[PC66] Collective 6.6 Classes


Collective 6.6 Classes

Jedi-Slayer Warrior Warrior Jedi19 Slayer5
Knight of Quantity-Myrmecologist Warrior Wizard Knight of Quantity Myrmecologist
Nikki-Beater Warrior Priest Nikki Beater
Rocketeer-Weaponmaster Warrior Rogue Rocketeer Weaponmaster
Physicaler-Physicalist Warrior Psionicist Physicaler Physicalist
Pokemon-Pit Fighter Warrior Monster Pokemon Pit Fighter
Arch-Sage-Geo-Sage Wizard Wizard Arch-Sage Geo-Sage
Disintegrator-Destruction Priest Wizard Priest Disintegrator Destruction Priest
Virus Mage-Slut Wizard Rogue Virus Mage Slut
Arch-Mentaler-Mentalist Wizard Psionicist Mentaler Mentalist
Polar Bear-Snow Wizard Wizard Monster Polar Bear Snow Wizard
Wise Man-Atheist Priest Priest Atheist Wise Man
White Hat-White Priest Priest Rogue White Hat White Priest
Sporacle of Chaos-Remover Priest Psionicist Sporacle of Chaos Remover
Vampire-Sun Priest Priest Monster Vampire Sun Priest
Nicol Bolas-Secret Agent Rogue Rogue Nicol Bolas Secret Agent
Arch-Mutant-Stealth Ninja Rogue Psionicist Arch-Mutant Stealth Ninja
Living Wall-Mover Rogue Monster Living Wall Mover
ORLY Owl-Changecat Psionicist Psionicist ORLY Owl Changecat
Githyanki Knight-Astraler Psionicist Monster Githyanki Knight Astraler
Rakshasa-Pixie Queen Monster Monster Rakshasa Pixie Queen

[PC66] Collective 6.6 Classes


Jedi-Slayer

Level KXP Psi19L
mMG S
1 0 1-- -
2 7.5 2-- -
3 15 3-- -
4 30 4-- -
5 60 5-- -
6 120 6-- -
7 240 61- -
8 480 71- -
9 960 72- -
10 1500 82- -
11 2250 83- -
12 3000 93- -
13 3750 94- -
14 4500 941 -
15 5250 951 -
16 6000 961 -
17 6750 962 -
18 7500 972 -
19 8250 982 -
20 9000 983 -
21 9750 983 1
22 10500 984 1
23 11250 985 1
24 12000 986 1
25 12750 986 2
26 13500 987 2
27 14250 988 2
28 15000 998 2
29 15750 998 3
30 16500 999 3
31 17250 999 4
32 18000 999 5
33 18750 999 6
34 19500 999 7
35 20250 999 8
36 21000 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  4  6  3  4  1  1  3
+4  9  5  6  4  4  2  2  4
+6 10  6  7  6  5  3  3  5
+8 11  7  9  8  6  4  4  6
+10 12  8 10 10  7  5  4  7
+12 13 10 11 12  9  6  5  8
+14 14 11 13 14 10  7  6  9
+16 14 12 14 14 11  8  7 10
+18 15 13 14 14 12  9  8 11
+20 16 14 15 15 13 10  8 12
+22 16 14 15 15 14 11  9 13
+24 16 14 15 15 15 12 10 14
+26 16 15 15 15 15 13 11 15
+28 17 15 16 15 15 14 12 16
+30 17 15 16 15 15 15 12 17
+32 17 16 16 15 16 16 13 18
+34 17 16 16 16 16 17 14 19
+36 17 16 16 16 16 18 15 20
Requisites: Class Slots 2,
  Str 16, Dex 13, Con 9, Wis 17, Chr 21, Cml 13
Alignment: any G
HD/level: 3d16
Weapon Prof.: 12+level/2
To Hit Table: 2xMon
Save Table: 2x(War/Pri)
Reference: Star Wars - Buffy
Groups: Warrior, Psionicist
 
This is a mixed Jedi19L + Slayer5.
Gets Barbarian Str, Dex, and Con.
Uses the Barbarian line for number of attacks at double level.
Gets Psi19L powers, see progression.
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.
 
Gets one pick below per level.
 
Levels Pick Description
Level 1-3: A Attractiveness: +LVL*2 Cml.
B Fast Reaction time: +LVL initiative (or) Roll 2d12 for initiative, choose the better.
C Hard to Kill: +LVL*3 hp, LVL slots in Survival proficiency.
D Acrobatics: Gain a level 1 Acrobat pick, with 50+5*LVL% rogue points in it.
E Wooden stakes (treat as a 1d4/1d3 dagger) have +LVL/+LVL magical plusses and no penalty for called shots.
Level 4: Pick two Soldier5 Level 1-3, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 1-3
Level 5-7: F Acute sense: Pick one of the 5 senses, have eagle vision/hearing (if sight/sound) or can use the sense 30' away.
G Natural Toughness: -LVL per attack (physical or energy).
H Psychic Visions: You see the future in visions or dreams.
I Resist poison. Death results become half your current hit points in damage (round damage down).
J Getting Medieval: Divide AC & save bonus by 2 for next hour: Starting next segment, get x2 TH & dmg for 1 hour.
Level 8: Pick one Soldier5 Level 5-7, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 5-7
Level 9-12: K x2/xx2 TH/dmg (double the die roll, double all damage) vs. undead
L Immune to innates and touch effects of undead; immune to Lich spells of SL 0 to LVL/6 (round down)
M Detect & Identify Undead, type and number, continuous within LVL*10' through walls
N Leadership: +LVL Chr
O Contact the Animal Spirit of the Slayers: 1M, 1/reset: +LVL/4 proficiencies (weapon or nonweapon, permanent)
Level 13: Pick one Soldier5 Level 9-12, one Watcher5 Level 5-7, one Psi(-18) major, or two Slayer5 Level 9-12
Level 14-18: P x2/xx2 TH/dmg (double the die roll, double all damage) vs. evil outer-planar (demons, devils, daemons, etc.)
Q Immune to innates and touch effects of evil outer-planar; immune to Psi6E & Psi(-6)E effects of SL 1 to LVL/4
R Detect & Identify Evil Outer-Planar, type and number, continuous within LVL*10' through walls
S Ignore the effects of high multiplier when you attempt to affect things (e.g. people defend as only your multiplier)
T Invoke the First Slayer: 1M, 1/reset: Precognition (that works) & Ask the DM a question
Level 19: Pick one Soldier5 Level 14-18, one Watcher5 Level 9-12, one Psi(-18) grand, or two Slayer5 Level 14-18
Level 20-26: U x2/xx2 TH/dmg (double the die roll, double all damage) vs. anything; get x3/xx3 vs. demons or outer
V Immune to innates and touch effects of any source, up to x2 multiplier
W Detect & Identify any summon type (1 at a time, range = same DL or 30 mile hex on surface)
X Ignore the effects of high multiplier when you or your effects defend against things
Y Glaive: Capital S Slay brand (1 race by type per day; change at reset)
Z Any Custom5 ability of levels 1-26
Level 27-36: Pick one Soldier5 Level 20-26, one Watcher5 Level 14-18, one Psi(-18) super, or two Slayer5 Level 20-26

[PC66] Collective 6.6 Classes


Knight of Quantity-Myrmecologist

Level KXP War/Wiz
123 456 789
1 0 2-- --- ---
2 7.25 4½- --- ---
3 17.5 52- --- ---
4 42 74½ --- ---
5 77 952 --- ---
6 129 A64 ½-- ---
7 206 B85 2-- ---
8 327 C97 4½- ---
9 538.5 DA8 52- ---
10 975 EC9 64- ---
11 1637.5 FDB 862 ---
12 2325 GEC A83 ---
13 3012.5 IGE B95 2--
14 3700 JHF CA6 3--
15 4387.5 KIG EC7 4½-
16 5075 LJH FD9 61-
17 5762.5 LKI GEA 82½
18 6450 LKJ HFB 921
19 7137.5 LKJ IGC A31
20 7825 LKJ IHE B32
21 8512.5 LKJ IHF D42
22 9200 LKJ IHG E43
23 9887.5 LKJ IHG G53
24 10575 LKJ IHH G54
25 11262.5 LKJ IHH H55
26 11950 MLK JIH H55
27 12637.5 MLK JJJ I55
28 13325 MLK JJJ J66
29 14012.5 NML LJJ J66
30 14700 NML LLK K66
31 15387.5 NML LLL K77
32 16075 ONM MLL L77
33 16762.5 ONN MMM M77
34 17450 ONN NMM M88
35 18137.5 POO ONM M88
36 18825 POO OOO N99
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+1 10  4  8  4  2  2  2  0
+2 10  6  8  6  4  4  4  2
+3 12  8 10  8  6  4  4  2
+4 14 10 12 10  8  6  4  2
+5 16 10 14 12  8  6  6  4
+6 16 12 14 14 10  8  6  4
+7 18 14 16 16 12  8  8  4
+8 20 16 18 18 14 10  8  6
+9 22 16 20 20 14 10  8  6
+10 22 18 20 22 16 12 10  6
+11 24 20 22 24 18 12 10  8
+12 26 22 24 26 20 14 12  8
+13 28 22 26 28 20 14 12  8
+14 28 24 26 28 22 16 12 10
+15 28 24 28 28 22 16 14 10
+16 28 26 28 28 24 18 14 10
+17 30 26 28 28 24 18 16 12
Requisites: Class Slots 2,
  Str 16, Dex 17, Chr 25, Int 9, Cml 13
Alignment: L any
HD/level: 5d6
Weapon Prof.: 3*level
To Hit Table: War
Save Table: War*2 (see note)
Reference: DM
Groups: Warrior, Wizard, Alternate
 
This is a mixed Knight of Quantity1 + Myrmecologist.
Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
Specialized and School Robed (-1 SL) in Myrmecology (Ants).
Level 1 ¶: Pick weapon of choice; your number of attacks with that weapon = (LVL+2)/2.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Regenerate LVL hp/s.
Level 1: Can operate at negative hit points equal to -10*level. While in this state, you cannot make any type of attack (magic, psionic, physical, or otherwise).
Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
Level 1: +1+(LVL/3) summon slots, only for Ants, Formians, or Myr.
Level 1: May use 1 material component effect per spell as a zero action.
Level 3: Free Action cont.
Level 3: Gets LVL/3 Mounts (see Beast Rider class), DL=(LVL+2)/3.
Level 3: Can build a freehold and attract LVLd1000 Followers. Automatically gains 1 XP per year per follower if you set up a stronghold. Each follower is (roll 1d100:) 01-45=level 0, 46-95=level 1, 96-99=level 2, 00=level 3. Assuming no other activity, any given follower has a LVL-2 in 20 chance of going up in level each year (where LVL is your level).
Level 3: Mental link with a number of lieutenants (followers that are Warriors of at least 3rd level) equal to your level (this operates on its own unique psionic frequency).
Level 4: Gain "Whirl" (slightly improved in area of effect). 1P: Do 1 attack on every target within 15'r (one group usually).
Level 4: +1 Familiar, Animal Companion, or Beast Rider Mount slot in Giant Ant. (Level 1: +1 Str; Level 9: x2 PSPs for Psi2; Level 18: 1F: Heal.)
Level 5: +(LVL-3)/2 QP actions.
Level 8: You are considered a WereAnt and may polymorph yourself into a Giant Ant for 1V action. You have 6 limbs (the 2 extra limbs can be considered either arms or legs).
Level 9: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)
Myrmecology Spells:
Ant Doom N (SL=N): Creeping Doom of Ants, (1d4+6)*(SL^3) dmg
Ant Shield N (SL=N): Damaging shield of type Ant (Insect), SL*25%
Fire Ant N (SL=N): Deals CLd(SL*2) Fiery Insect dmg (no save) plus Blindness (Reflex save) to a group
Summon Ant N (SL=N): Summon a DL=SL+1 Giant Winged Ant or (11-SL)^2 DL=SL Giant Ants (type Insect)
Summon Formian N (SL=N): Summon a DL=SL Formian (type Outer from Arcadia/Nirvana). They count as Ants for other spells.
Summon Myr N (SL=N): Summon a DL=SL Myr (type Golem from MTG). These do not count as Ants. See list below.
Wall of Ants (SL=N): Creates a Wall of Ants, anyone passing through takes (SL*2)d(SL*2) dmg.
Ant (SL=0): Summons a normal DL 0 Ant.
Speak with Ants (SL=1): You can speak with Ants and ask them questions, which they will give reasonable answers to.
Army Ants (SL=3): Earthquake (as spell)
Construction (SL=3): Your Ant summons can build a large building/structure or tunnel in a short amount of time. Every DL of Ants is 1 Hull point per S action they have.
Polymorph into Ant (SL=3): Polymorphs target into a (normal) Ant (PP save)
Carrion Ants (SL=4): Add +1 DL to your Ant summons (can repeat this spell up to DL X)
Saber Ants (SL=4): Whenever one of your Ant summons is killed by damage, get another Ant to replace it.
Yavimaya Ants (SL=4): Your Ant summons have haste.
Queen Ant (SL=6): Summons a DL VI Queen Ant. It adds a DL I Ant every segment to it's summon group (up to a max of 100).
Giant Ant Colony (SL=9): Summons a Fuckton (1000000) of DL I Giant Ants. They are in 100 groups of Plenty (10000) Giant Ants, but all together it counts as only one summon slot.
Giant Ant Empire (SL=10): Summons CL Fucktons (CL*1000000) of DL II Giant Flying Ants. They are in CL*100 groups of Plenty (10000) Giant Flying Ants, but all together it counts as only one summon slot. Alternatively, you can have a single group of 1 Metric Fuckton (100000000) of DL III Giant Flying Saber Ants.
(More spells will be added if this class is actively being played.)
Myr Types (for reference; this doesn't count monster templates):
DL=1: Myr Mindservant, Myr Moonvessel, Myr Servitor; DL=2: Alpha Myr, Copper Myr, Coretapper, Gold Myr, Iron Myr, Leaden Myr, Myr Retriever, Omega Myr, Silver Myr; DL=3: Myr Adapter, Myr Landshaper, Suntouched Myr; DL=4: Lodestone Myr, Myr Quadropod, Sarcomite Myr; DL=5: Myr Prototype; DL=7: Myr Enforcer

[PC66] Collective 6.6 Classes


Nikki-Beater

Level KXP War/Conj/Pri/Buff
123 456 789 A
TH
1 0 21- --- --- - +10 ++1
2 3.61 31- --- --- - +11 ++1
3 7.22 321 --- --- - +11 ++1
4 14.44 431 --- --- - +12 ++1
5 28.88 432 1-- --- - +12 ++1
6 57.76 543 1-- --- - +13 ++1
7 115.52 543 21- --- - +13 ++1
8 231.04 654 31- --- - +14 ++1
9 462.08 654 321 --- - +14 ++1
10 775 765 431 --- - +15 ++1
11 1140 765 432 1-- - +15 ++1
12 1505 876 543 1-- - +16 ++1
13 1870 876 543 21- - +16 ++1
14 2235 887 654 31- - +17 ++1
15 2600 887 654 321 - +17 ++1
16 2965 888 765 431 - +18 ++1
17 3330 888 765 432 1 +18 ++1
18 3695 988 876 543 1 +19 ++1
19 4540 998 887 654 1 +19 ++1
20 4775 999 888 765 1 +20 ++1
21 5160 999 988 876 1 +20 ++1
22 5545 999 998 887 1 +21 ++1
23 5930 999 999 888 1 +21 ++1
24 6315 AAA A99 988 1 +22 ++1
25 6700 AAA AAA A98 1 +22 ++1
26 7085 AAA AAA AAA 1 +23 ++1
27 7470 AAA AAA AAA 2 +23 ++1
28 7855 BAA AAA AAA 2 +24 ++1
29 8240 BBA AAA AAA 3 +24 ++1
30 8625 BBB AAA AAA 4 +25 ++1
31 9010 BBB BAA AAA 5 +25 ++1
32 9395 BBB BBA AAA 6 +26 ++1
33 9780 BBB BBB AAA 7 +26 ++1
34 10165 BBB BBB BAA 8 +27 ++1
35 10550 BBB BBB BBA 9 +27 ++1
36 10935 BBB BBB BBB A +28 ++1
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-4 +3 +3 -4 +5 +5 +10 +0 +0 +0 ÷1
 
Requisites: Race Slots 1, Class Slots 3,
  Str 18, Dex 24, Con 24, Wis 18, Chr 19,
Alignment: T any (or) C any (or) any S
HD/level: 3d20
Weapon Prof.: 6+level
To Hit Table: +10+level/2 ++1
Save Table: 2xPri ++1
Reference: RKR / DM
Groups: Warrior, Priest, Rogue, PCDesigned, Archetype
   
Saving Throws:  
PPD: level*2+6 ++1
RSW: level*2+2 ++1
PP: level*2+4 ++1
BW: level*2+1 ++1
Spell: level*2+2 ++1
Fort: level*2-2 ++1
Reflex: level*2-2 ++1
Will: level*2+1 ++1
   
This is a mixed Nikki1 + Beater5.
Grand in Love sphere.
Gets 30 Rogue points per level.
++1 to hit or saves means to adjust true die roll by 1.
# Attacks with melee = (Level+2)/2, otherwise as Warrior.
Barbarian Str, Dex, or Con; gain another at Level 4 and the last at Level 9.
Schools/Spheres: Wizard Conjuration/Summoning, Priest Buffer
Level N (every level) ¶: Two level N (or lower) Warrior5 picks.
Level 1 ¶: Your spells are resisted using CR instead of MR.
Level 1 ¶: Regenerate Heal per segment: Each segment, you get a Heal spell cast on you.
Level 1: You cast Enchantment, Charm, and Love spells at +1 caster level.
Level 2: Hold Chr.
Level 3: +LVL on TH, dmg and AC provided you have made love within the past day.
Level 4: Your summon gain your Chr bonus to LVL/HD. (Divide this by 4 to get adjustment to DL)
Level 4*N (every level divisible by 4) ¶: One 5th edition pick of lower level.
Level 5: Your Enchantment, Charm, and Love based abilities and spells can work upon those typically immune to such effects, at half effect.
 
Love Spells:
Charm Animal (SL=1): Makes one animal your friend (Will save).
Eagle's Splendor (SL=2): Subject gains +4 to Charisma for 1 min./level.
Blindness/Deafness (SL=3): Makes subject blinded or deafened (RSW save)
Charm Monster (SL=4): Makes monster believe it is your ally. (Will save)
Symbol of Sleep (SL=5): Triggered rune puts nearby creatures into catatonic slumber. (no save)
Symbol of Persuasion (SL=6): Triggered rune charms nearby creatures. (no save)
Power Word Blind (SL=7): Blinds and Stuns creature with 200 hp or less. (no save)
Sympathy (SL=8): Object or location attracts certain creatures.
Dominate Monster (SL=9): Charm Monster (no save).
 
Buff Sphere spells (all of these spells are duration 1d):
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).
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.
Buff Buff (SL=4): One of your Buff spells has double effect (can run LVL-3 of these).
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.
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.
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).
 
