[PC46] Collective 4.6 Classes


Abettor5 (Anti-Bringer5)

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2 20- --- -
3 4 31- --- -
4 8 42- --- -
5 16 530 --- -
6 32 541 --- -
7 64 552 --- -
8 128 553 0-- -
9 256 554 1-- -
10 500 555 2-- -
11 750 555 30- -
12 1000 555 41- -
13 1250 555 52- -
14 1500 555 530 -
15 1750 555 541 -
16 2000 555 552 -
17 2250 555 553 0
18 2500 555 554 1
19 2750 555 555 2
20 3000 555 555 3
21 3250 555 555 4
22 3500 555 555 5
23 3750 655 555 5
24 4000 665 555 5
25 4250 666 555 5
26 4500 666 655 5
27 4750 666 665 5
28 5000 666 666 5
29 5250 666 666 6
30 5500 766 666 6
31 5750 776 666 6
32 6000 777 666 6
33 6250 777 766 6
34 6500 777 776 6
35 6750 777 777 6
36 7000 777 777 7
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: Int 9, Wis 17
Alignment: any G
HD/level: d7
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Bringer5}
Groups: Priest, Mirror
 
Exceptional Wis bonus to spells.
Anti-Bringers may command (but not turn) undead. Anti-Bringers may also command outer-planar non-evil creatures using their unadjusted HD (no adjustments due to outer-planar status, a 6 HD outer-planar is just as easy to command as a 6 HD undead). Anti-Bringers cannot turn or command golems, paladins, or other things that Turn Undead normally does.
Anti-Bringers may specialize in All, Protection, Summoning, and Wards (the "spells cost ½ a spell slot" type), if they do, they get Animal, Plant, Sun, and Weather as opposites.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Detect/Identify Anti-Radiation & Anti-Magic
B Immune to "skins" of all types (Stoneskin, etc.)
C Immune to deafness or paralysis.
D Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
E Combining: 1V: Add your CL to target's CL this segment.
Level 4: Pick two Anti-Bringer5 Level 1-3, one Bringer5 Level 1-3, or one Psi5 minor
Level 5-7: F Detect/Identify Anti-Psionics & Anti-Innates
G All of your edged weapons are "Defender"
H Clairnasience & Tongues
I Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
J Immune to curse and Necromantic sphere spells
Level 8: Pick two from: Anti-Bringer5 Level 5-7, Bringer5 Level 1-3, Psi5 minor
Level 9-12: K Detect/Identify Artifacts & Terrain Features
L Intelligence of Cemad: +LVL Int; you get Barbarian Int
M Beauty of Cemad: +LVL Chr; you get Barbarian Chr
N Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
O Know all Psi6G minor powers; Psi6G PSPs=(S*2+D+I+LVL*7); +1M/r only for Psi6G
Level 13: Pick 2: Anti-Bringer5 Level 9-12, Bringer5 Level 5-7, Psi5 major, other5 Level 1-3
Level 14-18: P Detect/Identify Spirit/Concordant & Mirage Arcana (can see through these)
Q Strength of the First Good: +LVL Str; 1F, 1/t: Precognition / Message across planes
R Insubstantial (Mental): Immune mental effects, psionics, insanity; Hold all mental stats
S Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
T Know all Psi6G major powers; +1M/r only for Psi6G
Level 18: Pick 2: Bringer5 Level 9-12, Psi5 grand, other5 level 5-7
Level 20-26: U Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
V +LVL CL with Priest spells
W Insubstantial (Body): Immune physical attacks
X Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
Y Use "Mixed Classing" (even if illegal) to mix one (legal) class with a good alignment requirement into this class
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC46] Collective 4.6 Classes


Admiral (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 6 2-- -- [-]
3 12 21- -- [-]
4 24 22- -- [-]
5 48 32- -- [-]
6 96 321 -- [-]
7 192 322 -- [-]
8 384 332 -- [-]
9 768 332 1- [-]
10 1536 332 2- [-]
11 3000 333 2- [-]
12 3360 333 21 [-]
13 3720 333 22 [-]
14 4080 333 32 [-]
15 4440 333 33 [-]
16 4800 433 33 [-]
17 5160 443 33 [-]
18 5520 444 33 [-]
19 5880 444 43 [-]
20 6240 444 44 [-]
21 6600 544 44 [-]
22 6960 554 44 [-]
23 7320 555 44 [-]
24 7680 555 54 [-]
25 8040 555 55 [-]
26 8400 555 55 [1]
27 8760 555 55 [2]
28 9120 555 55 [3]
29 9480 555 55 [4]
30 9840 555 55 [5]
31 10200 655 55 [5]
32 10560 665 55 [5]
33 10920 666 55 [5]
34 11280 666 65 [5]
35 11640 666 66 [5]
36 12000 666 66 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+20 15 14 15 15 14 11  9  7
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+24 15 15 15 15 15 13 10  8
+26 16 15 15 15 15 14 11  9
Requisites: Str 8, Dex 8, Con 13,
Int 17, Wis 15, Chr 18
Alignment: any
HD/level: d12
Weapon Prof.: 7+level
To Hit Table: 1½xWar
Save Table: 1½xWar
Reference: SFB {Planeshifted Captain}
Groups: Warrior, Concordant (x1),
Technology
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 26. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC46] Collective 4.6 Classes


Captain (SFB) Spells

Level Field Spell
1 Command Can identify and operate any TechL=LVL or lower technological device.
1 Defense Can interpose self in front of any and everyone in your group, you take double damage though
1 Engineering Your items that use charges use only half the number of charges (retain fractions)
1 Helm/Nav. 0, while moving: Leave a group without generating any parting shots.
1 Medic 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
1 Pers.Combat Your summons gain XP (possibly levels) in the dungeon.
1 Psionic 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
1 Science Eidetic Memory, can "download" your thoughts/memories to computers
1 Weapons No range penalties; Can shoot bows in your group without penalty
2 Command Your summons and familiars can never betray you, regardless of what happens.
2 Defense If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
2 Engineering You can trade spells between your spell progressions and PSPs between psionic pools.
2 Helm/Nav. Can move in reverse as fast as you can move forward.
2 Medic 0, 1/r: Cure or Cause 1d6 hp to one target
2 Pers.Combat Need not breathe; Fly LVL" (C)
2 Psionic 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
2 Science Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
2 Weapons 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
3 Command 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
3 Defense 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
3 Engineering 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
3 Helm/Nav. Roll 1d6+6 for initiative instead of 1d12.
3 Medic 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
3 Pers.Combat Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
3 Psionic You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
3 Science You get the opportunity to use an extra action in response to a nasty effect; Resist Time
3 Weapons 0: Ignore the phrase "Cannot be targetted" for someone.
4 Command Charm spells cannot be used by enemies in the room (x1 Special)
4 Defense Immune Telekinesis
4 Engineering You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
4 Helm/Nav. You have a 50% chance of taking only half damage from gross effects (like fireballs)
4 Medic Grant a person one Captain spell slot you have (any SL).
4 Pers.Combat 1V, 1/d: Counter an effect that would cause someone to kill themself.
4 Psionic You have two hit point totals, your second hp total is 10, need both to drop before dropping
4 Science 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
4 Weapons Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
5 Command Wishoid for two SL 1-4 Concordant (x1) spells.
5 Defense Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
5 Engineering 1N, 1/reset: Retroactively buy a magic item from the magic shop.
5 Helm/Nav. Immune Boulders, Gas, Space-Time Discontinuities
5 Medic 0, 1/d: Mass Heal
5 Pers.Combat 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
5 Psionic Immune to the weird psionic effects of the T'kan Energy Barrier
5 Science Considered 1 multiplier higher with one specific effect (by name)
5 Weapons You are allowed to backstab a target twice, backstabbing costs ½0 action to use.
L.O. 1 (11) Command Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
L.O. 1 (11) Defense 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
L.O. 1 (11) Engineering Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
L.O. 1 (11) Helm/Nav. ¼V: Move from one group to another group within LVL feet
L.O. 1 (11) Medic 0, 1/r: Cureall
L.O. 1 (11) Pers.Combat 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
L.O. 1 (11) Psionic 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
L.O. 1 (11) Science You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
L.O. 1 (11) Weapons Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier

[PC46] Collective 4.6 Classes


Arch-Alchemist1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.5 2-- --- ---
3 4.8 3-- --- ---
4 9 41- --- ---
5 15 421 --- ---
6 27.75 432 --- ---
7 45 433 1-- ---
8 75 443 21- ---
9 112.5 444 22- ---
10 165 444 221 ---
11 300 444 332 ---
12 570 444 443 ---
13 840 444 444 ---
14 960 544 444 1--
15 1230 554 444 2--
16 1500 555 444 3--
17 1770 555 544 4--
18 2040 555 554 41-
19 2310 555 555 42-
20 2580 555 555 53-
21 2850 555 555 54-
22 3120 555 555 55-
23 3390 655 555 551
24 3660 665 555 552
25 3930 666 555 553
26 4200 666 655 554
27 4470 666 665 555
28 4740 666 666 555
29 5010 666 666 655
30 5280 666 666 665
31 5550 666 666 666
32 5820 777 666 666
33 6090 777 777 666
34 6360 777 777 777
35 6630 888 777 777
36 6900 888 888 777
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 10, Dex 11, Con 17, Int 14, Wis 11
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Level 1: +2 Non-weapon proficiencies per level.
Level 1: Read Languages.
Level 1: Identify minerals by sight.
Level 1: Identify potions and poisons by sight.
Level 1: Considered specialized in Enchantment/Charm (no opposite).
Level 1: Identify plants by sight.
Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your level, treat it as your level.
Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
Level 1: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 2: Identify animals by sight.
Level 3: Considered specialized in Alteration (no opposites still).
Level 4: Predict miscibility (Level-3)*10%.
Level 4: Identify any non-artifact magic item by sight.
Level 5: Identify non-immortal monsters by sight.
Level 6: Can specialize in (third) school; if this is done, select an opposite.
Level 9: Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
Known Spells:
Foul Potions (SL=1, Anti-Magic): Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
Potion Ball (SL=3, Invocation): Spend a potion while casting: Do a "ball" of that effect.

[PC46] Collective 4.6 Classes


Arch-Daggerer0

Level KXP Druid Wizard
123   12
1 5 ---   --
2 10 ---   --
3 20 ---   --
4 40 ---   --
5 60 ---   --
6 80 ---   --
7 120 ---   --
8 240 1--   --
9 480 1--   1-
10 960 2--   1-
11 1440 2--   2-
12 1920 21-   2-
13 2400 21-   21
14 2880 22-   21
15 3360 22-   22
16 3840 221   22
17 4320 222   22
18 4800 322   22
19 5280 322   32
20 5760 332   32
21 6240 332   32
22 6720 333   33
23 7200 333   33
24 7680 433   33
25 8160 433   33
26 8640 443   43
27 9120 443   43
28 9600 444   43
29 10080 444   44
30 10560 544   44
31 11040 544   44
32 11520 554   44
33 12000 555   54
34 12480 655   54
35 12960 665   54
36 13440 666   55
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  3  4  3  2  2  2  1
+5  6  4  5  4  3  2  2  1
+7  8  5  7  6  4  3  3  2
+9  8  6  7  7  5  4  3  2
+11 10  8  9  9  7  5  4  3
+13 11  8 10 10  7  5  4  3
+15 12 10 11 12  9  6  5  4
+17 13 11 12 13 10  7  6  4
+19 14 12 13 14 11  8  6  5
+21 14 12 14 14 11  8  7  5
+23 15 13 14 14 12  9  8  6
+25 15 14 14 14 13 10  8  6
+27 15 14 15 15 14 11  9  7
+29 15 14 15 15 14 11  9  7
+31 15 14 15 15 15 12 10  8
+33 15 15 15 15 15 13 10  8
+35 16 15 15 15 15 14 11  9
Requisites: Str 19, Dex 24, Con 9, Int 13, Wis 6, Chr 6
Alignment: any
HD/level: d10
Weapon Prof.: 4+level
To Hit Table: 2xWar
Save Table: 1½xWar
Reference: DM {Planeshifted Arch-Archer1}
Groups: Warrior
 
Can use only Daggers for weapons.
Number of attacks with missile Daggers = LVL+3. Number of attacks with melee Daggers = (LVL+2)/2.
Long Daggers are free for you. They do 1d6 dmg, and critical on 19+/x3. You can still buy other types of Daggers if you like.
Level 1: True Point Blank: If within 1' per level, double ALL of the damage for the dagger (including bonuses).
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 4: 1F: Polymorph a weapon (you are holding) into a Dagger.
Level 8: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: Full Str bonus with missile weapons that are listed as "½Str".
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: 1F: Merge the magical properties of two Daggers together.

