[PC45] Collective 4.5 Classes


Accountant

Level KXP
S=1
KXP
S=2
KXP
S=3
Spells
1 0 0 0 (none)
2 2.5 3.75 5 (none)
3 5 7.5 10 (none)
4 10 15 20 (none)
5 20 30 40 (none)
6 40 60 80 (none)
7 80 120 160 (none)
8 160 240 320 (none)
9 320 480 640 (none)
10 500 750 1000 (none)
11 750 1100 1450 (none)
12 1000 1450 1900 (none)
13 1250 1800 2350 (none)
14 1500 2150 2800 (none)
15 1750 2500 3250 (none)
16 2000 2850 3700 (none)
17 2250 3200 4150 (none)
18 2500 3550 4600 (none)
19 2750 3900 5050 (none)
20 3000 4250 5500 (none)
21 3250 4600 5950 (none)
22 3500 4950 6400 (none)
23 3750 5300 6850 (none)
24 4000 5650 7300 (none)
25 4250 6000 7750 (none)
26 4500 6350 8200 (none)
27 4750 6700 8650 (none)
28 5000 7050 9100 (none)
29 5250 7400 9550 (none)
30 5500 7750 10000 (none)
31 5750 8100 10450 (none)
32 6000 8450 10900 (none)
33 6250 8800 11350 (none)
34 6500 9150 11800 (none)
35 6750 9500 12250 (none)
36 7000 9850 12700 (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: All 6 stats must be 5*S.
Alignment: any
HD/level: d6
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Pick an S factor for this class, which is 1, 2, or 3.
Every Level: +S ability score points. This is in addition to the normal +1 stat you get per level.
Every Level: Pick a stat. You have "Hold" of that stat (it cannot be lowered, and you are immune to stat damage of that stat). When you get other stats at levels 12 and 24, use the number of points to indicate how many times you need to pick that stat before you have "Hold" in it (e.g. you need to pick Luck twice before having Hold Luck).

[PC45] Collective 4.5 Classes


Animal0

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

[PC45] Collective 4.5 Classes


Psi14 Minor Powers

# PSPs Description
1 -10 to max +LVL unarmed dmg.
2 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
3 2 0, when changing form: Cure (1d6)*10% of damage taken
4 2/r Bloodlust: +CL TH and dmg, -CL AC
5 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
6 -10 to max Complete control over when you change forms
7 2 Detect Lycanthropes, Shapechangers, See True Form
8 -10 to max Hit only by +LVL or better weapons
9 -10 to max Regen CL hp/s
10 2 Speak with Animals
11 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
12 2 Target gets a disease (PPD save)
13 -10 to max You can adjust (with fine resolution) the degree of your hybrid-ness in hybrid form
14 -10 to max Your clothing/armor change with you when you change form
15 -10 to max Your lycanthropy cannot be cured (unless you want it to be)

Psi14 Major Powers

# PSPs Description
1 5 [0 action to use] Change form immediately
2 5/r +CL Str; -CL Cml
3 5/r +CL Dex; -CL Cml
4 5/r +CL Con; -CL Cml
5 -N to max Add a 0.5 Lycanthrope Racial Adjective for free; N=(added divisor)*100
6 5 Force Shapechange or Wrench
7 5 Group gets a disease (PPD save)
8 -25 to max Immune disease and poison
9 -25 to max Pick LVL unusual materials to be immune to.
10 5 Trigger someone else's Lycanthropy to manifest (they change form)
11 -25 to max When you change forms, can mutate your facial features to look different
12 -25 to max Your Animal form has wings; Fly at CL*3" (C)

[PC45] Collective 4.5 Classes


Psi14 Grand Powers

# PSPs Description
1 8/r +CL/2 Int
2 8/r +CL/2 Wis
3 8/r +CL/2 Chr
4 80 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
5 -40 to max Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
6 -40 to max Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
7 8 Summon a DL=VII Lycanthrope
8 -40 to max You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
9 -40 to max Your gaze causes Charm (no save, IR)

