Base Fighter

Level KXP Spells TH
1 0+ (none) +1
2 1.5+ (none) +2
3 3+ (none) +3
4 6+ (none) +4
5 12+ (none) +5
6 24+ (none) +6
7 48+ (none) +7
8 96+ (none) +8
9 150+ (none) +9
10 300+ (none) +10
11 450+ (none) +11
12 600+ (none) +12
13 750+ (none) +13
14 900+ (none) +14
15 1050+ (none) +15
16 1200+ (none) +16
17 1350+ (none) +17
18 1500+ (none) +18
Requisites: Str 9+; Class slots 1+
Alignment: any
HD/level: 1d8
Weapon Prof.: 4+level
Reference: DM
Groups: Warrior, Base
CF: 1.0+
 
Saving Throws:
PPD: level/2+3 Fort: level/2+4
RSW: level/2+0 Reflex: level/2+2
PP: level/2+5 Will: level/2+1
BW: level/2+6
Spell: level/2-1
 
Number of Attacks using the "Warrior" line.
May specialize in weapons.


Base Magic-User

Level KXP Wizard
123 456 789
TH
1 0+ 1-- --- --- +0
2 2+ 2-- --- --- +0
3 4+ 21- --- --- +1
4 8+ 32- --- --- +1
5 16+ 421 --- --- +1
6 32+ 422 --- --- +2
7 64+ 432 1-- --- +2
8 128+ 433 2-- --- +2
9 200+ 433 21- --- +3
10 400+ 443 22- --- +3
11 600+ 444 33- --- +3
12 800+ 444 441 --- +4
13 1000+ 555 442 --- +4
14 1200+ 555 442 1-- +4
15 1400+ 555 552 1-- +5
16 1600+ 555 553 21- +5
17 1800+ 555 553 32- +5
18 2000+ 555 553 321 +6
Requisites: Int 9+; Class slots 1+
Alignment: any
HD/level: 1d4
Weapon Prof.: 1+level/4
Reference: DM
Groups: Wizard, Base
CF: 1.0+
 
Saving Throws:
PPD: level/2+1 Fort: level/2+0
RSW: level/2+5 Reflex: level/2+3
PP: level/2+4 Will: level/2+2
BW: level/2-1
Spell: level/2+6
 
Gets Int bonus to spell progression.

Base Cleric

Level KXP Priest
123 456 78
TH
1 0+ 1-- --- -- +0
2 1.5+ 20- --- -- +1
3 3+ 21- --- -- +2
4 6+ 320 --- -- +2
5 12+ 331 --- -- +3
6 24+ 332 0-- -- +4
7 48+ 332 1-- -- +4
8 96+ 333 20- -- +5
9 150+ 443 21- -- +6
10 300+ 443 320 -- +6
11 450+ 544 321 -- +7
12 600+ 655 322 -- +8
13 750+ 666 422 0- +8
14 900+ 666 532 1- +9
15 1050+ 666 642 1- +10
16 1200+ 777 643 1- +10
17 1350+ 777 753 2- +11
18 1500+ 888 864 20 +12
Requisites: Wis 9+; Class slots 1+
Alignment: any
HD/level: 1d8
Weapon Prof.: 2+level/3
Reference: DM
Groups: Priest, Base
CF: 1.0+
 
Saving Throws:
PPD: level/2+5 Fort: level/2+1
RSW: level/2+4 Reflex: level/2-1
PP: level/2+2 Will: level/2+6
BW: level/2+0
Spell: level/2+3
 
Gets Wis bonus to spell progression.
Can Turn Undead.


Base Thief

Level KXP Spells TH
1 0+ (none) +0
2 1+ (none) +1
3 2+ (none) +1
4 4+ (none) +2
5 8+ (none) +2
6 16+ (none) +3
7 32+ (none) +3
8 64+ (none) +4
9 100+ (none) +4
10 200+ (none) +5
11 300+ (none) +5
12 400+ (none) +6
13 500+ (none) +6
14 600+ (none) +7
15 700+ (none) +7
16 800+ (none) +8
17 900+ (none) +8
18 1000+ (none) +9
Requisites: Dex 9+; Class slots 1+
Alignment: any
HD/level: 1d6
Weapon Prof.: 3+level/2
Reference: DM
Groups: Rogue, Base
CF: 1.0+
 
Saving Throws:
PPD: level/2+0 Fort: level/2+1
RSW: level/2+3 Reflex: level/2+6
PP: level/2+4 Will: level/2-1
BW: level/2+5
Spell: level/2+2
 
Gets 30 Rogue points per level.
Lvl Thief 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

Base Psionicist

Level KXP Psi
m M G S
TH
1 0+ 1 - - - +0
2 2+ 2 - - - +0
3 4+ 3 - - - +0
4 8+ 4 - - - +1
5 16+ 4 1 - - +1
6 32+ 5 1 - - +1
7 64+ 5 2 - - +1
8 128+ 6 2 - - +2
9 200+ 6 3 - - +2
10 400+ 7 3 - - +2
11 600+ 7 4 - - +2
12 800+ 7 4 1 - +3
13 1000+ 8 4 1 - +3
14 1200+ 8 5 1 - +3
15 1400+ 8 5 2 - +3
16 1600+ 9 5 2 - +4
17 1800+ 9 6 2 - +4
18 2000+ A 6 2 1 +4
Requisites: Chr 9+; Class slots 1+
Alignment: any
HD/level: 1d4
Weapon Prof.: 1+level/5
Reference: DM
Groups: Psionicist, Base
CF: 1.0+
 
Saving Throws:
PPD: level/2+1 Fort: level/2+2
RSW: level/2+6 Reflex: level/2-1
PP: level/2+4 Will: level/2+5
BW: level/2+0
Spell: level/2+3
 
Gets Chr bonus to psionic progression.
Knows one "common" frequency (Psi 1, 2, 3, new4, new5)


Base Normal Man

Level KXP Spells TH
1 0+ (none) +0
2 0.5+ (none) +1
3 1+ (none) +2
4 2+ (none) +3
5 4+ (none) +4
6 8+ (none) +5
7 16+ (none) +6
8 32+ (none) +7
9 64+ (none) +8
10 100+ (none) +9
11 150+ (none) +10
12 200+ (none) +11
13 250+ (none) +12
14 300+ (none) +13
15 350+ (none) +14
16 400+ (none) +15
17 450+ (none) +16
18 500+ (none) +17
Requisites: (none); Class slots 1/2+
Alignment: any
HD/level: 1d4
Weapon Prof.: 1+level/9
Reference: DM
Groups: Base
CF: 0.5+
 
Saving Throws:
PPD: level/2+0 Fort: level/2+0
RSW: level/2+0 Reflex: level/2+0
PP: level/2+0 Will: level/2+0
BW: level/2+0
Spell: level/2+0
 
Level 1 ¶: At any time, you may treat your offensive or defensive multiplier as x0.
Level 9: You lose the Level 1 ability.