[PC46] Collective 4.6 Classes


Arch-Sage0

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5 31½ --- --- --
3 10 421 --- --- --
4 20 532 ½-- --- --
5 40 643 1½- --- --
6 80 754 21- --- --
7 120 865 32½ --- --
8 180 976 43½ --- --
9 270 A87 541 ½-- --
10 500 A98 652 1-- --
11 750 AA9 763 2½- --
12 1050 AAA 874 3½- --
13 1350 AAA 985 4½- --
14 1650 AAA A96 51½ --
15 1950 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2550 AAA AA9 843 --
18 2850 AAA AAA 954 ½-
19 3150 AAA AAA A65 ½-
20 3450 AAA AAA A76 1-
21 3750 AAA AAA A87 1-
22 4050 AAA AAA A98 2-
23 4350 AAA AAA AA9 2-
24 4650 AAA AAA AAA 3-
25 4950 BBB BBB BBB 3-
26 5250 BBB BBB BBB 4-
27 5550 CCC CCC CCC 4½
28 5850 CCC CCC CCC 5½
29 6150 DDD DDD DDD 5½
30 6450 DDD DDD DDD 51
31 6750 DDD DDD DDD 61
32 7050 EEE EEE EEE 61
33 7350 EEE EEE EEE 71
34 7650 FFF FFF FFF 71
35 7950 FFF FFF FFF 81
36 8250 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  7  0  1  1
+1  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+2  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+3  7 13 10  8 11  5  6  7
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 15 12 10 14  7  8 10
+5 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 12 16 14 13 15 10 11 13
+5 12 16 14 14 16 10 11 14
+6 13 16 15 14 16 11 12 15
+7 14 16 15 15 16 12 13 16
+7 15 17 16 16 16 13 14 17
+7 16 17 16 16 17 14 15 18
Requisites: Con 12, Int 22
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: M-U0
Save Table: 2xWiz
Reference: DM {Planeshifted Arch-Mage}
Groups: Wizard
 
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Sage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Sage being too low level. If the Arch-Sage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
Level N (every level): +4 Nonweapon proficiencies.
Level 4: When modifying an existing spell using spell research [S5], the base time is in hours instead of weeks, and CL (Caster level) is 3 times Arch-Sage's level (for this rule only).
Level 5: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 11: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 12: Each level starting at 12th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 19: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 23: Each level starting at 23rd, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 29: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 34: Each level starting at 34th, pick one spell. That spell can be cast as a 0 action.
Level 41: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
Divination spells from Sage0 class:
True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.

[PC46] Collective 4.6 Classes


Artificer24

Level KXP Wizard/Psi24
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+0  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
+2  7  5  9  5  4  3  2  3
+2  8  6  9  6  5  3  3  4
+3  8  6  9  7  5  4  3  4
+3  9  7  9  8  6  4  4  5
+4 10  8 10  9  7  5  4  5
+4 11  8 10 10  7  5  4  6
+5 11  9 10 11  8  6  5  6
+5 12 10 11 12  9  6  5  7
+6 13 11 12 13 10  7  6  7
+6 14 11 13 14 10  7  6  8
+7 14 12 13 14 11  8  6  8
+7 14 12 14 14 11  8  7  9
+8 14 13 14 14 12  9  7  9
+8 15 13 14 14 12  9  8 10
Requisites: Str 8, Con 10, Int 25, Chr 8
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: Wiz/Psi
Reference: DM
Groups: Wizard, Psionicist, Technology
 
Specialized in Enchantment; pick an opposite.
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
For this class only, Psi24 minors are SL=1, majors are SL=3, grands are SL=5, supers are SL=8, and ultras are SL=11.
Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
Psi24 powers cost 1E action to use.
Level 1: All your items are considered x2 items.
Level 1: Identify Artifacts by sight.
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds (see table).
Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
Level 1 ¶: xLVL Personality score.
Level 9: Know How to Destroy Artifacts by sight.
Caster Level
d12 1-6 7-13 14-20 21-27 28+
1 Wiz SL 1-3 Wiz SL 4-6 Wiz 7-9 Wiz 10-12 Wiz 13-15
2 Pri SL 1-2 Pri SL 3-5 Pri SL 6-7 Pri SL 8-10 Pri SL 11-12
3 Conc SL 1 Conc SL 2 Conc SL 3 Conc SL 4 Conc SL 5
4 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
5 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
6 Familiar Normal Familiar Super Familiar Super Familiar Ultra Familiar Ultra
7 Ioun Normal Ioun Don Ioun Don Ioun Super Ioun Super
8 DMG1 Art Minor DMG1 Art Major DMG1 Art Prime DMG1 Art Prime DMG1 Art Prime
9 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
10 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
11 Rog Abil 1-8 Rog Abil 9-17 Rog Abil 18-26 Rog Abil 27-35 Rog Abil 36
12 MD&D 0-25 PP MD&D 30-50 PP MD&D 55-75 PP MD&D 80-95 PP MD&D 100 PP
* For Psionics, roll 1d50 for frequency number:
[1-10:] --2, -40, -17, -15, -12, -9, -6, -5, -3, -2,
[11-20:] -1, 0, 0.01, 1, 2, 3, 3.5, 5, 6, 7,
[21-30:] 8, 9, 10, 12, 14, 15, 16, 17, 18, 19,
[31-40:] 23, 27, 29, 30, 36, 45, 48, 54, 60, 72,
[41-50:] 81, 100, ∞, X-7, X4, X7, X14, X21, X24, roll 1d100-30

[PC46] Collective 4.6 Classes


Cosmos Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 4 210 --- --
3 8 321 --- --
4 15 422 --- --
5 25 432 0-- --
6 40 432 1-- --
7 70 443 1-- --
8 120 443 20- --
9 180 543 21- --
10 250 543 320 --
11 400 553 321 0-
12 600 554 432 1-
13 1500 655 543 2-
14 2300 666 654 3-
15 3100 666 666 4-
16 3900 666 666 5-
17 4700 666 666 6-
18 5500 666 666 60
19 6300 666 666 61
20 7100 666 666 62
21 7900 666 666 63
22 8700 666 666 64
23 9500 666 666 65
24 10300 766 666 65
25 11100 776 666 65
26 11900 777 666 65
27 12700 777 766 65
28 13500 777 776 65
29 14300 777 777 65
30 15100 777 777 75
31 15900 777 777 76
32 16700 777 777 77
33 17500 887 777 77
34 18300 888 877 77
35 19100 888 888 77
36 19900 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: Str 14, Dex 14, Int 14, Wis 12, Chr 14
Alignment: any
HD/level: +d9
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets an ability score of your choice as bonus to spell progression.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Can specialize in weapons using the "Non-War" line.
+(LVL+2)/3 slots for Henchmen.
Never loses control of Henchmen (auto-make Chr and Morale checks).
Divide the cost of Henchment by LVL.
Level N (every level): Choose Sun, or War. Bonus grand in that sphere.
Level N (every level): Choose two from the list below. If it's an immunity, you can alternatively pick the ability to ignore people's immunity to that effect.
Astral-A. +1M Action.
Astral-B. Barbarian Int bonus instead of Exceptional.
Astral-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)
Astral-D. Immune to aging attacks, or effects that would damage your Silver Cord.
Astral-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
Astral-F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
Astral-G. ½V: Controlled Blink.
Astral-H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
Astral-I. Your summons do special effects (innates, spells) as if one DL better than they are.
Astral-J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
Astral-K. Free GGL (Specialty God) pick in a god that has an Int requirement.
Astral-L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
Astral-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
Astral-N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
Astral-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".
Sun-A. Immune to Blindness
Sun-B. Immune to Chromatic and Color (e.g. Color Spray) effects.
Sun-C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
Sun-D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
Sun-E. Immune to Gravity (but not TK / falling damage)
Sun-F. Immune to Light (and all variants)
Sun-G. Immune to Plasma and Natural Plasma.
Sun-H. Immune to Positive Energy (includes Unlive positive energy levels).
Sun-I. Immune to Prismatic effects.
Sun-J. Immune to Sun sphere spells.
Sun-K. Immune to Sunstone and Midnight Sunstone (unusual materials)
Sun-L. Immune to Vacuum. Need not breathe.
Traveller-A. Can get and can use 2Z actions per half segment.
Traveller-B. Can use 2V actions per segment.
Traveller-C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
Traveller-D. Immune to Wall, Sphere, and Forcefield effects
Traveller-E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
Traveller-F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
Traveller-G. Immune to TK and Falling Damage (but not high Gravity)
Traveller-H. Get 2 parting shots / attacks of opportunity instead of 1.
Traveller-I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
Traveller-J. Immune to Traveller sphere spells.
Traveller-K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
Traveller-L. Immune to Vacuum. Need not breathe.
Traveller-M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
War-A. +1P Action.
War-B. Barbarian Str bonus instead of Exceptional.
War-C. All weapons are considered 1 size smaller for what you can wield.
War-D. Immune to attacks from siege machines.
War-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
War-F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
War-G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
War-H. You and your henchmen ignore plusses needed to hit, WR, and DR.
War-I. Your henchmen attack as if one DL better than they are.
War-J. Your henchmen defend as if one DL better than they are.
War-K. Free GGL (Specialty God) pick in a god that has a Str requirement.
War-L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
War-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
War-N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
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.
New Sun Spells:
Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
Sun Snake (SL=4): 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).
Prismatic Strike (SL=5): 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.)
Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
New Traveller Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)
New War Spells:
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)

[PC46] Collective 4.6 Classes


Doomdoctor3

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)
& +1 & +3 (all)
& +1 & +4 (all)
& +2 & +5 (all)
& +2 & +6 (all)
& +2 & +7 (all)
& +2 & +8 (all)
& +3 & +9 (all)
& +3 & +10 (all)
& +3 & +11 (all)
& +3 & +12 (all)
& +4 & +13 (all)
& +4 & +14 (all)
& +4 & +15 (all)
& +4 & +16 (all)
& +5 & +17 (all)
& +5 & +18 (all)
Requisites: Int 0, (Wizard 7)
Alignment: any
HD/level: & d5
Weapon Prof.: & (3+level)/4
To Hit Table: & +(3+level)/4
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Wizard, Planar, Alternate
 
Gets Exceptional Int.
Level 1 ¶: +1 Research point per Reset for new spells.
Level 1 ¶: +1 Specialty school.
Level 1 ¶: +LVL to your Wizard CL (in your other Wizard classes)
Level 1: Blasting: x2 effect with Invocation spells and effects (this becomes x3 total when material componenting).
Level 2: Arcane Expertise: LVL-1 slots in Spellcraft proficiency; 1M, 1/d: Legend Lore
Level 3: Shadow Adaptation: Immune Shadow. (You can pick Positive or Negative instead if you prefer.)
Level 4: Snap or Reply: +LVL-3 stat points distributed among Dex or Int.
Level 7: Unmaking Natural: 1 attack or ½M: Dispel Natural
Level 9: Spell Gate: 1M: Spell 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.
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"

[PC46] Collective 4.6 Classes


Ferret

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 80 (none)
7 160 (none)
8 320 (none)
9 640 (none)
10 1120 (none)
11 1600 (none)
12 2080 (none)
13 2560 (none)
14 3040 (none)
15 3520 (none)
16 4000 (none)
17 4480 (none)
18 4960 (none)
19 5440 (none)
20 5920 (none)
21 6400 (none)
22 6880 (none)
23 7360 (none)
24 7840 (none)
25 8320 (none)
26 8800 (none)
27 9280 (none)
28 9760 (none)
29 10240 (none)
30 10720 (none)
31 11200 (none)
32 11680 (none)
33 12160 (none)
34 12640 (none)
35 13120 (none)
36 13600 (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: Dex 20, Chr 20
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Weasel}
Groups: Rogue, Custom, Alternate
 
