[PC6] Custom Group Classes


Accountant

Level KXP
S=1
KXP
S=2
KXP
S=3
Spells
1 0 0 0 (none)
2 2.5 3.75 5 (none)
3 5 7.5 10 (none)
4 10 15 20 (none)
5 20 30 40 (none)
6 40 60 80 (none)
7 80 120 160 (none)
8 160 240 320 (none)
9 320 480 640 (none)
10 500 750 1000 (none)
11 750 1100 1450 (none)
12 1000 1450 1900 (none)
13 1250 1800 2350 (none)
14 1500 2150 2800 (none)
15 1750 2500 3250 (none)
16 2000 2850 3700 (none)
17 2250 3200 4150 (none)
18 2500 3550 4600 (none)
19 2750 3900 5050 (none)
20 3000 4250 5500 (none)
21 3250 4600 5950 (none)
22 3500 4950 6400 (none)
23 3750 5300 6850 (none)
24 4000 5650 7300 (none)
25 4250 6000 7750 (none)
26 4500 6350 8200 (none)
27 4750 6700 8650 (none)
28 5000 7050 9100 (none)
29 5250 7400 9550 (none)
30 5500 7750 10000 (none)
31 5750 8100 10450 (none)
32 6000 8450 10900 (none)
33 6250 8800 11350 (none)
34 6500 9150 11800 (none)
35 6750 9500 12250 (none)
36 7000 9850 12700 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: All 6 stats must be 5*S.
Alignment: any
HD/level: d6
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Pick an S factor for this class, which is 1, 2, or 3.
Every Level: +S ability score points. This is in addition to the normal +1 stat you get per level.
Every Level: Pick a stat. You have "Hold" of that stat (it cannot be lowered, and you are immune to stat damage of that stat). When you get other stats at levels 12 and 24, use the number of points to indicate how many times you need to pick that stat before you have "Hold" in it (e.g. you need to pick Luck twice before having Hold Luck).

[PC6] Custom Group Classes


Antemortal0

Level KXP Mortal0 Imm0
 9      {9}
1 0  2      {-}
2 3.5  4      {-}
3 7  6      {-}
4 14  8      {-}
5 28 10      {-}
6 56 12      {-}
7 112 14      {-}
8 224 16      {-}
9 448 18      {-}
10 996 20      {-}
11 1600 22      {-}
12 2300 24      {-}
13 3000 26      {-}
14 3700 28      {-}
15 4400 30      {-}
16 5100 32      {-}
17 5800 34      {-}
18 6500 36      {-}
19 7200 38      {-}
20 7900 40      {-}
21 8600 42      {-}
22 9300 44      {-}
23 10000 46      {-}
24 10700 48      {-}
25 11400 50      {-}
26 12100 52      {-}
27 12800 54      {1}
28 13500 56      {1}
29 14200 58      {2}
30 14900 60      {2}
31 15600 62      {3}
32 16300 64      {3}
33 17000 66      {4}
34 17700 68      {4}
35 18400 70      {5}
36 19100 72      {5}
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)
+9 (total = 54, max = 18)
+10 (total = 57, max = 19)
+11 (total = 60, max = 20)
+12 (total = 63, max = 21)
+13 (total = 66, max = 22)
+14 (total = 69, max = 23)
+15 (total = 72, max = 24)
+16 (total = 75, max = 25)
+17 (total = 78, max = 26)
Requisites: Two 18's
Alignment: any
HD/level: & d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Cust
Reference: MTG {Mirror Mortal0}
Groups: Custom, Concordant (x1), Mirror
 
Antemortal0 class gets 9th level spells (nothing lower level).
Antemortal0 also gets Immortal0 spells starting at level 27. These spells are not copied into the Antemortal0 spell list (unlike other reduced Concordant classes) because the list is rather long. See [PC7] Immortal0 for the list. The Immortal0 spells are 9th spell level Concordant (making them 19th spell level non-Concordant).

[PC6] Custom Group Classes


Antemortal0 Spells

Level # Spell Name Spell Description
9 1 Acidic Bite/Sting Once per round can bite or sting for acid damage (CL*20 acid dmg)
9 2 Acrobat Abilities Abilities as per an Acrobat0 of level = LVL/2 (round up) [Note: Acrobat0 is a Collective 3.7 class]
9 3 Call Strange 1M: Summon a DL=CL/2 (round up) monster, of the Weird subtype
9 4 Conceal Location You can't be targetted
9 5 Create Psionic Items 40F, 1/reset: Create CL*CL*100 XP of psionic items (DM rolls a random Psi frequency)
9 6 Create Variant One Class Adjective (it's free, but the max XP divisor increase = CL/10)
9 7 Degeneration A group degenerates CL hp per segment
9 8 Destroy Undead Turn Undead (turn/destroy only) at LVL=CL+2
9 9 Eel Breath Mouth's P, CL/d: Breathe an EE=CL/3 (round up) eelement for 1/2 current hp dmg, BW save for 1/4
9 10 Eel Form 1P: Polymorph into any known Eel type, max age category = CL/2 (round up)
9 11 Extra Attacks +1 number of attacks with each weapon
9 12 Grant Effect Points Target is imbued with one 9th level Antemortal0 spell (this slot stays spent as long as he has it)
9 13 Growl Mouth's P: All targets in a group lose half current hp (no save)
9 14 Improve Ability Score +CL*2 to one stat
9 15 Increase Group Pick a spells or psionic power that hits a group. Affect +1 group of creatures with that effect.
9 16 Increased Movement +CL" Move Rate; +2V actions
9 17 Innate Resistance 35+3*CL% IR
9 18 Lab 1M, CL/d: Legend Lore
9 19 Lightning Spit Mouth's P, CL/d: Spit Lightning on a group (20*LVL dmg)
9 20 Luch Whenever you touch, attack, or are touched or attacked, they are intoxicated/drunk (Fort save)
9 21 Manifestation Short The death of target person will not cause his next clone to stand up
9 22 Mortal Vulnerability 1M: Target becomes vulnerable to a specific magic, psionic, or innate effect (by name)
9 23 Necromantic Suite 1M: Cast your CL/2 in SL's of Necromantic effects (Wiz/Pri)
9 24 Nonweapon Mastery +LVL*2 Nonweapon proficiencies
9 25 Psionic Resistance 40+4*CL% PR
9 26 Reduce 1F: Lower target's ability score by CL for 1 turn; 1M: Dispel a SL 0 to (CL+3)/2 effect
9 27 Relic Creation 10F, 1/reset: Create a random x2 item of XP value LVL*500
9 28 Saves +LVL*3 Saves
9 29 Second Life 1D: Resurrect self back in town (1 turn delay)
9 30 Shape Reality, Alt. Loop 25F, 1/reset: Loop Travel (shift LF by 1)
9 31 Shape Reality, Cr. Building 20F, 1/reset: Create a building (CL*10000 cubic ft.)
9 32 Shape Reality, Cr. Pocket 30F, 1/reset: Create a pocket plane in the ethereal (functions as a phased out zone)
9 33 Shape Reality, Mv. Building 10F, 1/reset: Move a building (maximum size is CL*10000 cubic ft., is moved CL miles)
9 34 Shape Reality, Mv. Door 15F, 1/reset: Redirect a dimension door or plant door to go somewhere else on one end
9 35 Shift Powers 1M, CL/d: Plane Shift (CL/3 planes, round up)
9 36 Slap 0 action or 1 attack: A target is ejected from your group (Str contest, no parting shots)
9 37 Swipe Can transfer 5V -> 1M, 8V -> 1QM, or 12V -> 1QQM
9 38 To Hit +LVL*2 To Hit
9 39 Transmute 1M: Polymorph Any Object
9 40 Weapon Counted Count as an additional +CL-1 weapon to hit others
9 41 Wizard Options Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
9 42 Zero Spell Duration 1M: A magic, psi, or innate effect has zero duration (treat as an Instantaneous)

