[PC9] Alternate (Planeshifted) Classes Group


Amulet Destroyer1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.25 2-- --- ---
3 4.5 3-- --- ---
4 9 41- --- ---
5 18 421 --- ---
6 36 432 --- ---
7 72 433 1-- ---
8 144 443 21- ---
9 288 444 22- ---
10 576 444 221 ---
11 1076 444 332 ---
12 1576 444 443 ---
13 2076 444 444 ---
14 2576 544 444 1--
15 3076 554 444 2--
16 3576 555 444 3--
17 4076 555 544 4--
18 4576 555 554 41-
19 5076 555 555 42-
20 5576 555 555 53-
21 6076 555 555 54-
22 6576 555 555 55-
23 7076 655 555 551
24 7576 665 555 552
25 8076 666 555 553
26 8576 666 655 554
27 9076 666 665 555
28 9576 666 666 555
29 10076 666 666 655
30 10576 666 666 665
31 11076 666 666 666
32 11576 777 666 666
33 12076 777 777 666
34 12576 777 777 777
35 13076 888 777 777
36 13576 888 888 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+3  5  9  7  5  8  2  3  3
+4  5 10  7  5  9  2  3  4
+5  6 10  8  6  9  3  4  5
+6  6 11  8  6 10  3  4  5
+7  7 12  9  7 11  4  5  6
+8  7 12  9  8 11  4  5  7
+9  8 13 10  8 12  5  6  8
+10  8 13 11  9 12  6  7  8
+11  9 14 11 10 13  6  7  9
+12  9 14 12 10 13  7  8 10
+13 10 15 13 11 14  8  9 11
+14 10 15 13 11 15  8  9 11
+15 11 16 13 12 15  9 10 12
+16 11 16 14 12 15  9 10 13
+17 12 16 14 13 16 10 11 14
Requisites: Str 16
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/2
To Hit Table: War
Save Table: 1xWiz
Reference: DM {Planeshifted Amulet Maker1JG}
Groups: Warrior, Wizard, Alternate
 
Level 1: Irreducible Pick Pockets LVL*5% (not shifted by target's HD/Level)
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: 1P: Dispel a spell/psionic effect.
Level 1: Your Personality Score = Con+Int+Wis+Chr+2*LVL.
Level 1: +LVL distributed among AC, TH, or dmg.
Level 2: 1M, heavy concentration (lose 1M each round): Lockdown E actions.
Level 18: Immune to the effects of ego from any item of your multiplier or less.

[PC9] Alternate (Planeshifted) Classes Group


Anti-Magic-User1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.75 2-- --- ---
3 7.5 21- --- ---
4 15 32- --- ---
5 33.75 421 --- ---
6 60 422 --- ---
7 90 432 1-- ---
8 135 433 2-- ---
9 202.5 433 21- ---
10 375 443 22- ---
11 562.5 444 33- ---
12 1125 444 441 ---
13 1687.5 555 442 ---
14 2250 555 442 1--
15 2812.5 555 552 1--
16 3375 555 553 21-
17 3937.5 555 553 32-
18 4500 555 553 321
19 5062.5 555 553 331
20 5625 555 554 332
21 6187.5 555 554 442
22 6750 555 555 443
23 7312.5 555 555 553
24 7875 555 555 554
25 8437.5 555 555 555
26 9000 666 655 555
27 9562.5 666 666 655
28 10125 666 666 666
29 10687.5 777 766 666
30 11250 777 777 766
31 11812.5 777 777 777
32 12375 888 877 777
33 12937.5 888 888 877
34 13500 888 888 888
35 14062.5 999 988 888
36 14625 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 14, Wis 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Magic-User1}
Groups: Wizard, Alternate
 
Specialization in Anti-Magic; no opposite.
Level 1: May use 1 material component effect per spell as a zero action.

[PC9] Alternate (Planeshifted) Classes Group


Anti-Magic Spells

Level # Spell Effect
1 1 Anti-Magic Armor Armor has +1/+1 AC/saves for 1t
1 2 Anti-Magic Missile (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
1 3 Anti-Magic Mouth Mouth that moves around (like Wizard Eye), can speak through it
1 4 Detect/Identify Anti-Magic Detect/Identify Anti-Magic
1 5 Foul Potions Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
1 6 Nystul's Anti-Magic Aura Makes an object radiate anti-magic; considered a +0 weapon on the damage side
2 1 Anti-Magic Resistance aMR 50+CL*5% [duration 2 hours]
2 2 Blank [1Z to cast] Counter a Blink effect
2 3 Dispel Magic (one effect) Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
2 4 Drain Charges Target magic item loses 10*CL charges (no save)
2 5 Rope Trap Create a x1 magical trap of Maze
2 6 Spectral Mouth Can have a breath effect start from a remote location
3 1 Anti-Magic Circle Against T/N/S/J/A/Nil As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
3 2 Delay Life [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
3 3 Flowform Enter the nearby border Phlogiston plane
3 4 Greater Anti-Magic Armor Armor has +CL/3 AC and +CL/3 saves for 1t
3 5 Pro. from Magic Armor You ignore the AC plusses from magic armor for 1t
3 6 Pro. from Shields Ignore damaging shield effects
4 1 Airskin 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
4 2 Anti-Magic Mirror Like crystal ball but with sound and scent instead of sight
4 3 Create Exhaustion Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
5 1 Anti-Magic Jar Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
5 2 Anti-Magic Shell (one SL) Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
5 3 Shadow Anti-Magic CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
6 1 Anti-Anti-Magic Shell Turns off anti-magical spells and effects of spell levels 0-5
6 2 Demi-Shadow Anti-Magic CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
6 3 Create DMZ Create a DMZ (Dispel Magic Zone), a x1 Special on the room
7 1 First Level Anti-Magic-User Spells (DM1) Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
7 2 First Level Anti-Magic-User Spells (DM2) Can cast one 1st Level Anti-Magic spell per round as Z action
7 3
8 1
8 2
8 3
9 1 Megaskin CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
9 2 Round Stop The current round will end after the end of this segment (the rest of the segments this round will not occur)
9 3
10 1 Anti-Anti-Dispel Magic Shell Lower an Anti-Dispel Magic Shell
10 2 Anti-Dispel Anti-Magic Shell Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI
10 3

[PC9] Alternate (Planeshifted) Classes Group


Astral Destruct-3

Level KXP Psi-3
123 456 789
1 1 (owe) c-- --- ---
2 8 0-- --- ---
3 27 1-- --- ---
4 64 2c- --- ---
5 125 30- --- ---
6 216 31- --- ---
7 343 33c --- ---
8 512 330 --- ---
9 729 331 --- ---
10 1000 332 c-- ---
11 1300 333 0-- ---
12 1600 333 1-- ---
13 1900 333 2c- ---
14 2200 333 30- ---
15 2500 333 31- ---
16 2800 333 32c ---
17 3100 333 330 ---
18 3400 333 331 ---
19 3700 333 332 c--
20 4000 333 333 0--
21 4300 333 333 1--
22 4600 333 333 2c-
23 4900 333 333 30-
24 5200 333 333 31-
25 5500 333 333 32-
26 5800 333 333 32c
27 6100 333 333 330
28 6400 333 333 331
29 6700 333 333 332
30 7000 333 333 333
31 7300 333 333 333
32 7600 333 333 333
33 7900 333 333 333
34 8200 333 333 333
35 8500 333 333 333
36 8800 333 333 333
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 5+level, Con 4+level,
Int 3+level, Wis 2+level, Chr 1+level
Alignment: any
HD/level: & d10
Weapon Prof.: & 3+level
To Hit Table: Mon
Save Table: Psi
Reference: DM {Planeshifted Astral Construct3}
Groups: Psionicist, Monster, Alternate
 
Gets Psi-3 powers, see [Q-3]. Gets a stat bonus of your choice to the progression.
Psi-3 PSPs = (LVL*LVL+LVL*10+Stat-14)/4. Example: Level 1 character with a Stat=18 has (1*1+1*10+18-14)/4 = 3 PSPs.
Also gets 1 ACP (Astral Construct Point) per level. These ACPs return at a rate of LVL/4+1 per turn, round down.
Level 1: You count as an additional +2 weapon to hit others.
Level 1: You may use Anti-Astral Projection; but in this case, you cannot use M actions.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. P, 1 ACP: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
   II. 1P, 1 ACP: Destroy a x0 or x1 magic item.
   III. 1P, 1 ACP: Unsummon a summon.
Level 2: Pick another ability from I-III above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. P, 2 ACP: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
   V. 1P, 2 ACP: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
   VI. 1P, 2 ACP: Target gains +1QP action this segment
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. P, 3 ACP: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
   VIII. 1P, may borrow, 3 ACP: Fork
   IX. 1P, 3 ACP: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 13: Pick an ability below:
   X. M, 4 ACP: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
   XI. 1M, 4 ACP: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
   XII. 1M, 4 ACP: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Level 14: Pick another ability from I-XII above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 15: Pick another ability from I-XII above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC9] Alternate (Planeshifted) Classes Group


Basic Psi-3 Information

Psi-3 Wild Talents
 
There are two methods for "Wild Talents" in Psi-3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi-3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi-3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi-3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi-3 power levels. A 0 level Psi3 power costs of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[PC9] Alternate (Planeshifted) Classes Group


[Q-3.0] Level 0 Psi-3 Powers

## Level 0 Powers Discip. Short Description Source
1 Blob Psyport Target's speed slows by 3" for one round. DM
2 Boulder Metcre You create a short-lived boulder (1d12) DM
3 Clear Telep Creature can ignore daze/fascinate/confusion for 1 segment. DM
4 Concentrate Telep Subject's mind focuses, gets +1 bonus on actions for 1 round. DM
5 Control Shadow Psykin You control a normal shadow like a puppet. DM
6 Detect Anti-Psionics Clasen You detect the presence of anti-psionic activity. DM
7 Finger of Water Metcre You deal 1d3 water damage to one foe. DM
8 Lesser Natural Weapon Psymet You gain +1 TH. DM
9 My Darkness Psykin Your eyes emit 20-ft. cone of darkness. DM
10 Near Hand Psykin Telekinesis (CL/4)*10' falling dmg, can only affect someone in your group DM
11 Near Punch Psykin Telekinetic punch deals 2 damage to someone in your group. DM
12 Nerve Psymet Target loses 1 max hp for 1 turn. DM
13 Owlsight Psymet You have ultravision. DM
14 Rockdrop Psyport Target takes +50% falling damage. DM
15 Sink Psyport Target sinks (or loses Water Walking) DM

[Q-3.1] Level 1 Psi-3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Destruct I Metcre Creates astral destruct to fight for you. DM
2 Biodust Psykin 1d4 dust dmg/r to up to 2 cr. DM
3 Combat Reflex Clasen You gain +1 TH. DM
4 Expansion Psymet You grow 5%/level DM
5 Fork Gaze Clasen Gaze attacks (against you) affect both you and the person gazing at you. DM
6 Lesser Metaphys. Armor Clasen Enemies need a +1 weapon to hit you. DM
7 Lesser Spirit Adjustment Psymet You heal 1d8 hp, +1 to next PP save, or restore 1 negative level. DM
8 Moralize Telep Friends gain +1 on die rolls for 1 segment. DM
9 Mortis Psymet Target loses 3 max hp for 1 turn. DM
10 Remove Sound Psykin Remove sounds in area DM
11 Reveal Thoughts Telep Target's thoughts become known to everyone in area. DM
12 Tail of the Rat Psymet Gain a tail; your base tail attack does 1d4 damage. DM
13 Turn Object Psykin Turn a golem (RSW save) DM
14 UnCharm Person Telep Remove Charm, Domination DM

[PC9] Alternate (Planeshifted) Classes Group


[Q-3.2] Level 2 Psi-3 Powers

## Level 2 Powers Discip. Short Description Source
1 Astral Destruct II Metcre Create astral destruct to fight for you. DM
2 Chilling Ray Metcre Cold ray deals 3d6 damage to foe. DM
3 Clairnasience Clasen Clairnasience DM
4 Combat Presence Clasen +2 AC. DM
5 Control Earth Psykin Dig or Wall of Stone DM
6 Control Water Psykin Raise Water, Lower Water, or Part Water DM
7 Inaudibility Psykin Subject is inaudible for 10 min./level or until it attacks. DM
8 Inflict Uneasiness Telep Your mental attack deals 3d6 stat damage (random) DM
9 Muscle Lock Telep Subject cannot move or take any physical actions. DM
10 Painful Strike Psymet Your armed attacks deal extra 1d6 damage. DM
11 Psionic Trap Psyport Create a psionic trap (a minor High Frequency Sample effect) DM
12 Remove Psionic Trap Psyport Remove a psionic trap. DM
13 Spirit Adjustment Psymet You heal 3d6 hp, +3 to next PP save, or restore 2 negative levels. DM

[Q-3.3] Level 3 Psi-3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Destruct III Metcre Astral destruct fights for you. DM
2 Blackice Metcre Deals 5d4 black ice damage in 20 ft. radius. DM
3 Cone of Earthquake Psykin Earthquake inflicts 5d4 sonic damage (group) DM
4 Curse Sense Clasen Sense curses in 30-ft. radius. DM
5 Dimension Trade Psyport Switch places with anyone you see (unwilling gets save) DM
6 Drop Psyport Target cannot fly (no save) DM
7 Duodimensional Blade Psymet +3 distributed among crit range and multiplier to all your weapons DM
8 Metaphysical Armor Metcre Enemies need a +3 weapon to hit you. DM
9 Physm Telep +1 P action per round. DM
10 Plasmic Form Psymet Plasma damaging shield (50% damage back) DM
11 Replacement Psymet Dispel displacement effect, or you ignore displacement for 1 turn DM
12 Summon Monster II Telep Summons a DL II monster, can be in addition to astral destruct DM

[PC9] Alternate (Planeshifted) Classes Group


[Q-3.4] Level 4 Psi-3 Powers

## Level 4 Powers Discip. Short Description Source
1 Astral Destruct IV Metcre Astral destruct fights for you. DM
2 Dimensional Enhancer Psyport Can teleport or dim door away during combat (x1 Special) DM
3 Dismiss Elemental Metcre Dismiss an elemental (no save) DM
4 Fate of None Clasen Force an enemy to reroll a die roll (chooses worst) DM
5 Hold Monster Psyport Hold Monster DM
6 Midas Touch Metcre Transforms magic items into XP or gems (1/2 value) DM
7 Polymorph Other Psymet Polymorph Other DM
8 Psychotakeback Psymet You can use power points to boost your Int, Wis, and/or Chr ability mods. DM
9 Shards Touch Psymet Your shards touch deals 7d6 acid damage. DM
10 Spell Barrier Psykin SR 10+2*CL DM
11 Wall of Element Metcre Pick an element, it's a wall of it. Damage = CLd4 if you pass through. DM

[Q-3.5] Level 5 Psi-3 Powers

## Level 5 Powers Discip. Short Description Source
1 Astral Destruct V Metcre Astral destruct fights for you. DM
2 Darkness Blast Psykin Darkness blast inflicts 9d4 damage in 20' radius. DM
3 Ectoplasmic Weapon Metcre +10 TH DM
4 Graft Nonweapon Psymet A natural attack form of yours is considered a weapon (can spec., etc.) DM
5 Material Rearrangement Psykin Replace an object's material with another (same E factor or less) DM
6 Metamorphics Psymet Polymorph Any Object DM
7 Natural Shield Psymet +4 saves DM
8 Outcarnate Metcre One anti-psionic effect is permanent. DM
9 Physical Barrier Psymet -CL dmg per physical attack DM
10 Telemport Psyport Teleport someone you know to you (RSW save, attempt only 1/hour) DM

[Q-3.6] Level 6 Psi-3 Powers

## Level 6 Powers Discip. Short Description Source
1 Armor of Prudence Clasen +6 TH or saves. DM
2 Astral Destruct VI Metcre Astral destruct fights for you. DM
3 Breath of the Drake Psymet Breath water for 11d4 damage. DM
4 Improved Mortis Psymet Target loses 13 max hp. DM
5 Mass Confusion Telep Confusion a group (Will save) DM
6 Phlogiston Jaunt Psyport You enter the plane of Phlogiston. DM
7 Reintegrate Psykin Repair a broken item or reverse a disintegration effect DM
8 Replace Psykin Put an object into someone's inventory (Reflex save) DM
9 Suspend Death Psymet It takes CL rounds for you to die due to being at negative hp DM