Gets 80 Rogue points per level.
Level N (every level): Get one "Level:" pick from any class you know as a player. It must be a "simple" pick (no entire spell progressions, subclasses, etc.)
Level 9: This "Level:" pick may be non-simple.
Level 18: This "Level:" pick may be non-simple, or something that normally cannot be picked (e.g. a Swashbuckler ability).
Level 27: This "Level:" pick may be non-simple, something that normally cannot be picked (e.g. a Swashbuckler ability), or a line of text at the top of a class description that isn't a "Level:" ability at all.
Lvl Wilderneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Astral Spell MMM 40 Int-18 Int-24
1 Body Freedom (transfer P <-> M action types freely; Str <-> Int, Dex <-> Wis, Con <-> Chr) FFF 0 Chr-36 Chr-54
1 Destruction/Mordenkainen's Disjunction PMM 0 Int-18 Int-24
1 Limited Wish (#=1) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
1 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22
1 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25
1 Time Shift VMM 20 Int-16 Int-24
3 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
4 Limited Wish (#=1) | Alter Reality (#=2) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
6 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
7 0,1/r: Unspend (amount made by) Rogue points - 0 NA NA
7 Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. - -10 Int-30 Int-46
7 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
7 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
7 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
9 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
9 Aura of Ill Omen (all in area at -1 on all rolls per 10% made for 1t) MV 0 Chr-9 Chr-18
9 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
9 Control Movements | Control Physicals | Control Mentals MM 0 Chr-18 Chr-20
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
9 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) #F 0 Int-20 Int-25
9 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
9 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
9 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
16 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25

[PC46] Collective 4.6 Classes


Generic Psionicist (page 1)

Overall
Level
KXP
1 0
2 2.5
3 5
4 10
5 15
6 25
7 50
8 75
9 100
10 125
11 150
12 300
13 450
14 750
15 1000
16 1300
17 1600
18 2000
19 2500
20 3000
21 3500
22 4000
23 4500
24 5000
25 5500
26 6000
27 6500
28 7000
29 7500
30 8000
31 8500
32 9000
33 9500
34 10000
35 10500
36 11000
ML Psi(any1)
mMG S
KXP
1 1-- - 0
2 2-- - 1.25
3 3-- - 2.5
4 4-- - 5
5 41- - 7.5
6 51- - 12.5
7 52- - 25
8 62- - 37.5
9 63- - 50
10 73- - 62.5
11 74- - 75
12 741 - 150
13 841 - 225
14 851 - 375
15 852 - 500
16 952 - 650
17 962 - 800
18 A62 1 1000
19 A72 1 1250
20 A73 1 1500
21 B83 2 1750
22 C84 2 2000
23 D94 2 2250
24 E95 3 2500
25 FA5 3 2750
26 GA6 3 3000
27 HB6 4 3250
28 IB7 4 3500
29 JC7 4 3750
30 KC8 5 4000
31 LD8 5 4250
32 MD9 5 4500
33 NE9 6 4750
34 OEA 6 5000
35 PFA 6 5250
36 QFB 7 5500
 
CL
KXP
1 0
2 1
3 2
4 4
5 6
6 10
7 20
8 30
9 40
10 50
11 60
12 120
13 180
14 300
15 400
16 520
17 640
18 800
19 1000
20 1200
21 1400
22 1600
23 1800
24 2000
25 2200
26 2400
27 2600
28 2800
29 3000
30 3200
31 3400
32 3600
33 3800
34 4000
35 4200
36 4400
Stat
Pts
KXP
1 0
2 0.5
3 1
4 2
5 3
6 5
7 10
8 15
9 20
10 25
11 30
12 60
13 90
14 150
15 200
16 260
17 320
18 400
19 500
20 600
21 700
22 800
23 900
24 1000
25 1100
26 1200
27 1300
28 1400
29 1500
30 1600
31 1700
32 1800
33 1900
34 2000
35 2100
36 2200

[PC46] Collective 4.6 Classes


Generic Psionicist (page 2)


Lvl
HD TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 1d4 +0 1+0 / 1  5  3  8  2  3  1  0  1 0
2 2d4 +0 1+0 / 2  5  4  8  2  3  1  0  2 0.25
3 3d4 +0 1+0 / 3  6  4  8  3  4  2  0  2 0.5
4 4d4 +1 1+0 / 4  6  5  8  3  4  2  1  3 1
5 5d4 +1 1+1 / 5  6  5  9  3  4  2  1  3 1.5
6 6d4 +1 1+1 / 6  6  6  9  4  5  3  1  4 2.5
7 7d4 +2 1+1 / 7  7  6  9  4  5  3  2  4 5
8 8d4 +2 1+1 / 8  7  7  9  4  5  4  2  5 7.5
9 9d4 +2 1+1 / 9  7  7 10  5  6  4  2  5 10
10 10d4 +3 1+2 / 10  7  8 10  5  6  4  3  6 12.5
11 11d4 +3 1+2 / 11  8  8 10  5  6  5  3  6 15
12 12d4 +3 1+2 / 12  8  9 10  6  7  5  3  7 30
13 13d4 +4 1+2 / 13  8  9 11  6  7  6  4  7 45
14 14d4 +4 1+2 / 14  8 10 11  6  7  6  4  8 75
15 15d4 +4 1+3 / 15  9 10 11  7  8  6  4  8 100
16 16d4 +5 1+3 / 16  9 11 11  7  8  7  5  9 130
17 17d4 +5 1+3 / 17  9 11 12  7  9  7  5  9 160
18 18d4 +5 1+3 / 18  9 12 12  8  9  8  5 10 200
19 19d4 +6 1+3 / 19 10 12 12  8 10  8  6 10 250
20 20d4 +6 1+4 / 20 10 13 12  8 10  8  6 11 300
21 21d4 +6 1+4 / 21 10 13 13  9 11  9  6 11 350
22 22d4 +7 1+4 / 22 11 14 13  9 11  9  7 12 400
23 23d4 +7 1+4 / 23 11 14 13  9 12 10  7 12 450
24 24d4 +7 1+4 / 24 11 14 13 10 12 10  7 13 500
25 25d4 +8 1+5 / 25 12 14 14 11 13 10  8 13 550
26 26d4 +8 1+5 / 26 13 15 14 12 13 11  8 14 600
27 27d4 +8 1+5 / 27 14 15 14 13 14 11  8 14 650
28 28d4 +9 1+5 / 28 15 15 15 14 14 12  9 15 700
29 29d4 +9 1+5 / 29 15 16 16 15 15 12  9 15 750
30 30d4 +9 1+6 / 30 15 16 16 15 15 12  9 16 800
31 31d4 +10 1+6 / 31 16 16 16 15 16 13 10 16 850
32 32d4 +10 1+6 / 32 16 16 16 15 16 13 10 17 900
33 33d4 +10 1+6 / 33 16 16 16 16 16 14 10 17 950
34 34d4 +11 1+6 / 34 16 16 16 16 16 14 11 18 1000
35 35d4 +11 1+7 / 35 16 16 16 16 16 14 11 18 1050
36 36d4 +11 1+7 / 36 16 16 16 16 16 15 11 19 1100
Requisites: Chr 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Custom
 
Choose any one frequency. Psionic Strength = (Int+Wis+Chr)/3*(Level+9), this is in Psi1 scale.
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.

[PC46] Collective 4.6 Classes


Ghost

Level KXP ProtoLich/Psi7
123 456   mMG S
1 10 (owe) 1-- --- / 1-- -
2 12 2-- --- / 2-- -
3 16 3-- --- / 3-- -
4 22 31- --- / 4-- -
5 30 32- --- / 41- -
6 60 33- --- / 42- -
7 120 43- --- / 43- -
8 240 44- --- / 44- -
9 480 441 --- / 54- -
10 960 442 --- / 55- -
11 1460 443 --- / 551 -
12 1960 444 --- / 552 -
13 2460 544 --- / 553 -
14 2960 554 --- / 554 -
15 3460 554 1-- / 555 -
16 3960 554 2-- / 655 -
17 4460 554 3-- / 665 -
18 4960 554 4-- / 666 -
19 5460 555 4-- / 766 -
20 5960 555 5-- / 776 -
21 6460 655 5-- / 777 -
22 6960 665 5-- / 877 -
23 7460 666 5-- / 877 1
24 7960 666 6-- / 877 2
25 8460 666 61- / 877 3
26 8960 666 62- / 877 4
27 9460 666 63- / 877 5
28 9960 666 64- / 877 6
29 10460 666 65- / 877 7
30 10960 666 66- / 887 7
31 11460 766 66- / 888 7
32 11960 776 66- / 888 8
33 12460 777 66- / 988 8
34 12960 777 76- / 998 8
35 13460 777 77- / 999 8
36 13960 777 771 / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
Requisites: Dex 10, Con 13, Int 13, Wis 12
Alignment: any N (or) any E
HD/level: & ++++d10
Weapon Prof.: & 5+level/5
To Hit Table: Mon +5 levels
Save Table: Mon +5 levels
Reference: DM
Groups: Monster
 
Ghost gets Protolich spells and Psi7 powers.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL*3/2 weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: AC +9+LVL*3/2
Level 1: Considered +LVL*3/2 weapon to hit with unarmed attacks

[PC46] Collective 4.6 Classes


Proto-Lich Spells

Level # Spell
1 1 1M, 1/r: Any 0th level Wizard spell
1 2 1M, 1/r: Any 0th level Priest spell
1 3 1M, 1/r: Any 0th level psionic effect
1 4 1M: Turn Undead at CL=LVL
1 5 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
1 6 +10*LVL% WR
1 7 Mask Undead status; Turn as if double HD
1 8 Detect Magic Items; 1M: Identify Magic Item
1 9 1M, 1/d: Gain +1 XP
1 10 1P: Create x1 Trap 15*LVL%
1 11 Material componenting costs ½V action
1 12 +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
1 13 Cold LVL dmg by touch
1 14 +1 Research Point (or drawn sheet) per reset (see [P12])
1 15 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 1 1M, 1/r: Any 0th-1st level Wizard spell
2 2 1M, 1/r: Any 0th-1st level Priest spell
2 3 1M, 1/r: Any 0th-1st level psionic effect
2 4 Immune Turning
2 5 1M: Control Undead (as per Turn Undead)
2 6 +10*LVL% RaRR
2 7 Detect Concordant Beings; 1M: Legend Lore Concordant Being
2 8 1M: Create x1 Trick 15*LVL%
2 9 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
2 10 +LVL/3 M actions
2 11 1M, Touch: Energy Drain 2 levels
2 12 Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 1 1M, 1/r: Any 0th-2nd level Wizard spell
3 2 1M, 1/r: Any 0th-2nd level Priest spell
3 3 1M, LVL/d: Grant Undead Status
3 4 +10*LVL MR
3 5 1F: Create x1 Special 5*LVL%
3 6 0, Gaze: Life Trapping (as per Mirror) (save)
3 7 Immune to Twilight
3 8 1M, touch: Imprisonment (save)
3 9 1M: LVLd10 Colorless Fire dmg to one target (no save)
3 10 Troll-like Regen LVL hp /s
3 11 Double the memorization of 1 SL (Wizard or Priest)
3 12 Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 1 1M, 1/r: Any 0th-3rd level Wizard spell
4 2 1M, 1/r: Any 0th-3rd level Priest spell
4 3 1M, 1/r: Any psionic minor
4 4 +10*LVL PaPR
4 5 1M: Dispel Innate or Racial ability effect
4 6 1M, 1/d: Reset
4 7 1M, 1/d: Contact Alternate Reality
4 8 1M, 1/d: Create Any DL 4 Monster
4 9 1M, touch: Steal all spells (save)
4 10 1M, touch: Lose LVLd4 stat pts
4 11 1bF: Fork
4 12 Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 1 1M, 1/r: Any 0th-4th level Wizard spell
5 2 1M, 1/r: Any 0th-4th level Priest spell
5 3 +10*LVL aMR
5 4 1M: Project Image
5 5 1M: Teleport
5 6 1M: Contact Other Plane
5 7 Conduct M actions through psi link (range sight)
5 8 1M, touch: Drain all psionic pools (save)
5 9 1M, touch: Slay Living (save)
5 10 1F: Get 2M you can use this segment
5 11 +LVL/5 QM actions
5 12 Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 1 1M, 1/r: Any 0th-5th level Wizard spell
6 2 1M, 1/r: Any 0th-5th level Priest spell
6 3 1M, 1/r: Any psionic major
6 4 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
6 5 1M: Teleport without Error
6 6 +10*LVL IR
6 7 1M, touch: Steal a random powers for 1 round (no save)
6 8 1M, touch: Erase Truename (must know their Truename first)
6 9 Troll-like regen LVL hp (including vile) /s
6 10 Conduct effects through psi link (within sight)
6 11 +LVL/10 number of segments per round
6 12 Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 1 1M, 1/r: Any 0th-6th level Wizard spell
7 2 1M, 1/r: Any 0th-6th level Wizard spell
7 3 +10*LVL EaER
7 4 1M, touch: Annihilation (save)
7 5 1M, touch: Incursion (save)
7 6 Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
Lich 0 (10) 1 0, 1/r: Any 0th-5th level Wizard spell
Lich 0 (10) 2 0, 1/r: Any 0th-4th level Priest spell
Lich 0 (10) 3 0, 1/r: Any psionic cantrip
Lich 0 (10) 4 +5*(Lich level)% WR (not irreducible) that can't be ignored
Lich 0 (10) 5 Resist Turning (you are double the rating)
Lich 0 (10) 6 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
Lich 1 (11) 1 0, 1/r: Any 1st-6th level Wizard spell
Lich 1 (11) 2 0, 1/r: Any 1st-5th level Priest spell
Lich 1 (11) 3 0, 1/r: Any psionic minor
Lich 1 (11) 4 1M: Banish Undead
Lich 1 (11) 5 Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
Lich 1 (11) 6 +10*(Lich level)% iWR that can't be ignored
Lich 1 (11) 7 Mask Undead status; Can't be turned
Lich 1 (11) 8 Detect Artifacts; 1M: Legend Lore Artifact
Lich 1 (11) 9 1M, (lich level)/d: Gain +10 XP
Lich 1 (11) 10 0: Create Traps 15*(Lich level)%
Lich 1 (11) 11 All spells cost 0 P actions; Material componenting does not cost 1 V action
Lich 1 (11) 12 +(Lich level) OppV or QM actions
Lich 1 (11) 13 Negative Cold (Lich level)d10 dmg by touch
Lich 1 (11) 14 +(Lich level) Research Points per reset (see [P12])
Lich 1 (11) 15 1F or 1X: Duplicate any level 0 Concordant spell