Psi14 Super Powers

# PSPs Description
1 -55 to max 1D: Reincarnate as an animal of your animal form
2 11 1V, while attacking: Your natural attacks Cascade Rams one group
3 11 Duplicate a Psi7 minor, major, or grand
4 11 Summon a DL=X Lycanthrope
5 -55 to max You do not go unconscious and stay offensive at any hp total (will still die)
6 -55 to max Your unarmed attacks are Permanent hp of damage

[PC45] Collective 4.5 Classes


Backstabber0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+2  5  4  5  3  4  1  3  0
+3  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+4  7  6  7  5  5  2  5  1
+5  7  6  7  5  6  3  5  2
+5  7  7  7  5  6  3  6  2
+6  9  8  9  6  7  3  6  2
+7  9  8  9  7  7  4  7  3
+7  9  8  9  7  8  4  7  3
+8  9  9  9  7  8  5  8  3
+9 11 10 11  8  9  5  8  4
+9 11 10 11  9  9  5  9  4
+10 11 10 11  9 10  6  9  4
+11 11 11 11  9 10  6 10  5
+11 13 12 13 10 11  7 10  5
+12 13 12 13 11 11  7 11  5
Requisites: Dex 16, Str 13
Alignment: any
HD/level: d4
Weapon Prof.: 3+level/3
To Hit Table: Ftr0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Has a Backstab multiplier of x(LVL+1). Gets +4*LVL from behind instead of the usual +4 from behind.
Can weapon specialize using the "Non-Warrior" line.
Gets 20 Rogue points per level in other Rogue abilities. This class doesn't get a whole lot of picks, though.
Level 1 ¶: 1V: Controlled Blink.
Level 1: Get one "Any Rogue level 1" pick.
Level 4 ¶: You Backstab with up to LVL/2 of your attacks per P action from behind.
Level 4: Get one "Any Rogue level 4" pick.
Level 9 ¶: You ignore people's immunity to Backstab.
Level 9: Get one "Any Rogue level 9" pick (this is in addition to the normal level 9 pick).
Level 16: Get one "Any Rogue level 16" pick.
Level 18 ¶: You can reduce your Backstab multiplier by N to "Twist" (dispel) N effects on the target. You can reduce the multiplier all the way down to x0.
Level 25: Get one "Any Rogue level 25" pick.
Level 27 ¶: You are considered "Behind" everyone at all times, even if you are directly facing them.
Level 36: Get one "Any Rogue level 36" pick (this is in addition to the normal level 36 pick).

[PC45] Collective 4.5 Classes


Barbarian0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+4  8  7  6  5  5  3  2  1
+5  8  7  6  6  5  3  3  2
+6 10  9  8  7  6  4  3  2
+7 10  9  8  7  7  4  4  2
+8 10  9  8  8  7  5  4  3
+9 12 11 10  9  8  5  4  3
+10 12 11 10  9  9  6  5  3
+11 12 11 10 10  9  6  5  4
+12 12 12 11 10  9  7  6  4
+13 12 12 11 10 10  7  6  4
+14 12 12 11 11 10  8  6  5
+15 13 12 12 11 10  8  7  5
+16 13 12 12 11 11  9  7  5
+17 13 12 12 12 11  9  8  6
Requisites: Str 13, Dex 13, Con 13
Alignment: any
HD/level: d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Can have Exceptional Str, Dex, or Con bonus.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level N (each level): +1 to Str, Dex, or Con. (These don't have to all be the same stat.)