[PC9] Alternate (Planeshifted) Classes Group


[Q-3.7] Level 7 Psi-3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Destruct VII Metcre Astral destruct fights for you. DM
2 Contingency Metcre Sets trigger condition for another power. DM
3 Emulate Effect Clasen Manifest any Psi-3 power 6th-level and less. DM
4 Metal Body Psymet AC +CL, saves +CL, unarmed dmg +CL, DR CL/- DM
5 Plane Shift Psyport Up to eight subjects travel to another plane. DM
6 Rebound Psykin MPaPReflection CL*15% DM
7 Sanity Telep Target is cured of insanity, confusion, feeblemind, mental effects DM
8 Teleport Without Error Psyport As Teleport with no off-targets. DM

[Q-3.8] Level 8 Psi-3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Destruct VIII Metcre Astral destruct fights for you. DM
2 Clone Metcre Clone DM
3 Mind Write Telep Subject immune to mental/emotional effects, scrying, and remote viewing. DM
4 Recall Birth Clasen Foe vividly recalls its birth, and gains CL negative levels (no save) DM
5 Spiritual Body Psymet Planar Displaced, Immune Matter, you can't physically attack DM
6 Telepathic Sphere Psykin Mobile force globe protects group from mental attacks DM
7 Temporal Accelerate Psyport Can use 2S+1V per segment. DM

[Q-3.9] Level 9 Psi-3 Powers

## Level 9 Powers Discip. Short Description Source
1 Anti-Astral Projection Psyport Projects you and friends into Anti-Astral Plane. DM
2 Armageddon Metcre Destroy a demiplane (will probably get Objected to unless it's empty) DM
3 Astral Destruct IX Metcre Astral destruct fights for you. DM
4 Greater Emulation Metcre Manifest any Psi-3 power 8th-level or less. DM
5 Pawn Telep Pawn someone (gets a Will and a Spell save, making either is a make) DM
6 Shapechange Other Psymet Shapechange Other DM

[PC9] Alternate (Planeshifted) Classes Group


Battle Priest


Level

KXP
Warrior/Priest
123 456 789

TH
1 0 1-- --- --- +1
2 2.5 2a- --- --- +2
3 5 31c --- --- +3
4 10 41a e-- --- +4
5 20 521 cg- --- +5
6 41 621 aei --- +6
7 82 731 1cg k-- +7
8 166 832 1ae im- +8
9 333 942 11c gko +9
10 666 953 21a eim +10
11 1033 963 211 cgk +11
12 1366 974 211 aei +12
13 1733 984 321 1cg +13
14 2066 995 321 1ae +14
15 2433 996 422 11c +15
16 2766 997 432 11a +16
17 3133 998 532 111 +17
18 3466 999 542 211 +18
19 3833 999 643 211 +19
20 4166 999 753 221 +20
21 4533 999 853 221 +21
22 4866 999 964 321 +22
23 5233 999 974 322 +23
24 5566 999 985 332 +24
25 5933 999 995 332 +25
26 6266 999 996 432 +26
27 6633 999 997 443 +27
28 6966 999 998 543 +28
29 7333 999 999 543 +29
30 7666 999 999 654 +30
31 8033 999 999 754 +31
32 8366 999 999 864 +32
33 8733 999 999 975 +33
34 9066 999 999 985 +34
35 9433 999 999 996 +35
36 9766 999 999 997 1 +36
37 19532 999 999 997 2 +37
38 29298 999 999 997 3 +38
39 39064 999 999 997 4 +39
45 97660 999 999 999 8 +45
54 185554 AAA AAA A99 91 +54
63 273448 AAA AAA AA9 99 +63
72 361342 BBB BBA AAA AA1 +72
Requisites: Str 16, Dex 13, Wis 16,
  Class Slots 2
Alignment: any
HD/level: d12 or &d8 (pick one)
Weapon Prof.: 4+level/2
Reference: DM {Planeshifted Harmer}
Groups: Warrior, Priest, Alternate
Complexity: CF=3
 
Saving Throws:
PPD: level+9 Fort: level+4
RSW: level+8 Reflex: level+3
PP: level+7 Will: level+7
BW: level+6
Spell: level+5
 
Intermediate Str, Dex, and Wis bonus. [At CF=3 this is +3 over Normal bonus; At CF=4 this is (stat-13)*3/2.]
May use Str or Dex bonus to spell progression.
Can use the "War" spells unique to War Priest.
Level 1: Grand in spells that are range touch.
Level 1 ¶: May cast one spell per segment using 1 arm's P action, instead of 1M.
Level 1 ¶: For each spell memorized from base progression (without using spell bonuses from ability scores), you may have one instance of the spell "on your hands" before combat. You may distribute these effects as you see fit (along with a weapon strike, with a touch, etc.).
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. Barbarian Str bonus instead of Exceptional.
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.

[PC9] Alternate (Planeshifted) Classes Group


War Spells: (* = new)
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
* Betrayal Touch (SL=1): Charm Monster (range touch; Spell save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
* Battle Arsenal (SL=2): All your weapons and armor get +1/+1. (Cannot material component or cast on others)
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
* Dancing Shield (SL=3): You may have one of your Shields be Dancing (doesn't require an arm). (Cannot material component or cast on others)
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
* Sharp Arsenal (SL=4): All of your weapons are Sharpness. Immune Sharpness. Resist Vorpal (you need to be Vorpaled twice).
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
* Twilight Touch (SL=5): Touch to Twilight (Psionic Blast save at -CL)
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)
* Mass Mass Cureall (SL=10): Curealls up to 100 groups of creatures. (Yes, this can be reversed.)
 
CF=4:
Level 9 ¶: May cast one spell per segment using an arm's P action instead of 1M, per set of arms.
Level 9 ¶: May cast Battlelord spells as if one SL higher. (At CF=5 this becomes the same SL.)

[PC9] Alternate (Planeshifted) Classes Group


Beast Rider

Level KXP Priest
123 4
1 0 b-- -
2 2.475 a-- -
3 4.95 a-- -
4 9.9 0-- -
5 19.8 0b- -
6 39.6 1a- -
7 79.2 1a- -
8 158.4 10b -
9 350 10a -
10 700 11a -
11 1050 110 b
12 1400 111 a
13 1750 111 a
14 2100 211 0
15 2450 211 1
16 2800 221 1
17 3150 222 1
18 3500 322 1
19 3850 333 2
20 4200 333 3
21 4550 433 3
22 4900 443 3
23 5250 444 3
24 5600 444 4
25 5950 544 4
26 6300 554 4
27 6650 555 4
28 7000 555 5
29 7350 655 5
30 7700 665 5
31 8050 666 5
32 8400 666 6
33 8750 766 6
34 9100 776 6
35 9450 777 6
36 9800 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 11, Chr 13
Alignment: non-E
HD/level: ++d8
Weapon Prof.: 1+level
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted Beastmaster}
Groups: Warrior, Alternate
 
Gets priest spells, with Chr bonus. Grand access in Animal and Charm. Cannot cast Necromancy spells at all.
Level 1: 1M: Summon a DL=(LVL+1)/2 mount of your choice. A table of mounts is on the following page.
Level 1: Get 1 normal familiar, which must be a mount and a natural animal. You don't actually ride your familiar to get it's bonus; you ride your summoned mount (the ability above).
Level 1: 1M: Animal Friendship
Level 1: 1M: Speak with Animals
Level 1: 0: You may take a damaging effect or attack for your mount, or vice versa.
Level 2: Your mount takes 1/LVL damage from energy attacks.
Level 4: All animals that you ride gain +2 Int.
Level 6: Your mount may fly at it's ground speed rate. (Note that Flying isn't listed on the Mount table for DL 4+ mounts, but most already have it.)

[PC9] Alternate (Planeshifted) Classes Group


Beast Rider Mounts

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC9] Alternate (Planeshifted) Classes Group


Biostatistician

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

[PC9] Alternate (Planeshifted) Classes Group


Biostatistician Abilities

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

[PC9] Alternate (Planeshifted) Classes Group


Black Hat5

Level KXP
Spells
1 0 (none)
2 2.7 (none)
3 5.4 (none)
4 10.8 (none)
5 21.6 (none)
6 43.2 (none)
7 86.4 (none)
8 172.8 (none)
9 300 (none)
10 530 (none)
11 760 (none)
12 990 (none)
13 1220 (none)
14 1450 (none)
15 1680 (none)
16 1910 (none)
17 2140 (none)
18 2370 (none)
19 2600 (none)
20 2830 (none)
21 3060 (none)
22 3290 (none)
23 3520 (none)
24 3750 (none)
25 3980 (none)
26 4210 (none)
27 4440 (none)
28 4670 (none)
29 4900 (none)
30 5130 (none)
31 5360 (none)
32 5590 (none)
33 5820 (none)
34 6050 (none)
35 6280 (none)
36 6510 (none)
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: Dex 9, Chr 6
Alignment: any (most E)
HD/level: +2d6
Weapon Prof.: 3+level
To Hit Table: 1xWar
Save Table: Half0
Reference: DM {Planeshifted White Hat5}
Groups: Rogue, Alternate
 
This class gets 1 "Any Rogue LVL/2 (round up) pick" per level. This class gets only 30 rogue points per level.
 
Levels Pick Description
Level 1-3: A Fool: -1 Int, +50 Rogue points
B Training: Gain 1 stat point per reset.
C Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.
D Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
E Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
Level 4: Pick two BlackHat5 Level 1-3, one Mercenary5 Level 1-3, or one Psi-5 minor
Level 5-7: F Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
G Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
H Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
I Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
J Gain a Specialty God pick, ignoring the "Turn" column (unless you have turning from another source and want a bonus).
Level 8: Pick two BlackHat5 Level 5-7, one Mercenary5 Level 1-3, or one Psi-5 minor
Level 9-12: K
L
M
N
O
Level 13:
Level 14-18: P
Q
R
S
T
Level 18:
Level 20-26: U  
V  
W  
X  
Y  
Z  
Level 27-36:  

[PC9] Alternate (Planeshifted) Classes Group


Block

Level KXP
Spells
1 7 (none)
2 14 (none)
3 28 (none)
4 56 (none)
5 112 (none)
6 224 (none)
7 448 (none)
8 560 (none)
9 700 (none)
10 1400 (none)
11 2100 (none)
12 2800 (none)
13 3500 (none)
14 4200 (none)
15 4900 (none)
16 5600 (none)
17 6300 (none)
18 7000 (none)
19 7700 (none)
20 8400 (none)
21 9100 (none)
22 9800 (none)
23 10500 (none)
24 11200 (none)
25 11900 (none)
26 12600 (none)
27 13300 (none)
28 14000 (none)
29 14700 (none)
30 15400 (none)
31 16100 (none)
32 16800 (none)
33 17500 (none)
34 18200 (none)
35 18900 (none)
36 19600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  4  3  2  2  2  1
+1  8  5  7  6  4  3  3  2
+2 10  8  9  9  7  5  4  3
+3 12 10 11 12  9  6  5  4
+4 14 12 13 14 11  8  6  5
+5 15 13 14 14 12  9  8  6
+6 15 14 15 15 14 11  9  7
+7 15 14 15 15 15 12 10  8
+8 16 15 15 15 15 14 11  9
+9 16 15 16 15 15 15 12 10
+10 16 16 16 15 16 17 14 11
+11 17 16 16 16 16 18 15 12
+12 20 19 19 19 19 21 18 15
+13 23 22 22 22 22 24 21 18
+14 26 25 25 25 25 27 24 21
+15 29 28 28 28 28 30 27 24
+16 32 31 31 31 31 33 30 27
+17 35 34 34 34 34 36 33 30
Requisites: Con 0
Alignment: any
HD/level: 6d4
Weapon Prof.: 6+level
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Brick}
Groups: Warrior, Monster, Alternate
 
Level 1: Regenerate (not Troll-like) Con score in hp per segment.
Level 1: +LVL*3 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[PC9] Alternate (Planeshifted) Classes Group


BlockCustom5

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

[PC9] Alternate (Planeshifted) Classes Group


BlockCustom5 Picks

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

[PC9] Alternate (Planeshifted) Classes Group


Companion Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 3-- --- ---
4 12 4- --- ---
5 24 41- --- ---
6 48 42- --- ---
7 96 43- --- ---
8 192 44 --- ---
9 384 441 --- ---
10 750 542 --- ---
11 1500 643 --- ---
12 2000 744 -- ---
13 2500 744 1-- ---
14 3000 754 2-- ---
15 3500 764 3-- ---
16 4000 774 4- ---
17 4500 774 41- ---
18 5000 775 42- ---
19 5500 776 43- ---
20 6000 777 44 ---
21 6500 777 441 ---
22 7000 777 542 ---
23 7500 777 643 ---
24 8000 777 744 --
25 8500 777 744 1--
26 9000 777 754 2--
27 9500 777 764 3--
28 10000 777 774 4-
29 10500 777 774 41-
30 11000 777 775 42-
31 11500 777 776 43-
32 12000 777 777 44
33 12500 777 777 441
34 13000 777 777 542
35 13500 777 777 643
36 14000 777 777 744
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Chr 19, Cml 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Pet Mage}
Groups: Wizard, Monster, Alternate
 
Specialized in Enchantment; Normal in Abjuration; all other schools are Opposite.
Can have 1 animal companion per level.
Your animal companions have (10+LVL)% of your base XP.

[PC9] Alternate (Planeshifted) Classes Group


Conjugator

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

[PC9] Alternate (Planeshifted) Classes Group


Cthulhu Investigator5

Level KXP Wizard
123 456 789 AB
1 0 2- --- --- --
2 4.5 31 --- --- --
3 14 421 --- --- --
4 33 532 -- --- --
5 70 643 1- --- --
6 145 754 21- --- --
7 294 865 32 --- --
8 593 976 43 --- --
9 1001 A87 541 -- --
10 1410 A98 652 1-- --
11 1819 AA9 763 2- --
12 2228 AAA 874 3- --
13 2637 AAA 985 4- --
14 3046 AAA A96 51 --
15 3455 AAA AA7 621 --
16 3864 AAA AA8 732 --
17 4273 AAA AA9 843 --
18 4682 AAA AAA 954 -
19 5091 AAA AAA A65 -
20 5500 AAA AAA A76 1-
21 5909 AAA AAA A87 1-
22 6318 AAA AAA A98 2-
23 6727 AAA AAA AA9 2-
24 7136 AAA AAA AAA 3-
25 7545 BBB BBB BBB 3-
26 7954 BBB BBB BBB 4-
27 8363 CCC CCC CCC 4
28 8772 CCC CCC CCC 5
29 9181 DDD DDD DDD 5
30 9590 DDD DDD DDD 51
31 9999 DDD DDD DDD 61
32 10408 EEE EEE EEE 61
33 10817 EEE EEE EEE 71
34 11226 FFF FFF FFF 71
35 11635 FFF FFF FFF 81
36 12044 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  7  0  1  1
+1  5  9  6  4  8  1  2  3
+2  5 10  7  5  9  2  3  4
+3  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+4  8 13 10  8 12  5  6  8
+5  8 14 11  9 13  6  7  9
+6  9 15 12 10 14  7  8 10
+7 10 15 13 11 15  8  9 11
+8 11 16 14 12 15  9 10 13
+8 12 16 14 13 16 10 11 14
+9 13 16 15 14 16 11 12 15
+10 14 16 15 15 16 12 13 16
+11 15 17 16 16 16 13 14 18
+11 16 17 16 16 17 15 15 18
+12 16 17 16 16 17 17 16 18
+13 17 17 17 17 17 17 16 18
+14 18 18 17 17 17 17 17 18
Requisites: Dex 12+level, Int 4+2*level
Alignment: L any (or) W any
HD/level: d10
Weapon Prof.: 6+level/6
To Hit Table: 2xWiz
Save Table: 2xWiz
Reference: CoC3 {Planeshifted Cthulhoid Horror5)
Groups: Wizard, Alternate, Planar
 
For abilities, see next page.

[PC9] Alternate (Planeshifted) Classes Group


Cthulhu Investigator5 Abilities

The stat requirements for this class is Dex 12+LVL and Int 4+2*LVL. If you gain enough XP to raise in level and do not have the stat requirement, you still go up in level, but you "owe" stat points (can spend stat points only to Dex or Int until you fill the requirements). You cannot add this class unless you have Dex 13 and Int 6 (what you need to be level 1).
Specialized in Cthulhu school, pick an opposite. Other Wizards cannot access Cthulhu school at all unless they "know" your class; even then, they need to spend 2 slots each for them. DM Note: These spells are listed in the [PC2] section.
May weapon specialize using the "Spec Non-War" column for number of attacks.
 
