[PC6] Custom Classes Group


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 Classes Group


Ally

Level KXP Buff
123 456 789
TH
1 0 1-- --- --- +0
2 3.5 2-- --- --- +1
3 7 3-- --- --- +1
4 14 31- --- --- +2
5 28 32- --- --- +3
6 56 33- --- --- +3
7 84 331 --- --- +4
8 126 332 --- --- +5
9 189 333 --- --- +5
10 350 333 1-- --- +6
11 525 333 2-- --- +7
12 1050 333 3-- --- +7
13 1575 333 31- --- +8
14 2100 333 32- --- +9
15 2625 333 33- --- +9
16 3150 333 331 --- +10
17 3675 333 332 --- +11
18 4200 333 333 --- +11
19 4725 333 333 1-- +12
20 5250 333 333 2-- +13
21 5775 333 333 3-- +13
22 6300 333 333 31- +14
23 6825 333 333 32- +15
24 7350 333 333 33- +15
25 7875 333 333 331 +16
26 8400 333 333 332 +17
27 8925 333 333 333 +17
28 9450 444 333 333 +18
29 9975 444 444 333 +19
30 10500 444 444 444 +19
31 11025 555 444 444 +20
32 11550 555 555 444 +21
33 12075 555 555 555 +21
34 12600 666 555 555 +22
35 13125 666 666 555 +23
36 13650 666 666 666 1 +23
37 27300 666 666 666 2 +24
38 40950 666 666 666 3 +25
39 54600 666 666 666 4 +25
45 136500 777 766 666 6 +30
54 259350 887 777 777 71 +36
63 382200 888 887 777 77 +42
72 505050 998 888 888 881 +48
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
& +1 & +1 & +3 & +0 & +2 & +4 & +0 & +0 & +0 & +0 ÷1
 
Requisites: Con 12, Wis 11, Chr 14,
  Race Slots 1 (may owe), Class Slots 2
Alignment: L any
HD/level: d12
Weapon Prof.: 3+level/2
Reference: DM, MTG (Zendikar)
Groups: Custom, Archetype Adjective
Complexity: CF=3
 
Saving Throws:
PPD: level+7 Fort: level+4
RSW: level+3 Reflex: level+0
PP: level+4 Will: level+3
BW: level+1
Spell: level+2
 
The race ability score adjustments given are in addition to your race.
Exceptional Chr bonus.
Gets Priest Buff sphere spells, but has no stat bonus to progression, and has access to no other spheres.
 
"Chocolate" variant: Requires 1 Class Slot instead of 2 (still requires 1 Race Slot); does not get the race ability score adjustments given.
 
Choose one ability per level. "NP" is number of party members (including up to two NPCs, but not including subordinates). If the ability says "One party member", you may choose yourself (unless it says "another party member"). Each ability may be picked only once.
 
A. [Hagra] 1S: Deal NP*CL untyped dmg to one target
B. [Joraga] 0, NP/r: One (willing) party member or subordinate acts on the bottom of this segment instead of the top. (Cannot have acted the top of this segment.)
C. [Kabira] 0, NP/d: One party member is immune to one element or spell/psi effect this round.
D. [Kazandu] 1S, 1/t: You and one party member get +NP*CL/2 saves and max hp for 1 turn.
E. [Makindi] 1S, 1/t: You and one party member get +NP*CL/2 AC and max hp for 1 turn.
F. [Murasa] 1S: Deal NP*X dmg of an E=1 element to one group (BW save: ½) (X=current KXP total on the board.)
G. [Nimana] 1S, 1/t: You and one party member get +NP*CL/2 TH and max hp for 1 turn.
H. [Ondu] 1S: Cure NP*CL hp to one target, or cure NP*CL% of damage taken to one target.
I. [Oran-Rief] 1S, 1/t: You and one party member get +NP*CL/2 dmg and max hp for 1 turn.
J. [Seascape] 1S, NP/t: One target gets Flying or Water Breathing for 1 round.
K. [Stonework] 1S, 1/reset: Get NP*SN*SN*100 gp to spend on magic items only. (SN=Session Number)
L. [Tajuru] 1S, NP/t: Deal CL Wood dmg to each group on the chalkboard with Flying per segment (x1 Terrain Feature)
M. [Tuktuk] 1S, NP/t: One target gets Free Action for 1 round.
N. [Umara] 1S, 1/t: You and one party member get +NP*CL% RR, MR, aMR, PR, aPR, NR, IR, or CR for 1 turn.
O. [Bala Ged] 1S, NP/d: Name an effect. That effect can't be used in the room for 1 round.
P. [Highland] +1W action per turn (per round at CF=4). [ You can use a W as an S action, but you still can use only 1S+1V per segment. 1W: Give another party member +1RS action. This can be used in addition to 1S+1V per segment. ]
Q. [Kazuul] 1S, 1/d: You and one party member get +NP*CL/4 AC, saves, TH, dmg, and max hp for the day.
R. [Sea Gate] 1S, NP/d: Haste of +min(CL,NP) C actions, lasts for 1 turn. (min=minimum/smaller of these two values)
S. [Turntimber] 0, NP/d: Summon a DL=SN Animal. All of these animals may be in one summon slot. (SN=Session Number)

Buff Sphere spells (all of these spells are duration 1d): (* = new)
Armor Class (SL=1): The party gets +LVL AC.
Damage (SL=1): The party gets +LVL dmg with attacks.
Hit Points (SL=1): The party gets +LVL*6 max hp.
Proficiencies (SL=1): The party gets +LVL proficiencies.
Saving Throws (SL=1): The party gets +LVL saving throws.
To Hit (SL=1): The party gets +LVL to hit.
BlahR (SL=1): The party gets +(LVL-2)*10% RMPIR.
Damage Resistance (SL=2): The party gets -(LVL-1) dmg per physical attack.
Kits/Feats (SL=2): The party gets LVL-1 among Kits or Feats.
Movement Rate (SL=2): The party gets +(LVL-1)*3" movement rate.
Rogue Ability (SL=2): The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
* Turn Undead (SL=2): The entire party can turn undead at your LVL-1. (Do not adjust this for your GGL picks.)
Ability Scores (SL=3): The party gets +LVL-2 among ability scores.
B Actions (SL=3): The party gets +LVL-2 B actions.
BlahR Evasion (SL=3): The party evades 25*(LVL-2)% of RMPIR.
* Summons (SL=3): The party is allowed +1 monster per summon slot (e.g. "normal" summon slots can now hold 2 monsters).
Buff Buff (SL=4): One of your Buff spells has double effect (can run LVL-3 of these).
* Attacks (SL=4): The party gets +1 attack per weapon per P action.
Caster Level (SL=5): The party gets +LVL-4 CL.
Spell Damage (SL=5): The party gets +LVL-4 dmg per die with damaging spells.
* Lampreys (SL=5): Each party member gets 1 Lamprey (combined Eel-Leech, moves on its own, removes a [C] section effect)
Chr (SL=6): The party gets +LVL-5 Chr.
Con (SL=6): The party gets +LVL-5 Con.
Dex (SL=6): The party gets +LVL-5 Dex.
Int (SL=6): The party gets +LVL-5 Int.
Str (SL=6): The party gets +LVL-5 Str.
Wis (SL=6): The party gets +LVL-5 Wis.
* Buff Lens (SL=6): Your Buffs also affect subordinates.
True Saves (SL=7): The party gets ++LVL-6 saves.
True To Hit (SL=7): The party gets ++LVL-6 to hit.
Summon Rhp (SL=8): The party's summons get +CL-7 rhp.
Immuner (SL=9): The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
Memorization (SL=9): The party gets +LVL-8 SL's in memorization.
Wear Locations (SL=10): The party gets +LVL-9 wear locations (as per the Mini class).
* Research (SL=10): The party gets +1 research point per character per reset.

[PC6] Custom Classes Group


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 Classes Group


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 Classes Group


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 Classes Group


Arch-Custom0

Level KXP
Spells
1 0 (special)
2 6 (special)
3 12 (special)
4 24 (special)
5 48 (special)
6 96 (special)
7 180 (special)
8 375 (special)
9 600 (special)
10 900 (special)
11 1275 (special)
12 1650 (special)
13 2025 (special)
14 2400 (special)
15 2775 (special)
16 3150 (special)
17 3525 (special)
18 3900 (special)
19 4275 (special)
20 4650 (special)
21 5025 (special)
22 5400 (special)
23 5775 (special)
24 6150 (special)
25 6525 (special)
26 6900 (special)
27 7275 (special)
28 7650 (special)
29 8025 (special)
30 8400 (special)
31 8775 (special)
32 9150 (special)
33 9525 (special)
34 9900 (special)
35 10275 (special)
36 10650 (special)
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: Any 25; Class slots 2
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM
Groups: Custom
 
Choose five from the choices below. You can pick the same thing more than once; the effect of this is given.
1. Can weapon specialize using the Warrior line. If you pick this twice, use the Barbarian line instead. If you pick this three times, use Swashbuckler number of attacks = (LVL+2)/2 with one weapon. If you pick this four times, use number attacks = LVL.
2. Wizard spells as per Bard2. If you pick this twice, use Mage2 instead. If you pick this three times, use Arch-Mage instead. If you pick this four times, use Beast Arch-Mage instead.
3. Priest spells as per Cleric0. If you pick this twice, use Cleric3 instead. If you pick this three times, use Arch-Priest instead. If you pick this four times, use Beast Arch-Priest instead.
4. Rogue abilities as per Thief0. If you pick this twice, use Dungeoneer (or any other -eer) instead. If you pick this three times, use TANB1 instead. If you pick this four times, get 200 rogue points per level and two Any Rogue picks per level.
5. Psionics in one frequency you know, using Psi1A progression. If you pick this twice, use Psi1 progression. If you pick this three times, use ArchPsi1 progression. If you pick this four times, use Beast Psionicist progression.

[PC6] Custom Classes Group


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 Classes Group


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 Classes Group


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 Classes Group


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 Classes Group


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 Classes Group


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 Classes Group


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 Classes Group


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 4500 777 777 440
18 5000 777 777 441
19 5500 777 777 542
20 6000 777 777 643
21 6500 777 777 744
22 7000 777 777 754
23 7500 777 777 755
24 8000 777 777 765
25 8500 777 777 766
26 9000 777 777 776
27 9500 777 777 777
28 10000 777 777 777
29 10500 777 777 777
30 11000 777 777 777
31 11500 777 777 777
32 12000 777 777 777
33 12500 777 777 777
34 13000 777 777 777
35 13500 777 777 777
36 14000 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+3  9  5  6  4  4  1  1  4
+5 10  6  7  5  5  2  2  5
+7 11  7  9  6  6  2  2  6
+9 12  8  9  6  7  3  3  7
+11 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+15 14 10 11  9  9  6  5 10
+17 15 11 12 10 11  6  6 11
+19 16 12 13 11 12  7  6 12
+21 16 13 14 12 12  8  7 13
+23 16 14 14 13 13  9  8 14
+25 16 14 15 14 14 10  8 15
+27 17 15 16 14 14 10  9 16
+29 17 15 16 15 15 11 10 17
+31 17 16 16 15 16 12 10 18
+33 17 16 16 16 16 13 11 19
+35 17 16 16 16 16 14 12 20
Requisites: Int 16, Wis 18, Chr 17
Alignment: any
HD/level: 2d2
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM {Lost Divine Emissary}
Groups: Priest, Custom, Lost
 
Level N (every level): +1 Specialty God pick per level, in a Barneyed God. You may pick the same Barneyed God more than once.
Each reset, the DM will give you access to 3 new Barneyed gods. If at any time you have fewer than your LVL in Barneyed god choices (even in the dungeon), ask the DM and he will generate 3 more for you.
For each Barneyed god, you can pick a sphere:
All, Animal, Anti-Magic, Astral/Planar, Cataclysms, Chaos, Charity, Charm, Combat, Community, Cosmos, Creation, Darkness, Death, Destruction, Disease, Divination, Elemental, Elf, Entropy, Evil, Fear, Fertility, Fire, Good, Guardian, Healing, Incantatrix, Innates, Knowledge, Labour, Law, Love, Luck, Luck/Fate/Fortune, Madness, Magic, Metalworking, Meta-Magic, Moon, Mountain, Music, Nature, Necromantic, Numbers, Peace, Plant, Protection, Psionics, Radiation, Revenge, Science, Sea, Secrets, Skill, Sky, Stoicism, Strength, Summoning, Sun, Sword, Technology, Thievery, Thought, Thunder, Time, Travel, Travelers, Undead, War, Wards, Wealth, Weather, Wild Magic, Winter, Wisdom
And you can pick an alignment of the Barneyed God if desired.

[PC6] Custom Classes Group


Beast FMCTP

Level KXP Wizard
123 456 789 ABC
Priest
123 456 789 AB
Psi
mMG SUV W
TH
1 0 ½-- --- --- 0-- --- -- 0-- -- +1
2 3.25 ½½- --- --- 00- --- -- 1-- -- +2
3 6.5 ½½½ --- --- 000 --- -- 10- -- +3
4 13 ½½½ ½-- --- 000 0-- -- 21- -- +4
5 26 ½½½ ½½- --- 000 00- -- 32- -- +5
6 52 ½½½ ½½½ --- 000 000 -- 43- -- +6
7 104 ½½½ ½½½ ½-- 000 000 0- 430 -- +7
8 208 ½½½ ½½½ ½½- 100 000 0- 541 -- +8
9 516 ½½½ ½½½ ½½½ 110 000 0- 642 -- +9
10 1000 1½½ ½½½ ½½½ 111 000 0- 642 0- +10
11 1600 11½ ½½½ ½½½ 111 100 0- 753 1- +11
12 2200 111 ½½½ ½½½ 111 110 0- 864 1- +12
13 2800 111 1½½ ½½½ 111 111 0- 864 2- +13
14 3400 111 11½ ½½½ 111 111 1- 975 2- +14
15 4000 111 111 ½½½ 221 111 1- 975 3- +15
16 4600 111 111 1½½ 222 211 1- A86 3- +16
17 5200 111 111 11½ 222 222 1- A86 4- +17
18 5800 111 111 111 222 222 2- B97 4- +18
19 6400 221 111 111 333 222 2- B97 5- +19
20 7000 222 211 111 333 333 2- CA8 5- +20
21 7600 222 222 111 333 333 3h CA8 6- +21
22 8200 222 222 221 444 433 3g CA8 60 +22
23 8800 222 222 222 444 444 4f CA8 61 +23
24 9400 333 222 222 555 554 4e DB9 61 +24
25 10000 333 333 222 555 555 5d DB9 71 +25
26 10600 333 333 333 666 666 5c DB9 72 +26
27 11200 444 433 333 666 666 6b ECA 72 +27
28 11800 444 444 443 777 777 7a ECA 82 +28
29 12400 444 444 444 888 888 80 ECA 83 +29
30 13000 555 554 444 999 999 91 FDB 83 +30
31 13600 555 555 555 AAA AAA A2 FDB 93 +31
32 14200 666 666 555 BBB BBB B3 FDB 94 +32
33 14800 666 666 666 CCC CCC C4 GEC 94 +33
34 15400 777 777 766 DDD DDD D5 GEC A4 +34
35 16000 777 777 777 EEE EEE E6 GEC A5 +35
36 16600 888 888 887 1 FFF FFF F71 HFD A51 +36
37 33200 888 888 887 2 FFF FFF F72 HFD A52 +37
38 49800 888 888 887 3 FFF FFF F73 HFD A53 +38
39 66400 888 888 887 4 FFF FFF F74 HFD A54 +39
45 166000 999 988 888 8 FFF FFF FAA HFD A87 +45
54 315400 AA9 999 999 91 FFF FFF FEE 1 HFD CBB +54
63 464800 AAA 999 999 99 FFF FFF FEE A HFE EEE +63
72 614200 AAA AAA AAA AA1 GFF FFF FFF F1 HGG GGF 1 +72
Requisites: Str 11, Dex 11, Int 15, Wis 16, Chr 13,
  Class Slots 3
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: Mon
Reference: DM
Groups: Custom
Complexity: CF=5
 
Saving Throws:  
PPD: 7+level
RSW: 7+level
PP: 7+level
BW: 7+level
Spell: 7+level
Fort: 7+level
Reflex: 7+level
Will: 7+level
   
Gets the generic "All Warrior", "All Wizard", "All Priest", "All Rogue", and "All Psionicist" abilities.
Gets "free" (0 action) material componenting for spells.
Gets 40 Rogue points per level.
Gets Chr bonus to psionic progression.
Gets access to 1 psionic frequency per level. If it is not a "common" psionic frequency (or a frequency that you know from a class sheet), you do not know it automatically. You must then either spend 2 picks on it, or 1 pick plus a Research Point.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)*2 (in Psi1 points)
Can "material component" Psi powers by spending 1V action. The doubled power does not cost extra PSPs.
Level 1: Gets Exceptional Con.
Level 1: +level to hit with bite attacks.
Level 1: On a bite, can transfer one minor innate power he has through the bite. The power can still be used this round.
Level 1: For an extra M action, any Rogue ability may be used up to level*10 feet away.
Level 4: Can transfer a major through a bite. (max 1 power per bite)
Level 8: +1V action.
Level 9: +1 mouth's P.
Level 9: Can transfer a grand through a bite. (max 1 power per bite)
Level 16: Can transfer a super through a bite. (max 1 power per bite)
Lvl Beast Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC6] Custom Classes Group


Benefactor0 (W-Acter0)


Level

KXP
Psi10
123 456 789

TH
1 0 1-- --- --- +0
2 5 2-- --- --- +0
3 10 21- --- --- +1
4 15 32- --- --- +1
5 25 43- --- --- +1
6 45 431 --- --- +2
7 85 542 --- --- +2
8 165 653 --- --- +2
9 325 653 1-- --- +3
10 645 764 2-- --- +3
11 1045 875 3-- --- +3
12 1445 986 4-- --- +4
13 1845 986 41- --- +4
14 2245 A97 52- --- +4
15 2645 AA8 63- --- +5
16 3045 AA9 74- --- +5
17 3445 AAA 851 --- +5
18 3845 AAA 962 --- +6
19 4245 AAA A73 --- +6
20 4645 AAA A84 --- +6
21 5045 AAA A95 --- +7
22 5445 AAA AA6 1-- +7
23 5845 AAA AA7 2-- +7
24 6245 AAA AA8 3-- +8
25 6645 AAA AA9 4-- +8
26 7045 AAA AAA 5-- +8
27 7445 AAA AAA 6-- +9
28 7845 AAA AAA 71- +9
29 8245 AAA AAA 82- +9
30 8645 AAA AAA 93- +10
31 9045 AAA AAA A4- +10
32 9445 AAA AAA A5- +10
33 9845 AAA AAA A6- +11
34 10245 AAA AAA A7- +11
35 10645 AAA AAA A81 +11
36 11045 AAA AAA A92 1 +12
37 22090 AAA AAA A92 2 +12
38 33135 AAA AAA A93 2 +12
39 44180 AAA AAA A93 3 +13
45 110450 AAA AAA A96 6 +15
54 209855 AAA AAA AAA 91 +18
63 309260 AAA AAA AAA A9 +21
72 408665 BBB BBB BAA AA1 +24
Requisites: Dex 15, Chr 16
Alignment: any
HD/level: & d4
Weapon Prof.: & 3+level/5
Reference: DM
Groups: Custom, Demigod (x1), Futureshifted
Complexity: CF=3
 
Saving Throws:
PPD: level*2 Fort: level
RSW: level Reflex: level*2
PP: level*2 Will: level*2
BW: level*2
Spell: level*2
 
Hold W actions. You can use a W as an S action, but you still can use only 1S+1V per segment.
1W: Give another party member +1RS action. This can be used in addition to 1S+1V per segment. (R actions are basically "Q actions the really old way.")
Level N (every level): +1W action.
 
Can use Psi10 powers:
Psi10 (class) PSPs = (LVL+Int+Wis-20)*5.
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
Powers marked with a asterisk ( * ) can be used as a 0 action.
 
CF=4:
Level 5: You may convert 2W -> 1RS (for yourself).
 
CF=5:
Level 10: You may convert 1W -> 1RS (for yourself).

[PC6] Custom Classes Group


Basic Psi10 Information

Psi10 (class) PSPs = (LVL+Int+Wis-20)*5
Psi10 (wild) PSPs = (LVL+Int+Wis-13)*2
 
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
 
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
 
Powers marked with an asterisk ( * ) can be used as a 0 action.
 