[PC45] Collective 4.5 Classes


Black Rogue

Level KXP Rog/Black
123 456
1 0 *-- ---
2 1.2 1-- ---
3 2.4 2-- ---
4 4.8 21- ---
5 9.6 31- ---
6 20 32- ---
7 40 321 ---
8 80 331 ---
9 160 332 ---
10 280 332 1--
11 400 333 1--
12 520 333 2--
13 640 333 21-
14 760 333 31-
15 880 333 32-
16 1000 433 321
17 1120 443 331
18 1240 444 332
19 1360 444 432
20 1480 444 443
21 1600 444 444
22 1720 554 444
23 1840 555 444
24 1960 555 544
25 2080 555 554
26 2200 555 555
27 2320 665 555
28 2440 666 555
29 2560 666 655
30 2680 666 665
31 2800 666 666
32 2920 776 666
33 3040 777 666
34 3160 777 766
35 3280 777 776
36 3400 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Can cast Rogue or MTG Black spells. Can cast one 1st level MTG Black spell (not a Rogue spell) at level 1.
New MTG Black spells for Black Rogue class:
Paralyze (SL=1): Target is paralyzed (PP save)
Unholy Strength (SL=1): Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
Simulacrum (SL=2): 1bM: Redirect any amount of damage from you to one of your subordinates.
Terror (SL=2): Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
Gloom (SL=3): [x1 Special] Priest spells cost triple spell slots to cast.
Lich (SL=4): Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
Old MTG Black spells from Wizard of the Coast class (you can use these):
Darkness (SL=1): 1bM: Immune to a P attack from someone
Animate Dead (SL=2): Animates a dead monster as your summon (1 DL lower)
Attrition (SL=3): Sacrifice a summon: Target is slain (PPD save)
Breeding Pit (SL=4): Once per round, get a DL I Thrull as a summon (limit=LVL)
Extinction (SL=5): Slay all creatures of one race in a group (PPD save)
Dark Offering (SL=6): Slay a creature (PPD save), you gain it's hp to current hp
Decree of Pain (SL=8): Slay all creatures in two groups (PPD save) or one group (no save)
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 any Assassin 1 ability - - - -
2 Song of Harming (1 dmg per 5% roll made) P*M 10 Wis-12 Wis-17
2 any Assassin 2 ability - - - -
3 any Rogue 3 ability - - - -
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
7 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
7 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
8 Slay (target that you hit saves at +4, -1 per 10% made; or dies) M 0 Wis-13 Wis-19
12 Find the Path MV 0 Wis-9 Wis-13
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25

[PC45] Collective 4.5 Classes


Blaster0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Dex 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Can specialize in Invocation, if you do, pick a major opposite school.
When you material component one of the new spells below, replace "One target" with "CL targets". You cannot material component to hit a group at all. You are allowed to hit 2 targets at level 1.
New Invocation spells for Blaster0 class:
Acid Blast (all SL's): One target takes CL*SL Vile Acid dmg (no save, cannot be regenerated)
Force Throw (all SL's): One target is thrown backwards 5*CL*SL feet (no save, takes falling dmg as normal, leaves it's group)
Glass Shards (all SL's): One target takes CL*SL Glass dmg (no save) and is Sharped (BW save)
Time Beam (all SL's): One target takes CL*SL Time dmg (no save) and is Slowed for SL s (RSW save)
Void Zone (all SL's): One target is disintegrated (PP save with DC=CL*SL, yes it's an easy save at low level)
Wood Spikes (all SL's): One target takes 2*CL*SL Wood dmg (no save)

[PC45] Collective 4.5 Classes


Blue Psionicist

Level KXP Psi1/Blue
12 345 678 9
1 0 1- --- --- -
2 1.1 2- --- --- -
3 2.2 21 --- --- -
4 4.4 22 --- --- -
5 8.8 32 --- --- -
6 17.6 32 1-- --- -
7 35.2 32 2-- --- -
8 70.4 33 2-- --- -
9 140.8 33 21- --- -
10 281.6 33 22- --- -
11 500 33 32- --- -
12 720 33 33- --- -
13 940 33 331 --- -
14 1160 33 332 --- -
15 1380 33 333 --- -
16 1600 43 333 --- -
17 1820 43 333 1-- -
18 2040 43 333 2-- -
19 2260 43 333 3-- -
20 2480 44 333 3-- -
21 2700 44 433 3-- -
22 2920 44 433 31- -
23 3140 44 433 32- -
24 3360 44 433 33- -
25 3580 44 443 33- -
26 3800 44 444 33- -
27 4020 44 444 43- -
28 4240 44 444 431 -
29 4460 44 444 432 -
30 4680 44 444 433 -
31 4900 44 444 443 -
32 5120 44 444 444 -
33 5340 54 444 444 -
34 5560 55 444 444 -
35 5780 55 444 444 1
36 6000 55 444 444 2
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d8,d8,d6,d6,d4,d4,d4,d2,…
Weapon Prof.: 5+level/5
To Hit Table: Psi
Save Table: Psi
Reference: DM, MTG
Groups: Psionicist
 