[PC6] Custom Group Classes


Anti-Custom

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 300 (none)
9 560 (none)
10 1160 (none)
11 1760 (none)
12 2360 (none)
13 2960 (none)
14 3560 (none)
15 4160 (none)
16 4760 (none)
17 5360 (none)
18 5960 (none)
19 6560 (none)
20 7160 (none)
21 7760 (none)
22 8360 (none)
23 8960 (none)
24 9560 (none)
25 10160 (none)
26 10760 (none)
27 11360 (none)
28 11960 (none)
29 12560 (none)
30 13160 (none)
31 13760 (none)
32 14360 (none)
33 14960 (none)
34 15560 (none)
35 16160 (none)
36 16760 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Int 14, Wis 15
Alignment: any
HD/level: d5
Weapon Prof.: 5+level/5
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Mirror
 
Pick one ability per level:
1. 1M: Dispel a racial ability for 1 turn.
2. 1M: Dispel a class ability for 1 turn.
3. 1M: Dispel or remove a feat or kit from someone for 1 turn.
4. 1M: Dispel a familiar ability for 1 turn.
5. 1M: Drop all ER, iER, xER, and ixER on target (no resistance).
6. Lockdown all Opposing (Opp) actions within sight.
7. Lockdown all Quick (Q) actions within sight. (This includes QQ, QQQ, etc.)
8. Lockdown all Instantaneous (I) actions within sight.
9. Lockdown all Borrowed (b) actions within sight.
10. Lockdown all Held (h) actions within sight.
11. Within sight, any spell that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity).
12. Within sight, any psionic ability that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity). (Note this will affect 1st level characters throwing a minor.)
13. When attacking someone, multiply your to hit rolls by the number of classes he has (max=LVL).
14. When attacking someone, multiply your damage by the number of classes he has (max=LVL).
15. When casting a spell at someone, multiply your damage by the number of classes he has (max=LVL).
16. Within sight, all counterspells are automatically countered.
17. Within sight, all "Capital I Insist" effects automatically get "Really Objected" to.
18. 1M: Dispel LVL magic, psionic, or innate effects on one target.

[PC6] Custom Group Classes


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

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

[PC6] Custom Group Classes


ArchCustom2

Requisites: Any 2 stats = F+10 (cannot owe)
Alignment: any (can modify this below)
HD, Weapons, To Hit, Saves are all variable.
Reference: DM
Groups: Custom
 
Category Ability F cost
Requisites Requires 4 class slots -6
Requires 3 class slots -4
Requires HNCL 9 -3
Requires 2 class slots -2
Requires 3 stats = F+5 instead 0
Requires 1 stat = F+20 instead +3
Alignment One specific Alignment (choose) -2
W any (or) any J -1
One AL, overwrite all other classes +2
HD/level none (gets no Hit Dice) -2
1d4 0
2d3 +3
3d2 +6
4d1 +9
1d50 +10
5d0 +12
2m0 (normal Con bonus squared) +15
& (cumulative with other classes) +2
+1 HD at first level (e.g. +d6) +1 each
Uses Chr instead of Con for bonus +2
Weapon Prof. none (gets no Weapon Prof.) -2
0+level 0
& 0+level +1
& 0+2*level +2
& 10+level +3
& 0+3*level +4
& 10+2*level +5
To Hit To Hit is always +0 -2
To Hit as Custom 0
To Hit as & Custom +1
To Hit as & Monster (i.e. +LVL) +3
To Hit as & 2xMonster (i.e. +2*LVL) +6
To Hit as & 3xMonster (i.e. +3*LVL) +9
Saves Saves are always +0 -2
Saves as Custom 0
Saves as & Custom +1
Saves as & 2xMonster (i.e. +LVL) +3
Saves as & Halfling0 +3
Saves as & 4xMonster (i.e. +2*LVL) +6
Saves as & 6xMonster (i.e. +3*LVL) +9
Category Ability F cost
War stuff Exceptional stat bonus +1 each
Barbarian stat bonus +2 each
Extra-Bar stat bonus +4 each
Weapon Specialization, #Att as Barbarian +2
+1 Feat per level +4
+1 Henchmen or Mount slot +5
Species Enemy every level as per Strider +5
True Point Blank as per Arch-Archer +3
Swashbuckler #Att =(LVL+2)/2 melee only +5
Wiz stuff Wizard spells, ArchMage prog. +20
Wizard spells, Beast Mage prog. +15
Wizard spells, Magical Pool Mage prog. +10
Int bonus to Wizard progression +3
Specialization, School (no opposite) +2
LVL of your spells cost only ½M to cast +5
Your spells require LVL saving throws +5
+1 Kit per level +5
+1 Nonweapon prof. per level +1
Pri stuff Priest spells, ArchPriest prog. +12
Priest spells, Beast Cleric prog. +8
Priest spells, Harmer prog. +6
Wis bonus to Priest progression +1
Specialization, Sphere +1
Sphere robe (-1 SL) in one sphere +5
Specialty Priest pick +2 each
+1 Summon slot +5
Can use Omens and Turn Undead +1
Rog stuff Rogue Abilities, Dungeoneer, LVL*60 pts. +10
Rogue Abilities, Executioner, LVL*55 pts. +9
Rogue Abilities, 2xThief0 (2 picks /level), LVL*50 pts. +8
One Rogue Ability, with LVL*10 points +1 each
Extra N rogue points per level +N/5
Martial Arts, +LVL maneuvers +4
Moving is only ½V action +3
Using Rogue abilities is only ½V action each +10
Psi stuff Psionic abilities, ArchPsi1 +22
Psionic abilities, ArchMutant +14
Psionic abilities, Mentalist +18
Chr bonus to Psionic progression +4
Can access +1 known frequency +5
Other "Level:" ability from "2nd edition" class, cost each +1
"Level:" ability from "unnumbered edition" class, cost each +2
"Level:" ability from other class, cost each +3
Duplicate a "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate an "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate other class (X=KXP @ 2nd level) +X*8