Lvl Nikki Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Kiss to Charm Monster (save) | Blow Kiss (Charm Monster 30' away) || Arousal M 30 Chr-9 Chr-12
1 Mount |||| Nothing Happens (you and target do nothing for next segment) V 0 Dex-9 Dex-12
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt M 0 Int-0 Int-12
1 Flash | Weakness | Blindness | Symbol of Stunning | Power Word Stun P 30 Con-0 Con-12
1 Comeliness (+1 per 5% made) | Phantasmal Lover | Leomund's Tiny Brothel F 0 Chr-9 Chr-12
1 any Acrobat1 ability - - - -

[PC66] Collective 6.6 Classes


Rocketeer-Weaponmaster

Level KXP Invocation
123 456 7
1 0 1-- --- -
2 5.05 2-- --- -
3 10.1 21- --- -
4 20.2 32- --- -
5 40.4 331 --- -
6 76.8 332 --- -
7 149.6 332 1-- -
8 294.2 333 2-- -
9 485 443 21- -
10 960 443 32- -
11 1435 544 321 -
12 1910 655 322 -
13 2385 666 422 -
14 2860 666 532 1
15 3335 666 642 1
16 3810 777 643 1
17 4285 777 753 2
18 4760 888 864 2
19 5235 998 864 2
20 5710 999 875 2
21 6185 999 986 2
22 6660 999 996 3
23 7135 999 997 3
24 7610 999 998 3
25 8085 999 998 4
26 8560 999 999 4
27 9035 999 999 5
28 9510 999 999 6
29 9985 999 999 7
30 10460 999 999 8
31 10935 999 999 9
32 11410 AAA A99 9
33 11885 AAA AAA 9
34 12360 AAA AAA A
35 12835 BBB BAA A
36 13310 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  6  4  6  3  4  1  3  0
+4  6  5  7  3  5  1  4  1
+6  7  6  7  4  6  2  5  1
+8  7  7  8  4  7  3  6  2
+10  8  8  8  5  8  4  7  3
+12  8  9  9  5  9  5  8  3
+14  9 10  9  6 10  5  9  4
+16  9 11 10  6 11  6 10  5
+18 10 12 10  7 12  7 11  5
+20 10 13 11  7 13  8 12  6
+22 11 14 11  8 14  9 13  7
+24 12 15 12  9 14  9 14  7
+26 13 16 13 11 15 10 15  8
+28 14 16 14 13 15 11 16  9
+30 15 16 15 14 16 12 17  9
+32 16 16 16 16 16 13 18 10
+34 16 16 16 16 16 13 19 11
+36 16 17 16 16 16 14 20 11
Requisites: Class Slots 2,
  Str 16, Dex 26, Con 12, Luck 12 (can owe)
Alignment: C any
HD/level: +d12
Weapon Prof.: 5+level*3
To Hit Table: 2xMon
Save Table: 2xRog
Reference: DM
Groups: Warrior, Rogue, Technology
 
This is a mixed Rocketeer + Weaponmaster.
Gets 85 Rogue points per level.
Can spend stat points due to level to Luck (in fact you must do this in order to fill the Luck requirement).
Can cast Wizard Invocation spells.
Gets Exceptional Str and Dex.
Gets 1 Rogue pick per level.
Divide the cost of non-magical weapons (in section [E2]) by LVL+1. Your sale value is also divided by this amount (you can't use this ability to gain money).
Level N (every level): +1 limb or wear location for an weapon type. You may use a pick to begin a new set of limbs.
Level 1: Flying at 6*LVL" (D) via a rocket pack on your back.
Level 1: Can weapon specialize as per Barbarian in the Number of Attacks table.
Level 1 ¶: ROCKETS!!!: You always have a (free) Missile Launcher weapon for each hand, which fires an endless supply of ROCKETS!!! Your ROCKETS!!! have a range of 30*LVL*LVL feet. You have two options when firing:
[1] You can ROCKET!!! one target, this is treated as a normal weapon attack (you need to roll to hit as usual). Base number of attacks as per Bow, dmg = 1e(LVL*10) / 1e(LVL*10), with Dex bonus and specialization for TH/dmg. Critical is 20+/x(LVL+2)/2.
[2] You can ROCKET!!! one group, this auto-hits, the entire group takes 2e(LVL*4) technological dmg, with Dex bonus (and specialization) on dmg.
Level 1: Your weapons may use +1 Weapon Adjective each.
Level 1: 0: Put on a weapon. 1N: Remove a weapon.
Level 1 ¶: Spend 500 gp: Buy one weapon off the (non-magical) [E2] weapon list regardless of it's cost. This does not affect costs that are variable.
Level 1 ¶: Spend 500 gp: Get a half-plus (+1 to hit or +1 damage) on an weapon item (no upper limit).
Level 2: +1 Technological proficiency per even level, see [P8.8] for list.
Level 2 ¶: Divide the cost of [E4.2] Weapon Flags by LVL.
Level 2 ¶: Multiply your "Personality Score" by LVL when dealing with Ego from intelligent weapon items.
Level 3 ¶: Divide the cost of [E4.4] Diablo Flags by LVL-1.
Level 9 (and every further level divisible by 9): Has access to another School.
Lvl Rocketeer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Rating/30 instances of Resist an element or eelement (doesn't "spread") - 30 Con-10 Con-15
1 Self Destruct: You and your group takes (Rating) tech dmg. P 30*LVL Str-1 Str-19
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
3 Any Rogue 3 ability - - - -
4 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
5 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
5 Any Rogue 5 ability - - - -
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
6 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
7 Any Rogue 7 ability - - - -
8 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
9 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
10 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
18 Fork 1bM 100 - -
21 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
24 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
27 Nuke (does a nuclear bomb; Rating/100 idmg in huge area) 2F 100 Str-2 Str-38

[PC66] Collective 6.6 Classes


Physicaler-Physicalist

Level KXP Psi
mMG S
1 0 3-- -
2 10.2 4-- -
3 15.4 51- -
4 23.8 52- -
5 36.6 53- -
6 56.2 54- -
7 86.4 65- -
8 132 751 -
9 258 852 -
10 387 953 -
11 520 A54 -
12 660 A65 -
13 922 A75 -
14 1234 A85 -
15 1596 A95 -
16 2008 BA5 -
17 2470 CA6 1
18 2982 DA7 2
19 3544 EA8 3
20 4156 FA9 4
21 4818 FBA 5
22 5530 FCA 5
23 6292 FDA 5
24 7104 FEA 5
25 7966 GFA 5
26 8878 HFB 6
27 9840 IFC 7
28 10852 JFD 8
29 11914 KFE 9
30 13026 KGF A
31 14188 KHF A
32 15400 KIF A
33 16662 KJF A
34 17974 LKF A
35 19336 MKF B
36 20748 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  0  2
+4  6  5  8  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+8  7  7  9  4  5  4  2  5
+10  7  8 10  5  6  4  3  6
+12  8  9 10  6  7  5  3  7
+14  8 10 11  6  7  6  4  8
+16  9 11 11  7  8  7  5  9
+18  9 12 12  8  9  8  5 10
+20 10 13 12  8 10  8  6 11
+22 11 14 13  9 11  9  7 12
+24 11 14 13 10 12 10  7 13
+26 13 15 14 12 13 11  8 14
+28 15 15 15 14 14 12  9 15
+30 15 16 16 15 15 12  9 16
+32 16 16 16 15 16 13 10 17
+34 16 16 16 16 16 14 11 18
+36 16 16 16 16 16 15 11 19
Requisites: Class Slots 2,
  Str 21, Dex 25, Con 11, Chr 11
Alignment: any
HD/level: 2d8
Weapon Prof.: 9+level/3
To Hit Table: 2xMon
Save Table: 2xPsi
Reference: DM
Groups: Warrior, Psionicist, Alternate
 
This is a mixed Physicaler0 + Physicalist. (Note this is actually "Arch-Physicaler0", since it gets a P action every level.)
Hold P actions. You may convert 2P -> 1QP.
Gets Exceptional Str, Dex, and Con. Uses "Barbarian" line for number of attacks.
You get a Martial Arts style and +LVL Martial Arts maneuvers, and a Professional Wrestling style and +LVL Professional Wrestling maneuvers.
Physicalist Psionic Pool (PPPs) = (Str*2+Dex*2+Con+Int+Chr)*level/2.
The following frequencies are included in Physicalist: Psi0, Psi(-2), Psi7, Psi14, and Psi15.
When you get a power on the Physicalist progression, pick any power from those 5 frequencies.
PPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
PPPs are the same scale as Psi1 PSPs.
10 PPPs is 1 "track point" for Psi36. You do not have actual tracks, however, and cannot "burn" anything after you have 0 PPPs.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level N (every level): +1P action.
Level 9: Pick another frequency to add to Physicalist availability. The frequencies allowed are: Psi(-5), Psi(-6) & Psi(-12)(as a combo), Psi16, Psi36.
Level 18: Pick another frequency to add, as per Level 9. You can pick Psi8 at this level.
Level 27: Pick another frequency to add, but it can be ANY frequency.

[PC66] Collective 6.6 Classes


Pokemon-Pit Fighter

Level KXP
Spells
TH
1 0 (none) +2
2 3.25 (none) +5
3 6.5 (none) +7
4 13 (none) +10
5 26 (none) +12
6 52 (none) +15
7 108 (none) +17
8 216 (none) +20
9 432 (none) +22
10 850 (none) +25
11 1275 (none) +27
12 1700 (none) +30
13 2125 (none) +32
14 2550 (none) +35
15 2975 (none) +37
16 3400 (none) +40
17 3825 (none) +42
18 4250 (none) +45
19 4675 (none) +47
20 5100 (none) +50
21 5525 (none) +52
22 5950 (none) +55
23 6375 (none) +57
24 6800 (none) +60
25 7225 (none) +62
26 7650 (none) +65
27 8075 (none) +67
28 8500 (none) +70
29 8925 (none) +72
30 9350 (none) +75
31 9775 (none) +77
32 10200 (none) +80
33 10625 (none) +82
34 11050 (none) +85
35 11475 (none) +87
36 11900 (none) +90
Requisites: Class Slots 2,
  Str 16, Dex 14, Con 22, Dex 15
Alignment: C any
HD/level: 2d5
Weapon Prof.: 3+level*3
To Hit Table: 2.5xLevel (round down)
Reference: Pokemon / DM
Groups: Warrior, Monster, Alternate, Joke
 
Saving Throws:  
PPD: level*2+5
RSW: level*2
PP: level*2
BW: level*2+5
Spell: level*2
Fort: level*2
Reflex: level*2+5
Will: level*2
   
This is a mixed Pokemon + Pit Fighter2.
Gets Exceptional Str and Dex.
Each Level: Get your LVL in Pokemon picks (see next page). Most Pokemon cost more than one pick. You have the abilities of the Pokemon types you pick. You may save picks to get a bigger Pokemon type later. Pokemon can be taken more than once, each "+" based ability gives only +1 more per additional Pokemon. Non-"+" based abilities may or may not stack; check with the DM.
Level N (every level): +1 instance of Tactical Movement.
Level 1 ¶: 1M: Summon a DL=(LVL+2)/3 monster (type Pokemon). You gain the abilities that Pokemon type grants as long as you have that summon.
Level 1: Can "1 for 1 trade" attacks between your melee weapons (so you can do all your attacks with one physical weapon). You may trade attacks from your natural attacks (Bite/Tail) if you have them (due to race).
Level 1: Can wear two suits of armor.
Level 1: For effects that give a save for half damage, take no damage if save made.
Level 1: Can use Dex to hit instead of Str with melee weapons.
Level 1: Class VI / Esper-Blind (i.e. Immune to Psionics) (if you want it)
Level 2: +1 armor slot in any location other than body armor (helmet, etc.)
Level 3: Can armor optimize (+1 AT) each body armor twice instead of once. Each +1 AT costs 1 nonweapon proficiency to use.
Level 4: Triple Specialization is 9 half-plusses if selected for a melee weapon.
Level 5: Can replace the number of attacks of any melee weapon with "Fast Weapon" (#Att=2/1 if specialized at level 1).
Level 6: Spend 1 attack: Your next attack rolls a natural 11+LVL on the to hit roll.
Level 9: Spend 1 attack: Your next attack is "Cascade Ramming" (hits the whole group).
Level 12: Quadruple Specialization is 12 half-plusses if selected for a melee weapon.
Level 18: Free instance of the "Pikachu, the Cutest Pokeman" Familiar. It's abilities are: +2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r. It is a "vanilla" Pokemon and doesn't give any of the Pokemon pick powers on the next page.
Level 23: Quintruple Specialization is 15 half-plusses if selected for a melee weapon.
Level 34: Sextuple Specialization is 18 half-plusses if selected for a melee weapon.
 
CF=3:
Gets Barbarian Str and Dex. Gets Exceptional Con.
Uses "Barbarian" line for number of attacks.
 
CF=4:
Gets Super-Barbarian Str and Dex. Gets Barbarian Con.
Uses "Extra Barbarian" line for number of attacks.

[PC66] Collective 6.6 Classes


Pokemon Types

# Picks Pokemon Type Effect Source
1 Clefairy 1M: Sleep (as spell); 1bM: Fork Base
1 Diglett Resist Earth; 1V: Dig; 1M: Transmute Rock to Mud Base
1 Drowzee Immune Confusion; 1M: Confusion (1 target, Will save) Base
1 Magikarp Water Breathing; Do x4 dmg with 1 attack when charging (instead of the normal x2 or x3) Base
1 Pikachu 1M: 30 lightning dmg to one target (Reflex save for 10 dmg) Base
1 Ponyta +1 mount that has 40 hp; Your tail attack does +3*CL fire dmg Base
1 Porygon 1M: Add a vulnerability to an element to a creature (no save, makes an immunity a double resist, etc.); 1M: Resist an element for 1t Base
2 Haunter 1M: Hypnosis (Will save); 1M: Sleep (one target, no limit to HD, Will save); 1M: Slay a sleeping target (no save) Base
2 Jynx +1 attack per P action; 1M: 20+10*CL psionic dmg (Will save: 0) Base
2 Kakuna DR A/+B, where A*B=40 (both must be at least 1); 1M: Poison one target (PPD save: death or 0) Base
2 Koga's Ditto +1 size; extra instances of this Pokemon add +1/3 size each Gym Challenge
2 Magmar Your unarmed attacks do +CL*3 dmg; 1S, lose an additional n S remaining actions: Do 50*(n+1) fire dmg to one target (no save) Base
3 Nidorino Your kick dmg is 1d30; 1V: Kick with base #Att = 2/1 Base
3 Poliwhirl 1P: Whirl (1 attack on everyone in group); 1P+1V: Whirl twice (2 attacks on everyone in group); 1M: Forget Base
3 Starmie 1M: Heal self; 1M: Paralysis (1 target, PP save) Base
4 Alakazam 0: Move any amount of damage between you and your summons; 1M: Confusion (Will save) Base
4 Electrode 0, 1/d: +1QS action this segment; 1V: 10 lightning dmg to one target (no save) Base
4 Gyarados +CL TH and dmg; 1M: Paralysis (CL/3 targets, PP save) Base
4 Kadabra 0, 1/t: +1S action this round; 1M: High Frequency Sample a minor power Base
4 Machoke +CL Martial Arts maneuvers; +1 Martial Arts style Base
4 Pidgeotto 1P+1V: Do CL physical attacks; 1bM: Eye for an Eye (deal dmg you take from an attack or effect back to the other person) Base
4 Raticate Your bite dmg is 1d20; Mouth's P: Bite someone for half your hp (must still hit the target) Base
5 Blastoise Your summons can lend you their S actions for free; 1M: 40+10*CL water dmg to 1 target (no save) Base
5 Dark Slowbro 1M: Your next use of the Pokemon "Level 1:" summon ability summons 3 Pokemon instead of 1; 1bV: Counter 1 physical attack. Team Rocket
5 Mewtwo 1M: Psi1 Psionic Blast; 1bM: Prevent all damage to one target from one source this segment Base
5 Nidoking +1 tail that does 1d30 dmg; 1M: Poison one target (PPD save: death or 20) Base
5 Poliwrath 1M: Group takes 30+10*CL dmg (BW save: ½) and lose 1 action (BW save) Base
6 Chansey 1M: You will take no damage from any source the rest of this segment; 1V: Your group takes 80 dmg (no save) Base
6 Mr. Mime DT 66-CL (Damage Threshold; if an effect does more than 66-CL dmg to you, you take only 66-CL dmg; does not affect idmg) Jungle
7 Erika's Clefable Immune Faerie Magic; Ignore |AC| (absolute AC); 1M: Cast a Faerie spell of SL=0 to LVL/4 Gym Heroes
7 Machamp Damaging shield (10*CL dmg per melee or missile attack on you); 1M: Telekinesis 80' (regardless of size, no save) Base
8 Charizard Can convert 2V to 1P; Immune Fire and all of it's variants; Can breathe fire for 100*CL dmg (no save) Base
8 Slowking Your effects need to be countered twice; 1bM: Counterspell; 1M: Psi2 Id Insinuation one target CL/3 times Neo Genesis
9 Dragonite 1V: Switch places with another PC or a summon; 1P: Deal CLm4 physical dmg to one target (multiply CL d4's together). Fossil
11 Typhlosion +1S action; 1M: One target: 60 dmg evaportation and he loses his next action (no save) Mysterious Tr.
12 Wailord Water Breathing; Underwater movement; Mouth's P: Make an attack, if you hit, Swallow them (they take CL^2 dmg /s) Ruby/Sapphire

[PC66] Collective 6.6 Classes


Arch-Sage-Geo-Sage

Level KXP Wizard/Ioun
123 456 789 AB
1 0 22- --- --- --
2 5.18 33½ --- --- --
3 10.36 451 --- --- --
4 20.72 562 2-- --- --
5 41.44 673 3½- --- --
6 82.88 784 51- --- --
7 125.76 8A5 72½ --- --
8 191.52 9B6 832 --- --
9 293.04 AC7 943 ½-- --
10 640.4 AD8 A55 1-- --
11 1025.4 AE9 B67 2½- --
12 1415.4 AFA D79 3½- --
13 1805.4 AFA E8A 42- --
14 2195.4 AFA F9B 53½ --
15 2585.4 AFA FAC 651 --
16 2975.4 AFA FAD 772 --
17 3365.4 AFA FAE 893 --
18 3755.4 AGA GAG 9B4 ½-
19 4145.4 AGA GAG AC5 2-
20 4535.4 AGA GAG AD6 3-
21 4925.4 AGA GAG AE7 4-
22 5315.4 AGA GAG AF8 6-
23 5705.4 AGA GAG AG9 7-
24 6095.4 AGA GAG AGA 9-
25 6485.4 BIB HBH BHB 9-
26 6875.4 BIB IBH BHB A-
27 7265.4 CJC JCJ CIC A½
28 7655.4 CJC JCJ CJC B½
29 8045.4 DKD KDK DKD C½
30 8435.4 DLD KDK DKD C1
31 8825.4 DLD LDK DKD D1
32 9215.4 EME MEM ELE D1
33 9605.4 EME MEM EME E1
34 9995.4 FNF NFN FNF F1
35 10385.4 FOF NFN FNF G1
36 10775.4 FOF OFN FNF G2
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  7  0  1  1
+1  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+2  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+3  7 13 10  8 11  5  6  7
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 15 12 10 14  7  8 10
+5 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 12 16 14 13 15 10 11 13
+5 12 16 14 14 16 10 11 14
+6 13 16 15 14 16 11 12 15
+7 14 16 15 15 16 12 13 16
+7 15 17 16 16 16 13 14 17
+7 16 17 16 16 17 14 15 18
Requisites: Class Slots 2,
  Con 12, Int 29
Alignment: any
HD/level: +++d5
Weapon Prof.: 1+level/2
To Hit Table: M-U0
Save Table: 2xWiz
Reference: FGE1JG / DM
Groups: Wizard
 
This is a mixed Arch-Sage0 + Geo-Sage1JG.
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
Can create Ioun Stones.
SL=2: Normal ioun stone, or stone-based item of 300 XP or less value, or a stone which holds 1 SL 0-1 spell (use once).
SL=4: Don ioun stone, or stone-based item of 1000 XP or less value, or a stone which holds 1 SL 2-3 spell (use once).
SL=6: Super ioun stone, or stone-based item of 3000 XP or less value, or a stone which holds 1 SL 4-5 spell (use once).
SL=8: Congenio ioun stone, or stone-based item of 10000 XP or less value, or a stone which holds 1 SL 6-7 spell (use once).
SL=10: Ultra ioun stone, or stone-based item of 30000 XP or less value, or a stone which holds 1 SL 8-9 spell (use once).
The spell progression is downgradable at 2 spells per -2 SL (so one 6th can be converted to two 4th, then to four 2nd), so you can have a lot of normals.
If spell-storing stones are used, the spell effect must be a Wizard spell and cannot be material componented.
Once a stone is filled (no longer an Open Slot), that stone is fixed until the next reset. All stones "empty" at next reset (none of these stones are permanent). It is possible to "use up" an ioun stone (or spell stone), it then reverts to a dull grey stone (holding psionic PSPs) until next reset.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Sage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Sage being too low level. If the Arch-Sage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
Level N (every level): +4 Nonweapon proficiencies.
Level 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: 1M: Identify an item constructed of stone.
Level 1: 1M, 1/d: Locate a specific ioun stone type 5*LVL%.
Level 3: +LVL/3 damage.
Level 4: When modifying an existing spell using spell research [S5], the base time is in hours instead of weeks, and CL (Caster level) is 3 times Arch-Sage's level (for this rule only).
Level 5: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 9: Can create one normal ioun stone per day, which is permanent.
Level 11: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 12: Each level starting at 12th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 18: Can create one ioun Don stone per day, which is permanent.
Level 19: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 23: Each level starting at 23rd, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 27: Can create one super ioun stone per day, which is permanent.
Level 29: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 34: Each level starting at 34th, pick one spell. That spell can be cast as a 0 action.
Level 36: Can create one Congenio ioun stone per day, which is permanent.
Level 41: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
Level 45: Can create one Ultra ioun stone per day, which is permanent.
Divination spells from Sage0 class:
True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.