Level requirement for SL's for Wild Talents:
SL1=1, SL2=4, SL3=8, SL4=12, SL5=17, SL6=22
 
Wild Talent Progression:
 
Int+Wis+level Psi10
123 456
14-18 2-- ---
19-21 4-- ---
22-24 6-- ---
25-30 71- ---
31-35 82- ---
36-40 93- ---
41-45 A31 ---
46-50 A42 ---
51-55 A53 ---
56-60 A63 1--
61-65 A64 2--
66-70 A74 3--
71-75 A84 31-
76-80 A85 32-
81-85 A85 43-
86-90 A95 431
91-95 A96 432

[PC6] Custom Classes Group


Psi10 First Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Affect Normal Fires Pyro 1/r Affect Normal Fires RAPsi
2 Awaken Somn 2 Wakes someone up (removes a sleep effect) RAPsi
3 Detect Evil Empa 3 Detect Evil 3r RAPsi
4 Detect Lie * Telep 2/r Detect Lie RAPsi
5 Detect Lie II * Empa 3 Detect Lie 1r, Undetectable Lie doesn't work, instead gives save (at +5 bonus) RAPsi
6 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
7 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
8 Dream Interpretation Somn 2 Interprets a dream; gives some insight RAPsi
9 Extrasensory Scan Telep 2/r Detect Life, Detect Psionics RAPsi
10 Feather Fall * TK 2/r Feather Fall RAPsi
11 Heat I Pyro 1/r Target takes 1d4 dmg /r RAPsi
12 Hide Emotion * Telep 3/r Undetectable emotion; immune ESP; +3 saves vs. emotion-changing effects RAPsi
13 Ignite Pyro 4 Burns an object (item save vs. fire) RAPsi
14 Instant Sleep Somn 1 Caster goes to sleep; gets x1.5 benefit per unit time RAPsi
15 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
16 Light Pyro 3/r Light RAPsi
17 Manipulate TK D/r Fine-control TK; max weight = CL lbs.; D = Dex score desired (max = Wis) RAPsi
18 Melt Pyro 5/r Melts an object (item save vs. fire), metal armors get -2 AT RAPsi
19 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
20 Sleeping Awareness Somn 1/h Aware of surroundings while sleeping RAPsi
21 Sleeping Levitation Somn 1/h Levitate while sleeping (do not need to sleep on ground) RAPsi
22 Slide TK ½*w*S/r TK horizontal across floor only (max incline = CL*5°); same w and S as Lift RAPsi
23 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
24 Suggest Telep 8 Suggestion (save) RAPsi
25 Tongues * Telep 3/r Tongues RAPsi
26 Wakefulness Somn 1/d Need not sleep; doesn't gain natural resets while not sleeping RAPsi

[PC6] Custom Classes Group


Psi10 Second Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Active Telepathy Telep 5/r Telepathy RAPsi
2 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
3 Bend TK ½*S/r Bend an object; S = Str score desired (max = Int) RAPsi
4 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
5 Chameleon * Telep 7/r +4 set Chr RAPsi
6 Confuse Telep 14 Confusion (save) RAPsi
7 Contingency Awaken Somn 3 Set a contingency for conditions to wake up RAPsi
8 Cool * Pyro 8/r Keeps object at a normal temperature; Imm. to increase temperature change RAPsi
9 Darkness Pyro 7/r Darkness (can target someone to blind them, they get a save) RAPsi
10 Detect Charm * Empa 8 Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest RAPsi
11 Detect Motive * Telep 10 Gives motive for why someone is asking the way he is RAPsi
12 Dream Somn 3 Sleeping target has a dream (caster has no control) RAPsi
13 Emotion Read Telep 10 Read emotional state RAPsi
14 Empathy Empa 10 Sense needs, drives, emotions of target RAPsi
15 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
16 Extinguish Pyro 10 Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.) RAPsi
17 False Emotion * Telep 7/r Give off a false emotional state, true emotion is undetectable RAPsi
18 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
19 Feeblemind Telep 10 Feeblemind (save) RAPsi
20 Fire Protection * Pyro 8/r Resist Fire RAPsi
21 Floating Disc TK w/r Floating Disc; w = log(weight in lbs.) RAPsi
22 Healing Empa 15 Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24) RAPsi
23 Homeostasis * Pyro 1/r Resist non-magical Heat and Cold RAPsi
24 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
25 Jump * TK J Jump J" (max J = CL*4) RAPsi
26 Know Alignment * Telep 12 Know Alignment RAPsi
27 Levitate TK 5/r Levitation RAPsi
28 Message Somn 4 Sends a message; same plane RAPsi
29 Mind Read * Telep 20/r Read surface thoughts of target RAPsi
30 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
31 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
32 Prolonged Wakefulness Somn 2/d Need not sleep; only 1 natural reset per 2 days while not sleeping RAPsi
33 Push TK ½*S/r Push an object; S = Str score desired (max = Int) RAPsi
34 Remove Fear Telep 8 Remove Fear RAPsi
35 Shield * TK A/r AT +10+A source (max A = CL) RAPsi
36 Talk in Sleep Somn 4 Sleeping target talks in his sleep (presumably about his dream) RAPsi
37 Troubled Sleep Somn 4/h Fear (save vs. spell); if sleeping, target has nightmares RAPsi
38 Untroubled Sleep Somn 2/h Cannot be targetted by Somniomancy effects while sleeping RAPsi
39 Warmth * Pyro 8/r Keeps object at a normal temperature; Imm. to decrease temperature change RAPsi
40 Wind TK 3/r Gust of Wind RAPsi

[PC6] Custom Classes Group


Psi10 Third Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Accelerated Sleep Somn 4/h While sleeping/resting, get x(CL+4)/5 benefit per unit time RAPsi
2 Alertness Somn 3/h Target has half chances of surprise RAPsi
3 Animal Communication * Telep 12/r Speak with Animals RAPsi
4 Automaton Telep 21/r Control target's V actions (save) RAPsi
5 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
6 Chill Metal Pyro 11 Chill Metal RAPsi
7 Clairvoyant Dreaming Somn 10 Clairvoyance (caster is sleeping while doing this) RAPsi
8 Comprehend Languages Empa 7/r Comprehend Languages RAPsi
9 Confound * Telep 15/r Telepathy/ESP/etc. on you give false set of thoughts RAPsi
10 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
11 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
12 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
13 Dream Protection Somn 5/h Immune to Somniomancy effects while sleeping RAPsi
14 Emotion Write Telep 9/r Change target's emotional state (save) RAPsi
15 Enforced Wakefulness Somn 1/3t Target cannot sleep (and does not get natural resets) RAPsi
16 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
17 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
18 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
19 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
20 Heat Metal Pyro 11 Heat Metal RAPsi
21 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
22 Hold Telep 5/r Hold Monster (save) RAPsi
23 Identification Somn 15 Identify any x1 item (magic, psi, techonology, etc.) RAPsi
24 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
25 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
26 Know Alignment II * Empa 17 Know Alignment, Unknowable Alignment doesn't work, instead gives a save RAPsi
27 Locale Somn 12 Gives Local Area Knowledge (as per proficiency) in unknown area RAPsi
28 Masks * Telep 20/r Immune Telepathy/ESP/etc. RAPsi
29 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
30 Rapport Telep 10/r Telepathy, can read target's memories RAPsi
31 Remote Sensing Telep 17/r Have access to all senses of the target RAPsi
32 Remove Fear II Empa 8 Remove Fear, target is immune to fear for 1 turn RAPsi
33 Shatter TK 6 Crush an item (item save vs. crushing blow); only vs. size S or smaller items RAPsi
34 Sleeping Automaton Somn 15 Control P and V actions on a sleeping target RAPsi
35 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
36 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
37 Ventriloquism * Telep 18/r Ventriloquism RAPsi
38 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi

[PC6] Custom Classes Group


Psi10 Fourth Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
2 Chill TK w*T/r Lower temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
3 Dream Projection Somn 10 Can control details of a sleeping target's dream RAPsi
4 Dream Reading Somn 6/r Can view the dreams of sleeping target RAPsi
5 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
6 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
7 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
8 Forerunners Somn 16 Precognition (caster is sleeping this segment) RAPsi
9 Friends * Empa 15 Set Chr 19 for CL/3 turns RAPsi
10 Heat II TK w*T/r Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
11 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
12 Masquerade Empa 1/h Caster has the mind-set and thought patterns of another RAPsi
13 Memory Read Telep 8/r Read memories of target RAPsi
14 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
15 Mental Erasure Telep 30 Forget (save at -5-CL/3) RAPsi
16 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
17 Nightmare Somn 18 Target does not gain next natural reset, takes 1d10 dmg (save vs. spell) RAPsi
18 Power Shift * Telep 1/d Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects DM
19 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
20 Sensitivity to Psychic Imp. Empa 20 Sensitivity to Psychic Impressions RAPsi
21 Sleep of Healing Somn 21 Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity RAPsi
22 Slow TK 3/r Slow; -1P action (save for each) RAPsi
23 Stasis * Somn 18 Feign Death (can be used on willing others) RAPsi
24 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
25 Waking Nightmare * Somn 5/r Target is immune to emotion changes and hallucinations RAPsi
26 Walking Sleep Somn 10/h Target is fully aware and can use Z and V actions while asleep RAPsi

[PC6] Custom Classes Group


Psi10 Fifth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
2 Cleave * TK N/r Mental weapon: Use 1M to get #Att=2, dmg=1dN, considered +N/5 wpn RAPsi
3 Dream of Communion Somn 30 Contact other Plane (caster is sleeping this segment) RAPsi
4 Dream Quest Somn 30 Quest/Geas (save vs. spell) RAPsi
5 Dream Travel Somn 50 Teleport (same plane) (caster is sleeping this segment) RAPsi
6 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
7 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
8 Fly * TK S/r Fly at S*3" RAPsi
9 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
10 Kinetic Dome TK 10/r Kinetic Wall (see above) but is a hemisphere RAPsi
11 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
12 Madness Somn 35 Nightmare (see above); Target gains 1 insanity (save vs. spell) RAPsi
13 Memory Write Telep 65 Change a memory in a target (save) RAPsi
14 Mind Block Telep 17/h Can't be mentally targetted; auto make Will/Mental saves; can't be scryed RAPsi
15 Mindreave Telep 70 Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each) RAPsi
16 Object Reading Empa 35 Object Reading RAPsi
17 Plane Shift Somn 55 Plane Shift (caster is sleeping this segment) RAPsi
18 Prescient Dream Somn 62 Precognition about a person or item, more exact information than Forerunners RAPsi
19 Resistance Shift * Empa 1/d Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR) DM
20 Sleep Guard Somn 15 Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time) RAPsi
21 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
22 Transportation Somn 50+15P Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.) RAPsi

[PC6] Custom Classes Group


Psi10 Sixth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Animate Fire Pyro 15/r Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T RAPsi
2 Astral Dreaming Somn 55+15P Astral spell (P=# of people) (all in the effect are sleeping this segment) RAPsi
3 Compress TK 10/r Target gets -1 size (max weight affected = 2^CL pounds) RAPsi
4 Disintegrate TK 15 Disintegrate (save) RAPsi
5 Dream of Death Somn 55 Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save RAPsi
6 Energy Quench Pyro 40 Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems RAPsi
7 Enlarge TK 10/r Target gets +1 size (max weight affected = 2^CL pounds) RAPsi
8 Group Mind * Telep 15/r Group has each other's proficiencies, feats, kits, memories, thoughts RAPsi
9 Mind Quench Telep 51 Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save RAPsi
10 Mindwipe Telep 65 Wipe all memories in target (save) RAPsi
11 Sleeping Wish Somn 60 Duplicate a SL 1-5 Psi10 power (caster is sleeping this segment) RAPsi
12 Summon Fire Elemental Pyro 40+5/r Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele. RAPsi
13 Telempathic Projection Empa 21 All others around you can sense your thoughts, feelings, emotions RAPsi
14 Telepathy Empa 10/r Telepathy (across planes) RAPsi
15 Trigger Telep 70 Delayed Blast Mind Quench, only 1 target, will go off on a set condition RAPsi

[PC6] Custom Classes Group


Psi10 Seventh Level Powers (grands)

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

Psi10 Eighth Level Powers (supers)

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

Psi10 Ninth Level Powers (supers)

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

Psi10 Tenth Level Powers (supers)

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

[PC6] Custom Classes Group


Biostatistician

Level KXP
S=1
KXP
S=2
KXP
S=3
Spells
1 0 0 0 (none)
2 7.5 10 12.5 (none)
3 15 20 25 (none)
4 30 40 50 (none)
5 60 80 100 (none)
6 120 160 200 (none)
7 240 320 400 (none)
8 480 640 800 (none)
9 960 1280 1600 (none)
10 1500 2000 2500 (none)
11 2200 2900 3625 (none)
12 2900 3800 4750 (none)
13 3600 4700 5875 (none)
14 4300 5600 7000 (none)
15 5000 6500 8125 (none)
16 5700 7400 9250 (none)
17 6400 8300 10375 (none)
18 7100 9200 11500 (none)
19 7800 10100 12625 (none)
20 8500 11000 13750 (none)
21 9200 11900 14875 (none)
22 9900 12800 16000 (none)
23 10600 13700 17125 (none)
24 11300 14600 18250 (none)
25 12000 15500 19375 (none)
26 12700 16400 20500 (none)
27 13400 17300 21625 (none)
28 14100 18200 22750 (none)
29 14800 19100 23875 (none)
30 15500 20000 25000 (none)
31 16200 20900 26125 (none)
32 16900 21800 27250 (none)
33 17600 22700 28375 (none)
34 18300 23600 29500 (none)
35 19000 24500 30625 (none)
36 19700 25400 31750 (none)
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
+4 &2 &2 &2 &2 &2 &2 &2 &2
+5 &3 &3 &3 &3 &3 &3 &3 &3
+6 &3 &3 &3 &3 &3 &3 &3 &3
+7 &4 &4 &4 &4 &4 &4 &4 &4
+8 &4 &4 &4 &4 &4 &4 &4 &4
+8 &5 &5 &5 &5 &5 &5 &5 &5
+9 &5 &5 &5 &5 &5 &5 &5 &5
+9 &6 &6 &6 &6 &6 &6 &6 &6
+10 &6 &6 &6 &6 &6 &6 &6 &6
+10 &7 &7 &7 &7 &7 &7 &7 &7
+11 &7 &7 &7 &7 &7 &7 &7 &7
+11 &8 &8 &8 &8 &8 &8 &8 &8
+12 &8 &8 &8 &8 &8 &8 &8 &8
+12 &9 &9 &9 &9 &9 &9 &9 &9
Requisites: Str+Dex+Con >= 40+15*S
Alignment: any
HD/level: d8
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: & Mon
Reference: DM {Planeshifted Statistician}
Groups: Custom, Alternate
 
For abilities, see next page.

[PC6] Custom Classes Group


Biostatistician Abilities

If you have the Biostatistician class, ability scores cost this number of stat points: Str=0.6, Dex=0.8, Con=0.4, Int=1.6, Wis=1.4, Chr=1.2.
Example 1: You gain 2 stat points (e.g. by going up in level). You could buy 5 Con, or 1 Wis + 1 Str, etc.
Example 2: You could trade in a point of Int (for half it's value = 0.8), then buy a point of Str, and have 0.2 left over.
Leftover fractional stat points can be saved for later.
Must always use 2 for 1 trading (lose 2 stat points to gain 1 stat point elsewhere), using the translation given above.
 
The "&" on Saves means to add these saves to your highest other class in that category.
 
Pick an S factor for this class, which must be an integer and at is at least 1.
Every Level: +S ability score points. This is in addition to the normal +1 stat you get per level. See above for stat costs.
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).
Every Level: Pick a stat. Increase the level of "Exceptionalness" in that stat by one category (Normal -> Exceptional -> Barbarian -> Extra Barbarian, etc.). The exotic stats at higher levels are the same cost here; you do not need to spend extra (e.g. "Exceptional HCL" would be only 1 pick).
Every Level: 0.1*S in [P3.4] Racial Adjectives per level.
Level 1: Limit for "sleazing" stats (subability scores) is double level instead of level.
Level 3: You may treat your Movement Rate (in inches) as a stat, and may spend points to it. Movement Rate costs the same as any other stat. You start with a 12 (unless your race entry says otherwise). Since Movement Rate is a stat for you, you may 3 for 2 trade either to or away from Movement Rate. You may pick "Hold Movement Rate" using a Hold pick. "Exceptional Movement Rate" is Levitation, "Barbarian Movement Rate" is Flying.
Level 6: You may treat your Personality Score (used to resist Ego) as a stat, and may spend points to it. Personality costs the same as any other stat. You start with a +0, which is applied as an adjustment to Int+Chr+level or Wis+Con+level. Since Personality is a stat for you, you may 3 for 2 trade either to or away from Personality (but you cannot be below -level in Personality). You may pick "Hold Personality" using a Hold pick. "Exceptional Personality" is x1½ to the entire calculation [ so your Personality Score would be (Int+Chr+Level-Personality)*3/2 ], "Barbarian Personality" is x2, and so forth.
Level 9: 1P, lose 2*N stat points: +N physical stat points (Str, Dex, Con, or Movement Rate). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 9: 1M, lose 2*N stat points: +N mental stat points (Int, Wis, Chr, or Personality). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 12: You may treat Cml, Luck, HNCL, or CL as stats for this class. You can raise them with stat points. Cml costs 1 point each. Luck costs 2 points each. HNCL costs 3 points each. CL costs 4 points each.
Level 15: 1F, lose 2*N stat points: +N "exotic" stat points (Cml, Luck, HNCL, or CL, using the extra costs above, so you would have to lose 8 stat points to gain +1 CL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical or mental stats.
Level 18: You may treat your Number of Class Slots and Maximum Number of Psionic Frequencies as stats. They are "exotic", with Class Slots costing 5 and Psionic Frequencies costing 6.
Level 21: You may "sleaze" your Multiplier into separate attack/defense ratings, which average to your real multiplier. There is no limit to the sleaze, but you must be at least x0 in each. Change this with an F action.
Level 24: You may treat HCL, CCL, Multiplier, and ML (in one class only) as stats for this class. You can raise them with stat points. HCL costs 7 point each. CCL costs 8 points each. ML costs 9 points each. Multiplier costs 10 points each. You may buy "half" a multiplier (x1 on attack or defense) for 5.
Level 27: 1X, lose 2*N stat points: +N "very exotic" stat points (HCL, CCL, Multiplier, or ML, using the extra costs above, so you would have to lose 16 stat points to gain +1 CCL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical, mental, or exotic stats.

[PC6] Custom Classes Group


BlockCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 3-- --- ---
4 24 31- --- ---
5 60 32- --- ---
6 120 33- --- ---
7 240 331 --- ---
8 450 332 --- ---
9 840 333 --- ---
10 1740 333 1-- ---
11 2640 333 2-- ---
12 3540 333 3-- ---
13 4440 333 31- ---
14 5340 333 32- ---
15 6240 333 33- ---
16 7140 333 331 ---
17 8040 333 332 ---
18 8940 333 333 ---
19 9840 333 333 1--
20 10740 333 333 2--
21 11640 333 333 3--
22 12540 333 333 31-
23 13440 333 333 32-
24 14340 333 333 33-
25 15240 333 333 331
26 16140 333 333 332
27 17040 333 333 333
28 17940 444 333 333
29 18840 444 444 333
30 19740 444 444 444
31 20640 555 444 444
32 21540 555 555 444
33 22440 555 555 555
34 23340 666 555 555
35 24240 666 666 555
36 25140 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Four 20's
Alignment: any
HD/level: 3d3
Weapon Prof.: & 3+level
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM {Planeshifted ArchCustom5}
Groups: Custom, Alternate
 
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Each level, pick a 5th edition class. You get all the abilities of that class for the "block" this level is in (e.g. if you pick Soldier5 at level 1, you would get Soldier5's A-E abilities). If the current level is a "Pick whatever" type level (like level 4 in many classes), you get the lower level block (levels 1-3 in this case), plus 1 instance of each pick type listed (if they aren't redundant).
Due to their large size, the Occultist5 and Secret Agent5 classes count as 2 picks. If you pick Occultist5 or Secret Agent5 once, you can choose 5 of the picks of that block. When you pick the same class a second time (within the same block), you get the rest of the powers.
Has access to all 5th edition classes from previous Collectives (up to Collective 4.1), even if using "Sheets" or Background Points. This class does not automatically know Arcane5, which was introduced in this packet (Collective 4.2). DM Note: Fallen Angel5 and Rakshasa5 were introduced in Collective 3.9, so you know them, but their abilities are not in the current ArchCustom5 list.
Gets 40 Rogue points per level.
Level 12 ¶: You may pick 6th edition (Quintessential) classes (including your lower level picks if you want to reassign them).
 
For Custom5 picks, see ArchCustom5 class.
A list of 4th/8th/etc. "Choose" picks (not normally available to ArchCustom5) is given on the next page.

[PC6] Custom Classes Group


BlockCustom5 Picks

All of these picks are in addition to the normal ArchCustom5 list. You can pick off of the ArchCustom5 list.
You get only one of these picks below in each of the relevant levels. For example, at level 4, pick one line below, you get the entire 1-3 block for one of the listed classes, and 1 instance of every pick listed (the "or" is treated as an "and").
 
