specialty School or Sphere (30)
31 6250 +1 specialty School or Sphere (31)
32 6500 +1 specialty School or Sphere (32)
33 6750 +1 specialty School or Sphere (33)
34 7000 +1 specialty School or Sphere (34)
35 7250 +1 specialty School or Sphere (35)
36 7500 +1 specialty School or Sphere (36)
Alternate Effect Alt Total
+1 specialty Discipline (psionics) (2)
+1 specialty Discipline (psionics) (4)
+1 specialty Discipline (psionics) (6)
+1 specialty Discipline (psionics) (8)
+1 specialty Discipline (psionics) (10)
+1 specialty Discipline (psionics) (12)
+1 specialty Discipline (psionics) (14)
+1 specialty Discipline (psionics) (16)
+1 specialty Discipline (psionics) (18)
+1 specialty Discipline (psionics) (20)
+1 specialty Discipline (psionics) (22)
+1 specialty Discipline (psionics) (24)
+1 specialty Discipline (psionics) (26)
+1 specialty Discipline (psionics) (28)
+1 specialty Discipline (psionics) (30)
+1 specialty Discipline (psionics) (32)
+1 specialty Discipline (psionics) (34)
+1 specialty Discipline (psionics) (36)
+1 specialty Discipline (psionics) (38)
+1 specialty Discipline (psionics) (40)
+1 specialty Discipline (psionics) (42)
+1 specialty Discipline (psionics) (44)
+1 specialty Discipline (psionics) (46)
+1 specialty Discipline (psionics) (48)
+1 specialty Discipline (psionics) (50)
+1 specialty Discipline (psionics) (52)
+1 specialty Discipline (psionics) (54)
+1 specialty Discipline (psionics) (56)
+1 specialty Discipline (psionics) (58)
+1 specialty Discipline (psionics) (60)
+1 specialty Discipline (psionics) (62)
+1 specialty Discipline (psionics) (64)
+1 specialty Discipline (psionics) (66)
+1 specialty Discipline (psionics) (68)
+1 specialty Discipline (psionics) (70)
+1 specialty Discipline (psionics) (72)
 
Specialty Schools/Spheres make spells of that school/sphere cost only of a spell; or alternatively, you can instead get +1 spell per SL of that school/sphere.
You may trade in 4 picks here to make a school/sphere "Robed" (-1 SL). This does not stack with other Robe effects you may have for that school/sphere.
You may trade in 4 picks here to make a school/sphere M to cast. Material componenting still costs 1V though.

[PC43] Collective 4.3 Classes


Spell Groups (Mini-Class)