[PC46] Collective 4.6 Classes


High Freq. Dabbler

Level KXP Psi(random)
minors
1 0 2
2 2.25 4
3 4.5 6
4 9 8
5 18 10
6 36 12
7 72 14
8 144 16
9 288 18
10 510 20
11 732 22
12 954 24
13 1176 26
14 1398 28
15 1620 30
16 1842 32
17 2064 34
18 2286 36
19 2508 38
20 2730 40
21 2952 42
22 3174 44
23 3396 46
24 3618 48
25 3840 50
26 4062 52
27 4284 54
28 4506 56
29 4728 58
30 4950 60
31 5172 62
32 5394 64
33 5616 66
34 5838 68
35 6060 70
36 6282 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  8  2  3  1  0  2
+0  6  5  8  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+1  7  7  9  4  5  4  2  5
+2  7  8 10  5  6  4  3  6
+2  8  9 10  6  7  5  3  7
+3  8 10 11  6  7  6  4  8
+3  9 11 11  7  8  7  5  9
+4  9 12 12  8  9  8  5 10
+4 10 13 12  8 10  8  6 11
+5 11 14 13  9 11  9  7 12
+5 11 14 13 10 12 10  7 13
+6 13 15 14 12 13 11  8 14
+6 15 15 15 14 14 12  9 15
+7 15 16 16 15 15 12  9 16
+7 16 16 16 15 16 13 10 17
+8 16 16 16 16 16 14 11 18
+8 16 16 16 16 16 15 11 19
Requisites: Con 6, Int 16, Chr 6, Cml 10
Alignment: non-L
HD/level: d9
Weapon Prof.: 3+level/5
To Hit Table: Rog
Save Table: 3xPsi
Reference: DM {Alternate High Freq. Sampler}
Groups: Psionicist
 
HiFreqDabbler power calculation: (level)*(Str/7+Dex/6+Con/5+Int/4+Wis/3+Chr/2)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Note that powers may not work exactly the same way each time you use them.
The power cost is variable, but generally Minor is 1-20.
This class only gets minor powers (2 per level). When the DM rolls on the High Frequency Sampling table, you can shift the result by up to + or - LVL (you can look at all the results to choose which one you want).

[PC46] Collective 4.6 Classes


Hit Man5

Level KXP
Spells
1 0 (none)
2 3.1 (none)
3 6.2 (none)
4 12.3 (none)
5 24.6 (none)
6 49 (none)
7 98 (none)
8 196 (none)
9 392 (none)
10 766 (none)
11 1129 (none)
12 1492 (none)
13 1855 (none)
14 2218 (none)
15 2581 (none)
16 2944 (none)
17 3307 (none)
18 3670 (none)
19 4033 (none)
20 4396 (none)
21 4759 (none)
22 5122 (none)
23 5485 (none)
24 5848 (none)
25 6211 (none)
26 6574 (none)
27 6937 (none)
28 7300 (none)
29 7663 (none)
30 8026 (none)
31 8389 (none)
32 8752 (none)
33 9115 (none)
34 9478 (none)
35 9841 (none)
36 10204 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 19, Dex 13, Con 11
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: 2xWar
Save Table: Rog
Reference: DM {Planeshifted Sniper}
Groups: Warrior, Rogue, Alternate
 
This is a mixed Smasher-Thug5. (where "Smasher" is the Str version of "Sneak")
Gains all Str-based Rogue abilities.
May specialize a number of times equal to LVL. Each level of specialization is LVL*3 half-plusses.
Has Barbarian Str and Exceptional Con.
Levels Pick Description
Level 1-3: A +LVL damage
B +1 to # of attacks with all attack forms (weapon, natural, etc.)
C #Attacks = level if creatures being fought are less than LVL HD
D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
E Backstab = x(LVL+2)/2
Level 4: Pick any Warrior5 class level 1-3
Level 5-7: F Considered 1 size larger for what size weapons you can wield
G +LVL*100 item XP in Weapon flags per day
H +LVL to hit
I +LVL weapon proficiencies
J Can affect creatures that require a +LVL-1 weapon to hit
Level 8: Pick any Warrior5 class level 5-7
Level 9-12: K +LVL-8 crit range (even beyond the 11-20 limit)
L Immune parting shots
M +LVL-4 feats
N 1V, may borrow: Jump to other group (60'), deflect attacks to you
O Can operate at any negative hp total, cannot be offensive
Level 13: Pick any Warrior5 class level 9-12
Level 14-18: P +LVL-13 crit multiplier

[PC46] Collective 4.6 Classes


Holy Order of Stars Stupid1

Level KXP Priest
123 456 789
1 1.75 1a- --- ---
2 3.5 20- --- ---
3 7 21a --- ---
4 14 320 --- ---
5 28 421 a-- ---
6 56 422 0-- ---
7 112 432 1a- ---
8 224 433 20- ---
9 450 433 21a ---
10 900 443 220 ---
11 1300 444 331 ---
12 1700 444 441 a--
13 2100 555 442 0--
14 2500 555 442 1a-
15 2900 555 552 10-
16 3300 555 553 21a
17 3700 555 553 320
18 4100 555 553 321
19 4500 555 553 331
20 4900 555 554 332
21 5300 555 554 442
22 5700 555 555 443
23 6100 555 555 553
24 6500 555 555 554
25 6900 555 555 555
26 7300 666 655 555
27 7700 666 666 655
28 8100 666 666 666
29 8500 777 766 666
30 8900 777 777 766
31 9300 777 777 777
32 9700 888 877 777
33 10100 888 888 877
34 10500 888 888 888
35 10900 999 988 888
36 11300 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 13, Wis 13
Alignment: any S (overwrite)
HD/level: d9
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted HOSE1}
Groups: Priest, Alternate
 
This class sets the second component of your alignment to "S" (Stupid). This overwrites the G-E axis requirement on all of your classes to "S".
Casting spells costs 1P instead of 1M.
Material componenting for spells costs a 0 action. If you use 1V in addition, you get double material componenting (triple effect total).
Turn undead; cannot command.
Cannot use M actions at all; if you get an M action somehow, it is immediately converted into 1P+1V.
Cannot make Intelligence checks or "disbelieve".
Has a Personality score of 0 vs. intelligent items.
Every ODD level: Gets a Smiter5 pick; see below.
 
Levels Pick Description
Levels 1, 3, 5: A 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
B 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
C 1M: Shut off target familiar or specialty priest power
D 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
E +1 grand sphere
Levels 7, 9, 11: F Do double damage with weapon attacks vs. Chaotic creatures
G Can convert P -> M actions
H 0, 1/d: Counter a Divine Intervention
I Emulate the abilities of (LVL-3)/2 specialty priest powers
J Can turn undead using just 1V action
Levels 13, 15, 17: K Do double spell effects vs. Chaotic creatures
L Inverse Astral projection
M 1M: Shut off Concordant effect (aXR to resist)
N 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
O Can turn Chaotic creatures as if they were undead
Levels 19, 21, 23: P Resist all things done to you by Chaotic creatures
Q Can project to any plane (pick 3 stats to copy to other stats)
R Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
S Immune Moo
T Can turn anyone not of your Religion as if they were undead
Levels 25, 27, 29: U Immune all things done to you by Chaotic creatures
V You have no home plane; your truename cannot be erased; immune incursion
W Anti-Godly shell: Immune to one G action effect /s, even in [X] section
X Immune Pixelation
Y xLVL to CL for Turn Undead; Ignore Immune Turning
Z  

[PC46] Collective 4.6 Classes


Ill Omen Master

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 42.5 (none)
7 70 (none)
8 110 (none)
9 160 (none)
10 220 (none)
11 440 (none)
12 660 (none)
13 880 (none)
14 1100 (none)
15 1320 (none)
16 1540 (none)
17 1760 (none)
18 1980 (none)
19 2200 (none)
20 2420 (none)
21 2640 (none)
22 2860 (none)
23 3080 (none)
24 3300 (none)
25 3520 (none)
26 3740 (none)
27 3960 (none)
28 4180 (none)
29 4400 (none)
30 4620 (none)
31 4840 (none)
32 5060 (none)
33 5280 (none)
34 5500 (none)
35 5720 (none)
36 5940 (none)
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 27, Chr 27
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: 2xRog
Reference: DM {Lost Luck Master}
Groups: Rogue, Lost
 
You have LVL "Ill Omen" points per turn.
1N, spend n Ill Omen points: Target gets --n to a die roll. You can do this after seeing their die roll result.
1M: Target takes LVL Luck damage (Reflex save for half). Negative Luck causes a minus on all die rolls (it is not a "--" however, just a normal "-").
Lvl Luck Master Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Backtwist (Twist rating/30 effects) V 20+LVL*10 Dex-9 Dex-12
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 } F 30 Wis-11 Wis-13
1 Ducking (+1 saves per 10% made this segment) V 0 Wis-15 Wis-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Lockdown rating/20 C actions worth F 0 DIWC-40 DIWC-60
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 } V 50 Dex-12 Dex-14
1 Any Rogue 1 ability - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
4 Any Rogue 4 ability - - - -
5 Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
6 Effect Evasion (each 1% = +1 saves) 1V to use - 0 Wis-9 Wis-12
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
9 0,1/r: Get +(amount made) on next Rogue ability - 0 NA NA
9 Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
14 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
16 Enhancement (add how much you made by to your next Rogue ability roll within 1r) F 0 Chr-18 Chr-22

[PC46] Collective 4.6 Classes


Instantaneous Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 ½c- --- --- -
2 7 10e --- --- -
3 14 2½c g-- --- -
4 28 310 ei- --- -
5 56 42½ cgk --- -
6 112 531 0ei m-- -
7 168 642 ½cg ko- -
8 252 753 10e imq -
9 378 864 2½c gko -
10 700 975 310 eim -
11 1050 986 42½ cgk -
12 2100 997 531 0ei -
13 3150 998 642 ½cg z
14 4200 999 753 10e x
15 5250 999 864 2½c v
16 6300 999 975 310 t
17 7350 A99 986 42½ r
18 8400 A99 997 531 p
19 9450 AA9 998 642 n
20 10500 AA9 999 753 l
21 11550 AAA 999 864 j
22 12600 AAA 999 975 h
23 13650 AAA A99 986 f
24 14700 BAA A99 997 d
25 15750 BAA AA9 998 b
26 16800 BBA AA9 999 ½
27 17850 BBA AAA 999 1
28 18900 BBB AAA 999 2
29 19950 BBB AAA A99 3
30 21000 BBB BAA A99 4
31 22050 CBB BAA AA9 5
32 23100 CBB BBA AA9 6
33 24150 CCB BBA AAA 7
34 25200 CCB BBB AAA 8
35 26250 CCC BBB AAA 9
36 27300 CCC BBB BAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
-1  4  8  6  4  7  1  2  2
-1  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
+0  8 13 11  9 12  6  7  8
+0  9 14 11 10 13  6  7  9
+0  9 15 12 10 14  7  8 10
+0 10 15 13 11 15  8  9 11
+0 11 16 13 12 15  9 10 12
+0 12 16 14 13 15 10 11 13
+0 12 16 14 14 16 10 11 14
+0 13 16 15 14 16 11 12 15
+1 14 16 15 15 16 12 13 16
+1 15 17 16 16 16 13 14 17
+1 16 17 16 16 17 14 15 18
Requisites: Dex 20, Int 35, Wis 20
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: ¼xWiz
Save Table: 2xWiz
Reference: DM {Planeshifted Quick Chaining Wizard}
Groups: Wizard, Concordant (x1)
 