Level 4: Pick any Monster5 class level 1-3 (Vampire)
Level 4: Pick any Warrior5 class level 1-3 (Thug)
Level 4: Pick any Wizard5 class level 1-3 (Mastermind)
Level 4: Pick one from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or Watcher5 Level 1-3 (Witch)
Level 4: Pick one Slayer5 1-3 (Smiter)
Level 4: Pick two BlackHat5 Level 1-3, one Mercenary5 Level 1-3, or one Psi-5 minor
Level 4: Pick two Cthulhoid Horror5 Level 1-3, one Shapeshifter Level 1-3, or one Psi(-12)C minor
Level 4: Pick two Cthulhoid Investigator5 Level 1-3, one Occultist5 Level 1-3, or one Alien Cultist5 Level 1-3
Level 4: Pick two Dweomershaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3
Level 4: Pick two from: Angel5 Level 1-3, Slayer5 Level 1-3, or Psi-6G/Psi6G minor
Level 4: Pick two from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or one Psi(-5) minor
Level 4: Pick two from: Charonodaemon5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 4: Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 4: Pick two from: Pharmacist5 Level 1-3, Witch Level 1-3, or Psi30 minor
Level 4: Pick two from: Rebel Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)C minor
Level 4: Pick two level 1-3 Secret Agent5 or one level 1-3 Black Hat5 ability
Level 4: Pick two Mercenary5 Level 1-3, one Soldier5 Level 1-3, or one Spellshaper5 Level 1-3
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 4: Pick two Soldier5 Level 1-3, one Mercenary5 Level 1-3, or one Psi(-5) minor
Level 4: Pick two Soldier5 Level 1-3, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 1-3 (Slayer)
Level 4: Pick two Spellshaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3
Level 4: Pick two Watcher5 Level 1-3, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3
Level 4: Pick two WhiteHat5 Level 1-3, one Rebel5 Level 1-3, or one Psi5 minor
Level 8: Pick any Monster5 class level 5-7 (Vampire)
Level 8: Pick any Warrior5 class level 5-7 (Thug)
Level 8: Pick any Wizard5 class level 5-7 (Mastermind)
Level 8: Pick one from: Bringer5 Level 5-7, Spellshaper5 Level 5-7, or Watcher5 Level 1-3 (Witch)
Level 8: Pick one Soldier5 Level 5-7, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 5-7 (Slayer)
Level 8: Pick one: Slayer5 5-7, Atheist 1-5, Psi(-6)S minor (Smiter)
Level 8: Pick two BlackHat5 Level 5-7, one Mercenary5 Level 1-3, or one Psi-5 minor
Level 8: Pick two Cthulhoid Horror5 Level 5-7, one Shapeshifter Level 5-7, or one Psi(-12)C major
Level 8: Pick two Cthulhu Investigator5 Level 5-7, one Occultist5 Level 5-7, or one Alien Cultist5 Level 5-7
Level 8: Pick two from: Angel5 Level 5-7, Slayer5 Level 5-7, or Psi-6G/Psi6G major
Level 8: Pick two from: Bringer5 Level 5-7, Spellshaper5 Level 1-3, Psi(-5) minor
Level 8: Pick two from: Charonodaemon5 Level 5-7, Bringer Level 5-7, or Psi-6E/Psi6E major
Level 8: Pick two from: Dweomershaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3
Level 8: Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major
Level 8: Pick two from: Mercenary5 Level 5-7, Soldier5 Level 1-3, Spellshaper5 Level 1-3
Level 8: Pick two from: Pharmacist5 Level 5-7, Witch Level 5-7, or Psi30 major
Level 8: Pick two from: Rebel Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)C minor
Level 8: Pick two from: Soldier5 Level 5-7, Mercenary5 Level 1-3, Psi(-5) minor
Level 8: Pick two from: Spellshaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3
Level 8: Pick two level 5-7 Secret Agent5 or one level 5-7 Black Hat5 ability
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 8: Pick two Watcher5 Level 5-7, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3
Level 8: Pick two WhiteHat5 Level 5-7, one Rebel5 Level 1-3, or one Psi5 minor
Level 12: Pick two Cthulhu Investigator5 Level 9-11, one Occultist5 Level 9-11, or one Alien Cultist5 Level 9-11
Level 13: Pick 2: Bringer5 Level 9-12, Spellshaper5 Level 5-7, Psi(-5) major, other5 Level 1-3
Level 13: Pick 2: Dweomershaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3
Level 13: Pick 2: Mercenary5 Level 9-12, Soldier5 or Spellshaper5 Level 5-7, other5 Level 1-3
Level 13: Pick 2: Soldier5 Level 9-12, Mercenary5 Level 5-7, Psi(-5) major, other5 Level 1-3
Level 13: Pick 2: Spellshaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3
Level 13: Pick any Monster5 class level 9-12 (Vampire)
Level 13: Pick any Warrior5 class level 9-12 (Thug)
Level 13: Pick any Wizard5 class level 9-12 (Mastermind)
Level 13: Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3 (Witch)
Level 13: Pick one Soldier5 Level 9-12, one Watcher5 Level 5-7, one Psi(-18) major, or two Slayer5 Level 9-12 (Slayer)
Level 13: Pick one: Slayer5 9-12, Atheist 6-10, Psi(-6)S major (Smiter)
Level 13: Pick two from: Angel5 Level 9-12, Slayer5 Level 9-12, or Psi-6G/Psi6G grand
Level 13: Pick two from: Charonodaemon5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand
Level 13: Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand
Level 13: Pick two from: Pharmacist5 Level 9-12, Witch Level 9-12, or Psi30 grand
Level 13: Pick two from: Rebel Level 9-12, White/Black Hat Level 9-12, one Psi(-12)C major, or one other5 Level 1-3
Level 13: Pick two level 9-12 Secret Agent5 or one level 9-12 Black Hat5 ability
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 13: Pick two Watcher5 Level 9-12, one Spellshaper5 Level 5-7, or one WhiteHat5 Level 5-7
Level 13: Pick two WhiteHat5 Level 9-12, one Rebel5 Level 5-7, or one Psi5 major
Level 18: Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7 (Dweomershaper)
Level 18: Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7 (Spellshaper)
Level 18: Pick 2: Soldeier5 Level 9-12, Spellshaper5 Level 9-12, other5 level 5-7
Level 18: Pick 2: Spellshaper5 Level 9-12, Psi(-5) grand, other5 level 5-7 (Bringer)
Level 18: Pick any Monster5 class level 14-18 (Vampire)
Level 18: Pick any Wizard5 class level 14-18 (Mastermind)
Level 18: Pick one from Bringer5 Level 14-18, Spellshaper5 Level 14-18, Watcher5 Level 9-12, other5 Level 5-7 (Witch)
Level 18: Pick one: Slayer5 14-18, Atheist 11-15, Psi(-6)S grand (Smiter)
Level 18: Pick two level 14-18 Secret Agent5 or one level 14-18 Black Hat5 ability
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18
Level 18: Pick two WhiteHat5 Level 14-18, one Rebel5 Level 9-12, or one Psi5 grand
Level 19: Pick 2: Mercenary5 Level 9-12, Psi(-5) grand, other5 level 5-7 (Soldier)
Level 19: Pick any Warrior5 class level 14-18 (Thug)
Level 19: Pick one Soldier5 Level 14-18, one Watcher5 Level 9-12, one Psi(-18) grand, or two Slayer5 Level 14-18 (Slayer)
Level 19: Pick two Watcher5 Level 14-18, one Spellshaper5 Level 9-12, or one WhiteHat5 Level 9-12
Level 27-36: Pick one: Slayer5 20-26, Atheist 16-20, Psi(-6)S super (Smiter)

[PC6] Custom Classes Group


Collectivizer3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+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: Chr 9 (also see description)
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/2
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Uncommoner3}
Groups: Custom
 
Each Level: The DM rolls a random class from the full Collective. You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Collectivizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Collectivizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Collectivizer3 class beyond level 1, all you have to meet is the Chr 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC6] Custom Classes Group


Companion3

Level KXP War/Wiz/Pri
123 456 789
1 0 1-- --- ---
2 10 2-- --- ---
3 30 3-- --- ---
4 60 31- --- ---
5 100 32- --- ---
6 150 33- --- ---
7 210 331 --- ---
8 280 332 --- ---
9 360 333 --- ---
10 450 333 1-- ---
11 550 333 2-- ---
12 660 333 3-- ---
13 780 333 31- ---
14 910 333 32- ---
15 1050 333 33- ---
16 1200 333 331 ---
17 1360 333 332 ---
18 1530 333 333 ---
19 1710 333 333 1--
20 1900 333 333 2--
21 2100 333 333 3--
22 2310 333 333 31-
23 2530 333 333 32-
24 2760 333 333 33-
25 3000 333 333 331
26 3250 333 333 332
27 3510 333 333 333
28 3780 444 333 333
29 4060 444 444 333
30 4350 444 444 444
31 4650 555 444 444
32 4960 555 555 444
33 5280 555 555 555
34 5610 666 555 555
35 5950 666 666 555
36 6300 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 14 12 13 14 11  8  6  5
+2 14 12 14 14 11  8  7  5
+3 14 13 14 14 12  9  7  5
+5 15 13 14 14 12  9  8  6
+6 15 14 14 14 13 10  8  6
+7 15 14 15 15 13 10  8  6
+8 15 14 15 15 14 11  9  7
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  7
+12 15 14 15 15 15 12 10  8
+13 15 15 15 15 15 13 10  8
+15 15 15 15 15 15 13 11  8
+16 16 15 15 15 15 14 11  9
+17 16 15 15 15 15 14 12  9
+18 16 15 16 15 15 15 12  9
+20 16 15 16 15 15 15 12 10
+21 16 16 16 15 15 16 13 10
+22 16 16 16 15 15 16 13 10
Requisites: Str 15, Dex 10, Int 10, Wis 10
Alignment: any
HD/level: ++++++++++++++d0 (see below)
Weapon Prof.: 5+level/9
To Hit Table: +level*5/4
Save Table: War +14 levels
Reference: DM {Planeshifted Uncommoner3}
Groups: Warrior, Custom
 
This XP table is the "10 times 3rd edition" version, and cannot be downgraded (to the Fighter2 XP overwrite rule).
 
You get 15 instances of normal Con bonus at level 1 (with nothing from the hit dice themselves, since they are d0's). You cannot get better than normal Con bonus to hit points with this class. If you have no Con bonus, give yourself 6 hp instead. This class does not give any more hit dice until level 15. Starting at level 15, the class gives 1d0 HD per level (again, with only normal Con bonus allowed).
 
Gets Barbarian Str and Exceptional Dex.
 
May specialize just like any other Warrior, but you read 14 levels higher on the number of attacks chart (confirmed: *fourteen* levels; this is not a typo). Effects that add to your level for number of attacks (e.g. Speed proficiency) do not function for you.
 
May cast Warrior, Wizard, or Priest spells. Can never have a stat bonus to this progression. Has access to all schools and spheres, but can never be specialized in a school or Grand in a sphere.
You have a set Caster Level (CL) with spells of 14+LVL (e.g. at level 1 your CL is 15, not 1). Since this is a set CL, effects that add to CL do not function for you (unless it adds to "set CL", which is extraordinarily rare).
 
Level 1: +3 Nonweapon proficiencies or +1 Feat per level.
Level 1: May have an Animal Companion.
Level 1: One free slot in Weapon Mastery (a half plus to hit or damage with a particular weapon) per level; which stacks with specialization and/or Martial Arts.
Level 3 (and every level divisible by 3): Gain an "Any Rogue" pick of this level minus 2 (e.g. at Level 6 you get an "Any Rogue 4" pick). You have LVL*2+28 points in that Rogue ability (beyond stat and base).
Level 15: +12 to HNCL for purposes of qualifying for Concordant classes.
Level 15: This is a reminder that you start getting Hit Dice from this class again (see above).

[PC6] Custom Classes Group


Compounder

Level KXP
Spells
1 1 * original (1 * original)
2 1.5 * original (2 * original)
3 2 * original (3 * original)
4 2.5 * original (4 * original)
5 3 * original (5 * original)
6 3.5 * original (6 * original)
7 4 * original (7 * original)
8 4.5 * original (8 * original)
9 5 * original (9 * original)
10 5.5 * original (10 * original)
11 6 * original (11 * original)
12 6.5 * original (12 * original)
13 7 * original (13 * original)
14 7.5 * original (14 * original)
15 8 * original (15 * original)
16 8.5 * original (16 * original)
17 9 * original (17 * original)
18 9.5 * original (18 * original)
19 10 * original (19 * original)
20 10.5 * original (20 * original)
21 11 * original (21 * original)
22 11.5 * original (22 * original)
23 12 * original (23 * original)
24 12.5 * original (24 * original)
25 13 * original (25 * original)
26 13.5 * original (26 * original)
27 14 * original (27 * original)
28 14.5 * original (28 * original)
29 15 * original (29 * original)
30 15.5 * original (30 * original)
31 16 * original (31 * original)
32 16.5 * original (32 * original)
33 17 * original (33 * original)
34 17.5 * original (34 * original)
35 18 * original (35 * original)
36 18.5 * original (36 * original)
TH Saves
PD RS PP BW Sp Fo Re Wi
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
Requisites: Original +9 each; +2 class slots
Alignment: As original
HD/level: (*2)d(*2) original (no &'s)
Weapon Prof.: As original +1 base, -1 rate
To Hit Table: As original *2
Save Table: As original *2
Reference: DM {Planeshifted Emulator}
Groups: Custom, Alternate
 
Pick another class you know. The class chosen cannot be Custom group, or itself have subclasses (e.g. Master Thief). You get 1 instance of that class per level of Compounder class.
Things that normally would not stack do stack with Compounder. Some examples:
You get one instance of stat bonus for your spell progression per level (e.g. if you pick "Cleric2", when you're level 4, you'll have 4 Cleric2 Level 4 spell progressions, each with a Wis bonus).
For Rogue abilities, you get the Rogue points per class (as expected), but multiple instances of the same rogue ability stack. This includes base and stat bonus. For example, if you have 150% Pick Pockets in each of your 10 Thief1 classes (from being a level 10 Compounder), your Pick Pockets is 1500%.
You get a full psionic pool per class, and you may transfer points between pools freely.
For XP, this class costs the indicated amount times your base class. This does require you to write down your own little XP table.
This class has the same requisites as the original class, plus 9 in each stat. It also costs 2 more class slots than the original class.
The Hit Dice is double the number of dice and double the die size (e.g. 2d3 would become 4d6).
The Weapon Proficiencies has +1 to the base, and -1 to the divisor for the divisor rate. If the rate is multiplicative instead, add 1. (e.g. 1+level/4 becomes 2+level/3; 3+level becomes 4+level*2; 0+level*2 becomes 1+level*3.)

[PC6] Custom Classes Group


Conjugator

Level KXP
Spells
1 1 * orig. (ML=1, ML=1)
2 1.5 * orig. (ML=4, ML=2)
3 2 * orig. (ML=9, ML=3)
4 2.5 * orig. (ML=16, ML=4)
5 3 * orig. (ML=25, ML=5)
6 3.5 * orig. (ML=36, ML=6)
7 4 * orig. (ML=49, ML=7)
8 4.5 * orig. (ML=64, ML=8)
9 5 * orig. (ML=81, ML=9)
10 5.5 * orig. (ML=100, ML=10)
11 6 * orig. (ML=121, ML=11)
12 6.5 * orig. (ML=144, ML=12)
13 7 * orig. (ML=169, ML=13)
14 7.5 * orig. (ML=196, ML=14)
15 8 * orig. (ML=225, ML=15)
16 8.5 * orig. (ML=256, ML=16)
17 9 * orig. (ML=289, ML=17)
18 9.5 * orig. (ML=324, ML=18)
19 10 * orig. (ML=361, ML=19)
20 10.5 * orig. (ML=400, ML=20)
21 11 * orig. (ML=441, ML=21)
22 11.5 * orig. (ML=484, ML=22)
23 12 * orig. (ML=529, ML=23)
24 12.5 * orig. (ML=576, ML=24)
25 13 * orig. (ML=625, ML=25)
26 13.5 * orig. (ML=676, ML=26)
27 14 * orig. (ML=729, ML=27)
28 14.5 * orig. (ML=784, ML=28)
29 15 * orig. (ML=841, ML=29)
30 15.5 * orig. (ML=900, ML=30)
31 16 * orig. (ML=961, ML=31)
32 16.5 * orig. (ML=1024, ML=32)
33 17 * orig. (ML=1089, ML=33)
34 17.5 * orig. (ML=1156, ML=34)
35 18 * orig. (ML=1225, ML=35)
36 18.5 * orig. (ML=1296, ML=36)
TH Saves
(all)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
Requisites: Original +9 each; +2 class slots
Alignment: As original
HD/level: (*2)d(*2) original (no &'s)
Weapon Prof.: As original +1 base, -1 rate
To Hit Table: As original *2
Save Table: As original *2
Reference: DM {Planeshifted Compounder}
Groups: Custom, Alternate
 
Pick another class you know. The class chosen cannot be Custom, Concordant, or Demigod group, or itself have subclasses (e.g. Master Thief).
For XP, this class costs the indicated amount times your base class. This does require you to write down your own little XP table.
This class has the same requisites as the original class, plus 9 in each stat. It also costs 2 more class slots than the original class.
The Hit Dice is double the number of dice and double the die size (e.g. 2d3 would become 4d6).
The Weapon Proficiencies has +1 to the base, and -1 to the divisor for the divisor rate. If the rate is multiplicative instead, add 1. (e.g. 1+level/4 becomes 2+level/3; 3+level becomes 4+level*2; 0+level*2 becomes 1+level*3.)
Your "CL" and "LVL" for abilities is equal to your level squared instead of your level. However, you get "Level:" abilities (and "picks") only up to your level as normal (it is *not* squared).
Warriors: Your base number of attacks is based on your level squared instead of your level. However, you cannot go beyond the bottom of the number of attacks chart.
Spell casters: Read on the ML=(level squared) line, but your max SL is based only on ML=(level). For example, a level 4 Conjugator emulating a Mage2 reads on the ML=16 line, but has only 1st and 2nd level spells (the max SL that a normal Mage2 has).
Priests: You turn undead using level squared. GGL powers that are LVL based use level squared, but you get Level: picks only up to your level.
Rogues: You get rogue points as if you were LVL=(level squared), but you read the rogue chart only down to your level (not squared).
Psionicists: Your LVL in PSP calculations is your level squared. Your CL is level squared, of course.
DM Note: In certain cases a formula is given for a class ability which is actually meant to abbreviate a "stack" of Level: abilities, such as "+LVL GGL picks". In these cases, the DM may rule you do not square that LVL number, you just use level. The ruling here is somewhat dependent on what else the class does, if the class gets almost no other benefits from Conjugator, the DM is more likely to let you use level squared. A good example of this is Pet Mage, which *does* use level squared for number of familiars, because otherwise a Conjugated Pet Mage does almost nothing extra.

[PC6] Custom Classes Group


Custom Concordant2

Requisites: HNCL XF*3,
  Any 1 stat = XF*9, or Any 2 stats = XF*7, or Any 3 stats = XF*5
Alignment: any
Weapon Prof.: 0+level
Reference: DM
Groups: Concordant (x2), Custom
 
Choose an "XF" factor for your class. Your ability score requisites and your XP requirement both go up with "XF".
Choose abilities below:

Category Ability XF cost
Requisites For each +6 to HNCL requirement (max 36) -0.5
For each -3 to HNCL requirement (min 9) +0.5
To Hit To Hit & +level +0
To Hit & +level*2 +0.5
To Hit & +level*3 +1
To Hit & ++level +1.5
Saves Saves & +level +0
Saves & +level*2 +0.5
Saves & +level*3 +1
Saves & ++level +1.5
HD/level & 1d20 +0
& 1d80 +0.5
& 6d2 +0.5
& 1d160 +1
& 12d2 +1
2m0 (normal Con bonus squared) +0.5
+6 HD at first level (e.g. & ++++++1d20) +0.5
Progression ArchVillain +2.5
Avangion2 +0
Hero +1
Legend +2.5
Lich +2
Spawn +0.5
SuperHero +2.5
Unique +4
Villain +1.5
Actions Gets +1X action per round. +0.5
Gets +1H action per round. +1
Gets +2X actions per round. +1
Gets +1G action per round. +1.5
Gets +LVL X actions per round +3
(doesn't get any bonus actions) +0
Category Ability XF cost
Spells known Avangion2 +3
Blue Bugbear +2.5
Bug +4
Clerical Elemental2 +3
Dark Lord2 +4.5
Dragon of Tyr2 +3
Epic Wizard3 (CSL=SL-10) +2.5
Hero +4
Immortal0 with the spells at CSL=7 +2
Legend +4.5
Lich +4.5
Myojin / Legendary Spirit +3
Planetar (Angelic) +4.5
Shadow5 +3
Shoggoth +2
Spawn +3.5
Unbreakable (Invigorator) +4
Villain +4
X-7, X7, X14, or X21 (Super=1, Ultra=4, V=7) +4
Warlord +4.5
Has x1 "Reduced" versions of spells (per table) & +0.5
Other Super Barbarian Stat [bonus = (Stat-18)*3] +0.5
Level N (every level): +1 Limb +0.5
You may replace the base number of attacks you get with each weapon with CCL/1. +0.5
Spells are resisted using GR or iXR (treated as XR) +1
All of your effects are undispellable +0.5
Legend Rogue-like table +0.5
Unique Rogue-like table +1
Shadow5 Rogue-like table +0.5
Duplicate F=20 of Custom2 or ArchCustom2 picks +0.5

[PC6] Custom Classes Group


Custom Concordant2 (XP tables: XF=3 to XF=12)

Level XF=3 XF=4 XF=5 XF=6 XF=7 XF=8 XF=9 XF=10 XF=11 XF=12
1 0 0 0 0 0 0 0 0 0 0
2 300 400 500 600 700 800 900 1000 1100 1200
3 900 1200 1500 1800 2100 2400 2700 3000 3300 3600
4 1800 2400 3000 3600 4200 4800 5400 6000 6600 7200
5 3000 4000 5000 6000 7000 8000 9000 10000 11000 12000
6 4500 6000 7500 9000 10500 12000 13500 15000 16500 18000
7 6000 8000 10000 12000 14000 16000 18000 20000 22000 24000
8 9000 12000 15000 18000 21000 24000 27000 30000 33000 36000
9 12000 16000 20000 24000 28000 32000 36000 40000 44000 48000
10 15000 20000 25000 30000 35000 40000 45000 50000 55000 60000
11 18000 24000 30000 36000 42000 48000 54000 60000 66000 72000
12 21000 28000 35000 42000 49000 56000 63000 70000 77000 84000
13 24000 32000 40000 48000 56000 64000 72000 80000 88000 96000
14 27000 36000 45000 54000 63000 72000 81000 90000 99000 108000
15 30000 40000 50000 60000 70000 80000 90000 100000 110000 120000
16 33000 44000 55000 66000 77000 88000 99000 110000 121000 132000
17 36000 48000 60000 72000 84000 96000 108000 120000 132000 144000
18 39000 52000 65000 78000 91000 104000 117000 130000 143000 156000
19 42000 56000 70000 84000 98000 112000 126000 140000 154000 168000
20 45000 60000 75000 90000 105000 120000 135000 150000 165000 180000
21 48000 64000 80000 96000 112000 128000 144000 160000 176000 192000
22 51000 68000 85000 102000 119000 136000 153000 170000 187000 204000
23 54000 72000 90000 108000 126000 144000 162000 180000 198000 216000
24 57000 76000 95000 114000 133000 152000 171000 190000 209000 228000
25 60000 80000 100000 120000 140000 160000 180000 200000 220000 240000
26 63000 84000 105000 126000 147000 168000 189000 210000 231000 252000
27 66000 88000 110000 132000 154000 176000 198000 220000 242000 264000
28 69000 92000 115000 138000 161000 184000 207000 230000 253000 276000
29 72000 96000 120000 144000 168000 192000 216000 240000 264000 288000
30 75000 100000 125000 150000 175000 200000 225000 250000 275000 300000
31 78000 104000 130000 156000 182000 208000 234000 260000 286000 312000
32 81000 108000 135000 162000 189000 216000 243000 270000 297000 324000
33 84000 112000 140000 168000 196000 224000 252000 280000 308000 336000
34 87000 116000 145000 174000 203000 232000 261000 290000 319000 348000
35 90000 120000 150000 180000 210000 240000 270000 300000 330000 360000
36 93000 124000 155000 186000 217000 248000 279000 310000 341000 372000