[PC66] Collective 6.6 Classes


Disintegrator-Destruction Priest


Level

KXP
Wizard/Priest
123 456 789 A

TH
1 9.2 (owe) 20- --0 --- - +0
2 13 310 --0 --- - +1
3 16.8 421 --0 --- - +1
4 24.35 532 --0 --- - +2
5 39.25 642 0-0 --- - +3
6 68 643 1-0 --- - +3
7 125.5 654 100 --- - +4
8 240 664 300 --- - +5
9 477 764 320 0-- - +5
10 932.5 765 431 0-- - +6
11 1400 775 432 00- - +7
12 1870 776 643 20- - +7
13 2375 877 764 300 - +8
14 2875 888 876 410 - +9
15 3375 888 888 611 - +9
16 3875 888 888 711 0 +10
17 4375 888 888 811 1 +11
18 4875 888 888 821 1 +11
19 5375 888 888 832 1 +12
20 5875 888 888 842 2 +13
21 6375 999 888 852 2 +13
22 6875 999 999 862 2 +14
23 7375 999 999 983 2 +15
24 7875 A99 999 983 3 +15
25 8375 BBA 999 983 3 +16
26 8875 BBB AAA 983 3 +17
27 9375 BBB BAA A94 3 +17
28 9875 BBB BBA A94 4 +18
29 10375 CCC BBB A94 4 +19
30 10875 CCC CCC B94 4 +19
31 11375 CCC CCC CB5 4 +20
32 11875 CCC CCC CC5 5 +21
33 12375 EED CCC CC5 5 +21
34 12875 EEE EDD CC5 5 +22
35 13375 EEE EEE DD6 5 +23
36 13875 EEE EEE EE6 6 +23
Requisites: Class Slots 3,
  Str 12, Dex 12, Int 20, Wis 15, Chr 14
Alignment: C any [or] any E
HD/level: 2d6-1
Weapon Prof.: 4+level/3
To Hit Table: Pri
Reference: JF / DM
Groups: Wizard, Priest, Overt, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+6
RSW: level+5
PP: level+5
BW: level+3
Spell: level+5
Fort: level+4
Reflex: level+4
Will: level+5
 
This is a mixed Disintegrator3 + Destruction Priest.
Barbarian Int bonus.
Exceptional Str and Dex bonus.
Gets Simplified Int, Wis, or Dex bonus to spell progression.
Free (0 action) Material Componenting for spells.
Knows the original Spellshaper5 spells.
Bonus grand in Destruction sphere.
+1 summon slot for Undead.
+1 Familiar slot.
Level N (each level): Pick a spell, it costs ½M to cast.
Level N (each level): +1 Int.
 
Level N (every level): Using the list below, pick an ability.
A. Can trade 5(M or P) -> 1RS action (you can use 1S+1V+1RS /s)
B. Intermediate Str and Dex bonus.
C. Immune to Creation sphere, Sphere of Creation.
D. 1bM: One creature deals double combat damage this segment.
E. Can "Barbarian Smash" artifacts and items (destroy for XP).
F. 1P: Destroy an Altar, Magical Pool, or Wall.
G. 1P: Unsummon a summon.
H. 1P: Halve the hp on one target (no resistance).
I. 1M: Drain all changes from an item. If it was your item, do N*2 dmg to one target (N=# charges)
J. Immune to Destruction sphere, Disintegrate, Annihilation.
K. Free GGL (Specialty God) pick in a god that has a Str or Dex requirement.
L. 1P: Defile the MF, PF, TF, PsiF, or TechF by 2.
M. 1F, 1/h: Remove a x1 Terrain Feature.
N. Your summons and created monsters explode for DL^3 dmg (to one target) when they are killed.
O. 1M: Dispel a x1 effect.
 
New spell:
Summon Undead (SL=N): Summon an Undead of DL=N.
 
New Destruction Spells:
Astral Destruct N (SL=N): Summon an Astral Destruct of DL=N.
Mass Infliction (SL=1): Deal CL dmg to a Legion (group of groups)
Destruction Shield (SL=2): Damaging shield (50% back) of type Destruction.
Mayhem (SL=3): CLd4 Raw Logrus dmg to one group (no save; aCR to resist)
Transformation Ball (SL=4): Summons a DL VI Ball of Fire or Ice; it polymorphs things to fire or ice when it hits (PP save or petrified to fire or ice). You have +1 summon slot for this.
*Disease* (SL=5): Nasty disease with immediate effects on one group (two PPD saves; aNR)
Oerthquake (SL=6): Two groups touching the ground (and one structure if desired) take CL*20 earth dmg (no save).
Unholy Word Destroy (SL=7): Target is Destructed and Disintegrated (no save; aNR to resist).
Planar Scatter (SL=8): Terrain Feature of Random Plane Shift per segment (Spell save).
Destroy Conduit (SL=9): Destroy a Conduit, Gate, UltraBlack Gate, Whirlpool, Wormhole, Iconian Gateway, Temporal Rift, or Teleportation Chamber.

[PC66] Collective 6.6 Classes


Disintegrator3 (Original Spellshaper spells)

SL Name School Effect
0 Charming 0 Enc Charms a monster, gets a new save every segment
0 Delayed Blast Meta You next spell has a chosen time delay (max 1 day)
0 Detect/Identify Radiation Div Detect Radiation; 1M, 1/t: Identify Radioative Item/Effect
0 Natural/Necromancy Resistance Abj NaNR 70+CL*5% [duration 15 minutes]
0 Ray of Heat {reverse: Ray of Ooze} Evo CLd2 heat {ooze} damage, area 1 target, no save
1 Charming I Enc Charms a monster, gets a new save every round
1 Create Item I Cnj Creates an item of <= CL gp value, lasts for 2 turns
1 Detect/Identify Magic Div Detect Magic; 1M, 1/t: Identify Magic Item/Effect
1 Inaudibility Ill Make no sound when walking (reduces wandering monsters)
1 Monster Swarm Summoning I Cnj Summons CL*4.5 (round down) DL 0 monsters
1 Poisonous Claws Nec Natural fighting has poison (CL*4 dmg, save for CL)
1 Prepared Blast Meta Your next spell has -CL saves, -CL*5% MR +CL/2 to CL
1 Radiation Resistance Abj RR 60+CL*5% [duration 1 hour]
1 Scales Abj DR (CL*2)/+(CL/2) [duration 1 day]
1 Shock Bolt {reverse: Grave Bolt} Evo CLd4 lightning {grave} damage, area 30' line, no save
2 Charming II Enc Charms up to 2 monsters, gets a new save every turn
2 Cone of Eldritch Shards {Acid} Evo CLd6 eldritch shards {acid} damage, area 40' cone, no save
2 Create Item II Cnj Creates an item of <= CL^2 gp value, lasts for 4 turns
2 Detect/Identify Psionics Div Detect Psionics; 1M, 1/t: Identify Psionic Item/Effect
2 Fluid Movement Abj +CL Reflex saves
2 Magic Resistance Abj MR 50+CL*5% [duration 2 hours]
2 Mask Alignment & Blend In Ill You appear to be another alignment / part of enemy's group
2 Monster Swarm Summoning II Cnj Summons CL*4 DL I monsters
2 Notched Blast Meta Your next spell is "held" (release as 0), no spells until released
2 Remove Scent Ill You (or 1 target) has no scent (reduces wandering monsters)
2 Tail Alt Grow an extra tail [lose spell slot while running]
3 Charming III Enc Charms up to 3 monsters, gets a new save every hour
3 Create Item III Cnj Creates an item of <= CL^3 gp value, lasts for 8 turns
3 Detect/Identify Innates Div Detect Innates; 1M, 1/t: Identify Innate Item/Effect
3 Monster Swarm Summoning III Cnj Summons CL*3.5 (round down) DL II monsters
3 Psionic Resistance Abj PsiR 40+CL*5% [duration 3 hours]
3 Skullcap Abj +CL Will saves; +CL*2 Personality/Ego score
3 Spellshaping I Meta Move a spell effect on target to yourself (they get save)
3 Sphere of Composition Evo CLd8 dmg, picks normal/para/quasi most vuln to, 50' sphere
3 Steal Breath Nec Target living creature loses 50% hp (save to lose 10% hp)
3 Third Arm Growth Alt Grow an extra arm or leg [lose spell slot while running]

[PC66] Collective 6.6 Classes


Virus Mage-Slut


Level

KXP
Wizard
123 456 789 ABC

TH
1 0 1-- --- --- +0
2 1.2 2-- --- --- +0
3 3.22 21- --- --- +1
4 6.44 32- --- --- +1
5 10.88 421 --- --- +2
6 21.76 422 --- --- +2
7 38.2 432 1-- --- +3
8 75.4 433 2-- --- +3
9 150.8 433 21- --- +4
10 265 443 22- --- +4
11 420 444 33- --- +5
12 590 444 441 --- +5
13 760 555 442 --- +6
14 930 555 442 1-- +6
15 1100 555 552 1-- +7
16 1315 555 553 21- +7
17 1530 555 553 32- +8
18 1745 555 553 321 +8
19 4330 555 553 331 +9
20 4550 555 554 332 +9
21 4920 555 554 442 +10
22 5290 555 555 443 +10
23 5660 555 555 553 +11
24 6030 555 555 554 +11
25 6400 555 555 555 +12
26 6770 666 655 555 +12
27 7140 666 666 655 +13
28 7510 666 666 666 +13
29 7880 777 766 666 +14
30 8250 777 777 766 +14
31 8620 777 777 777 +15
32 8990 888 877 777 +15
33 9360 888 888 877 +16
34 9730 888 888 888 +16
35 10100 999 988 888 +17
36 10470 999 999 999 1 +17
Requisites: Class Slots 2,
  Dex 12, Con 18, Int 15, Wis 15, Chr 18, Cml 18
Alignment: any
HD/level: d7
Weapon Prof.: 3+level/3
To Hit Table: Rog
Reference: DM
Groups: Wizard, Rogue, Joke
   
Saving Throws:  
PPD: level+4
RSW: level+6
PP: level+5
BW: level+2
Spell: level+5
Fort: level+4
Reflex: level+1
Will: level+5
   
This is a mixed Virus Mage + Slut1.
Specialized in Virus Magic.
Gets Wis bonus to spell progression.
Gets 30 Rogue points per level. May pick a Specialty Priest choice in Cypho or other God of Love.
Level 1: Immune to Diseases, Viruses, Lycanthropy.
Level 2: Immune to becoming Undead or Unlive.
Level 3: Identify Object's chemical makeup by sight.
Level 4: Periodic Table elements are considered Semi for you.
Level 6: Periodic Table elements are considered Quasi for you.
Level 10: Periodic Table elements are considered Para for you.
Level 18: Periodic Table elements are considered normal for you.
A list of diseases follows on the next page. These are not described in game terms, but will be as they are used. Each disease uses a spell slot (so a Cause Disease 1 that does "Andromeda Strain" is a different spell slot than a Cause Disease 1 that does "Berserker Plague").
 
This Rogue Chart *is* complete; this class does not get higher level Rogue abilities on its own. It does get the normal "Any Rogue 9", "Any Rogue 18", etc. picks that all Rogues get.
 
Virus School Spells:
Detect [Disease] (SL=0): Detects diseases of one particular type
Detect Disease (SL=1): Detects diseases of any type
Cause [Disease] 1 (SL=1): Cure/cause disease in one target (PPD save), material componenting does two targets (or the same target twice, but not a group)
Virus Summoning N (SL=N): Summons a DL=N Virus
Cause [Disease] 2 (SL=2): Cure/cause disease in one target (PPD save), material componenting does a group
Cure Disease (SL=3)
Contagion (SL=3)
Cause [Disease] N (SL=N, starting at SL=3): Cure/cause disease in N-2 groups (PPD save), material componenting does N-1 groups (can hit same group multiple times)
Virus [Disease] N (SL=N, starting at SL=3): As per Cure or Inflict Disease N-2; for each infected person, check CL% per segment, if made, travels to another person in the room
Inflict [Disease] 4 (SL=4): Cure/cause disease in one target (no save, aNR to resist), material componenting does two targets (or the same target twice, but not a group)
Inflict [Disease] 5 (SL=5): Cure/cause disease in one target (no save, aNR to resist), material componenting does a group
Cause [Lycanthropy] 5 (SL=5): Cure/cause lycanthropy in one target (PPD save, even when curing), material componenting does two targets, each type of Lycanthropy is a spell slot
Mummy Rot (SL=5): Your touch is Mummy Rot branded
Cause [Undead status] 6 (SL=6): Cure/cause undead status in one target (PPD save, even when curing), material componenting does two targets, each type of Undead is a spell slot
Heal (SL=6)
Inflict [Disease] N (SL=N, starting at SL=6): Cure/cause disease in N-5 groups (no save, aNR to resist), material componenting does N-4 groups (can hit same group multiple times)
Cureall (SL=7)
Cause [Unlive status] 8 (SL=8): Cure/cause unlive status in one target (PPD save, even when curing), material componenting does two targets, each type of Unlive is a spell slot
Virus Charm (SL=9)
Magical Plague (SL=10): [x2 Terrain Feature] Does a random SL 0-9 Virus spell /segment
 
Lvl Slut1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Kiss to Charm Monster (save) | Blow Kiss (Charm Monster 30' away) || Arousal M 30 Chr-9 Chr-12
1 Mount |||| Nothing Happens (you and target do nothing for next segment) V 0 Dex-9 Dex-12
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt M 0 Int-0 Int-12
1 Flash | Weakness | Blindness | Symbol of Stunning | Power Word Stun P 30 Con-0 Con-12
1 Comeliness (+1 per 5% made) | Phantasmal Lover | Leomund's Tiny Brothel F 0 Chr-9 Chr-12
1 any Acrobat1 ability - - - -

