D&D Collective 8.02


[PS0] Semi-Classes, General Rules

Semi-Classes are simplified classes. They are meant to be an alternative to taking a "tack-on" class; a class you intend to only ever be level 1.
Semi-Classes cost ½ of a Class Slot. They may be added at a round break during combat. They cannot truly be added "on the fly" (like in reaction to something), however.
Semi-Classes give only one or two abilities ("lines of text"). They do not give most of the things that normal classes give (hit points, saving throw bonuses, to hit bonuses, proficiencies, spell progression).
 
Semi-Classes do violate "Single Class XP bonus". If you have one Semi-Class, take half of the bonus (e.g. if the bonus is "x2 XP", you get only "x1.5 XP"). If you have two or more Semi-Classes, you are no longer considered Single classed.
(For the December 2014 campaign: For this campaign only, the first Semi-Class doesn't count for the above. i.e. *two* Semi-Classes is half the bonus, and *three* is no longer Single classed.)
 
Most of the time, you do not level up Semi-Classes; they are considered level 1. If you do want to level up a Semi-Class for some reason, use this procedure: For each 1 KXP you spend on a Semi-class, its level is increased by 1. This has a max = your highest level among your normal (non-Semi) classes. If your character is made up only of Semi-classes, the highest level is equal to "minimum level" (if that is not specified, use what level you would be with the "overwrite" XP table, minus 1).

[PS1] Semi-Classes Table

Group Semi-Class Requirements Abilities
[PS1] Warrior Barbarian1 Str 8, Dex 7, Con 8 Barbarian Dex and Con bonus. CF=3: May buy Barbarian Str bonus for 1 weapon proficiency.
[PS1] Warrior Gruul Thug Str 8, Dex 7, Con 7 Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
[PS2] Wizard Arch-Mage Con 6, Int 9 Immune Twilighting. MR adjustment is -5*CL% (instead of the normal -5% per CL over 12).
[PS2] Wizard Pet Mage Int 5, Chr 9, Cml 5 +1 Familiar slot
[PS2] Wizard School Robe (pick a non-Int stat) 9 School Robe (pick a school, spells in that school are considered 1 spell level lower for you.) You know the "unusual" spells from that school.
[PS3] Priest Pantheon Worshiper Str 5, Dex 5, Con 5, Int 5, Wis 14, Con 5 Gets 1 entire pantheon of specialty priest picks.
[PS3] Priest Sphere Robe (pick a non-Wis stat) 9 Sphere Robe (pick a sphere, spells in that sphere are considered 1 spell level lower for you.) You know the "unusual" spells from that sphere.
[PS4] Rogue Rogue Componenter Dex 16 May "material component" Rogue abilities by spending an extra V action.
[PS4] Rogue Sneak Dex 5, Wis 4 Gains all Dex-based Rogue abilities.
[PS5] Psionicist Quintessential Psion6 Chr 10 May "material component" Psionic abilities by spending an extra V action.
[PS5] Psionicist Astral Physical Initiate30 Int 7, Wis 7, Chr 7 Can use Astral Perception. Can use Astral Projection (Int->Str, Wis->Dex, Chr->Con), and can attack normally while projected.
[PS6] Custom Any class can theoretically be made into a Semi-Class. Take ½ of the class's requirements (round up; ignoring class and race slots requirements). You get one (and only one) of the lines of text, and nothing else. The line of text cannot generates an entire class or field of abilities (e.g. "Abilities as per Druid1"). A "Level:" ability cannot be chosen. (Note that DM written Semi-Classes sometimes violate these rules.)
[PS10] Mini This is just a note that Mini Semi-Classes theoretically exist. You would get just the "line of text" below the normal Mini class (if it has it). It would cost 0 XP to be level 1. Under current rules, they would cost ½ of a Class Slot, not ½ of a Mini Class Slot.

D&D Collective 8.02


[PS0.14] Concordant (x2) Semi-Classes, General Rules

Concordant Semi-Classes cost ½ of a Concordant Class Slot. They may be added at a round break during combat. They cannot truly be added "on the fly" (like in reaction to something), however.
Concordant Semi-Classes give only two to four abilities ("lines of text"). They do not give most of the things that normal Concordant classes give (hit points, saving throw bonuses, to hit bonuses, proficiencies, spell progression). Some Concordant Semi-Classes give ihp or X actions though.
In the requirements, "HNCL 9" basically means "Any class level 9". (It is short for "Highest Non-Concordant Level").
 
When you have a Concordant Semi-Class, you may pick "Offensive" or "Defensive". Your "Multiplier" on that half is considered x2. Basically, this means your effects are either hard to dispel (Defensive), or you can dispel a x2 being's effects with only one spell (Offensive).
You can be x2 in both if you have two Concordant Semi-Classes.
 
Most of the time, you do not level up Concordant Semi-Classes; they are considered level 1. If you do want to level up a Concordant Semi-Class for some reason, use this procedure: For each 1 MXP (1000 KXP) you spend on a Concordant Semi-class, its level is increased by 1. This has a max = 36.

[PS14] Concordant (x2) Semi-Classes Table

Concordant Semi-Class Requirements Abilities
Ancient Oeridian HNCL 9,
TechL 9
+1X action
Immune to all Elements
Immune to Wild Magic, chaos effects, Raw Logrus
(not in currect campaign yet) Immune to Bug Spells, Black Ice
Boss Monster level 9,
Str 20
+1 ihp
Immune to subordinates (e.g. summons)
1M: Command a group of monsters native to this DL. (no save; XR to resist)
1M: Summon 10 monsters native to this DL.
Champion5 HNCL 9,
Chr 24
+1X action
+1 summon slot
Don't count as a person for XP purposes (if all in party have this, then # PCs = 1/2)
iER 50%
+1 Wild Talent in any Psi frequency (this is delayed until we are in reset time)
Hero HNCL 18,
Str 20, Int 18, Cml 9
+1H action (treat as an X action where you are considered x4 multiplier)
+50% XP in one non-Concordant class (this XP gain is delayed until we are in reset time)
0, 1/d: Avoid Fate @ x6 multiplier
Jedi Master / Sith Lord Jedi/Sith level 14,
Wis 20
+1 ihp
Your light sabers have +1 iTH and +1 idmg. (The idmg is base damage and is affected by crit multipliers).
1M: Telekinesis an object of any weight/size. You may do 1 idmg against living creatures or 1 iHulldmg against objects (no save; XR to resist)
Legend HNCL 18,
Str 18, Dex 9, Con 18,
Int 9, Wis 18
+1L action (treat as an X action that can be used on the enemy's half-segment; cannot be used in response; you start a new stack with it)
All of your effects have no save
Immune Head Blown Off, slain, crapped, Extract
Lich HNCL 9,
Int 20, Wis 18, Chr 9
0, 1/r: Cast any 1st-6th level Wizard or Priest spell
Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
+1 Research Point and +10 XP per reset
Planeswalker Any MTG spellcaster level 9
or Wizard 18,
Chr 20
+1X action
You get 10 spell levels to apply to each MTG spell for purposes of additional costs or and "X" in the casting cost. For example, "Fireball" is a first level spell for you, and you get 10 for the X for free.
+1 summon slot for a Legendary creature or a Planeswalker. You have the abilities of your Planeswalker subordinates.
1M: Plane Shift (no redirection, any number of planes)