Levels 1-3: Pick one of these per level:
   A. 1M: Dismiss a Ooze or Demon 10*LVL%
   B. 1M: LVL instances of Resist Insanity
   C. Immune Goo and Gray Goo
   D. 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample
   E. Immune to tentacle damage.
Level 4: Pick two Cthulhoid Investigator5 Level 1-3, one Occultist5 Level 1-3, or one Alien Cultist5 Level 1-3
Levels 5-7: Pick one of these per level:
   F. 1P, 1/r: +1QM next segment.
   G. Immune head blown off, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
   H. 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.
   I. 1M+1P: Contact Higher Plane
   J. 2M: Close a Gate or Dimension Door. Your room has a x1 Special of Proof against Teleportation.
Level 8: Pick two Cthulhu Investigator5 Level 5-7, one Occultist5 Level 5-7, or one Alien Cultist5 Level 5-7
Levels 9-11: Pick one of these per level:
   K. Capital S Slay is treated as (lower-case) slay for you
   L. Immune Clone Insanity, Mirror of Opposition
   M. 2F, 1/t: Cure Capital C Crapped on someone.
   N. 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)
   O. 1F: Restore Multiplier; Remove Multiplier damage (incl. Vile Multiplier damage)
Level 12: Pick two Cthulhu Investigator5 Level 9-11, one Occultist5 Level 9-11, or one Alien Cultist5 Level 9-11

[PC9] Alternate (Planeshifted) Classes Group


Cthulhu School Spells

Name SL Effect
Candle Communication 0 Can communicate to someone you know (across planes) if they are running this spell too
Detect Life 0 Detect Life
Elder Sign 0 Outer planar creatures cannot cross the line
Message 0 Message
Augury 1 Augury
Bind Enemy 1 Choose a target. You can't attack or target him, and vice versa.
Chant of Thoth 1 +CL Int checks
Cloud Memory 1 Forget (Will save)
Contact Human 1 Contact a specific person
Control Weather 1 Control Weather
Create Bad-Corpse Dust 1 Create a line that Undead cannot cross
Deflect Harm 1 Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
Detect Magic 1 Detect Magic
Dominate Animal 1 Dominate Animal (save)
Eibons Wheel of Mist 1 Your group is Invisible
Invisibility Purge 1 Dispel Invisibility
Mirror of Tarkhun Atep 1 Creates a mirror
Nightmare 1 Target sleeping person has a nightmare
Pose Mundane 1 Illusion: Room appears to be normal/ordinary (x1 Trick)
Power of Nyambe 1 +2d6 SL's added to your current progression for today; -1 Con (permanent)
Seal of Isis 1 Object will make it's next item saving throw
Snare Dreamer 1 Dispel a Somniomancy effect
True Strike 1 Next attack at +20 TH
Unmask Demon 1 Dispel a Change Self or Alter Appearance effect
View Gate 1 Can see through a Gate to other side clearly
Voice of Ra 1 +1d6+1 Chr
Warding the Eye 1 Immune to the "Evil Eye" spell (on this list)
Bring Pestilence 2 Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
Cast Out Shan 2 Dismiss a DL I-II Insect or Undead
Cause Fear 2 Fear (Will save)
Circle of Nausea 2 Nausea to one group (Fort save)
Contact Creature 2 Contact a specific creature type
Darkness 2 Darkness
Dismissal 2 Dismiss an outer planar creature (save)
Dominate Person 2 Dominate Person (save)
Dread Curse of Azathoth 2 1d3 Chr dmg
Enchant Item 2 Add a half plus to an item (for 1 hour)
Evil Eye 2 Curse: -4 TH, checks, saves (save)
Find Gate 2 Detect Gates
Fist of Yog-Sothoth 2 CLd6 force dmg to one target (no save)
Flesh Ward 2 DR 10/+1
Frozen Tracks 2 Stop (save)
Grasp of Cthulhu 2 Target takes 2d6 dmg /r (save)
Healing Touch 2 Touch to cure 1d8+CL hp and 1 stat point dmg
Hide from the Eye 2 Invisibility
Hypnotism 2 Hypnosis (save)
Identify Spirit 2 Detect Possession
Insect Plague 2 Area effect 1 dmg /s insects
Levitate 2 Levitate
Locate Object 2 Locate Object
Magic Weapon 2 Weapon gets +1/+1 for 1 turn
Obscuring Mist 2 Wall of Fog
Sekhmenkenhep's Words 2 Convince people that what you're saying is true (save)
Skin of Sedefkar 2 +CL/5 AC
Song of Hastur 2 Target takes 2d6 dmg /r (save)
Soul Trap 2 Speak with Dead but you had to be the one who killed him
Spectral Razor 2 Magical blade that's 2d6 dmg and counts as a +5 weapon
Suggestion 2 Suggestion (save)
Voorish Sign 2 The next spell you cast will be at +3 CL
Wandering Soul 2 Dream Travel
Ward against Pyschics 2 Psionic Feats cannot be used in the room (x1 Special)
Black Binding 3 Animate a dead corpse as a DL III Undead
Breath of the Deep 3 Target is drowning (Fort save per segment or 2d6 dmg)
Contact Deity 3 Contact a specific deity 50+CL%; caster becomes insane (Will save)
Curse of the Stone 3 Target cannot act (save) as long as you heavy concentrate (can't use M actions)
Divination 3 Divination
Imprison Mind 3 Target spirit / life essence cannot leave the body it's in (save)
Mindblast 3 Insanity (save)
Raise Night Fog 3 Fog
Red Sign of Shudde M'ell 3 Group takes 1d6+LVL dmg (no save)
Shriveling 3 CLd4 dark energy dmg to one target (no save)
Siren's Song 3 Charm 2*CL HD of creatures (save)
Summon/Bind Creature 3 Summons a DL 1d4 Outer creature
Wave of Oblivion 3 If near a body of water, creates a large wave (CLd4 water dmg, no save)
Wither Limb 3 Sharpness a random limb (save)
Wrack 3 Pain (-2 all rolls) (save)
Animal Form 4 Polymorph Self into a specific animal
Bind Loup-Garou 4 Force Shapechange and Dispel a Psi14 effect
Bind Soul 4 Put someone's soul in a receptacle (Will save)
Cloak of Fire 4 +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
Create Scrying Window 4 Postcognition
Curse of the Putrid Husk 4 Curse: Insanity (save)
Curse of the Rat-thing 4 Animate a dead corpse as a DL IV Undead
Dark Resurrection 4 Raise Dead
Hands of Colubra 4 Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
Locate Creature 4 Locate a specific creature
Look to the Future 4 Can see into the future
Mind Transfer 4 Switch bodies with someone (save)
Pipes of Madness 4 Insanity to a group (save)
Return to Rest 4 Destroy an undead (save)
Soul Singing 4 Illusion: Target sees and hears what you wish, no one else affected (save)
Speak with Dead 4 Speak with Dead
Unspeakable Oath 4 Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
Banishment of Yde Etad 5 Banish an outer planar creature to home plane (Will save)
Blind/Deafen 5 Blind and Deafen target (Fort save on each)
Cast Out Devil 5 Exorcise
Create Barrier of Naach-Tith 5 Wall: Spells cannot pass, Str check (DC 40) to pass
Magic Jar 5 Magic Jar
Become Spectral Hunter 6 You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
Body Warping of Gorgoroth 6 Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
Clutch of Nyogtha 6 Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
Create Gate 6 Gate
Curse of the Chaugnar Faugn 6 *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
Eyes of the Zombie 6 See through the eyes of a zombie (that you control)
Power Drain 6 Target loses 1d6 stat points (save), you temporarily gain the amount he lost
Create Self-Ward 7 DR 10/+1; Resist Aging
Create Time Gate 7 Create a Time Gate 10^(N-4) years
Steal Life 7 Drain 1 stat point per segment from target and add to you temporarily (save per segment)
Word of Recall 7 Word of Recall
Consume Likeness 8 Alter Appearance to someone specific who recently died (it's very convincing)
Death by Flames 8 Target takes 1d10 fire dmg /s (no save)
Eye of Light & Darkness 8 All outer planar creatures take 1 Wis dmg per segment (x1 Special)
Call Deity 11 Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
Dismiss Deity 11 Dismisses the material form of a god (remember this is only a x1 effect by itself)

[PC9] Alternate (Planeshifted) Classes Group


Divine Elf0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 3 1-- --- -
3 6 20- --- -
4 12 21- --- -
5 24 220 --- -
6 48 221 --- -
7 90 322 0-- -
8 187.5 332 1-- -
9 300 333 20- -
10 450 443 21- -
11 637.5 443 320 -
12 825 444 321 -
13 1012.5 554 322 -
14 1200 555 332 -
15 1387.5 655 333 -
16 1575 655 443 0
17 1762.5 665 443 1
18 1950 665 443 2
19 2137.5 765 444 2
20 2325 765 444 3
21 2512.5 765 554 3
22 2700 765 554 4
23 2887.5 776 654 4
24 3075 876 655 4
25 3262.5 876 655 5
26 3450 877 665 5
27 3637.5 887 666 5
28 3825 887 776 5
29 4012.5 887 776 6
30 4200 888 777 6
31 4387.5 888 887 6
32 4575 988 887 6
33 4762.5 998 888 7
34 4950 999 888 8
35 5137.5 999 998 8
36 5325 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+3 10  8  8  8  7  1  2  2
+4 10  8  8  8  8  2  3  2
+5 14 11 11 11 11  2  3  3
+5 14 12 11 11 11  2  4  3
+6 14 12 12 11 11  3  4  3
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  5  4
+12 16 14 14 15 15  4  5  4
Requisites: Str 9, Wis 9
Alignment: any
HD/level: d7
Weapon Prof.: 3+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: DM {Planeshifted Elf0}
Groups: Priest, Warrior, Alternate
 
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
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 1: +1 slot in Weapon Mastery per level.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 9: Can construct religious stronghold, cost is due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10 ¶: +8 HNCL
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.

[PC9] Alternate (Planeshifted) Classes Group


Doomdoctor3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +1 & +3 (all)
& +1 & +4 (all)
& +2 & +5 (all)
& +2 & +6 (all)
& +2 & +7 (all)
& +2 & +8 (all)
& +3 & +9 (all)
& +3 & +10 (all)
& +3 & +11 (all)
& +3 & +12 (all)
& +4 & +13 (all)
& +4 & +14 (all)
& +4 & +15 (all)
& +4 & +16 (all)
& +5 & +17 (all)
& +5 & +18 (all)
Requisites: Int 0, (Wizard 7)
Alignment: any
HD/level: & d5
Weapon Prof.: & (3+level)/4
To Hit Table: & +(3+level)/4
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Wizard, Planar, Alternate
 
Gets Exceptional Int.
Level 1 ¶: +1 Research point per Reset for new spells.
Level 1 ¶: +1 Specialty school.
Level 1 ¶: +LVL to your Wizard CL (in your other Wizard classes)
Level 1: Blasting: x2 effect with Invocation spells and effects (this becomes x3 total when material componenting).
Level 2: Arcane Expertise: LVL-1 slots in Spellcraft proficiency; 1M, 1/d: Legend Lore
Level 3: Shadow Adaptation: Immune Shadow. (You can pick Positive or Negative instead if you prefer.)
Level 4: Snap or Reply: +LVL-3 stat points distributed among Dex or Int.
Level 7: Unmaking Natural: 1 attack or M: Dispel Natural
Level 9: Spell Gate: 1M: Spell Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC9] Alternate (Planeshifted) Classes Group


Doomscout3

Level KXP
Rogue Abilities
TH
1 0 (none) & +1
2 10 +1 LVL to one class's Rogue abilities & +1
3 30 +1 LVL to one class's Rogue abilities & +1
4 60 +2 LVL to one class's Rogue abilities & +2
5 100 +2 LVL to one class's Rogue abilities & +2
6 150 +3 LVL to one class's Rogue abilities & +2
7 210 +3 LVL to one class's Rogue abilities & +3
8 280 +4 LVL to one class's Rogue abilities & +3
9 360 +4 LVL to one class's Rogue abilities & +3
10 450 +5 LVL to one class's Rogue abilities & +4
11 550 +5 LVL to one class's Rogue abilities & +4
12 660 +6 LVL to one class's Rogue abilities & +4
13 780 +6 LVL to one class's Rogue abilities & +5
14 910 +7 LVL to one class's Rogue abilities & +5
15 1050 +7 LVL to one class's Rogue abilities & +5
16 1200 +8 LVL to one class's Rogue abilities & +6
17 1360 +8 LVL to one class's Rogue abilities & +6
18 1530 +9 LVL to one class's Rogue abilities & +6
19 1710 +9 LVL to one class's Rogue abilities & +7
20 1900 +10 LVL to one class's Rogue abilities & +7
21 2100 +10 LVL to one class's Rogue abilities & +7
22 2310 +11 LVL to one class's Rogue abilities & +8
23 2530 +11 LVL to one class's Rogue abilities & +8
24 2760 +12 LVL to one class's Rogue abilities & +8
25 3000 +12 LVL to one class's Rogue abilities & +9
26 3250 +13 LVL to one class's Rogue abilities & +9
27 3510 +13 LVL to one class's Rogue abilities & +9
28 3780 +14 LVL to one class's Rogue abilities & +10
29 4060 +14 LVL to one class's Rogue abilities & +10
30 4350 +15 LVL to one class's Rogue abilities & +10
31 4650 +15 LVL to one class's Rogue abilities & +11
32 4960 +16 LVL to one class's Rogue abilities & +11
33 5280 +16 LVL to one class's Rogue abilities & +11
34 5610 +17 LVL to one class's Rogue abilities & +12
35 5950 +17 LVL to one class's Rogue abilities & +12
36 6300 +18 LVL to one class's Rogue abilities & +12
37 12600 +18 LVL to one class's Rogue abilities & +13
38 18900 +19 LVL to one class's Rogue abilities & +13
39 25200 +19 LVL to one class's Rogue abilities & +13
45 63000 +22 LVL to one class's Rogue abilities & +15
54 119700 +27 LVL to one class's Rogue abilities & +18
63 176400 +31 LVL to one class's Rogue abilities & +21
72 233100 +36 LVL to one class's Rogue abilities & +24
Requisites: Dex 0, (Rogue 7)
Alignment: any
HD/level: & d7
Weapon Prof.: & (2+level)/3
To Hit Table: & +(2+level)/3
Reference: DM {Planeshifted Doomguard3}
Groups: Rogue, Planar, Alternate
Complexity: CF=3
 
Saving Throws:  
PPD: & 0+level
RSW: & 0+level
PP: & 0+level
BW: & 0+level
Spell: & 0+level
Fort: & 0+level
Reflex: & 0+level
Will: & 0+level
   
Gets Exceptional Dex.
Add this class's level adjustment to the LVL of one of your other classes' Rogue abilities. This affects how far down the chart you read (for which Rogue abilities you have), and the number of points you have. It also affects your CL (or effective level) if that is needed for anything. It does not affect "Level:" abilities, lines of text, or spellcasting.
Level 1 ¶: +1 "Any Rogue N" pick per Reset, where N is your current level. This is added to this (Doomscout3) class, not to the class you are adding the LVL adjustment to. This class does get the normal 40 Rogue points per level.
Level 1 ¶: +LVL to your CL when casting Rogue spells.
Level 2: Rogue Expertise: LVL-1 extra skill points in 3rd edition Rogue skills; 1M, 1/d: Legend Lore
Level 3: Innate Adaptation: Double Resist Innate abilities (or anything resisted using IR).
Level 4: Snap or Crash: +LVL-3 stat points distributed among Dex or Str.
Level 7: Unmaking Weapon: 1 attack or V: Dispel Weapon or anti-Weapon (includes damaging Shields; anything that uses WR or aWR to resist)
Level 9: Innate Gate: 1M: Innate Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC9] Alternate (Planeshifted) Classes Group


Doomshaman3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +2 & +3 (all)
& +2 & +4 (all)
& +3 & +5 (all)
& +3 & +6 (all)
& +4 & +7 (all)
& +4 & +8 (all)
& +5 & +9 (all)
& +5 & +10 (all)
& +6 & +11 (all)
& +6 & +12 (all)
& +7 & +13 (all)
& +7 & +14 (all)
& +8 & +15 (all)
& +8 & +16 (all)
& +9 & +17 (all)
& +9 & +18 (all)
Requisites: Wis 0, (Priest 7)
Alignment: any
HD/level: & d9
Weapon Prof.: & (1+level)/2
To Hit Table: & +(1+level)/2
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Priest, Planar, Alternate
 