Base Monster

Level KXP Spells TH
1 0+ (none) +0
2 1+ (none) +1
3 2+ (none) +2
4 4+ (none) +3
5 8+ (none) +4
6 16+ (none) +5
7 32+ (none) +6
8 64+ (none) +7
9 100+ (none) +8
10 200+ (none) +9
11 300+ (none) +10
12 400+ (none) +11
13 500+ (none) +12
14 600+ (none) +13
15 700+ (none) +14
16 800+ (none) +15
17 900+ (none) +16
18 1000+ (none) +17
Requisites: Con 9+; Class slots 1+
Alignment: any
HD/level: 2d2
Weapon Prof.: 4+level/3
Reference: DM
Groups: Monster, Base
CF: 1.0+
 
Saving Throws:
PPD: level/2+3 Fort: level/2+6
RSW: level/2+0 Reflex: level/2+2
PP: level/2+4 Will: level/2-1
BW: level/2+5
Spell: level/2+1
 
+1 Race slot.
Has Bite attack (base dmg 1d4).


Base Custom / Partitioner

Level KXP Spells TH
1 0 (none) +0
2 6 (none) +1
3 12 (none) +2
4 24 (none) +3
5 48 (none) +4
6 96 (none) +5
7 192 (none) +6
8 400 (none) +7
9 800 (none) +8
10 1400 (none) +9
11 2000 (none) +10
12 2600 (none) +11
13 3200 (none) +12
14 3800 (none) +13
15 4400 (none) +14
16 5000 (none) +15
17 5600 (none) +16
18 6200 (none) +17
Requisites: Str 16, Dex 16, Con 16; Int 16, Wis 16, Chr 16; Class slots 4
Alignment: any
HD/level: 1d1
Weapon Prof.: level
Reference: DM
Groups: Custom, Base
CF: 4
 
Saving Throws:
PPD: level Fort: level
RSW: level Reflex: level
PP: level Will: level
BW: level
Spell: level
 
You duplicate the powers of up to LVL+2 Partial classes (see [PC40]). You get your full XP (in Partitioner class) for each of these Partitioner classes to see what level you are. The minimum level is 1 and the maximum level is LVL.
You use your Partitioner level for purposes of HD, with the appropriate adjustments from your Partial classes (even if they are lower level).
1/reset: Get an extra "class sheet" pick in Partial group.

Base FMCTP

Level KXP Wizard
123 456 789
Priest
123 456 78
Psi
 m  M  G  S
TH
1 0+ 1-- --- --- 1-- --- --  2  -  -  - +0
2 5+ 2-- --- --- 20- --- --  3  -  -  - +1
3 10+ 21- --- --- 21- --- --  4  -  -  - +2
4 20+ 32- --- --- 320 --- --  5  -  -  - +3
5 40+ 421 --- --- 331 --- --  6  -  -  - +4
6 80+ 422 --- --- 332 0-- --  6  1  -  - +5
7 160+ 432 1-- --- 332 1-- --  7  2  -  - +6
8 320+ 433 2-- --- 333 20- --  7  3  -  - +7
9 640+ 433 21- --- 443 21- --  8  4  -  - +8
10 1100+ 443 22- --- 443 320 --  8  5  -  - +9
11 1600+ 444 33- --- 544 321 --  9  6  -  - +10
12 2100+ 444 441 --- 655 322 --  9  6  1  - +11
13 2600+ 555 442 --- 666 422 0- 10  7  2  - +12
14 3100+ 555 442 1-- 666 532 1- 10  7  3  - +13
15 3600+ 555 552 1-- 666 642 1- 11  8  4  - +14
16 4100+ 555 553 21- 777 643 1- 11  8  5  - +15
17 4600+ 555 553 32- 777 753 2- 12  9  6  - +16
18 5100+ 555 553 321 888 864 20 13 10  7  - +17
Requisites: Str 9+, Dex 9+, Int 9+, Wis 9+, Chr 9+; Class slots 2
Alignment: any
HD/level: 1d8
Weapon Prof.: 4+level
Reference: DM
Groups: Custom, Base
CF: 3
Saving Throws:
PPD: level/2+5 Fort: level/2+5
RSW: level/2+5 Reflex: level/2+5
PP: level/2+5 Will: level/2+5
BW: level/2+5
Spell: level/2+5
If the limit on Class slots in the campaign is 2 or less, you may still have one Partial class.
Number of Attacks using the "Warrior" line.
May specialize in weapons.
Gets Int bonus to Wizard spell progression.
Gets Wis bonus to Priest spell progression.
Can Turn Undead.
Gets 30 Rogue points per level.
Gets Chr bonus to psionic progression.
Knows one "common" frequency (Psi 1, 2, 3, new4, new5)
Lvl Thief 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


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Ugly Blank Section!

Acrobat {Partial Class}

Level KXP Spells
1 +0 .
2 +0.4 .
3 +0.8 .
4 +2 .
5 +3 .
6 +6 .
7 +13 .
8 +26 .
9 +40 .
10 +80 .
11 +120 .
12 +160 .
13 +200 .
14 +240 .
15 +280 .
16 +320 .
17 +360 .
18 +400 .
Requisites: Str +3, Dex +3;
  Class Slots +1/2
Alignment: any
HD/level: +0d+0
Weapon Prof.: +0
Reference: DM {Partial Acrobat0}
Groups: Rogue, Partial
CF: +0.2
 
Exceptional Dex bonus.
Gets +10 Rogue points per level.
Lvl Acrobat Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Feather Falling || Body Control V 20 Dex-12 Dex-14
2 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
5 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
6 Coordination (+1 per 20% made to Coordination) M 0 Wis-9 Wis-12
6 Balance (+1 per 20% made to Balance) M 0 Wis-9 Wis-12
8 Efficiency (+1 per 20% made to Efficiency) M 0 Int-9 Int-12
8 Muscle (+1 and +1 per 20% made to Muscle for 1t) M 0 Int-9 Int-12
9 Dispel Exhaustion ||| Heal P 10 Con-18 Con-25
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 5 Con-9 Con-12
18 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
27 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22


Angel {Partial Class}

Level KXP + Pri:Healing
123 456 789
1 +0 1-- --- ---
2 +0.7 2-- --- ---
3 +1.4 21- --- ---
4 +3 22- --- ---
5 +6 221 --- ---
6 +11 222 --- ---
7 +22 322 1-- ---
8 +45 332 2-- ---
9 +70 333 21- ---
10 +140 333 32- ---
11 +210 433 321 ---
12 +280 444 321 ---
13 +350 444 322 ---
14 +420 444 432 ---
15 +490 544 432 1--
16 +560 555 432 2--
17 +630 655 443 2--
18 +700 655 443 21-
Requisites: Str +3, Int +3, Wis +5, Chr +9;
  Class Slots +1/2
Alignment: any
HD/level: +0d+3
Weapon Prof.: +1
Reference: DM {Partial Angel5}
Groups: Monster, Concordant (x1), Partial
CF: +0.3
 