Level KXP Effect Total
1 20 Area effect spell hits +1 group (1)
2 40 Area effect spell hits +1 group (2)
3 80 Area effect spell hits +1 group (3)
4 160 Area effect spell hits +1 group (4)
5 320 Area effect spell hits +1 group (5)
6 640 Area effect spell hits +1 group (6)
7 1000 Area effect spell hits +1 group (7)
8 1500 Area effect spell hits +1 group (8)
9 2000 Area effect spell hits +1 group (9)
10 2500 Area effect spell hits +1 group (10)
11 3000 Area effect spell hits +1 group (11)
12 3500 Area effect spell hits +1 group (12)
13 4000 Area effect spell hits +1 group (13)
14 4500 Area effect spell hits +1 group (14)
15 5000 Area effect spell hits +1 group (15)
16 5500 Area effect spell hits +1 group (16)
17 6000 Area effect spell hits +1 group (17)
18 6500 Area effect spell hits +1 group (18)
19 7000 Area effect spell hits +1 group (19)
20 7500 Area effect spell hits +1 group (20)
21 8000 Area effect spell hits +1 group (21)
22 8500 Area effect spell hits +1 group (22)
23 9000 Area effect spell hits +1 group (23)
24 9500 Area effect spell hits +1 group (24)
25 10000 Area effect spell hits +1 group (25)
26 10500 Area effect spell hits +1 group (26)
27 11000 Area effect spell hits +1 group (27)
28 11500 Area effect spell hits +1 group (28)
29 12000 Area effect spell hits +1 group (29)
30 12500 Area effect spell hits +1 group (30)
31 13000 Area effect spell hits +1 group (31)
32 13500 Area effect spell hits +1 group (32)
33 14000 Area effect spell hits +1 group (33)
34 14500 Area effect spell hits +1 group (34)
35 15000 Area effect spell hits +1 group (35)
36 15500 Area effect spell hits +1 group (36)
Alternate Effect Alt Total
Area effect psi power hits +1 group (1)
Area effect psi power hits +1 group (2)
Area effect psi power hits +1 group (3)
Area effect psi power hits +1 group (4)
Area effect psi power hits +1 group (5)
Area effect psi power hits +1 group (6)
Area effect psi power hits +1 group (7)
Area effect psi power hits +1 group (8)
Area effect psi power hits +1 group (9)
Area effect psi power hits +1 group (10)
Area effect psi power hits +1 group (11)
Area effect psi power hits +1 group (12)
Area effect psi power hits +1 group (13)
Area effect psi power hits +1 group (14)
Area effect psi power hits +1 group (15)
Area effect psi power hits +1 group (16)
Area effect psi power hits +1 group (17)
Area effect psi power hits +1 group (18)
Area effect psi power hits +1 group (19)
Area effect psi power hits +1 group (20)
Area effect psi power hits +1 group (21)
Area effect psi power hits +1 group (22)
Area effect psi power hits +1 group (23)
Area effect psi power hits +1 group (24)
Area effect psi power hits +1 group (25)
Area effect psi power hits +1 group (26)
Area effect psi power hits +1 group (27)
Area effect psi power hits +1 group (28)
Area effect psi power hits +1 group (29)
Area effect psi power hits +1 group (30)
Area effect psi power hits +1 group (31)
Area effect psi power hits +1 group (32)
Area effect psi power hits +1 group (33)
Area effect psi power hits +1 group (34)
Area effect psi power hits +1 group (35)
Area effect psi power hits +1 group (36)
 
For each level, specify a spell (by name). If you cast that spell and it does area effect, it affects +1 group. You can pick the same spell more than once (so it affects multiple extra groups). You can change your spells at reset.

[PC43] Collective 4.3 Classes


Str (Mini-Class)

Level KXP Effect Total
1 2 +2 set Str; +2 more Str FPOW * (+2; +2)
2 4 +2 set Str; +2 more Str FPOW * (+4; +4)
3 8 +2 set Str; +2 more Str FPOW * (+6; +6)
4 16 +2 set Str; +2 more Str FPOW * (+8; +8)
5 32 +2 set Str; +2 more Str FPOW * (+10; +10)
6 64 +2 set Str; +2 more Str FPOW * (+12; +12)
7 128 +2 set Str; +2 more Str FPOW * (+14; +14)
8 200 +2 set Str; +2 more Str FPOW * (+16; +16)
9 300 +2 set Str; +2 more Str FPOW * (+18; +18)
10 400 +2 set Str; +2 more Str FPOW * (+20; +20)
11 500 +2 set Str; +2 more Str FPOW * (+22; +22)
12 600 +2 set Str; +2 more Str FPOW * (+24; +24)
13 700 +2 set Str; +2 more Str FPOW * (+26; +26)
14 800 +2 set Str; +2 more Str FPOW * (+28; +28)
15 900 +2 set Str; +2 more Str FPOW * (+30; +30)
16 1000 +2 set Str; +2 more Str FPOW * (+32; +32)
17 1100 +2 set Str; +2 more Str FPOW * (+34; +34)
18 1200 +2 set Str; +2 more Str FPOW * (+36; +36)
19 1300 +2 set Str; +2 more Str FPOW * (+38; +38)
20 1400 +2 set Str; +2 more Str FPOW * (+40; +40)
21 1500 +2 set Str; +2 more Str FPOW * (+42; +42)
22 1600 +2 set Str; +2 more Str FPOW * (+44; +44)
23 1700 +2 set Str; +2 more Str FPOW * (+46; +46)
24 1800 +2 set Str; +2 more Str FPOW * (+48; +48)
25 1900 +2 set Str; +2 more Str FPOW * (+50; +50)
26 2000 +2 set Str; +2 more Str FPOW * (+52; +52)
27 2100 +2 set Str; +2 more Str FPOW * (+54; +54)
28 2200 +2 set Str; +2 more Str FPOW * (+56; +56)
29 2300 +2 set Str; +2 more Str FPOW * (+58; +58)
30 2400 +2 set Str; +2 more Str FPOW * (+60; +60)
31 2500 +2 set Str; +2 more Str FPOW * (+62; +62)
32 2600 +2 set Str; +2 more Str FPOW * (+64; +64)
33 2700 +2 set Str; +2 more Str FPOW * (+66; +66)
34 2800 +2 set Str; +2 more Str FPOW * (+68; +68)
35 2900 +2 set Str; +2 more Str FPOW * (+70; +70)
36 3000 +2 set Str; +2 more Str FPOW * (+72; +72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+4)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+8)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+12)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+16)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+20)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+24)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+28)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+32)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+36)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+40)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+44)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+48)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+52)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+56)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+60)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+64)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+68)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+72)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+76)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+80)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+84)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+88)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+92)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+96)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+100)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+104)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+108)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+112)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+116)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+120)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+124)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+128)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+132)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+136)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+140)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+144)
 