Gets Exceptional Wis.
Level 1 ¶: +LVL to Turn Undead level (if you don't have Turn Undead at all, your Turn Undead level is -4).
Level 1 ¶: +1 Specialty Priest (GGL) pick
Level 1 ¶: +LVL to your Priest CL (in your other Priest classes)
Level 1: Veluna Healing: x2 effect with Curing spells and effects (not when reversed though). You can cure/cause to beings that are not normally affected (incorporeal undead, golems, etc.).
Level 2: Godly Expertise: LVL-1 slots in Religion proficiency; 1M, 1/d: Commune (to any god, not necessarily yours)
Level 3: Unholy Adaptation: Immune Unholy. (You can pick Holy or Eldritch instead if you prefer.)
Level 4: Snap or Retort: +LVL-3 stat points distributed among Dex or Wis.
Level 7: Unmaking Innates: 1 attack or M: Dispel Innate
Level 9: Gate: 1M: Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
* DM Note: Feats marked with an asterisk (*) are new and did not appear in the Doomguard3 class. Doomguard3 can use these.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
* Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
* Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
* Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
* Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
* Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
* Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
* Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
* Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
* Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC9] Alternate (Planeshifted) Classes Group


Dwarven Offender3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 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
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
+10 16 15 14 14 15  6  4  3
+11 16 15 15 14 15  7  5  3
+12 16 15 15 15 15  7  5  3
+13 16 15 15 15 15  7  5  3
+14 16 15 15 15 15  7  5  3
+15 16 15 15 15 15  7  5  3
+16 16 15 15 15 15  7  5  3
+17 16 15 15 15 15  7  5  3
+18 16 15 15 15 15  7  5  3
Requisites: Chr 0, Rogue 4
Alignment: C any
HD/level: d12
Weapon Prof.: 0+level
To Hit Table: +level
Save Table: Dwarf0
Reference: DM {Planeshifted Dwarven Defender3}
Groups: Warrior, Rogue, Alternate
 
Gets 20 Rogue points per level. Gets an "Any Rogue" pick every odd level.
Level 1: Offensive Stance: 0, [(LVL+1)/2] /d: +2 Str, +2 Con, -2 all saves, -4 AC, lasts for 3+(Con bonus) rounds.
Level 1: Get +LVL parting shots whenever the opportunity for parting shots arise.
Level 2: Offensive Awareness: Gets Dex bonus to TH with melee weapons.
Level 5: When you flank someone, get +LVL to hit. When you're behind someone, get +LVL*2 to hit.
Level 6: Ignore DR.
Level 10: Your traps (and your traps that you've captured) do double effect.
Level 10: Ignore WR, aWR.

[PC9] Alternate (Planeshifted) Classes Group


Engineer

Level KXP Ench/Psi8/16
mMG S
1 0 1-- -
2 3 2-- -
3 6 3-- -
4 12 31- -
5 24 41- -
6 48 42- -
7 96 52- -
8 192 53- -
9 350 531 -
10 600 541 -
11 850 641 -
12 1100 642 -
13 1350 652 -
14 1600 752 -
15 1850 753 -
16 2100 763 -
17 2350 863 -
18 2600 863 1
19 2850 864 1
20 3100 874 1
21 3350 974 1
22 3600 974 2
23 3850 975 2
24 4100 985 2
25 4350 985 3
26 4600 986 3
27 4850 996 3
28 5100 996 4
29 5350 997 4
30 5600 997 5
31 5850 998 5
32 6100 998 6
33 6350 999 6
34 6600 999 7
35 6850 999 8
36 7100 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Con 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Planeshifted Wilderneer}
Groups: Rogue, Alternate, Technology
 
Gets 60 Rogue points per level.
For powers (see progression), you can pick from Psi8 or Psi16, or from the Enchantment/Charm School (Wizard) at a 1 SL penalty, so "m"=SL 1, "M"=SL 4, "G"=SL 7, and "S"=SL 10.
May material component spells, but not psionic powers.
May have up to LVL Psi8/Psi16 items (combined, this is not for each frequency).
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
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 Clown: -1 Wis, +50 Rogue points
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 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 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
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 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.
5 Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
5 Any Rogue 5 ability - - - -
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
7 inWR || inaWR || inaaWR ( | CR in addition to WR) 0 0 Str+Con-34 Str+Con-44
7 Any Rogue 7 ability - - - -
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
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 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 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
18 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
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

[PC9] Alternate (Planeshifted) Classes Group


Ethereal Repair60

Level KXP Psi60
mMG SU
1 0.5 (owe) 1-- --
2 6 2-- --
3 18 2-- --
4 54 3-- --
5 108 3-- --
6 216 31- --
7 343 32- --
8 512 32- --
9 729 33- --
10 1000 33- --
11 1300 331 --
12 1600 332 --
13 1900 332 --
14 2200 432 --
15 2500 433 --
16 2800 433 --
17 3100 443 --
18 3400 443 1-
19 3700 443 2-
20 4000 443 3-
21 4300 443 3-
22 4600 444 3-
23 4900 444 3-
24 5200 444 4-
25 5500 444 4-
26 5800 444 4-
27 6100 544 4-
28 6400 544 4-
29 6700 554 41
30 7000 554 42
31 7300 555 43
32 7600 555 44
33 7900 555 54
34 8200 555 54
35 8500 555 55
36 8800 665 55
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 3+level, Con 2+level,
Int 5+level, Wis 4+level, Chr 1+level
Alignment: any
HD/level: & 2d3
Weapon Prof.: & 6+level/6
To Hit Table: Mon
Save Table: Psi
Reference: DM {Double Planeshifted Astral Construct3}
Groups: Priest, Psionicist, Monster, Alternate
 
Gets Psi60 powers, see [Q60]. Gets Str or Wis bonus to the progression.
P60Ps = Str + Int + Wis - 36 +level*5.
Also gets 1 ERP (Ethereal Repair Point) per level. These ERPs return at a rate of LVL/4+1 per turn, round down.
Level 1: Everyone in your group (including yourself and enemies) needs a +1 weapon to hit them.
Level 1: You may use Ethereal Projection.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. M, 1 ERP: Cure 10*LVL hp to one target.
   II. 1M, 1 ERP: Repair a x0 or x1 magic item.
   III. 1M, 1 ERP: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
Level 2: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. M, 2 ERP: Cure 10*LVL hp to one group.
   V. 1M, 2 ERP: Add a charge to an item.
   VI. 1M, 2 ERP: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. M, 3 ERP: Restore an effect that was dispelled within the last round.
   VIII. 1M or 1bM, 3 ERP: Heal a summon or animal companion
   IX. 1M, 3 ERP: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC9] Alternate (Planeshifted) Classes Group


Basic Psi60 Information

P60Ps = Str + Int + Wis - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P60P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 

Psi60 Minor Powers

Name Field Targ Type Drain P60Ps Notes
Armor Manip 3 Phys L3 3 Melee:+LVL AC, -LVL/2 dmg per hit
Combat Sense (personal) Detect 2 Phys L2 2 +LVL move rate, +LVL TH
Cure Light Wounds Health Con Phys L1 1 Cure 1d8+LVL hp
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Touching Detect 4 Ment L1 1 +LVL foot reach
Ethereal Perception Detect 0 Ment L0 0 Ethereal Perception
Inaudibility Illus Int Ment L2 2 Move Silently 25*LVL%
N-ray Gem Detect 3 Phys L2 2 Gem of N-ray vision (LVL')
Person Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Slide Item Manip W Phys L2 2 Caster controls left+right
Stun Touch Combat Wis Ment L1 1 LVL*5 dmg + stun (save)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)

[PC9] Alternate (Planeshifted) Classes Group


Psi60 Major Powers

Name Field Targ Type Drain P60Ps Notes
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +LVL/2 AC, -LVL dmg per hit/succ
Avoid Trap Manip 4 Phys M1 2 You avoid a trap (doesn't include others)
Blink Manip R-2 Phys M4 8 Blink (controlled)
Clairnasience Detect R+1 Ment M1 2 Clairnasience,can move
Combat Sense Detect 3 Phys M2 4 +LVL move rate, +LVL TH to group
Control Undead Manip Str Ment M4 8 Caster controls P action/succ
Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*LVL hp
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Ethereal Projection Health 0 Ment M0 0 Ethereal Projection
Ethereal Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Ethereal Touch Combat Int Phys M2 4 LVL random stat damage
Gaseous/Reverse Gaseous Manip Str Phys M6 12 Gaseous Form (or Hold Vapor)
Grayout Illus Int Ment M2 4 Blast:Cause Deafness(as spell)
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Passwall Manip 3 Ment M1 2 Passwall
Toxin Health Con Phys M3 6 Poison (as spell)

Psi60 Grand Powers

Name Field Targ Type Drain P60Ps Notes
AEther Bolt Manip 4 Phys S4 12 LVL*10 dmg AEther, ignores PsiR
Cure Insanity Health Con Phys S3 9 Cure Insanity
Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*LVL hp
Deathly Glow Health Cml Phys S2 6 LVL Cml damage, other people think target is Undead
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Positive Energy Detect Chr Ment S1 3 Detect Positive Energy
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Insanity Illus Int Phys S1 3 Cause Insanity (save)
Luck Detect 4 Ment S2 6 Gains +1(+5%)*LVL on 1 action
Movement Manip Dex Phys S3 9 Gives +1V action
Nether Bolt Manip 3 Phys S3 9 LVL*10 dmg Nether, vile damage
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Poltergeist Manip 4 Phys S2 6 Objects fly around, LVL dmg /s
Turn to Smoke Manip Con Phys S6 18 Polymorphs target to smoke (save)
Wraithform Manip Chr Phys S1 3 Wraithform

[PC9] Alternate (Planeshifted) Classes Group


Psi60 Super Powers

Name Field Targ Type Drain P60Ps Notes
Ethereal Seeing Detect 9 Ment D1 4 Clairvoyance to Ethereal Plane
Ethereal Static/Fog Manip 6 Ment D3 12 -LVL to all actions in area
Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
Decrease Comeliness Health Cml Ment D1 4 -LVL Cml to target
Decrease Luck Health Luck Phys D3 12 -LVL Luck to target, each beyond Luck=0 is -1 all actions
Decrease HNCL Health HNCL Phys D5 20 -LVL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
Detect Friends (ext.) Detect R-1 Ment D2 8 Locates closest friendly person (not in party)
Cureall Health Con Phys D2 8 Cureall
Increase Comeliness Health Cml Ment D1 4 +LVL Cml to target
Increase Luck Health Luck Phys D3 12 +LVL Luck to target
Increase HNCL Health HNCL Phys D5 20 +LVL HNCL and +LVL/2 CL to target
Phantasmagoria Illus 5 Ment D5 20 as spell
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Telekinesis Manip 4+# Phys D3 12 TK LVL*10' falling damage area
Treat Deadly Wounds Health Con Phys D1 4 Cure 10d6+10*LVL hp (can go up to 60+10*LVL above max)

Psi60 Ultra Powers

Name Field Targ Type Drain P60Ps Notes
Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation
SpellGate Manip N*3 Phys X2 10 SpellGate (can cast spells through it, but it's 2-way)
Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy

[PC9] Alternate (Planeshifted) Classes Group


Ethereal Shaman60

Level KXP Psi60
mMG SU
1 0 1-- --
2 10 2-- --
3 20 2-- --
4 30 2-- --
5 40 21- --
6 50 22- --
7 60 22- --
8 100 22- --
9 200 221 --
10 300 222 --
11 400 322 --
12 500 322 --
13 600 332 --
14 1000 332 --
15 1600 333 --
16 2200 433 1-
17 2800 433 2-
18 3400 443 3-
19 4000 443 3-
20 4600 444 3-
21 5200 444 3-
22 5800 444 4-
23 6400 444 4-
24 7000 444 4-
25 7600 544 4-
26 8200 544 4-
27 8800 554 41
28 9400 554 42
29 10000 555 43
30 10600 555 44
31 11200 555 54
32 11800 555 54
33 12400 555 55
34 13000 665 55
35 13600 666 55
36 14200 666 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Str 9, Int 9, Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Psi
Reference: DM {Planeshifted Astral Shaman30}
Groups: Wizard, Psionicist, Alternate
 
Gets Psi60 powers, see [Q60]
Level 1: 1M, level/d: Summon a (normal element) elemental of 4*level HD.
Level 1: 1V, sacrifice an elemental you control: Add (the elemental's HD)/4 spell levels to your memorization, or add (the elemental's HD)/2 to the caster level of your next spell.
Level 7: You may summon para elementals using the summon ability (Level 1).
Level 13: You may summon quasi elementals using the summon ability (Level 1).
Level 19: You may summon semi elementals using the summon ability (Level 1).
Level 25: You may summon chemical elementals using the summon ability (Level 1).

[PC9] Alternate (Planeshifted) Classes Group


Basic Psi60 Information

P60Ps = Str + Int + Wis - 36 +level*6.
Treat Wild Talents as level 0 for this calculation, elsewhere (for CL and ML) use level/2 (round up).
1 P60P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
 

Psi60 Minor Powers

Name Field Targ Type Drain P60Ps Notes
Armor Manip 3 Phys L3 3 Melee:+LVL AC, -LVL/2 dmg per hit
Combat Sense (personal) Detect 2 Phys L2 2 +LVL move rate, +LVL TH
Cure Light Wounds Health Con Phys L1 1 Cure 1d8+LVL hp
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Touching Detect 4 Ment L1 1 +LVL foot reach
Ethereal Perception Detect 0 Ment L0 0 Ethereal Perception
Inaudibility Illus Int Ment L2 2 Move Silently 25*LVL%
N-ray Gem Detect 3 Phys L2 2 Gem of N-ray vision (LVL')
Person Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Slide Item Manip W Phys L2 2 Caster controls left+right
Stun Touch Combat Wis Ment L1 1 LVL*5 dmg + stun (save)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)

[PC9] Alternate (Planeshifted) Classes Group


Psi60 Major Powers

Name Field Targ Type Drain P60Ps Notes
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +LVL/2 AC, -LVL dmg per hit/succ
Avoid Trap Manip 4 Phys M1 2 You avoid a trap (doesn't include others)
Blink Manip R-2 Phys M4 8 Blink (controlled)
Clairnasience Detect R+1 Ment M1 2 Clairnasience,can move
Combat Sense Detect 3 Phys M2 4 +LVL move rate, +LVL TH to group
Control Undead Manip Str Ment M4 8 Caster controls P action/succ
Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*LVL hp
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Ethereal Projection Health 0 Ment M0 0 Ethereal Projection
Ethereal Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Ethereal Touch Combat Int Phys M2 4 LVL random stat damage
Gaseous/Reverse Gaseous Manip Str Phys M6 12 Gaseous Form (or Hold Vapor)
Grayout Illus Int Ment M2 4 Blast:Cause Deafness(as spell)
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Passwall Manip 3 Ment M1 2 Passwall
Toxin Health Con Phys M3 6 Poison (as spell)

Psi60 Grand Powers

Name Field Targ Type Drain P60Ps Notes
AEther Bolt Manip 4 Phys S4 12 LVL*10 dmg AEther, ignores PsiR
Cure Insanity Health Con Phys S3 9 Cure Insanity
Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*LVL hp
Deathly Glow Health Cml Phys S2 6 LVL Cml damage, other people think target is Undead
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Positive Energy Detect Chr Ment S1 3 Detect Positive Energy
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Insanity Illus Int Phys S1 3 Cause Insanity (save)
Luck Detect 4 Ment S2 6 Gains +1(+5%)*LVL on 1 action
Movement Manip Dex Phys S3 9 Gives +1V action
Nether Bolt Manip 3 Phys S3 9 LVL*10 dmg Nether, vile damage
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Poltergeist Manip 4 Phys S2 6 Objects fly around, LVL dmg /s
Turn to Smoke Manip Con Phys S6 18 Polymorphs target to smoke (save)
Wraithform Manip Chr Phys S1 3 Wraithform