[PC6] Custom Classes Group


Custom Concordant2 (Progressions)

Level ArchVill
123 456
Avang
123
Hero
123 45
Legend
123 456 78
Lich
123 456 7
Spawn
0 123 45
SuperHero
123 456
Unique
123 456 789
Villain
123 45
1 11- --- 1-- 1-- -- 1-- --- -- 1-- --- - 1 --- -- 11- --- 11- --- --- 1-- --
2 221 --- 2-- 21- -- 11- --- -- 21- --- - 1 1-- -- 211 --- 111 --- --- 21- --
3 332 1-- 3-- 221 -- 111 --- -- 321 --- - 1 2-- -- 321 1-- 211 1-- --- 321 --
4 443 21- 4-- 322 1- 111 1-- -- 432 1-- - 1 21- -- 443 21- 221 11- --- 432 1-
5 543 22- 5-- 332 2- 111 11- -- 543 21- - 1 22- -- 444 21- 222 111 --- 543 21
6 543 32- 6-- 333 2- 111 111 -- 654 321 - 1 23- -- 444 31- 322 211 1-- 543 22
7 543 33- 7-- 333 3- 111 111 1- 654 322 - 1 231 -- 444 32- 332 221 1-- 543 32
8 544 33- 8-- 333 31 111 111 11 654 332 - 1 232 -- 444 42- 333 222 11- 543 33
9 544 43- 9-- 433 31 221 111 11 654 333 - 1 233 -- 444 421 433 322 21- 544 33
10 544 44- 91- 443 31 222 211 11 654 433 - 1 234 -- 444 431 443 332 22- 544 43
11 554 44- 92- 444 31 222 222 11 654 443 - 1 234 1- 444 441 444 333 22- 544 44
12 555 44- 93- 444 41 222 222 22 654 444 - 1 234 2- 544 441 444 433 32- 554 44
13 555 541 94- 444 42 333 222 22 655 444 1 1 234 3- 544 442 444 443 33- 555 44
14 555 551 95- 544 42 333 333 22 655 544 1 1 234 4- 554 442 444 444 33- 555 54
15 655 551 96- 554 42 333 333 33 655 554 1 1 234 5- 555 442 444 444 43- 555 55
16 665 551 97- 555 42 444 433 33 655 555 1 1 234 51 555 542 444 444 441 655 55
17 666 551 98- 555 52 444 444 44 665 555 1 1 234 52 555 543 444 444 442 665 55
18 666 651 99- 555 53 555 554 44 666 555 1 1 234 53 555 553 444 444 443 666 55
19 666 661 AA- 655 53 555 555 55 666 655 2 1 234 54 555 554 444 444 444 666 65
20 766 661 AA1 665 53 666 666 55 666 665 2 2 234 54 555 555 555 444 444 666 66
21 776 661 AA2 666 53 666 666 66 666 666 2 2 334 54 655 555 555 555 444 766 66
22 777 661 AA3 666 63 777 777 76 766 666 2 3 334 54 665 555 555 555 555 776 66
23 777 761 AA4 666 64 777 777 77 777 666 2 3 344 54 666 555 666 555 555 777 66
24 777 771 AA5 766 64 888 888 88 777 776 3 3 444 54 666 655 666 666 555 777 76
25 877 771 AA6 776 64 999 999 99 777 777 3 4 444 54 666 665 666 666 666 777 77
26 887 772 AA7 777 64 AAA AAA AA 888 777 3 4 445 54 666 666 777 666 666 877 77
27 888 772 AA8 777 74 BBB BBB BB 888 888 3 4 455 54 766 666 777 777 666 887 77
28 888 872 AA9 777 75 CCC CCC CC 999 999 4 4 555 54 776 666 777 777 777 888 77
29 888 882 AAA 777 76 DDD DDD DD AAA AAA 4 5 555 54 777 666 888 777 777 888 87
30 988 882 AAA 777 77 EEE EEE EE BBB BBB 4 5 555 55 777 766 888 888 777 888 88
31 998 882 AAA 877 77 FFF FFF FF CCC CCC 5 6 555 55 777 776 888 888 888 988 88
32 999 882 AAA 887 77 GGG GGG GG DDD DDD 5 6 655 55 777 777 999 888 888 998 88
33 999 982 AAA 888 77 HHH HHH HH EEE EEE 6 6 665 55 877 777 999 999 888 999 88
34 999 992 AAA 888 87 III III II FFF FFF 7 6 666 55 887 777 999 999 999 999 98
35 AAA AA2 AAA 888 88 JJJ JJJ JJ GGG GGG 8 6 666 65 888 777 AAA 999 999 999 99
36 BBB BB2 AAA 988 88 KKK KKK KK HHH HHH 9 6 666 66 888 877 AAA AAA 999 AAA AA

[PC6] Custom Classes Group


Custom Race

Level KXP Race abil.
÷1 ÷2 ÷3
1 0 1 - -
2 2.25 2 - -
3 4.5 3 - -
4 9 4 - -
5 18 5 - -
6 36 6 - -
7 75 7 - -
8 150 8 - -
9 300 8 1 -
10 600 8 2 -
11 1000 8 3 -
12 1500 8 4 -
13 2100 8 5 -
14 2800 8 6 -
15 3600 8 7 -
16 4500 8 8 -
17 5500 9 8 -
18 6600 9 9 -
19 7800 A 9 -
20 9100 A A -
21 10500 B A -
22 12000 B B -
23 13600 C B -
24 15300 C C -
25 17100 D C -
26 19000 D D -
27 21000 D D 1
28 23100 E D 1
29 25300 E E 1
30 27600 E E 2
31 30000 F E 2
32 32500 F F 2
33 35100 F F 3
34 37800 G F 3
35 40600 G G 3
36 43500 G G 4
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  0  0  0  0  0  0  0  0
& +2  1  1  1  1  1  1  1  1
& +3  1  1  1  1  1  1  1  1
& +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
Requisites: Str 2*LVL, Dex 2*LVL, Con 2*LVL,
  Int 2*LVL, Wis 2*LVL, Chr 2*LVL
Alignment: any
HD/level: & d8
Weapon Prof.: 0+level
To Hit Table: & Mon
Save Table: & Mon
Reference: DM
Groups: Custom, Monster
 
See tables for Custom Race abilities. Your "level" in abilities is your HNCL. Your "CL" in abilities is your highest CL. Racial abilities are resisted using IR (InnateR) unless noted.
The same ability cannot be taken more than once, but very similar abilities that are listed do stack.
ML adders do not work with this class at all (the "progression" given isn't really a progression, it just saves me typing a bunch of "Level: ¶" abilities).
You cannot use ÷2 powers unless you have at least 300 KXP (single classedness multiplier can be used).
You cannot use ÷3 powers unless you have at least 21000 KXP (single classedness multiplier can be used).

[PC6] Custom Classes Group


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
# Attacks with one arm +1
+0 weapon to hit you
+1 weapon to hit you
0, 1 attack: Dispel a magic/psionic effect
0, 1 attack: Dispel a magic/psionic item
0, 1/d: Cosmic Awareness for 1r
0, 1/r: Controlled Blink
0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
0, 1/r: Reroll any die roll (yourself or friend)
0, 1/s: For this segment, ignore a non-racial defense on someone
0, 1/t: Feather Fall
0, 1/t: Ventriloquism
0, eat an item: +XPV/50 TH, dmg, AC, saves (all for 1t) and +XPV/5 to temp hp (lasts until used)
0, Lose 1 SL in memorization: +LVL dmg/saves for 1 round
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 round and +N*N*10 current hp
0, spend 4 spell levels, 1/r: Lend an action (you lose that action)
0, take 10 dmg, 1/r: +1P action this round
0, take 15 dmg, 1/r: +1M action this round
0, take 5 dmg, 1/r: +1V action this round
0: Halve your melee damage this segment, but your damage is Vile and causes Lycanthropy
0: Levitation
1bM, 1/d: Capital E Escape
1bM, 1/t: Fork an effect (caster makes LVL/3+1 saves)
1bM: Blink Wounding (can blink away after first melee hit on you)
1bM: Target gains +LVL AC/saves this segment
1bV: Catch missiles fired at you 30% this segment
1bV: Catch one missile fired at you 90%
1bV: Intensify Fire: Doubles the damage of an existing fire effect
1bV: Interpose yourself in front of an attacking creature
1D: Magic Jar into another creature (Magic Jar save)
1D: Resurrect self, but you are back at home
1D: You Reincarnate upon death, inactive and Feign Death for the rest of this combat
1F, 1/d: Holy Bolt
1F, 1/d: Shapechange (lasts for LVL segments)
1F, 1/d: Uberskins (10), self
1F, 1/d: Wind Walk
1F, 1/t: Create a LVL*10' Wall of Stone with random orientation in the room
1F, 1/t: Heal (self or other)
1F, 2/d: Time Travel up to LVL^6 minutes
1F: Automaton: Animate LVL objects as DL I Golems (count as your summon)
1F: Effect, weapon, or person is resisted using NR for 1 turn
1F: Find/Remove Specials at 20+LVL*20%
1F: Find/Remove Terrain Features at LVL*15%
1F: Find/Remove Traps at 40+LVL*20%
1F: Find/Remove Tricks at 30+LVL*20%
Custom Race Abilities (÷1)
1F: Restoration
1F: Storm Cloud: Rain/thunder, all in group take 1dLVL mini 1-pt. lightning bolts per segment
1M or (Mouth's P + Consume 2 dead bodies): +LVL AC/dmg until end of round
1M, 1/d: Air Walk
1M, 1/d: Commune
1M, 1/d: Create a DL I Golem (AC=3*LVL, hp=10*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Create a DL I Technological Monster (AC=4*LVL, hp=8*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Ironskins (20), self
1M, 1/d: Locate Object
1M, 1/d: Neutralize Poison
1M, 1/d: Remove Curse
1M, 1/d: Stoneskins (30), self
1M, 1/d: Wraithform
1M, 1/r: Duplication: Create 1 Mirror Image (max = LVL)
1M, 1/r: Feeblemind
1M, 1/r: Feeblemind (save)
1M, 1/r: High Frequency Sample or Wild Surge
1M, 1/r: Psi1 Psionic Blast
1M, 1/r: Removes possession, domination, charm, etc.; Does not have to be evil source
1M, 1/t: Body Coating: 5*LVL hp Armor spell, self only, stacks with Armor spell
1M, 1/t: Chaos Ball your group (incl. yourself) for LVLd6 dmg
1M, 1/t: Charm Monster
1M, 1/t: Cold Generation: LVL*LVL Cold damage (1 group, no save)
1M, 1/t: Cthulhoid Swarm I: Summon LVL Monsters using ML I "Weird" chart (random)
1M, 1/t: Dimension Door
1M, 1/t: Dispel Magic/Psi/Innate/Radioactive
1M, 1/t: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M, 1/t: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
1M, 1/t: Gravity Decrease: Increase gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Gravity Increase: Decrease gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Half Pain: Take half damage from one person for 1t
1M, 1/t: High-Frequency Sample: Generate a High-Frequency Sampler minor effect
1M, 1/t: Inertial Barrier
1M, 1/t: Innate Trigger: Contingency for 1 innate power
1M, 1/t: Mirror Image
1M, 1/t: Pass Wall
1M, 1/t: Psi Bolt: 1 target: LVLd10 telekinetic dmg (save:½)
1M, 1/t: Psi Shield: Pick Physical, Magic, or Psi: 10*LVL hp shield
1M, 1/t: Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
1M, 1/t: Summon an Astral Construct II
1M, 1/t: Telekinesis Shield: 10*LVL hp shield vs. physical,energy,TK
1M, 1/t: Teleport Without Error
1M, 1/t: Tenser's Transformation
1M, 1/w: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/w: Limited Wish

[PC6] Custom Classes Group


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
1M, 1V: Tree
1M, 2/d: Plane Shift
1M, 2/d: Polymorph Self
1M, 2/h: Teleport
1M, 3/d: Cure Disease
1M, 3/d: Dispel Evil
1M, 3/d: Raise Dead
1M, 3/d: True Seeing
1M, 7/d: Dispel Illusion
1M, LVL/d: Remove Fear
1M, LVL/d: Telekinesis
1M, once per 3r: 10*LVL wood dmg to one target (no save)
1M: Airy Water
1M: Anti-Magic Shell (SL=0-LVL/2)
1M: Berserk (+LVL/+LVL TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness
1M: Cast a cantrip (SL=0 Wizard spell)
1M: Cast a Psi3 cantrip (SL=0 Psi3 power)
1M: Cast an orison (SL=0 Priest spell)
1M: Charm Person
1M: Clairaudience
1M: Clairvoyance
1M: Confusion
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create Food and Water
1M: Darkness
1M: Detect Lie
1M: Detect Traps
1M: Dismiss Elemental
1M: Dispel Magic
1M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
1M: Domination (save) (only one Domination effect running at a time)
1M: Double Pain
1M: Drain: Target loses -LVL to a stat (choose stat, no save)
1M: Faerie Fire
1M: Fear
1M: Fear (save vs. spell at -LVL/3); Fumble (save vs. spell)
1M: Fear I (Scare): Target saves or loses 1P+1M action
1M: Fire Generation: LVL*LVL Fire damage (1 group, no save)
1M: Hard Radiation: LVL*LVL/3+2 Radiation damage and LVL+1 Con damage (1 group, no save)
1M: Ice Production: LVL*(LVL+2) ice dmg to one target (no save)
1M: Improved Invisibility
1M: Intellect Annihilation: 1 target: -3d6 Int (save) and insane (save)
1M: Know Alignment
1M: Levitate
Custom Race Abilities (÷1)
1M: Light Emission: LVL*LVL/2 Light damage (no save) and LVL/3+1 instances of blindness (save)
1M: LVL*LVL Vibration damage (1 group, no save)
1M: LVL^2 psionic dmg to one target (no save)
1M: LVLdLVL cold dmg (area, save:½, IR)
1M: LVLdLVL fire dmg (area, save:½, IR)
1M: Magic Missile
1M: Maze (Spell save)
1M: Mind Blast: 2*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
1M: Paralyze one target (PPD save)
1M: Reflecting Pool
1M: Sleep
1M: Sonic Generation: LVL*LVL Sound damage (no save) and LVL/3+1 instances of deafness (save)
1M: Spiritual Drain: Target loses LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Suggestion
1M: Summon a DL=(LVL+1)/2 Alien
1M: Summon a DL=(LVL+1)/2 Animal
1M: Summon a DL=(LVL+1)/2 Arctic
1M: Summon a DL=(LVL+1)/2 Beholder
1M: Summon a DL=(LVL+1)/2 Cloud
1M: Summon a DL=(LVL+1)/2 Cthulhoid Horror
1M: Summon a DL=(LVL+1)/2 Dragon
1M: Summon a DL=(LVL+1)/2 Eelemental
1M: Summon a DL=(LVL+1)/2 Elemental
1M: Summon a DL=(LVL+1)/2 Faerie
1M: Summon a DL=(LVL+1)/2 Far Realm
1M: Summon a DL=(LVL+1)/2 Giant
1M: Summon a DL=(LVL+1)/2 Golem
1M: Summon a DL=(LVL+1)/2 Hound
1M: Summon a DL=(LVL+1)/2 Humanoid
1M: Summon a DL=(LVL+1)/2 Immortal
1M: Summon a DL=(LVL+1)/2 Inner Planar
1M: Summon a DL=(LVL+1)/2 Insect
1M: Summon a DL=(LVL+1)/2 Leech
1M: Summon a DL=(LVL+1)/2 Lycanthrope
1M: Summon a DL=(LVL+1)/2 Mind Flayer World
1M: Summon a DL=(LVL+1)/2 Mutant
1M: Summon a DL=(LVL+1)/2 Nightmare Dimension
1M: Summon a DL=(LVL+1)/2 NPC
1M: Summon a DL=(LVL+1)/2 Ooze
1M: Summon a DL=(LVL+1)/2 Outer
1M: Summon a DL=(LVL+1)/2 Plant
1M: Summon a DL=(LVL+1)/2 Psionic
1M: Summon a DL=(LVL+1)/2 Rakshasa World
1M: Summon a DL=(LVL+1)/2 Reptile

[PC6] Custom Classes Group


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
# Attacks +1 (all attack forms)
|AC| 21 (or) Enemies get --2 to hit vs. you
+1M action
+1P action
+1V action
+2 weapon to hit you
+3 weapon to hit you
+LVL AC/dmg
+LVL AC/saves
+LVL dmg/saves
0, 1/d: Capital E Escape
0, 1/r: Cast a cantrip (SL=0 Wizard spell)
0, 1/r: Cast a Psi3 cantrip (SL=0 Psi3 power)
0, 1/r: Cast an orison (SL=0 Priest spell)
0, 1/r: Fork an effect
0, 1/r: Intensify: Doubles the damage of an existing effect
0, 1/r: Lend an action (you lose that action)
0, 1/s: Identify
0, 2/d: Commune
0, eat an item: +XPV/25 TH, dmg, AC, saves (all for 1t) and +XPV/2 to temp hp (lasts until used)
0, eat N gp: Cure self 2*N hp (can eat off of your gp count on chalkboard, keep track)
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 turn and +N*N*N*10 current hp
0,1/r: Second Chance: Gain a reroll.
0: Catch missiles fired at you 50% this segment
0: Catch one missile fired at you
0: Controlled Blink
0: For this round, ignore a non-racial defense on someone
0: Interpose yourself in front of an attacking creature
0: Reroll any die roll (yourself or friend)
½M: Charm Person
½M: Cure Blindness, Deafness, Disease, or Light Wounds
½M: Cure Disease
½M: Dismiss Elemental
½M: Dispel Illusion
½M: Dispel Magic
½M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
½M: Domination (save) (max two Domination effects running at a time)
½M: Double Pain (can do this twice to get Triple Pain)
½M: Drain: Target loses -LVL to a stat (choose stat, no save)
½M: Duplication: Create 1 Mirror Image (max = LVL*2)
½M: Faerie Fire (-7 AC, can be done repeatedly)
½M: Fear
½M: Feeblemind
½M: Flash: Light (can blind a person, make LVL saves)
½M: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
Custom Race Abilities (÷2)
½M: Life Field: All in party all healed for 2*LVL hp
½M: Magic Missile
½M: Mirror Image
½M: Neutralize Poison
½M: Paralyze one target (PPD save)
½M: Psi1 Psionic Blast (group)
½M: Put Out of Misery
½M: Remove Curse
½M: Removes possession, domination, charm, etc.; Does not have to be evil source
½M: Sleep
½M: Suggestion
½P or 1V: Destroy a Wall (magical or normal up to LVL' thick) or a door
½P: Destroy Clone: Kills a Clone, Simulacrum, or Shapechanger (conscious target gets a PPD save)
½V: Create Food and Water
½V: Curse (Spell save)
½V: Dig
½V: Drain LVL Magic Item Charges from an item, you gain LVL*XPV/500 hp
½V: Druid Shapechange
½V: Flash: Blind a sense (Spell save)
½V: Gaseous Form
½V: Remove Fear
½V: Split target away from group of monsters into its own group
½V: Taunt (one target)
½V: Tree
½V: Web
½V: Wraithform
1 attack, take N dmg: Whirl (do 1 attack on each monster in your group, N=# monsters)
1 attack: Dispel a magic/psionic/innate effect
1 attack: Dispel a magic/psionic/tech item
1bM: Energy Containment: Absorb max 1 die/lvl; glow (-2 AC) for #dice turns
1D: Magic Jar into another creature (aNR; no save)
1D: Resurrect self
1D: You Reincarnate upon death
1F, 1/d: Wish
1F, 3/d: Time Travel up to LVL^7 minutes
1F: Automaton: Animate LVL objects as DL II Golems (count as your summon)
1F: Control Weather
1F: Holy Bolt
1F: Shapechange (lasts for 1t)
1F: Uberskins (20), self
1M, 1/d: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/d: Create a DL II Golem (AC=4*LVL, hp=20*LVL, Str=3*LVL, doesn't use summon slot)
1M, 1/d: Create a DL II Technological Monster (AC=5*LVL, hp=16*LVL, Str=3*LVL, doesn't use summon slot)
1M, 1/d: Force of Nature V: Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
1M, 1/d: Infernal Spawn of Evil: Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target