[PC66] Collective 6.6 Classes


Viruses

Virus Source Description
Ancient virus Resident Evil series A rare viral strain found in queen ant genes. It was discovered by Alexia Ashford, while she was studying ants. When combined with Mother Virus (or Progenitor Virus) it creates the powerful T-Veronica virus. Probably the control power of it is due the Ancient virus.
Andromeda Strain The Andromeda Strain (Michael Crichton) A deadly, green, crystalline, extra-terrestrial agent of indeterminate origin. It erodes the vessel walls of the vascular system, causing death by either triggering the body's coagulation response (resulting in the entire system clotting in a few seconds), or by cerebral hematomas (accompanied by dementia) if clotting is prevented. It evolves at a rapid rate, is spread by airborne transmission, and is extremely contagious.
Angel Toxicosis Tales of Symphonia A disease that cannot be transmitted, and affects only those with an unmounted Cruxis Crystal. Causes victim to eventually lose ability to taste,sleep,cry, feel pain, and talk. Also increases the victim's hearing, strength and sight abilities, as well as eliminating the need to eat and sleep. In early beginnings it allows the victim to gain crystal-like wings and fly until the disease is destroyed. The final stage of this diseases causes the victim to give up his/her heart and memory, and ultimately their life. The disease lasts for an unknown time , those afflicted are slowly 'given' the symptoms via blessings of a person with a mounted Cruxis Crystal.A major example is Collette, one of the 8 protagonists of the game.}
Apathy Syndrome Persona-Trinity Soul- ?
Berserker plague Berserk (Tim Lebbon Novel) A pathogen that creates revenants-intelligent zombies. Tested by the UK as a bioweapon,presumably to make the subject immune to bullets. The infected-"Berserkers"-can stay alive for at least ten years without food, water, or oxygen. Some may manifest psionic tendencies. It has some supernatural attributes, such as a sensitivity to silver. Transmitted by bite.
Bliss Virus Doctor Who: Gridlock Appeared around 1-3 billion years into the future on New Earth. it began when new Earthians developed a new mood-drug called Bliss. the world became addicted to it and, in Novice hame's words; "a virus mutated inside the compound and became airborne. everything died. even the virus in the end. it killed the world in seven minuites flat."
Bloodfire Blood Nation A virus that gestated in wolves two thousand years ago. The first to be infected was Genghis Khan It causes the symptoms usually associated with Vampirism; Photosensitivity and invinibility. The entire nation of Russia in infected, exept for a few feral children. The virus can cause extreme mutation, for example the snakes tail present in the Khan's head scientist.
Bone-itis Futurama In the Future Stock episode, That Guy suffers from bone-itis and claims that it is the only thing he regrets. It is a disease that causes the bones to twist and collapse very rapidly and is not to be confused with osteitis.
Bonerplasia Saturday Night Live In the October 4, 2008 episode, Bonerplasia is a fictional condition which is allegedly a kind of chronic priapism. A man (played by Jason Sudeikis) used it as a fake explanation for why he constantly got erections around a woman, Amber (played by Anne Hathaway), he was secretly attracted to though claiming to be gay. However, she honestly believed him, because she "read the Bonerplasia article on Wikipedia", only for the man to then reveal "I actually wrote that article".
Brain Cloud Joe Versus the Volcano The brain cloud has no symptoms—apart from quickly and painlessly killing in about six months.
Captain Trips The Stand (Stephen King) A deadly, flu-based virus. Created as a biological weapon codenamed Blue. Causes a lethally high fever and is highly contagious. So deadly because as the body fights off the disease, it mutates into different strains of influenza, making immunity next to impossible. Also called Superflu.
Chimera Virus Resistance: Fall of Man It mutates the infected into the enemies of the series
Closed Shell Syndrome Ghost in the Shell: Stand Alone Complex A type of autism caused by cyberbrain implants.
Cobra Event the Cobra Event A geneticly-engineered virus that causes nightmares, fever, chills, runny nose, encephilitus (brain swelling), and herpes-like boils in the mouth and genitals. Used as a bioterror weapon.
ComaThe Coma Clive Barker's The Plague Affecting all children. Causing to fall into a coma for ten years then unanimously waking up and causing the children to kill all adults.
Cooties[citation needed] Various A presumably fatal disease affecting males, leaving females mostly unaffected. The disease is known to feast on the souls of unsuspecting children (those unfamiliar with the "Cootie Lock") and incur embarrassing misfortune upon its host.[citation needed].
Corprus Elder Scrolls III: Morrowind Corprus causes incredible mutations in humanoids, but it is an almost non-communicable disease. People infected with blight are often sent to a special institution called the Corprusarium, which was made for researching corprus. Corprus is caused by the volcanic ash that emanates from Red Mountain, but, as a positive side effect, grants 100% disease immunity. The only known antidote is proven to destroy corprus, but ends up killing the victim as well. However, the player is able to take the antidote without any adverse effects, presumably because he is the reincarnation of the demi-god Nerevar.
Corrupted Blood World of Warcraft Initially contracted from fighting Hakkar, the God of Blood, in the dungeon of Zul'Gurub. Highly infectious, with an incubation period of 2 seconds and can infect any person in the immediate area. Referred to WoW players as "the Plague", "Hakkar's SARS" or "WoW AIDS" for a major outbreak of the virtual plague in the game due to a design oversight.
Creeping Derangea Advance Wars: Days of Ruin An artificial virus that initially infects those under the age of 20. The outbreak is attributed to the post-Apocalyptic setting in which the game is set. The Virus is revealed as a failed Bio-Weapon by IDS, created to test the extent of IDS technology. The virus mutates into a strain that can infect older hosts over time. Causes flowers to grow inside a person and break out of the skin. A beautiful, albeit excruciatingly painful, way to die.
Cyberbrain Sclerosis Ghost in the Shell: Stand Alone Complex Cyberbrain implant malady resembling multiple sclerosis, eventually fatal.
Dark Gundam Cells G Gundam (anime) Nanomachines from the Devil Gundam (Dark Gundam in North American dub) infect living organisms and undergo mitosis, allowing the Devil Gundam to control the victim. The victim will gain super-strength and self-recovery abilities and if inside a Mobile Fighter, will spread the cells to the Mobile Fighter and give it the abilities of the Devil Gundam, often mutating the Mobile Fighter into a stronger robot. If the cells have not reached the brain, the victim can be cured.
Dave's Syndrome Black Books A condition which is known to affect Manny, it is triggered by being exposed to a temperature of at least 88°F (31°C). While the exact effects of the disease are not described, a scene at the end of the episode shows the results - The area outside the shop has been completely ransacked, and a half-dressed Manny is jumping on top of a car yelling and holding a torch.
Descolada Speaker for the Dead (Orson Scott Card) A quasi-conscious self-modifying organism capable of infecting any form of life."Descolada" is also the Portuguese word for "unglued". In the context of the book, this refers to the Descolada virus's effects; it breaks the link of the DNA double helix (ungluing it) and induces mutations.
Desperation Disease Eureka 7 (anime) A disease that strikes randomly and has no known vector of contagion. Individuals gradually become detached from the world until they are completely catatonic. The name of the disease doesn't come from the victims' state, who seem to be communing with something metaphysical, but rather, from their families who despair of trying to wake them.
Diathronitis Larn Afflicts daughter of player character; serves as primary motivation for gameplay.
Doll Syndrome hack GU.hack//G.U. A mysterious medical condition in which a person falls into a completely unresponsive state. Doll Syndrome is in fact a physical side effect to an infection by AIDA. Salvador Aihara tries to do an undercover investigation regarding Doll Syndrome in especially young children for his show "Online Jack".
Drafa Plague Babylon 5 Neutralizes chemicals in the synaptic gap, thus inhibiting nerve signals from the brain to the rest of the body. Without clear direction from the brain as a result of the signals being blocked, the organs lose their ability to function correctly. For those that can be affected, the disease is 100% contagious, and if left untreated 100% terminal.
Dryditch Fever Salamandastron (Brian Jacques) ?
DX The Lost World (Michael Crichton) An unknown prion dubbed "DX" by scientists on Isla Sorna. It is similar to mad cow disease and was the result of feeding ground-up sheep to carnivorous dinosaurs. DX increased the mortality rate of newborn dinosaurs and is eventually fatal to adult dinosaurs. In order to combat DX, InGen scientists released animals into the wild of Isla Sorna. The virus initially infected carnivorous dinosaurs such as velociraptors and procompsognathus, which would then spread the disease to herbivores such as apatosaurus, and the apatosaur carcasses would be eaten by compys, which would then spread the disease to other carcasses, and the cycle would repeat. Ian Malcolm said at the end of the novel that, because of the imbalance of carnivores and herbivores due to DX, the dinosaurs were doomed to die out.
Electrogonnorhea Futurama An STD humans can contract from robots. Called the "Noisy Killer."
Fever"The Fever" Cabin Fever A flesh eating disease which causes massive hemorrhage and tissue necrosis. Victims typically bleed directly through the skin in early stages. In later stages, tissues become soft and slough away. It is known to be transmitted through drinking contaminated water.
Forced Evolutionary Virus Fallout Originally known as the Pan-Immunity Viron Project, FEV, along with radiation, is responsible for many mutations in the wastelands. The most visible of these are the super mutants, former humans granted incredible strength and endurance as result of being infected. Exposure to the virus is also known to be fatal in many cases. FEV serves as a major plot element in both Fallout and Fallout 2.
Foul-Drought Heir of Mistmantle (M. I. McAllister) Disease caused from drinking poisoned water. Animals who have it will have pain, blurry sight and some will eventually die.
FoxDie Metal Gear Solid FoxDie is a virus responsible for killing people with certain genetic markers via cardiac arrest. FoxDie is given to protagonist Solid Snake by Dr. Naomi Hunter, only it is engineered to go off at an indeterminate time. FoxDie was also the cause of death of Liquid Snake, Decoy Octopus (impersonating DARPA chief Donald Anderson), and the Armstech President.
Gangliated Utrophin Immuno Latency Toxin (GUILT) Trauma Center: Under the Knife A series of eight pathogens created by the medical-terrorist group Delphi. During ingame sequences where the player operates on patients, GUILT diseases are normally shown as a pseudo-sentient core that attacks the patient from within, using lacerations, tumors and other ailments. Individual strains are named after Greek days of the week (Kyriaki, Deftera, Triti, Tetarti, Pempti, Paraskevi, Savato), the only exception being the eighth strain, called "Bliss".
Genie Flu Genie in the House A disease of Genies which causes them to change colours, become invisible and have squeaky voices.
Gray Death Deus Ex A global plague engineered using nanotechnology within a Universal Constructor by Majestic-12, the Gray Death virus is actually a hybrid (cyborganic) disease of biological and mechanical structures. It is based on the adverse and ultimately lethal effects of nanotechnology on an unmodified human body. Named the Gray Death because of the gray patches of discolored scar tissue that cover its victims' skins, if and when the disease is cured. Symptoms include the aforementioned discoloration of the skin, coughing, physical pain and death.
Gray DeathThe Gray Death Gail Carson Levine's The Two Princesses of Bamarre Disease created from the noxious gas from the defeated dragon Yune's stomach. It comes on with no warning and is not contagious. There are three stages of the disease. The first stage is the weakness, and it can last anywhere from a week to six months. The second stage is the sleeping, and it always lasts nine days. The last stage is fever, and it always lasts three days. At the end of the fever stage, the victim will die. The only cure is water sent down from the fairies' Mount Ziriat. The cure will only be discovered when cowards find courage and rain falls over all Bamarre.
G-Virus Resident Evil 2 A mutagenic pathogen which causes the host to become a big, constantly evolving, practically unstoppable killing machine, with exceedingly high attack power and immense vitality, in addition to the ability to regenerate and mutate so quickly the carrier virtually loses its mortality. The purified virus can be injected directly into the host, or a mutated host can implant a small larvae, called a G-embryo into another host. The latter mode of transmission is most successful when the host and the new victim are genetically similar. The virus would later merge with the T-Virus, creating an extremely dangerous, electromagnetic-capable variant called T/G Virus
Hate Plague Transformers Bacterial spore of unknown origin transmitted by touch. Induces extreme paranoia and aggression in the infected, causing them to strike out against anyone or anything in an increasingly maddening desire to destroy. Symptoms include a deep reddish glow emanating from the infected. The only curative is intense logic and wisdom, which presumably counters the extreme irrationality the disease causes in its victims. First appearing during the Autobot-Decepticon wars (which necessitated the second resurrection of Optimus Prime), a relatively milder strain is seen again during the events of Beast Machines; Megatron triggers a pre-planted virus in Silverbolt, infecting him and the rest of the Maximals. The strain is cured, again, by intense logic and wisdom.
Hemoglophagia (HGV) Ultraviolet Disease responsible for turning many humans into vampire-like creatures.
Hyper-evolutionary virus StarCraft The Hyper-evolutionary virus is a retrovirus produced by Zerg Queens. It is used to mutate "lesser" creatures into zerg warrior breeds. Only a small percent of humanity is fully compatible, who retain personality, intelligence, and psionics. Others mutate into living bombs, utterly dominated by the Overmind. It has a re-animation side-effect. It is transmissible through fluid transfer only, much like Solanum.
Incuritis Apollo Justice: Ace Attorney A rare, but lethal disease, curable only through the use of a medicine made from the Borginian Cocoon. The cure is very difficult to make, and if made incorrectly, it is a deadly poison, and thus the exportation of such a cocoon is illegal. The Chief Justice's son is afflicted with the disease.
Jason Strain Friday the 13th: The Jason Strain (Christa Faust) A virus created when an artificial virus was exposed to undead killer Jason Voorhees, it was originally meant to be a cure-all and age retarding super drug. Those infected by the virus gain some of powers of Jason Voorhees, including superhuman strength and the inability to feel pain, but intelligence is severely reduced. Those infected with the virus can only be killed via decapitation. A cure for the virus is developed and released into the air and the original carrier, Jason (who was not affected by the airborne cure due to unique physiology) is rid of it when a heavy dosage of the cure is injected directly into his brain.
Krippin Virus (KV) I Am Legend A genetically reengineered measles virus originally created as a "miracle cure" for cancer, but mutated into a lethal, highly-pathogenic strain. KV has a 90% mortality rate; less than 1% of humans are immune. Two transmission vectors for the pathogen are inhalation and infected blood, with two corresponding immunity profiles. Infected humans who did not die began exhibiting early symptoms of rabies and degenerated into a state driven by rage. A major symptom is that the adrenal glands are "permanently open", giving victims increased strength, speed and agility but also a faster metabolism. This results in increased body temperature, heart rate, and breathing speed, making those infected hyperventilate constantly. Pupils became permanently dilated and skin became hypersensitive to UV radiation, forcing infected hosts into a nocturnal life cycle. Loss of body hair is another symptom. Non-humans such as rats and dogs are also susceptible to KV. They are sensitive to blood. These infected are similar to vampires.
Krytos virus Star Wars Expanded Universe The Krytos virus was a deadly and highly contagious virus that only attacked non-human species. It could spread via a number of avenues, including by water supplies and air. The virus often killed its host in less than two weeks, resulting in a painful death.
Lampingtons Disease Last Holiday A rare neurological disease causing multiple brain tumors rapidly progressing to death within a few weeks if not treated with an exorbitantly expensive operation. The lead character is diagnosed with this disease by a faulty CAT scan machine, consequently spending her life's savings on a dream vacation.
Las Plagas Resident Evil 4 A parasitic, organism which can infect a variety of hosts, including humans. It has the ability to control its host's behavior, inducing a hive-like mentality among the infected and extreme hostility towards uninfected individuals. The infected retain most of the characteristics of humans such as fine motor skills as seen through their use of simple weapons such as scythes and axes, and more complicated weapons such as chainsaws and chainguns. The are seen to obey "Queen" parasites, much like ants.
Lazar's Disease Doctor Who: Terminus A leprosy-like disease.
Legacy Virus Marvel Multiverse A disease that targets only mutants.
Life-Eater Virus Warhammer 40,000 (novels) The Life-eater virus is a flesh-eating disease that causes all biological matter to break down into it's componet parts, releasing toxic, flammable gas that can be ignited with a single explosion. The virus eats itself when there is nothing else to attack. It is quite effecive against Tyrranids. In the short-story anthology Planetkill, an updated strain goes after the soul, turning the population into zombies, created by a Techpreist inhabited by an Unclean One.
Lurgy (The Dreaded Lurgi) The Goon Show A disease that causes anyone who catches it to say nothing but 'Eeee-yakkaboo!'.
MacGregor's Disease Batman & Robin The disease that Mr. Freeze's wife Nora was suffering from and placed in cryogenic stasis for. The film also revealed that Batman's butler, Alfred Pennyworth, was also suffering from MacGregor's. Mr. Freeze successfully created the antidote for the disease, and gave some of it to Batman as an apology for thinking that Batman killed Nora (really Poison Ivy's doing).
Macrovirus Star Trek: Voyager An airborne pathogen-by-proxy that infects endothermic humanoids with a virus, causing the host to get lethargic and churn out more macroviruses until he/she/it wastes away and dies. When some of the bugs invaded Voyager, the EMH was able to synthesize a cure.
Madoba-2 Whiteout Virus related to Ebola, causes the victim to receive fever and eventually bleed to death from all body openings.
Moon Fever H2O,Just add Water a Mermaid disease that affects them when they see a full moon. This illness makes them catatonic and draws them to water like a magnet
Motaba Outbreak A deadly, virulent virus from the jungles of Zaire. Early stages resemble the flu, with pink eyes, coughing and fever. In later stages, the fever rises as high as 108, and victims seize violently, break out in skin lesions and bleed internally, causing a dark rash on the skin. Motaba incubates in 24 hours and kills in 48. The virus is 100% fatal. There is an airborne strain of Motaba. There is no treatment, but a large outbreak in a small California town was stopped when antibodies were taken from a carrier.
NAM37 PatriotThe Patriot (1998) A highly contagious airborne virus which has been stolen from a government biological warfare laboratory. Its early symptoms include a rash, and it is quickly fatal. It is not clear in the film whether the virus was supposed to have been harvested from the wild (such as Ebola) and then grown as a weapon, or whether the laboratory first engineered it in some way. In the film, the leader of a local militia has obtained both the virus and what he believes to be a vaccine for it, and decides to start an epidemic with the virus, believing that he will be safe because he has taken the vaccine. A local doctor of Indian (Native American) ancestry fights to find a cure for it.
NE_Alpha Parasite Resident Evil The NE-Alpha Parasite has an immunity to the T-virus, and is used to protect the higher brain functions of B.O.W.'s
Petriold Regression Doctor Who: New Earth A condition that causes the sufferer to become stone (similar to petrification). Unknown origins.
PhageThe Phage Star Trek: Voyager A necrotizing plague that affects members of the Vidiian species. Organ transplants are required for survival. Klingon DNA seems to be highly resistant to the phage. It was cured by the Think Tank.
Plague of Insomnia One Hundred Years of Solitude (García Márquez) An epidemic brought into the Buendía household and the town of Macondo by Rebeca; the adopted daughter of José Arcadio Buendía and Úrsula Iguarán. This plague, originally coming from the northern indian kingdoms in La Guajira (Colombia), is identified by the symptoms of wide-open, glowing eyes like those of a cat, and the impossibility of sleeping. Those infected (in the novel consisting of the entire town of Macondo) feel no tiredness or sleepiness whatsoever and hence can work all day and night. However, as time advances, those infected begin to loose all their memories and knowledge of the world; ultimately leaving them in a state in which they have forgotten the names and uses of all things and their own identities. The plague is generally seen as one of the most prominent demonstrations of magical realism in García Márquez's literary works.
Porphyric Hemophilia Elder Scrolls IV: OblivionThe Elder Scrolls IV: Oblivion Causes vampirism after an incubation period of three days. If the player is infected, they can go through a quest to cure the disease, however it is not necessary to be cured to complete the quest.
Progenitor Virus Resident Evil In the back-story of the series, the Progenitor virus is the primary virus created by the Umbrella Corporation, a mutagen based on ebola. Successor viruses include the T-Virus, the G-Virus, and T-Veronica Virus.
Psi-2000 Virus Star Trek A mutated form of water that spreads by touch which causes its victims to act in a way similar to being drunk. However, the effects do not wear off and eventually will cause victims to make dangerous decisions.
Rage 28 Days Later and 28 Weeks Later Rage causes extreme aggression in a victim only seconds after being infected with the disease. The disease is easily transmissible through any bodily fluid. Because of this extreme contagiousness and very short incubation time, a crowd of hundreds could be infected by one single individual in a manner of minutes. A graphic novel based on the films purports that Rage is a recombinant strain of Ebola, though its symptoms are similar to that of rabies. Animal testing was being performed on the disease but one animal was released by activists unaware of the virus. The infection soon spread to eliminate the entire population of Britain save a few lucky individuals who managed to survive. Infected organisms die out in a few months, succumbing to starvation, since they do not actually eat their victims.
Reaper Doomsday Reaper causes effects similar to black plague. It appears in Scotland in year 2008 and kills most of it inhabitants. Scotland is put under quarantine. Some decades later, Reaper reappears in London. A cure is found several days later, but it is unknown whether or not it will be given to the population.
Red DeathThe Red Death Masque of the Red Death (Edgar Allan Poe) Victims bleed from their pores before eventually dying. (See also Scarlet Plague.)
Re-vitiligo BoondocksThe Boondocks A disease that turns a white persons skin black over time. Uncle Ruckus claims to have it, though every flashback in which he appears, features him as black as he's in 2005-2008. He regards Michael Jackson as a "lucky bastard", as his skin turned from black to white.
RipleyThe Ripley Dreamcatcher (Stephen King) An alien parasitoid macrovirus. The adult aliens resemble deformed potato beings with legs, while the younger aliens - nicknamed "shit-weasels" because they can be created in a host organism's stomach and escape by eating their host's body between the stomach and anus - are legless, smaller versions of the adult alien. Both adult and young aliens have a mouth consisting of a slit on the underside of the head that goes down the length of the worm. The lips separate to reveal hundreds of teeth that can bite through steel.
Rust Lung Gears of War 2 When the Lightmass bomb that killed the multitude of Locust monsters in the 1st game subliminated the liquid element "Imulsion", the gas seeped into the atmosphere of planet Sera, resulting into 'Rust Lung', a disease that spreads quickly and deadly.
Scarlet Plague Scarlet Plague (Jack London) This 1912 novella, also known as the Scarlet Death, is a work of post-apocalyptic fiction treating the world after civilization has been destroyed by this fictional disease.
Scurge Scurge: Hive A parasite that can infect biologincal, technological, or coherent energy systems. It takes about one minute to overwhelm the special filters designed to ward off it's infection.
Shanti Virus Heroes A virus that only affects individuals with superhuman abilities or powers, deactivating those powers and slowly killing the infected. At least one strain exists which affects humans without superhuman powers, which is simply lethal.
Snow Crash Snow Crash (Neal Stephenson) A dangerous drug which is both a computer virus capable of infecting the brains of unwary hackers in the Metaverse and a mind-altering virus distributed by a network of Pentecostal churches via its infrastructure and belief system. Both forms cause glossolalia, and the computer virus form appears as a snowy pattern of pixels.
Solanum Zombie Survival Guide, World War Z Solanum is a virus that is transmitted through fluidic contact, such as a bite, transplant of infected biological matter, or pressing an open wound against a zombie. Once these situations occur, it is 100% communicable. It is only contagious in humans, however it is instantly fatal to other living creatures, whose bodies then become biohazardous. There are almost no known cases of survival, with no treatment to delay onset and no cure. Rarely, people have managed to survive by an immediate emergency field amputation of the limb where contact occurred, but even this is unlikely to work. It can be a sexually transmitted disease, but only if the sexual parter is in the very early stage of infection -- once reanimated, victims become infertile (and totally uninterested in sex). The virus travels to the brain and rapidly dissolves the frontal lobes, with effects akin to lobotomy. The brain changes, over 23 hours, into an organ that does not need oxygen. Tissues become toxic. The virus causes all life processes to stop, except for musculature and nervous systems. Tested as a bioweapon by Japan and the USSR with dismal results.
SP-43 Derailed (2002) SP-43 is a modified form of smallpox (variola) that has an extremely short incubation period. Its development is part of the backstory, which is not completely clear, but given the fact that it appears to have been stolen in Slovakia and is being transported to Munich by a NATO agent, it appears to have been developed by the Slovak government or some other Eastern Block country during the Cold War.
Spectrox Toxaemia Doctor Who: The Caves of Androzani A fatal condition caused by touching the raw form of Spectrox, a residue from the saliva of bats found on the planet Androzani Minor, that contained a chemical similar to nitrogen mustard. The lifespan of the sufferer is then reduced to between two and three days; symptoms include a rash and/or cramp, followed by spasms, paralysis and finally Thermal Death Point. The only known cure was the milk of the Queen Bats.
St. Mary's V for Vendetta A biological weapon engineered and released by the Norsefire party as a means of clandestinely gaining control over their own country.
SuddsThe Sudds Spongebob Squarepants The sudds is an illness that only sponges can catch, which makes them sneeze out bubbles constantly. It is essentially a common cold.
Technocyte Virus Dark Sector The metabolism of victims are increased and the surface of their skin hardens and forms a metallic exterior. The infection continues to mutate the host, driving them insane from the intense pain. The infected then become wildly aggressive and unpredictable, attacking anyone that is not infected on sight. The disease can be spread by physical contact and can affect animals as well as humans.
The Host's Disease The Host The unnamed disease carried by the giant monster terrorizing South Korea. In actuality, there was no virus; the government claimed the monster was spreading a disease just to save face.
The Ick SpongeBob SquarePants More of a fungus than a disease, the Ick is a green moss like form that spreads over the body, resulting in welts that shoot puss. Though it may not be fatal, it can be eliminated by feeding it to a bottom-feeder, such as Gary the Snail.
Thing cells The Thing Triangle-pyramid viruses that makes up Thing monsters. If it enters another animal, it fuses with the host, imparting shape-shifting and unholy durability, at the cost of pyrosensitivity, and possession by the Alien.
Tiberium poisoning Command & Conquer Tiberium crystals start to grow on a person's skin. These skin crystals eventually force their way through the persons vital organs, killing them. If the infestation is in a certain proportion, the victim mutates into a living bag of rotten skin and organs, called a visceroid.
Torsonic Polarity Syndrome (TPS) South Park A genetic condition wich causes humans to be born with a set of buttocks over their facial organs. TPS is seen in South Park Ep.510 "How To Eat With Your Butt"
T-Virus Resident Evil movies An artificial virus created by Umbrella. When a human is infected by it, the virus will destroy all cells, killing the host. Among two and four hours, all cells will be revitalized. But the virus will only activate one brain function: the hypothalamus, where feeding is controlled. The host becomes a violent mindless cannibal, and can infect other people by biting. Because of this effect, the virus was called the "cannibal disease".
T-Virus Resident Evil A virus that causes dementia and cellular necrosis. It can easily mutate into other strains, some of which have mutagenic effects on the host. In insects or amphibians, the resulting mutation often involves increased aggressiveness, increased size, and (almost always) the development of poisonous traits. In mammals, the results include aggressiveness, physiological changes of varying degrees, and an extremely increased evolutionary rate. Variants include the NE-T virus, T-G Virus, the T-JCCC203 (used for pharmaceutical, but killed two people) and much other variants.
Unnamed virus Transporter 2 Created by scientists working for an assassin named Gianni, this unnamed virus kills everyone it infects within 48 hours. Whoever the infected person breathes on contracts the virus, and whoever they breathes on contracts it, ect. The Colombian drug cartel hires Gianni and his minions to use the virus to assassinate Jefferson Billings, the director of the National Drug Control Policy and all of the attendees of a major anti-drug conference. An antidote was also created, just in case, but was retrieved by the Billing Family's personal driver, Frank Martin.
Vampiris I Am Legend (Richard Matheson) A bacillus (rod-shaped) bacterium that causes photosensitivity, hysterical blindness near mirrors, overdevelopment of canine teeth, and production of a bulletproof adhesive. Victims feed on blood. While in the body, it is anaerobic, and causes the victim to exhibit zombie-like behavior. Outside the body, it sporulates into dust. If an infected person is cut deep enough, the bacteria turns them into powder. Can be treated, but not cured, with a pill containing a fusion inhibitor and dehydrated blood.
V-CIDS The Immortals An AIDS-like virus.
Venus Particle Tyrannosaur Canyon An extraterrestrial infectious particle found in a lunar rock sample and within a fantastically well-preserved tyrannosaur fossil in the New Mexico desert. It is later revealed that the organism came to Earth via the Chicxulub asteroid which wiped out the dinosaurs. The particle, which was named for its resemblance to the symbol of Venus and femininity, causes rapid mitosis and apparent cellular differentiation in its host.
Wailing Death Neverwinter Nights A bubonic-like plague that infects almost the entire city of Neverwinter. Thought to be just a natural plague, it is later discovered that it was magically created and unleashed upon the city.
White Blindness Blindness (José Saramago) A mysterious epidemic of sudden blindness affecting virtually all humanity, leading to society's collapse. So-called because victims see nothing but a white glare. Not to be confused with the White Blindness in Watership Down which is a name the rabbits use for the real illness Myxomatosis which affects rabbits causing blindness and death.
White Disease White Disease (Karel Capek) An incurable mysterious form of leprosy, killing people older than 30.
White Plague White Plague (Frank Herbert) A genetically engineered virus that kills only women. Released only on Irish, English, and Libyan populace.
X-5 Virus Beavis and Butthead Do America Genetically engineered disease created by the U.S. Military. Causes Ebola-like symptoms and eventual death. Apparently lethal and quick enough to "wipe out five states in five days".
Yellow Death 1213 Episodes 1 to 3 A strain of virus that affects cloned children on the Tessa Life Orbital Space Station. Most children just die after extreme pain and facial lesions, then rise up as mindless 'zombies'. There are several examples of mutations caused when the virus infects children. Prisoner 0916 for example can alter his skeletal system, making extra limbs, shooting darts, and creating huge spikes. One of the other prisoner's IQ raises exponentially as his body deteriorates.