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 "Instantaneous Chaining": Whenever you cast a spell, you get 1IM (Instantaneous Mental) 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 ½M to cast the spell, you get ½IM back.
DM Note: IM actions are not "Quick"; if you use an IM in a segment, you cannot use an M in the same segment. If you material component a spell using 1IM+1V as your actions, the resultant spell is not Instantaneous and can be responded to.
Level 1: You may specialize in Red, and you "know" the Red Wizard class spells. If you do this, pick a major opposite school.
Level 3: You can convert 1IM -> 1IV action, as often as you like.
Level 4: Whenever you use 1M action to activate a wand, you get 1M action (not 1IM) to use before the end of the round.
Level 5: 0, lose 1 of your remaining IM actions, 1/t: Fork.
Level 9: +LVL-8 IZ actions.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
Level 27: Instantaneous Instantaneous Chaining: For SL=1 to (LVL-27)/2 spells, you get 1JM back instead of 1IM. J actions are instantaneous even to I, X, and G actions (they are the "same level" as H actions).
New spell:
Lend Instantaneous Mental (SL=7): You lose 1IM action, target gains 1IM for this round.
MTG Red spells from Red Wizard class:
Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
Old MTG Red spells from Wizard of the Coast class (you can use these):
Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
Fervor (SL=3): You and your summons are not summoning sick.
AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)

[PC46] Collective 4.6 Classes


Internet Troll8

Level KXP Psi8
mMG SU
1 8.8 1-- --
2 17.8 2-- --
3 35.6 3-- --
4 71.2 41- --
5 107.2 51- --
6 249.6 62- --
7 534.4 72- --
8 840.8 831 --
9 1153.6 931 --
10 1473 A41 --
11 1783 B42 --
12 2094 C52 --
13 2406 D52 --
14 2719 E63 --
15 3033 F63 --
16 3348 G73 1-
17 3664 H74 1-
18 3981 I84 1-
19 4299 J84 1-
20 4618 K95 2-
21 4938 L95 2-
22 5259 MA5 2-
23 5581 NA6 2-
24 5904 OB6 3-
25 6228 PB6 3-
26 6553 QC7 3-
27 6879 RC7 3-
28 7206 SD7 4-
29 7534 TD8 4-
30 7863 UE8 4-
31 8193 VE8 4-
32 8524 WF9 51
33 8856 XF9 51
34 9189 YG9 51
35 9523 ZGA 51
36 9858 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+3 (total = 27, max = 9)
+4 (total = 30, max = 10)
+5 (total = 33, max = 11)
+6 (total = 36, max = 12)
+7 (total = 39, max = 13)
+8 (total = 42, max = 14)
+9 (total = 45, max = 15)
+10 (total = 48, max = 16)
+11 (total = 51, max = 17)
+12 (total = 54, max = 18)
+13 (total = 57, max = 19)
+14 (total = 60, max = 20)
+15 (total = 63, max = 21)
+16 (total = 66, max = 22)
+17 (total = 69, max = 23)
+18 (total = 72, max = 24)
+19 (total = 75, max = 25)
+20 (total = 78, max = 26)
Requisites: Str 16, Con 18, Int 16
Alignment: L any (or) any N (or) any E
HD/level: & ++2d6
Weapon Prof.: & 4+level/4
To Hit Table: War +3 levels
Save Table: Cust
Reference: DM {Variant Troll / Internetizer}
Groups: Monster, Technology,
Random, Internet
 
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
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.
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: +2 Con per level. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 14: +4 HNCL (this can't be picked)
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC46] Collective 4.6 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 it“s 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 it“s 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 won“t 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 (that“s why I posted) and, like most others, a bit overpowering... But hey, that“s 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 King“s 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/Mangį 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 it“s too complex for a prestige class but if you are a fan that“s 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 Karanblade“s prestige classes. The barbarians from Rain Islands whose dances are a mixture of beauty and bloodly fury! Don“t 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

[PC46] Collective 4.6 Classes


Leecher1

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.5 20- --- ---
3 5 21- --- ---
4 7.5 320 --- ---
5 12.5 421 --- ---
6 25 422 0-- ---
7 50 432 1-- ---
8 100 433 20- ---
9 200 433 210 ---
10 300 443 221 ---
11 400 444 321 0--
12 500 444 421 10-
13 600 555 432 111
14 700 555 442 111
15 800 555 552 111
16 900 555 553 211
17 1000 555 554 321
18 1100 555 554 321
19 1200 555 554 322
20 1300 555 554 333
21 1400 555 554 444
22 1500 555 555 555
23 1600 666 666 666
24 1700 776 666 666
25 1800 777 766 666
26 1900 777 776 666
27 2000 777 777 666
28 2100 777 777 776
29 2200 777 777 777
30 2300 887 777 777
31 2400 888 777 777
32 2500 888 877 777
33 2600 888 887 777
34 2700 888 888 777
35 2800 888 888 877
36 2900 888 888 887
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 13, Dex 13, Wis 13
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Eeler1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
This class uses "Defiler" type magic, and drains the MF with time.
Level 5: Detect Leeches and Eels 40' cont.
Level 9: 1M: Identify Magical Pool.
Level 9: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 12: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
New Eel Sphere spells to this class:
Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
iHeel (SL=9): Remove CL idmg and remove CL [C] section effects

[PC46] Collective 4.6 Classes


Ling0

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 32 (none)
6 64 (none)
7 128 (none)
8 240 (none)
9 600 (none)
10 1200 (none)
11 1800 (none)
12 2400 (none)
13 3000 (none)
14 3600 (none)
15 4200 (none)
16 4800 (none)
17 5400 (none)
18 6000 (none)
19 6600 (none)
20 7200 (none)
21 7800 (none)
22 8400 (none)
23 9000 (none)
24 9600 (none)
25 10200 (none)
26 10800 (none)
27 11400 (none)
28 12000 (none)
29 12600 (none)
30 13200 (none)
31 13800 (none)
32 14400 (none)
33 15000 (none)
34 15600 (none)
35 16200 (none)
36 16800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 20 18 16 10 12  4  2  0
+2 20 18 16 12 12  4  2  0
+2 20 18 16 12 14  6  4  0
+4 24 22 20 16 18  6  4  2
+6 24 22 20 18 18  8  4  2
+6 24 22 20 18 20  8  6  2
+6 28 26 24 22 24 10  6  4
+8 28 26 24 24 24 10  8  4
+10 28 26 26 24 24 12  8  4
+10 32 30 28 28 30 12  8  6
+10 32 30 30 28 30 14 10  6
+12 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+16 32 30 30 30 30 14 10  6
+18 32 30 30 30 30 14 10  6
+18 32 30 30 30 30 14 10  6
Requisites: Str 18, Dex 18, Con 18
Alignment: any
HD/level: d12
Weapon Prof.: 4+level/2
To Hit Table: CTD0*2
Save Table: Half0*2
Reference: DM {Double Halfling0}
Groups: Warrior, Rogue
 
Gets 80 Rogue points per level.
Gets "Level:" abilities of Fighter0.
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 1: +2 proficiencies per level.
Level 4: Double Over Hit: If you hit someone and your TH bonus was greater than double his AC, do x2 dmg (instead of x1.5 for Over Hit).
Level 8: +10 HNCL (this can't be picked)
Level 9: Double Resist Magic and Breath Weapons.
Ling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
Lvl Ability
1 Any two Rogue 1 abilities
2 Any two Rogue 2 abilities
3 Any two Rogue 3 abilities
4 Any two Rogue 4 abilities
5 Any two Rogue 5 abilities
6 Any two Rogue 6 abilities
7 Any two Rogue 7 abilities
8 Any two Rogue 8 abilities
16 Any two Rogue 12 abilities
24 Any two Rogue 18 abilities
32 Any two Rogue 32 abilities

[PC46] Collective 4.6 Classes


Loyalist5 / Collaborator5

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 76.8 (none)
7 153.6 (none)
8 307.2 (none)
9 614.4 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12 10 11  6  6 11
+9 16 12 13 11 12  7  6 12
+10 16 13 14 12 12  8  7 13
+11 16 14 14 13 13  9  8 14
+12 16 14 15 14 14 10  8 15
+13 17 15 16 14 14 10  9 16
+14 17 15 16 15 15 11 10 17
+15 17 16 16 15 16 12 10 18
+16 17 16 16 16 16 13 11 19
+17 17 16 16 16 16 14 12 20
Requisites: Str 13, Con 9, Wis 13
Alignment: (L or A) any
HD/level: 3d3
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: 2xPri
Reference: DM {Mirror Rebel5}
Groups: Warrior, Mirror
 
Levels Pick Description
Level 1-3: A 0, 1/t: Reorder the "stack" of pending effects.
B LVL slots in Depth Sense, Tracking, Weight Sense
C Natural 1's do not automatically miss on saves
D Ioun stones and Gemlets are at half monetary cost
E Immune to telekinesis
Level 4: Pick two from: Loyalist5 Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)L minor
Level 5-7: F +LVL punch to hit
G +1 to all crit multipliers
H Get +LVL/2 attacks vs. a target if none of your friends attack it this segment
I Clan and Guild patches are at half cost
J Ignore someone's immunity to falling dmg, telekinesis, overbearing
Level 8: Pick two from: Loyalist5 Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)L minor
Level 9-12: K 1M, 1/d: Summon LVL*3 Loyalist5 NPCs (lvl = LVL*3-24, max=15)
L 1P: Attack each target only once this segment (can be >1 group). You autohit them for xLVL/2 dmg.
M Auto double power score all stat checks.
N +LVL*5% CNaCNR; SR LVL*5; dust of disappearance cont.; dust of appearance 30'r cont. (hole in middle); considered extra +LVL weapon to hit others
O Immune Tricks; Flying movement rate = (LVL^2)"; Sustain all ability scores; Immune Backstab (and it's variants)
Level 13: Pick two from: Loyalist5 Level 9-12, White/Black Hat Level 9-12, one Psi(-12)L major, or one other5 Level 1-3

[PC46] Collective 4.6 Classes


Martyr (Rejuvenate-Other)

Level KXP Martyr Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 3 2-- -  [-] [-]
3 6 3-- -  [-] [-]
4 12 4-- -  [-] [-]
5 24 41- -  [-] [-]
6 48 42- -  [-] [-]
7 96 43- -  [-] [-]
8 192 44- -  [-] [-]
9 330 441 -  [-] [-]
10 600 442 -  [-] [-]
11 900 443 -  [-] [-]
12 1200 444 -  [-] [-]
13 1500 444 1  [-] [-]
14 1800 444 2  [-] [-]
15 2100 444 3  [-] [-]
16 2400 444 4  [-] [-]
17 2700 544 4  [-] [-]
18 3000 554 4  [-] [-]
19 3300 555 4  [-] [-]
20 3600 555 5  [-] [-]
21 3900 655 5  [-] [-]
22 4200 665 5  [-] [-]
23 4500 666 5  [-] [-]
24 4800 666 5  [1] [-]
25 5100 666 6  [1] [-]
26 5400 666 6  [2] [-]
27 5700 766 6  [2] [-]
28 6000 766 6  [3] [-]
29 6300 776 6  [3] [-]
30 6600 776 6  [3] [1]
31 6900 776 6  [4] [1]
32 7200 777 6  [4] [1]
33 7500 777 6  [4] [2]
34 7800 777 6  [5] [2]
35 8100 777 7  [5] [2]
36 8400 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 5 (all) [++0]
+1 10 (all) [++1]
+2 15 (all) [++1]
+3 20 (all) [++2]
+4 25 (all) [++2]
+5 30 (all) [++3]
+6 35 (all) [++3]
+7 40 (all) [++4]
+8 45 (all) [++4]
+9 50 (all) [++5]
+10 55 (all) [++5]
+11 60 (all) [++6]
+12 65 (all) [++6]
+13 70 (all) [++7]
+14 75 (all) [++7]
+15 80 (all) [++8]
+16 85 (all) [++8]
+17 90 (all) [++9]
Requisites: Wis 23, Chr 28, Class Slots 2
Alignment: any
HD/level: d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 5*level [++level/2]
Reference: DM { Alternate Rejuvenator }
Groups: Priest, Concordant (x1), Technology
 
Gets Super Barbarian Wis bonus, which is +(Wis-18)*3.
This class is dedicated to the continuation of other people's lives 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 5*LVL in all categories. You also get ++LVL/2 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 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
Level 38 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC46] Collective 4.6 Classes


Martyr Spells

Level # Spell
3 1 1V: Death's Door Other (they go to 0 current hp)
3 2 1V: Remove Charm/Domination on Other.
3 3 1P: Remove Paralysis, Stun, or Held on Other.
3 4 1M: Remove an effect that's stopping someone else 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 Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 6 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
5 1 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 2 1M: Heal Other.
5 3 +1D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 5 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
7 1 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 2 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 3 1P: Cureall Other.
7 4 1M: Resurrect Other.
7 5 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 6 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
9 1 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 2 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 3 1M: True Resurrect Other.
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 another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 6 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, 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.