[PC6] Custom Classes Group


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
1M, 1/d: Limited Wish
1M, 1/d: Summon an Astral Construct IV
1M, 1/d: Summon an Astral Destruct IV
1M, 1/d: Summon Planar Creature (DL IV Outer)
1M, 1/r: Heal (self or other)
1M, 1/t: Magnetic Ctrl: Shield: Shield vs. Energy/Physical, 100*LVL hp
1M, lose a racial ability for 1t: Dispel one racial ability
1M, take 50*LVL dmg: Death Field: All in group take 100*LVL dmg (PPD save:½)
1M: 2*LVL*LVL psionic dmg to one target (no save)
1M: 2*LVL*LVL Vibration damage (1 group, no save)
1M: 20*LVL wood dmg to one target (no save)
1M: Anti-Magic Shell (SL=0 to LVL-1)
1M: Berserk (+LVL*2/+LVL*2 TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness (no save)
1M: Body Coating: 10*LVL hp Armor spell, self only, stacks with Armor spell
1M: Chaos Ball your group (except yourself) for LVLd8 dmg (no save)
1M: Charm Monster
1M: Cold Generation: 2*LVL*LVL Cold damage (1 group, no save)
1M: Confusion a group
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create a LVL*10' Wall of Stone
1M: Create a random Trick (only enemies trigger it)
1M: Cthulhoid Swarm I: Summon LVL Monsters using ML II "Weird" chart (random)
1M: Dimension Door
1M: Dispel Evil
1M: Dispel Magic/Psi/Innate/Radioactive
1M: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M: Fear (save vs. spell at -LVL); Fumble (save vs. spell at -LVL)
1M: Fear I+ (Scare+): Target loses 1P+1M action (no save)
1M: Fire Generation: 2*LVL*LVL Fire damage (1 group, no save)
1M: Fire Maze (Spell save)
1M: Gravity Decrease: Increase gravity in room or object/person by LVL G's (x1 Special)
1M: Gravity Increase: Decrease gravity in room or object/person by LVL G's (x1 Special)
1M: Half Pain: Take half damage from one person for 1t
1M: Hard Radiation: LVL*LVL+2 Radiation damage and LVL+2 Con damage (1 group, no save)
1M: High Frequency Sample or Wild Surge
1M: High-Frequency Sample: Generate a High-Frequency Sampler major effect
1M: Ice Production: (LVL+2)*(LVL+2) ice dmg to one target (no save)
1M: Inertial Barrier
1M: Innate Trigger: Contingency for 2 innate powers
1M: Intellect Annihilation: 1 target: -4d6 Int (no save) and insane (save at -LVL)
1M: Ironskins (20), self
1M: Light Emission: LVL*LVL Light damage (no save) and LVL instances of blindness (save)
1M: Locate Object or Person
1M: LVLd(2*LVL) cold dmg (area, save:½, IR)
Custom Race Abilities (÷2)
1M: LVLd(2*LVL) fire dmg (area, save:½, IR)
1M: Magnetic Ctrl: Force Bolt: 1 target: LVLd100 dmg (save:0)
1M: Mind Blast: 3*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save at -10), P actions (Will save at -5), or M actions (Will save)
1M: Pass Wall
1M: Plane Shift
1M: Psi Bolt: 1 target: LVLd12 telekinetic dmg (no save)
1M: Psi Shield: Pick Physical, Magic, or Psi: 20*LVL hp shield
1M: Rainbow Silver effect
1M: Raise Dead
1M: Rust Metal
1M: Sonic Generation: 2*LVL*LVL Sound damage (no save) and LVL instances of deafness (save)
1M: Spiritual Drain: Target loses 2*LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Stoneskins (30), self
1M: Storm Cloud: Rain/thunder, all in group take 3dLVL mini 1-pt. lightning bolts per segment
1M: Summon a DL=LVL/2+2 Alien
1M: Summon a DL=LVL/2+2 Animal
1M: Summon a DL=LVL/2+2 Arctic
1M: Summon a DL=LVL/2+2 Beholder
1M: Summon a DL=LVL/2+2 Cloud
1M: Summon a DL=LVL/2+2 Cthulhoid Horror
1M: Summon a DL=LVL/2+2 Dragon
1M: Summon a DL=LVL/2+2 Eelemental
1M: Summon a DL=LVL/2+2 Elemental
1M: Summon a DL=LVL/2+2 Faerie
1M: Summon a DL=LVL/2+2 Far Realm
1M: Summon a DL=LVL/2+2 Giant
1M: Summon a DL=LVL/2+2 Golem
1M: Summon a DL=LVL/2+2 Hound
1M: Summon a DL=LVL/2+2 Humanoid
1M: Summon a DL=LVL/2+2 Immortal
1M: Summon a DL=LVL/2+2 Inner Planar
1M: Summon a DL=LVL/2+2 Insect
1M: Summon a DL=LVL/2+2 Leech
1M: Summon a DL=LVL/2+2 Lycanthrope
1M: Summon a DL=LVL/2+2 Mind Flayer World
1M: Summon a DL=LVL/2+2 Mutant
1M: Summon a DL=LVL/2+2 Nightmare Dimension
1M: Summon a DL=LVL/2+2 NPC
1M: Summon a DL=LVL/2+2 Ooze
1M: Summon a DL=LVL/2+2 Outer
1M: Summon a DL=LVL/2+2 Plant
1M: Summon a DL=LVL/2+2 Psionic
1M: Summon a DL=LVL/2+2 Rakshasa World
1M: Summon a DL=LVL/2+2 Reptile

[PC6] Custom Classes Group


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
#M: Dispel a x(#+1) effect (ignores ER/iER). # may be 0 (use a zero action)
[Aligned] Messiah: Same aligned beings will not attack you
[Energy] Absorption: One type of energy heals you
[Energy] Immunity: You are immune to one type of energy
+(LVL+1)/3 iAC
+(LVL+1)/3 ihp
+1 [X7] major
+1 [X7] minor
+1 11th in memorization in a Wizard group class (even if off right side of chart)
+1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
+1 CML (Concordant Memorization Level) and -2 LVL in one class {can reverse this}
+1 equip slot in every position
+1 ihp; +2 #Att; 1M: Cast any Ench/Charm spell of SL 1-10
+1 Luck (the ability score)
+1 CCL (Concordant Caster Level) in one class
+1 MF 30' r
+1 Psi frequency
+1 QOpp0 only for Atheist powers
+1 QX action
+1 size; Pro Evil
+1 Speciality Priest god (if you qualify)
+1 to Limit of # classes
+1 XP or +1 item XP /r
+10% XP in all your non-Concordant classes.
+10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+10*LVL iaMR that can't be ignored
+10*LVL iER & iaER that can't be ignored
+10*LVL iIR that can't be ignored
+10*LVL iMR that can't be ignored
+10*LVL iPR that can't be ignored
+10*LVL% iRR that can't be ignored
+10*LVL% iWR that can't be ignored
+100% XP; another +100% XP in Legend
+15' (half a "pencil length") reach with melee
+1F Action
+1QQX action
Custom Race Abilities (÷3)
+1QX action
+1X action
+2 Size; 6M,3P,4V,15 Psi11B mana: Target becomes a familiar of yours (!)
+2*LVL all non-Concordant memorization charts
+2*LVL to max # of actions
+20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+25*LVL set Con. Hold Con.
+25*LVL set Dex. Hold Dex.
+25*LVL set Str. Hold Str.
+2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r
+30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+5 levels in Psi6E or Demonologist; 1V: Remove an Immunity
+50% XP in one non-Concordant class
+6 levels in Lich; +3 levels in Villain; Attack as x9 creature
+6 levels in Psi6E or Demonologist; +4 limbs
+7 levels in Psi6E or Demonologist; x2 Nonweapons
+LVL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
+LVL "Level:" picks from Priest group of your HNLVL+LVL or lower.
+LVL 10th in memorization in a Wizard group class
+LVL C or QQZ actions
+LVL Full actions
+LVL infinitely Quick Opposing 0 (Zero) actions
+LVL MSaves (using the [X] section saving throw rules)
+LVL OppM or QQM actions
+LVL Opposing actions
+LVL Opposing actions.
+LVL OppV or QM actions
+LVL PSaves (using the [X] section saving throw rules)
+LVL QA actions (1QA=1QV, 2QA=1QP, 3QA=1QM)
+LVL QM actions
+LVL QOpp actions
+LVL QOppM or QQQM or X actions
+LVL QOppX actions or # segments per round
+LVL QP actions
+LVL QV actions
+LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ

[PC6] Custom Classes Group


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
+LVL Research Points per reset (see [P12])
+LVL S actions
+LVL set Int. You may add LVL instances of the "Elemental" Racial Adjective for no cost. Free wild talent in Psi15.
+LVL set Wis. You may rewrite your Racial Stat Modifiers as you wish, so they sum up to +LVL.
+LVL Summon slots for Elementals. 1X: Summon a DL=10+LVL Elemental that you can comprehend and control.
+LVL to all stats
+LVL to HNCL (this counts for qualifying for Concordant classes)
+LVL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
+LVL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
+LVL*2 to your natural AT; your natural AT stacks with your armor's AT.
+LVL*2 weapon needed to hit you, this cannot be ignored.
+LVL*20% distributed among irrRMPIWR
+LVL^2 unarmed TH and damage, +LVL to # attacks unarmed, it is of an unusual element (can change with each punch)
+LVL-19 lines of text from Priest group class descriptions, these are non-Level: picks or things that are normally non-pickable.
+LVL-9 Specialty Priest picks. Can pick from any pantheon.
+Str Int; +Dex Wis; +Con Chr; Str=Dex=Con=0; Astral Projection
+CCL/2 isaves
+CCL/2 iTH
+CCL/2 X actions
+LVL/2 iAC
+LVL/2 idmg
+LVL/2 ihp
+LVL/2 QP actions (infinitely quick P actions)
+LVL/2 QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
0 action, 1/r: Cureall
0 action, 1/r: Reset
0, 1/r: Any 0th-4th level Wizard or Priest spell
0, 1/r: Any 0th-6th level Warrior or Monster spell
0, 1/r: Any 0th-8th level Warrior, Rogue, or Monster spell
0, 1/r: Any 1st-5th level Priest spell
0, 1/r: Any 1st-6th level Wizard spell
0, 1/r: Any 2nd-6th level Priest spell
0, 1/r: Any 2nd-7th level Wizard spell
0, 1/r: Any 3rd-7th level Priest spell
0, 1/r: Any 3rd-8th level Wizard spell
0, 1/r: Any 4th-8th level Priest spell
Custom Race Abilities (÷3)
0, 1/r: Any 4th-9th level Wizard spell
0, 1/r: Any 5th-10th level Wizard spell
0, 1/r: Any 5th-9th level Priest spell
0, 1/r: Any 6th-10th level Priest spell
0, 1/r: Any 6th-11th level Wizard spell
0, 1/r: Any 7th-11th level Priest spell
0, 1/r: Any 7th-12th level Wizard spell
0, 1/r: Any psionic grand
0, 1/r: Any psionic major
0, 1/r: Any psionic minor
0, 1/r: Any psionic super
0, 1/r: Causeall up to LVL creatures.
0, 1/r: Drop Time-Reality Stability on one target for 1 round
0, 1/r: Set up to LVL creatures.
0, 1/s: Choose LVL creatures. They cannot use Zero or Opposing actions this segment. This cannot be responded to.
0, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
0, 1/s: Choose one creature. He cannot use any M actions on his next segment.
0, 1/s: Choose one creature. He cannot use any P actions on his next segment.
0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
0, 1/s: Choose one creature. He cannot use Zero or Opposing actions this segment. This cannot be responded to.
0, 1/t: Counter an effect that targets you
0, 2*LVL/d: Dispel a Concordant effect
0, 2/reset: 1 minor familiar pick, use until next reset
0, LVL/d: Anti-Concordant Shell (0th-1st)
0, LVL/d: Anti-Concordant Shell (0th-3rd)
0, LVL/d: Anti-Concordant Shell (0th-5th)
0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
0, LVL/d: Halve hp on a creature with at least 1000 hp
0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
0, LVL/d: Target creature is not Time/Reality Stable
0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
0,1/d: Lady's Smile or Remove Lady's Smile 800'r
0,1/r,even if Crapped: Remove Crapped
0,1/r: Lower all effects on you

[PC6] Custom Classes Group


Custom0

Level KXP
Spells
1 0 (special)
2 4 (special)
3 8 (special)
4 16 (special)
5 32 (special)
6 64 (special)
7 120 (special)
8 250 (special)
9 400 (special)
10 600 (special)
11 850 (special)
12 1100 (special)
13 1350 (special)
14 1600 (special)
15 1850 (special)
16 2100 (special)
17 2350 (special)
18 2600 (special)
19 2850 (special)
20 3100 (special)
21 3350 (special)
22 3600 (special)
23 3850 (special)
24 4100 (special)
25 4350 (special)
26 4600 (special)
27 4850 (special)
28 5100 (special)
29 5350 (special)
30 5600 (special)
31 5850 (special)
32 6100 (special)
33 6350 (special)
34 6600 (special)
35 6850 (special)
36 7100 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Any 18
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Choose three from the choices below. You can pick the same thing more than once; the effect of this is given.
1. Can weapon specialize using the Warrior line. If you pick this twice, use the Barbarian line instead. If you pick this three times, use Swashbuckler number of attacks = (LVL+2)/2 with one weapon.
2. Wizard spells as per Bard2. If you pick this twice, use Mage2 instead. If you pick this three times, use Arch-Mage instead.
3. Priest spells as per Cleric0. If you pick this twice, use Cleric3 instead. If you pick this three times, use Arch-Priest instead.
4. Rogue abilities as per Thief0. If you pick this twice, use Dungeoneer (or any other -eer) instead. If you pick this three times, use TANB1 instead.
5. Psionics in one frequency you know, using Psi1A progression. If you pick this twice, use Psi1 progression. If you pick this three times, use ArchPsi1 progression.

[PC6] Custom Classes Group


Custom1

Level KXP
Spells
1 0 (varies)
2 0.4*F (varies)
3 0.8*F (varies)
4 1.6*F (varies)
5 3.2*F (varies)
6 6.4*F (varies)
7 12.8*F (varies)
8 25*F (varies)
9 50*F (varies)
10 75*F (varies)
11 100*F (varies)
12 125*F (varies)
13 150*F (varies)
14 175*F (varies)
15 200*F (varies)
16 225*F (varies)
17 250*F (varies)
18 275*F (varies)
19 300*F (varies)
20 325*F (varies)
21 350*F (varies)
22 375*F (varies)
23 400*F (varies)
24 425*F (varies)
25 450*F (varies)
26 475*F (varies)
27 500*F (varies)
28 525*F (varies)
29 550*F (varies)
30 575*F (varies)
31 600*F (varies)
32 625*F (varies)
33 650*F (varies)
34 675*F (varies)
35 700*F (varies)
36 725*F (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: one F*2, one F
Alignment: any
HD/level: varies
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: Dragon #109 {Planeshifted Custom2}
Groups: Custom
 
For abilities, see next page.

[PC6] Custom Classes Group


Custom1 Abilities

Sum up your F factors as follows. The minimum F factor is 3.
DM Note: Obviously there is a lot of expansion that can be done to this system. I present what was in the original system here (in the same way I originally did Custom2), omitting the parts that do nothing (like Armor and Weapons allowed). Presumably more things will be added to this as the class sees play.
Hit dice:
d3 {F=0}, d4 {F=0.25}, d6 {F=0.5}, d8 {F=1}, d10 {F=2}
To Hit:
+0 always {F=0}, +level/5 {F=0.1}, +level/4 {F=0.3}, +level/3 {F=0.5}, +level/2 {F=1}, Custom {F=1}
Save as:
War {F=0.25}, Wiz {F=0.05}, Pri {F=0.15}, Rog {F=0.1}, Dwarf0 {F=0.4}, Elf0 {F=0.3}, Halfling0 {F=0.4}, Custom {F=0}
Racial abilities {optional}:
As Halfling {F=0.1}, Dwarf {F=0.2}, Elf {F=0.3}
Special abilities {just the Level: stuff}:
Alchemist {F=0.5}, Engineer {F=0.5}, Sage {F=1}
DM Note: There are a bunch more here from Dragon #109 that aren't really defined, like Spy {F=0.4}
Spell progression (pick Wizard or Priest, you can have one of each):
Max SL=1; #spells=ML {F=0.5}
Max SL=2; #spells=(ML+3-SL*2)/2 {F=0.7}
Max SL=3; #spells=(ML+3-SL*2)/2 {F=0.9}
Max SL=4; #spells=(ML+4-SL*2)/3 {F=1.1}
Max SL=5; #spells=(ML+4-SL*2)/3 {F=1.3}
Max SL=6; #spells=(ML+5-SL*2)/4 {F=1.5}
Max SL=6; #spells=(ML+6-SL*2)/3 {F=1.75}
Miscellaneous:
Level N: Any Rogue N ability (if you take at least one of these you get 40 pts/level) {F=0.1*N}
Turn Undead {F=0.5}
Flying at 2*N" rate {F=0.2+0.05*N}
Swimming at 2*N" rate {F=0.1+0.05*N}
Troll-like Regen 1 hp/r {F=1}
Infravision {F=0.2}
1P: Assume animal form (only 1 form is known to the character) {F=0.5*DL}

[PC6] Custom Classes Group


Custom1JG

Level KXP Wizard/Priest
123 456 789 ABC
TH
1 0 1-- --- --- +1
2 1.2 2-- --- --- +2
3 2.4 21- --- --- +3
4 4.8 32- --- --- +4
5 9.6 421 --- --- +5
6 19.2 422 --- --- +6
7 38.4 432 1-- --- +7
8 75 433 2-- --- +8
9 150 433 21- --- +9
10 225 443 22- --- +10
11 300 444 33- --- +11
12 450 444 441 --- +12
13 600 555 442 --- +13
14 750 555 442 1-- +14
15 900 555 552 1-- +15
16 1050 555 553 21- +16
17 1200 555 553 32- +17
18 1350 555 553 321 +18
19 1500 555 553 331 +19
20 1650 555 554 332 +20
21 1800 555 554 442 +21
22 1950 555 555 443 +22
23 2100 555 555 553 +23
24 2250 555 555 554 +24
25 2400 555 555 555 +25
26 2550 666 655 555 +26
27 2700 666 666 655 +27
28 2850 666 666 666 +28
29 3000 777 766 666 +29
30 3150 777 777 766 +30
31 3300 777 777 777 +31
32 3450 888 877 777 +32
33 3600 888 888 877 +33
34 3750 888 888 888 +34
35 3900 999 988 888 +35
36 4050 999 999 999 1 +36
37 8100 999 999 999 2 +37
38 12150 999 999 999 3 +38
39 16200 999 999 999 4 +39
45 40500 A99 999 999 9 +45
54 76950 AAA AAA AAA 91 +54
63 113400 AAA AAA AAA A9 +63
72 149850 BBB BBB BAA AA1 +72
Requisites: Str 9, Dex 9, Con 9, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level
To Hit Table: Mon
Reference: DM
Groups: Custom
Complexity: CF=3
 
Saving Throws:  
PPD: 6+level
RSW: 6+level
PP: 6+level
BW: 6+level
Spell: 6+level
Fort: 0+level
Reflex: 0+level
Will: 0+level
   
Gets the generic "All Warrior", "All Wizard", "All Priest", and "All Rogue" abilities.
Level N (every level): Get N levels of "Level:" picks, chosen from below. If it appears more than once, you can pick it once for each time it appears. You may instead use this on "Any Rogue" picks.