This class gives +1 rank of Exceptional Str which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Str.
"Str FPOW" is "Strength For Purposes of Weapons"
The Alternate versions cannot use ability score sleazing for Str.
The Alt2 side (Muscle) gets the +2 Str FPOW per level. The Alt1 side (Efficiency) does not.

[PC43] Collective 4.3 Classes


Summon DL (Mini-Class)

Level KXP Effect Total
1 5 Your summons have +1 offensive DL (1)
2 10 Your summons have +1 offensive DL (2)
3 20 Your summons have +1 offensive DL (3)
4 40 Your summons have +1 offensive DL (4)
5 80 Your summons have +1 offensive DL (5)
6 160 Your summons have +1 offensive DL (6)
7 320 Your summons have +1 offensive DL (7)
8 500 Your summons have +1 offensive DL (8)
9 750 Your summons have +1 offensive DL (9)
10 1000 Your summons have +1 offensive DL (10)
11 1250 Your summons have +1 offensive DL (11)
12 1500 Your summons have +1 offensive DL (12)
13 1750 Your summons have +1 offensive DL (13)
14 2000 Your summons have +1 offensive DL (14)
15 2250 Your summons have +1 offensive DL (15)
16 2500 Your summons have +1 offensive DL (16)
17 2750 Your summons have +1 offensive DL (17)
18 3000 Your summons have +1 offensive DL (18)
19 3250 Your summons have +1 offensive DL (19)
20 3500 Your summons have +1 offensive DL (20)
21 3750 Your summons have +1 offensive DL (21)
22 4000 Your summons have +1 offensive DL (22)
23 4250 Your summons have +1 offensive DL (23)
24 4500 Your summons have +1 offensive DL (24)
25 4750 Your summons have +1 offensive DL (25)
26 5000 Your summons have +1 offensive DL (26)
27 5250 Your summons have +1 offensive DL (27)
28 5500 Your summons have +1 offensive DL (28)
29 5750 Your summons have +1 offensive DL (29)
30 6000 Your summons have +1 offensive DL (30)
31 6250 Your summons have +1 offensive DL (31)
32 6500 Your summons have +1 offensive DL (32)
33 6750 Your summons have +1 offensive DL (33)
34 7000 Your summons have +1 offensive DL (34)
35 7250 Your summons have +1 offensive DL (35)
36 7500 Your summons have +1 offensive DL (36)
Alternate Effect Alt Total
Your summons have +1 defensive DL (1)
Your summons have +1 defensive DL (2)
Your summons have +1 defensive DL (3)
Your summons have +1 defensive DL (4)
Your summons have +1 defensive DL (5)
Your summons have +1 defensive DL (6)
Your summons have +1 defensive DL (7)
Your summons have +1 defensive DL (8)
Your summons have +1 defensive DL (9)
Your summons have +1 defensive DL (10)
Your summons have +1 defensive DL (11)
Your summons have +1 defensive DL (12)
Your summons have +1 defensive DL (13)
Your summons have +1 defensive DL (14)
Your summons have +1 defensive DL (15)
Your summons have +1 defensive DL (16)
Your summons have +1 defensive DL (17)
Your summons have +1 defensive DL (18)
Your summons have +1 defensive DL (19)
Your summons have +1 defensive DL (20)
Your summons have +1 defensive DL (21)
Your summons have +1 defensive DL (22)
Your summons have +1 defensive DL (23)
Your summons have +1 defensive DL (24)
Your summons have +1 defensive DL (25)
Your summons have +1 defensive DL (26)
Your summons have +1 defensive DL (27)
Your summons have +1 defensive DL (28)
Your summons have +1 defensive DL (29)
Your summons have +1 defensive DL (30)
Your summons have +1 defensive DL (31)
Your summons have +1 defensive DL (32)
Your summons have +1 defensive DL (33)
Your summons have +1 defensive DL (34)
Your summons have +1 defensive DL (35)
Your summons have +1 defensive DL (36)
 