[PC9] Alternate (Planeshifted) Classes Group


Psi60 Super Powers

Name Field Targ Type Drain P60Ps Notes
Ethereal Seeing Detect 9 Ment D1 4 Clairvoyance to Ethereal Plane
Ethereal Static/Fog Manip 6 Ment D3 12 -LVL to all actions in area
Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
Decrease Comeliness Health Cml Ment D1 4 -LVL Cml to target
Decrease Luck Health Luck Phys D3 12 -LVL Luck to target, each beyond Luck=0 is -1 all actions
Decrease HNCL Health HNCL Phys D5 20 -LVL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
Detect Friends (ext.) Detect R-1 Ment D2 8 Locates closest friendly person (not in party)
Cureall Health Con Phys D2 8 Cureall
Increase Comeliness Health Cml Ment D1 4 +LVL Cml to target
Increase Luck Health Luck Phys D3 12 +LVL Luck to target
Increase HNCL Health HNCL Phys D5 20 +LVL HNCL and +LVL/2 CL to target
Phantasmagoria Illus 5 Ment D5 20 as spell
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Telekinesis Manip 4+# Phys D3 12 TK LVL*10' falling damage area
Treat Deadly Wounds Health Con Phys D1 4 Cure 10d6+10*LVL hp (can go up to 60+10*LVL above max)

Psi60 Ultra Powers

Name Field Targ Type Drain P60Ps Notes
Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation
SpellGate Manip N*3 Phys X2 10 SpellGate (can cast spells through it, but it's 2-way)
Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy

[PC9] Alternate (Planeshifted) Classes Group


Executioner1 / ArchAssassin1

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)
4 9 (none)
5 18 (none)
6 37.5 (none)
7 75 (none)
8 150 (none)
9 300 (none)
10 450 (none)
11 637.5 (none)
12 862.5 (none)
13 1125 (none)
14 1500 (none)
15 2000 (none)
16 2500 (none)
17 3000 (none)
18 3500 (none)
19 4000 (none)
20 4500 (none)
21 5000 (none)
22 5500 (none)
23 6000 (none)
24 6500 (none)
25 7000 (none)
26 7500 (none)
27 8000 (none)
28 8500 (none)
29 9000 (none)
30 9500 (none)
31 10000 (none)
32 10500 (none)
33 11000 (none)
34 11500 (none)
35 12000 (none)
36 12500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11 10 12 10  7 12  7 11  5
+12 10 13 10  7 12  7 11  6
+13 10 14 11  8 13  8 12  6
+14 11 14 11  8 14  9 13  7
+15 12 15 12  9 14  9 14  7
+16 12 15 13 10 14 10 14  8
+17 13 16 14 12 15 11 15  8
Requisites: Str 15, Dex 14, Int 13
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 1xRog
Reference: DM
Groups: Warrior, Rogue, Alternate
 
Gets "All Warrior" and "All Rogue" abilities (so can weapon specialize as a warrior, etc.).
Gets Exc Str.
Gets 50 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 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) 0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) 0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) 0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
15
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC9] Alternate (Planeshifted) Classes Group


Ferret

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 80 (none)
7 160 (none)
8 320 (none)
9 640 (none)
10 1120 (none)
11 1600 (none)
12 2080 (none)
13 2560 (none)
14 3040 (none)
15 3520 (none)
16 4000 (none)
17 4480 (none)
18 4960 (none)
19 5440 (none)
20 5920 (none)
21 6400 (none)
22 6880 (none)
23 7360 (none)
24 7840 (none)
25 8320 (none)
26 8800 (none)
27 9280 (none)
28 9760 (none)
29 10240 (none)
30 10720 (none)
31 11200 (none)
32 11680 (none)
33 12160 (none)
34 12640 (none)
35 13120 (none)
36 13600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Dex 20, Chr 20
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Weasel}
Groups: Rogue, Custom, Alternate
 
Gets 80 Rogue points per level.
Level N (every level): Get one "Level:" pick from any class you know as a player. It must be a "simple" pick (no entire spell progressions, subclasses, etc.)
Level 9: This "Level:" pick may be non-simple.
Level 18: This "Level:" pick may be non-simple, or something that normally cannot be picked (e.g. a Swashbuckler ability).
Level 27: This "Level:" pick may be non-simple, something that normally cannot be picked (e.g. a Swashbuckler ability), or a line of text at the top of a class description that isn't a "Level:" ability at all.
Lvl Wilderneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Astral Spell MMM 40 Int-18 Int-24
1 Body Freedom (transfer P <-> M action types freely; Str <-> Int, Dex <-> Wis, Con <-> Chr) FFF 0 Chr-36 Chr-54
1 Destruction/Mordenkainen's Disjunction PMM 0 Int-18 Int-24
1 Limited Wish (#=1) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
1 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22
1 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25
1 Time Shift VMM 20 Int-16 Int-24
3 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
4 Limited Wish (#=1) | Alter Reality (#=2) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
6 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
7 0,1/r: Unspend (amount made by) Rogue points - 0 NA NA
7 Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. - -10 Int-30 Int-46
7 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
7 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
7 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
9 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
9 Aura of Ill Omen (all in area at -1 on all rolls per 10% made for 1t) MV 0 Chr-9 Chr-18
9 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
9 Control Movements | Control Physicals | Control Mentals MM 0 Chr-18 Chr-20
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
9 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) #F 0 Int-20 Int-25
9 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
9 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
9 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
16 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25

[PC9] Alternate (Planeshifted) Classes Group


Gorilla Shaman (Mox Monkey)

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.8 20- --- -
3 3.6 31- --- -
4 7.2 320 --- -
5 14.4 321 --- -
6 28.8 332 0-- -
7 57.6 332 1-- -
8 115.2 333 20- -
9 230.4 333 21- -
10 410 333 32- -
11 590 333 33- -
12 770 433 330 -
13 950 443 331 -
14 1130 444 332 -
15 1310 444 433 -
16 1490 444 443 -
17 1670 444 444 -
18 1850 544 444 0
19 2030 554 444 1
20 2210 555 444 2
21 2390 555 544 3
22 2570 555 554 4
23 2750 555 555 4
24 2930 555 555 5
25 3110 655 555 5
26 3290 665 555 5
27 3470 666 555 5
28 3650 666 655 5
29 3830 666 665 5
30 4010 666 666 5
31 4190 666 666 6
32 4370 766 666 6
33 4550 776 666 6
34 4730 777 666 6
35 4910 777 766 6
36 5090 777 776 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 6, Wis 7
Alignment: any
HD/level: d8
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted Shaman}
Groups: Priest, Monster, Alternate
 
Exceptional Str bonus.
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
Level 1: Can turn undead.
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 1: 1M: Shatter a magic item (save)
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
Level 9: 1M: Shatter a magic item (no save)
Level 18: 1M: Mordenkainen's Disjunction
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).

[PC9] Alternate (Planeshifted) Classes Group


Grand Meleer1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 640 (none)
11 960 (none)
12 1290 (none)
13 1600 (none)
14 1920 (none)
15 2220 (none)
16 2820 (none)
17 3420 (none)
18 4020 (none)
19 4620 (none)
20 5220 (none)
21 5820 (none)
22 6420 (none)
23 7020 (none)
24 7620 (none)
25 8220 (none)
26 8820 (none)
27 9420 (none)
28 10020 (none)
29 10620 (none)
30 11220 (none)
31 11820 (none)
32 12420 (none)
33 13020 (none)
34 13620 (none)
35 14220 (none)
36 14820 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 10, Dex 6, Con 6, Int 9, Wis 15, Chr 9
Alignment: non-L
HD/level: d12
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Rog
Reference: DM {Planeshifted Duelist1}
Groups: Warrior, Alternate
 
Gets 20 Rogue points per level. Gets an "Any Rogue" pick every odd level.
Level 1: P: Move to another group.
Level 1: +X to hit or damage, where X is the number of monsters in your group. This X is checked and assigned once each segment, before you do any attacks (but you can check it either before or after moving). If you switch groups you can recheck it.
Level 1: Choose a broad monster type (Animal, Beholder, Dragon, etc.): +LVL among TH/dmg/AC when facing this monster. This bonus is gained again at every third level plus 1 (4,7,10,etc). You may combine the bonus on the same monster or select a different one.
Level 1: Whirling Parry: 1bV: Parry one attack from each monster in your group this segment.
Level 1: +(level/2, round up) slots in Speed proficiency.
Level 1: Identify monsters 5% per level.
Level 2: Cleave
Level 3: Great Cleave

[PC9] Alternate (Planeshifted) Classes Group


Gruul Grave-Troll (MTG G/R)

Level KXP Wizard
123 456 7
1 0 1-- --- ---
2 3 2-- --- ---
3 7 3-- --- ---
4 15 31- --- ---
5 31 32- --- ---
6 63 43- --- ---
7 127 431 --- ---
8 255 432 --- ---
9 510 543 --- ---
10 1020 543 1-- ---
11 1531 543 2-- ---
12 2041 654 3-- ---
13 2552 654 31- ---
14 3062 654 32- ---
15 3572 765 43- ---
16 4083 765 431 ---
17 4593 765 432 ---
18 5104 876 543 ---
19 5614 876 543 1--
20 6124 876 543 2--
21 6635 987 654 3--
22 7145 987 654 31-
23 7656 987 654 32-
24 8166 A98 765 43-
25 8676 A98 765 431
26 9187 A98 765 432
27 9697 A98 765 433
28 10208 A98 765 444
29 10718 A98 765 555
30 11228 A98 766 666
31 11739 A98 777 777
32 12249 A98 888 888
33 12760 A99 999 999
34 13270 AAA AAA AAA
35 13780 BBB BBB BBB
36 14291 CCC CCC CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  7  5  3  6  0  1  1
+5  4  7  5  3  7  1  1  1
+6  4  8  5  4  7  1  1  2
+7  4  8  6  4  7  2  2  2
+8  5  9  6  4  8  2  2  3
+9  5  9  7  5  8  3  3  3
+10  5 10  7  5  9  3  3  4
+11  6 10  7  6  9  4  4  4
+12  6 10  8  6  9  4  4  5
+13  6 11  8  6 10  5  5  5
+14  7 11  9  7 10  5  5  6
+15  7 12  9  7 11  6  6  6
+16  7 12  9  8 11  6  6  7
+17  7 13 10  8 11  7  7  7
+18  8 13 10  8 12  7  7  8
+19  8 13 11  9 12  8  8  8
+20  8 14 11  9 13  8  8  9
+21  9 14 11 10 13  9  9  9
Requisites: Str 14, Con 16, Int 14
Alignment: CG, CN, CE, or TN
HD/level: 1e6  (see note)
Weapon Prof.: 3+level/6
To Hit Table: Mon+3
Save Table: Wiz/Mon
Reference: DM {Planeshifted Golgari Brute22 / Troll}
Groups: Wizard, Monster, Alternate
 
Hit Dice: "1e6" is an open-ended d6's. If using "Max hp per HD" rule: You automatically roll a "6" once, then get the average (3.5) on the second roll (the max hp rule is not "deep"). So you get 9.5 hp per level (plus Con bonus).
Exceptional Con bonus.
Each time you kill a monster, you get +1 TH and +1 dmg for the rest of the fight (1 turn).
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
Level 3: Barbarian Con bonus.
Level 5: 1M: Target takes 3*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 10: Your "fire dmg" ability at level 5 gives no saving throw.
Level 11: Free Action cont.
Level 12: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 24: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC9] Alternate (Planeshifted) Classes Group


High SL Sampler

Level KXP Psi(random)
mMG SUV W
1 0 --1 --- -
2 3.25 --2 --- -
3 6.5 --3 --- -
4 13 --4 --- -
5 26 --5 --- -
6 52 --6 --- -
7 104 --7 --- -
8 208 --7 1-- -
9 416 --7 2-- -
10 741 --7 3-- -
11 1066 --7 4-- -
12 1391 --7 5-- -
13 1716 --7 6-- -
14 2041 --7 7-- -
15 2366 --7 71- -
16 3016 --7 72- -
17 3341 --7 73- -
18 3991 --7 74- -
19 4641 --7 75- -
20 5291 --7 76- -
21 5941 --7 77- -
22 6591 --7 771 -
23 7241 --7 772 -
24 7891 --7 773 -
25 8541 --7 774 -
26 9191 --7 775 -
27 10491 --7 776 -
28 11791 --7 777 -
29 13091 --7 777 1
30 14391 --7 777 2
31 15691 --7 777 3
32 16991 --7 777 4
33 18291 --7 777 5
34 19591 --7 777 6
35 20891 --7 777 7
36 23491 --7 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  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
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Con 13, Int 16, Chr 18, Cml 9
Alignment: non-L
HD/level: 2d8
Weapon Prof.: 1+level/6
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist, Alternate
 
HiSLSamp PSP calculation: (LVL)*(Con+Int*2+Chr*3)
You start with "open slots". Open slots can be used once per reset. When used, you choose "Defensive" or "Offensive", and a random power is rolled. The power is assigned to that slot (you cannot choose to leave the slot "open"). You may choose targets after seeing resolving what the effect is.
The power cost is variable, but generally Grand is 1-100, Super is 2-200, Ultra is 3-300, V is 4-400, and W is 5-500.
If you assign a slot and find you don't have enough PSPs to cover the cost, you "burn hp" (1 per 1) per PSP you are short. You cannot burn hp when using a known slot.
During reset, you may unassign any slots you see fit, but slots can (again) only be filled once per reset.
DM Note: Grand and Super tables are provided, Ultra/V/W/X powers will use the [X] section with U SL=11, V SL=14, W SL=17, X SL=20. "Defensive" is Con/Wis/Chr powers, "Offensive" is Str/Dex/Int powers.

[PC9] Alternate (Planeshifted) Classes Group


High SL Sampler Powers (Grand Defensive, d236)