[PC6] Custom Group Classes


ArchCustom2 (Spell/Psi Progressions)

Level Arch-Mage
123 456 789 AB
Beast Mage
123 456 789
Magical Pool
123 456 789 A
Arch-Priest
123 456 789
Beast Cleric
123 456 78
Harmer
123 456 789
ArchPsi1
mMG SU
ArchMut
mMG SU
Mentalist
mMG S
1 2½- --- --- -- ½-- --- --- 1-- --- --- - 100 --- --- 0-- --- -- 1-- --- --- 3-- -- 1-- -- 3-- -
2 31½ --- --- -- ½½- --- --- 20- --- --- - 200 --- --- 00- --- -- 2a- --- --- 4-- -- 2-- -- 4-- -
3 421 --- --- -- ½½½ --- --- 21- --- --- - 210 0-- --- 000 --- -- 31c --- --- 51- -- 31- -- 51- -
4 532 ½-- --- -- ½½½ ½-- --- 320 --- --- - 320 0-- --- 000 0-- -- 41a e-- --- 62- -- 42- -- 52- -
5 643 1½- --- -- ½½½ ½½- --- 421 --- --- - 421 00- --- 000 00- -- 521 cg- --- 631 -- 531 -- 53- -
6 754 21- --- -- ½½½ ½½½ --- 431 a-- --- - 422 00- --- 000 000 -- 621 aei --- 752 -- 631 -- 54- -
7 865 32½ --- -- ½½½ ½½½ ½-- 432 0b- --- - 432 100 --- 000 000 0- 731 1cg k-- 873 -- 742 -- 65- -
8 976 43½ --- -- ½½½ ½½½ ½½- 432 1ac --- - 433 200 --- 100 000 0- 832 1ae im- 984 -- 852 -- 751 -
9 A87 541 ½-- -- ½½½ ½½½ ½½½ 533 20b d-- - 433 210 0-- 110 000 0- 942 11c gko A95 1- 963 1- 852 -
10 A98 652 1-- -- 1½½ ½½½ ½½½ 543 21a ce- - 443 220 0-- 111 000 0- 953 21a eim BA5 1- A63 1- 953 -
11 AA9 763 2½- -- 11½ ½½½ ½½½ 543 320 bdf - 444 330 0-- 111 100 0- 963 211 cgk CB6 2- B74 1- A54 -
12 AAA 874 3½- -- 111 ½½½ ½½½ 554 321 ace - 444 441 00- 111 110 0- 974 211 aei DC7 2- C74 1- A65 -
13 AAA 985 4½- -- 111 1½½ ½½½ 554 322 0bd - 555 442 00- 111 111 0- 984 321 1cg ED7 3- D95 2- A75 -
14 AAA A96 51½ -- 111 11½ ½½½ 554 322 1ac - 555 442 100 111 111 1- 995 321 1ae FE8 3- E95 2- A85 -
15 AAA AA7 621 -- 111 111 ½½½ 554 422 20b - 555 552 100 221 111 1- 996 422 11c GF9 4- FA6 2- A95 -
16 AAA AA8 732 -- 111 111 1½½ 555 432 21a - 555 553 210 222 211 1- 997 432 11a HG9 4- GB6 2- BA5 -
17 AAA AA9 843 -- 111 111 11½ 555 532 210 - 555 553 320 222 222 1- 998 532 111 IHA 5- HC7 3- CA6 1
18 AAA AAA 954 ½- 111 111 111 555 533 211 g 555 553 321 222 222 2- 999 542 211 JIB 5- IC7 3- DA7 2
19 AAA AAA A65 ½- 221 111 111 555 543 221 f 555 553 331 333 222 2- 999 643 211 KJB 6- JD8 3- EA8 3
20 AAA AAA A76 1- 222 211 111 555 543 321 e 555 554 332 333 333 2- 999 753 221 LKC 6- KE8 3- FA9 4
21 AAA AAA A87 1- 222 222 111 555 554 321 d 555 554 442 333 333 3h 999 853 221 MLD 7- LF9 4- FBA 5
22 AAA AAA A98 2- 222 222 221 555 555 432 c 555 555 443 444 433 3g 999 964 321 NMD 7- MF9 4- FCA 5
23 AAA AAA AA9 2- 222 222 222 555 555 532 b 555 555 553 444 444 4f 999 974 322 ONE 8- NGA 4- FDA 5
24 AAA AAA AAA 3- 333 222 222 666 655 532 a 555 555 554 555 554 4e 999 985 332 POF 8- OHA 4- FEA 5
25 BBB BBB BBB 3- 333 333 222 666 666 642 0 555 555 555 555 555 5d 999 995 332 QPF 9- PIB 5- GFA 5
26 BBB BBB BBB 4- 333 333 333 777 766 643 1 666 655 555 666 666 5c 999 996 432 RQG 9- QIB 5- HFB 6
27 CCC CCC CCC 4½ 444 433 333 777 777 743 1 666 666 655 666 666 6b 999 997 443 SRH A1 RJC 51 IFC 7
28 CCC CCC CCC 5½ 444 444 443 888 877 753 1 666 666 666 777 777 7a 999 998 543 TSH A1 SKC 51 JFD 8
29 DDD DDD DDD 5½ 444 444 444 888 888 853 1 777 766 666 888 888 80 999 999 543 UTI B1 TLD 61 KFE 9
30 DDD DDD DDD 51 555 554 444 999 988 854 1 777 777 766 999 999 91 999 999 654 VUJ B2 ULD 61 KGF A
31 DDD DDD DDD 61 555 555 555 999 999 964 2 777 777 777 AAA AAA A2 999 999 754 WVJ C2 VME 61 KHF A
32 EEE EEE EEE 61 666 666 555 AAA A99 964 2 888 877 777 BBB BBB B3 999 999 864 XWK C3 WNE 61 KIF A
33 EEE EEE EEE 71 666 666 666 AAA AAA A64 2 888 888 877 CCC CCC C4 999 999 975 YXL D3 XOF 71 KJF A
34 FFF FFF FFF 71 777 777 766 BBB BAA A75 2 888 888 888 DDD DDD D5 999 999 985 ZYL D3 YOF 71 LKF A
35 FFF FFF FFF 81 777 777 777 BBB BBB B75 2 999 988 888 EEE EEE E6 999 999 996 [ZM E4 ZPG 71 MKF B
36 FFF FFF FFF 82 888 888 887 CCC CCC C75 3 999 999 999 FFF FFF F7 999 999 997 \[N E4 [QG 72 NKG C