Both versions of this Mini class can be taken at the same time.
This Mini class (either side) increases the "Comprehensibility Depth" of summons by 1 DL per level.

[PC43] Collective 4.3 Classes


Tiny DemiGod Sampler (Demigod Mini-Class)

Level KXP Effect Total
1 30 One random 1/3 power DemiGod0 pick (1)
2 60 One random 1/3 power DemiGod0 pick (2)
3 120 One random 1/3 power DemiGod0 pick (3)
4 240 One random 1/3 power DemiGod0 pick (4)
5 480 One random 1/3 power DemiGod0 pick (5)
6 960 One random 1/3 power DemiGod0 pick (6)
7 1920 One random 1/3 power DemiGod0 pick (7)
8 3000 One random 1/3 power DemiGod0 pick (8)
9 4500 One random 1/3 power DemiGod0 pick (9)
10 6000 One random 1/3 power DemiGod0 pick (10)
11 7500 One random 1/3 power DemiGod0 pick (11)
12 9000 One random 1/3 power DemiGod0 pick (12)
13 10500 One random 1/3 power DemiGod0 pick (13)
14 12000 One random 1/3 power DemiGod0 pick (14)
15 13500 One random 1/3 power DemiGod0 pick (15)
16 15000 One random 1/3 power DemiGod0 pick (16)
17 16500 One random 1/3 power DemiGod0 pick (17)
18 18000 One random 1/3 power DemiGod0 pick (18)
19 19500 One random 1/3 power DemiGod0 pick (19)
20 21000 One random 1/3 power DemiGod0 pick (20)
21 22500 One random 1/3 power DemiGod0 pick (21)
22 24000 One random 1/3 power DemiGod0 pick (22)
23 25500 One random 1/3 power DemiGod0 pick (23)
24 27000 One random 1/3 power DemiGod0 pick (24)
25 28500 One random 1/3 power DemiGod0 pick (25)
26 30000 One random 1/3 power DemiGod0 pick (26)
27 31500 One random 1/3 power DemiGod0 pick (27)
28 33000 One random 1/3 power DemiGod0 pick (28)
29 34500 One random 1/3 power DemiGod0 pick (29)
30 36000 One random 1/3 power DemiGod0 pick (30)
31 37500 One random 1/3 power DemiGod0 pick (31)
32 39000 One random 1/3 power DemiGod0 pick (32)
33 40500 One random 1/3 power DemiGod0 pick (33)
34 42000 One random 1/3 power DemiGod0 pick (34)
35 43500 One random 1/3 power DemiGod0 pick (35)
36 45000 One random 1/3 power DemiGod0 pick (36)
Alt Effect Alt Total
+(1/10)G action (0.1)
+(1/10)G action (0.2)
+(1/10)G action (0.3)
+(1/10)G action (0.4)
+(1/10)G action (0.5)
+(1/10)G action (0.6)
+(1/10)G action (0.7)
+(1/10)G action (0.8)
+(1/10)G action (0.9)
+(1/10)G action (1)
+(1/10)G action (1.1)
+(1/10)G action (1.2)
+(1/10)G action (1.3)
+(1/10)G action (1.4)
+(1/10)G action (1.5)
+(1/10)G action (1.6)
+(1/10)G action (1.7)
+(1/10)G action (1.8)
+(1/10)G action (1.9)
+(1/10)G action (2)
+(1/10)G action (2.1)
+(1/10)G action (2.2)
+(1/10)G action (2.3)
+(1/10)G action (2.4)
+(1/10)G action (2.5)
+(1/10)G action (2.6)
+(1/10)G action (2.7)
+(1/10)G action (2.8)
+(1/10)G action (2.9)
+(1/10)G action (3)
+(1/10)G action (3.1)
+(1/10)G action (3.2)
+(1/10)G action (3.3)
+(1/10)G action (3.4)
+(1/10)G action (3.5)
+(1/10)G action (3.6)
 