 
# Effect
1 Ability Score *2: Choose one ability score. New score = (old score - 10) * 2 + 10
2 Ablating: You are buffered from one Negate Psionics effect.
3 Absorption Field: Stops SL/2 mental attacks or mental-affecting powers on you
4 AC *2: Your new AC = (old AC - 10) * 2 + 10
5 Acid Breath: Breathe Acid (as per dragon)
6 Acrobatics: Any Acrobat SL-1 pick; 5*CL Rogue points in it
7 Actions *2: Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2
8 Add Global Resistance: Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
9 Add Global Resistance: Resist all EE=1 eelements, this can be taken twice for EE=2 (doesn't include EE=1), thrice for EE=3, etc.
10 Aid Deva: You lose 1 multiplier, target gains 1 multiplier
11 Amplify Power: +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
12 Animate Objects: Animate Objects as if they were a DL=SL Golem summon
13 Anti-Psionic Disruption: No Anti-Psi powers (any freq.) can be used in 50' r
14 Anti-Technological Shell: Reduce all technological objects within 30' by -CL TechL (min TechL=0)
15 Armageddon : 1bM: Can use +1M/s this round; Immune Cold; Immune Shadow
16 Assassin Lore: Abilities as per an Assassin of half level (round up)
17 Astral Eyes: Can see through alterations/illusions/possession; Astral Perception
18 Aura of Fear: Fear by sight (SL saves)
19 Bard or Sage Abilities, LVL 9: Get bard or sage abilities of level 9 (max = your level)
20 Body Coating: 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
21 Body Resistance: Physical attacks that do less than SL*2 dmg to you do nothing
22 Body Transformation: Change your body to be of an E=SL/2 element
23 Breath of the Black Dragon: Breathe acid for 11d6 damage.
24 Breath of the Dragon: Breath fire for 11d4 damage.
25 Breath of the Drake: Breath water for 11d4 damage.
26 Breath Weapon Cloud: Forms into a breath weapon if triggered
27 Bring Animals VII: Summon CL*4 Animals using ML VII chart, you pick the result
28 Bringer: Immune Illusions; Immune Disease; Immune Reverse Healing
29 Chaos Cloud: Does random effects every round
30 Chemical Mimicry: Change your body to be of an TechL=SL chemical
31 Cobra Charm: Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
32 Construct Control Item 4: Create a "Control" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
33 Construct Generic Item 4: Create a "Generic" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
34 Construct Power/Defensive Item 4: Create a "Power" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
35 Construct Psi16 Item 4: Create a Psi16 item (see next page) of TechL=CL, each 4 TechL takes 1S action
36 Construct Weapon Item 4: Create a "Weapon" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
37 Construction: Builds 1 machine up to level+1 complexity
38 Contingency, Psionic: Sets trigger condition for another power.
39 Contingency: Sets trigger condition for another power.
40 Contingency: Sets trigger condition for another power.
41 Control Air: Armor: +CH Saves, Armor has 10*CH hp
42 Control Earth: Armor: +CH AC, Armor has 10*CH hp
43 Cosmic Awareness: Detect "Everything" CL*30'; Range is sight
44 Cosmic Awareness: Grand: Cosmic Awareness
45 Create Golem III: Create a DL VII Golem (AC=12*CL, hp=10*(CL^3), Str=6*CL)
46 Create Technological Monster III: Create a DL VIII Technological Monster (AC=16*CL, hp=8*(CL^3), Str=6*CL)
47 Cron Job: Contingency or Delayed Blast for one Psi8 power
48 Damage *2: Damage with one physical weapon is multiplied by 2
49 Damage Reduction, Energy, 75%: Take x0.25 damage from energy
50 Damage Reduction, Physical, 75%: Take x0.25 damage from physical attacks
51 Density Increase 8: x256 mass; +8 Str; -8/attack (physical or energy)
52 Desolidification: You pass through objects as if they weren't there
53 Dial-a-Breath Element (=): You can use any eelement with E factor equal to or less than your normal breath.
54 Dial-a-Breath Element (=): You can use any element with E factor equal to or less than your normal breath.
55 Discontinuity Immunity: Immune to Annihilation, Being Put Down a Hole
56 Dispelling Buffer: Subject is buffered from one dispel psionics effect.
57 Diversify: Your next Psi27 power that has one target has LVL targets instead
58 Druid Spells, LVL 9: Get a druid progression of level 9 (max = your level)
59 Duplicate Magic Item (x1)
60 Duplicate Mechanism (x1)
61 Duplicate Monster (Clone) (x1)
62 Eeelemental Composition: Can be any Normal/Para/Quasi Eeele ; Can be Semi Eeele
63 Eelemental Composition: Can be any Normal/Para/Quasi Eele ; Can be Semi Eele
64 Electrical Control: SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
65 Elemental Composition: Can be any Normal/Para/Quasi Ele ; Can be Semi Ele
66 Endurance of the World: +9 TH; +9 dmg; IECNR +25% ; Lasts 5r after maint.
67 Energy Absorption: CL*SL*3 hp ablative Force Field (vs. energy attacks)
68 Energy Body: Major: You are made of energy; cannot use P actions; resist physical damage
69 Energy Doppelganger: Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
70 Energy Kinetic: Amplify: Add 3*CH dice to your next energy attack
71 Energy Kinetic: Shield: Stops CH dice per Energy attack
72 Energy Reflection: As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
73 Energy Sheath: SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
74 Extendable Limbs: Your limbs can extend an extra KiL'
75 Field of Peace: Everyone within 30' (incl. Deva) can use only V and Z actions
76 Fire Control: SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
77 Flame Being: Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
78 Flame Immunity: SL/2 instances of Resist Fire
79 Flame Shield: Protection from Fire
80 Forbiddance: As the 6th level Priest spell
81 Force Field vs. Emotion: Immune to spell level 0 to SL-1 enchantment/charm effects
82 Force Field vs. Energy: Immune to spell level 0 to SL-1 energy attacks
83 Force Field vs. Hostiles: Enemies must make SL/2 saves to attack you
84 Force Field vs. Magic: Immune to spell level 0 to SL-1 magic
85 Force Field vs. Mental: Immune to spell level 0 to SL-1 mental attacks
86 Force Field vs. Physical: -SL per physical attack
87 Force Field vs. Power Manipulation: ER 10*SL%
88 Force Field vs. Vampirism: aNR 10*SL% (including energy and stat drains)
89 Force Field: CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
90 Force Field: Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
91 Force Shield: CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
92 Form of Doom: You transform into a frightening tentacled beast.
93 Gadgetry: 1M, 1/d: Build a TechL=SL Psi8 item
94 Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
95 Golem Form: Doll: Resist fire; Mend spell acts as a Heal on you; Bite is Tasha's Laughter branded
96 Golem Form: Emerald: Immune acid; iNR 50%; 1M: Lightning Bolt
97 Golem Form: Magic: MArmoring LVL*10; Disenchant any magical effect you touch; 1M: Wild Surge
98 Golem Form: Mithral: Immune innates; +1Q0 action /r
99 Golem Form: Phantom Flyer: Fly 24" (C); Immune darkness; Darkvision; +2 tentacles (2d8 dmg each)
100 Golem Form: S=6,7,8: Unusual Material of S=6,7,8 (cannot exceed real S number)
101 Golem Form: Shaboath: Immune water; 1P: Drown a group; 1M: Wall of Ice
102 Golem Form: Silver: +1 to # attacks with each weapon; +LVL" move rate
103 Golem Form: Spiderstone: Resist magic; Mouth's P: Web (1 group); FRT LVL*10%
104 Golem Form: Stone: Immune earth; set Str 22+LVL; 1V: Slow
105 Gravity Decrease: Increase gravity in room or object/person by SL G's (x1 Special)
106 Gravity Increase: Decrease gravity in room or object/person by SL G's (x1 Special)
107 Gravity Kin.: Shield: Stops 4*CH hp per physical attack
108 Gravity Manipulation: SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
109 Greater Force Shield: AT +CL*3 source; -CL/attack (physical or energy)
110 Growth 8: +3 size; +6 Str; +6*CL max hp
111 Hard Radiation Control: SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
112 Hard Resistance to Anti-Matter: Double resist anti-matter (1/4, save for 1/10), Can survive in anti-matter based prime
113 HD type: Add +1d+2: Add 1 to number of HD and 2 to the HD type per level
114 hp *2: Multiply hp by 2
115 Hyper-Invention: (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
116 Icing: SL/2 instances of Resist Cold/Ice
117 Illusory Duplication: Mirror Image (SL images)
118 Illusory Invisibility: Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
119 Immunity III: Immune:lightning/acid, +2 weapon to hit
120 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
121 Immunity to death or slay effects
122 Immunity to energy drain and negative levels
123 Immunity to Turn Undead
124 Improved Vigor: You gain 13 temporary hit points.
125 Invisibility: Improved Invis.
126 Invisibility: Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
127 Invulnerability: -CL*SL/2 dmg per attack
128 Ionization: Lightning shield (xSL/10 damage back)
129 Item *2: How many of an item exists is multiplied by 2 (you need a Grand to duplicate a x2 item)
130 Killing Attack, Hand-to-Hand: +CL*2 dmg and +CL Con dmg with unarmed attack
131 Kinetic Control: SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
132 Level: early 16: Get a "Level:" ability in your class 16 levels early (this can be taken multiple times)
133 Light Control: SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
134 Luck: +1 Luck point (as per Luckstone)
135 Luck: Gains +1(+5%)*LVL on 1 action
136 Luck: Gains +1(+5%)/succ on 1 action
137 Magic Control: +SL/2 (round down) to SL of next Psi45 power
138 Magic Shield: Stops SL/2 magical attacks on you
139 Magnetic Manipulation: SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
140 Memorization Level Increase 3: +1 Memorization Level (this is next level of picks for rogues)
141 Mental Defense: Resist mental attacks
142 Mental Invisibility: Improved Invis.: it's +SL AC instead of +4
143 Metal Body: AC +CL, saves +CL, unarmed dmg +CL, DR CL/-
144 Mind Blank, Personal: You are immune to scrying and mental effects.
145 Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
146 Mind Over Matter: Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
147 Molecular Chameleon: Polymorph your body into an unusual material that you're touching (max S factor = SL)
148 Money *2: How much money you get in dungeon is multiplied by 2 (only affects you, not whole party)
149 Move Rate *2: Multiply Move Rate by 2
150 Multiform: Shapechange Self
151 Multiplier *2: Add 2-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
152 Mystic Shield: SR SL*CL
153 Null Field 4: All spells of SL 4 or higher don't work in 100'r
154 Null Psionics Field: Create a field where psionic power does not function.
155 Null Psionics Field: Negates psionics within 10 ft.
156 Null Void: Null Field: Caster immune to and cannot use magic
157 Paladin Lore: Abilities as per a Paladin of half level (round up); your light-saber is a "holy avenger"
158 People's Area: Forbiddance, Guards and Wards, Proof vs. Teleportation/Scrying LVL*10' radius
159 Plasma Control: SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
160 Poison Touch: Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
161 Power Simulation: The next Psi45 power you use will be resisted using MR instead of PR
162 Prehensile Hair: Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
163 Preservation: 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis; affects 2+CL/9 groups
164 Prison Cloud: Captures one creature and holds there
165 Psi: Slayer: Sword: 1V to swing: LVLd100 dmg, always hits
166 Psi: Web: 100'r, any flying creature is Imprisoned
167 Psionic Amplification: Multiplies a power; Max.=level/4+1
168 Psionic Amplification: Multiplies a power; Max.=level/4+1
169 Psionic Disruption: No psi powers (any freq.) can be used in 50'r
170 Psionic Disruption: No psi powers (any freq.) can be used in 50'r
171 Reality Alteration: + or - SL to your next die roll
172 Rebound: MPaPReflection CL*15%
173 Reddopsi: Powers targeting you rebound on manifester.
174 Reflection: MPIWReflection 5*SL%
175 Regeneration: Regenerate KiL hp per round (given as KiL/10 hp per segment)
176 Regeneration: Regenerate SL hp/s
177 Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
178 Resist Allergy: Remove -1 penalty/succ
179 Resist: Emotion: SL/2 (round down) instances of Resist enchantment/charm
180 Resist: Energy: SL/3 (round down) instances of Resist energy attacks
181 Resist: Magic: SL/4 (round down) instances of Resist magic
182 Resist: Mental: SL/2 (round down) instances of Resist mental attacks
183 Resist: Physical: SL/4 (round down) instances of Resist physical attacks
184 Resist: Power Manipulation: SL/3 (round down) instances of Resist disenchantment
185 Resist: Vampirism: SL/3 (round down) instances of Resist necromancy, energy and stat drains
186 Rogue points 30: This class gives an extra +30 Rogue points per level.
187 Saves *2: Multiply your save rolls by 2, you automake saves on natural 21-2 or better (Minor is 19).
188 Scty: Confined Defender: Shield vs. magic/psionics 1000*LVL hp
189 Scty: Flight Blockade: [permanent] No flying in area
190 Scty: Invisibile Defender: Shield vs. physical/energy 1000*LVL hp
191 Scty: MagnificientDefender: No magic & psi of SL 7 or lower in area
192 Scty: Peripheral Defender: -7*LVL dmg on all physical & energy attacks
193 Scty: Spell Trap: Contingency for any 1 power (Magic/Psi/Innate)
194 Self-Control: Immune to next Ego / Domination / Command-like effect
195 Shade: Creates a ghost/shade of person who died here, half powers
196 Shadow Cloud: Causes weakness, fear, ability loss
197 Shape Change: As the 9th level Wizard spell
198 Shapechange (Personal): Polymorph to any monster
199 Shock Treatment: Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: )
200 Smiley Face Cloud: All in area drop their weapons and dance
201 Snow Cloud: Multicolored snow (can damage/heal)
202 Spell *2: One spell that you know has it's effect multiplied by 2, or costs only 1/(2*2-1) of a spell slot
203 Spell Reflection
204 Spell Turning: Spell Turning (as spell)
205 Spiritual Body: Planar Displaced, Immune Matter, you can't physically attack
206 Split: You are two beings (two places at once); it costs 3 actions to have each body do 1 action
207 Strength of Soul: Immune to Misguidance, Alignment or Persona change; Immune to Truename spell
208 Strength of the World: +9/+9 AC/saves, +25% RR/MR/PsiR; Lasts 5r after maint.
209 Stretching: Can melee up to SL people per round that aren't in your group
210 Suppression: Cannot use or be affected by psionics, all psi effects drop
211 Suppression: Cannot use or be affected by psionics, all psi effects drop
212 Suspend Death: It takes CL rounds for you to die due to being at negative hp
213 Symbol
214 Systematic Antidote: SL/2 instances of Resist Poison/Drugs
215 Telepathic Sphere: Mobile force globe protects group from mental attacks
216 The Call: Choose a creature type: summons (LVL-DL)^2 of them. (DL is creatures DL).
217 The Sorting: Shapechange, but can merge and assume qualities of LVL creature types.
218 Thief Abilities, LVL 9: Get thief abilities of level 9 (max = your level)
219 Thief: Any Thief SL-1 pick; 5*CL Rogue points in it
220 To Hit *2: Multiply your to hit rolls by 2, you autohit on natural 21-2 or better (Minor is 19).
221 True Invulnerability: SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
222 True Metabolism: You regenerate 10 hit points/round.
223 True Seeing: True Seeing (as spell)
224 Truesight: Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
225 UltraArmor [--X]: iunPaPaaPaaaPR CL*2%; CL*4 instead
226 Ultrashield [X]: Cannot attack / be attacked w/ Psi; Can still attack
227 Ultrasword [-X]: Ignore non-racial immunity to psionics; --
228 Vibration Control: SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
229 Wand of the Mind: All your effects from one class are at double CL (for effect and BlahR adj.)
230 Warding: Create a Trap (x1 Psionic) for SL/2 Psi45 powers
231 Whenever you touch someone, they get Mummy Rot (no save)
232 Worship: Immune Opposition (as in Mirror), Truename Erased, Annihilation
233 Wrath : 1bM: Can use an extra 1P each segment this round; Immune to Fire and Negative
234 Yoga Flame: Breathe Fire (as per dragon)
235 You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
236 Your gaze causes Charm (no save, IR)

[PC9] Alternate (Planeshifted) Classes Group


High SL Sampler Powers (Grand Offensive, d305)