[PC6] Custom Group Classes


ArchCustom2 (Dungeoneer Abilities)

Lvl Dungeoneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Any Rogue 3 ability - - - -
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability - - - -
6 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
6 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
7 Any Rogue 7 ability - - - -
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
9 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
12 Control Movements | Control Physicals | Control Mentals | Control 0 Actions MM 0 Chr-19 Chr-21
15 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
27 LimWish(#=1)| AlterReality(#=2)| Wish(#=3)| ChangeReality(#=4)| UnlimWish(#=5) #F 0 Int-21 Int-26

[PC6] Custom Group Classes


ArchCustom2 (Executioner Abilities)

Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC6] Custom Group Classes


ArchCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 3-- --- ---
4 24 31- --- ---
5 60 32- --- ---
6 120 33- --- ---
7 240 331 --- ---
8 450 332 --- ---
9 840 333 --- ---
10 1740 333 1-- ---
11 2640 333 2-- ---
12 3540 333 3-- ---
13 4440 333 31- ---
14 5340 333 32- ---
15 6240 333 33- ---
16 7140 333 331 ---
17 8040 333 332 ---
18 8940 333 333 ---
19 9840 333 333 1--
20 10740 333 333 2--
21 11640 333 333 3--
22 12540 333 333 31-
23 13440 333 333 32-
24 14340 333 333 33-
25 15240 333 333 331
26 16140 333 333 332
27 17040 333 333 333
28 17940 444 333 333
29 18840 444 444 333
30 19740 444 444 444
31 20640 555 444 444
32 21540 555 555 444
33 22440 555 555 555
34 23340 666 555 555
35 24240 666 666 555
36 25140 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Five 15's
Alignment: any
HD/level: 2d5
Weapon Prof.: 5+level
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM {Planeshifted Custom5}
Groups: Custom
 
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Each level, get three "5th edition" picks (see next pages).
Has access to all 5th edition classes, even if using "Sheets" or Background Points.
Gets 40 Rogue points per level.
 