[PC46] Collective 4.6 Classes


Nicol Bolas (MTG B/U/R) (Dimir/Izzet/Rakdos)

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5.625 31½ --- --- --
3 11.25 421 --- --- --
4 22.5 532 ½-- --- --
5 45 643 1½- --- --
6 90 754 21- --- --
7 180 865 32½ --- --
8 360 976 43½ --- --
9 720 A87 541 ½-- --
10 1440 A98 652 1-- --
11 2160 AA9 763 2½- --
12 2880 AAA 874 3½- --
13 3600 AAA 985 4½- --
14 4320 AAA A96 51½ --
15 5040 AAA AA7 621 --
16 5760 AAA AA8 732 --
17 6480 AAA AA9 843 --
18 7200 AAA AAA 954 ½-
19 7920 AAA AAA A65 ½-
20 8640 AAA AAA A76 1-
21 9360 AAA AAA A87 1-
22 10080 AAA AAA A98 2-
23 10800 AAA AAA AA9 2-
24 11520 AAA AAA AAA 3-
25 12240 BBB BBB BBB 3-
26 12960 BBB BBB BBB 4-
27 13680 CCC CCC CCC 4½
28 14400 CCC CCC CCC 5½
29 15120 DDD DDD DDD 5½
30 15840 DDD DDD DDD 51
31 16560 DDD DDD DDD 61
32 17280 EEE EEE EEE 61
33 18000 EEE EEE EEE 71
34 18720 FFF FFF FFF 71
35 19440 FFF FFF FFF 81
36 20160 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 10 14 16  6 12  2  4  2
+3 12 14 16  6 14  2  6  4
+3 12 16 16  8 14  4  6  4
+4 12 16 16  8 14  4  8  6
+4 12 18 18  8 16  4  8  6
+5 14 18 18 10 16  6 10  8
+5 14 20 18 10 18  6 10  8
+6 14 20 18 12 18  8 12 10
+6 14 20 20 12 18  8 12 10
+7 16 22 20 12 20  8 14 12
+7 16 22 20 14 20 10 14 12
+8 16 24 20 14 22 10 16 14
+8 16 24 22 16 22 12 16 14
+9 18 26 22 16 22 12 18 16
+9 18 26 22 16 24 12 18 16
+10 18 26 22 18 24 14 20 18
+10 18 28 24 18 26 14 20 18
+11 20 28 24 20 26 16 22 20
Requisites: Dex 28, Int 26, Wis 17, 4 class slots
Alignment: LN
HD/level: d40
Weapon Prof.: 8+level
To Hit Table: Rog +5 levels
Save Table: (Wiz/Rog/Psi)*2
Reference: DM {Arch- Crosis Purger}
Groups: Wizard, Rogue, Monster
 
Super Barbarian Dex bonus [bonus = (Dex-18)*3]. Extra-Barbarian Int bonus.
Has 155+65*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
Moving costs you only ½V action. (This effectively doubles your movement rate.)
Level 1: +1 borrowed M action per round.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 5: +1 borrowed M action per round.
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). 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: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
New 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.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
1 Do rating/50 physical attacks with one weapon ½P 50 Str-10 Str-18
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
2 Any Rogue Level 2 ability - - - -
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC46] Collective 4.6 Classes


Paragon3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+4  4  4  4  4  4  4  4  4
+6  6  6  6  6  6  6  6  6
+8  8  8  8  8  8  8  8  8
+10 10 10 10 10 10 10 10 10
+12 12 12 12 12 12 12 12 12
+14 14 14 14 14 14 14 14 14
+16 16 16 16 16 16 16 16 16
+18 18 18 18 18 18 18 18 18
+20 20 20 20 20 20 20 20 20
+22 22 22 22 22 22 22 22 22
+24 24 24 24 24 24 24 24 24
+26 26 26 26 26 26 26 26 26
+28 28 28 28 28 28 28 28 28
+30 30 30 30 30 30 30 30 30
+32 32 32 32 32 32 32 32 32
+34 34 34 34 34 34 34 34 34
+36 36 36 36 36 36 36 36 36
Requisites: Str 18, Dex 18, Con 18,
Int 18, Wis 18, Chr 18
Alignment: any
HD/level: d20
Weapon Prof.: 0+level*2
To Hit Table: 2xMon
Save Table: 4xMon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
 
Gets all Exceptional stats. Can weapon specialize using the "non-Warrior" line for number of attacks.
Level N (each level) ¶: +1 Str, Dex, Con, Int, Wis, and Chr. You can't trade these stats away.
Level 1: Double movement rate.
Level 1: Enemies have -LVL saves vs. your effects.
Level 1: DR 2*LVL / +LVL.
Level 1: Regenerate LVL hp /s.
Level 4: Triple movement rate (replaces the Double at level 1)
Level 9: Quadruple movement rate (replaces the Triple at level 4)

[PC46] Collective 4.6 Classes


Psi∞*100 (Infinity*100)

Level KXP Psi∞*100
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 20, Wis 20, Chr 20 (one 25)
Alignment: any
HD/level: d21
Weapon Prof.: 2+level/2
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Alternate Psi∞}
Groups: Psionicist, Concordant (x1), Alternate
 
See [Q∞*100] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞*100 effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞*100 Minors (PSP cost = 2):
Break (CL items are destroyed, item save vs. crushing blow)
Dispel (CL effects is dispelled, use Dispel Magic check for each)
Disruption (2 groups, 25 dmg, RSW save for 5)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Swarm Minor (summon CL DL II monsters, they attack once now, then disappear)
Random Dim Door (one group, 1dCL*30' in same random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (2 groups, CLd2, no save)
Sporacle (random minor [C8] section effect, one group, RSW save)
Psi∞*100 Majors (PSP cost = 20):
Disintegrate (2 groups, RSW saveg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Swarm Major (summon CL DL IV monsters, they attack once now, then disappear)
Instantaneous (reverse Permanency)
Random Teleport (one group, 1dCL miles in the same random direction, RSW save)
Sharp (2 groups is Sharped, Fort save)
Sporacle-ize (random minor [C8] section effect, 2 groups, RSW save)
Psi∞*100 Grands (PSP cost = 200):
Annihilate (2 groups, RSW save)
Flash Swarm Grand (summon CL DL VI monsters, they attack once now, then disappear)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC46] Collective 4.6 Classes


Quintessential FMCTP6

Level KXP Wizard
123 456 789 A.:
Priest
123 456 789 jk L
Psi
mMG SU
1 0 20- --- --- --- 20- --- --- -- - 2-- --
2 9 31- --- --- --- 31- --- --- -- - 3-- --
3 27 320 --- --- --- 320 --- --- -- - 30- --
4 54 431 --- --- --- 431 --- --- -- - 41- --
5 90 432 0-- --- --- 432 0-- --- -- - 42- --
6 135 443 1-- --- --- 443 1-- --- -- - 43- --
7 189 543 20- --- --- 543 20- --- -- - 53- --
8 252 544 31- --- --- 544 31- --- -- - 54- --
9 324 554 320 --- --- 554 320 --- -- - 540 --
10 729.6 654 431 --- --- 654 431 --- -- - 641 --
11 1094.4 655 432 0-- --- 655 432 0-- -- - 652 --
12 1459.2 665 443 1-- --- 665 443 1-- -- - 653 --
13 1824 765 543 20- --- 765 543 20- -- - 753 --
14 2188.8 766 544 31- --- 766 544 31- -- - 764 --
15 2553.6 776 554 32- --- 776 554 32- -- - 764 --
16 2918.4 876 654 430 --- 876 654 430 -- - 864 0-
17 3283.2 877 655 431 --- 877 655 431 -- - 875 1-
18 3648 887 665 442 --- 887 665 442 -- - 875 2-
19 4012.8 987 765 543 --- 987 765 543 -- - 975 3-
20 4377.6 988 766 543 0-- 988 766 543 0- - 986 3-
21 4742.4 998 776 554 1-- 998 776 554 1- - 986 4-
22 5107.2 A98 876 654 2-- A98 876 654 2- - A86 4-
23 5472 A99 877 654 3-- A99 877 654 3- - A97 4-
24 5836.8 AA9 887 665 3-- AA9 887 665 3- - A97 5-
25 6201.6 BA9 987 765 40- BA9 987 765 40 - B97 5-
26 6566.4 BAA 988 765 41- BAA 988 765 41 - BA8 5-
27 6931.2 BBA 998 776 42- BBA 998 776 42 - BA8 6-
28 7296 CBA A98 876 53- CBA A98 876 53 - CA8 6-
29 7660.8 CBB A99 876 53- CBB A99 876 53 - CB9 6-
30 8025.6 CCB AA9 887 54- CCB AA9 887 54 - CB9 7-
31 8390.4 DCB BA9 987 640 DCB BA9 987 64 0 DB9 70
32 8755.2 DCC BAA 987 641 DCC BAA 987 64 1 DCA 71
33 9120 DDC BBA 998 652 DDC BBA 998 65 2 DCA 82
34 9484.8 EDC CBA A98 753 EDC CBA A98 75 3 ECA 83
35 9849.6 EDD CBB A98 753 EDD CBB A98 75 3 EDB 83
36 10214.4 EDD CBB A98 764 EDD CBB A98 76 4 EDB 84
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+2  9  8  6  4  7  2  3  3
+3  9  8  7  4  7  2  4  4
+4 10  9  7  5  8  3  4  4
+5 10  9  7  6  8  3  5  5
+6 11 10  8  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10  9  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
 
Requisites: Str 20, Dex 20, Int 20,
Wis 20, Chr 20,
Class Slots 4
Alignment: any
HD/level: d20
Weapon Prof.: 9+level/6
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM
Groups: Custom
 
Gets 4 picks per level below.
Gets Int bonus to Wizard spell progession.
In the Wizard spell progression, "." means SL=10+1 (level 10 plus 1 level of feats) and ":" means 10+2 (level 10 plus 2 levels of feats).
Gets Wis bonus to Priest spells.
In the Priest spell progression, "j" means SL=9+1, "k" means SL=9+2, and "L" means SL=10+2 (not 9+3; I put in an extra space to make it more noticeable).
Gets Exceptional Dex.
Gets any "Any Rogue" pick and 80 Rogue points per level.
"¶" means this ability cannot itself be picked with a "Level:" or Rogue pick.
Gains access to one psionic frequency per level.
Gets Chr bonus to psionic progression.
PSPs = Chr*(Level+10).
(This is in Psi1 PSPs.)
 