This class gives one random 1/3 DemiGod0 power. Treat "i" as "25". So if you get "+2 iStr", you actually get +(1/3)*(2)*(25) = +16 Str.
The Alternate version gives one-tenth of a G action per level. (1/10)G means you can use 1G every 10 rounds. (2/10)G means you can 1G every 5 rounds, and so forth.

[PC43] Collective 4.3 Classes


True To Hit/Save Penalty (Mini-Class)

Level KXP Effect Total
1 20 Everyone has --1 TH vs. you (1)
2 40 Everyone has --1 TH vs. you (2)
3 80 Everyone has --1 TH vs. you (3)
4 160 Everyone has --1 TH vs. you (4)
5 320 Everyone has --1 TH vs. you (5)
6 640 Everyone has --1 TH vs. you (6)
7 1000 Everyone has --1 TH vs. you (7)
8 1500 Everyone has --1 TH vs. you (8)
9 2000 Everyone has --1 TH vs. you (9)
10 2500 Everyone has --1 TH vs. you (10)
11 3000 Everyone has --1 TH vs. you (11)
12 3500 Everyone has --1 TH vs. you (12)
13 4000 Everyone has --1 TH vs. you (13)
14 4500 Everyone has --1 TH vs. you (14)
15 5000 Everyone has --1 TH vs. you (15)
16 5500 Everyone has --1 TH vs. you (16)
17 6000 Everyone has --1 TH vs. you (17)
18 6500 Everyone has --1 TH vs. you (18)
19 7000 Everyone has --1 TH vs. you (19)
20 7500 Everyone has --1 TH vs. you (20)
21 8000 Everyone has --1 TH vs. you (21)
22 8500 Everyone has --1 TH vs. you (22)
23 9000 Everyone has --1 TH vs. you (23)
24 9500 Everyone has --1 TH vs. you (24)
25 10000 Everyone has --1 TH vs. you (25)
26 10500 Everyone has --1 TH vs. you (26)
27 11000 Everyone has --1 TH vs. you (27)
28 11500 Everyone has --1 TH vs. you (28)
29 12000 Everyone has --1 TH vs. you (29)
30 12500 Everyone has --1 TH vs. you (30)
31 13000 Everyone has --1 TH vs. you (31)
32 13500 Everyone has --1 TH vs. you (32)
33 14000 Everyone has --1 TH vs. you (33)
34 14500 Everyone has --1 TH vs. you (34)
35 15000 Everyone has --1 TH vs. you (35)
36 15500 Everyone has --1 TH vs. you (36)
Alternate Effect Alt Total
Everyone has --1 saves vs. your effects (1)
Everyone has --1 saves vs. your effects (2)
Everyone has --1 saves vs. your effects (3)
Everyone has --1 saves vs. your effects (4)
Everyone has --1 saves vs. your effects (5)
Everyone has --1 saves vs. your effects (6)
Everyone has --1 saves vs. your effects (7)
Everyone has --1 saves vs. your effects (8)
Everyone has --1 saves vs. your effects (9)
Everyone has --1 saves vs. your effects (10)
Everyone has --1 saves vs. your effects (11)
Everyone has --1 saves vs. your effects (12)
Everyone has --1 saves vs. your effects (13)
Everyone has --1 saves vs. your effects (14)
Everyone has --1 saves vs. your effects (15)
Everyone has --1 saves vs. your effects (16)
Everyone has --1 saves vs. your effects (17)
Everyone has --1 saves vs. your effects (18)
Everyone has --1 saves vs. your effects (19)
Everyone has --1 saves vs. your effects (20)
Everyone has --1 saves vs. your effects (21)
Everyone has --1 saves vs. your effects (22)
Everyone has --1 saves vs. your effects (23)
Everyone has --1 saves vs. your effects (24)
Everyone has --1 saves vs. your effects (25)
Everyone has --1 saves vs. your effects (26)
Everyone has --1 saves vs. your effects (27)
Everyone has --1 saves vs. your effects (28)
Everyone has --1 saves vs. your effects (29)
Everyone has --1 saves vs. your effects (30)
Everyone has --1 saves vs. your effects (31)
Everyone has --1 saves vs. your effects (32)
Everyone has --1 saves vs. your effects (33)
Everyone has --1 saves vs. your effects (34)
Everyone has --1 saves vs. your effects (35)
Everyone has --1 saves vs. your effects (36)
 