Normally this class gets Psi1; see [Q1] for rules and powers. For this class only (this is not the normal rule): Minors are SL=1, Majors are SL=3, Grands are SL=6, and Supers are SL=9. (DM Note: I grouped the SL's funky on the progression to show this trend better). You can alternatively use Psi2, Psi3, Psi3.5, Psi5, or Psi10 for this class if you prefer.
Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
Gets 1 Attack or Defense every level.
Can use Psionic powers or MTG Blue spells.
New MTG Blue spells for Blue Psionicist class:
Ancestral Recall (SL=1): This spell can be cast only once per turn. Target regains 3 SL's in memorization.
Flight (SL=1): Target flies at 12" (C).
Invisibility (SL=2): Improved Invisibility.
Time Walk (SL=2): This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
Psionic Blast (SL=3): Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
Control Magic (SL=4): Charm Monster (Will save)
Old MTG Blue spells from Wizard of the Coast class (you can use these):
Mind Games (SL=1): Target loses his next action (Spell save)
Aura of Dominion (SL=2): Target can use 2M this segment.
Charisma (SL=3): Your attacks are charm branded (Will save)
Coastal Piracy (SL=4): Whenever you kill a creature, restore 1 SL in memorization
Evacuation (SL=5): A group of summons is unsummoned
Mind's Desire (SL=6): You can cast 1d6 spells of SL=1d6 next segment as 1M
Blatant Thievery (SL=7): Pick Pockets LVL*10% on each target in a group
Beacon of Tomorrows (SL=8): You get an extra segment this round (segment 11 at end)

[PC45] Collective 4.5 Classes


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC45] Collective 4.5 Classes


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC45] Collective 4.5 Classes


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC45] Collective 4.5 Classes


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC45] Collective 4.5 Classes


Concordant Dabbler

Level KXP Conc
1
1 0 2
2 3 4
3 9 6
4 21 8
5 45 10
6 93 12
7 141 14
8 189 16
9 285 18
10 400 20
11 700 22
12 1000 24
13 1300 26
14 1600 28
15 1900 30
16 2200 32
17 2500 34
18 2800 36
19 3100 38
20 3400 40
21 3700 42
22 4000 44
23 4300 46
24 4600 48
25 4900 50
26 5200 52
27 5500 54
28 5800 56
29 6100 58
30 6400 60
31 6700 62
32 7000 64
33 7300 66
34 7600 68
35 7900 70
36 8200 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 & +1 (all)
+2 & +2 (all)
+3 & +3 (all)
+4 & +4 (all)
+5 & +5 (all)
+6 & +6 (all)
+7 & +7 (all)
+8 & +8 (all)
+9 & +9 (all)
+10 & +10 (all)
+11 & +11 (all)
+12 & +12 (all)
+13 & +13 (all)
+14 & +14 (all)
+15 & +15 (all)
+16 & +16 (all)
+17 & +17 (all)
+18 & +18 (all)
Requisites: Chr 20
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: & 2xMon
Reference: DM {Reduced Demigod Dabbler}
Groups: Concordant (x1)
 
Gets two 1st level x1 Concordant spells per level. Knows all x1 Concordant spells.
Spells that refer to a class's name (e.g. "+10% in Henchman class") uses this class's name instead.
Level 9 ¶: +1X action (total +1)
Level 18 ¶: +1X action (total +2)
Level 27 ¶: +1X action (total +3)
Level 36 ¶: +1X action (total +4)