Can cast Priest Healing spells (no stat bonus).
Gets one letter pick per level (see table).
Levels Pick Description
Level 1-4: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 5-8: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%

Arch-Mage Progression {Partial Class}

Level KXP REPLACE Wizard
123 456 789 AB
1 +0 2- --- --- --
2 +2 31 --- --- --
3 +4 421 --- --- --
4 +8 532 -- --- --
5 +16 643 1- --- --
6 +32 754 21- --- --
7 +64 865 32 --- --
8 +128 976 43 --- --
9 +200 A87 541 -- --
10 +400 A98 652 1-- --
11 +600 AA9 763 2- --
12 +800 AAA 874 3- --
13 +1000 AAA 985 4- --
14 +1200 AAA A96 51 --
15 +1400 AAA AA7 621 --
16 +1600 AAA AA8 732 --
17 +1800 AAA AA9 843 --
18 +2000 AAA AAA 954 -
Requisites: Con +2, Int +5;
  Class Slots +1/2
Alignment: any
HD/level: +0d-1
Weapon Prof.: -1
Reference: DM {Partial Arch-Mage}
Groups: Wizard, Partial
CF: +1.5
 
You may replace a Wizard progression you have with this one.
It gets Int bonus if you don't already have it.


Arch-Mage Specialization {Partial Class}

Level KXP Spells
1 +0 .
2 +1.5 .
3 +3 .
4 +6 .
5 +12 .
6 +24 .
7 +48 .
8 +96 .
9 +150 .
10 +300 .
11 +450 .
12 +600 .
13 +750 .
14 +900 .
15 +1050 .
16 +1200 .
17 +1350 .
18 +1500 .
Requisites: Int +4;
  Class Slots +1/2
Alignment: any
HD/level: +0d+0
Weapon Prof.: +0
Reference: DM {Partial Arch-Mage}
Groups: Wizard, Partial
CF: +0.5
 
(This works on any spell casting group, not just Wizard.)
Level 1: Each level, pick one spell. That spell requires only of a spell to cast. This isn't cumulative with school/sphere specialization.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school/sphere for free. Can specialize in another school, but then must pick an opposite.
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to being too low level.
Level 4: 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: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL is 2 times level (for this rule only).
Level 9: All of your spells that offer a saving throw now require 3 saving throws.
Level 11: Each level starting at 11th, pick one spell. That spell requires only the number of Mental actions to cast.
Level 16: All of your spells that offer a saving throw now require 4 saving throws.
Level 21: Each level starting at 21st, 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 25: All of your spells that offer a saving throw now require 5 saving throws.
Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
Level 36: All of your spells that offer a saving throw now require 6 saving throws.

Barbarian {Partial Class}

Level KXP Spells
1 +0 .
2 +3 .
3 +6 .
4 +12 .
5 +24 .
6 +48 .
7 +96 .
8 +192 .
9 +300 .
10 +600 .
11 +900 .
12 +1200 .
13 +1500 .
14 +1800 .
15 +2100 .
16 +2400 .
17 +2700 .
18 +3000 .
Requisites: Str +3, Dex +5, Con +6;
  Class Slots +1/2
Alignment: non-L
HD/level: +0d+4
Weapon Prof.: +2
Reference: DM {Partial Barbarian1}
Groups: Warrior, Partial
CF: +0.6
 
Barbarian Dex
Barbarian Con
Can "Barbarian Smash" artifacts and items (destroy for XP).
Level 1: Save adjustments: PPD +4, RSW +2, PP +3, BW +2, SP +(level/4, round down)
Level 1: May buy Super Strength bonus for 1 weapon proficiency slot.
Level 1: Free Wilderness Survival proficiency (1 slot).
Level 1: First Aid: equal to Healing proficiency except requires no Wis check and gives only 1 hit point back.
Level 1: Free Tracking and Hunting proficiencies, each has slots equal to the Barbarian's level 3, rounded up.
Level 1: Weapon Specialization uses the "Spec Barb1" line in the Number of Attacks table.
Level 4: Can hit targets that require a +1 or better weapon to hit without such a magic weapon.
Level 8: Can hit targets that require a +2 or better weapon to hit without such a magic weapon.


Bard {Partial Class}

Level KXP +Wizard+Priest
123 4  123 456 7
1 +0 --- -  1-- --- -
2 +0.8 --- -  2-- --- -
3 +1.6 1-- -  3-- --- -
4 +3 2-- -  31- --- -
5 +6 21- -  31- --- -
6 +13 31- -  32- --- -
7 +26 31- -  321 --- -
8 +51 32- -  331 --- -
9 +80 32- -  332 --- -
10 +160 321 -  332 --- -
11 +240 331 -  332 1-- -
12 +320 332 -  333 1-- -
13 +400 332 1  333 2-- -
14 +480 332 1  333 21- -
15 +560 333 1  333 21- -
16 +640 333 1  333 31- -
17 +720 333 2  333 31- -
18 +800 333 2  333 32- -
Requisites: Dex +4, Int +3, Wis +2, Chr +3;
  Class Slots +1/2
Alignment: non-E
HD/level: +0d+1
Weapon Prof.: +0
Reference: DM {Partial Bard1N}
Groups: Rogue, Partial
CF: +0.3
 
Gets +10 Rogue points per level.
Level N (every level): +1 nonweapon proficiency.
Lvl Bard Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Legend Lore | Identify 0 | M 0 Int-13 Int-15
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Musical Inspiration | Emotion (increases 5/level) VM 0 Chr-9 Chr-12
1 Summon Animals V 0 Chr-9 Chr-12
1 Charm/Influence Reaction M 10 Chr-8 Chr-12
1 Song of Healing (1 hp per 5% roll made) P*M 10 Wis-12 Wis-17
1 Empathy | ESP M 15 Wis-10 Wis-18
2 Song of Courage (+1 Morale per 5% roll made) P*M 10 Chr-13 Chr-18
3 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
3 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
4 Song of Battle (+1 TH,dmg,or saves per 10% made) P*M 10 Str-15 Str-20
5 Hypnosis/Command M 25 Chr-13 Chr-15
5 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
6 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
7 Sending | Demand M 10 Int-9 Int-12
7 Telepathy | Telepathic Projection M 15 Wis-10 Wis-12
8 Object Reading VM 0 Int-12 Int-20
9 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
11 Disharmonic Blast (1 dmg per 1% made) P*M 10 Con-16 Con-22
14 Find the Path MM 20 Wis-10 Wis-15
17 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
26 Astral Spell MMM 40 Int-18 Int-24