[PC66] Collective 6.6 Classes


Arch-Mentaler-Mentalist

Level KXP Wizard/Psi
123 456 789 AB
1 0 24- --- --- --
2 10.375 35½ --- --- --
3 15.75 471 -1- --- --
4 24.5 582 ½2- --- --
5 38 693 14- --- --
6 65.3 7A4 25- --- --
7 128 8C5 37½ --- --
8 237 9E6 48½ -1- --
9 468 AG7 591 ½2- --
10 702 AI8 6A2 13- --
11 940 AK9 7B3 25- --
12 1185 AKA 8D4 36- --
13 1435 AKA 9F5 46- --
14 1690 AKA AH6 56½ --
15 1950 AKA AJ7 671 --
16 2215 ALA AK8 782 --
17 2575 AMA AK9 8A3 -1
18 3097.5 ANA AKA 9C4 ½2
19 3670 AOA AKA AE5 ½3
20 4292.5 APA AKA AG6 14
21 4965 APA ALA AI7 15
22 5687.5 APA AMA AJ8 25
23 6460 APA ANA AK9 25
24 7282.5 APA AOA AKA 35
25 8155 BRB BQB BLB 35
26 9077.5 BSB BQB BMB 46
27 10050 CUC CRC COC 48
28 11072.5 CVC CRC CPC 59
29 12145 DXD DSD DRD 5A
30 13267.5 DXD DTD DSD 5B
31 14440 DXD DUD DSD 6B
32 15662.5 EYE EWE ETE 6B
33 16935 EYE EXE ETE 7B
34 18257.5 F[F FZF FUF 7B
35 19630 F\F FZF FUF 8C
36 21052.5 F]F FZF FVF 8E
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  8  2  3  1  0  2
+1  6  5  8  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  7  9  4  5  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  9 10  6  7  5  3  7
+4  8 10 11  6  7  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 12 12  8  9  8  5 10
+6 10 13 12  8 10  8  6 11
+7 11 14 13  9 11  9  7 12
+7 11 14 13 10 12 10  7 13
+8 13 15 14 12 13 11  8 14
+9 15 15 15 14 14 12  9 15
+9 15 16 16 15 15 12  9 16
+10 16 16 16 15 16 13 10 17
+11 16 16 16 16 16 14 11 18
+11 16 16 16 16 16 15 11 19
Requisites: Class Slots 2,
  Con 11, Dex 18, Int 26, Wis 18, Chr 11
Alignment: any
HD/level: ++d7
Weapon Prof.: 4+level/3
To Hit Table: Pri
Save Table: 2xPsi
Reference: DM
Groups: Wizard, Psionicist
 
This is a mixed Arch-Mentaler0 + Mentalist.
In the progression, Minor is SL=2, Major is SL=5, Grand is SL=8, and Super is SL=11.
Hold M actions. You may convert 2M -> 1QM.
Mentalist Psionic Pool (MPPs) = (Str+Con+Int*2+Wis*2+Chr)*level/2.
MPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
These MPPs are precisely 1 point in Psi1 and Psi2. (1 MPP is actually 1 attack/1 defense in Psi1)
10 MPPs is 1 "track point" for Psi9 and Psi18. You do not have actual tracks, however, and cannot "burn" anything after you have 0 MPPs.
The following frequencies are included in the Mentalist: Psi1, Psi2, Psi30, Psi9, and Psi18.
Mentalist can use Psi30 Astral Perception, but not Psi30 Astral Projection (unless that character also has Psi30 as a class or wild talent).
At level 1, you get 1 Psi1 defense and 1 Psi2 defense. Pick 1 attack or defense from Psi1 or Psi2 every level starting at level 1.
Level N (every level): +1M action
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi5, Psi6 & Psi12(as a combo), Psi8, Psi10.
Level 18: Pick another frequency to add, as per Level 9.
Level 27: Pick another frequency to add, but it can be ANY frequency (Psi7 and the like are allowed).

[PC66] Collective 6.6 Classes


Polar Bear-Snow Wizard


Level

KXP
Wizard/Psi9
123 456 789 AB

TH
1 4 (owe) 11- --- --- -- +5
2 7.3 22- --- --- -- +6
3 10.6 23- -1- --- -- +7
4 17.2 35- -1- --- -- +8
5 30.7 451 -2- --- -- +9
6 56.8 452 -2- -1- -- +10
7 107.2 472 12- -1- -- +11
8 206.8 473 23- -1- -- +12
9 404.2 473 24- -2- -- +13
10 730 493 25- -2- -- +14
11 1095 494 37- -2- -- +15
12 1490 494 481 -3- -- +16
13 1885 5B5 482 -3- -- +17
14 2280 5B5 492 13- -- +18
15 2675 5B5 5A2 14- -- +19
16 3070 5C5 5A3 25- -- +20
17 3465 5C5 5B3 36- -- +21
18 3950 5C5 5B3 371 -- +22
19 4435 5C5 5B3 391 -1 +23
20 4920 5C5 5C4 392 -1 +24
21 5405 5C5 5C4 4B2 -1 +25
22 5890 5D5 5C5 4B3 -1 +26
23 6375 5D5 5D5 5C3 -1 +27
24 6860 5D5 5D5 5D4 -2 +28
25 7345 5E5 5D5 5D5 -2 +29
26 7830 6F6 6E5 5D5 -2 +30
27 8315 6F6 6F6 6E5 -2 +31
28 8800 6F6 6F6 6F6 -3 +32
29 9285 7G7 7F6 6F6 -4 +33
30 9770 7G7 7G7 7F6 -5 +34
31 10255 7G7 7G7 7G7 -6 +35
32 10740 8H8 8G7 7G7 -7 +36
33 11225 8H8 8H8 8G7 -8 +37
34 11710 8H8 8H8 8H8 -9 +38
35 12195 9J9 9I8 8I8 -A +39
36 12680 9K9 9K9 9K9 -B +40
Requisites: Class Slots 2,
  Str 14, Con 22, Int 15, Wis 10
Alignment: non-L
HD/level: +++2d12
To Hit Table: Mon +4 levels
Weapon Prof.: 6+level
Reference: DM
Groups: Wizard, Monster
 
Saving Throws:
PPD: level+7
RSW: level+4
PP: level+8
BW: level+8
Spell: level+4
Fort: level+8
Reflex: level+0
Will: level+3
   
This is a mixed Polar Bear9 + Snow Wizard.
Specializated in Snow Magic (see list on next page); no opposite.
Gets Exceptional Str and Con.
Gets Con or Int bonus to spells (your choice).
In the progression, Minor is SL=2, Major is SL=5, Grand is SL=8, and Super is SL=11.
Immune snow, ice, cold, water.
Snow spells are resisted using NR, not MR.
+1 summon slot for snow creatures.
Each summon slot that has snow creatures in it can have LVL summons instead of 1.
For Psi9 tracks, each level this class gets +1 to Str track, +1 to Con track, and +1 to a single track of your choice (the track chosen may be different each level, and can be Str or Con). This bonus would stack with the normal Psi9 class and Psi18.
You get the normal "track-length" for each stat; this does not stack with the Psi9 track-length.
Level 1: Free Martial Arts style, plus one maneuver per level.
Level 1: +LVL TH with natural attacks.
Level 1: +LVL dmg with natural attacks.
Level 1: Can claw with both paws; base number of attacks is (LVL/3+2)/1 (before Natural Fighting proficiency).
Level 1: Flying at CL*3" (D)
Level 1: Eye's P: Shoot laser beams at one target for LVLd10 light dmg (no save, RR to resist).
Level 1: Improved Invis. cont.
Level 1: Immune Cold.
Level 1: Can operate and be offensive at up to -10-LVL^2 hp.
Level 1: Rage: 1V, 1/t: Get +LVL*2 TH, +LVL*2 dmg, -LVL*2 AC, -LVL*2 mental saves, +LVL*2 Fort/PPD saves until end of turn. Use this ability on segment 3 or later of a round that you've been fighting.
Level 9: +LVL/9 summon slots for snow creatures
Level 9: Barbarian Str.
Level 9: Barbarian Con.
Level 9: Dust of Disappearance cont.

[PC66] Collective 6.6 Classes


Snow Spells

SL # Spell Effect
N 1 Control Weather N Controls the weather in a 3^N yard radius area
2 Summon Snow N Summons a DL N Snow creature
1 1 Arcum's Sleigh +1M action only for Snow spells
2 Boreal Druid Summon; DL I Snow Druid; It has "1S or 1V: Cure a target 10 hp"
3 Rime Dryad Summon; DL I Snow Druid; It has "1S: Deal 1 rdmg to any target regardless of DL"
4 Rimebound Dead Summon; DL I Snow Undead; Regenerates 1 rhp/s
5 Snilloc's Snowball CLd4 snow dmg to one target (no save)
6 Thermal Flux CLd2 snow dmg to one group (no save)
2 1 Arcum's Weathervane CLd4 snow dmg to one group (no save)
2 Balduvian Conjurer 2 Summons; a DL II Snow Human and a DL II Snow Golem (animated object)
3 Coldsteel Heart Your next snow spell has +10 CL
4 Rime Transfusion Target does +CL*3 ice dmg per physical attack for 1 round
5 Rimewind Taskmage Summon; DL II Snow Human; Can lend S actions by spending 2S actions
6 Snilloc's Snowball Swarm CLd4 snow dmg to CL/2 targets (no save)
3 1 Chilling Shade Summon; DL III Snow Undead; It has "Take 1 rdmg: +1 offensive DL this segment"
2 Icelance One weapon gets +4/+0, +5d6 snow dmg, stun brand (1d4r; PP save) for 1 round
3 Phyrexian Ironfoot Summon; DL III Snow Golem; Has 5S actions
4 Phyrexian Soulgorger Summon; DL VI Snow Golem; Eats one of your other summons every segment it attacks
5 Sunstone 1bM: Your group (including yourself) take 10 dmg, but no combat damage this segment in your group
6 Winter's Night 2M: Cast a SL=4 Snow spell (Twilighting still applies)
4 1 Blizzard Specter Summon; DL IV Snow Undead; Can unsummon other summons
2 Chill to the Bone Slay target non-snow creature (PPD save)
3 Drift of the Dead Summon; DL IV Snow Golem; Can interpose for you
4 Ice Storm (CL/2)d10 ice dmg (no save) plus Numbness (PP save or -CL all actions) to 1 group
5 Rimewind Cryomancer Summon; DL IV Snow Human; It has "1bS: Counter a magic/psionic item ability"
5 1 Adarkar Windform Summon; DL V Snow Illusion; It has "1S: Target group loses Flying this round (no save)"
2 Cone of Cold CLd10+CL cold dmg to a group (save:½)
3 Diamond Faerie Summon; DL N Snow Faerie; N=square root of other snow summons you have
4 Heidar, Rimewind Master Summon (can have only one of these); DL VI Snow Concordant; It has "1S: Dispel an effect"
5 Snow Fortress Wall of Snow; 10*CL dmg; Can be made into a ring around you
6 1 Adarkar Valkyrie Summon; DL VI Snow Angel; Has "1S or 1bS: Revive a killed creature as a Revive for the PC (needs a summon slot)"
2 Phyrexian Snowcrusher Summon; DL VIII/VI Snow Golem
3 Ronom Serpent Summon; DL VI Snow Snake; Does x2 dmg vs. other Snow creatures
4 Storm Elemental Summon; DL VI Snow Elemental; Has "1M: Target group of Flying creatures lose their next action (no save)"
7 1 Gargantuan Gorilla Summon; DL VIII Snow Animal; Every time it acts, you take 7 damage.
2 Karplusan Giant Summon; DL VII Snow Giant; For each spell slot you spent on this spell, it gets +1 rhp (max 20) and +1 DL (max 11).
3 Rimefeather Owl Summon; DL VII Snow Bird; It can make other summons into Snow summons
8 1 Aluap's Blizzard 1 group: (time in rounds squared) hull dmg (cold + negative) (no save)
2 Wall of Black Ice Wall; Capital S Slay and Wild Surge if try to pass through; Blocks magic, psionics, physical attacks (but not innates)
9 1 Avalanche x1 Special: Entire room takes 10*CL ice dmg /s (no save)
2 Winter's Chill Slay up to 8 targets (must be within 3 groups) (no save)

[PC66] Collective 6.6 Classes


Wise Man-Atheist


Level

KXP
Priest
123 456 78

TH
1 7 (owe) 2-- a-- -- +1
2 17.5 210 0a- -- +2
3 28 322 00- -- +3
4 42 423 10- -- +5
5 65 433 10a -- +6
6 105 443 210 -- +7
7 175.9 554 211 -- +9
8 347.6 554 311 a- +10
9 691.3 654 321 0- +11
10 1097 654 431 1- +13
11 1642.7 775 532 1- +14
12 2188.4 776 654 2- +15
13 2734.1 877 765 4- +17
14 3279.8 999 976 5- +18
15 3825.5 999 999 8- +19
16 4371.2 999 999 9- +21
17 4916.9 AAA A99 9- +22
18 5462.6 AAA AAA 9- +23
19 6008.3 AAA AAA A- +24
20 6554 BBB BAA A- +25
21 7099.7 BBB BBB A- +26
22 7645.4 BBB BBB B- +27
23 8191.1 CCC CBB B- +28
24 8736.8 DCC CCC B- +29
25 9282.5 DDC CCC C- +30
26 9828.2 EEE DCC C- +31
27 10373.9 EEE EDD C- +32
28 10919.6 EEE EED D- +33
29 11465.3 EEE EEE D0 +34
30 12011 EEE EEE E1 +35
31 12556.7 FFF EEE E2 +36
32 13102.4 FFF FFE E3 +37
33 13648.1 FFF FFF F4 +38
34 14193.8 GGG FFF F5 +39
35 14739.5 GGG GGF F6 +40
36 15285.2 GGG GGG G7 +41
Requisites: Class Slots 2,
  Con 19, Wis 113
Alignment: non-S
HD/level: d8+13
Weapon Prof.: 3+2*level
To Hit Table: Pri
Reference: DM
Groups: Priest, Concordant (x1), Maxi
   
Saving Throws:  
PPD: +6+level*2
RSW: +2+level*2
PP: +4+level*2
BW: +1+level*2
Spell: +3+level*2
Fort: +0+level*2
Reflex: +1+level*2
Will: +2+level*2
   
This is a mixed Wise Man + Atheist(-7).
+2*LVL Wis
Barbarian Wis
Sustain Wis, San (Sanity)
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
Automatically make Wis checks and Will saves.
+2*LVL Personality
When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
Can use Con bonus to spells instead of Wis.
 