[PC45] Collective 4.5 Classes


Concordant Dabbler Spells

Class # Spell
Accomplice 1 10*CL% iaIR
Accomplice 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)
Accomplice 3 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 4 1M: Target is paralyzed (PPD save)
Accomplice 5 1M: Steal an action or memory (Will save)
Accomplice 6 +CL/2 QV actions
Accomplice 7 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 8 +2 CL with psionics
Accomplice 9 +1 Str, Dex, Con, Int, Wis, and Chr
Baron 10 Ashes: Half of your weapon dmg is vile dmg (perm hp)
Baron 11 Darkbolt: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
Baron 12 Detect Demons: Detect Evil Outer (reverse is Good)
Baron 13 Dismiss Minion: Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good)
Baron 14 Drain Life: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
Baron 15 Immunity I: Immune to poison, non-silver weapons
Baron 16 Intimidate: Fear a group (Will save)
Baron 17 Larva Life: Mouth's bP: Consume 1 larva to Cureall (incl. DPPs)
Baron 18 Lesser Invocation: Use an innate ability of an Evil Outer you've summoned
Baron 19 Minor Personal Ward: Evil Outer cannot attack you unless you're offensive (reverse is Good)
Baron 20 Protection from Demons: Immune to Evil Outer innates (reverse is Good)
Baron 21 Summon Minion: Summons a DL II Evil Outer
Baron 22 Taint / Dispel Taint: Curse (no save, IR), DM rolls in [C] section for effect
Captain (SFB) 23 Command: Can identify and operate any TechL=LVL or lower technological device.
Captain (SFB) 24 Defense: Can interpose self in front of any and everyone in your group, you take double damage though
Captain (SFB) 25 Engineering: Your items that use charges use only half the number of charges (retain fractions)
Captain (SFB) 26 Helm/Nav.: 0, while moving: Leave a group without generating any parting shots.
Captain (SFB) 27 Medic: 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
Captain (SFB) 28 Pers.Combat: Your summons gain XP (possibly levels) in the dungeon.
Captain (SFB) 29 Psionic: 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
Captain (SFB) 30 Science: Eidetic Memory, can "download" your thoughts/memories to computers
Captain (SFB) 31 Weapons: No range penalties; Can shoot bows in your group without penalty
Fallen Angel5 32 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Fallen Angel5 33 Disguise Self: Changes your appearance.
Fallen Angel5 34 Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Fallen Angel5 35 Obscuring Mist: Fog surrounds you.
Fallen Angel5 36 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Fallen Angel5 37 Shield of Faith: Aura grants +2 or higher deflection bonus.
Giant Robot8 38 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
Giant Robot8 39 MPIRR 5*LVL%
Giant Robot8 40 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Giant Robot8 41 Resist all Elements
Giant Robot8 42 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
Giant Robot8 43 Resist Action/Memory/Ability Stealing
Henchman 44 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 45 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 46 1M: Monster Summoning (CL+1)/2
Henchman 47 You adjust all BlahR by -5*level%
Henchman 48 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Henchman 49 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 50 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 51 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 52 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 53 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 54 1bF: Counter a counterspell effect.
Henchman 55 You can have two summons (same group).
Myth 56 All your effects with saves require two saves (pick worst result)
Myth 57 Can use 3V /s instead of standard actions per segment
Myth 58 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
Myth 59 Your Personality score = Con+Int+Wis+Chr+Level.
Myth 60 Immune to Coup de grace and Mind Reading / ESP
Myth 61 1P: Lower all x0 and x1 effects on you and 1 target in your group
Myth 62 +1 V action
Myth 63 Immune to Rainbow Silver effect
Myth 64 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
ProtoDracoLich 65 1M, 1/r: Any 0th level Warrior or Monster spell
ProtoDracoLich 66 5*LVL% iWaWR
ProtoDracoLich 67 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
ProtoDracoLich 68 Your claw damage is CLd4
ProtoDracoLich 69 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
ProtoDracoLich 70 Immunity to disease
ProtoDracoLich 71 Fear aura (anyone who enters your group) (Will save)
ProtoDracoLich 72 Natural AT source = +CL*2
ProtoDracoLich 73 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
SemiDivine3 74 Combat Defense: -2 TH; +CL AC