Battle {Partial Class}

Level KXP REPLACE Priest
123 456 789
1 +0 1-- --- ---
2 +3 2a- --- ---
3 +6 31c --- ---
4 +12 41a e-- ---
5 +24 521 cg- ---
6 +48 621 aei ---
7 +96 731 1cg k--
8 +192 832 1ae im-
9 +300 942 11c gko
10 +600 953 21a eim
11 +900 963 211 cgk
12 +1200 974 211 aei
13 +1500 984 321 1cg
14 +1800 995 321 1ae
15 +2100 996 422 11c
16 +2400 997 432 11a
17 +2700 998 532 111
18 +3000 999 542 211
Requisites: Str +4, Dex +2, Wis +4;
  Class Slots +1/2
Alignment: any
HD/level: +0d+4
Weapon Prof.: +1
Reference: DM {Partial Battle Priest}
Groups: Warrior, Priest, Partial
CF: +1.6
 
You may replace a Priest progression you have with this one. If you don't have one, get the Base Cleric progression.
May use Str or Dex bonus to spell progression.
Intermediate Str and Wis bonus. [bonus=(stat-13)*3/2.]
Level 1 ¶: May cast one spell per segment using 1 arm's P action, instead of 1M.
Level 1: May wear two suits of armor.
Level 2 (and every even level): Using the list below, pick an ability.
A. +1P Action.
B. +1 level of Exceptional Str bonus (max Barbarian)
C. All weapons are considered 1 size smaller for what you can wield.
D. Immune to attacks from siege machines.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
H. You and your henchmen ignore plusses needed to hit, WR, and DR.
I. Your henchmen attack as if one DL better than they are.
J. Your henchmen defend as if one DL better than they are.
K. Free GGL (Specialty God) pick in a god that has a Str requirement.
L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your Wall spell effects have xLVL area. M: Dispel a Wall effect.


Beast Cleric {Partial Class}

Level KXP REPLACE Priest
123 456 78
1 +0 0-- --- --
2 +0.3 00- --- --
3 +0.6 000 --- --
4 +1 000 0-- --
5 +2 000 00- --
6 +5 000 000 --
7 +10 000 000 0-
8 +19 100 000 0-
9 +30 110 000 0-
10 +60 111 000 0-
11 +90 111 100 0-
12 +120 111 110 0-
13 +150 111 111 0-
14 +180 111 111 1-
15 +210 221 111 1-
16 +240 222 211 1-
17 +270 222 222 1-
18 +300 222 222 2-
Requisites: Wis +2;
  Class Slots +1/2
Alignment: any
HD/level: +0d+0
Weapon Prof.: +1
Reference: DM {Partial Beast Cleric}
Groups: Priest, Partial
CF: +1.1
 
You may replace a Priest progression you have with this one.

Cthulhoid Horror5 {Partial Class}

Level KXP Spells
1 +0 .
2 +3.3 .
3 +6.6 .
4 +13 .
5 +26 .
6 +53 .
7 +106 .
8 +211 .
9 +330 .
10 +660 .
11 +990 .
12 +1320 .
13 +1650 .
14 +1980 .
15 +2310 .
16 +2640 .
17 +2970 .
18 +3300 .
Requisites: Str +12, Con +8;
  Class Slots +1/2
Alignment: C any (or) any J (or) Nil
HD/level: +3d-8
Weapon Prof.: +3
Reference: DM {Partial Cthulhoid Horror5}
Groups: Monster, Partial
CF: +2.3
 
Level 1: May weapon specialize with unarmed attacks as if they were weapons.
Level 9: Gain 1 "Put Brain on a Plate" ( Λ ) action. Λ actions can be used once per day. Λ actions can be downgraded to OppV actions.
Level 9: 1Λ, 1 Mouth's P: Target creature makes a Will save. If he fails, he is Insane (40%, roll 1d4 insanities), Feebleminded (30%), Confused (20%), or Crapped (10%). His Brain is Put on your Plate. Keep track of these; you'll eventually be able to put them to good use. You can Put someone's Brain on a Plate more than once to hammer them more (the negative effects are cumulative), but you still have only one Brain from him on your Plate.
Level 13: 1 Mouth's V (can borrow), Eat a Brain on your Plate, 1/t: Heal self.
Levels Pick Description
Level 1-4: A 1M: Summon a DL=(LVL+1)/2 Ooze or Demon
B 1M: Target gets (LVL+1)/2 insanities (RSW save) (see [C] section)
C Mouth's P: Spit Goo LVLd6 dmg (no save; one target)
D 1F: Wild Surge or High-Frequency Sample (the result is not "kept in memory" like High-Frequency Sampler class)
E +LVL/2 tentacles (treat as arm with no hand), each tentacle is a separate set of limbs, can wield weapon at Str
Level 5-8: F 1M, 1/r: +1QP next segment.
G Immune insanity, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
H 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
I 1M+1P: Contact Other Plane, with no chance of insanity, must be chaotic plane.
J 2M: Create a Gate to a random chaotic plane, no choice or control over what comes through
Level 9-12: K (new) 1M: Capital S Slay (PPD save, IR) to a group.
L (new) 1M, 1/t: Clone. 1M, 1/t: Opposition.
M (new) Your natural attacks are Capital C Crapped branded (no save, aWR).
N (new) 1F, 1/d: Erase Truename (no save, XR)
O (new) 1F: Reduce target's offensive or defensive Multiplier by 1 (no resistance)


Darter {Partial Class}

Level KXP Spells
1 +0 .
2 +0.5 .
3 +1 .
4 +2 .
5 +4 .
6 +8 .
7 +16 .
8 +32 .
9 +50 .
10 +100 .
11 +150 .
12 +200 .
13 +250 .
14 +300 .
15 +350 .
16 +400 .
17 +450 .
18 +500 .
Requisites: Str +4, Dex +2;
  Class Slots +1/2
Alignment: any
HD/level: +0d+0
Weapon Prof.: +0
Reference: DM {Partial Darter0}
Groups: Warrior, Partial
CF: +0.3
 
Number of attacks with Darts = LVL+3.
Lizard Man Darts are free for you. They do 1d4 dmg, and critical on 20+/x2. You can still buy other types of Darts if you like.
Level 4: 1F: Polymorph a weapon (you are holding) into a Dart.
Level 9: 1F: Merge the magical properties of two Darts together.
Variant Partial Class (Daggerer): Replace all references of "Darts" to "Daggers". Number of attacks with Daggers = LVL+2.
Long Daggers are free for you. They do 1d6 dmg, and critical on 19+/x3. You can still buy other types of Daggers if you like.
Variant Partial Class (Shurikener): Replace all references of "Darts" to "Shurikens". Number of attacks with Shurikens = LVL+4.
Barbed Shurikens are free for you. They do 1d2 dmg, and never critical. You can still buy other types of Shurikens if you like.
Shurikens give only half Str bonus on damage, rounded down.