[PC6] Custom Group Classes


ArchCustom5 Abilities

Class Level Pick Effect
Black Hat5 1 A Fool: -1 Int, +50 Rogue points
Black Hat5 1 B Training: Gain 1 stat point per reset.
Black Hat5 1 C Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.
Black Hat5 1 D Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
Black Hat5 1 E Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
Bringer5 1 A Detect/Identify Radiation & Magic (as per the spells)
Bringer5 1 B Immune to illusions (the effect, not the whole school)
Bringer5 1 C Immune to blindness (can see all-around without eyes)
Bringer5 1 D Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
Bringer5 1 E Species Enemy: Choose as per Ranger, your harmful spell effects are doubled on them
Cthulhoid Horror5 1 A 1M: Summon a DL=(LVL+1)/2 Ooze or Demon
Cthulhoid Horror5 1 B 1M: Target gets (LVL+1)/2 insanities (RSW save) (see [C] section)
Cthulhoid Horror5 1 C Mouth's P: Spit Goo LVLd6 dmg (no save; one target)
Cthulhoid Horror5 1 D 1F: Wild Surge or High-Frequency Sample (the result is not "kept in memory" like High-Frequency Sampler class)
Cthulhoid Horror5 1 E +LVL/2 tentacles (treat as arm with no hand), each tentacle is a separate set of limbs, can wield weapon at ½Str
Cthulhu Investigator5 1 A 1M: Dismiss a Ooze or Demon 10*LVL%
Cthulhu Investigator5 1 B 1M: LVL instances of Resist Insanity
Cthulhu Investigator5 1 C Immune Goo and Gray Goo
Cthulhu Investigator5 1 D 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample
Cthulhu Investigator5 1 E Immune to tentacle damage.
Dilettente5 1 A 0.3 in Class Adj for free
Freak5 1 A 0.3 in Race Adj for free (alternate source had 0.2)
Freak5 1 B 1 in 6 chance that Wandering Monsters are on your side (this was in an upper block as L' in alternate source)
Freak5 1 B' iCNTaCaNaTR LVL*10% (where TR=TechR, aTR=aTechR) (alternate source)
Freak5 1 C +LVL to pick two combinations of TH/dmg, bite/claw
Freak5 1 D iaER LVL*10
Freak5 1 E Mix in /(1+LVL/10) XP race for free
Griefer5 1 A Backtwist (Twist rating/30 effects) {Rogue ability: 20+LVL*10 / Dex-9 / Dex-12 }
Griefer5 1 B Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 }
Griefer5 1 C [1F to use] Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 }
Griefer5 1 D Lockdown rating/20 C actions worth {Rogue ability: 0 / DIWC-40 / DIWC-60 }
Griefer5 1 E Every Rogue1 ability, can't spent points to them
Innovator5 (***) 1 A You may throw any item as a weapon without suffering a penalty because the item wasn't meant to be thrown.
Innovator5 (***) 1 A' Can narrow salvo attacks (roll same die roll TH for all attacks on one person)
Innovator5 (***) 1 B 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Innovator5 (***) 1 C 0, 1/reset: Choose 1 specific race or monster. You may Turn that race/monster as if it was undead for the rest of this reset.
Innovator5 (***) 1 D Pick up to LVL Rogue abilities you have (may leave as "open slots"). You may material component them.
Innovator5 (***) 1 E You may pick (LVL+3)/4 minors in your progression using a psionic frequency that is 1 higher, 1 lower, or the negative of the one you have (e.g. a character with Psi5 could pick a minor from Psi4, Psi6, or Psi-5). You must "know" the frequency in order to be able to do this.
Mastermind5 1 A +LVL nonweapon proficiencies
Mastermind5 1 B +LVL AC
Mastermind5 1 C +LVL*2 stat points for purposes of qualifying for classes
Mastermind5 1 D Can trade nonweapon <-> weapon proficiencies 1 per 1
Mastermind5 1 E +1 specialty school
Mercenary5 1 A Avoid Trap (entire party): Mech.|Magic/Psi|OutPh {Rogue ability: 10 / Int-10 / Int-16}
Mercenary5 1 B Backstrike (each 30% = x1 TH) (increases 10/lvl) {Rogue ability: 50 / Wis-6 / Wis-20}
Mercenary5 1 C Bard3 spell SL=0 | SL=1 || SL=2 ||| SL=3 etc. {Rogue ability: 60 / Int-11 / Int-20}
Mercenary5 1 D Initiative (each 10% = +1 initiative) continuous {Rogue ability: 0 / Dex-9 / Dex-18}
Mercenary5 1 E Blend in (everyone believes OK that you're here) {Rogue ability: 50 / Chr-12 / Chr-14}
Occultist5 1 A 1M, 1/d: Cosmic Awareness, immune to dust disap for 1t
Occultist5 1 A' Pick an E alignment. Immune to outer-planar effects of that AL.
Occultist5 1 A'' No action, 1/d: Freedom
Occultist5 1 B 1M, 1/t: One group fails morale (save)
Occultist5 1 B' 1M, LVL/d: Dispel an effect that is not on a person.
Occultist5 1 B'' 1M, 1/d: Gate, two-way, random plane
Occultist5 1 C 1M: Taunt A to attack B (each target saves)
Occultist5 1 C' 1M: Fear a group (save)
Occultist5 1 C'' 1M, 1/t: Insanity a group (save)
Occultist5 1 D Pick a word. Command cont. Damaging shield
Occultist5 1 D' Eelectricity shield (1/2)
Occultist5 1 D'' 1M: Blindness your group (save)
Occultist5 1 E 1M: Confusion 1 target (save)
Occultist5 1 E' 0, LVL/d: Target item will fail it's next item save.
Occultist5 1 E'' Anti-Everything Shell SL 0-(LVL/2)
Preacher5 1 A Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 1 B x(LVL+1)/2 Personality score
Rebel5 1 A +LVL Initiative (or) Roll 2d12, choose the better
Rebel5 1 B LVL slots in Danger Sense, Trailing, Weather Sense
Rebel5 1 C Natural 1's do not automatically miss to hit
Rebel5 1 D Nonmagical non-weapon, non-armors are at half cost
Rebel5 1 E Immune to falling dmg
Secret Agent5 1 A Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
Secret Agent5 1 B Connected: You know a friend in every city, for shelter and/or locating a shop/person
Secret Agent5 1 C Doublespeak: 0, Speaking action, 1/r: Charm (save)
Secret Agent5 1 D Gear: All your items are (nonmagical) +1/+1 items
Secret Agent5 1 E Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
Secret Agent5 1 F Tracking as a Ranger; Trailing proficiency; 2F, 1/d: Find the Path
Secret Agent5 1 G Versatility: x(1+LVL/10) Nonweapon proficiencies.
Secret Agent5 1 H Weapon Specialist: Specialized in a weapon, get +LVL+6 TH (+0 dmg) instead of usual amount
Slayer5 1 A Attractiveness: +LVL*2 Cml.
Slayer5 1 B Fast Reaction time: +LVL initiative (or) Roll 2d12 for initiative, choose the better.
Slayer5 1 C Hard to Kill: +LVL*3 hp, LVL slots in Survival proficiency.
Slayer5 1 D Acrobatics: Gain a level 1 Acrobat pick, with 50+5*LVL% rogue points in it.
Slayer5 1 E Wooden stakes (treat as a 1d4/1d3 dagger) have +LVL/+LVL magical plusses and no penalty for called shots.
Smiter5 1 A 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
Smiter5 1 B 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
Smiter5 1 C 1M: Shut off target familiar or specialty priest power
Smiter5 1 D 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
Smiter5 1 E +1 grand sphere
Soldier5 1 A +LVL*3" bonus to movement rate
Soldier5 1 B LVL slots each in Direction Sense, Tracking, Survival
Soldier5 1 C Add d+LVL to the damage dice with one weapon type
Soldier5 1 D Nonmagical weapons and armor are at half monetary cost for you
Soldier5 1 E Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Spellshaper5 1 A 60F,1/d: Create a potion of <= LVL*100 XP value
Spellshaper5 1 B Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
Spellshaper5 1 C Your SL=0 spells have double effect
Spellshaper5 1 D Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
Spellshaper5 1 E Gain a minor familiar (this is in addition to the Find Familiar spell if you have it)