--1 TH or --1 saves means to shift the natural die roll by 1. This means a 20 is no longer an automatic success, and automatic failures occur more often.

[PC43] Collective 4.3 Classes


True Turning/Omens (Mini-Class)

Level KXP Effect Total
1 0.75 ++1 to d20 and +1d12 effect with Turning (1)
2 1.5 ++1 to d20 and +1d12 effect with Turning (2)
3 3 ++1 to d20 and +1d12 effect with Turning (3)
4 6 ++1 to d20 and +1d12 effect with Turning (4)
5 12 ++1 to d20 and +1d12 effect with Turning (5)
6 24 ++1 to d20 and +1d12 effect with Turning (6)
7 48 ++1 to d20 and +1d12 effect with Turning (7)
8 75 ++1 to d20 and +1d12 effect with Turning (8)
9 112.5 ++1 to d20 and +1d12 effect with Turning (9)
10 150 ++1 to d20 and +1d12 effect with Turning (10)
11 187.5 ++1 to d20 and +1d12 effect with Turning (11)
12 225 ++1 to d20 and +1d12 effect with Turning (12)
13 262.5 ++1 to d20 and +1d12 effect with Turning (13)
14 300 ++1 to d20 and +1d12 effect with Turning (14)
15 337.5 ++1 to d20 and +1d12 effect with Turning (15)
16 375 ++1 to d20 and +1d12 effect with Turning (16)
17 412.5 ++1 to d20 and +1d12 effect with Turning (17)
18 450 ++1 to d20 and +1d12 effect with Turning (18)
19 487.5 ++1 to d20 and +1d12 effect with Turning (19)
20 525 ++1 to d20 and +1d12 effect with Turning (20)
21 562.5 ++1 to d20 and +1d12 effect with Turning (21)
22 600 ++1 to d20 and +1d12 effect with Turning (22)
23 637.5 ++1 to d20 and +1d12 effect with Turning (23)
24 675 ++1 to d20 and +1d12 effect with Turning (24)
25 712.5 ++1 to d20 and +1d12 effect with Turning (25)
26 750 ++1 to d20 and +1d12 effect with Turning (26)
27 787.5 ++1 to d20 and +1d12 effect with Turning (27)
28 825 ++1 to d20 and +1d12 effect with Turning (28)
29 862.5 ++1 to d20 and +1d12 effect with Turning (29)
30 900 ++1 to d20 and +1d12 effect with Turning (30)
31 937.5 ++1 to d20 and +1d12 effect with Turning (31)
32 975 ++1 to d20 and +1d12 effect with Turning (32)
33 1012.5 ++1 to d20 and +1d12 effect with Turning (33)
34 1050 ++1 to d20 and +1d12 effect with Turning (34)
35 1087.5 ++1 to d20 and +1d12 effect with Turning (35)
36 1125 ++1 to d20 and +1d12 effect with Turning (36)
Alternate Effect Alt Total
+1 LVL with Omens (1)
+1 LVL with Omens (2)
+1 LVL with Omens (3)
+1 LVL with Omens (4)
+1 LVL with Omens (5)
+1 LVL with Omens (6)
+1 LVL with Omens (7)
+1 LVL with Omens (8)
+1 LVL with Omens (9)
+1 LVL with Omens (10)
+1 LVL with Omens (11)
+1 LVL with Omens (12)
+1 LVL with Omens (13)
+1 LVL with Omens (14)
+1 LVL with Omens (15)
+1 LVL with Omens (16)
+1 LVL with Omens (17)
+1 LVL with Omens (18)
+1 LVL with Omens (19)
+1 LVL with Omens (20)
+1 LVL with Omens (21)
+1 LVL with Omens (22)
+1 LVL with Omens (23)
+1 LVL with Omens (24)
+1 LVL with Omens (25)
+1 LVL with Omens (26)
+1 LVL with Omens (27)
+1 LVL with Omens (28)
+1 LVL with Omens (29)
+1 LVL with Omens (30)
+1 LVL with Omens (31)
+1 LVL with Omens (32)
+1 LVL with Omens (33)
+1 LVL with Omens (34)
+1 LVL with Omens (35)
+1 LVL with Omens (36)
 