SemiDivine3 75 Finesse: Use your dexterity bonus for damage instead of strength
SemiDivine3 76 Improve Crit Multiplier: +2 critical multiplier
SemiDivine3 77 Improve Crit Range: +2 critical threat range
SemiDivine3 78 Metamagic Capacity: Pick a spell you know. Get +1 SL effect or free material componenting this day.
SemiDivine3 79 Resist Fall: Resist falling and TK damage
SemiDivine3 80 Star Miracle: 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
SemiDivine3 81 Toughness: +CL max hp
SemiDivine3 82 Weapon Resistance: You resist the first successful blow dealt from a weapon
Sidekick 83 10*CL% IR (Innate resistance)
Sidekick 84 +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Sidekick 85 Resist all Elements
Sidekick 86 Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
Sidekick 87 Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
Sidekick 88 +CL V actions
Sidekick 89 +1 CL in one class
Sidekick 90 x1.5 max PSPs in one psionic frequency
Sidekick 91 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
Sidekick 92 Pick a Level 1 Rogue Ability, you have 10*LVL points in it
Sidekick 93 Can combine Martial Arts & Specialization
Sidekick 94 +LVL to one ability score
Sidekick 95 xLVL Personality score (for Ego checks)
Sidekick 96 Duplicate a "Level 1:" ability of a Warrior class
Sidekick 97 Free wild talent in Psi72
Warden 98 Chaos SL=1: You cast chaos spells at +1 caster level.
Warden 99 Charity SL=1: You cast magical boons upon others at +2 caster level.
Warden 100 Community SL=1: Use calm emotions as a spell-like ability 1/day.
Warden 101 Darkness SL=1: You gain blind-fight as a bonus feat.
Warden 102 Death SL=1: You cast necromancy spells at +1 caster level.
Warden 103 Destruction SL=1: You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
Warden 104 Disease SL=1: You cast necromancy spells at +1 caster level.
Warden 105 Elf SL=1: You gain point blank shot as a bonus feat.
Warden 106 Entropy SL=1: You cast necromancy spells at +1 caster level.
Warden 107 Evil SL=1: You cast evil spells at +1 caster level.
Warden 108 Fear SL=1: You cast necromancy spells at +1 caster level.
Warden 109 Fertility SL=1: You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
Warden 110 Fire SL=1: Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
Warden 111 Good SL=1: You cast good spells at +1 caster level.
Warden 112 Healing SL=1: You cast healing spells at +1 caster level.
Warden 113 Knowledge SL=1: +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
Warden 114 Labour SL=1: You gain a +10 bonus to Endurance skill checks (+10 Con checks).
Warden 115 Law SL=1: You cast law spells at +1 caster level.
Warden 116 Love SL=1: You cast enchantment spells at +1 caster level.
Warden 117 Luck SL=1: You gain a +1 luck bonus on all saving throws.
Warden 118 Madness SL=1: You cast enchantment spells at +1 caster level.
Warden 119 Magic SL=1: Use scrolls as a wizard at one half your cleric level.
Warden 120 Metalworking SL=1: Divide the cost of unusual materials by CL.
Warden 121 Moon SL=1: You can turn or destroy lycanthropes.
Warden 122 Mountain SL=1: You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
Warden 123 Music SL=1: Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
Warden 124 Nature SL=1: You can rebuke or command plant creatures as an evil cleric destroys undead.
Warden 125 Peace SL=1: You gain a +2 Charisma bonus.
Warden 126 Revenge SL=1: 1D: Cast a priest spell against an enemy.
Warden 127 Science SL=1: You gain a +2 bonus to Intelligence.
Warden 128 Sea SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
Warden 129 Secrets SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 130 Skill SL=1: You gain a +2 bonus to Dexterity.
Warden 131 Sky SL=1: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 132 Stoicism SL=1: You gain a +2 bonus to Constitution.
Warden 133 Strength SL=1: You gain a +2 bonus to Strength.
Warden 134 Sun SL=1: Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
Warden 135 Sword SL=1: Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
Warden 136 Thievery SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 137 Thunder SL=1: Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 138 Time SL=1: You act as if hasted for a number of rounds per day equal to your cleric level.
Warden 139 Travel SL=1: Increase movement by 3". Add survival to your list of cleric class skills.
Warden 140 War SL=1: Free martial weapon proficiency and weapon focus with the deity's favored weapon.
Warden 141 Wealth SL=1: You cast conjuration spells at +1 caster level.
Warden 142 Winter SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
Warden 143 Wisdom SL=1: You gain a +2 Wisdom bonus.