Levels 1-5:
Warrior
A. 0, 1/t: Ignore all damage from one source. {Berserker}
B. Backstab x(LVL+7)/4. {Brawler}
C. Can operate at negative hit points. {Knight of the Griffin}
D. Choose one specific weapon type. +LVL TH with that weapon. {Living Blade}
E. 1V: +LVL TH/dmg with one shot with a missile weapon {Master Bowman}
F. 1M, 1/effect: Target gets another save vs. a bad effect that's effecting him {Officer of War}
G. +1 TH in a specific weapon per level (can choose different weapons each level) {Peasant Hero}
H. 1M, 1/t: Summon Chr 1st level fighters, all of them together use 1 summon slot {Peasant Hero}
I. Additional +(LVL+1)/2 AC (round down) when using Armor Optimization {feats}
J. Barbarian Str bonus {DM}
Levels 1-5:
Wizard
A. Add your Chr bonus to your saves, or to the DC of your spells' saves {Knight of the Staff}
B. All magic items cost x0.9 normal price for you {Arcane Craftsman}
C. Can cast Priest Animal and Plant sphere spells {Hedge Wizard}
D. Can cast Priest Divination sphere spells {Investigator}
E. Detect possession, magic jar, ego domination, etc. {Exorcist}
F. 1F: Duplicate a 1st level Rogue ability at LVL*10% {Entertainer}
G. Extra summon slot only for Air Elementals; "Summon Air Elemental N" is a spell. {Wind Mage}
H. Legend Lore / Sage Knowledge LVL*10% {Academic}
I. 0: Shift the elemental composition of a spell you're casting to Earth {Geomancer}
J. +1 spell per SL, only for fire-based spells {Pyromancer}
K. 1 attack that hits: Steal a spell from memorization, add to yours (Spell save, aMR) {Spelleater}
L. Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}
Levels 1-5:
Priest
A. Always know exact location; cannot get lost in woods {Anchorite}
B. Buy potions and general equipment at half cost {Church Provisioner}
C. Can weapon specialize as a Warrior; count as a +LVL weapon {Divine Hammer}
D. Creatures you Charm and Undead you Turn are still charmed/turned even if attacked
E. Deal x2 damage vs. structures (physical or spells) {Proselyte}
F. Detect [C] Section Effect (SL=1): Detects that effect, each is a separate spell {Investigator}
G. Gather Information in cities quickly; 0,1/d: "Jobber" at a Job {Reformed Criminal}
H. Get a level=LVL Rogue ability and 20*LVL rogue points {Divine Revolutionary}
I. 1D or 1F, 1/t: Heal self {Redeemer}
J. Immune Curse; *Curse* becomes Curse; **Curse** becomes *Curse* {Pariah}
K. +LVL saves {Vengeful Survivor}
L. Your party gets +LVL/2 TH and +LVL" movement rate
Levels 1-5:
Rogue
A. Can specialize in weapons as a Warrior. {Assassin}
B. 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
C. Improve Exceptional Dex to Barbarian Dex bonus. {Barbarian}
D. ¶ Two "Level 1:" abilities from any class you know {Dilettente}
E. Always make Chr checks. {Diplomat}
F. Detect Lie cont.; Detect Hidden cont. {Inspector}
G. ¶ Get an extra "Any Rogue" pick per level. {Scout}
H. Bag of Holding; 1M: Locate Black Market in city {Smuggler}
I. Can backstab every attack (1N action) vs. Panicked person; 1M: Panic (Will save) {Spy}
J. +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler}
K. +LVL*5% money {Treasure Hunter}
L. Species Enemy as per Ranger1 {Avenger}
Levels 1-5:
Psionicist
A. 1N, take 1 dmg: Gain 1 PSP {Living Power}
B. Access to all frequencies, lose LVL powers per type (minor, major, etc.)
C. +LVL Chr, -LVL Wis {Imbalanced}
D. Ethereal Perception; Can cast psi effects into Ethereal {Ectoplasmic}
E. Gain +LVL SL's in a psionic progression {Fragmount}
F. Have access to Psi0 Quintessential Psion6 class {Hand of Thought}
G. Have access to Psi3 or Psi3.5 with Quintessential Psion6 class.
H. Immune disease, mental damage; Sustain Int, Wis, Chr {Healthy Mind}
I. -LVL dmg / energy effect {Traumatised}
J. Regain PSPs like the Psi10 class (people around you) {Infector}
K. Replace Chr bonus with Int bonus to progression {Touched}
L. +LVL Will saves; cannot generate Psionic links {Introvert}
Level 6: Pick from: Quintessential level 1-5 or 5th edition level 1-3
Levels 7-11:
Warrior
K. 0, 1/t: Reroll a die, and choose the result. {Legend}
L. 1 borrowed P, 1/r: Deny N attacks from occuring, where N is your #Att. {Living Blade}
M. All in party get +LVL*2 AC/saves/TH/dmg while at home {Noble Defender}
N. All in party gets +LVL" movement rate. {Officer of War}
O. +LVL AC/saves if you haven't used a V action on your last segment {Swashbuckler}
P. "Save for ½" and "Save for a set amount of damage" becomes "Save for 0" for you. {Swashbuckler}
Q. Held P: Make 1 attack in response to a cast spell. They RSW save (DC=your dmg) or spell disrupted {feat}
R. 1M: Switch places with someone in sight (unwilling PP save) {feat}
S. +LVL*2 AC, -LVL*2 TH (toggle using 1V) {feat}
Levels 7-11:
(2/level)
M. Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions. {Alchemist}
N. Choose species enemy (see Strider1), your spells do x2 effect vs. them {Arcane Avenger}
O. Contingency is a SL=4 spell for you; can have 2 Contingencies at same time {Tattoo Mage}
P. 1F: Duplicate a Psi10 1st-3rd level ability {Fortune Teller}
Q. Dust of Disappearance cont. {Gutter Mage}
R. Get a Specialty Priest pick {Theologian}
S. +1 Research Point per day; 0,1/r: Add +1 SL metamagic to a spell for free {Theoretician}
T. Resist Priest spells {Society of Atheists}
U. Write Scrolls: 10F, 1/reset: Create 100*LVL XP value in scrolls. {normal ability}
Levels 7-11:
Priest
M. Can cast a spell through another person of same faith in your psionic link
N. Detect Lie, Know Real Truth cont. {Judge}
O. Get 2 instances of one of your GGL picks, they stack {Abandoned Child}
P. +LVL max hp; 1N, 1/d: Get 1G action this segment {Godslave}
Q. On the Turn Undead table, replace -'s with 20's. (You Turn any type of undead on a 20.)
R. Replace d12's with 3d6+LVL when determined number of creatures turned
S. 1P, sacrifice a held/bound creature: Get N SL's back in memorization (N=DL of creature)
T. XR LVL*5; 0, talking action, 1/h: Holy Word {Divine Emissary}
U. You have a Clone; +1QD action; +LVL TH {Twice-Born}
Levels 7-11:
Rogue
M. +LVL Int; Legend Lore LVL*10% {Explorer}
N. Immune to terrain, hostile environments {Outlaw}
O. 1M: Find the Path; 1M: Locate Object; 1M: Locate Person {Pathfinder}
P. 1F, 1/reset: Create an item of any E=LVL/2 material, do not need to pay cost {Outcast}
Q. 1F, 1/reset: Create a Psi8 item with TechL=LVL; can have LVL of these items {Tinker}
R. Can buy property or businesses at half cost {Businessman}
S. Always get special treatment and respect from Local Ruler {Agent of the Crown}
T. Can attack with missiles in a way that people don't know where it's from {Commando}
U. 0, 1/d: +LVL TH and +LVL*2 damage this turn {Shadow Avenger}
Levels 7-11:
Psionicist
M. Can psionically affect Undead as if they weren't Undead {Necropath}
N. 1bM: Can use +1P action this segment {Invisible Friends}
O. Gain PSPs back at x2 rate; Mummy Racial Adj. {Psychic Mummy}
P. "High Frequency Sample" is a legal frequency to pick {Psi. Investigator}
Q. +1M action for psi; +LVL Nonweapon proficiencies {Personality Shard}
R. One psi frequency has half PSP costs, others double {Specialized Mind}
S. 1M: Summon a DL=LVL/2 Psionic monster.
T. When using a psi power, can spend an extra 1M: x2 effect {Obsessive}
U. You will not die at any negative hp total, still can't act {Left for Dead}
Level 12: Pick from: Quintessential level 1-11 or 5th edition level 1-7
Levels 13-17:
Warrior
T. Putting on, taking off, or picking up items does not cost 1V {feat}
U. All of your attacks are Called Shots at no penalty {feat}
V. 1M: Target group gets -LVL AC/saves/TH/dmg {feat}
W. No limit to encumbrance. No armor penalties to rogue abilities {feat}
X. Immune Overbearing {feat}
Y. Your base # attacks is never worse than 1/1 {feat}
Z. No penalties in off-hand use, no matter how many arms {feat}
Levels 13-17:
Wizard
V. Affect +1 group with area damaging spells; Material componenting is ½V {War Mage}
W. Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
X. Eldritch Fire Shield (SL=6): Eldritch Fire damaging Shield (200% back) {Sun Mage}
Y. iMR LVL*5%; 1bM: Counter a Wizard spell {Wizard Hunter}
Z. "Power Word" spells have double hp range and affect an entire group {Wordbearer}
AA. Spells on "weird lists" are only 1 spell slot each (still need to know them) {Arcane Avatar}
Levels 13-17:
Priest
V. 1F, talk for 1s: Do a Legendary Officer Captain's Bluff (SFB) {Missionary}
W. Know which gods people worship by sight; 0, 1/d: Counter a Divine Intervention.
X. ½0, take SL^2 damage: Material Component a spell, may do more than once {Bloodchild}
Y. +1 summon slot.
Z. Your area effects only affect people you want them to (selective targetting)
AA. Your poisonous effects give no save.
Levels 13-17:
Rogue
V. +LVL Luck; Luckstone effect {Gambler}
W. Free Specialty Priest pick in Flying Spaghetti Monster {Pirate}
X. Gain a Divine Companion (both a Familiar and an Animal Companion) {Divine Footpad}
Y. 1M: Learn a fact (e.g. a weakness) about a monster never seen before {Deep Tracker}
Z. Get xLVL dmg on someone who's at negative hp immediately (no delay) {Executioner}
AA. 0, when creating a Trap/Trick/Special: An additional -LVL*10% penalty to remove it.
Levels 13-17:
Psionicist
V. Can material component psionic powers (spend 1V)
W. Gain a Rogue chart at half your LVL, 30*LVL Rogue pts {Pspy)
X. +1QM action for psi
Y. +1 summon slot; 1M: Summon a DL=LVL/2 Golem. {Puppet Master}
Z. X7 is a legal "frequency" to pick, each power costs 4 slots
AA. X-7 is a legal "frequency" to pick, each power costs 5 slots
Level 18: Pick from: Quintessential level 1-17 or 5th edition level 1-11

[PC46] Collective 4.6 Classes


Scarlet Pimpernel / Liberator

Level KXP Rogue   War
123 456  123 4
1 0 2-- ---  1-- -
2 3.85 31- ---  2-- -
3 7.7 41- ---  21- -
4 15.4 52- ---  31- -
5 30.8 621 ---  32- -
6 61.6 731 ---  321 -
7 123.2 832 ---  431 -
8 246.4 942 1--  432 -
9 492.8 A52 1--  432 1
10 800 B53 2--  443 1
11 1170 C63 21-  543 2
12 1540 D73 21-  544 2
13 1910 E74 32-  544 3
14 2280 F84 321  554 3
15 2650 G95 321  555 3
16 3020 H95 321  555 4
17 3390 IA6 321  655 4
18 3760 JB6 421  665 4
19 4130 KB7 421  666 4
20 4500 LC7 531  666 5
21 4870 MD8 532  766 5
22 5240 ND8 532  776 5
23 5610 OE9 642  777 5
24 5980 PF9 643  777 6
25 6350 QFA 743  777 7
26 6720 RGA 753  877 7
27 7090 SHB 753  887 7
28 7460 THB 854  888 7
29 7830 UIC 864  888 8
30 8200 VJC 964  988 8
31 8570 WJD 965  998 8
32 8940 XKD 975  999 8
33 9310 YLE A75  999 9
34 9680 ZLE A75  A99 9
35 10050 ZMF B86  AAA A
36 10420 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Dex 18, Int 16, Chr 16
Alignment: CG (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM {Mirror Scarlet Huntsman}
Groups: Warrior, Rogue, Mirror
 