Destruction {Partial Class}

Level KXP REPLACE Priest
123 456 78
1 +0 2a- --- --
2 +1.6 21b --- --
3 +3.2 321 --- --
4 +6 422 --- --
5 +13 432 0-- --
6 +26 432 1-- --
7 +51 443 1-- --
8 +102 443 20- --
9 +160 543 21- --
10 +320 543 320 --
11 +480 553 321 0-
12 +640 554 432 1-
13 +800 655 543 2-
14 +960 666 654 3-
15 +1120 666 666 4-
16 +1280 666 666 5-
17 +1440 666 666 6-
18 +1600 666 666 60
Requisites: Str +2, Dex +2, Wis +3;
  Class Slots +1/2
Alignment: C any [or] any E
HD/level: +0d-1
Weapon Prof.: +1
Reference: DM {Partial Destruction Priest}
Groups: Priest, Overt, Partial
CF: +1.2
 
You may replace a Priest progression you have with this one.
Can use Str or Dex (instead of Wis) bonus to spell progression.
Exceptional Str and Dex bonus.
 
Level 2 (and every even 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. [bonus=(stat-13)*3/2.]
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.


Generic Rogue {Partial Class}

Level KXP + WizPriRog
123 456
1 +0 1-- ---
2 +0.6 2-- ---
3 +1.2 21- ---
4 +2 31- ---
5 +5 32- ---
6 +10 321 ---
7 +19 331 ---
8 +38 332 ---
9 +60 332 1--
10 +120 333 1--
11 +180 333 2--
12 +240 333 21-
13 +300 333 31-
14 +360 333 32-
15 +420 433 321
16 +480 443 331
17 +540 444 332
18 +600 444 432
Requisites: Dex +5;
  Class Slots +1/2
Alignment: any
HD/level: +0d+0
Weapon Prof.: +0
Reference: DM {Partial Generic Rogue}
Groups: Rogue, Custom, Partial
CF: +0.6
 
Does not get Rogue points per level.
Does not automatically get the spell progression listed.
Level N (every level) ¶: Choose one:
A. 40 Rogue points
B. N levels of Rogue picks; you may not combine these.
C. Spell progression: You get the difference from ML=N and ML=N-1. (e.g. at Level 6 you get one 3rd). This can be used as Wizard, Priest, or Rogue spells.
D. +1V action, or add a "Q" to one of your existing V actions.
E. +1 Hit Die (once) (it's a d6).
F. +1 Dex.
G. Counts as two picks: One level of Exceptional Dex.
H. Counts as two picks: A "Level N:" (or less) Rogue ability from a class you know. You may combine these into one big pick.

Engineer {Partial Class}

Level KXP +Ench/Psi
mMG S
1 +0 1-- -
2 +1.8 2-- -
3 +3.6 3-- -
4 +7 31- -
5 +14 41- -
6 +29 42- -
7 +58 52- -
8 +115 53- -
9 +180 531 -
10 +360 541 -
11 +540 641 -
12 +720 642 -
13 +900 652 -
14 +1080 752 -
15 +1260 753 -
16 +1440 763 -
17 +1620 863 -
18 +1800 863 1
Requisites: Dex +5, Con +2;
  Class Slots +1/2
Alignment: any
HD/level: +0d+1
Weapon Prof.: +1
Reference: DM {Partial Engineer}
Groups: Rogue, Technology, Partial
CF: +0.5
 
Gets +30 Rogue points per level.
For progression, pick from Psi8 or Psi16, or from the Enchantment School at a 1 SL penalty, so "m"=SL 1, "M"=SL 4, "G"=SL 7, and "S"=SL 10.
May have up to LVL Psi8/Psi16 items.
Level 1: Can weapon specialize (as "Non-Warrior").
Level 1: +1 Technological proficiency per level, see [P8.8] for list.
Level 9 (and every further level divisible by 9): Has access to another School, at the same 1 SL penalty.
Lvl Engineer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Identify | Legend Lore M | 0 5 Int-13 Int-15
1 inRR || inaRR || inaaRR ( | TechR in addition to RR) 0 30 Con-13 Con-18
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
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
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
6 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
6 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
8 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
8 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
12 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
21 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25
27 Duplicate a SL=1 Captain spell (x1 Conc. class) || SL=2 || SL=3 || etc. M 0 Con-25 Con-33


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Gladiator {Partial Class}

Level KXP Spells
1 +0 .
2 +1 .
3 +2 .
4 +4 .
5 +8 .
6 +16 .
7 +32 .
8 +64 .
9 +100 .
10 +200 .
11 +300 .
12 +400 .
13 +500 .
14 +600 .
15 +700 .
16 +800 .
17 +900 .
18 +1000 .
Requisites: Str +2, Dex +2, Con +3;
  Class Slots +1/2
Alignment: any
HD/level: +0d+4
Weapon Prof.: +2+level
Reference: DM {Partial Gladiator2}
Groups: Warrior, Partial
CF: +2
 
Gets Exceptional Str, Dex, & Con. Can take Barbarian Str (but not the other 2) for 2 weapon prof.
Level 1: Automatically proficient with all weapons.
Level 1: Normal (non-Troll-like) Regeneration at (level) hp/r.
Level 1: Weapon Specialization uses the "Spec Barb1" line in the Number of Attacks table.
Level 2: Automatically single specialized with all melee weapons.
Level 3: Triple Specialization is 9 half-plusses if selected for a melee weapon.
Level 5: 0: Convert 1P action to 2P actions which can only be used for melee attacks.
Level 6: Death Blow: 1P: Make one attack, damage is per normal, target must save vs. PPD or die.
Level 10: Quadruple Specialization is 12 half-plusses if selected for a melee weapon.
Level 12: Can use an additional 1P action per segment (if you have such actions to spend); this 1P action can be used only for melee attacks.
Level 20: Quintruple Specialization is 15 half-plusses if selected for a melee weapon.
Level 30: Sextuple Specialization is 18 half-plusses if selected for a melee weapon.


Gravity {Partial Class}

Level KXP Spells
1 +0 .
2 +0.5 .
3 +1 .
4 +2 .
5 +4 .
6 +8 .
7 +16 .
8 +32 .
9 +50 .
10 +100 .
11 +150 .
12 +200 .
13 +250 .
14 +300 .
15 +350 .
16 +400 .
17 +450 .
18 +500 .
Requisites: Str +1, Con +1, Int +3;
  Class Slots +1/2
Alignment: any
HD/level: +1d-2
Weapon Prof.: +1
Reference: DM {Partial Gravity Wizard}
Groups: Wizard, Partial
CF: +0.4
 
Can cast Gravity school spells out of spell progression (even non-Wizard).
Specializated in Gravity Magic (see list on next page); no opposite.
Can replace spell progression bonus (if any) with Str or Con.