[PC45] Collective 4.5 Classes


Custom0

Level KXP
Spells
1 0 (special)
2 4 (special)
3 8 (special)
4 16 (special)
5 32 (special)
6 64 (special)
7 120 (special)
8 250 (special)
9 400 (special)
10 600 (special)
11 850 (special)
12 1100 (special)
13 1350 (special)
14 1600 (special)
15 1850 (special)
16 2100 (special)
17 2350 (special)
18 2600 (special)
19 2850 (special)
20 3100 (special)
21 3350 (special)
22 3600 (special)
23 3850 (special)
24 4100 (special)
25 4350 (special)
26 4600 (special)
27 4850 (special)
28 5100 (special)
29 5350 (special)
30 5600 (special)
31 5850 (special)
32 6100 (special)
33 6350 (special)
34 6600 (special)
35 6850 (special)
36 7100 (special)
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: Any 18
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Choose three from the choices below. You can pick the same thing more than once; the effect of this is given.
1. Can weapon specialize using the Warrior line. If you pick this twice, use the Barbarian line instead. If you pick this three times, use Swashbuckler number of attacks = (LVL+2)/2 with one weapon.
2. Wizard spells as per Bard2. If you pick this twice, use Mage2 instead. If you pick this three times, use Arch-Mage instead.
3. Priest spells as per Cleric0. If you pick this twice, use Cleric3 instead. If you pick this three times, use Arch-Priest instead.
4. Rogue abilities as per Thief0. If you pick this twice, use Dungeoneer (or any other -eer) instead. If you pick this three times, use TANB1 instead.
5. Psionics in one frequency you know, using Psi1A progression. If you pick this twice, use Psi1 progression. If you pick this three times, use ArchPsi1 progression.

[PC45] Collective 4.5 Classes


Darter0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 16, Dex 13
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Can use only Darts for weapons. Since you can use only one missile weapon per set of arms, you are limited to punching (without Cestus) or using a shield in the off-hand.
Number of attacks with Darts = LVL+3.
Lizard Man Darts are free for you. They do 1d4 dmg, and critical on 20+/x2. You can still buy other types of Darts if you like.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 4: 1F: Polymorph a weapon (you are holding) into a Dart.
Level 9: 1F: Merge the magical properties of two Darts together.
Variant Class (Daggerer0):
Replace all references of "Darts" to "Daggers".
Number of attacks with Daggers = LVL+2.
Long Daggers are free for you. They do 1d6 dmg, and critical on 19+/x3. You can still buy other types of Daggers if you like.
Variant Class (Shurikener0):
Replace all references of "Darts" to "Shurikens".
Number of attacks with Shurikens = LVL+4.
Barbed Shurikens are free for you. They do 1d2 dmg, and never critical. You can still buy other types of Shurikens if you like.
Shurikens give only half Str bonus on damage, rounded down.