[PC6] Custom Classes Group


Custom1JG Abilities

Level 1: +1 beast language per level. This allows speaking with animals such as birds, rabbits, etc.
Level 1: +1 martial arts maneuver per level.
Level 1: +2 language slots per level.
Level 1: +3 language slots per level (DM note: Note you need 2 slots to completely cover a language, one is "speak", the other is "read/write".)
Level 1: +LVL damage.
Level 1: +LVL distributed among AC, TH, or dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL Nonweapon proficiencies, must be Int-based.
Level 1: +LVL to hit.
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: 1 full reset: On the following reset, your spell progression in your Astrologer class is doubled.
Level 1: 1F, 2/d: Polymorph into a normal or para elemental for (level) rounds. Your punching damage is (level)d4.
Level 1: 1F, LVL /week: Animate a dead body; it becomes a type of undead equal to the HD/Level of the original creature (referencing the chart in [C6] Turning Undead; so a 9 HD creature animates as a Spectre). Your chance of control is 100% + LVL*5% - (HD of Undead)*5%. Even if you don't control it, the undead will not attack you or your party.
Level 1: 1F: Cast a random priest spell of SL=1dLVL (max 10). You must target the spell before knowing what the effect is. You may declare you are reversing the spell (again, before knowing what it is).
Level 1: 1M, 1/d: Gate in random demon (1+LVL)*5%
Level 1: 1M, 1/d: Locate a specific ioun stone type 5*LVL%.
Level 1: 1M, 1/d: Summon Aid LVL*2%
Level 1: 1M, 1/d: Summon Aid LVL*5%
Level 1: 1M, 1/d: Summon Normal or Para Elemental, (Int+Wis+Con)% chance, has (level*4) or 32 HD (whichever is lower).
Level 1: 1M, 1/t: Charm Person.
Level 1: 1M, lose X Con until next reset: Cure X*LVL hp.
Level 1: 1M, LVL/d: Summon Spirit 40+LVL*5-(DL of spirit)*5+(each turn of preparation)*1%
Level 1: 1M, LVL/t: Faerie Fire (target gets -2 AC)
Level 1: 1M, LVL/t: Light (can blind one target, Spell save)
Level 1: 1M, LVL/w: Bless an item, it gains a +LVL/4 bonus to hit (if below level 4, is considered a +0 magical weapon).
Level 1: 1M, Touch: Target loses LVL Str. You gain LVL Con until next reset.
Level 1: 1M: Identify an item constructed of stone.
Level 1: 1P: Dispel a spell/psionic effect.
Level 1: 1V, 2/d: Fly for (level) rounds.
Level 1: 1V, 2/d: Immune to fire for (level) rounds.
Level 1: 1V, 2/d: Pass Earth for (level) rounds.
Level 1: 1V, 2/d: Water Breathing and no hampered movement in water for (level) rounds.
Level 1: 1V, LVL/t: Flaming Hands: Your hands are on fire, and you do +1d4 unarmed dmg this round.
Level 1: Any weapon does double damage/effect with a cold-based attack (e.g. Frost Brand).
Level 1: Arm's P: 1d10 fire dmg to one target, takes additional 1d4 dmg each segment for 5 s.
Level 1: Calm Animal by gaze 25+LVL*5%
Level 1: Can break objects with bare hands (object makes save vs. crushing blow at -LVL).
Level 1: Can create counterspell amulets. Choose one of the following: (option a) When the amulet is created, choose a specific effect. 0, 1/reset: Counter an effect that you named. (option b) All effects that directly target you must roll SR vs. (your CL)*2. (option c) Gain MPIRR=(level*5%) vs. effects that directly target you. You may own 1 such counterspell amulet per level (but you might not be able to wear them all at the same time, due to the 1 amulet per level restriction above). The SR and MPIRR amulets stack using the A/1+B/2+C/3+D/4+... formula.
Level 1: Can go LVL days without food or water.
Level 1: Can make a spell storing amulet. It stores your level in spell levels. You can have only one of these amulets.
Level 1: Can make amulets of unusual materials (see [E5]). The maximum "S" factor is equal to your level. You must spend 25% of the cost of the unusual material, using a base cost of 10 gp per pound (minimum 1 pound). You get all the effects of the unusual material, as if you were wearing armor of that type. The amulet has a base AT of +0.
Level 1: Can see in normal darkness.
Level 1: Can use +LVL ioun stones at the same time, beyond the normal limit. (DM note: If you exceed this limit, remember you can create "Y-cable" ioun stones on the fly with "d" picks)
Level 1: Can use a limited number of Psi1 powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super. You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: Can use a limited number of Psi14 powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super. You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: Can use a limited number of Psi6E powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super. You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: Can wear 1 amulet/necklace per level.
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Charm a calmed Animal by gaze 35+LVL*5% (can attempt to charm a non-calmed animal, suffer -50% penalty).
Level 1: Cold Flame: 1M, 3+LVL /week: Reverse Burning Hands for LVLd8 (save:½), "Immunity to Cold" is reduced to "Resist Cold" (Resist Cold is not reduced).
Level 1: Decipher Code 23+LVL*5-(LVL of code)*5%; takes (LVL of code-writer)/(Kabbalist LVL) hours.
Level 1: Determine flaw in a weapon or armor.
Level 1: Divide the cost of buying or making an object of unusual materials by LVL.
Level 1: Does full damage when subduing animals.
Level 1: Fly at (level*3)" rate.
Level 1: Free Martial Arts style
Level 1: Free Martial Arts style.
Level 1: Free single weapon specialization in Needles; attack rate is "Non-Warrior".
Level 1: Gaze charms animals of the same type as your lycanthropy. Can control 2*LVL in HD of these animals at a time. The effect is permanent, but you can drop control as a 0 action. If you make a Control Animals check of 35+LVL*5%, the effect has no saving throw (the animal may still roll Charm Resistance).
Level 1: Gets "Ability to take Martial Arts" kit. Does not actually gain any Martial Arts styles or abilities (you need to purchase those).
Level 1: Gets the Bard rogue ability table, with 40 points per level.
Level 1: Go without food or water for LVL extra days.
Level 1: Identify Animals by sight.
Level 1: Identify Animals by sight.
Level 1: Identify Monster LVL*3%. Chance goes up to LVL*5% with an hour of research in a library.
Level 1: Identify weapon or armor LVL*5%.
Level 1: If anyone kills the Healer in cold blood, they suffer a curse which requires LVL Wishes to remove.
Level 1: If Martial Arts is learned, on each level: One requirement of a style is considered "filled" (without actually filling it).
Level 1: If within sight of the sky, can cast spells as if the MF was 1 higher.
Level 1: If you reset within real (not magical) sight of the sky, you get Wisdom bonus for spells.
Level 1: Ignore the first LVL*3/2 (round down) * 10' of falling dmg.
Level 1: Immune to Pain.
Level 1: Instead of Turn Undead, gets Turn Opposite Alignment and Control Same Alignment. The Control Same Alignment is at a double HD penalty (e.g. A 15 HD monster is treated as if 30 HD).
Level 1: Irreducible Pick Pockets LVL*5% (not shifted by target's HD/Level)
Level 1: Know normal animal abilities and weaknesses, and how to trap them.
Level 1: Legend Lore 15+LVL*5%
Level 1: Legend Lore 5+LVL*2%
Level 1: LVL slots distributed among Animal Training and Animal Handling proficiencies.
Level 1: LVL slots distributed among Tracking and Trailing proficiencies.
Level 1: Magic Mapping LVL*5% (maps within LVL*30').
Level 1: May choose a specialty god as if a priest (see [PC3]). The god chosen must be of weather, travellers, or some other connection to cold.
Level 1: MR (6+LVL)*5%
Level 1: Not at a fighting penalty on a rocking boat (or other moving surface, or during an earthquake on land).
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 1: Predict Weather 25+LVL*5% (up to LVL/2 days in future)
Level 1: Psionic progression as per Psi1 of half level (round up). Halve your level in the PSP calculation, or use this (original calculation from the source): PSPs = 15*LVL (note that ability scores do not factor in here).
Level 1: Read (but not Write) Languages continuous.
Level 1: Resist cold continuous. 1M, 1/d: Immune to cold for 1 turn.
Level 1: Ride out Storm 60+LVL*2% (ship is assumed to have survived storm if roll made, severe storms may have penalty)
Level 1: Sanctuary continuous, as long as the Healer is not being offensive.
Level 1: Speak Druid language
Level 1: Specialized in Elemental spells.
Level 1: Spell progression as per Druid1, with Wisdom bonus, but casts Wizard spells (not Priest).
Level 1: Tracking as per a Ranger1.
Level 1: Your Personality Score = Con+Int+Wis+Chr+2*LVL.
Level 2: +LVL/2 AC
Level 2: +LVL/2 AC.
Level 2: +LVL/2 damage.
Level 2: +LVL/2 dmg
Level 2: +LVL/2 dmg.
Level 2: +LVL/2 dmg.
Level 2: +LVL/2 dmg.
Level 2: 1 full reset studying a person (who must be present): All spells you cast on that person are at x(level+1)/2 effect. You are assumed to have already "studied yourself" when you reach level 3.
Level 2: 1M, 1/d: Rope Trick
Level 2: 1M, heavy concentration (lose 1M each round): Lockdown E actions.
Level 2: Can cast Wizard spells, number of spell levels = LVL*2. Is specialized in Elemental school (the "spells cost half" version of specialization; the "+1 spell per level" version cannot be used). Has normal access to Alteration, Divination and Enchantment schools. All other schools are at double spell cost.
Level 2: For each effect you cast that targets just you (even effects from other classes such as psionics), you may place the effect in an unused amulet. The effect works normally on you, but multiply the duration by your level. Each amulet can hold only one such effect. Artifact amulets cannot hold an effect.
Level 2: Open hand damage is (LVL/2)d2.
Level 3: +(LVL/3) AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 damage.
Level 3: +LVL/3 damage.
Level 3: +LVL/3 damage.
Level 3: +LVL-2 Secondary skills, must be Int-based.
Level 3: 1 full reset: Cast a spell you know; it has permanent duration.
Level 3: Can create a staff of instant returning; which has +LVL/3 to hit and damage, and gives an AC source of 7+LVL. This staff also doubles the effect of all healing spells cast. The staff is personal and will not work for anyone else.
Level 3: Determine true north (LVL-2)*10%
Level 3: Determine true north (LVL-2)*10%
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 3: Healing proficiency (binding wounds) is 2d4.
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: One arrow/quarrel is automatically deflected per round. This increases by one per 3 levels.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 4: +LVL/4 AC.
Level 4: +LVL/4 AC.
Level 4: 1V, 1M, touch: Cure Curse (SL <= CL/2)
Level 4: 1V, 1M, touch: Cure Insanity (5*CL%)
Level 4: Feign Death.
Level 4: Pick LVL/4 specific races (e.g. "White Dragons", not "Dragons"). Those races are considered "Animals" to you.
Level 4: Soul Armour: 1M, X*10 PSPs: +X AC and +X dmg for this turn. Automatically Energy Control X HD per effect.
Level 4: Weapons and armor created are +0/+0. These are nonmagical plusses, but count versus creatures that require a "+0 weapon to hit".
Level 5: +LVL/5 AC.
Level 5: +LVL/5 to hit.
Level 5: 1M, (LVL-4)/t: Cloudkill (Group takes 1 poison dmg /s; those with < 5 HD make PPD save or slain; moves at 2"; lasts 6 t)
Level 5: 1V, (LVL-4)/d: Cure LVLd4 hp.
Level 5: Base number of attacks with any weapon is 1/1 (unless you can do better with another class).
Level 5: Berserker Option: Can pick a Specialty God as if a Priest (see [PC3]), but can wear only non-bulky armor (even if in a campaign where armor restrictions are not enforced).
Level 5: Disguise (auto power score)
Level 5: If using Berserker (see Level 5), can: 1M: Summon Aid LVL*5%
Level 5: If using Scarlet Seeker (see Level 5), can: 1M: Summon Aid LVL*5%
Level 5: Scarlet Seeker: Can pick a Specialty God as if a Priest (see [PC3]), but can wear only non-bulky armor (even if in a campaign where armor restrictions are not enforced).
Level 5: The "S" number (indicating which unusual materials are available, see [E5]) is increased by LVL/5.
Level 6: +LVL-5 Feats, must be Int-based.
Level 6: 1M, 1/t: Charm Monster.
Level 6: 1V, 1M, touch: +1 Str, Dex, or Con (maintained effect) (only 1 effect per target)
Level 6: 1V, 1M, touch: Cause Insanity
Level 6: Berserker State: 1M, 1/d: Double attacks on your next P action. Become Exhausted (see [C8]) for rest of round.
Level 6: Healing proficiency (binding wounds) is 3d4.
Level 6: Reads on the Spec Barbarian line using LVL-5 for number of attacks (i.e. you are 3/2 with melee at level 6, since you read on the level 1 line), even with non-specialized weapons.
Level 6: Scarlet Haze: 1M, 1/d: Double attacks on your next P action. At -4 AC penalty for rest of round.
Level 7: 1M, lose 1 Con until next reset: Raise Dead.
Level 7: 1V, touch: Detect Physical or Mental Illness (any kind)
Level 7: Immunity to woodland Charms.
Level 7: Point in direction of desired location (LVL-6)*10%
Level 7: Point in direction of desired location (LVL-6)*10%
Level 7: Scarlet Phase: 0, 1/d: Your Psionic Blasts do triple damage vs. Psi1 targets for LVL turns. At -1d4 AC penalty during this time.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 8: 1M, (LVL-7)/d: Summon a spirit, it is a DL = (LVL/2) creature.
Level 8: 1M: Summon Aid LVL*5%
Level 8: 1M: Summon Aid LVL*5%
Level 8: 1M: Summon Aid LVL*5%
Level 8: Can pick a Specialty God as if a Priest (see [PC3]) without the Scarlet Seeker restriction (see Level 5). Does not stack with Scarlet Seeker.
Level 8: Can pick a Specialty God as if a Priest (see [PC3]).
Level 8: Pick a Specialty God as if a Priest (see [PC3]) without Berserker restriction (see Level 5). Doesn't stack with Berserker.
Level 8: Summon Aid 20+LVL*5%
Level 8: You are considered all classes in the Collective for purposes of training others.
Level 8: Your Disguise cannot be penetrated by mundane means (no skill checks or proficiency checks are sufficient).
Level 9: +LVL-8 Kits, must be Int-based.
Level 9: 1M, 1/d: Undetectable Lie for 1 turn.
Level 9: 1V, (LVL-8)/t: Venom touch: Your hands are poisonous (death/0, PPD save) when you strike unarmed for 1 round
Level 9: Can create one normal ioun stone per day, which is permanent.
Level 9: Can see in magical darkness.
Level 9: Detect Lie continuous.
Level 9: Full reset of F actions: Target gains 1 weapon or nonweapon proficiency permanently. You may target yourself.
Level 9: Healing proficiency (binding wounds) is 4d4.
Level 9: The MPIRR of the level 1 ability (option c) becomes AaAR (RMPIWEaRaMaPaIaWaER)
Level 9: Weapons and armor created are +1/+1 nonmagical. This increases by +1/+1 every 5 additional levels
Level 10: +(LVL-9) AC.
Level 10: 1M: Etherealness.
Level 10: Base number of attacks with any weapon is 2/1 (unless you can do better with another class).
Level 10: Detect Undead continuous. Detect Life continuous.
Level 10: Full reset of F actions: Target gains (LVL)^2 XP permanently. You may target yourself.
Level 11: 1M, 1/t: Mass Charm.
Level 12: Each level, roll an INT*2% check with no modifiers. If you make it, your familiar (if any) has it's familiar abilities of all levels (i.e. you get Level 18 and 27 abilities now).
Level 12: Gain three 1st to 9th level followers.
Level 12: Healing proficiency (binding wounds) is 5d4.
Level 12: Your Disguise cannot be penetrated by psionics. You are immune to ESP, probe, and empathy.
Level 13: May pick a specialty god as per a priest, must be of death, undeath, necromancy, etc.
Level 14: Gain nine 11th level followers.
Level 14: Locate Object (LVL-13)*10%
Level 14: Locate Object (LVL-13)*10%
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 15: Base number of attacks with any weapon is 3/1 (unless you can do better with another class).
Level 15: Detect Unlive continuous.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: Healing proficiency (binding wounds) is 6d4.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 16: Immunity to all poisons.
Level 16: Your Disguise cannot be penetrated by magic. You and your effects are immune to True Sight.
Level 17: 1M: Raise Dead or Slay Living
Level 17: Can break energy fields and wall spells with bare hands (no damage to Ronin, effect gets no save but can roll ER).
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 18: Immune to the effects of ego from amulets or necklaces.
Level 18: Immune to the effects of ego from any item of your multiplier or less.
Level 18: Can create one ioun Don stone per day, which is permanent.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 18: Healing proficiency (binding wounds) is 7d4. This is the last time this ability improves.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Base number of attacks with any weapon is 4/1 (unless you can do better with another class). Last time for this ability.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: 1M: Raise Dead Fully or Slay Living Fully
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
Level 27: Can create one super ioun stone per day, which is permanent.
Level 27: Can see in Capital D Darkness.
Level 36: Can create one Congenio ioun stone per day, which is permanent.
Level 45: Can create one Ultra ioun stone per day, which is permanent.

[PC6] Custom Classes Group


Custom2

Requisites: Any 1 stat = F*2, Any 2 stats = F, Any 2 stats = F/2
Alignment: any
HD/level: varies
Weapon Prof.: 0+level/3
To Hit Table: varies
Save Table: varies
Reference: DMG2
Groups: Custom
 
Choose an "F" factor for your class. Your ability score requisites and your XP requirement both go up with "F".
Choose abilities below:
 
Category Ability F cost
To Hit To Hit as Warrior +2
To Hit as Wizard -1.5
To Hit as Priest 0
To Hit as Rogue -1
To Hit as Custom +1
To Hit as Monster +3
To Hit is always +0 -2
To Hit as 1½xWarrior +3
To Hit as 2xWarrior +6
To Hit as 2xMonster +7
Saves Saves as War, Wiz, Pri, Rog, or Psi +0
Saves as Custom +1
Saves as Monster +1
Saves as Dwarf0, Elf0, Halfling0 +2
Saves are always +0 -2
Saves as 1½x(War, Wiz, Pri, Rog, or Psi) +2
Saves as 2x(War, Wiz, Pri, Rog, or Psi) +4
Each extra category added +1
HD/level 1d1 -0.5
1d2 -0.25
1d3 0
1d4 +0.5
1d6 +0.75
1d8 +1
1d10 +2.5
2d1 +3
2d2 +3.5
1d12 +4
2d3 +4
2d4 +5
3d1 +6.5
1d20 +7
NdS (not listed above) +(N-1)*3+S/4
2m0 (normal Con bonus squared) +20
2m1 (normal Con bonus +1 squared) +22
HD cumulative with other classes (&) +10
-1 hp/level (e.g. d6-1) -0.25
+1 hp/level (e.g. d6+1) +0.25
+2 hp/level (e.g. d6+2) +0.5
-1 HD at first level (e.g. -d6) -1
+1 HD at first level (e.g. +d6) +1
+2 HD at first level (e.g. ++d6) +3
Category Ability F cost
War stuff Aura of Protection (as per Paladin) +2
Barbarian1 Constitution bonus +3
Barbarian1 Dexterity bonus +3
Barbarian1 Strength bonus +4
Lay on Hands (as Paladin or Monk) +2
Specialization, Weapon +1
+LVL TH or dmg vs. a creature type +1
Warrior # Attacks +1
Wiz stuff Wizard spells, full Mage2 prog. +16
Wizard spells, half level prog. +8
Wizard spells, full prog., only 1 school +3
Wizard spells, half prog., only 1 school +1.5
Kits (extra), cost each +1.25
Proficiencies (extra), cost each +0.25
Specialization, School (pick opposite) +1
Specialization, School (no opposite) +2
Pri stuff Priest spells, full Cleric2 progression +8
Priest spells, half level prog. +4
Priest spells, full prog., only 1 sphere +2
Priest spells, half prog., only 1 sphere +1
Animal empathy +1.5
Druid Shapechange (at level 7) +3
Specialization, Sphere +1
Specialty Priest pick +2
Turn Undead +3
Rog stuff Read Languages LVL*10% +0.5
Rogue Abilities, as per Thief2 +6
Rogue Abilities, as per Bard2 +6
Rogue Abilities, as per any other "2nd edition" class +7
Rogue Abilities, any other "unnumbered edition" class +8
Rogue Abilities, any other class +9
Rogue Ability, only one, LVL*10 points +1
X rogue points per level (instead of 40) +(X-40)/4
Psi stuff Psi2 powers, full Psi2 PSPs & progression +12
Psi2 powers, half level PSPs +6
Psi2 powers, full PSPs, only 1 discipline +2.5
Psi2 powers, half PSPs, only 1 discipline +1.25
xN PSPs over normal calculation (N>1) +(N-1)*4
Can use Psi(-2) powers as if they were Psi2 +1
Can use Psi1 powers as if they were Psi2 +2
Can use Psi3 powers as if they were Psi2 +3
Can use powers of any one frequency as if Psi2 +4
Other "Level:" ability from a "2nd edition" class, cost each +1
"Level:" ability from a "unnumbered edition" class, cost each +2
"Level:" ability from any other class, cost each +3
Duplicate any "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate any "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate any other class (X=KXP @ 2nd level) +X*8

[PC6] Custom Classes Group


Custom2 (XP tables: F=6 to F=15)

Level Custom2
F=6
Custom2
F=7
Custom2
F=8
Custom2
F=9
Custom2
F=10
Custom2
F=11
Custom2
F=12
Custom2
F=13
Custom2
F=14
Custom2
F=15
1 0 0 0 0 0 0 0 0 0 0
2 1.2 1.4 1.6 1.8 2 2.2 2.4 2.6 2.8 3
3 2.4 2.8 3.2 3.6 4 4.4 4.8 5.2 5.6 6
4 4.8 5.6 6.4 7.2 8 8.8 9.6 10.4 11.2 12
5 12 14 16 18 20 22 24 26 28 30
6 24 28 32 36 40 44 48 52 56 60
7 48 56 64 72 80 88 96 104 112 120
8 90 105 120 135 150 165 180 195 210 225
9 168 196 224 252 280 308 336 364 392 420
10 348 406 464 522 580 638 696 754 812 870
11 528 616 704 792 880 968 1056 1144 1232 1320
12 708 826 944 1062 1180 1298 1416 1534 1652 1770
13 888 1036 1184 1332 1480 1628 1776 1924 2072 2220
14 1068 1246 1424 1602 1780 1958 2136 2314 2492 2670
15 1248 1456 1664 1872 2080 2288 2496 2704 2912 3120
16 1428 1666 1904 2142 2380 2618 2856 3094 3332 3570
17 1608 1876 2144 2412 2680 2948 3216 3484 3752 4020
18 1788 2086 2384 2682 2980 3278 3576 3874 4172 4470
19 1968 2296 2624 2952 3280 3608 3936 4264 4592 4920
20 2148 2506 2864 3222 3580 3938 4296 4654 5012 5370
21 2328 2716 3104 3492 3880 4268 4656 5044 5432 5820
22 2508 2926 3344 3762 4180 4598 5016 5434 5852 6270
23 2688 3136 3584 4032 4480 4928 5376 5824 6272 6720
24 2868 3346 3824 4302 4780 5258 5736 6214 6692 7170
25 3048 3556 4064 4572 5080 5588 6096 6604 7112 7620
26 3228 3766 4304 4842 5380 5918 6456 6994 7532 8070
27 3408 3976 4544 5112 5680 6248 6816 7384 7952 8520
28 3588 4186 4784 5382 5980 6578 7176 7774 8372 8970
29 3768 4396 5024 5652 6280 6908 7536 8164 8792 9420
30 3948 4606 5264 5922 6580 7238 7896 8554 9212 9870
31 4128 4816 5504 6192 6880 7568 8256 8944 9632 10320
32 4308 5026 5744 6462 7180 7898 8616 9334 10052 10770
33 4488 5236 5984 6732 7480 8228 8976 9724 10472 11220
34 4668 5446 6224 7002 7780 8558 9336 10114 10892 11670
35 4848 5656 6464 7272 8080 8888 9696 10504 11312 12120
36 5028 5866 6704 7542 8380 9218 10056 10894 11732 12570