Thug5 1 A +LVL damage
Thug5 1 B +1 to # of attacks with all attack forms (weapon, natural, etc.)
Thug5 1 C #Attacks = level if creatures being fought are less than LVL HD
Thug5 1 D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
Thug5 1 E Backstab = x(LVL+2)/2
Vampire5 1 A +LVL Str and Exceptional Str
Vampire5 1 B +LVL Martial Arts maneuvers and Exceptional Dex
Vampire5 1 C Bite is vampiric regen (full) and Exceptional Con
Vampire5 1 D Immune to fear, emotion, lack of morale
Vampire5 1 E 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Watcher5 1 A Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.
Watcher5 1 B Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
Watcher5 1 C Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
Watcher5 1 D Photographic Memory: You remember everything you see.
Watcher5 1 E Mr. Fix-It: 1M, 1/d: Mend.
White Hat5 1 A Clown: -1 Wis, +50 Rogue points
White Hat5 1 B Resources: Gain LVL*Chr*10 gp per reset.
White Hat5 1 C Situational awareness: Cannot be surprised, reduce Backstab/Backstrike on you by 1 multiplier.
White Hat5 1 D Doctor: Binding wounds is 4+LVL hp. 1M, 1/d: Remove the "wounding" effect.
White Hat5 1 E Kung Fu: Ability to take martial arts, plus a kit slot to take a martial arts style.
Witch5 1 A Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)
Witch5 1 B Misfit: -N Chr, +N SL's in progression (max N=LVL)
Witch5 1 C Occult Knowledge: Legend Lore 45+5*LVL%
Witch5 1 D Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
Witch5 1 E 1F: Dispel Magic
Black Hat5 5 F Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
Black Hat5 5 G Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
Black Hat5 5 H Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
Black Hat5 5 I Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
Black Hat5 5 J Gain a Specialty God pick, ignoring the "Turn" column (unless you have turning from another source and want a bonus).
Bringer5 5 F Detect/Identify Psionics & Innates (as per the spells)
Bringer5 5 G All of your edged weapons are "Sharpness" branded
Bringer5 5 H Telepathy & Comprehend Languages (cut out tongue here!)
Bringer5 5 I Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
Bringer5 5 J Immune to disease and reversed Healing sphere spells
Cthulhoid Horror5 5 F 1M, 1/r: +1QP next segment.
Cthulhoid Horror5 5 G Immune insanity, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
Cthulhoid Horror5 5 H 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Cthulhoid Horror5 5 I 1M+1P: Contact Other Plane, with no chance of insanity, must be chaotic plane.
Cthulhoid Horror5 5 J 2M: Create a Gate to a random chaotic plane, no choice or control over what comes through
Cthulhu Investigator5 5 F 1P, 1/r: +1QM next segment.
Cthulhu Investigator5 5 G Immune head blown off, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
Cthulhu Investigator5 5 H 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.
Cthulhu Investigator5 5 I 1M+1P: Contact Higher Plane
Cthulhu Investigator5 5 J 2M: Close a Gate or Dimension Door. Your room has a x1 Special of Proof against Teleportation.
Freak5 5 F' Add 0.3 XP Div of Racial Adjectives for free
Hippie5 5 F Your effects do not drain the MF
Innovator5 (***) 5 G 1M: Potion ball (of a potion you have, the potion is used)
Innovator5 (***) 5 G' 1V, while using a charge on a wand/staff/rod: "Material Component" the effect.
Mastermind5 5 F +LVL-4 kits
Mastermind5 5 G Can have 2 groups of the same summon
Mastermind5 5 H Can have 2 of the same familiar using only 1 familiar slot
Mastermind5 5 I +LVL saves
Mastermind5 5 J Can convert 3M -> 1 OppM
Mercenary5 5 F Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase {Rogue ability: 5 / Int-12 / Int-18}
Mercenary5 5 G Effect Evasion (each 1% = +1 saves) 1V to use {Rogue ability: 0 / Wis-9 / Wis-12}
Mercenary5 5 H Dispel a x1 effect | Instantaneous | Disjunct {Rogue ability: 50 / Dex-12 / Dex-18}
Mercenary5 5 I Controlled Blink (max N*N feet, N is amount made) {Rogue ability: 15 / Dex-9 / Dex-12}
Mercenary5 5 J Erase a "?" in dungeon (loses track of party) {Rogue ability: 0 / Dex-13 / Dex-19}
Preacher5 5 F Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 5 G Whenever you take over 100 dmg from something, take only 100 dmg
Preacher5 5 H +LVL*100 item XP in Armor flags per day
Rebel5 5 F +LVL punch dmg
Rebel5 5 G +1 to all crit ranges
Rebel5 5 H Get +LVL/2 attacks vs. a target for each other person meleeing that target
Rebel5 5 I Magical non-weapon, non-armors are at half cost
Rebel5 5 J You and all you desire within 30' are immune to falling dmg, telekinesis, overbearing
Secret Agent5 5 F Cool Customer: Immune Fear, Emotion, Charm, Domination
Secret Agent5 5 G Dubious Technology: 1/reset: Get a random TechL=LVL*2 item from the DM (usually with a drawback)
Secret Agent5 5 H Hacker: Can manipulate/reprogram Technological/Psi8/Psi16 items up to TechL=LVL+2
Secret Agent5 5 I Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
Secret Agent5 5 J Know It All: LVL*5% chance of knowing something about *any* topic (even if no chance to know).
Secret Agent5 5 K Overkill: If you put someone below -50 hp, they are automatically slain.
Secret Agent5 5 L Plausible Deniability: You can never be "guilty" of a crime according to the law.
Secret Agent5 5 M Slimy: You and the space you're standing at can't be targetted.
Slayer5 5 F Acute sense: Pick one of the 5 senses, have eagle vision/hearing (if sight/sound) or can use the sense 30' away.
Slayer5 5 G Natural Toughness: -LVL per attack (physical or energy).
Slayer5 5 H Psychic Visions: You see the future in visions or dreams.
Slayer5 5 I Resist poison. Death results become half your current hit points in damage (round damage down).
Slayer5 5 J Getting Medieval: Divide AC & save bonus by 2 for next hour: Starting next segment, get x2 TH & dmg for 1 hour.
Smiter5 5 F Do double damage with weapon attacks vs. Chaotic creatures
Smiter5 5 G Can convert P -> M actions
Smiter5 5 H 0, 1/d: Counter a Divine Intervention
Smiter5 5 I Emulate the abilities of (LVL-3)/2 specialty priest powers
Smiter5 5 J Can turn undead using just 1V action
Soldier5 5 F Bind wounds is LVL hp (can’t bind an already bound wound)
Soldier5 5 G Subtract 1 from what you need to roll to autohit target
Soldier5 5 H Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
Soldier5 5 I Magical weapons and armor (including individual flags) are at half cost for you
Soldier5 5 J Your mount and everyone within 30’ you instruct have the Level 1-3 E ability
Spellshaper5 5 F 120F,1/d: Create a scroll of <= LVL*200 XP value
Spellshaper5 5 G +1M action per round, only for Spellshaper spells
Spellshaper5 5 H Your SL=0 and SL=1 spells have double effect (if already have 1-3 C, SL=0 is triple)
Spellshaper5 5 I Immune to head blown off; 1M: Know contents of scroll/book; 60F,1/d: Frugal a scroll
Spellshaper5 5 J Gain an extra minor familiar [this was major in Summer 2004 campaign]
Thug5 5 F Considered 1 size larger for what size weapons you can wield
Thug5 5 G +LVL*100 item XP in Weapon flags per day
Thug5 5 H +LVL to hit
Thug5 5 I +LVL weapon proficiencies
Thug5 5 J Can affect creatures that require a +LVL-1 weapon to hit
Vampire5 5 F Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