Halo {Partial Class}

Level KXP REPLACE Priest
123 456 789
1 +0 100 --- ---
2 +2.4 110 --- ---
3 +4.8 111 0-- ---
4 +10 222 0-- ---
5 +19 222 10- ---
6 +38 222 200 ---
7 +77 222 210 0--
8 +154 222 220 0--
9 +240 222 221 00-
10 +480 222 222 00-
11 +720 222 222 10-
12 +960 222 222 20-
13 +1200 332 222 20-
14 +1440 333 322 21-
15 +1680 333 332 21-
16 +1920 333 333 21-
17 +2160 333 333 31-
18 +2400 333 333 310
Requisites: Str +2, Int +1, Wis +5, Chr +4;
  Class Slots +1/2
Alignment: any G
HD/level: +0d+4
Weapon Prof.: +1
Reference: DM {Partial Halo Priest}
Groups: Priest, Planar, Partial
CF: +2.7
 
You may replace a Priest progression you have with this one.
You have a "Halo" which is treated as a body part.
You may cast spells with your "Halo's P" action. This means with 1P you can cast a spell and physically attack at the same time.
You may turn undead with your "Halo's M" action. This means with 1M action you can cast a spell and turn undead at the same time.
Level 1: Immune to the effects of Ego of your multiplier or less.
Level 1: Planar Stable: You and your items do not get reduced in power due to being on another plane.
Level 1: You may choose "Psi6G" as a Grand sphere (or school specialization), which allows you to cast Psi6G powers as if they were spells.
Level 1: You may choose "Psi(-6)G" as a Grand sphere (or school specialization), which allows you to cast Psi(-6)G powers as if they were spells.
Level 9: MF Stable: You do not need MF at all to cast spells of any SL. You are immune to the SL cancelling effects of the funnel in Concordant Opposition.


Hit Dice {Partial Class}

Level KXP Spells
1 +0 .
2 +0.5 .
3 +1 .
4 +2 .
5 +4 .
6 +8 .
7 +16 .
8 +32 .
9 +50 .
10 +100 .
11 +150 .
12 +200 .
13 +250 .
14 +300 .
15 +350 .
16 +400 .
17 +450 .
18 +500 .
Requisites: Con +1;
  Class Slots +1/2
Alignment: any
HD/level: +1d+0
Weapon Prof.: +0
Reference: DM {Partial Hit Dice Mini}
Groups: Partial
CF: +0.1
 
This partial class stacks with itself if bought multiple times.

Kobold {Partial Class}

Level KXP Spells
1 -0 .
2 -0.2 .
3 -0.4 .
4 -1 .
5 -2 .
6 -3 .
7 -6 .
8 -13 .
9 -20 .
10 -40 .
11 -60 .
12 -80 .
13 -100 .
14 -120 .
15 -140 .
16 -160 .
17 -180 .
18 -200 .
Requisites: Dex +1, Int -1, Wis -1;
  Class Slots +1/2
Alignment: any
HD/level: +0d-4
Weapon Prof.: +0
Reference: DM {Partial Kobold0}
Groups: Monster, Partial
CF: -0.1
 
+1 to hit with Javelins per level.
+1 HNCL.


Overt {Partial Class}

Level KXP Spells
1 +0 .
2 +2.5 .
3 +5 .
4 +10 .
5 +20 .
6 +40 .
7 +80 .
8 +160 .
9 +250 .
10 +500 .
11 +750 .
12 +1000 .
13 +1250 .
14 +1500 .
15 +1750 .
16 +2000 .
17 +2250 .
18 +2500 .
Requisites: Dex +6, Chr +2;
  Class Slots +1/2
Alignment: L any
HD/level: +0d-3
Weapon Prof.: +5
Reference: DM {Partial Overt Rogue}
Groups: Rogue, Mirror, Partial
CF: +0.4
 
Gets +20 rogue points per level.
BlahR's are offensive (o). This means you reduce BlahR's that you face by this amount. Irreducible BlahR's are reduced at 1 per 5% of oBlahR. Unadjustable BlahR's cannot be adjusted this way. If you have unspent oBlahR left over, roll it, if you make it, you multiply your effect by x2 (or x+1).
You pick one ability per level.
Level 9: 1M, 1/t: Go On the Mound. You are 1 plane removed, your effects are x2 multiplier and x2 effect (or x+1). You are considered Planar Displaced and can't be targetted. Someone else On the Mound can attack you normally, if you are dropped, you are returned to the plane you came from (Went Off the Mound).
Lvl Overt Ability | -50% | -100% | -150% Act Base Penalty Bonus
1-6 oRR || oaRR || oaaRR 0 30 Chr-13 Chr-18
oMR || oaMR || oaaMR 0 20 Str-14 Str-19
oPR || oaPR || oaaPR 0 10 Con-15 Con-20
oIR || oaIR || oaaIR 0 0 Int-16 Int-21
Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
oSR || oaSR || oaaSR (new) 0 0 Int-17 Int-22
7-12 oCR || oaCR || oaaCR 0 20 Dex+Con-28 Dex+Con-38
oNR || oaNR || oaaNR 0 10 Dex+Chr-31 Dex+Chr-41
oWR || oaWR || oaaWR 0 0 Int+Chr-34 Int+Chr-44
oER || oaER || oaaER 0 -10 Str+Wis-37 Str+Wis-47
Seal Fate (counter a counter) x1 | x2 | x3 | etc. 2M (may borrow) -20 Dex*2-50 Dex*2-50
oDR || oaDR || oaaDR (new) 0 -10 Str+Con-39 Str+Con-49

Overwrite Psi Progression {Partial Class}

Level KXP REPLACE Psi
m M G S
1 +0 1 - - -
2 +1.5 2 - - -
3 +3 3 - - -
4 +6 4 0 - -
5 +12 5 1 - -
6 +24 5 2 - -
7 +48 6 2 - -
8 +96 6 3 - -
9 +150 7 3 - -
10 +300 7 4 a -
11 +450 8 4 1 -
12 +600 8 5 1 -
13 +750 8 5 2 -
14 +900 9 5 2 -
15 +1050 A 6 2 b
16 +1200 A 6 2 1
17 +1350 A 6 3 1
18 +1500 A 7 4 1
Requisites: Chr +5;
  Class Slots +1/2
Alignment: any
HD/level: +0d-1
Weapon Prof.: -1
Reference: DM {new}
Groups: Psionicist, Partial
CF: +1.3
 
You may replace a Psionicist progression you have with this one.
It gets Chr bonus if you don't already have it.