For Alignment, "(overwrite)" means this class requires CG alignment, but it overwrites all of your other alignment restrictions to be CG as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Exceptional Str and Barbarian Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 60+40*level Rogue points.
Level 1: 1M: Alter Appearance (cannot be seen through except by immunity to Mirage Arcana)
Level 1: 1M, 1/t: Locate Person or Object.
Level 1: Trailing, City Knowledge, Spying proficiencies.
Level N (every level): Choose a species type (see list below). You resist effects (not attacks) vs. that species type. You may pick the same species type more than once; each pick is cumulative.
Species choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 90% of time.
Level 1: 1V, spend X*Y^2 gp, make a Chr check at -Y^2: "Buy off" X Henchmen of DL=Y. They will not attack you or your allies. If you buy them off again (with another V action and gold), they join your side.
Level 1: May have a Familiar.
Level 1: May throw missile weapons with both hands.
Level 2: 1M, 1/t: Find the Path.
Level 3: NR (LVL-2)*20%
Level 4: 1M: Shadow Door (move from one shadow to another you know of within 360 yards); 1F: Shadow Gate
Level 5: Dust of Appearance 30'r cont.
Level 6: Attract 2-20 followers, usually DL V+ Humanoids.
Level 7: Ignore Non-detection cont.
Level 8: 1M, 1/t: Escape a Maze; 1M, 1/t: Ignore Distance Distortion; 1M, 1/t: Ignore Mirage Arcana; 1M, 1/t: Force Shapechange.
Level 9: 1M, 1/t: Find the Path across Planes and Time (but not Timelines/Loop).
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[PC46] Collective 4.6 Classes


Serra Angel5

Level KXP Pri/Psi11W
123 456 789
1 5 (owe) 0-- --- ---
2 10 1-- --- ---
3 15 10- --- ---
4 22 11- --- ---
5 37 110 --- ---
6 67 111 --- ---
7 127 211 0-- ---
8 247 221 1-- ---
9 367 222 10- ---
10 607 222 21- ---
11 847 322 210 ---
12 1071 333 210 ---
13 1339 333 211 ---
14 1607 333 321 ---
15 1875 433 321 0--
16 2142 444 321 1--
17 2410 544 332 1--
18 2678 544 332 10-
19 2946 544 432 11-
20 3214 544 433 21-
21 3482 544 433 210
22 3750 554 443 211
23 4017 555 543 221
24 4285 665 544 321
25 4553 665 544 332
26 4821 666 554 432
27 5089 666 554 443
28 5357 776 555 543
29 5625 776 665 544
30 5892 777 666 554
31 6160 777 666 655
32 6428 877 776 665
33 6696 888 777 666
34 6964 888 877 776
35 7232 888 888 777
36 7500 888 888 888
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 10, Int 10, Con 5, Wis 15, Chr 20
Alignment: LG or LN
HD/level: & +++d4
Weapon Prof.: 4+/4
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM {Planeshifted Angel5}
Groups: Monster, Concordant (x1)
 
Can cast Priest spells or Psi11W spells. Gets Chr bonus to progression.
Can weapon specialize using Non-War column.
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).
 
MTG White spells from White Priest class:
Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
Disenchant (SL=2): Dispel an effect.
Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
 
Old MTG White spells from Wizard of the Coast class (you can use these):
Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Abeyance (SL=2): Target cannot use M actions this segment (Will save)
Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
Blessed Wind (SL=9): Target's current hp becomes 200.
Levels Pick Description
Level 1-4: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 6-8: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%

[PC46] Collective 4.6 Classes


Sub-Block

Level KXP Abj/Pro
123 456
1 0 --- ---
2 3.5 1-- ---
3 7 2-- ---
4 14 21- ---
5 28 31- ---
6 56 32- ---
7 112 321 ---
8 224 331 ---
9 280 332 ---
10 350 332 1--
11 700 333 1--
12 1050 333 2--
13 1400 333 21-
14 1750 333 31-
15 2100 333 32-
16 2450 433 321
17 2800 443 331
18 3150 444 332
19 3500 444 432
20 3850 444 443
21 4200 444 444
22 4550 554 444
23 4900 555 444
24 5250 555 544
25 5600 555 554
26 5950 555 555
27 6300 665 555
28 6650 666 555
29 7000 666 655
30 7350 666 665
31 7700 666 666
32 8050 776 666
33 8400 777 666
34 8750 777 766
35 9100 777 776
36 9450 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  4  3  2  2  2  1
+1  8  5  7  6  4  3  3  2
+2 10  8  9  9  7  5  4  3
+3 12 10 11 12  9  6  5  4
+4 14 12 13 14 11  8  6  5
+5 15 13 14 14 12  9  8  6
+6 15 14 15 15 14 11  9  7
+7 15 14 15 15 15 12 10  8
+8 16 15 15 15 15 14 11  9
+9 16 15 16 15 15 15 12 10
+10 16 16 16 15 16 17 14 11
+11 17 16 16 16 16 18 15 12
+12 20 19 19 19 19 21 18 15
+13 23 22 22 22 22 24 21 18
+14 26 25 25 25 25 27 24 21
+15 29 28 28 28 28 30 27 24
+16 32 31 31 31 31 33 30 27
+17 35 34 34 34 34 36 33 30
Requisites: Con 20
Alignment: any
HD/level: 5d3
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Block}
Groups: Warrior, Monster
 
Can cast Wizard Abjuration or Priest Protection spells, only on self.
Level 1: Regenerate Con score in hp per segment.
Level 1: +LVL*2 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[PC46] Collective 4.6 Classes


Summoner Cleric

Level KXP Priest
123 456 789
1 0 2-- --- ---
2 2.1 30- --- ---
3 4.2 32- --- ---
4 8.4 430 --- ---
5 16.8 432 --- ---
6 33.6 443 0-- ---
7 50.4 543 2-- ---
8 75.6 544 30- ---
9 113.4 554 32- ---
10 210 554 43- ---
11 315 655 432 ---
12 630 655 443 0--
13 945 665 543 2--
14 1260 665 544 30-
15 1575 666 554 32-
16 1890 666 554 430
17 2205 666 655 432
18 2520 666 655 443
19 2835 666 665 544
20 3150 666 665 555
21 3465 666 666 555
22 3780 666 666 655
23 4095 666 666 665
24 4410 666 666 666
25 4725 766 666 666
26 5040 776 666 666
27 5355 777 666 666
28 5670 777 766 666
29 5985 777 776 666
30 6300 777 777 666
31 6615 777 777 766
32 6930 777 777 776
33 7245 777 777 777
34 7560 877 777 777
35 7875 887 777 777
36 8190 888 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+2  1  1  1  1  1  1  1  1
+3  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+4  3  3  3  3  3  3  3  3
+5  3  3  3  3  3  3  3  3
+6  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
+9  6  6  6  6  6  6  6  6
+10  7  7  7  7  7  7  7  7
+11  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
Requisites: Con 12, Wis 12, Chr 15
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Mon
Reference: DM {Planeshifted Summoner Mage}
Groups: Priest
 
Knows "Monster Summoning N" at each SL=N, as per the Wizard spells.
Also knows the "Goodberry Golem N" spells.
(DM Note: This class does not get the "Sphere robe" / "School robe" effect like a Summoner Mage gets.)
Level 1: May control 2 summons (same type).
Level 1: May material component summoning spells for 2 creatures of the same type.
Level 1: "Specialized" (1/2 a spell slot) in summoning effects.
Level 1: 0, LVL/d: Your summons are not summoning sick.
Level 3: Your summons can't turn against you even if they become uncontrolled.
Level 5: May control 2 summons (different types).
Level 5: (Single) material componenting for summoning spells is free.
Level 9: May control 3 summons (same type).
Level 9: May double material component summoning spells (costing a total of 1M+1V) for 3 creatures of the same type.
Level 9: Can hold summons across resets between sessions.
Level 10: Your summons can do "1S: Lend an S to you.".
Level 12: If a monster randomly rolls to attack you, you can have your summons be attacked instead.
Level 13: May control 4 summons (same type).
Level 13: May triple material component summoning spells (costing a total of 1M+2V) for 4 creatures of the same type.
Level 13: 1M: Steal someone else's summon. The other spellcaster (not the summon) makes a Will save to resist this.
Level 16: Your summons do not immediately disappear when slain / dropped below -10 hp. You have 1 turn to heal or repair the summon if you want to keep him. You can ignore this power and have him disappear anyway if desired.
Level 17: May control 2 groups of 2 summons (each group is the same type, but the groups don't have to be the same)
Level 18: Each of your summons may have 1 summon of their own.
Level 18: Your summons gain XP during the adventure and may "level up" in combat (if using "XP on the fly")
Level 21: May control 5 summons (same type).
Level 21: May quadruple material component summoning spells (costing a total of 1M+3V) for 5 creatures of the same type. You can save up the V actions, or use 1M+1V+1P+1QV in one segment.
Level 27: Your summons cannot be unsummoned by unsummon effects.

[PC46] Collective 4.6 Classes


Survivor

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 5.5 2-- --- ---
3 11 21- --- ---
4 22 32- --- ---
5 44 421 --- ---
6 88 422 --- ---
7 176 432 1-- ---
8 352 433 2-- ---
9 600 433 21- ---
10 1100 443 22- ---
11 1650 444 33- ---
12 2200 444 441 ---
13 2750 555 442 ---
14 3300 555 442 1--
15 3850 555 552 1--
16 4400 555 553 21-
17 4950 555 553 32-
18 5500 555 553 321
19 6050 555 553 331
20 6600 555 554 332
21 7150 555 554 442
22 7700 555 555 443
23 8250 555 555 553
24 8800 555 555 554
25 9350 555 555 555
26 9900 666 655 555
27 10450 666 666 655
28 11000 666 666 666
29 11550 777 766 666
30 12100 777 777 766
31 12650 777 777 777
32 13200 888 877 777
33 13750 888 888 877
34 14300 888 888 888
35 14850 999 988 888
36 15400 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+2 10  4  8  4  2  2  2  0
+4 10  6  8  6  4  4  4  2
+6 12  8 10  8  6  4  4  2
+8 14 10 12 10  8  6  4  2
+10 16 10 14 12  8  6  6  4
+12 16 12 14 14 10  8  6  4
+14 18 14 16 16 12  8  8  4
+16 20 16 18 18 14 10  8  6
+18 22 16 20 20 14 10  8  6
+20 22 18 20 22 16 12 10  6
+22 24 20 22 24 18 12 10  8
+24 26 22 24 26 20 14 12  8
+26 28 22 26 28 20 14 12  8
+28 28 24 26 28 22 16 12 10
+30 28 24 28 28 22 16 14 10
+32 28 26 28 28 24 18 14 10
+34 30 26 28 28 24 18 16 12
Requisites: Str 26, Int 14, Wis 12
Alignment: any
HD/level: & 2d20
Weapon Prof.: 4+level*2
To Hit Table: War*2
Save Table: & War*2
Reference: DM
Groups: Warrior
 
Weapon specializes using the "Barbarian" line.
Gets Rogue abilities at 40 points per level; abilities are below.
Gets spells; these cost 1M to cast (no 1P needed) and cannot use material componenting.
Wizard Schools: Abjuration, Alteration, Divination. Priest Spheres: Astral, Divination, Elemental, Guardian, Healing, Protection, Travelers, Wards. All other spells are opposite (2 spells from memorization to cast).
Level 1: Does not suffer secondary target penalties.
Level 1: Does not suffer from secondary weapon/arm penalties.
Level 1: Is not hit by parting shots when leaving melee.
Level 1: Can affect creatures that require +LVL or better weapons to hit.
Level 2: Troll-like Regeneration at LVL/2 hp/s.
Level 2: Immune to fear.
Level 3: Immune to disease and curses.
Level 3: 1M: Sense Danger.
Level 5: All-Around Attack: 1P: Attack every target within (level*2)' with one attack.
Level 6: WR, aWR, and "Immunity to Weapons" has no effect versus your attacks.
Level 9: 1M: Your Efficiency, Balance, or Fitness becomes (LVL*2+9) for this round only.
Level 9: 0: Delay any (non-hp damaging) harmful effect by (LVL-8) segments. At the end of that time, the effect resolves.
 
Lvl Survivalist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Any Rogue 1 ability - - - -
2 Hold Breath || Hold Life 0 50 Con-12 Con-15
3 Any Rogue 3 ability - - - -
4 Missile Deflection | Missile Reflection | Spell Deflection | Volley V 20 Dex-9 Dex-12
7 Dispel Exhaustion ||| Heal M 0 Con-14 Con-18
9 Any Rogue 9 ability - - - -
11 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
16 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
22 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12