Vampire5 5 G 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
Vampire5 5 H Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
Vampire5 5 I Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
Vampire5 5 J 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Watcher5 5 F Gain a "0" or ("½" if using DM version of specialization) in next SL.
Watcher5 5 G Artistry: +LVL divided among Int, Wis, Chr, or CL.
Watcher5 5 H Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
Watcher5 5 I Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
Watcher5 5 J Influence: 1M, 1/d: Suggestion (save vs. Will)
White Hat5 5 F Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
White Hat5 5 G Immune to pain. You stay conscious (but cannot be offensive) at up to -LVL hp.
White Hat5 5 H Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
White Hat5 5 I Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
White Hat5 5 J Turn Undead: You can turn undead as if 4 levels lower.
Witch5 5 F Addiction: If you are single classed, you do double effect with spells
Witch5 5 G Nerd: +LVL stat points to Int or Wis
Witch5 5 H Rat-ification: 1M: Target becomes a x0 rat (save)
Witch5 5 I Sorcery: Can spend ½M+½V instead of 1M to cast spells
Witch5 5 J 1F: Remove *Curse* (Heavy Curse)
Bringer5 9 K Detect/Identify Anti-Magic & Anti-Psi (as per spells)
Bringer5 9 L Strength of Caleb: +LVL Str; you get Barbarian Str
Bringer5 9 M Health of Caleb: +LVL Con; all of your classes get Barbarian Con
Bringer5 9 N Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
Bringer5 9 O Know all Psi(-6)E First Hell powers; Psi(-6)E PSPs=(S+I*2+W+LVL*6); +1M/r only for Psi(-6)E
Cthulhu Investigator5 9 K Capital S Slay is treated as (lower-case) slay for you
Cthulhu Investigator5 9 L Immune Clone Insanity, Mirror of Opposition
Cthulhu Investigator5 9 M 2F, 1/t: Cure Capital C Crapped on someone.
Cthulhu Investigator5 9 N 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)
Cthulhu Investigator5 9 O 1F: Restore Multiplier; Remove Multiplier damage (incl. Vile Multiplier damage)
Freak5 9 K' Add 0.4 XP Div of Racial Adjectives for free
Innovator5 (***) 9 L 1F, 1/reset per wand/staff/rod: Choose one effect the wand/staff/rod does. Roll a new effect of the same SL. You may request the new effect to have the same the same Group (Wiz/Pri/Psi), if not, the DM will roll group randomly. If the same group, you may request the new effect to also have the same School/Sphere/PsiFrequency, if not, the DM will roll this randomly (use 1d50-20 for frequency). The wand/staff/rod now permanently does the new effect instead of the old one.
Mastermind5 9 L Can have 3 groups of the same summon
Mastermind5 9 M Can have 3 of the same familiar using only 1 familiar slot
Mastermind5 9 N 0, 1/d: Immune to one [C] section effect for this day
Mercenary5 9 K Avoid Special (entire party): x1 | x2 | x3 etc. {Rogue ability: 0 / Int-16 / Int-22}
Mercenary5 9 L Backstorm (each 50%: +1 att is considered a backstab) {Rogue ability: 0 / Dex-16 / Dex-22}
Mercenary5 9 M Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. {Rogue ability: 50 / Chr-18 / Chr-25}
Mercenary5 9 N +(rating)% money, use at end of run before selling {Rogue ability: 0 / Cml-9 / Cml-18}
Mercenary5 9 O 0,1/r: Get +(amount made) on next Rogue ability {Rogue ability: 0 / NA / NA}
Preacher5 9 K Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 9 L Whenever you take over 70 dmg from something, take only 70 dmg
Rebel5 9 K 1M, 1/d: Summon LVL*2 Rebel5 NPCs (lvl = LVL*2-16, max=10)
Rebel5 9 L 1P: Attack each target only once this segment (can be >1 group). Your base # attacks per weapon/fist = LVL.
Rebel5 9 M Any save DC > 100 is considered to be 100 to you
Rebel5 9 N +LVL*5% WaWR; DR LVL*5/+LVL; intertial barrier cont.; displacement cont.; people need +LVL weapon to hit you
Rebel5 9 O Immune ground-based traps; ground movement rate = (LVL^2)*2"; Sustain actions; Immune inverse pick pockets
Secret Agent5 9 N Avoid Fate: 0, 1/d: Avoid Fate at xLVL/4 multiplier
Secret Agent5 9 O Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
Secret Agent5 9 P Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
Secret Agent5 9 Q Guns Blazing: May use two sets of missile weapons per set of hands
Secret Agent5 9 R Immune to detection / divination effects
Secret Agent5 9 S Immune to insta-kill and slay effects
Secret Agent5 9 T Insane Stunt: 0, 1/d: Wish (only to combo with something else you're doing this segment)
Secret Agent5 9 U Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future
Slayer5 9 K x2/xx2 TH/dmg (double the die roll, double all damage) vs. undead
Slayer5 9 L Immune to innates and touch effects of undead; immune to Lich spells of SL 0 to LVL/6 (round down)
Slayer5 9 M Detect & Identify Undead, type and number, continuous within LVL*10' through walls
Slayer5 9 N Leadership: +LVL Chr
Slayer5 9 O Contact the Animal Spirit of the Slayers: 1M, 1/reset: +LVL/4 proficiencies (weapon or nonweapon, permanent)
Smiter5 9 K Do double spell effects vs. Chaotic creatures
Smiter5 9 L Inverse Astral projection
Smiter5 9 M 1M: Shut off Concordant effect (aXR to resist)
Smiter5 9 N 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
Smiter5 9 O Can turn Chaotic creatures as if they were undead
Soldier5 9 K 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)
Soldier5 9 L 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
Soldier5 9 M Any target with AC>100 is considered AC=100 to you
Soldier5 9 N Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn
Soldier5 9 O You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun
Spellshaper5 9 K 180F,1/d: Create ring or staff of <= LVL*300 XP value
Spellshaper5 9 L Add up your SLs together into one "mana pool"; spell of SL=X is X mana; max SL=(LVL+1)/2
Spellshaper5 9 M Your SL=0, SL=1, and SL=2 spells have double effect (each similar instance adds x[+1] )
Spellshaper5 9 N Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
Spellshaper5 9 O Gain an extra major familiar
Thug5 9 K +LVL-8 crit range (even beyond the 11-20 limit)
Thug5 9 L Immune parting shots
Thug5 9 M +LVL-4 feats
Thug5 9 N 1V, may borrow: Jump to other group (60'), deflect attacks to you
Thug5 9 O Can operate at any negative hp total, cannot be offensive
Vampire5 9 K If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
Vampire5 9 L 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
Vampire5 9 M 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
Vampire5 9 N 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
Vampire5 9 O Continuous Friendship effect running with all monsters of HD = your LVL or less
Watcher5 9 K Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
Watcher5 9 L Strengthen Magic: +(LVL-6)/3 MF 30' r
Watcher5 9 M Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
Watcher5 9 N Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
Watcher5 9 O iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
White Hat5 9 K Web of Contacts: Can gain information on most things in a city; Legend Lore LVL*5%
White Hat5 9 L Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
White Hat5 9 M Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level)
White Hat5 9 N Great Medic: Binding wounds is (LVL-8)*5% of max hp (can be more than 100%, current still can't go over max)