Pentarch Paladin {Partial Class}

Level KXP Spells
1 +0 .
2 +1.8 .
3 +3.6 .
4 +7 .
5 +14 .
6 +29 .
7 +58 .
8 +115 .
9 +180 .
10 +360 .
11 +540 .
12 +720 .
13 +900 .
14 +1080 .
15 +1260 .
16 +1440 .
17 +1620 .
18 +1800 .
Requisites: Str +1,Wis +2, Chr +7, Cml +4;
  Class Slots +1/2
Alignment: LG, LN, or NG
HD/level: +1d+3
Weapon Prof.: +3
Reference: DM {Partial Pentarch Paladin}
Groups: Warrior, Partial
CF: +0.3
 
Level 1 ¶: Each day, choose a broad monster type (Dragon, Outer, Undead, etc.). You have "1M: Slay Living" on that creature type (PPD save, IR to resist).
Level 1 ¶: 1V: All enemies in your group take 10 holy dmg (no save) and are at -10 on AC, to hit, and damage (no save, this lasts until end of round).
Level 1: Pick weapon of choice; are considered 6 levels higher for # of Attacks purposes.
Level 1: +LVL to hit with lances, swords, maces, and flails.
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: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Turn Undead as a cleric of same level.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immune disease.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Can operate at negative hit points (not offensively) up to -5*level.
Level 1: 1M, 1/r: Lay on Hands: Cure 3*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 2 (and every even level): +1 Str, Con, Wis, or Chr (replaces percentage rules)
Level 4: May have a special mount as if a Beast Rider of 3 levels lower.
Level 9 ¶: Your Slay Living ability (see level 1) no longer has a save.
Level 18 ¶: Your Slay Living ability (see level 1) is now Destruction.
Level 27 ¶: Your Slay Living ability (see level 1) no longer allows IR.

Psi# Lower {Partial Class}

Level KXP Spells
1 +0 .
2 +0.2 .
3 +0.4 .
4 +1 .
5 +2 .
6 +3 .
7 +6 .
8 +13 .
9 +20 .
10 +40 .
11 +60 .
12 +80 .
13 +100 .
14 +120 .
15 +140 .
16 +160 .
17 +180 .
18 +200 .
Requisites: Int +1;
  Class Slots +1/2
Alignment: any
HD/level: +0d+0
Weapon Prof.: +0
Reference: DM {new}
Groups: Psionicist, Partial
CF: +0.1
 
Add one psionic frequency to your class.
Choose from: 0, 1, 2, 3, 3.5, 4, new 5, 6, 7, 10, 12, 14, 15, 23.


Psi# Middle {Partial Class}

Level KXP Spells
1 +0 .
2 +1 .
3 +2 .
4 +4 .
5 +8 .
6 +16 .
7 +32 .
8 +64 .
9 +100 .
10 +200 .
11 +300 .
12 +400 .
13 +500 .
14 +600 .
15 +700 .
16 +800 .
17 +900 .
18 +1000 .
Requisites: Wis +3;
  Class Slots +1/2
Alignment: any
HD/level: +0d+0
Weapon Prof.: +0
Reference: DM {new}
Groups: Psionicist, Partial
CF: +0.5
 
Add one psionic frequency to your class.
Choose from: 8, 9, 16, 17, 18, 19, 30, 500 (old 5), 0.00, 0.01, -1, -2, -3, -6, -12, -15.

Psi# Upper {Partial Class}

Level KXP Spells
1 +0 .
2 +2 .
3 +4 .
4 +8 .
5 +16 .
6 +32 .
7 +64 .
8 +128 .
9 +200 .
10 +400 .
11 +600 .
12 +800 .
13 +1000 .
14 +1200 .
15 +1400 .
16 +1600 .
17 +1800 .
18 +2000 .
Requisites: Chr +5;
  Class Slots +1/2
Alignment: any
HD/level: +0d+0
Weapon Prof.: +0
Reference: DM {new}
Groups: Psionicist, Partial
CF: +1.0
 
Add one psionic frequency to your class.
Choose from: 24, 27, 29, 36, 45, 54, 60, 72, 81, 100, 1200, infinity, -9, -17, -500 (old -5), +-2, --2.


Saving Throws {Partial Class}

Level KXP Spells
1 +0 .
2 +0.4 .
3 +0.8 .
4 +2 .
5 +3 .
6 +6 .
7 +13 .
8 +26 .
9 +40 .
10 +80 .
11 +120 .
12 +160 .
13 +200 .
14 +240 .
15 +280 .
16 +320 .
17 +360 .
18 +400 .
Requisites: Dex +1;
  Class Slots +1/2
Alignment: any
HD/level: +0d+0
Weapon Prof.: +0
Reference: DM {Partial Saving Throws Mini}
Groups: Partial
CF: +0.1
 
This partial class stacks with itself if bought multiple times.
+2 all saves per level.

Scarlet Assassin {Partial Class}

Level KXP Spells
1 +0 .
2 +1.1 .
3 +2.2 .
4 +4 .
5 +9 .
6 +18 .
7 +35 .
8 +70 .
9 +110 .
10 +220 .
11 +330 .
12 +440 .
13 +550 .
14 +660 .
15 +770 .
16 +880 .
17 +990 .
18 +1100 .
Requisites: Str +2, Dex +3, Int +6;
  Class Slots +1/2
Alignment: LE (overwrite)
HD/level: +0d+2
Weapon Prof.: +1+level/2
Reference: DM {Partial Scarlet Assassin}
Groups: Rogue, Partial
CF: +1.9
 
Gets Exceptional Dex and Exceptional Str.
Gets +30 Rogue points per level.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +LVL/3 Q0 actions per round.
Level 9: 1 attack that hits: Really Put Out of Misery
Lvl Scarlet Assassin Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-3% per HD/level of target) 0 0 Wis-15 Wis-25
1 Backstab (each 30% = x1) (increases 10/level) 0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) 0 50 Wis-6 Wis-20
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Silence 15' r | Darkness 15' r V 40 Chr-4 Chr-8
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) 0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) V 50 Wis-14 Wis-14
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) 0 0 Con-6 Con-20
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) 0 30 NA NA


Snow Wizard {Partial Class}

Level KXP Spells
1 +0 .
2 +0.5 .
3 +1 .
4 +2 .
5 +4 .
6 +8 .
7 +16 .
8 +32 .
9 +50 .
10 +100 .
11 +150 .
12 +200 .
13 +250 .
14 +300 .
15 +350 .
16 +400 .
17 +450 .
18 +500 .
Requisites: Con +3, Int +3, Wis +1;
  Class Slots +1/2
Alignment: any
HD/level: +1d-1
Weapon Prof.: +0
Reference: DM {Partial Snow Wizard}
Groups: Wizard, Partial
CF: +0.4
 
Specializated in Snow Magic; no opposite.
Can replace spell progression bonus (if any) with Con or Int.
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.
Level 9: +LVL/9 summon slots for snow creatures
 

Sub-Block {Partial Class}

Level KXP +Abj/Pro
123 456
1 +0 --- ---
2 +1.5 1-- ---
3 +3 2-- ---
4 +6 21- ---
5 +12 31- ---
6 +24 32- ---
7 +48 321 ---
8 +96 331 ---
9 +150 332 ---
10 +300 332 1--
11 +450 333 1--
12 +600 333 2--
13 +750 333 21-
14 +900 333 31-
15 +1050 333 32-
16 +1200 433 321
17 +1350 443 331
18 +1500 444 332
Requisites: Con +11;
  Class Slots +1/2
Alignment: any
HD/level: +4d-5
Weapon Prof.: +0
Reference: DM {Partial Sub-Block}
Groups: Warrior, Monster, Partial
CF: +0.8
 
Can cast Wizard Abjuration or Priest Protection spells, only on self.
Level 1: Regenerate Con score in hp per segment.
Level 1: +LVL*2 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.