 
# Effect
1 Absorption Power: bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
2 Acid Bolt LVLd10
3 Acid Bolt: Acid damage, Con resists
4 Acid: CL*(SL+2) acid dmg to one target (no save)
5 AEther Bolt: LVL*10 dmg AEther, ignores PsiR
6 Air Animation: Summon a DL=SL Air Elemental
7 Air Bolt LVLd12
8 Air Bolt: Ele.Air damage, Dex resists
9 Air Control: Gust of Wind / Wall of Air
10 Alter Reality (greater): Alter Reality (as spell)
11 Alter Reality: Alter Reality or Psi1 major; Double CL effect
12 Alter Reality: Alter Reality or Psi-1 major; Double CL effect
13 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
14 Animal Summoning: Summon a DL=SL-1 Animal
15 Animate Fire: Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T
16 Animate Image: Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
17 Anti-Technology Ray
18 Anti-Time Aura: Enemies in your room takes CL*2 anti-time dmg /s (no save)
19 Astral Construct VI: Astral construct fights for you.
20 Astral Construct VII: Astral construct fights for you.
21 Astral Construct VIII: Astral construct fights for you.
22 Astral Destruct VI: Astral destruct fights for you.
23 Astral Destruct VII: Astral destruct fights for you.
24 Astral Destruct VIII: Astral destruct fights for you.
25 Banishment, Psionic: Banishes extraplanar creatures.
26 Banishment: Banishes extraplanar creatures.
27 Bind: Stopped & - Str/succ
28 Bio-Energy Blast: CL*(SL+2) force dmg to one target (no save)
29 Bomb: CL*SL explosion dmg to your group (no save, hole in the middle)
30 Bring Animals VI: Summon CL*3 Animals using ML VI chart, you pick the result
31 Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
32 Cell Rot: Cell Adjustment (reversed) CL*SL*2 dmg (no save)
33 Change Reality (lesser): 1st-7th level Alt,Cnj,Cre,Ele,Hea,Sum
34 Chemical Touch: Chemical effect of TechL=SL*2 or less (range touch)
35 Chi Kung Healing: Cure X*KiL hp to one target
36 Choose Summoning VI: Monster Summoning using ML VI chart, you pick the result
37 Choose Summoning VII: Monster Summoning using ML VII chart, you pick the result
38 Cold Generation: SL*CL Cold damage (1 group, no save)
39 Combustion: An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
40 Cone of Nothing: CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
41 Confusion: Confusion (as spell)
42 Control Actions: Caster controls P action/succ
43 Control Movement: Caster controls V action/succ
44 Control: 1bM: Redirect an effect (caster makes SL/4 saves)
45 Control: Domination one target (SL/2 saves)
46 Co-opt Concentration: Take control of foes concentration power.
47 Counterspell : 1bM: Counter an effect
48 Create a random special (only enemies trigger it)
49 Crisis of Life: Stop subjects heart.
50 Crystallize: Turn subject permanently to crystal.
51 Cthulhoid Swarm VI: Summon CL*4 Monsters using ML VI "Weird" chart (random)
52 Cthulhoid Swarm VII: Summon CL*6 Monsters using ML VII "Weird" chart (random)
53 Cure Serious Wounds: Cure 6d8+6*LVL hp
54 Cureall/Causeall
55 Damage Transference: Cell Adjustment CL*SL*2 hp
56 Dark Light: 30' radius: Emotion, Darkness, Weird (as spells)
57 Dark Thunderbolt: 1 dmg/DPP (darkness & sound) (no save)
58 Darkness: Darkness (can blind a person, make SL saves)
59 Death Beam: Necromantic damage
60 Death Bolt (save or dead)
61 Death Bolt: Necromantic damage
62 Death Spell a group (total CL*CL HD, max HD affected = CL)
63 Death Stare: Death or Stun 2d4r (if over 2*level HD) (Fort save); affects 2+CL/9 groups
64 Death Stare: Save-6; Death; Stun 2d4r if over 2*level HD
65 Death: Target is slain (save)
66 Decay: 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
67 Destroy Matter: Disintegrate (save), if save made takes half max hp
68 Disintegrate, Psionic: Turn one creature or object to dust.
69 Disintegrate: Disintegrate (save)
70 Disintegrate: One creature or object vanishes.
71 Disintegration: Major: Disintegrate (save)
72 Disk of White Originator: One evil target "Capital S" Slain (no resistance, except he can use GR), x7 effect
73 Dispel 8: Dispel a SL 0-8 effect
74 Disruption: Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
75 Divert Teleport: Choose destination for anothers teleport.
76 Divert Teleport: Choose destination for another's Teleport.
77 Domination: Dominate all actions (SL/5 saves)
78 Dream of Death: Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save
79 Druid Shapechange: Druid Shapechange (to Reptile/Fish, Bird, or Mammal)
80 Duplication: 1bM: Fork an effect (caster makes SL/3 saves)
81 Earth Animation: Summon a DL=SL Earth Elemental
82 Earth Bolt LVLd12
83 Earth Bolt: Ele.Earth damage,Con resist
84 Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help
85 Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
86 Electrical Generation: SL*CL Lightning damage (1 group, no save)
87 Energy Absorption: 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
88 Energy Blast III: [Pick an element] CLd20 dmg of that element (one group, no save)
89 Energy Cancel: As Energy Control but removes entire area effect
90 Energy Cancel: Cancels entire energy effect; Autocancel all this s
91 Energy Cancel: Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
92 Energy Conversion: 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
93 Energy Jar: As Energy Control, can throw affect yourself once for 1M
94 Energy Kinetic: Blast: 4*CH' rad, 2*(CHd10) Energy dmg (save:)
95 Energy Kinetic: Drain: Absorb 3*CH dice as per Energy Control
96 Energy Kinetic: L.Blast: 8*CH' rad, CHd10 Energy dmg (save:)
97 Energy Kinetic: Manipulate: +-CH dice to existing energy effect
98 Energy Quench: Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems
99 Energy Solidification: Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
100 Energy Solidity: As per Energy Amplification but entire effect is amplified
101 Energy Sponge: bM: SL*10% chance to absorb an entire energy attack
102 Energy Wave: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
103 Eridor's Ebony Bolt: 4 perm. hp loss/lvl, no MR, cannot be resisted
104 Escape
105 Fate of One: Reroll any roll you just failed.
106 Fear V (Vision of Weakness): Lose 1d6 levels, -6 Str/Dex/Con (save)
107 Fire Bolt LVLd12
108 Fire Bolt: Ele.Fire damage,Con resist
109 Fire Generation: SL*CL Fire damage (1 group, no save)
110 Fireball: KiLd6 dmg, KiL' radius (fire damage) (save:, if made save again for 0)
111 Flame Animation: Summon a DL=SL Fire Elemental
112 Flame Project: CL*(SL+2) fire dmg to one target (no save)
113 Flash: Light (can blind a person, make SL saves)
114 Focus: Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
115 Force of Nature VI: Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
116 Fourth Level Priest Spell: Cast one 4th level Priest spell at CL = 60
117 Freedom: [0 action to use] Reverse Imprisonment
118 Gate: As spell
119 Gate: As the 9th level Wizard spell
120 Geoforce: 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
121 Gestalt: Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
122 Grand Acidify: CLd20 acid damage; Use d30's
123 Grand Acidify: CLd20 acid damage; Use d30's
124 Grand Detonate (Psi2)
125 Grand Detonate: CLd20 shards damage; Use d30's
126 Grand Domination: Save at penalty equal to level; no HD limit
127 Gravity Kin.: Incr.Weight: Target weight x100*CH (save or crushed)
128 Grease Bolt LVLd8
129 Hard Radiation: SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
130 Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
131 Heat: Target takes SL*CL Fire damage per segment for 1 round (no save)
132 Hold Person: Hold Person
133 Holy Beam: Holy Bolt (1 group)
134 Hyperkinetic: Decr.Attacks: -CH P actions (yuck!) (no save)
135 Hyperkinetic:Hyper Inaction: -CH V actions, -CH AC (no save)
136 Hypnotic Control: Hypnosis (SL/2 saves)
137 Hypnotism: Hypnosis (SL saves)
138 Ice Animation: Summon a DL=SL Ice Elemental
139 Ice Bolt LVLd10
140 Ice Bolt: Ice damage, Con resists
141 Ice Control: Wall of Ice
142 Ice Production: CL*(SL+2) ice dmg to one target (no save)
143 Iceblast: KiLd4 dmg in a KiL*5' line (ice damage) (save:)
144 Imprisonment
145 Imprisonment/Freedom: Imprisonment (as spell) or its reverse
146 Improved Fireball: KiLd8 dmg, KiL' radius (fire damage) (save:, if made save again for 0)
147 Improved Health: 1M, 1V: Heal hp of damage and/or restore stats; C=number of stat pts restored
148 Improved Phantasmal Killer: As the 4th level Wizard spell (no save)
149 Improved Telekinesis: Lift or move 50 lb./level at long range.
150 Incr./Decr. Movements: 1 V action /r per 2 successes
151 Infernal Spawn of Infernal Spawn of Evil: Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target
152 Insanity: Cause Insanity (save)
153 Insanity: Subject is permanently confused.
154 Insanity: Subject is permanently wacky.
155 Instantaneous (reverse Permanency)
156 Internal Fire
157 Iron Will: 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
158 Kinetic Bolt: SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
159 Law Quadruple Beam: CLxCLx2 mental dmg in 4 lines (no save); C-align x3 dmg
160 Lifeform Creation: Summon a DL=SL-1 monster
161 Light Emission: SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
162 Lightning Bolt LVLd10
163 Lightning Bolt: Lightning damage, Dex resists
164 Lightning: 1M: Shoots lightning from fingertips, LVLd10 dmg (no save, no PsiR, no immune psi)
165 Lightning: CL*SL lightning dmg to one group (no save)
166 Limited Wish: Limited Wish (as spell)
167 Limited Wish: Limited Wish (as spell)
168 Limited Wish: Limited Wish (as spell)
169 Limited Wish: Limited Wish (as spell), CL = 25
170 Magic Blast: CL*SL force dmg to one group (no save)
171 Magic Domination: Control M Actions (SL/2 saves)
172 Magic Jar: Magic Jar (as spell)
173 Mana Beam: Astral damage
174 Mana Bolt LVLd8
175 Mana Bolt: Astral damage
176 Mass Charm: As the 8th level Wizard spell
177 Mass Confusion: Confusion a group (Will save)
178 Mass Domination: Many targets subject to your will.
179 Mass Heal: LVL targets: Heal
180 Mass Suggestion: Many targets follow suggested action.
181 Mass Suggestion: Suggestion (as spell) in 90'r area, but all commands must be the same
182 Mass Telekinesis: LVL tons, each lb. can do 1 dmg
183 Matter Manipulation: CL*(SL+2) explosion dmg to one target (no save)
184 Maze
185 Mechanical Creation: Summon a DL=SL-2 Golem or Technological monster
186 Megakinesis: TK, X=(lbs.)*(speed in ")/lvl^2; PSP cost halved
187 Melf's Minute Meteors: Melf's Minute Meteors
188 Mental Ball 8: 80'r; take 8*level*(# of freq.) damage; no save
189 Meteor Swarm
190 Mimic: 1bM: Fork a spell level 0 to SL effect
191 Mind Blast: SL Int dmg to one target (no save)
192 Mind Blast: SL*CL Mental damage (1 group, no save)
193 Mind Control: Control M actions (Will save)
194 Mind Control: Minor: Command (save); Major: Domination (SL/3 saves)
195 Mind Quench: Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save
196 Mind Transferral: Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
197 Missile Creation: Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
198 Mob Rush: Control Movement Blast
199 Mob Scene: Control Actions Blast
200 Mordenkainen's Disjunction
201 Musical Accomplishment: Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
202 Nether Bolt: LVL*10 dmg Nether, vile damage
203 Neural Manipulation: Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
204 Order Reality: Alter Reality, but effect must be Lawful intent
205 Personality Transfer: Magic Jar (SL/2 saves)
206 Petrify: Target is held (no save)
207 Phobia: Fear (SL saves)
208 Photon Kin.: Laser Beam: 10*(CHd8) Light damage (save)
209 Photon Kinetic: Laser Beam (Psi 9): 10*(CHd8) Light damage (save)
210 Plague Carrier: Disease (SL saves)
211 Plane Shift: Up to eight subjects travel to another plane.
212 Plasma Generation: SL*CL Plasma damage (1 group, no save)
213 Possession: Magic Jar (as spell)
214 Power Beam: Astral damage
215 Power Bolt LVLd8
216 Power Bolt: Astral damage
217 Prismatic Beam (Spray)
218 Psi Sword II: Roll TH (+succ), dmg=(succ), can hit nonliving
219 Psi Sword: Roll TH (+succ), dmg=(succ)
220 Psi: Enhanced Spray: Casts LVL Psi: Bolts (LVLd10 telekinetic dmg) (no save)
221 Psychic Will: Wall of Force
222 Psychokinesis: Telekinese N^2 lbs. at movement rate N/10, lasts for concentration (no DPPs)
223 Radiowave Generation: SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
224 Raise Dead Fully/Slay Living Fully
225 Ram Beam /Wrecker: 1 hull point damage/succ
226 Ram Bolt: 1 hull point damage/succ
227 Recall Birth: Foe vividly recalls its birth, and gains CL negative levels (no save)
228 Recall Death: Foe vividly recalls its future death, and dies.
229 Recall Death: Subject dies or takes 5d6 damage.
230 Reddopsi: Foe's power rebounds on her.
231 Repair Massive Damage: Cures 640 hp (64 Hull points) to a technological item, fixes Crashed/Hung status
232 Replace: Put an object into someone's inventory (Reflex save)
233 Restoration/Energy Drain
234 Resurrection/Destruction
235 Retrieve: Teleport to your hand an item you can see.
236 Retrieve: You teleport to your hand an item you can see.
237 Ritual of Assimilation: Touch: Target loses all of his current hps, you are healed that amount (no save)
238 Scty: Metamorph Blockade: [permanent] Force Shapechange, no polymorph
239 Self-Revival: 0, (SL-1)/d: Heal self
240 Serial Immortality: 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
241 Severance: Save; stops use of any 1 ability in creature
242 Severance: Save; stops use of any 1 ability in creature; affects 2+CL/9 groups
243 Sleep-Induced: Sleep (SL/2 saves)
244 Sonic Beam: CL*(SL+2) sound dmg to one target (no save)
245 Sonic Boom: KiLd4 dmg, KiL' radius (sound damage) (save:, if made save again for 0)
246 Sonic Generation: SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
247 Spectrify: Target gets -CL each to Str, Dex, and Con (save for each point)
248 Spinning Foot Sweep: One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
249 Spiritual Drain: Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
250 Sporacle-ize (random [C8] section effect)
251 Spray: SL choking dmg to a group per segment (can leave the area)
252 Starbolt: CL*(SL+2) plasma dmg to one target (no save)
253 Steal Actions: Steal an action (save); --
254 Steal Item: Target saves or demon gets 1 random item
255 Storm Hammer: One attack: Target takes KiL*10' falling damage
256 Storm of Vengeance: As the Quest level Priest spell
257 Stun Blast /Sleep: Astral stunning
258 Stunning Shout: Target must save vs. PP or stunned 1d(KiL) segments
259 Suggestion: Suggestion
260 Suggestion: Suggestion (up to CL targets)
261 Summon a DL VII Undead
262 Summon a DL=VII Lycanthrope
263 Summon Angel: Summons a DL VIII Angel (good aligned Outer-planar creature)
264 Summon Chaotic Creature: Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
265 Summon Fire Elemental: Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele.
266 Summon Greater Deva: Summons a x2 Angel or Greater Deva
267 Summon Lawful Creature: Gate (as spell) for Lawful creature or for a Water or Air Elemental
268 Summon Planar Creature
269 Summon True Creature: Gate (as spell) for True creature or for a Time Elemental
270 Summoning: Summon a DL=SL Outer
271 Suneagle: Summons a Phoenix (see Monstrous Compendium)
272 Super Breath: CL*SL air dmg to one group (no save)
273 Suppress: Target cannot use a particular power (no save)
274 Target is energy drained CL/2 levels (no save)
275 Telekinesis: Telekinesis CL*SL*10 lbs.
276 Temporal Stasis
277 Temporal: Stop Time: CH*3' radius Time Stop
278 Temporal: Time Bolt (Psi 9): Ages target 10*(CHd4) years (save:)
279 Temporal: Time Bolt: Ages target 10*(CHd4) years (save:)
280 Third Level Priest Spell: Cast one 3rd level Priest spell at CL = 50
281 Time Hop, Mass: Willing subjects hop forward in time.
282 Time Shift
283 Time Shift Other: Time Shift other S r (no save); -CL*5% to PsiR roll
284 Time Stop
285 Time Stop: Time Stop (as spell, maintained 3/r)
286 Transferer: Steal one power from target (save)
287 Treat Serious Wounds: Heals 60% max hp (3 succ)
288 True Domination: Dominated subjects less likely to defy your will.
289 Turn to Goo: Polymorphs target to sludge
290 Undead Control: Turn Undead at CL=(SL-2)*2
291 Unholy Word: As the 7th level Priest spell (doubled)
292 Vampirism: Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
293 Vibration: SL*CL Vibration damage (1 group, no save)
294 Water Animation: Summon a DL=SL Water Elemental
295 Water Bolt LVLd12
296 Water Bolt: Ele.Water damage,Str resist
297 Water Control: Wall of Water / Part Water / Lower Water
298 Weakness Creation: Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
299 Weakness of the World: -9/-9 AC/saves, -25% RR/MR/PsiR; Lasts 5r after maint.
300 White Hurricane: All Evil in sight Gated to their home (no save)
301 Wild Invocation V: Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
302 Wild Magic Surge: Generate (level) Wild Surges within 60' each round for 1h
303 Wild Surge
304 Worm: 1 target: Mental & Physical Domination (save)
305 Zombie Animation: Animate a dead body as a Zombie with DL=SL

[PC9] Alternate (Planeshifted) Classes Group


High SL Sampler Powers (Super Defensive, d190)