+LVL+1 Grand Spheres.
+LVL*3/2 GGL picks.
x2 level with Turn Undead, and you get +LVL to the d20 and d12 rolls.
When rolling saving throws, you may divide the DC by LVL, then roll 1d20 with no modifiers.
 
+LVL*LVL*100 Goodberries to the Goodberry pool.
1F, during reset: Refill your portion of the goodberry pool.
1M: Cast a variant Goodberry spell (8*LVL goodberries, 4*LVL leeches, LVL eels, or 3*LVL smurfberries).
10000 goodberries can be converted into one "i" goodberry (which cures 1 idmg).
+LVL*LVL*50 Leeches to the Leech pool.
+LVL*LVL Eels to the Eel pool.
Leeches are goodberries that move on their own (no V action needed). Eels remove one [C] section effect.
+LVL*LVL*30 Smurfberries to the Smurfberry pool.
Smurfberries cure 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
 
Level 1: 1M, LVL/t: Death's Door
Level 1: 1M, LVL/d: Protection from Death
Level 1: Animal empathy
Level 1: Detect/Identify Anti-Radiation & Anti-Magic
Level 2: 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
Level 2: 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
Level 2: 1M: Shut off target familiar or specialty priest power
Level 2: 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
Level 2: Combining: 1V: Add your CL to target's CL this segment.
Level 2: Immune to "skins" of all types (Stoneskin, etc.)
Level 2: Immune to deafness or paralysis.
Level 2: Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
Level 3: 1M, (LVL-2)/t: Dispel Exhaustion
Level 3: 1M, (LVL-2)/d: Raise Dead
Level 3: Clairnasience & Tongues
Level 3: Detect/Identify Anti-Psionics & Anti-Innates
Level 3: Immune to curse and Necromantic sphere spells
Level 4: Can turn undead using just 1V action
Level 4: 0, 1/d: Counter a Divine Intervention
Level 4: All of your edged weapons are "Defender"
Level 4: Can convert P -> M actions
Level 4: Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
Level 5: 1M, (LVL-4)/t: Heal
Level 6: 1M, (LVL-5)/d: Resurrection
Level 6: 1M: Shut off Concordant effect (aXR to resist)
Level 6: 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
Level 6: Can turn anyone not of your Religion as if they were undead
Level 6: Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
Level 6: Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
Level 7: 1M, (LVL-6)/t: Cureall
Level 7: Druid Shapechange
Level 9: 1M, (LVL-8)/t: Cureall+Remove 1 [C] effect
Level 9: 1M, (LVL-8)/d: True Resurrection
Level 10: +1 Summon slot
Level 10: Sphere robe (-1 SL) in one sphere
Level 18: 1M, (LVL-17)/t: Fix
Level 18: 1M, (LVL-17)/d: Reverse Pixelation
 
Gets one pick below per level.
 
Levels Pick Description
Level 1-5: a 1M (can borrow): Counter a Divine Intervention
b Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
c 1M: Turn off all specialty priest abilities on target for 1 turn
d LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
e You defend as a x2 being (this effect cannot be dispelled/twisted)
f 0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
g The "Lady's Smile" ability does not function within sight
h Opposing actions cannot be used within sight. (Drop this only at reset)
i 0, LVL/d: Anti-Concordant Shell (0th-1st)
j Specials of x2 or greater have their effect's multiplier dropped to x1
k iXR CL*10% (iXR is irreducible Spirit Resistance)
l 0, LVL/d: Halve hp on a creature with at least 1000 hp
X-7m An X(-7) minor.
Level 6-10: m Undead divide their HD by your LVL when calculating what they turn as
n 1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
o 1M (can borrow): Counter an Avoid Fate
p +1 QOpp0 only for Atheist powers
q You defend as a x5 being (this effect cannot be dispelled/twisted)
r 0, 2*LVL/d: Dispel a Concordant effect
s Artifacts divide their ego by their multiplier when picked up by you
t 0, LVL/d: Target creature is not Time/Reality Stable
u 0, LVL/d: Anti-Concordant Shell (0th-3rd)
v 0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
X-7M An X(-7) major.
Level 11-15: w Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
x You defend as a x8 being (this effect cannot be dispelled/twisted)
y 0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
z 0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
aa 0, LVL/d: Anti-Concordant Shell (0th-5th)
X-7G An X(-7) grand.
Level 16-20: bb 1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
cc Immune to Forbiddance Zones, Alignment Change, Opposition
dd Abilities as per Anti-Druid of half level
ee Ignore non-racial immunity to fear, suggestion, possession, charm
ff L segments of talking: Hijack the level L follower of someone else, he becomes your follower
gg 1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
hh You defend as a x11 being (this effect cannot be dispelled/twisted)
ii 0, LVL/d: Anti-Concordant Shell (0th-7th)
X-7S An X(-7) super.

[PC66] Collective 6.6 Classes


White Hat-White Priest

Level KXP Priest/White
123 456 7
1 0 0-- --- -
2 2.85 1-- --- -
3 5.7 20- --- -
4 11.4 21- --- -
5 22.8 220 --- -
6 45.7 221 --- -
7 91.4 322 0-- -
8 182.8 332 1-- -
9 320 333 20- -
10 560 443 21- -
11 800 443 320 -
12 1040 444 321 -
13 1280 554 322 -
14 1520 555 332 -
15 1760 655 333 -
16 2000 655 443 0
17 2240 665 443 1
18 2480 665 443 2
19 2720 765 444 2
20 2960 765 444 3
21 3200 765 554 3
22 3440 765 554 4
23 3680 776 654 4
24 3920 876 655 4
25 4160 876 655 5
26 4400 877 665 5
27 4640 887 666 5
28 4880 887 776 5
29 5120 887 776 6
30 5360 888 777 6
31 5600 888 887 6
32 5840 988 887 6
33 6080 998 888 7
34 6320 999 888 8
35 6560 999 998 8
36 6800 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+5 12 11 10  8  9  3  2  1
+6 12 11 10  9  9  4  2  1
+8 12 11 10  9 10  4  3  1
+9 14 13 12 11 12  5  3  2
+11 14 13 12 12 12  5  4  2
+12 14 13 13 12 12  6  4  2
+14 16 15 14 14 15  6  4  3
+15 16 15 15 14 15  7  5  3
+17 16 15 15 15 15  7  5  3
+18 16 15 15 15 15  7  5  3
+20 16 15 15 15 15  7  5  3
+21 16 15 15 15 15  7  5  3
+23 16 15 15 15 15  7  5  3
+24 16 15 15 15 15  7  5  3
+26 16 15 15 15 15  7  5  3
Requisites: Class Slots 2,
  Dex 9, Con 6, Wis 16, Chr 13
Alignment: any (most G)
HD/level: ++2d6
Weapon Prof.: 3+level
To Hit Table: 1½xWar
Save Table: Half0
Reference: DM
Groups: Priest, Rogue
 
This is a mixed White Hat5 + White Priest.
This class gets 1 "Any Rogue LVL/2 (round up) pick" per level. This class gets only 30 rogue points per level.
Can cast Priest or MTG White spells.
Level 1: Turn Undead.
 
New MTG White spells for White Priest class:
Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
Disenchant (SL=2): Dispel an effect.
Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
 
Old MTG White spells from Wizard of the Coast class (you can use these):
Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Abeyance (SL=2): Target cannot use M actions this segment (Will save)
Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
Blessed Wind (SL=9): Target's current hp becomes 200.
 
Gets one pick below per level.
 
Levels Pick Description
Level 1-3: A Clown: -1 Wis, +50 Rogue points
B Resources: Gain LVL*Chr*10 gp per reset.
C Situational awareness: Cannot be surprised, reduce Backstab/Backstrike on you by 1 multiplier.
D Doctor: Binding wounds is 4+LVL hp. 1M, 1/d: Remove the "wounding" effect.
E Kung Fu: Ability to take martial arts, plus a kit slot to take a martial arts style.
Level 4: Pick two WhiteHat5 Level 1-3, one Rebel5 Level 1-3, or one Psi5 minor
Level 5-7: F Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
G Immune to pain. You stay conscious (but cannot be offensive) at up to -LVL hp.
H Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
I Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
J Turn Undead: You can turn undead as if 4 levels lower.
Level 8: Pick two WhiteHat5 Level 5-7, one Rebel5 Level 1-3, or one Psi5 minor
Level 9-12: K Web of Contacts: Can gain information on most things in a city; Legend Lore LVL*5%
L Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
M Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level)
N Great Medic: Binding wounds is (LVL-8)*5% of max hp (can be more than 100%, current still can't go over max)
O BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
Level 13: Pick two WhiteHat5 Level 9-12, one Rebel5 Level 5-7, or one Psi5 major
Level 14-18: P Kung Fu Hustle: Can have (LVL-6)/4 martial arts styles running at the same time, they all fully stack
Q Really Immune to pain. You stay conscious (but cannot be offensive) at any finite negative hit point total.
R The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
S Smooth Talker: As long as you and your friends are not hostile, enemies will not attack you 90% (1 check /min)
T Your BOMBS! (Level ability O above) can hit two groups or can be set on a time delay, you have 3*LVL charges
Level 18: Pick two WhiteHat5 Level 14-18, one Rebel5 Level 9-12, or one Psi5 grand
Level 20-26: U Master Fu: LVL*2 slots in Martial Arts maneuvers; 2nd tier costs 2 maneuvers each, even if Banhammered
V Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)
W Tinkerer: 1/reset: Make a Psi8 item of TechL=LVL; your effects ignore TechR
X Not Noticed: You take 1/10 dmg (physical and energy) vs. monsters that are at least x10 your current hp
Y BOMBS!!!: Your BOMBS! have unlimited charges; LVL*(3m6) dmg to 1 group or LVL*(2m8) dmg to 2 groups
Z +LVL to LVL in another White Hat (or Black Hat) pick
Level 27-36:  

[PC66] Collective 6.6 Classes


Sporacle of Chaos-Remover

Level KXP Priest/Psi12C/29
123 456 789 ABC DE
TH
1 0 000 --- --- --- -- +1
2 2.5 010 0e- --- --- -- +2
3 6.46 010 00- --- --- -- +3
4 15.92 020 010 -h- --- -- +4
5 40.84 020 010 00- --- -- +5
6 100.5 030 020 01- -l- -- +6
7 250.5 151 140 020 -k- -- +7
8 404 151 141 131 -0- -- +8
9 773 161 151 141 01- -v +9
10 1146 282 271 151 02- -u +10
11 1519 292 282 272 13- -t +11
12 1892 2A2 292 282 14- -s +12
13 2265 3C3 3B2 292 15- -r +13
14 2638 3D3 3C3 3B3 26- -q +14
15 3011 3E3 3D3 3C3 28- -p +15
16 3384 3F3 3E3 3D3 2A- -o +16
17 3757 3G3 3F3 3E3 3B- -n +17
18 4130 3G3 3F3 3E3 3C- -0 +18
19 4503 4G3 3F3 3E3 3C- -1 +19
20 4876 4H3 3F3 3E3 3C- -2 +20
21 5249 4H4 3F3 3E3 3C- -3 +21
22 5622 4H4 4F3 3E3 3C- -4 +22
23 5995 4H4 4G3 3E3 3C- -5 +23
24 6368 4H4 4G4 3E3 3C- -6 +24
25 6741 4H4 4G4 4E3 3C- -7 +25
26 7114 4H4 4G4 4F3 3C- -8 +26
27 7487 4H4 4G4 4F4 3C- -9 +27
28 7860 4H4 4G4 4F4 4D- -9 +28
29 8233 4H4 4G4 4F4 4E- -A +29
30 8606 5H4 4G4 4F4 4F- -A +30
31 8979 5I4 4G4 4F4 4F- -B +31
32 9352 5I5 4G4 4G4 4F- -B +32
33 9725 5I5 5G4 4G4 4G- -B +33
34 10098 5I5 5H4 4G4 4G- -C +34
35 10471 5I5 5I5 4G4 4G- -C +35
36 10844 5I5 5I5 5H4 4G- -C +36
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-3 +0 +3 +5 +0 +1 -3 +6 +13 +0 ÷1
 
Requisites: Race Slots 1, Class Slots 3,
  Dex 18, Con 13, Int 17, Wis 9, Chr 6
Alignment: C any
HD/level: ++d6
Weapon Prof.: 3+level/3
To Hit Table: Mon
Reference: RKR / DM
Groups: Priest, Rogue, Psionicist, Overt, Archetype, PC Designed
   
Saving Throws:  
PPD: level*2+0 ++1
RSW: level*2+6 ++1
PP: level*2+2 ++1
BW: level*2+0 ++1
Spell: level*2+3 ++1
Fort: level*2+2 ++1
Reflex: level*2+0 ++1
Will: level*2+0 ++1
   
This is a mixed Sporacle of Chaos + Remover.
Considered a "Beholder" race.
You have 0 arms and 0 legs. Your bite attack is 1d12 dmg. You fly at (LVL+2)*3" (D).
++1 to saves means to adjust the true die roll by 1.
Gets Int or Dex bonus to psionic progression.
In the progression, Minor is SL=2, Major is SL=5, Grand is SL=8, Super is SL=11, and Ultra is SL=14.
Spells with SL > (LVL+1)/2 may only be used for Healing sphere spells or psionic powers of the frequencies listed above.
PSPs = (Dex+Int*2+Wis)*LVL
Has access to Psi(-12)C, 12C, 1200C, and 29.
For Psi29, has LVL*2 Eye Points and LVL+1 Eyes, one of which must be fixed. Psi29 powers do not count against progression, but you must have at least a "1" in a power level to get a Psi29 eye of that type (e.g. you need to have at least 1 Major to get a Major eye).
"Sporacle-ize" is a Psi29 Minor for you.
Psionic effects that say "CL targets" can choose the same target more than once. This is an exception to the normal Collective rules on this.
40 Rogue points per level.
Gets 1 Rogue pick at 1st level, then 1 more every 3rd level.
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to your own effects.
Level 1: 0, 1/r: Ignore someone else's immunity to Chaos for this segment.

[PC66] Collective 6.6 Classes


Psi(-12)C,12C,1200C Powers

Type # Power PSPs Description
Minor 1 Anti-Technological Armor 12+1/t +5*CL% TechR (or) Resist Technology
Minor 2 Behold the Chaoticness 12 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 3 Chaos Blast 12 Deal CLd4 Chaos dmg to one group (no save)
Minor 4 Chaos Shield 20 Chaos Shield (TM 21)
Minor 5 Chromatic Blast 9 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12
Minor 6 Commotion Resistance 4+1/t +CL*5% RR; Resist own effects; Resist Wild Surges
Minor 7 Confusion 10 Confusion (as spell)
Minor 8 Confusion Area 20 Confusion (CL targets or 1 group, Will save)
Minor 9 Confusion Blast 8 One group is confused (Will save)
Minor 10 Contagion/Enervation 13 One target is hit by Contagion & Enervation (PPD for each)
Minor 11 Cthulhoid Aura 5+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will)
Minor 12 Cthulhoid Horror Swarm I 26 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 13 Cthulhoid Swarm I 6 Summon CL Monsters using ML I "Weird" chart (random)
Minor 14 Cthulhoid Swarm II 12 Summon CL Monsters using ML II "Weird" chart (random)
Minor 15 Detect Chaos & Radiation 4+1/t Detect Chaos & Radiation continuous (ask DM as a 0 action)
Minor 16 Detect Law/Psionics 1/r Detect Law (and) Detect Psionics
Minor 17 Disorder Objects 8 Group of objects become chaotically arranged
Minor 18 Dispel Radiation/Tech 7 Dispels one Radioactive, Wild/Chaos, or Technological effect
Minor 19 Dispel Radiation/Tech Blast 30 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 20 Dissension's Feast 20 Dissension's Feast (TM 57)
Minor 21 Dissension's Feast Area 40 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 22 Enervation Area 54 Enervation (CL targets or 1 group, PPD save)
Minor 23 Entropy 18/t Disorder Objects continuous in 180'r
Minor 24 High-Frequency Sample 7 Generate a High-Frequency Sampler minor effect
Minor 25 Know Next Dice Rolls 10+1/t 0,1/r: Roll dice ahead of time before action, can choose not to
Minor 26 Mistaken Missive 8 Mistaken Missive (TM 53)
Minor 27 Mistaken Missive Area 14 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 28 Protection from Law 8+1/r As Pro.Evil but versus Lawful alignment
Minor 29 Protection from Law 10'r 14+2/r Protection from Law 10'r
Minor 30 Push Wave 12 Throw a group back (10*CL' Falling dmg, no save)
Minor 31 Random Polymorph Self 5 Polymoph Self Randomly (use ML I or II chart); lasts 1 turn
Minor 32 Shifting Appearance 20/t Appearance shifts to a random combination of creatures each round (strange to behold)
Minor 33 Taunt Blast 4 One group will attack you on their next action (no save)
Minor 34 Taunt Blast 18 CL target creatures or 1 group will attack you on their next action (no save)
Minor 35 Trip/Fumble Zone 2/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Minor 36 Wild Invocation I 6 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell
Minor 37 Wild Invocation II 11 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell
Major 1 Behold the Chaos 12 Identify Chaotic/Wild effect, even one that defies normal ID
Major 2 Chaotic Combat 38 Chaotic Combat (TM 75)
Major 3 Chaotic Combat Zone 76 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 4 Chaotic Commands 48 Chaotic Commands (TM 89)
Major 5 Chaotic Sleep 38 Chaotic Sleep (TM 76)
Major 6 Charm Chaotic Creature 30 Charm (no save) only vs. Chaotic creatures
Major 7 Contact Other Plane 9 Contact Other/Higher Plane
Major 8 Contact Other/Higher Plane 34 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 9 Cthulhoid Horror Swarm II 94 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 10 Cthulhoid Swarm III 18 Summon CL Monsters using ML III "Weird" chart (random)
Major 11 Cthulhoid Swarm IV 24 Summon CL Monsters using ML IV "Weird" chart (random)
Major 12 Dancing Chaos 20+2/r Every segment, a random SL=1d10 effect hits a random target
Major 13 Destroy Clone 48 Kills a Clone, Simulacrum, or Shapechanger
Major 14 Duplicate Radio. Item 20 Duplicate a x0 or x1 Radioactive Item
Major 15 Effect Amplification 12+2/t Pick any spell/power. You have double effect with that power.
Major 16 Globe of High Resistance 12+2/r Immune to SL 4-6 (all types), Resist SL 2-3 (all types)
Major 17 Inverted Ethics 40 Inverted Ethics (TM 80)
Major 18 Mirror Mislead 15+2/r Does a Mislead spell, a Mirror Image, and a Displacement
Major 19 Mirror Mislead 58+4/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 20 Miscast Magic 33 Miscast Magic (TM 69), also works on psionics
Major 21 Physical Freedom 48 Free Action (and) Remove Paralysis (and) Remove Domination (or) gives a path to escape local authorities
Major 22 Random Causality 28 Random Causality (TM 69)
Major 23 Random Push Zone 56+2/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 24 Random Telekinetics 28+2/r All objects in 60'r area randomly telekinese around, creatures in area take 1d6*1d10 dmg/r
Major 25 Randomness 23/t All your non-permanent die rolls of NdS instead are rolled as Nd(S+2)-N
Major 26 Redirect Question Mark 16 Force a "question mark" to go opposite direction
Major 27 Reverse Causality 56 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 28 Shift Towards Chaos 40 Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards C
Major 29 Sporacle 64 Sporacle (random [C] section effect) a group.
Major 30 Strip Down (Nude Bomb) 10+1/s Choose 1 target; he removes/drops 1 item /s (no save)
Major 31 Strip Down (Nude Bomb) 38+2/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 32 Unlimited Wish Mutation 20/t Wishes/Miracles/Alter Realities/etc. have random effects 30' r
Major 33 Unlimited Wish Volley 26 50%: You get an Unlimited Wish; 50%: Closest enemy gets it
Major 34 Weird Chaos 12 Two groups: One gets hit by Weird, the other Chaos (as spells)
Major 35 Wild Invocation III 17 Random 4th (70%) or 5th (30%) SL Wizard Invocation spell
Major 36 Wild Invocation IV 22 Random 6th (80%) or 7th (20%) SL Wizard Invocation spell
Major 37 Wishoid Mutation Zone 76/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 46 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 340 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Cthulhoid Swarm V 30 Summon CL*2 Monsters using ML V "Weird" chart (random)
Grand 4 Enhance Radiation 108 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 5 Hornung's Area Dispatcher 216 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 6 Mental Freedom 63 Ejection (and) Restore Memories/Clarity of Mind (and) Remove Possession; This effect costs no actions to use
Grand 7 Random Dispatcher 80 Hornung's Random Dispatcher (TM 44), no save
Grand 8 Random Gravity 70 Gravity in 1 mile radius becomes random (1d6-3 times normal gravity each round)
Grand 9 Summon Chaotic Creature 60 Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
Grand 10 Uncontrolled Weather 70 Weather Patterns in area become random/extreme
Grand 11 Uncontrolled Weather Zone 20/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 12 Wandering Monster Modification 22/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Grand 13 Wild Invocation V 28 Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
Grand 14 Wild Magic Surge 78 Generate (level) Wild Surges within 60' each round for 1h
Grand 15 Wildstrike 60 Wildstrike (TM 39)
Super 1 Chaos Storm 180+8/r All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
Super 2 Cthulhoid Horror Swarm IV 1228 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 3 Cthulhoid Swarm VI 36 Summon CL*4 Monsters using ML VI "Weird" chart (random)
Super 4 Cthulhoid Swarm VII 42 Summon CL*6 Monsters using ML VII "Weird" chart (random)
Super 5 Grand Chaos 200/r All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled
Super 6 Invoke Devastation 96/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 7 Raw Logrus 640 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)
Ultra 1 Anti-Commotion Resist. 40+5/t +CL*5% aaAllR (Anti-Anti R vs. everything)
Ultra 2 Cthulhoid Swarm VIII 48 Summon CL*9 Monsters using ML VIII "Weird" chart (random)
Ultra 3 Get it on! 150 All within sight (incl. party) get +1QQQQQOppF this segment. You can use it and a normal Opp action in the same segment. You may ignore the "Opp" part of this if you wish (i.e. use it on your half of the segment).
Ultra 4 Wild Invocation VI 33 Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell

[PC66] Collective 6.6 Classes


Vampire-Sun Priest

Level KXP Wizard/Priest
123 456 78
1 0 30- --- --
2 6.5 410 --- --
3 13 621 --- --
4 25.95 832 --- --
5 51.65 852 0-- --
6 102.8 862 1-- --
7 205.1 883 1-- --
8 409.2 984 20- --
9 809 A85 21- --
10 1262.5 A86 320 --
11 1720 A97 321 0-
12 2180 AA8 532 1-
13 2675 BA9 743 2-
14 3165 BBA 954 3-
15 3655 BBA A66 4-
16 4145 CBB A76 5-
17 4635 CBB A86 6-
18 5125 CBB A96 60
19 5615 CBB AA6 61
20 6105 CCB BA7 62
21 6595 CCB BA8 63
22 7085 CCB BA9 64
23 7575 CCB BAA 65
24 8065 DCC BBA 75
25 8555 DDC BBA 85
26 9045 DDD BBA 95
27 9535 DDD CBA A5
28 10025 DDD DCB A6
29 10515 DDD DCC A7
30 11005 DDD DCC B8
31 11495 DDD DCC BA
32 11985 DDD DCC CB
33 12475 EED DCC CC
34 12965 EEE EDD CC
35 13455 EEE EEE DC
36 13945 EEE EEE EE
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Class Slots 2,
  Str 13, Dex 9, Con 13, Wis 12, Chr 15
Alignment: any (usually E)
HD/level: & d12
Weapon Prof.: 8+level
To Hit Table: Mon
Save Table: Pri
Reference: Buffyverse / DM
Groups: Priest, Monster
 
This is a mixed Vampire5 + Sun Priest.
Can cast Wizard or Priest spells. No stat bonus. Gets access to 1 school or sphere per level.
Gets Chr (not Wis) bonus to spells.
Bonus grand in Sun sphere.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Level N (every level): Using the list below, pick an immunity, or pick the ability to ignore people's immunity to something on the list below. (e.g. As a pick, you can ignore people's immunity to Sun sphere spells.)
A. Immune to Blindness
B. Immune to Chromatic and Color (e.g. Color Spray) effects.
C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
E. Immune to Gravity (but not TK / falling damage)
F. Immune to Light (and all variants)
G. Immune to Plasma and Natural Plasma.
H. Immune to Positive Energy (includes Unlive positive energy levels).
I. Immune to Prismatic effects.
J. Immune to Sun sphere spells.
K. Immune to Sunstone and Midnight Sunstone (unusual materials)
L. Immune to Vacuum. Need not breathe.
 
New Sun Spells:
Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
Sun Snake (SL=4): Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
Prismatic Strike (SL=5): Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
 
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A +LVL Str and Exceptional Str
B +LVL Martial Arts maneuvers and Exceptional Dex
C Bite is vampiric regen (full) and Exceptional Con
D Immune to fear, emotion, lack of morale
E 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Level 4: Pick any Monster5 class level 1-3
Level 5-7: F Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
G 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
H Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
I Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
J 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Level 8: Pick any Monster5 class level 5-7
Level 9-12: 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.
L 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
M 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
N 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
O Continuous Friendship effect running with all monsters of HD = your LVL or less
Level 13: Pick any Monster5 class level 9-12
Level 14-18: P
Q +(LVL-12)/2 second tier Martial Arts maneuvers
R
S
T
Level 18: Pick any Monster5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Monster5 class level 20-26

[PC66] Collective 6.6 Classes


Nicol Bolas-Secret Agent

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 6.125 31½ --- --- --
3 12.25 421 --- --- --
4 24.5 532 ½-- --- --
5 49 643 1½- --- --
6 98 754 21- --- --
7 196 865 32½ --- --
8 392 976 43½ --- --
9 784 A87 541 ½-- --
10 1540 A98 652 1-- --
11 2300 AA9 763 2½- --
12 3060 AAA 874 3½- --
13 3820 AAA 985 4½- --
14 4580 AAA A96 51½ --
15 5340 AAA AA7 621 --
16 6100 AAA AA8 732 --
17 6860 AAA AA9 843 --
18 7620 AAA AAA 954 ½-
19 8380 AAA AAA A65 ½-
20 9140 AAA AAA A76 1-
21 9900 AAA AAA A87 1-
22 10660 AAA AAA A98 2-
23 11420 AAA AAA AA9 2-
24 12180 AAA AAA AAA 3-
25 12940 BBB BBB BBB 3-
26 13700 BBB BBB BBB 4-
27 14460 CCC CCC CCC 4½
28 15220 CCC CCC CCC 5½
29 15980 DDD DDD DDD 5½
30 16740 DDD DDD DDD 51
31 17500 DDD DDD DDD 61
32 18260 EEE EEE EEE 61
33 19020 EEE EEE EEE 71
34 19780 FFF FFF FFF 71
35 20540 FFF FFF FFF 81
36 21300 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 10 14 16  6 12  2  4  2
+4 12 14 16  6 14  2  6  4
+6 12 16 16  8 14  4  6  4
+8 12 16 16  8 14  4  8  6
+10 12 18 18  8 16  4  8  6
+12 14 18 18 10 16  6 10  8
+14 14 20 18 10 18  6 10  8
+16 14 20 18 12 18  8 12 10
+18 14 20 20 12 18  8 12 10
+20 16 22 20 12 20  8 14 12
+22 16 22 20 14 20 10 14 12
+24 16 24 20 14 22 10 16 14
+26 16 24 22 16 22 12 16 14
+28 18 26 22 16 22 12 18 16
+30 18 26 22 16 24 12 18 16
+32 18 26 22 18 24 14 20 18
+34 18 28 24 18 26 14 20 18
+36 20 28 24 20 26 16 22 20
Requisites: Class Slots 4,
  Str 9, Dex 33, Con 9, Int 31, Wis 22, Chr 9
Alignment: LN
HD/level: 2d40
Weapon Prof.: 8+level*2
To Hit Table: 2xMon
Save Table: (Wiz/Rog/Psi)*2
Reference: James Bond / MTG
Groups: Wizard, Rogue, Monster
 
This is a mixed Nicol Bolas (MTG B/U/R) + Secret Agent5.
Super Barbarian Dex bonus [bonus = (Dex-18)*3]. Extra-Barbarian Int bonus.
Gets Exceptional Str, Con, Int, Wis, and Chr. Gets Barbarian Cml if that ever matters.
Has 155+65*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
Moving costs you only ½V action. (This effectively doubles your movement rate.)
Each level, get one Rogue pick of your level. You get 40*LVL Rogue points.
Level 1: +1 borrowed M action per round.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 5: +1 borrowed M action per round.
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
 
New spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
 
In addition, each level, get one "5th edition" pick from the choices at the bottom.
 
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
1 Do rating/50 physical attacks with one weapon ½P 50 Str-10 Str-18
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
2 Any Rogue Level 2 ability - - - -
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC66] Collective 6.6 Classes


Secret Agent5 Picks

Levels Pick Description
Level 1-3: A Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
B Connected: You know a friend in every city, for shelter and/or locating a shop/person
C Doublespeak: 0, Speaking action, 1/r: Charm (save)
D Gear: All your items are (nonmagical) +1/+1 items
E Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
F Tracking as a Ranger; Trailing proficiency; 2F, 1/d: Find the Path
G Versatility: x(1+LVL/10) Nonweapon proficiencies.
H Weapon Specialist: Specialized in a weapon, get +LVL+6 TH (+0 dmg) instead of usual amount
Level 4: Pick two level 1-3 Secret Agent5 or one level 1-3 Black Hat5 ability
Level 5-7: F Cool Customer: Immune Fear, Emotion, Charm, Domination
G Dubious Technology: 1/reset: Get a random TechL=LVL*2 item from the DM (usually with a drawback)
H Hacker: Can manipulate/reprogram Technological/Psi8/Psi16 items up to TechL=LVL+2
I Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
J Know It All: LVL*5% chance of knowing something about *any* topic (even if no chance to know).
K Overkill: If you put someone below -50 hp, they are automatically slain.
L Plausible Deniability: You can never be "guilty" of a crime according to the law.
M Slimy: You and the space you're standing at can't be targetted.
Level 8: Pick two level 5-7 Secret Agent5 or one level 5-7 Black Hat5 ability
Level 9-12: N Avoid Fate: 0, 1/d: Avoid Fate at xLVL/4 multiplier
O Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
P Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
Q Guns Blazing: May use two sets of missile weapons per set of hands
R Immune to detection / divination effects
S Immune to insta-kill and slay effects
T Insane Stunt: 0, 1/d: Wish (only to combo with something else you're doing this segment)
U Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future
Level 13: Pick two level 9-12 Secret Agent5 or one level 9-12 Black Hat5 ability
Level 14-18: V-CC - - - (8 abilities here, currently unknown) - - -
Level 18: Pick two level 14-18 Secret Agent5 or one level 14-18 Black Hat5 ability
Level 20-26: DD-KK - - - (8 abilities here, currently unknown) - - -
LL Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC66] Collective 6.6 Classes


Arch-Mutant-Stealth Ninja

Level KXP Psi9/18
mMG SU
1 0 1-- --
2 6.5 2-- --
3 13 31- --
4 25.875 42- --
5 51.75 531 --
6 103.5 631 --
7 207 742 --
8 414 852 --
9 812.5 963 1-
10 1625 A63 1-
11 2412.5 B74 1-
12 3200 C74 1-
13 3987.5 D95 2-
14 4775 E95 2-
15 5562.5 FA6 2-
16 6350 GB6 2-
17 7137.5 HC7 3-
18 7925 IC7 3-
19 8712.5 JD8 3-
20 9500 KE8 3-
21 10287.5 LF9 4-
22 11075 MF9 4-
23 11862.5 NGA 4-
24 12650 OHA 4-
25 13437.5 PIB 5-
26 14225 QIB 5-
27 15012.5 RJC 51
28 15800 SKC 51
29 16587.5 TLD 61
30 17375 ULD 61
31 18162.5 VME 61
32 18950 WNE 61
33 19737.5 XOF 71
34 20525 YOF 71
35 21312.5 ZPG 71
36 22100 [QG 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 30, max = 10)
+1 (total = 36, max = 12)
+2 (total = 42, max = 14)
+3 (total = 48, max = 16)
+4 (total = 54, max = 18)
+5 (total = 60, max = 20)
+6 (total = 66, max = 22)
+7 (total = 72, max = 24)
+8 (total = 78, max = 26)
+9 (total = 84, max = 28)
+10 (total = 90, max = 30)
+11 (total = 96, max = 32)
+12 (total = 102, max = 34)
+13 (total = 108, max = 36)
+14 (total = 114, max = 38)
+15 (total = 120, max = 40)
+16 (total = 126, max = 42)
+17 (total = 132, max = 44)
Requisites: Class Slots 2,
  Str 18, Dex 16, Con 18, Int 17, Wis 17, Chr 9
Alignment: non-G
HD/level: 2d6+3
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 2xCust
Reference: RKR / DM
Groups: Rogue, Psionicist, PC Designed
 
This is a mixed Arch-Mutant + Stealth Ninja.
See [Q9], [Q18], [Q27], [Q(-9)], and [Q72] for rules and powers.
Gets +LVL to each track (per Psi9) and recovers LVL track points/rd (per Psi 18)
Can buy Super Str or Con for 1 slot each
Level 1: has Freq 9 and 18
Level 1: 1V, lose 1 to a track: gain 1 to a track
Level 1: pick a minor power: track cost to use is 1/2 normal (change at reset)
Level 1: pick a minor power: takes 1/2 M to use (change at reset)
Level 1: Free Martial Arts style; +2 maneuvers per level.
Level 1: Gets +4*LVL from behind instead of the usual +4 from behind.
Level 4: pick a major power: track cost to use is 1/2 normal (change at reset)
Level 4: pick a major power: takes 1/2 M to use (change at reset)
Level 9: add a frequency; pick from -9, 6E, 12C, 27, 72
Level 9: pick a grand power: track cost to use is 1/2 normal (change at reset)
Level 9: pick a grand power: takes 1/2 M to use (change at reset)
Level 16: pick a super power: track cost to use is 1/2 normal (change at reset)
Level 16: pick a super power: takes 1/2 M to use (change at reset)
Level 18: pick another frequency from the L9 list
Level 27: pick another frequency from the L9 list
 
Lvl Stealth Ninja Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-4% per HD/level of target) ½0 0 Wis-18 Wis-20
1 Backstab (each 25% = x1) (increases 10/level) ½0 40 Int-16 Int-25
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 iunPR || iunaPR || iunaaPR ( | gives iunIR [and variants] instead) 0 10 Chr-15 Chr-20
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection V 0 Dex-16 Dex-20
1 Any Rogue 1 ability - - - -
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 Backstrike (each 25% = x1 TH) (increases 10/lvl) ½0 20 Wis-16 Wis-25
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 any Rogue 4 ability - - - -
5 Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon - 0 Dex-18 Dex-24
6 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
6 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of the Hole P 10 Str-14 Str-16
7 Invisibility | Improved Invisibility | Dust of Disappearance M 20 Int-12 Int-14
8 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
8 Polymorph Self | Polymorph Other | Polymorph Object | Shapechange PP 10 Con-15 Con-18
9 Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level)
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
12 Speed: Each 50% is +1A action || B's instead || C's instead - 0 Dex-18 Dex-20
15 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
18 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25

[PC66] Collective 6.6 Classes


Living Wall-Mover


Level

KXP

Spells

TH
1 0 (none) +10
2 3.12 (none) +10
3 6.24 (none) +10
4 12.48 (none) +10
5 24.96 (none) +10
6 50 (none) +10
7 100 (none) +10
8 200 (none) +10
9 286 (none) +10
10 365.5 (none) +10
11 452.5 (none) +10
12 569.5 (none) +10
13 698.5 (none) +10
14 828.25 (none) +10
15 958.75 (none) +10
16 1090 (none) +10
17 1222 (none) +10
18 1354.75 (none) +10
19 1488.25 (none) +10
20 1622.5 (none) +10
21 1757.5 (none) +10
22 1904.5 (none) +10
23 2081.5 (none) +10
24 2266 (none) +10
25 2458 (none) +10
26 2657.5 (none) +10
27 2864.5 (none) +10
28 3079 (none) +10
29 3301 (none) +10
30 3530.5 (none) +10
31 3767.5 (none) +10
32 4012 (none) +10
33 4264 (none) +10
34 4523.5 (none) +10
35 4790.5 (none) +10
36 5065 (none) +10
Requisites: Class Slots 3,
  Dex 18, Con 40
Alignment: any
HD/level: d10 Hull points
Weapon Prof.: 10+level/10
To Hit Table: +10
Reference: MM2 / DM
Groups: Rogue, Monster
   
Saving Throws:  
PPD: level+10
RSW: level+5
PP: level+10
BW: level+2
Spell: level+3
Fort: level+15
Reflex: level+2
Will: level+0
   
This is a mixed Living Wall + Mover0.
You have Hull points instead of hit points. Other sources of hp on your character are converted to Hp (at 10 to 1, round down).
Hold V actions. You may convert 2V -> 1QV.
1V, 1/r, Eat a slain or helpless target: They are Erased from the chalkboard; you gain one of their abilities permanently (this will be similar mechanics to how Uncommoner3 works).
Level N (every level): +1V action.
 