[PC6] Custom Classes Group


Custom2 (XP tables: F=16 to F=25)

Level Custom2
F=16
Custom2
F=17
Custom2
F=18
Custom2
F=19
Custom2
F=20
Custom2
F=21
Custom2
F=22
Custom2
F=23
Custom2
F=24
Custom2
F=25
1 0 0 0 0 0 0 0 0 0 0
2 3.2 3.4 3.6 3.8 4 4.2 4.4 4.6 4.8 5
3 6.4 6.8 7.2 7.6 8 8.4 8.8 9.2 9.6 10
4 12.8 13.6 14.4 15.2 16 16.8 17.6 18.4 19.2 20
5 32 34 36 38 40 42 44 46 48 50
6 64 68 72 76 80 84 88 92 96 100
7 128 136 144 152 160 168 176 184 192 200
8 240 255 270 285 300 315 330 345 360 375
9 448 476 504 532 560 588 616 644 672 700
10 928 986 1044 1102 1160 1218 1276 1334 1392 1450
11 1408 1496 1584 1672 1760 1848 1936 2024 2112 2200
12 1888 2006 2124 2242 2360 2478 2596 2714 2832 2950
13 2368 2516 2664 2812 2960 3108 3256 3404 3552 3700
14 2848 3026 3204 3382 3560 3738 3916 4094 4272 4450
15 3328 3536 3744 3952 4160 4368 4576 4784 4992 5200
16 3808 4046 4284 4522 4760 4998 5236 5474 5712 5950
17 4288 4556 4824 5092 5360 5628 5896 6164 6432 6700
18 4768 5066 5364 5662 5960 6258 6556 6854 7152 7450
19 5248 5576 5904 6232 6560 6888 7216 7544 7872 8200
20 5728 6086 6444 6802 7160 7518 7876 8234 8592 8950
21 6208 6596 6984 7372 7760 8148 8536 8924 9312 9700
22 6688 7106 7524 7942 8360 8778 9196 9614 10032 10450
23 7168 7616 8064 8512 8960 9408 9856 10304 10752 11200
24 7648 8126 8604 9082 9560 10038 10516 10994 11472 11950
25 8128 8636 9144 9652 10160 10668 11176 11684 12192 12700
26 8608 9146 9684 10222 10760 11298 11836 12374 12912 13450
27 9088 9656 10224 10792 11360 11928 12496 13064 13632 14200
28 9568 10166 10764 11362 11960 12558 13156 13754 14352 14950
29 10048 10676 11304 11932 12560 13188 13816 14444 15072 15700
30 10528 11186 11844 12502 13160 13818 14476 15134 15792 16450
31 11008 11696 12384 13072 13760 14448 15136 15824 16512 17200
32 11488 12206 12924 13642 14360 15078 15796 16514 17232 17950
33 11968 12716 13464 14212 14960 15708 16456 17204 17952 18700
34 12448 13226 14004 14782 15560 16338 17116 17894 18672 19450
35 12928 13736 14544 15352 16160 16968 17776 18584 19392 20200
36 13408 14246 15084 15922 16760 17598 18436 19274 20112 20950

[PC6] Custom Classes Group


Custom2 (XP tables: F=26 to F=35)

Level Custom2
F=26
Custom2
F=27
Custom2
F=28
Custom2
F=29
Custom2
F=30
Custom2
F=31
Custom2
F=32
Custom2
F=33
Custom2
F=34
Custom2
F=35
1 0 0 0 0 0 0 0 0 0 0
2 5.2 5.4 5.6 5.8 6 6.2 6.4 6.6 6.8 7
3 10.4 10.8 11.2 11.6 12 12.4 12.8 13.2 13.6 14
4 20.8 21.6 22.4 23.2 24 24.8 25.6 26.4 27.2 28
5 52 54 56 58 60 62 64 66 68 70
6 104 108 112 116 120 124 128 132 136 140
7 208 216 224 232 240 248 256 264 272 280
8 390 405 420 435 450 465 480 495 510 525
9 728 756 784 812 840 868 896 924 952 980
10 1508 1566 1624 1682 1740 1798 1856 1914 1972 2030
11 2288 2376 2464 2552 2640 2728 2816 2904 2992 3080
12 3068 3186 3304 3422 3540 3658 3776 3894 4012 4130
13 3848 3996 4144 4292 4440 4588 4736 4884 5032 5180
14 4628 4806 4984 5162 5340 5518 5696 5874 6052 6230
15 5408 5616 5824 6032 6240 6448 6656 6864 7072 7280
16 6188 6426 6664 6902 7140 7378 7616 7854 8092 8330
17 6968 7236 7504 7772 8040 8308 8576 8844 9112 9380
18 7748 8046 8344 8642 8940 9238 9536 9834 10132 10430
19 8528 8856 9184 9512 9840 10168 10496 10824 11152 11480
20 9308 9666 10024 10382 10740 11098 11456 11814 12172 12530
21 10088 10476 10864 11252 11640 12028 12416 12804 13192 13580
22 10868 11286 11704 12122 12540 12958 13376 13794 14212 14630
23 11648 12096 12544 12992 13440 13888 14336 14784 15232 15680
24 12428 12906 13384 13862 14340 14818 15296 15774 16252 16730
25 13208 13716 14224 14732 15240 15748 16256 16764 17272 17780
26 13988 14526 15064 15602 16140 16678 17216 17754 18292 18830
27 14768 15336 15904 16472 17040 17608 18176 18744 19312 19880
28 15548 16146 16744 17342 17940 18538 19136 19734 20332 20930
29 16328 16956 17584 18212 18840 19468 20096 20724 21352 21980
30 17108 17766 18424 19082 19740 20398 21056 21714 22372 23030
31 17888 18576 19264 19952 20640 21328 22016 22704 23392 24080
32 18668 19386 20104 20822 21540 22258 22976 23694 24412 25130
33 19448 20196 20944 21692 22440 23188 23936 24684 25432 26180
34 20228 21006 21784 22562 23340 24118 24896 25674 26452 27230
35 21008 21816 22624 23432 24240 25048 25856 26664 27472 28280
36 21788 22626 23464 24302 25140 25978 26816 27654 28492 29330

[PC6] Custom Classes Group


Custom5

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
Requisites: Five 10's
+0 (total = 27, max = 9) Alignment: any
+1 (total = 30, max = 10) HD/level: d5
+2 (total = 33, max = 11) Weapon Prof.: 5+level/5
+3 (total = 36, max = 12) To Hit Table: Cust
+4 (total = 39, max = 13) Save Table: Cust
+5 (total = 42, max = 14) Reference: DM
+6 (total = 45, max = 15) Groups: Custom
+7 (total = 48, max = 16)  
+8 (total = 51, max = 17)    
+8 (total = 54, max = 18)    
+9 (total = 57, max = 19)    
+9 (total = 60, max = 20)    
+10 (total = 63, max = 21)    
+10 (total = 66, max = 22)    
+11 (total = 69, max = 23)    
+11 (total = 72, max = 24)    
+12 (total = 75, max = 25)    
+12 (total = 78, max = 26)    
Each level, get two "5th edition" picks (see ArchCustom5 per list).
Has access to all 5th edition classes, even if using "Sheets" or Background Points.
Gets 40 Rogue points per level.
 

[PC6] Custom Classes Group


d20izer3.5

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Con 9 (also see description)
Alignment: any
HD/level: d9
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Collectivizer3}
Groups: Custom
 
Each Level: The DM rolls a random class from Collective 3.5. You get the abilities of that class. You do not need to meet the requirements of the class.
See the following pages for the 3.5 list of classes.
The page numbers are for the Crystal Keep PDFs. (Ba=base, Pr=prestige)

[PC6] Custom Classes Group


d20izer3.5 Class Determination (page 1)

d730 Class Source
1 Artificer Ba4
2 Artificer, Warforged Ba4
3 Warforged Artificer Ba4
4 Ape Totem Barbarian Ba6
5 Barbarian Ba6
6 Barbarian, Ape Totem Ba6
7 Barbarian, Bear Totem Ba6
8 Barbarian, Boar Totem Ba6
9 Barbarian, Jaguar Totem Ba6
10 Bear Totem Barbarian Ba6
11 Boar Totem Barbarian Ba6
12 Jaguar Totem Barbarian Ba6
13 Barbarian, Dragon Totem Ba7
14 Barbarian, Eagle Totem Ba7
15 Barbarian, Horse Totem Ba7
16 Dragon Totem Barbarian Ba7
17 Eagle Totem Barbarian Ba7
18 Horse Totem Barbarian Ba7
19 Barbarian, Lion Totem Ba8
20 Horselord Ba8
21 Implacable Ba8
22 Lion Totem Barbarian Ba8
23 Barbarian, Serpent Totem Ba9
24 Barbarian, Wolf Totem Ba9
25 Serpent Totem Barbarian Ba9
26 Wolf Totem Barbarian Ba9
27 Barbarian, Berserker Strength Ba10
28 Barbarian, City Brawler Ba10
29 Barbarian, Dashing Step Ba10
30 Barbarian, FearsomeGaze Ba11
31 Barbarian, RelentlessSmash Ba11
32 Barbarian, Unshakable Ba11
33 Barbarian, Goliath Ba12
34 Goliath Barbarian Ba12
35 Barbarian, Halfling Ba14
36 Halfling Barbarian Ba14
37 Barbarian, Half-Orc Ba15
38 Half-Orc Barbarian Ba15
39 Bard Ba16
40 Bard, Divine Ba16
41 Bard, Savage Ba16
42 Divine Bard Ba16
43 Harbinger Ba16
44 Savage Bard Ba16
45 Bard, Bardic Knack Ba18
d730 Class Source
46 Bard, Gnome Ba19
47 Gnome Bard Ba19
48 Bard, Half-Elf Ba21
49 Half-Elf Bard Ba21
50 Ancestral Speaker Ba23
51 Arcane Disciple Ba23
52 Aspirant Ba23
53 Cleric Ba23
54 Benevolent Ba25
55 Cleric, Cloistered Ba25
56 Cloistered Cleric Ba25
57 Crusader Ba25
58 Cleric, Rage Ba26
59 Evangelist Ba26
60 Rage Cleric Ba26
61 Cleric, Domain Focus Ba27
62 Cleric, Spontaneous Domain Casting Ba27
63 Cleric, Dwarven Ba28
64 Dwarven Cleric Ba28
65 Cleric, Raptoran Ba29
66 Raptoran Cleric Ba29
67 Druid Ba33
68 Druidic Avenger Ba33
69 Metal Master Ba33
70 Sidhe Scholar Ba33
71 Druid, Storm Ba35
72 Druid, Totem Ba35
73 Druid, Urban Ba35
74 Storm Druid Ba35
75 Totem Druid Ba35
76 Urban Druid Ba35
77 Wild Reaper Ba37
78 Wind Walker Ba37
79 Winter Warden Ba37
80 Druid, Focused Animal Ba39
81 Druid, Shapeshift Ba39
82 Druid, Spontaneous Rejuvenation Ba39
83 Druid, Goliath Ba41
84 Goliath Druid Ba41
85 Druid, Halfling Ba42
86 Halfling Druid Ba42
87 Druid, Half-Orc Ba44
88 Half-Orc Druid Ba44
89 Druid, Shifter Ba45
90 Shifter Druid Ba45
d730 Class Source
91 Bodyguard Ba48
92 Commander Ba48
93 Corsair Ba48
94 Fighter Ba48
95 Exoticist Ba49
96 Fencer Ba49
97 Horseman Ba49
98 Janissary Ba50
99 Kensai Ba50
100 Knight' Ba50
101 Pugilist Ba51
102 Shield Bearer Ba51
103 Survivalist Ba51
104 Targetteer Ba52
105 Thane Ba52
106 Thug Ba52
107 Fighter, Counterattack Ba53
108 Fighter, Elusive Attack Ba53
109 Fighter, Overpowering Attack Ba53
110 Dwarven Fighter Ba54
111 Fighter, Dwarven Ba54
112 Fighter, Half-Elf Ba55
113 Half-Elf Fighter Ba55
114 Fighter, Raptoran Ba56
115 Raptoran Fighter Ba56
116 Fighter, Warforged Ba57
117 Warforged Fighter Ba57
118 Chaos Monk Ba58
119 Holy Monk Ba58
120 Hunting Monk Ba58
121 Monk Ba58
122 Monk, Chaos Ba58
123 Monk, Holy Ba58
124 Monk, Hunting Ba58
125 Martial Monk Ba60
126 Monk, Martial Ba60
127 Monk, Raging Ba60
128 Monk, Sidewinder Ba60
129 Raging Monk Ba60
130 Sidewinder Monk Ba60
131 Monk, Steadfast Ba62
132 Monk, Vigilant Ba62
133 Monk, Wild Ba62
134 Steadfast Monk Ba62
135 Vigilant Monk Ba62

[PC6] Custom Classes Group


d20izer3.5 Class Determination (page 2)

d730 Class Source
136 Wild Monk Ba62
137 Monk, Bane of the Clockwork Ba64
138 Monk, Decisive Strike Ba64
139 Monk, Sacred Strike Ba64
140 Monk, Sacred Strike' Ba66
141 Monk, Unwavering Dedication Ba66
142 Monk, Wholeness of Others Ba66
143 Halfling Monk Ba68
144 Monk, Halfling Ba68
145 Illuminated Monk Ba69
146 Monk, Illuminated Ba69
147 Anarch Ba73
148 Anti-Paladin Ba73
149 Avenger Ba73
150 Paladin Ba73
151 Corrupter Ba75
152 Despot Ba75
153 Enforcer Ba75
154 Gnome Paladin Ba77
155 Incarnate Ba77
156 Non-Spellcasting Paladin Ba77
157 Paladin, Gnome Ba77
158 Paladin, Non-Spellcasting Ba77
159 Paladin of Freedom Ba79
160 Paladin of Honor Ba79
161 Paladin of Slaughter Ba79
162 Paladin of Tyranny Ba79
163 Sentinel Ba81
164 Wyrmslayer Ba81
165 Paladin, Angel's Sight Ba82
166 Paladin, Aura of Banishment Ba82
167 Paladin, Aura of Sanctity Ba82
168 Paladin, Charging Smite Ba83
169 Paladin, Gaze of Truth Ba83
170 Paladin, Hunter of Fiends Ba83
171 Paladin, Power of Self Ba84
172 Paladin, Smiting Arrow Ba84
173 Paladin, Sword of Celestia Ba84
174 Elf Paladin Ba85
175 Paladin, Elf Ba85
176 Half-Orc Paladin Ba86
177 Paladin, Half-Orc Ba86
178 Paladin, Warforged Ba87
179 Warforged Paladin Ba87
180 Paladin of Light Ba88
d730 Class Source
181 Solstice Knight Ba89
182 Mystic Ranger Ba91
183 Non-Spellcasting Ranger Ba91
184 Planar Ranger Ba91
185 Ranger Ba91
186 Ranger, Mystic Ba91
187 Ranger, Non-Spellcasting Ba91
188 Ranger, Planar Ba91
189 Ranger, Urban Ba93
190 Urban Ranger Ba93
191 Wild Defender Ba93
192 Ranger, Distracting Attack Ba94
193 Ranger, Solitary Hunter Ba94
194 Elf Ranger Ba95
195 Ranger, Elf Ba95
196 Gnome Ranger Ba96
197 Ranger, Gnome Ba96
198 Half-Elf Ranger Ba97
199 Ranger, Half-Elf Ba97
200 Ranger, Shifter Ba98
201 Shifter Ranger Ba98
202 Moon-Warded Ranger Ba99
203 Ranger, Moon-Warded Ba99
204 Rogue Ba101
205 Rogue, Wilderness Ba101
206 Wilderness Rogue Ba101
207 Rogue, Disruptive Attack Ba102
208 Changeling Rogue Ba103
209 Rogue, Changeling Ba103
210 Dwarven Rogue Ba105
211 Rogue, Dwarf Ba105
212 Goliath Rogue Ba107
213 Rogue, Goliath Ba107
214 Halfling Rogue Ba109
215 Rogue, Halfling Ba109
216 Lunar Rogue Ba111
217 Rogue, Lunar Ba111
218 Battle Sorcerer Ba114
219 Poltergeist Ba114
220 Sorcerer Ba114
221 Sorcerer, Battle Ba114
222 Witch Ba114
223 Sorcerer, Arcane Reabsorbtion Ba116
224 Sorcerer, Draconic Ray Ba116
225 Sorcerer, Focus Caster Ba116
d730 Class Source
226 Sorcerer, Blood of Eberron Ba118
227 Sorcerer, Blood of Khyber Ba118
228 Sorcerer, Blood of Siberys Ba118
229 Sorcerer, Metamagic Specialist Ba119
230 Dwarven Sorcerer Ba120
231 Sorcerer, Dwarven Ba120
232 Raptoran Sorcerer Ba121
233 Sorcerer, Raptoran Ba121
234 Anagakok Ba123
235 Deathwalker Ba123
236 Filidh Ba123
237 Wizard Ba123
238 Fleshcrafter Ba125
239 Soul Reaper Ba125
240 Wizard, Arcane Reabsorbtion Ba126
241 Wizard, Focus Caster Ba126
242 Abjurer Ba128
243 Abjurer, Focus Caster Ba128
244 Abjurer, Resistance to Energy Ba128
245 Abjurer, Urgent Shield Ba128
246 Abjurer, Aura of Protection Ba129
247 Abjurer, Spontaneous Dispelling Ba129
248 Conjurer Ba130
249 Conjurer, Abrupt Jaunt Ba130
250 Conjurer, Focus Caster Ba130
251 Conjurer, Rapid Summoning Ba130
252 Conjurer, Enhanced Summoning Ba131
253 Conjurer, Spontaneous Summoning Ba131
254 Diviner Ba132
255 Diviner, Enhanced Awareness Ba132
256 Diviner, Focus Caster Ba132
257 Diviner, Glimpse Peril Ba132
258 Diviner, Bonus Diviner Feat Ba133
259 Diviner, Prescience Ba133
260 Enchanter Ba134
261 Enchanter, Cohort Ba134
262 Enchanter, Focus Caster Ba134
263 Enchanter, Instant Daze Ba134
264 Enchanter, Extended Enchantments Ba135
265 Enchanter, Social Proficiency Ba135
266 Evoker Ba136
267 Evoker, Counterfire Ba136
268 Evoker, Energy Affinity Ba136
269 Evoker, Focus Caster Ba136
270 Evoker, Energy Substitution Ba137