Sun {Partial Class}

Level KXP REPLACE Priest
123 456 78
1 +0 20- --- --
2 +1.6 210 --- --
3 +3.2 321 --- --
4 +6 422 --- --
5 +13 432 0-- --
6 +26 432 1-- --
7 +51 443 1-- --
8 +102 443 20- --
9 +160 543 21- --
10 +320 543 320 --
11 +480 553 321 0-
12 +640 554 432 1-
13 +800 655 543 2-
14 +960 666 654 3-
15 +1120 666 666 4-
16 +1280 666 666 5-
17 +1440 666 666 6-
18 +1600 666 666 60
Requisites: Wis +2, Chr +3;
  Class Slots +1/2
Alignment: any
HD/level: +0d+0
Weapon Prof.: +0
Reference: DM {Partial Sun Priest}
Groups: Priest, Partial
CF: +1.2
 
You may replace a Priest progression you have with this one.
Can use Chr (instead of Wis) bonus to spell progression.
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 2 (and every even level): Using the list below, pick an ability.
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.

To Hit {Partial Class}

Level KXP Spells
1 +0 .
2 +0.4 .
3 +0.8 .
4 +2 .
5 +3 .
6 +6 .
7 +13 .
8 +26 .
9 +40 .
10 +80 .
11 +120 .
12 +160 .
13 +200 .
14 +240 .
15 +280 .
16 +320 .
17 +360 .
18 +400 .
Requisites: Dex +1;
  Class Slots +1/2
Alignment: any
HD/level: +0d+0
Weapon Prof.: +0
Reference: DM {Partial To Hit Mini}
Groups: Partial
CF: +0.1
 
This partial class stacks with itself if bought multiple times.
+3 to hit per level.


Tourist {Partial Class}

Level KXP + Wiz/Pri
123 456 789
1 +0 1-- --- ---
2 +0.2 2-- --- ---
3 +0.4 3-- --- ---
4 +0.75 4-- --- ---
5 +1.5 41- --- ---
6 +3 42- --- ---
7 +6.25 43- --- ---
8 +12.5 44- --- ---
9 +25 441 --- ---
10 +50 442 --- ---
11 +100 443 --- ---
12 +200 444 --- ---
13 +300 444 1-- ---
14 +400 444 2-- ---
15 +500 444 3-- ---
16 +600 444 4-- ---
17 +700 444 41- ---
18 +800 444 42- ---
Requisites: (none);
  Class Slots +1/2
Alignment: any
HD/level: +0d+0
Weapon Prof.: +0
Reference: DM {Partial Tourist}
Groups: Custom, Partial
CF: +1
 
Each level, you gain access to one school or sphere (an unusual/minor school or sphere is 2 picks).
Level 1: Can weapon specialize using the "Non-War" line.
Level 1: No penalty using weapons in off-hands.
Level 1: +1 to number of attacks with darts.
Level 1: Expensive Camera: 1M: Blindness (RSW save), if blinded then gets Feared (Will save)
Level 1: 1V, 1M, write "Elbereth" on the floor: Monsters must save vs. Will to attack you
Level 1: Credit Card: Open Locks (2*Dex+20)%
Level 1: Always have Capital E Enough food and water.
Level 1: 1M, 1/d: Magic Map the dungeon level out to LVL*50' radius
Level 1: Hawaiian Shirt (AC +0 cloak) +0/+0: 1V: Write a message on it for others to read; 1M, spend 5000 gp: Give it +1/+0 or +0/+1
Level 5: Find Snares, Traps, Tricks, Specials (automatic regardless of multiplier or penalty)
Level 5: Detect Invisibility/Hidden cont.; You can see monster's true form
Level 5: 1V: Looting (the room); 1P: Looting (the dungeon)
Level 9: If you pick the Wizard "Enchantment/Charm" school, you may have a familiar, but it is one category behind in familiar powers (you don't get the level 9 powers until you're level 18).
Level 9: If you pick the Priest "All" sphere, you may have a Specialty Priest (GGL) pick, but your effective level for this is LVL-8.
Level 9: Platinum Yendorian Express Card: Resist Magic; Telepathy cont.; 1M, 1/r: Add 1 charge (any type) to an item
Level 10: Immune Poison

Watcher {Partial Class}

Level KXP + Wizard
123 456 789
1 +0 -- --- ---
2 +3.1 1-- --- ---
3 +6.2 2- --- ---
4 +12 31- --- ---
5 +25 32 --- ---
6 +50 321 --- ---
7 +99 322 -- ---
8 +198 322 1-- ---
9 +310 322 2- ---
10 +620 322 21- ---
11 +930 322 22 ---
12 +1240 322 221 ---
13 +1550 322 222 --
14 +1860 322 222 1--
15 +2170 322 222 2-
16 +2480 322 222 21-
17 +2790 322 222 22
18 +3100 332 222 221
Requisites: Str +1, Int +5, Wis +1;
  Class Slots +1/2
Alignment: any (most G)
HD/level: +1d+0
Weapon Prof.: +1
Reference: DM {Partial Watcher5}
Groups: Wizard, Partial
CF: +
 
Specialized in Necromancy.
Gets one letter pick per level (see table).
Levels Pick Description
Level 1-4: A Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.
B Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
C Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
D Photographic Memory: You remember everything you see.
E Mr. Fix-It: 1M, 1/d: Mend.
Level 5-8: F Gain a "0" or ("" if using DM version of specialization) in next SL.
G Artistry: +LVL divided among Int, Wis, Chr, or CL.
H Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
I Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
J Influence: 1M, 1/d: Suggestion (save vs. Will)
Level 9-12: K Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
L Strengthen Magic: +(LVL-6)/3 MF 30' r
M Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
N Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
O iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
Level 13-17: P 1M, 1V (can borrow): Cast the reverse of an effect (do N times to reverse a xN effect) (can use as counterspell)
Q Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
R Scale Up: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M>N)
S Indirect casting: 1M, 1V, use N of a spell, where (2^N)*10' is distance to target: Can cast without seeing target
T Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.