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
2 Mimic Voices || Tongues M 25 Wis-9 Wis-12
2 Distraction M 20 Wis-13 Wis-16
3 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
4 Read Languages | Decipher Code M 0 Int-9 Int-14
4 Deeppockets | Vanish M 10 Int-6 Int-18
5 Sense Danger | Precognition | Choose Future VM 30 Wis-8 Wis-11
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Clairvoyance | X-Ray Vision M 10 Wis-10 Wis-20
9 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
10 Invisibility | Improved Invisibility M 0 Int-13 Int-18
12 Phase Door | Dimension Door M 5 Int-9 Int-20
15 Probability Travel MM 20 Int-13 Int-20
18 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
27 Time Shift VMM 20 Int-16 Int-24

[PC66] Collective 6.6 Classes


ORLY Owl-Changecat

Level KXP Pri/Psi/HighFreq
123 456 789 ABC DEF
TH
1 0 -4- --- --- --- --- +5
2 3.47 -7- --- --- --- --- +6
3 6.94 -9- 0-- --- --- --- +7
4 13.88 -C- 11- --- --- --- +8
5 27.65 -D- 21- --- --- --- +9
6 55 -E- 220 --- --- --- +10
7 109.5 -G- 221 --- --- --- +11
8 218 -H- 331 --- --- --- +12
9 436 -I- 332 -1- --- --- +13
10 781 -J- 342 -1- --- --- +14
11 1010 -L- 342 -2- --- --- +15
12 1380 -M- 452 -3- --- --- +16
13 1750 -N- 453 -3- --- --- +17
14 2140 -O- 463 -4- --- --- +18
15 2530 -P- 463 -5- 0-- --- +19
16 2920 -R- 473 -5- 11- --- +20
17 3310 -S- 573 -5- 11- --- +21
18 3700 -T- 584 -6- 11- --- +22
19 4090 -U- 584 -7- 11- --- +23
20 4480 -V- 594 -7- 22- --- +24
21 4870 -W- 594 -8- 220 --- +25
22 5260 -Y- 5A4 -8- 221 --- +26
23 5650 -Z- 6A4 -8- 221 --- +27
24 6040 -[- 6B5 -9- 231 --- +28
25 6430 -\- 6B5 -A- 231 --- +29
26 6820 -]- 6C5 -A- 331 --- +30
27 7255 -^- 6C5 -B- 332 --- +31
28 7690 -^- 6D5 -B- 342 -0- +32
29 8125 -^- 6D5 -B- 342 -1- +33
30 8560 -^- 7E5 -C- 342 -1- +34
31 8995 -^- 7E6 -C- 342 -1- +35
32 9430 -^- 7F6 -D- 352 -1- +36
33 9865 -^- 7F6 -E- 452 -1- +37
34 10300 -^- 7G6 -E- 453 -1- +38
35 10735 -^- 7G6 -E- 453 -2- +39
36 11170 -^- 7H6 -F- 463 -2- +40
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +2 +3 +6 +8 +3 +3 +4 +6 +3 ÷1
 
Requisites: Race Slots 2, Class Slots 3,
  Con 9, Int 25, Wis 33, Chr 18, Cml 9
Alignment: L any
HD/level: d16
Weapon Prof.: 2+level/2
To Hit Table: Mon+4
Reference: DM
Groups: Priest, Psionicist, Archetype, NPC Designed
   
Saving Throws:  
PPD: level*2+7
RSW: level*2+3
PP: level*2+4
BW: level*2+1
Spell: level*2+2
Fort: level*2-1
Reflex: level*2-1
Will: level*2+1
   
This is a mixed ORLY Owl + Changecat.
Considered an "Owl" and a "Cat" race.
Gets Wis bonus to progression.
Can cast Priest spells (SL's are given on table, A=10, C=12, E=14, G=16, I=18), or High Frequency Sample (2=Minor, 4=Major, 6=Grand, 8=Super, A=Ultra, C=Ultra+1(V), E=Ultra+2(W), G=Ultra+3(X), H=Ultra+4(Y)).
Level N (every level): Gain access to a frequency from -N to N+10 (e.g. at level 1 you can pick from -1 to 11). You automatically get +1 Research Point to research the frequency in question.
PSPs = (Int+Wis+Chr)*Level.
Level 1: Base bite attack is 1d20 and is sharpness.
Level 1: Free (0 action) material componenting with Priest spells.
Level 1: Always land on feet. Immune to falling damage.
Level 1: Immune Poison; Resist Cold/Charm/Darkness/Light
Level 1: Detect Invis/Hidden; Farsight; Infravision
Level 1: Base claw attacks are LVLd2.
Level 1 ¶: 1F: Shapechange self into a cat or feline with DL=(LVL+2)/3 or less.
Level 1: 0, 1/d: Reroll a die roll you just made
Level 1: Psionic items cost only ½M to use
Level N (every level): +1 Wis.
Level N (every level): Get an attack or defense mode in any of your chosen frequencies. Note you are considered non-psionic to a frequency unless you have access to it. You may save these picks until you choose a frequency that uses them.
Level 5: Night Vision; Superior Hearing; Detect Noise 100%
Level 9: 8/lifetime, even when dead: Resurrect Self
Level 9: +1QV (Quick Movement) action
Level 9: 1/r: May convert 1M -> 2M only for psionics
Level 9: 1/reset: Add LVL charges to any charged item
Level 18: Resist Nether
Level 18: +1QP (Quick Physical) action
Level 18: 1/d: Replace an item's CL with your CL
Level 18: Your Int items may lend their E action to you (as 1QS)
Level 18: Ignore resistances due to dual-nature

[PC66] Collective 6.6 Classes


Githyanki Knight-Astraler

Level KXP Psi
123 456 789 ABC DE
1 2 (owe) 15- --- --- --- --
2 10.77 17- --- --- --- --
3 22.255 191 -1- --- --- --
4 44.7 1A1 12- --- --- --
5 85.4 1B1 14- --- --- --
6 145.65 1C2 16- --- --- --
7 229.45 1D2 171 -1- --- --
8 343.55 1E2 281 11- --- --
9 494.85 2F2 291 13- --- --
10 681.25 2G3 2A2 14- --- --
11 886.5 2H3 2B2 151 --- --
12 1093 2I3 2C2 151 11- --
13 1299.5 2J3 2D2 161 12- --
14 1537.5 2K3 2E2 162 13- --
15 1862.5 2L3 3G3 272 14- --
16 2512 2M3 3H3 382 24- --
17 3161.5 3N3 3I3 393 35- -1
18 3821 3P3 3K3 393 36- -1
19 4490.5 3Q3 3L3 3B3 36- -1
20 5160 3R3 3M3 3B3 37- -1
21 5829.5 4S4 4N4 4C4 48- -2
22 6499 4U4 4P4 4D4 48- -2
23 7168.5 4V4 4Q4 4E4 49- -2
24 7838 5W5 5R5 5E5 5A- -2
25 8507.5 5Y5 5T5 5G5 5A- -3
26 9177 5Z5 5U5 5G5 5B- -3
27 9846.5 6[6 6V6 6H6 6C- -3
28 10516 6]6 6X6 6I6 6C- -3
29 11185.5 6^6 6Y6 6J6 6D- -4
30 11855 7^7 7Z7 7J7 7E- -4
31 12524.5 7^7 7\7 7L7 7E- -4
32 13194 7^7 7]7 7L7 7F- -4
33 13863.5 8^8 8^8 8M8 8G- -5
34 14533 8^8 8^8 8N8 8G- -5
35 15202.5 8^8 8^8 8O8 8H- -5
36 15872 9^9 9^9 9O9 9I- -5
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  1  2
+4  6  5  8  3  4  2  2  3
+6  6  6  9  4  5  3  3  4
+8  7  7  9  4  5  4  4  5
+10  7  8 10  5  6  5  5  6
+12  8  9 10  6  7  6  6  7
+14  8 10 11  7  7  7  7  8
+16  9 11 11  8  8  8  8  9
+18  9 12 12  9  9  9  9 10
+20 10 13 12 10 10 10 10 11
+22 11 14 13 11 11 11 11 12
+24 12 14 13 12 12 12 12 13
+26 13 15 14 13 13 13 13 14
+28 15 15 15 14 14 14 14 15
+30 15 16 16 15 15 15 15 16
+32 16 16 16 16 16 16 16 17
+34 17 17 17 17 17 17 17 18
+36 18 18 18 18 18 18 18 19
Requisites: Class Slots 2,
  Int 16, Wis 16, Chr 16
Alignment: any
HD/level: 2d4
Weapon Prof.: 3+level
To Hit Table: 2xMon
Save Table: (2xPsi)/(2xMon)
Reference: DM
Groups: Warrior, Psionicist, Monster, Futureshifted
 
This is a mixed Githyanki Knight + Astraler3. (The XP for Astraler3 was adjusted downward beforehand, because it was too expensive.)
Gets your choice of Psi1, Psi2, or Psi3. Gets Psi30 in addition.
PSPs = (Int+Wis+Chr-36)*10 + level*60
These are in Psi1/Psi2 PSPs. Psi3 and Psi30 powers cost 10 times the listed amount.
In the progression, Minor is SL=2, Major is SL=5, Grand is SL=8, Super is SL=11, and Ultra is SL=14.
Level 1: Astral Perception and Astral Projection.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: Enemies need a +LVL weapon to hit you.
Level 1: Knowledge / Legend Lore (Astral Plane), Navigation (Astral Plane)
Level 1: All your weapons have LVL half-plusses (if your actual weapon is better, ignore this, this is a minimum amount)
Level 1: Turn (Command) Undead as if 2 levels lower.
Level 1: 1M, 1/d: Plane Shift
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
 
Levels 1-4: Pick two abilities below per level. If you pick an ability more than once, M (or P) action costs go to V, V costs go to 0 (zero action). Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
Construct I. ½M: Twist an effect on a target (use ER to resist)
Construct II. 1M: Combine two groups of enemies into one group (no save).
Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Destruct II. 1P: Destroy a x0 or x1 magic item.
Destruct III. 1P: Unsummon a summon.
Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair I. ½M: Cure 10*LVL hp to one target.
Repair II. 1M: Repair a x0 or x1 magic item.
Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
Level 3: Knowledge / Legend Lore (Phlogiston), Navigation (Phlogiston)
 
Level 5: 1 attack that hits: Coup de grace (slay someone who's down)
 
Levels 5-8: Pick two abilities below per level:
Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Destruct VI. 1P: Target gains +1QP action this segment
Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair IV. ½M: Cure 10*LVL hp to one group.
Repair V. 1M: Add a charge to an item.
Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
 
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
Level 7: Add Psi1, Psi2, or Psi3 to known frequencies for this class.
Level 9: 1 attack that hits: Capital S Slay (severs silver cord)
 
Levels 9-12: Pick two abilities below per level:
Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Destruct VIII. 1P, may borrow: Fork
Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair VII. ½M: Restore an effect that was dispelled within the last round.
Repair VIII. 1M or 1bM: Heal a summon or animal companion
Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
Level 13: Add Psi1, Psi2, or Psi3 to known frequencies for this class. (You have all three now.)
 
Level 13-16: Pick two abilities below per level:
Construct X. ½M or 1bM: Lock down one action type in the room.
Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).

[PC66] Collective 6.6 Classes


Rakshasa-Pixie Queen


Level

KXP
Priest/Wizard
123 456 78
Faerie
0½1 1½ 2 2½ 3 3½ 4 4½ 5 5½ 6 6½

TH
1 0 1-- --- -- 1-- -  - -  - -  - +1
2 3.425 30- --- -- 21- -  - -  - -  - +2
3 6.85 420 --- -- 221 -  - -  - -  - +3
4 13.7 641 --- -- 222 1  - -  - -  - +4
5 27.4 742 0-- -- 222 2  1 -  - -  - +5
6 54.8 863 1-- -- 222 2  2 1  - -  - +6
7 107.2 864 10- -- 222 2  2 2  - -  - +7
8 210.8 975 31- -- 222 2  2 2  1 -  - +8
9 416.2 A76 410 -- 222 2  2 2  2 -  - +9
10 830 B97 531 -- 222 2  2 2  2 1  - +10
11 1245 B97 641 0- 222 2  2 2  2 2  - +11
12 1690 BB9 753 1- 222 2  2 2  2 2  - +12
13 2135 BBA 865 2- 222 2  2 2  2 2  1 +13
14 2580 BBA 865 30 222 2  2 2  2 2  2 +14
15 3025 BBA 965 41 222 2  2 2  2 2  2 +15
16 3470 BBB A86 52 333 2  2 2  2 2  2 +16
17 3915 BBB B97 63 333 3  3 3  2 2  2 +17
18 4360 BBB B99 74 333 3  3 3  3 3  3 +18
19 4805 BBB BA9 85 444 3  3 3  3 3  3 +19
20 5250 BBB BA9 96 444 4  4 4  3 3  3 +20
21 5695 BBB BBA 96 444 4  4 4  4 4  4 +21
22 6140 CBB BBB A6 555 4  4 4  4 4  4 +22
23 6585 CBB BBB B6 555 5  5 5  4 4  4 +23
24 7030 DDC CBB B6 555 5  5 5  5 5  5 +24
25 7475 DDC CCC C6 655 5  5 5  5 5  5 +25
26 7920 EEE DCC C6 665 5  5 5  5 5  5 +26
27 8410 EEE DDD D6 666 5  5 5  5 5  5 +27
28 8900 FFF FDD D6 666 6  5 5  5 5  5 +28
29 9390 FFF FEE E6 666 6  6 5  5 5  5 +29
30 9880 GGG GFE E6 666 6  6 6  5 5  5 +30
31 10370 GGG GGF F6 666 6  6 6  6 5  5 +31
32 10860 HHH HGG F6 666 6  6 6  6 6  5 +32
33 11350 HHH HHH G6 666 6  6 6  6 6  6 +33
34 11840 III IHH H6 766 6  6 6  6 6  6 +34
35 12330 III III I6 776 6  6 6  6 6  6 +35
36 12820 JJJ JJJ J7 777 6  6 6  6 6  6 1 +36
Requisites: Class Slots 2,
  Dex 12, Int 16, Wis 12, Chr 18, Cml 21
Alignment: T any (or) any N
HD/level: d10+2
Weapon Prof.: 2+level/2
To Hit Table: Mon
Reference: MTG / DM
Groups: Priest, Monster, Concordant (x1)
   
Saving Throws:  
PPD: level+5
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+6
Reflex: level+4
Will: level+4
   
This is a mixed Rakshasa5 + Pixie Queen.
Gets Barbarian Chr and Cml.
Specialized in Necromancy.
Can cast "Green" spells (out of either progression); see next page.
You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
Level 1 ¶: +4 Con, -2 Int.
Level 1 ¶: |AC| 10+LVL (Absolute AC; people need a natural 10+LVL or greater to hit you)
Level 1: Flying LVL*3"; 1M: Give someone Flying LVL*3" for LVL rounds.
 
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A AT +14 source
B Enemies need a +LVL weapon to hit you
C 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
D Immune to 0th-2nd level spells
E Immune Aging (natural and artificial)
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 5-7: F +1 head
G 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
H +1M action
I Immune to 3rd-4th level spells
J +LVL TH and dmg unarmed
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 9-12: K Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
L Replace this class's spell progression with another Wizard class you know, using <= amount of XP
M 1D, 8/lifetime: Resurrect self
N Immune to 5th-6th level spells
O Immune to minor psionic powers
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 14-18: P +2 limbs of any kind (incl. more heads)
Q 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
R +1QM action
S Immune to 7th-8th level spells
T Immune to major psionic powers
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18

[PC66] Collective 6.6 Classes


Pixie Queen - Faerie Spells

SL # Name Effect
0 1 Detect Fey Detect Faeries
0 2 Protection from Fey Protection from Faeries (for an individual)
0 3 Speak with Animals and Plants Speak with Animals and Plants
½ 1 Animal Friendship Animal Friendship
½ 2 Fey Bane +2d6 dmg vs. Faeries
½ 3 Sense Fey Portal Detect Plant Door, Tree, Magical Grove
1 1 Dancing Lights Dancing Lights
1 2 Greater Sleep Sleep to a group, 4d4 HD, max HD=8 (save)
1 3 Magic Circle against Fey Protection from Faeries (for a group)
1 Cloak of the Trickster Invisibility as long as you're motionless
2 Nymph's Blessing Lasts for 1 turn. 0, 1/r: Charm Person (save)
3 Plant Growth Plant Growth
2 1 Kiss of the Selkie Underwater action; Water Breathing
2 2 Misdirection Misdirection
2 3 Rainbow / Rainbow Pattern Rainbow / Rainbow Pattern
1 Curse Curse (save)
2 Displacement Displaced
3 Erase Memory Forget (save)
3 1 Blinding Beauty Blindness to a group (save)
3 2 Suggestion Suggestion (save)
3 3 Summon Fey Summons a DL 1d4+1 Faerie
1 Commune with Nature Commune with Nature
2 Otto's Irresistible Dance Otto's Irresistible Dance
3 Unearthly Beauty Lasts for 1 turn. 0, 1/r: Slay Living (save)
4 1 Gift of the Leprechaun Duplicate a SL 0-8 Healing, Animal, or Plant spell
4 2 Mirage Arcana Mirage Arcana
4 3 Power Word Blind Power Word Blind (240 hp, includes Stun)

[PC66] Collective 6.6 Classes


Pixie Queen - Green Spells

Awaken (SL=1):Removes sleep/fatigue effect on up to CL targets
Berserk (SL=1): Attacking creature does x2 dmg and is slain this segment (not 1bM)
Force of Nature I (SL=1):Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Giant Growth (SL=1): Target gets +3 TH, dmg, AC, and saves this round.
Instill Energy (SL=1): You get +1S action per round for CL r (counts as your haste).
Natural Healing (SL=1):Target is cured equal to his Con score in hp
Nature’s Lore (SL=1):Know direction & distance to an object or person (if they are touching the ground)
Bind (SL=2): 1bM: Counter an item ability.
Earth Bolt (SL=2):Deal CLd10 Eldritch Earth dmg to one target (no save)
Gaea’s Bounty (SL=2):Regain one first-level Plant/Animal spell to memorization
Gaea’s Cradle (SL=2):One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
Gaea’s Might (SL=2):Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Lifeforce (SL=2): 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Naturalize (SL=2):Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Regeneration (SL=2): You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Soothing Word (SL=2):Removes fear/horror effect on up to CL targets
Spiritual Energy (SL=2):+LVL Con
Adaptation (SL=3):NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Ancestral Mask (SL=3): Target gets +LVL/+LVL TH/dmg for each other of same race in room
Force of Nature II (SL=3):Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Gaea’s Skyfolk (SL=3):Winged flight CL^2"
Nature’s Chosen (SL=3):+1S action
Tranquility (SL=3): Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Aluren (SL=4): You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Earth Storm (SL=4):Deal CLd12 Eldritch Earth dmg 40' radius (no save)
Gaea’s Balance (SL=4):You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Gaea’s Blessing (SL=4):Reconstruct up to three effects which were dispelled/twisted within the last turn
Gaea’s Touch (SL=4):+1QM only for Pixie Queen spells
Harmony of Nature (SL=4):0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Living Lands (SL=4): Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Nature’s Blessing (SL=4):+CL distributed among AC/saves/TH/dmg as you like
Brute (SL=5):For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Call of the Wild (SL=5):Summon any real-world animal (your choice), you get CL/DL of them (round up)
Doubling Season (SL=5): Whenever you summon a creature, you get 2 instead (+1 slot too)
Force of Nature III (SL=5):Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Gaea’s Embrace (SL=5):Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Life Essence (SL=5):If target has less than CL*CL current hp, it is cured so it has CL*CL hp
Desert Twister (SL=6): Destroy something (PP save, like a Disintegrate spell)
Gaea’s Herald (SL=6):When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Nature’s Cloak (SL=6):+CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Force of Nature IV (SL=7):Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Nature’s Wrath (SL=7):Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
One with Nature (SL=7):For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
Seeds of Life (SL=7):1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
Tooth and Nail (SL=7): Summon DL VII, can pick type, or can pick creature within type
Biorhythm (SL=8): Each person in a group's current hp = (Number of summons)*10
Dual Nature (SL=8):Whenever you summon or create creatures, you get twice as many of them
Gaea’s Avenger (SL=8):Immune to x5 and lower artifact effects that you (or your party) do not control
Force of Nature V (SL=8):Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Child of Gaea (SL=9):Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Everhome (SL=9):Your home plane is every plane; when this effect ends, your home plane = current plane
Gaea’s Liege (SL=9):Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
Force of Nature VI (SL=9):Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110