[PC6] Custom Classes Group


d20izer3.5 Class Determination (page 3)

d730 Class Source
271 Evoker, Overcome Resistance Ba137
272 Illusionist Ba138
273 Illusionist, Brief Figment Ba138
274 Illusionist, Chain of Disbelief Ba138
275 Illusionist, Focus Caster Ba138
276 Illusionist, Illusion Master Ba139
277 Illusionist, Shadow Shaper Ba139
278 Necromancer Ba140
279 Necromancer, Cursed Glance Ba140
280 Necromancer, Focus Caster Ba140
281 Necromancer, Skeletal Minion Ba140
282 Necromancer, Enhance Undead Ba141
283 Necromancer, Undead Apotheosis Ba141
284 Transmuter Ba142
285 Transmuter, Enhance Attribute Ba142
286 Transmuter, Focus Caster Ba142
287 Transmuter, Sudden Shift Ba142
288 Transmuter, Spell Versatility Ba143
289 Transmuter, Transmutable Memory Ba143
290 Changeling Wizard Ba144
291 Wizard, Changeling Ba144
292 Elf Wizard Ba145
293 Wizard, Elf Ba145
294 Gnome Illusionist Ba146
295 Illusionist, Gnome Ba146
296 Halfling Wizard Ba147
297 Wizard, Halfling Ba147
298 Beguiler Ba148
299 Duskblade Ba149
300 Black Dragon Shaman Ba150
301 Blue Dragon Shaman Ba150
302 Brass Dragon Shaman Ba150
303 Bronze Dragon Shaman Ba150
304 Copper Dragon Shaman Ba150
305 Dragon Shaman, Black Ba150
306 Dragon Shaman, Blue Ba150
307 Dragon Shaman, Brass Ba150
308 Dragon Shaman, Bronze Ba150
309 Dragon Shaman, Copper Ba150
310 Dragon Shaman, Gold Ba151
311 Dragon Shaman, Green Ba151
312 Dragon Shaman, Red Ba151
313 Dragon Shaman, Silver Ba151
314 Dragon Shaman, White Ba151
315 Gold Dragon Shaman Ba151
d730 Class Source
316 Green Dragon Shaman Ba151
317 Red Dragon Shaman Ba151
318 Silver Dragon Shaman Ba151
319 White Dragon Shaman Ba151
320 Favored Soul Ba153
321 Favored Soul, Deity's Favor Ba153
322 Hexblade Ba154
323 Hexblade, Dark Companion Ba154
324 Hexblade, Focus Caster Ba154
325 Knight Ba156
326 Marshal Ba157
327 Marshal, Adrenaline Boost Ba157
328 Ninja Ba158
329 Samurai Ba159
330 Scout Ba160
331 Scout, Dungeon Specialist Ba160
332 Scout, Light Cavalry160 Ba160
333 Scout, Sniper Ba160
334 Spellthief Ba162
335 Spirit Shaman Ba163
336 Swashbuckler Ba164
337 Swashbuckler, Shield of Blades Ba164
338 Warlock Ba165
339 Warlock, Fiendish Flamewreath Ba165
340 Warmage Ba166
341 Warmage, Eclectic Learning Ba166
342 Adept Ba167
343 Adept, Urban Ba167
344 Aristocrat Ba167
345 Changeling Egoist Ba167
346 Commoner Ba167
347 Egoist, Changeling Ba167
348 Erudite Ba167
349 Expert Ba167
350 Kalashtar Monk Ba167
351 Kalashtar Soulknife Ba167
352 Kalashtar Telepath Ba167
353 Magewright Ba167
354 Monk, Kalashtar Ba167
355 Religious Adept Ba167
356 Sha'ir Ba167
357 Shifter Wilder Ba167
358 Shugenja Ba167
359 Soulknife, Kalashtar Ba167
360 Soulknife, Umbragen Ba167
d730 Class Source
361 Telepath, Kalashtar Ba167
362 Umbragen Soulknife Ba167
363 Urban Adept Ba167
364 Warrior Ba167
365 Wilder, Shifter Ba167
366 Wu Jen Ba167
367 Acolyte of the Skin Pr19
368 Aerial Avenger Pr19
369 Alchemist Savant Pr19
370 Alienist Pr19
371 Anointed Knight Pr20
372 Apelord Pr20
373 Apostle of Peace Pr20
374 Anarchnomancer Pr21
375 Arcane Archer Pr21
376 Arcane Devotee Pr21
377 Arcane Hierophant Pr21
378 Arcane Trickster Pr22
379 Archmage Pr22
380 Argent Savant Pr22
381 Assassin Pr23
382 Battesmith Pr23
383 Bearlord Pr23
384 Beloved of Valarian Pr23
385 Battle Howler of Gruumsh Pr24
386 Bear Warrior Pr24
387 Beastmaster Pr24
388 Birdlord Pr24
389 Black Flame Zealot Pr24
390 Blackguard Pr25
391 Blade Bravo Pr25
392 Bladesinger Pr25
393 Blighter Pr25
394 Blood Magus Pr25
395 Bloodhount Pr26
396 Bowman Charger Pr26
397 Branch Dancer Pr26
398 Cabinet Trickster Pr26
399 Cannith Wand Adept Pr27
400 Catlord Pr27
401 Cavalier Pr27
402 Cavelord Pr27
403 Celebrant of Sharess Pr28
404 Celestial Mystic Pr28
405 Chameleon Pr28

[PC6] Custom Classes Group


d20izer3.5 Class Determination (page 4)

d730 Class Source
406 Champion of Corellon Larethian Pr29
407 Champion of Gwynharwyf Pr29
408 Charlatan Pr29
409 Chimeric Champion of Garl Glittergold Pr30
410 Church Inquisitor Pr30
411 Citadel Elite Pr30
412 Consecrated Harrier Pr30
413 Contemplative Pr30
414 Cragtop Archer Pr30
415 Crane Shen Pr31
416 Daggerspell Mage Pr31
417 Daggerspell Shaper Pr31
418 Dark Hunter Pr31
419 Darkwater Knight Pr31
420 Darkwood Stalker Pr32
421 Deadgrim Pr32
422 Deep Diviner Pr32
423 Deepwarden Pr32
424 Defender of Sealtiel Pr33
425 Dervish Pr33
426 Divine Champion Pr33
427 Divine Crusader Pr33
428 Divine Disciple Pr33
429 Divine Oracle Pr34
430 Divine Prankster Pr34
431 Divine Seeker Pr34
432 Dragon Disciple Pr34
433 Dragon Shen Pr34
434 Dragonmark Heir Pr35
435 Dread Pirate Pr35
436 Drow Judicator Pr35
437 Drunken Master Pr35
438 Duelist Pr35
439 Dungeon Delver Pr36
440 Dwarven Defender Pr36
441 Earth Dreamer Pr36
442 Earthshaker Pr36
443 Effigy Master Pr37
444 Eldeen Ranger, Ashbound Pr37
445 Eldeen Ranger, Children of Winter Pr37
446 Eldeen Ranger, Gatekeepers Pr37
447 Eldeen Ranger, Green Singers Pr37
448 Eldeen Ranger, Wardens of the Woods Pr38
449 Eldritch Knight Pr38
450 Elemental Savant Pr38
d730 Class Source
451 Emissary of Barachiel Pr38
452 Enlightened Fist Pr39
453 Entropomancer Pr39
454 Evangelist Pr39
455 Evereskan Tomb Guardian Pr39
456 Exalted Arcanist Pr40
457 Exemplar Pr40
458 Exorcist of the Silver Flame Pr40
459 Exotic Weapon Master Pr41
460 Extreme Explorer Pr41
461 Eye of Gruumsh Pr42
462 Eye of Horus-Re Pr42
463 Firestorm Berserker Pr42
464 Fist of Raziel Pr42
465 Fochlucan Lyrist Pr43
466 Force Missile Mage Pr43
467 Frenzied Berserker Pr43
468 Geomancer Pr44
469 Geometer Pr44
470 Ghost-Faced Killer Pr44
471 Gnome Giant-Slayer Pr44
472 Green Star Adept Pr45
473 Green Whisperer Pr45
474 Halfling Outrider Pr45
475 Hammer of Moradin Pr45
476 Harper Agent Pr46
477 Harper Paragon Pr46
478 Hathran Pr46
479 Heartfire Fanner Pr47
480 Heir of Siberys Pr47
481 Hierophant Pr48
482 High Handcrafter Pr48
483 Highland Stalker Pr48
484 Holy Liberator Pr49
485 Horizon Walker Pr49
486 Horselord Pr49
487 Hospitaler Pr50
488 Hunter of the Dead Pr50
489 Icesinger Pr50
490 Imaskari Vengeance Taker Pr50
491 Incantatrix Pr51
492 Incantifier Pr51
493 Infused Spellcater Pr51
494 Infused Warrior Pr51
495 Initiate of Pistis Sophia Pr52
d730 Class Source
496 Invisible Blade Pr52
497 Itinerant Warder of Yondala Pr52
498 Initiate of the Sevenfold Veil Pr53
499 Jester Pr53
500 Jobber Pr54
501 Justicar Pr54
502 Justice Hammer of Moradin Pr54
503 Justiciar of Tyr Pr54
504 Kensai Pr54
505 Knight of Holy Shielding Pr55
506 Knight of the Chalice Pr55
507 Knight Protector Pr55
508 Lion of Talisid Pr55
509 Loremaster Pr56
510 Luckstealer Pr56
511 Maester Pr56
512 Mage of the Arcane Order Pr56
513 Magic Filcher Pr57
514 Maiden of Pain Pr57
515 Mantis Shen Pr57
516 Martyred Champion of Ilmater Pr57
517 Master Astrologer Pr58
518 Master Inquisitive Pr58
519 Master of Many Forms Pr58
520 Master of the East Wind Pr59
521 Master Thrower Pr59
522 Master of the North Wind Pr60
523 Master of the South Wind Pr60
524 Master of the Unseen Hand Pr60
525 Master of the West Wind Pr60
526 Master Transmogrifist Pr60
527 Memory Smith Pr61
528 Menacing Brute Pr61
529 Mindbender Pr61
530 Mindspy Pr61
531 Monk of the Long Death Pr62
532 Monkey Shen Pr62
533 Moonspeaker Pr62
534 Morninglord of Lathander Pr62
535 Mourner Pr62
536 Mole Pr63
537 Mystic Keeper of Corellon Larethian Pr63
538 Mystic Theurge Pr63
539 Nature's Warrior Pr63
540 Nightsong Enforcer Pr64

[PC6] Custom Classes Group


d20izer3.5 Class Determination (page 5)

d730 Class Source
541 Nightsong Infiltrator Pr64
542 Occult Slayer Pr64
543 Ollam Pr64
544 Oppressor Pr64
545 Order of the Bow Initiate Pr65
546 Outcast Champion Pr65
547 Panther Shen Pr65
548 Pious Templar Pr65
549 Poisoner Pr65
550 Prime Underdark Guide Pr66
551 Prophet of Erathaol Pr66
552 Purebreath Devotee Pr66
553 Purple Dragon Knight Pr66
554 Purple Dragon Knight' Pr67
555 Radiant Servant of Pelor Pr67
556 Rage Mage Pr67
557 Rainbow Servant Pr67
558 Ravager Pr68
559 Reachrunner Pr68
560 Reaping Mauler Pr68
561 Recaster Pr68
562 Red Wizard Pr68
563 Reforged Pr69
564 Replacement Killer Pr69
565 Ronin Pr69
566 Ruathar Pr69
567 Runecaster Pr70
568 Runesmith Pr70
569 Sacred Exorcist Pr70
570 Sacred Fist Pr70
571 Scar Enforcer Pr70
572 Seeker of the Misty Isle Pr71
573 Seeker of the Song Pr71
574 Sentinel of Bharrai Pr71
575 Shaaryan Hunter Pr71
576 Shadow Adept Pr72
577 Shadow Dancer Pr72
578 Shadow Thief of Amn Pr72
579 Shadowbane Inquisitor Pr72
580 Shadowbane Stalker Pr73
581 Shadowcraft Mage Pr73
582 Shadowcrafter Pr73
583 Shaper of Form Pr73
584 Sharklord Pr74
585 Sharn Skymage Pr74
d730 Class Source
586 Shinning Blade of Heironeous Pr74
587 Skylord Pr74
588 Slayer of Domiel Pr75
589 Slime Lord Pr75
590 Snake Shen Pr75
591 Snakelord Pr75
592 Son of Mercy Pr75
593 Spellcarved Soldier Pr76
594 Spellguard of Silverymoon Pr76
595 Spellsword Pr76
596 Spirit Speaker Pr76
597 Spymaster Pr77
598 Stalker of Kharash Pr77
599 Stoneblessed, Dwarf Pr77
600 Stoneblessed, Gnome Pr77
601 Stoneblessed, Goliath Pr78
602 Stonedeath Assassin Pr78
603 Stoneface Pr78
604 Stonelord Pr78
605 Stormlord Pr79
606 Streetfighter Pr79
607 Sublime Chord Pr79
608 Suel Arcanamach Pr79
609 Swanmay Pr79
610 Sword of Righteousness Pr80
611 Sworn Slayer Pr80
612 Tattooed Monk Pr81
613 Tempest Pr82
614 Temple Raider of Olidammara Pr82
615 Thaumaturgist Pr82
616 Thayan Knight Pr82
617 Thief-Acrobat Pr83
618 Thrall of Baphomet Pr83
619 Thrall of Dagon Pr83
620 Thrall of Fraz-Urb'luu Pr84
621 Thrall of Kostchtchie Pr84
622 Thrall of Pazuzu Pr85
623 Thrall of Zuggtomy Pr85
624 Tiger Shen Pr85
625 Troubadour of Stars Pr86
626 Urban Soul Pr86
627 Ur-Priest Pr86
628 Vassal of Bahamut Pr87
629 Vermin Keeper Pr87
630 Vigilante Pr87
d730 Class Source
631 Virtuoso Pr87
632 Void Disciple Pr88
633 War Chanter Pr88
634 Warforged Juggernaut Pr88
635 Warpriest Pr88
636 Warshaper Pr88
637 Wayfarer Guide Pr89
638 Weretouched Master Pr89
639 Whisperknife Pr89
640 Wild Mage Pr90
641 Wild Plains Outrider Pr90
642 Wildrunner Pr90
643 Wolflord Pr90
644 Wonderworker Pr90
645 World Speaker Pr91
646 Wormhunter Pr91
647 Yathchol Webrider Pr91
648 Yathrinshee Pr92
649 Zhentarim Spy Pr92
650 Avantist Pr93
651 Black Blood Hunter Pr93
652 Cognition Thief Pr93
653 Dawncaller Pr93
654 Ephemeral Exemplar Pr93
655 Epic Artificer Pr93
656 Epic Barbaran Pr93
657 Epic Bard Pr93
658 Epic Cleric Pr93
659 Epic Druid Pr93
660 Epic Fighter Pr93
661 Epic Monk Pr93
662 Epic Paladin Pr93
663 Epic Ranger Pr93
664 Epic Rogue Pr93
665 Epic Sorcerer Pr93
666 Epic Warlock Pr93
667 Epic Warmage Pr93
668 Epic Wizard Pr93
669 Epic Wu Jen Pr93
670 Goliath Liberator Pr93
671 Hulking Hurler Pr93
672 Illithid Body Tamer Pr93
673 Inquisitor of the Drowning Goddess Pr93
674 Iron Mind Pr93
675 Loredelver Pr93

[PC6] Custom Classes Group


d20izer3.5 Class Determination (page 6)

d730 Class Source
676 Lurking Terror Pr93
677 Master Vampire Pr93
678 Mind Mage Pr93
679 Netherese Arcanist Pr93
680 Ocular Master Pr93
681 Peregrine Runner Pr93
682 Quori Nightmare Pr93
683 Risen Martyr Pr93
684 Sea Mother Whip Pr93
685 Shadow Sentinel Pr93
686 Shadowmind Pr93
687 Skypledged Pr93
688 Spellfire Hierophant Pr93
689 Stonespeaker Guardian Pr93
690 Stormtalon Pr93
691 Tainted Sorcerer Pr93
692 Tainted Warrior Pr93
693 Tomb Warden Pr93
694 Unholy Abomination Pr93
695 Aberrant Paragon Pr94
696 Ararchomancer Pr94
d730 Class Source
697 Arvoreen's Keeper Pr94
698 Arvoreen's Warder Pr94
699 Barber Pr94
700 Battleguard of Tempus Pr94
701 Boge of Nomog-Geaya Pr94
702 Cerebrex Pr94
703 Companion of the Dead Pr94
704 Corsair Pr94
705 Deathstalker of Bhaal Pr94
706 Drow Paragon Pr94
707 Dwarf Paragon Pr94
708 Eagle Knight Pr94
709 Elf Paragon Pr94
710 Flux Adept Pr94
711 Gnome Paragon Pr94
712 Half-Dragon Paragon Pr94
713 Half-Elf Paragon Pr94
714 Halfling Paragon Pr94
715 Half-Orc Paragon Pr94
716 Harnmonium Peacekeeper Pr94
717 Holy Slayer Pr94
d730 Class Source
718 Human Paragon Pr94
719 Jaguar Knight Pr94
720 Kobold Paragon Pr94
721 Luminaire Pr94
722 Mamluk Pr94
723 Omatu Master Pr94
724 Orc Paragon Pr94
725 Osteomancer Pr94
726 Ranger Knight of Furyondy Pr94
727 Shadow Apostle Pr94
728 Shark Cultist Pr94
729 Silverhair Knight Pr94
730 Tiefling Paragon Pr94

[PC6] Custom Classes Group


Dilettante

Level KXP
Spells
1 0 (none)
2 8 (none)
3 16 (none)
4 32 (none)
5 80 (none)
6 160 (none)
7 320 (none)
8 600 (none)
9 1120 (none)
10 1920 (none)
11 2720 (none)
12 3520 (none)
13 4320 (none)
14 5120 (none)
15 5920 (none)
16 6720 (none)
17 7520 (none)
18 8320 (none)
19 9120 (none)
20 9920 (none)
21 10720 (none)
22 11520 (none)
23 12320 (none)
24 13120 (none)
25 13920 (none)
26 14720 (none)
27 15520 (none)
28 16320 (none)
29 17120 (none)
30 17920 (none)
31 18720 (none)
32 19520 (none)
33 20320 (none)
34 21120 (none)
35 21920 (none)
36 22720 (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: Chr 17
Alignment: any
HD/level: & d4
Weapon Prof.: 3+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Each level, choose one:
A. ÷0.2 in Class Adjectives for this class, or ÷0.1 in Class Adjectives for one of your other classes. (see [P4.8])
B. F=1 in Custom2 picks for this class, or F=0.5 in Custom2 picks for one of your other classes. (see [PC6])
C. 1 X24 score (P24S) for this class, or 0.5 P24S for another class. A X24 minor costs 2 P24S, a major costs 5 P24S, a grand costs 8 P24S, and a super costs 11 P24S. You can spend 9 P24S to get a Psi48 pick. (see [X24] and Innovator48 class)

[PC6] Custom Classes Group


Duplicator

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 150 (none)
9 280 (none)
10 580 (none)
11 880 (none)
12 1180 (none)
13 1480 (none)
14 1780 (none)
15 2080 (none)
16 2380 (none)
17 2680 (none)
18 2980 (none)
19 3280 (none)
20 3580 (none)
21 3880 (none)
22 4180 (none)
23 4480 (none)
24 4780 (none)
25 5080 (none)
26 5380 (none)
27 5680 (none)
28 5980 (none)
29 6280 (none)
30 6580 (none)
31 6880 (none)
32 7180 (none)
33 7480 (none)
34 7780 (none)
35 8080 (none)
36 8380 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
Requisites: Class Slots 1, Mini-Class Slots 1
Alignment: (as original)
HD/level: (as original)
Weapon Prof.: (as original)
To Hit Table: (as original)
Save Table: (as original)
Reference: DM
Groups: Custom
 
This class requires a Mini-Class slot in addition to the normal Class slot. This class exactly duplicates another class you have, which includes the name, XP table, etc. This class may be of different level than the duplicated class (it can be higher level).
Level 9: Choose one:
A. This requires an extra Mini-class slot. Replace the original class you're duplicating with another Duplicator class (so you have 2 Duplicator classes and no original). They both act as the original class but use the Duplicator XP chart.
B. You may duplicate a Mixed-class combination of classes instead of an individual class.
C. You may instead duplicate a class on another character you are playing. In this case, you may play the Duplicator class by itself, and don't need to have any original classes on your character at all.

[PC6] Custom Classes Group


Emulator

Level KXP
Spells
1 0 (varies)
2 0.5e (varies)
3 1e (varies)
4 2e (varies)
5 4e (varies)
6 8e (varies)
7 16e (varies)
8 30e (varies)
9 60e (varies)
10 100e (varies)
11 150e (varies)
12 200e (varies)
13 250e (varies)
14 300e (varies)
15 350e (varies)
16 400e (varies)
17 450e (varies)
18 500e (varies)
19 550e (varies)
20 600e (varies)
21 650e (varies)
22 700e (varies)
23 750e (varies)
24 800e (varies)
25 850e (varies)
26 900e (varies)
27 950e (varies)
28 1000e (varies)
29 1050e (varies)
30 1100e (varies)
31 1150e (varies)
32 1200e (varies)
33 1250e (varies)
34 1300e (varies)
35 1350e (varies)
36 1400e (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str 3+e, Dex 3+e, Con 3+e, Int 3+e, Wis 3+e, Chr 3+e
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Pick an "e" (emulation) factor. This must be at least 3 and be an integer. You may change "e" during a reset, but you must meet the new stat requirement (you cannot "owe" stat points). Note this class cannot be added at all unless you have straight 6's in stats.
 
You duplicate the powers of up to LVL classes. You get half your total XP in EmulatorDM to spend on each of these classes to see what level you are in each class. You must meet the stat and level requirements of each class you duplicate, but these requirements do not add to each other. You get the spell/psi progression, "Level:" abilities, and rogue-like abilities of each class. You do not get the HD, weapon proficiency progression, TH chart, or saves of the classes.
 
Your duplicated level must be equal to or less than "e". If it is above that, it is lowered to "e". Note that your duplicated level may exceed your true EmulatorDM level. Your CL is always your EmulatorDM level, unless a "Level:" ability changes this.
 
This class cannot duplicate classes from the Custom, Concordant, or Monster groups.

[PC6] Custom Classes Group


Exponenter


Level

KXP
Spells
TH
1 [ ((N-1)*0.5+1)*orig. ] (orig.^N) (orig.*N)
2 [ ((N-1)*1.5+1)*orig. ] (orig.^N) (orig.*N)
3 [ ((N-1)*2.5+1)*orig. ] (orig.^N) (orig.*N)
4 [ ((N-1)*3.5+1)*orig. ] (orig.^N) (orig.*N)
5 [ ((N-1)*4.5+1)*orig. ] (orig.^N) (orig.*N)
6 [ ((N-1)*5.5+1)*orig. ] (orig.^N) (orig.*N)
7 [ ((N-1)*6.5+1)*orig. ] (orig.^N) (orig.*N)
8 [ ((N-1)*7.5+1)*orig. ] (orig.^N) (orig.*N)
9 [ ((N-1)*8.5+1)*orig. ] (orig.^N) (orig.*N)
10 [ ((N-1)*9.5+1)*orig. ] (orig.^N) (orig.*N)
11 [ ((N-1)*10.5+1)*orig. ] (orig.^N) (orig.*N)
12 [ ((N-1)*11.5+1)*orig. ] (orig.^N) (orig.*N)
13 [ ((N-1)*12.5+1)*orig. ] (orig.^N) (orig.*N)
14 [ ((N-1)*13.5+1)*orig. ] (orig.^N) (orig.*N)
15 [ ((N-1)*14.5+1)*orig. ] (orig.^N) (orig.*N)
16 [ ((N-1)*15.5+1)*orig. ] (orig.^N) (orig.*N)
17 [ ((N-1)*16.5+1)*orig. ] (orig.^N) (