White Hat5 9 O BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
Bringer5 14 P Detect/Identify Spirit/Concordant & Anti-Innates (as per spells)
Bringer5 14 Q Knowledge of the First Evil: +LVL Int; 1F, 1/t: Replay of the past / Commune with dead
Bringer5 14 R Insubstantial (Physical): Immune matter
Bringer5 14 S Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
Bringer5 14 T Know all Psi6E First & Second Gloom powers; Psi6E PSPs=(K*2+I+W+LVL*6); +1M/r only for Psi6E
Freak5 14 P' Add 0.5 XP Div of Racial Adjectives for free
Mercenary5 14 P Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. {Rogue ability: -5 / Int-22 / Int-30}
Mercenary5 14 Q Get save vs effects w/ no save, base=+0+items, each 5% is +1 {Rogue ability: 0 / Wis-20 / Wis-25}
Mercenary5 14 R Psi(-12)C effect SL=0 | SL=1 || SL=2 ||| SL=3 etc. {Rogue ability: 30 / Str-22 / Str-40}
Mercenary5 14 S Shield: Add a hp=(%rating) temporary shield, only 1 at a time {Rogue ability: 0 / Con-18 / Con-25}
Mercenary5 14 T Speed: Each 50% is +1A action || B's instead || C's instead {Rogue ability: 0 / Dex-18 / Dex-20}
Preacher5 14 P Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 14 Q Whenever you take over 50 dmg from something, take only 50 dmg
Slayer5 14 P x2/xx2 TH/dmg (double the die roll, double all damage) vs. evil outer-planar (demons, devils, daemons, etc.)
Slayer5 14 Q Immune to innates and touch effects of evil outer-planar; immune to Psi6E & Psi(-6)E effects of SL 1 to LVL/4
Slayer5 14 R Detect & Identify Evil Outer-Planar, type and number, continuous within LVL*10' through walls
Slayer5 14 S Ignore the effects of high multiplier when you attempt to affect things (e.g. people defend as only your multiplier)
Slayer5 14 T Invoke the First Slayer: 1M, 1/reset: Precognition (that works) & Ask the DM a question
Smiter5 14 P Resist all things done to you by Chaotic creatures
Smiter5 14 Q Can project to any plane (pick 3 stats to copy to other stats)
Smiter5 14 R Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
Smiter5 14 S Immune Moo
Smiter5 14 T Can turn anyone not of your Religion as if they were undead
Soldier5 14 P 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)
Soldier5 14 Q Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class
Soldier5 14 R Always roll max to hit & damage with physical attacks
Soldier5 14 S Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +8 wpn
Soldier5 14 T Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)
Spellshaper5 14 P 240F,1/d: Create weapon or armor flag of <= LVL*400 XP value
Spellshaper5 14 Q +1QM action per round, only for Spellshaper spells
Spellshaper5 14 R Your SL=0 through SL=4 spells have double effect (each similar instance adds x[+1] )
Spellshaper5 14 S Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
Spellshaper5 14 T Gain an extra major familiar [this was grand in Summer 2004 campaign]
Thug5 14 P +LVL-13 crit multiplier
Vampire5 14 Q +(LVL-12)/2 second tier Martial Arts maneuvers
Watcher5 14 P 1M, 1V (can borrow): Cast the reverse of an effect (do N times to reverse a xN effect) (can use as counterspell)
Watcher5 14 Q Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
Watcher5 14 R Scale Up: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M>N)
Watcher5 14 S Indirect casting: 1M, 1V, use N of a spell, where (2^N)*10' is distance to target: Can cast without seeing target
Watcher5 14 T Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
White Hat5 14 P Kung Fu Hustle: Can have (LVL-6)/4 martial arts styles running at the same time, they all fully stack
White Hat5 14 Q Really Immune to pain. You stay conscious (but cannot be offensive) at any finite negative hit point total.
White Hat5 14 R The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
White Hat5 14 S Smooth Talker: As long as you and your friends are not hostile, enemies will not attack you 90% (1 check /min)
White Hat5 14 T Your BOMBS! (Level ability O above) can hit two groups or can be set on a time delay, you have 3*LVL charges
Bringer5 20 U Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
Bringer5 20 V +LVL CL with Priest spells
Bringer5 20 W Insubstantial (Force): Immune energy
Bringer5 20 X Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
Bringer5 20 Y Use "Mixed Classing" (even if illegal) to mix one (legal) class with an evil alignment requirement into this class
Freak5 20 U' Add 0.6 XP Div of Racial Adjectives for free
Mercenary5 20 U Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. {Rogue ability: -10 / Int-30 / Int-46}
Mercenary5 20 V Backstave (N/2% of your dmg is vile) || Stun (save=N-100) {Rogue ability: 0 / Wis-26 / Wis-32}
Mercenary5 20 W Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. {Rogue ability: 50 / Dex-24 / Dex-32}
Mercenary5 20 X Can Dim Door away in combat during your actions | Teleport {Rogue ability: -15 / Dex-18 / Dex-24}
Mercenary5 20 Y 0,1/r: Unspend (amount made by) Rogue points {Rogue ability: 0 / NA / NA}
Preacher5 20 U Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 20 V Whenever you take over 40 dmg from something, take only 40 dmg
Smiter5 20 U Immune all things done to you by Chaotic creatures
Smiter5 20 V You have no home plane; your truename cannot be erased; immune incursion
Smiter5 20 W Anti-Godly shell: Immune to one G action effect /s, even in [X] section
Smiter5 20 X Immune Pixelation
Smiter5 20 Y xLVL to CL for Turn Undead; Ignore Immune Turning
Soldier5 20 U 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)
Soldier5 20 V Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class
Soldier5 20 W For each 10 points of physical damage, you lower a random stat by 1. (no save)
Soldier5 20 X Ignore planar displacement & immunity to weapons / matter / physical attacks
Soldier5 20 Y Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled
Spellshaper5 20 U 300F,1/d: Create any magic item (of a type not listed in A,F,K,P above) of <= LVL*500 XP value
Spellshaper5 20 V You may "channel" spells by spending 2 spell slots each on them
Spellshaper5 20 W Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
Spellshaper5 20 X You may cast anti-magical spells by spending 2 spell slots each, these are resisted used aMR instead of MR
Spellshaper5 20 Y Gain an extra grand familiar
White Hat5 20 U Master Fu: LVL*2 slots in Martial Arts maneuvers; 2nd tier costs 2 maneuvers each, even if Banhammered
White Hat5 20 V Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)
White Hat5 20 W Tinkerer: 1/reset: Make a Psi8 item of TechL=LVL; your effects ignore TechR
White Hat5 20 X Not Noticed: You take 1/10 dmg (physical and energy) vs. monsters that are at least x10 your current hp
White Hat5 20 Y BOMBS!!!: Your BOMBS! have unlimited charges; LVL*(3m6) dmg to 1 group or LVL*(2m8) dmg to 2 groups
White Hat5 20 Z +LVL to LVL in another White Hat (or Black Hat) pick

[PC6] Custom Group Classes


Barney Emissary

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 3a- --- ---
3 6 42b --- ---
4 12 441 c-- ---
5 24 744 0d- ---
6 48 764 3ae ---
7 96 775 42b f--
8 192 777 441 cg-
9 384 777 744 0dh
10 750 777 744 1cg
11 1500 777 754 2bf
12 2000 777 764 3ae
13 2500 777 774 40d
14 3000 777 774 41c
15 3500 777 775 42b
16 4000 777 776 43a
17