The ++1 to the d20 is a natural shift. Each "-" beyond 20 on the Turn Undead Table is +1, so if "Lich" is the fourth dash down from 20 for you, you need a 24 to turn Liches.
The +1d12 effect means to add another 1d12 to the number of undead turned per level. You can lose a 1d12 die to affect an extra group; distribute the dice among the groups (e.g. if you have 5d12 of turning, you can turn 1 group at 1d12, 2 groups at 2d12 [5-1=4 dice], or 3 groups at 1d12 [5-2=3 dice]).

[PC43] Collective 4.3 Classes


Wis (Mini-Class)

Level KXP Effect Total
1 2 +2 set Wis; +2 Personality * (+2; +2)
2 4 +2 set Wis; +2 Personality * (+4; +4)
3 8 +2 set Wis; +2 Personality * (+6; +6)
4 16 +2 set Wis; +2 Personality * (+8; +8)
5 32 +2 set Wis; +2 Personality * (+10; +10)
6 64 +2 set Wis; +2 Personality * (+12; +12)
7 128 +2 set Wis; +2 Personality * (+14; +14)
8 200 +2 set Wis; +2 Personality * (+16; +16)
9 300 +2 set Wis; +2 Personality * (+18; +18)
10 400 +2 set Wis; +2 Personality * (+20; +20)
11 500 +2 set Wis; +2 Personality * (+22; +22)
12 600 +2 set Wis; +2 Personality * (+24; +24)
13 700 +2 set Wis; +2 Personality * (+26; +26)
14 800 +2 set Wis; +2 Personality * (+28; +28)
15 900 +2 set Wis; +2 Personality * (+30; +30)
16 1000 +2 set Wis; +2 Personality * (+32; +32)
17 1100 +2 set Wis; +2 Personality * (+34; +34)
18 1200 +2 set Wis; +2 Personality * (+36; +36)
19 1300 +2 set Wis; +2 Personality * (+38; +38)
20 1400 +2 set Wis; +2 Personality * (+40; +40)
21 1500 +2 set Wis; +2 Personality * (+42; +42)
22 1600 +2 set Wis; +2 Personality * (+44; +44)
23 1700 +2 set Wis; +2 Personality * (+46; +46)
24 1800 +2 set Wis; +2 Personality * (+48; +48)
25 1900 +2 set Wis; +2 Personality * (+50; +50)
26 2000 +2 set Wis; +2 Personality * (+52; +52)
27 2100 +2 set Wis; +2 Personality * (+54; +54)
28 2200 +2 set Wis; +2 Personality * (+56; +56)
29 2300 +2 set Wis; +2 Personality * (+58; +58)
30 2400 +2 set Wis; +2 Personality * (+60; +60)
31 2500 +2 set Wis; +2 Personality * (+62; +62)
32 2600 +2 set Wis; +2 Personality * (+64; +64)
33 2700 +2 set Wis; +2 Personality * (+66; +66)
34 2800 +2 set Wis; +2 Personality * (+68; +68)
35 2900 +2 set Wis; +2 Personality * (+70; +70)
36 3000 +2 set Wis; +2 Personality * (+72; +72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+4)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+8)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+12)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+16)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+20)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+24)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+28)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+32)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+36)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+40)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+44)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+48)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+52)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+56)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+60)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+64)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+68)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+72)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+76)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+80)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+84)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+88)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+92)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+96)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+100)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+104)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+108)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+112)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+116)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+120)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+124)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+128)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+132)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+136)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+140)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+144)
 
This class gives +1 rank of Exceptional Wis which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Wis, San (Sanity).
Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
The Alternate versions cannot use ability score sleazing for Wis.