[PC45] Collective 4.5 Classes


Dejuvenator

Level KXP Dejuv  Bre End
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 11 11 11 11 11 11 11 11
+1 12 12 12 12 12 12 12 12
+2 13 13 13 13 13 13 13 13
+3 14 14 14 14 14 14 14 14
+4 15 15 15 15 15 15 15 15
+5 16 16 16 16 16 16 16 16
+6 17 17 17 17 17 17 17 17
+7 18 18 18 18 18 18 18 18
+8 19 19 19 19 19 19 19 19
+9 20 20 20 20 20 20 20 20
+10 21 21 21 21 21 21 21 21
+11 22 22 22 22 22 22 22 22
+12 23 23 23 23 23 23 23 23
+13 24 24 24 24 24 24 24 24
+14 25 25 25 25 25 25 25 25
+15 26 26 26 26 26 26 26 26
+16 27 27 27 27 27 27 27 27
+17 28 28 28 28 28 28 28 28
Requisites: Chr 28, Str 23, Class Slots 3
Alignment: any
HD/level: d30
Weapon Prof.: 0+level
To Hit Table: War
Save Table: level+10
Reference: DM { Reduced Breaker / Ender }
Groups: Concordant (x1), Technology, Mirror
 
Gets Super Barbarian Chr bonus, which is +(Chr-18)*3.
This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Breaker and Ender. The idea here is by the time a character has reached 36th level in Dejuvenator, he will know which path he will take.
Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
Level 24 Note: Your "CCL" is your CL-23 for Breaker and CL-29 for Ender.

[PC45] Collective 4.5 Classes


Dejuvenator Spells

Level # Spell
3 1 1V: Harm (1 target, PPD save)
3 2 1V: Charm or Domination (1 target, Will save)
3 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 4 1M: Stop, Slow, or Web (1 target, no save)
3 5 1M: Target's next Clone will not trigger upon his death (no save)
3 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
5 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 2 1M: Harm (1 target, no save)
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 6 1M: Super Slow: Target loses next LVL A Actions (no save)
7 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 2 1F: Turn Undead with CL=LVL*2.
7 3 1P: Causeall (1 target, no save)
7 4 1M: Destruction (1 target, no save)
7 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
9 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 3 1M: True Destruction (1 target, no save)
9 4 1M, 1/d: Capital I Insist 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 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
Breaker 1 (11) 1 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
Breaker 1 (11) 2 1V: Target takes (CCL+1)/3 idmg
Breaker 1 (11) 3 1V: Target loses (CCL+1)/3 iAC
Breaker 1 (11) 4 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
Breaker 1 (11) 5 You may destroy Indestructible items as if they weren't Indestructible.
Breaker 1 (11) 6 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
Ender 1 (11) 1 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
Ender 1 (11) 2 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
Ender 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.
Ender 1 (11) 4 1X: Capital B Break (1 target, XR to resist)
Ender 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).
Ender 1 (11) 6 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

[PC45] Collective 4.5 Classes


Divine Elf0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 3 1-- --- -
3 6 20- --- -
4 12 21- --- -
5 24 220 --- -
6 48 221 --- -
7 90 322 0-- -
8 187.5 332 1-- -
9 300 333 20- -
10 450 443 21- -
11 637.5 443 320 -
12 825 444 321 -
13 1012.5 554 322 -
14 1200 555 332 -
15 1387.5 655 333 -
16 1575 655 443 0
17 1762.5 665 443 1
18 1950 665 443 2
19 2137.5 765 444 2
20 2325 765 444 3
21 2512.5 765 554 3
22 2700 765 554 4
23 2887.5 776 654 4
24 3075 876 655 4
25 3262.5 876 655 5
26 3450 877 665 5
27 3637.5 887 666 5
28 3825 887 776 5
29 4012.5 887 776 6
30 4200 888 777 6
31 4387.5 888 887 6
32 4575 988 887 6
33 4762.5 998 888 7
34 4950 999 888 8
35 5137.5 999 998 8
36 5325 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+3 10  8  8  8  7  1  2  2
+4 10  8  8  8  8  2  3  2
+5 14 11 11 11 11  2  3  3
+5 14 12 11 11 11  2  4  3
+6 14 12 12 11 11  3  4  3
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  5  4
+12 16 14 14 15 15  4  5  4
Requisites: Str 9, Wis 9
Alignment: any
HD/level: d7
Weapon Prof.: 3+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: DM {Planeshifted Elf0}
Groups: Priest, Warrior, Alternate
 
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was