 
# Effect
1 Ability Score *2.5: Choose one ability score. New score = (old score - 10) * 2.5 + 10
2 Absorption Field: Stops SL/2 mental attacks or mental-affecting powers on you
3 AC *2.5: Your new AC = (old AC - 10) * 2.5 + 10
4 Acrobatics: Any Acrobat SL-1 pick; 5*CL Rogue points in it
5 Actions *2.5: Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2.5
6 Add Global Immunity: Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
7 Add Global Immunity: Immune to all EE=1 eelements, this can be taken twice for EE=2 (doesn't include E=1), thrice for EE=3, etc.
8 Affinity Field: Effects that affect you also affect others.
9 Affinity Field: Effects that affect you also affect others.
10 Alter Probabilities: 20% all die rolls
11 Amplification: xCH on next Psi9 power's effect
12 Angelic Lore: You gain x2 multiplier; Angel's powers of level = (CL-21)/7
13 Animate Objects: Animate Objects as if they were a DL=SL Golem summon
14 AntiBio Force: Inaccuracy: People need a 20+CH to Autohit you
15 Anti-Commotion Resist.: +CL*5% aaAllR (Anti-Anti R vs. everything)
16 Anti-Godly Ray
17 Anti-Innate Ray
18 Astral Form Blockade Field: Stops Astral Psi./Proj., Dim.Doors
19 Aura of Fear: Fear by sight (SL saves)
20 Bard or Sage Abilities, LVL 12: Get bard or sage abilities of level 11 (max = your level)
21 Bio Force: Maintain Health: +CH Con, regen all hit points each r
22 Bio Force: Super Accuracy: Roll 1d4+16 instead of 1d20 for to hit
23 Body Coating: 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
24 Body Resistance: Physical attacks that do less than SL*2 dmg to you do nothing
25 Body Transformation: Change your body to be of an E=SL/2 element
26 Caprenium Silence: 100'r, 100% irreducible InnateR,PsiR,or MR
27 Chemical Mimicry: Change your body to be of an TechL=SL chemical
28 Clone/Simulacrum: Clone (or) Simulacrum (as the MU spells)
29 Construct Control Item 8: Create a "Control" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
30 Construct Generic Item 8: Create a "Generic" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
31 Construct Power/Defensive Item 8: Create a "Power" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
32 Construct Psi16 Item 8: Create a Psi16 item (see next page) of TechL=CL, each 8 TechL takes 1S action
33 Construct Weapon Item 8: Create a "Weapon" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
34 Contingency: Contingency for one Psi9 power
35 Control Air: Less Damage: x10 hp
36 Control Earth: Mass Damage: Your physicals do Hp instead of hp
37 Cosmic Awareness: Grand: Cosmic Awareness
38 Create Golem IV: Create a DL X Golem (iAC=CL/12, ihp=CL/5, Str=8*CL)
39 Create Technological Monster IV: Create a DL XII Technological Monster (iAC=CL/8, ihp=CL/8, Str=8*CL)
40 Create/Destroy Conduit: Creates or Destroys 1 Conduit, Wormhole, Gate, Color Pool
41 Damage *2.5: Damage with one physical weapon is multiplied by 2.5
42 Damage Reduction, Energy, 90%: Take x0.1 damage from energy
43 Damage Reduction, Physical, 90%: Take x0.1 damage from physical attacks
44 Druid Spells, LVL 12: Get a druid progression of level 12 (max = your level)
45 Duplication: There are two of you
46 Electrical Control: SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
47 Energy Absorption: CL*SL*3 hp ablative Force Field (vs. energy attacks)
48 Energy Body: Major: You are made of energy; cannot use P actions; resist physical damage
49 Energy Dampen: Permanent Energy Cancel on self or 100'cu area
50 Energy Dampen: Permanent Energy Cancel on self or 100'cu area
51 Energy Doppelganger: Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
52 Energy Sheath: SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
53 Environ.: Familiar Locale: CH mile r, atmosphere same as home
54 Expanded Spectrum: You are affected by up to CL Priest or Wizard Divination spells of spell level 1-7
55 Fire Control: SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
56 Flame Being: Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
57 Flame Immunity: SL/2 instances of Resist Fire
58 Focus: Resist Death: Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
59 Force Field vs. Emotion: Immune to spell level 0 to SL-1 enchantment/charm effects
60 Force Field vs. Energy: Immune to spell level 0 to SL-1 energy attacks
61 Force Field vs. Hostiles: Enemies must make SL/2 saves to attack you
62 Force Field vs. Magic: Immune to spell level 0 to SL-1 magic
63 Force Field vs. Mental: Immune to spell level 0 to SL-1 mental attacks
64 Force Field vs. Physical: -SL per physical attack
65 Force Field vs. Power Manipulation: ER 10*SL%
66 Force Field vs. Vampirism: aNR 10*SL% (including energy and stat drains)
67 Force Field: CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
68 Force Field: Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
69 Force Shield: CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
70 Gadgetry: 1M, 1/d: Build a TechL=SL Psi8 item
71 Golem Form: Adamantite: Immune magic; 1V: Trample for 8d10+(Str bonus) dmg
72 Golem Form: Bone: Undead immunities; Can't be Turned; 1M: Paralyze a group
73 Golem Form: Brain: +1QM action; 1M: Psi1 Psionic Blast; iPR +70%
74 Golem Form: Brass Minotaur: Immune Maze (and variants); Slaying +3/+3 +wounding; 1M: Trap the Soul; 1M: Maze
75 Golem Form: Burning Man: Immune fire (and variants); Eldritch Fire Shield (100% dmg back); 1M: Fear (1 group)
76 Golem Form: Diamond: Immune lightning, acid; iNR 75%; 1M: Diamond wacky ball (LVLd8, no save); 1M: Sunray
77 Golem Form: Drolem: [Pick an E=1 to E=3 element] Immune to that element; Mouth's P, 1/3r: Breathe that element
78 Golem Form: Gargoyle: +LVL weapon needed to hit you; You punches are petrification branded
79 Golem Form: Hammer: Immune magic; +4d6 dmg per physical attack
80 Golem Form: Iron: set Str 24+LVL; Cured by fire dmg; Mouth's P: Breathe poison (group, half hp, BW save:1/2)
81 Golem Form: S=9,10,11: Unusual Material of S=9,10,11 (cannot exceed real S number)
82 Good Fortune I: +CL Luck (the Concordant ability score)
83 Grand Chaos: All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled
84 Gravity Decrease: Increase gravity in room or object/person by SL G's (x1 Special)
85 Gravity Increase: Decrease gravity in room or object/person by SL G's (x1 Special)
86 Gravity Manipulation: SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
87 Growth 11: +4 size; +8 Str; +8*CL max hp
88 Hard Radiation Control: SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
89 Hard Resistance to Time: Double resist time (1/4, save for 1/10), Immune to Time Stop / Temporal Stasis
90 HD type: Add +2d+2: Add 2 to number of HD and 2 to the HD type per level
91 Hero Element: Casts any one 1st level Hero spell
92 Hero Lore: You gain x2 multiplier; Hero's powers of level = (CL-21)/7
93 hp *2.5: Multiply hp by 2.5
94 Hyper-Invention: (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
95 Icing: SL/2 instances of Resist Cold/Ice
96 Illusory Duplication: Mirror Image (SL images)
97 Illusory Invisibility: Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
98 Immunity IV: Globe/Invuln., Immune:1st-2nd Dominions
99 Inconvenience Immunity: Immune to Set, Truename, Crapped, Slain, As You Are
100 Invisibility: Improved Invis.
101 Invisibility: Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
102 Invulnerability: -CL*SL/2 dmg per attack
103 Ionization: Lightning shield (xSL/10 damage back)
104 Item *2.5: How many of an item exists is multiplied by 2.5 (you need a Grand to duplicate a x2 item)
105 Kinetic Control: SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
106 Legend Element: Casts any one 1st level Legend spell
107 Level: early 25: Get a "Level:" ability in your class 25 levels early (this can be taken multiple times)
108 Lich Lore: Lich powers of level
109 Light Control: SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
110 Luckscale: (Must have scales to use) Luckstone effect for 1 day
111 Magic Control: +SL/2 (round down) to SL of next Psi45 power
112 Magic Defense: Resist magic
113 Magic Inertial Barrier: Spell delayed 1 s if hitting you; Delayed 2 s
114 Magic Inertial Improver: Spells give no save in your group; --
115 Magic Shield: Stops SL/2 magical attacks on you
116 Magnetic Manipulation: SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
117 Memorization Level Increase 4: +1 Memorization Level (this is next level of picks for rogues)
118 Mental Invisibility: Improved Invis.: it's +SL AC instead of +4
119 Metamorphosis, Greater: Assume shape of any nonunique creature or object each round.
120 Mind Over Matter: Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
121 Molecular Chameleon: Polymorph your body into an unusual material that you're touching (max S factor = SL)
122 Money *2.5: How much money you get in dungeon is multiplied by 2.5 (only affects you, not whole party)
123 Move Rate *2.5: Multiply Move Rate by 2.5
124 Multiplier *2.5: Add 2.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
125 Mystic Shield: SR SL*CL
126 Null Field 1: All spells of SL 1 or higher don't work in 100'r
127 Null Void: Null Bolt: Targets gets 5*LVL% offensive MR,PsiR,InnateR
128 Null Void: Null Dome: 3*LVL% irreducible PsiR
129 Null Void: Null Field: 3*LVL% irreducible MR
130 Null Void: Null Innates: Caster immune to and cannot use innates
131 Permanency: Makes a Demon psi power permanent
132 Plasma Control: SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
133 Poison Touch: Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
134 Power Simulation: The next Psi45 power you use will be resisted using MR instead of PR
135 Prehensile Hair: Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
136 Prince: Your "caster level" (CL) for all purposes (even non-Psi27) is raised by LVL
137 Psi Inertial Improver: Psi gives no save in your group; --
138 Psi: Trap: Chain Contingency, up to LVL powers any type
139 Psionic Permanency: (freq.5/other)Perm.psi power,no maint.cost
140 Psionic Turning: Spell Turning but affects Psionic effects
141 Public Access Lock: Your truename is unknowable; Thoughts unknowable too
142 Reality Alteration: + or - SL to your next die roll
143 Reduplication: Duplicates one (non-magical, non-psionic) item; max TechL = CL
144 Reflection: MPIWReflection 5*SL%
145 Reflector: As Spell Turning, also Innates and Psi
146 Regeneration: Regenerate SL hp/s
147 Resist: Emotion: SL/2 (round down) instances of Resist enchantment/charm
148 Resist: Energy: SL/3 (round down) instances of Resist energy attacks
149 Resist: Magic: SL/4 (round down) instances of Resist magic
150 Resist: Mental: SL/2 (round down) instances of Resist mental attacks
151 Resist: Physical: SL/4 (round down) instances of Resist physical attacks
152 Resist: Power Manipulation: SL/3 (round down) instances of Resist disenchantment
153 Resist: Vampirism: SL/3 (round down) instances of Resist necromancy, energy and stat drains
154 Rogue points 40: This class gives an extra +40 Rogue points per level.
155 Saves *2.5: Multiply your save rolls by 2.5, you automake saves on natural 21-2.5 or better (Minor is 19).
156 Sentinel Lore: You gain x2 multiplier; Sentinel's powers of level = (CL-21)/7
157 Shapechange: Shapechange (as spell,phys.innates gained)
158 Shapechange: You become any creature, change one/round.
159 Shielder: Shield: Non-ablative 1000 hp, up to 40'sq.
160 Shotokan Spirit: Know and can use all Psi0 minor/major/grand powers
161 Sinanju Spirit: Know and can use all Martial Arts powers
162 Spell *2.5: One spell that you know has it's effect multiplied by 2.5, or costs only 1/(2.5*2-1) of a spell slot
163 Spirit in the Sky: No physical body, can use 2 M /s; Can use 3 M /s
164 Spirit Preservation: +5*CL% aXR
165 Spirit Resistance: +5*CL% XR
166 Split: You are two beings (two places at once); it costs 3 actions to have each body do 1 action
167 Stretching: Can melee up to SL people per round that aren't in your group
168 Symbol of Wizardry
169 Systematic Antidote: SL/2 instances of Resist Poison/Drugs
170 Thermal Kinetic: Plasma Beam (Psi 9): CHx100, save at -CHxCH or dead
171 Thief Abilities, LVL 12: Get thief abilities of level 12 (max = your level)
172 Thief: Any Thief SL-1 pick; 5*CL Rogue points in it
173 Thought: Incr.Charisma: +CH Chr, considered X2 in highest class
174 Thought: Incr.Wisdom: +CH Wis, all rolls are 2 dice (choose)
175 Thought: No Body: You no longer have/need a physical body
176 To Hit *2.5: Multiply your to hit rolls by 2.5, you autohit on natural 21-2.5 or better (Minor is 19).
177 True Invulnerability: CH*2% irreducible RR,MR,PsiR,InnateR
178 True Invulnerability: SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
179 Truesight: Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
180 Vibration Control: SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
181 Villain Element: Casts any one 1st level Villain spell
182 Warding: Create a Trap (x1 Psionic) for SL/2 Psi45 powers
183 When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
184 Wrestling Spirit: Know and can use all Professional Wrestling powers
185 X7 Element: Casts any one X7 grand
186 You do not go unconscious and stay offensive at any hp total (will still die)
187 You do not go unconscious and stay offensive at any negative hp total (but will still die)
188 Your unarmed attacks are Permanent hp of damage
189 Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)
190 Z Acceleration: +CL Q0 actions /r (self); Cast Psi using 0 actions

[PC9] Alternate (Planeshifted) Classes Group


High SL Sampler Powers (Super Offensive, d239)

 
# Effect
1 1D: Reincarnate as an animal of your animal form
2 1V, while attacking: Your natural attacks Cascade Rams one group
3 Absorption Power: bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
4 Acid Blast /Toxic Wave: Acid damage, Con resists
5 Acid: CL*(SL+2) acid dmg to one target (no save)
6 Air Animation: Summon a DL=SL Air Elemental
7 Air Blast: Ele.Air damage, Dex resists
8 Air Control: Gust of Wind / Wall of Air
9 Alter Reality (each target max 1/turn)
10 Animal Summoning: Summon a DL=SL-1 Animal
11 Animate Image: Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
12 Annihilation Bolt LVLd20
13 AntiBio Force: Lose Health: -CH Con, degen all hit points each r (no save)
14 Apopsi: You delete targets psionic powers.
15 Apopsi: You delete the psionic power of another.
16 Armageddon: Destroy a demiplane (will probably get Objected to unless it's empty)
17 As You Are
18 As You Are
19 Assimilate: Incorporate creature into your own body.
20 Astral Construct IX: Astral construct fights for you.
21 Astral Destruct IX: Astral destruct fights for you.
22 Aura of Non-Sentience: All creatures within 120' of caster (incl. the caster) lose all levels of experience, have a combined Int+Wis of 0-5, and get no actions of any type as long as Aura is maintained
23 Avoid Fate: Avoid Fate (as spell)
24 Barrier: Solid Wall of Force (as spell)
25 Barrier: Wall that blocks psionics (1 way)
26 Bio-Energy Blast: CL*(SL+2) force dmg to one target (no save)
27 Bodily Restoration IV: Troll-like Regeneration of max hp/r
28 Bomb: CL*SL explosion dmg to your group (no save, hole in the middle)
29 Bring Animals VIII: Summon CL*5 Animals using ML VIII chart, you pick the result
30 Cell Rot: Cell Adjustment (reversed) CL*SL*2 dmg (no save)
31 Cellular Cure / Cause: Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
32 Cellular Heal/Harm: up to X targets: Heal or Harm X% of max hp
33 Cellular Heal/Harm: up to X targets: Heal or Harm X% of max hp
34 Cellular Heal/Harm: X targets: Heal/Harm X% of max; X*2% of max
35 Change Reality (greater): As the 10th level spell, non-phys.things
36 Change Reality: Change Reality (any Psi grand); Double CL effect
37 Change Reality: Change Reality or Psi1 grand; Double CL effect
38 Change Reality: Change Reality or Psi-1 grand; Double CL effect
39 Chaos Storm: All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
40 Chaotic World: Chaos Blast
41 Chemical Touch: Chemical effect of TechL=SL*2 or less (range touch)
42 Choose Summoning VIII: Monster Summoning using ML VIII chart, you pick the result
43 Cold Generation: SL*CL Cold damage (1 group, no save)
44 Combustion: An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
45 Control Thoughts: Caster controls M action/succ
46 Control: 1bM: Redirect an effect (caster makes SL/4 saves)
47 Control: Domination one target (SL/2 saves)
48 Counterspell: [0 action to use] Counters a Magic/Psi/Innate
49 Counterspell: [0 action to use] Counters a Magic/Psi/Innate
50 Crapulence Aura: Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
51 Cthulhoid Swarm VIII: Summon CL*9 Monsters using ML VIII "Weird" chart (random)
52 Cureall: Cureall
53 Damage Transference: Cell Adjustment CL*SL*2 hp
54 Dark Storm: 6 Dark Thunderbolts (pay DPP cost once)
55 Darkness: Darkness (can blind a person, make SL saves)
56 DeAmplification: (can borrow 1M) CH effect on any effect
57 Death Blast: Necromantic damage
58 Decrease Charisma: -1 Chr/succ
59 Decrease Constitution: -1 Con/succ
60 Decrease Dexterity: -1 Dex/succ
61 Decrease Intelligence: -1 Int/succ
62 Decrease Strength: -1 Str/succ
63 Decrease Wisdom: -1 Wis/succ
64 DeShielder: DeShield: 1000 dmg
65 Destroy Evil Spirit: Evil creature loses N stat points and N^2 permanent hp (no resistance, can use GR)
66 Disintegration: Major: Disintegrate (save)
67 Dispel 11: Dispel a SL 0-11 effect
68 Disruption: Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
69 Dissolution: You Disintegrate really large objects or creatures.
70 Domination: Dominate all actions (SL/5 saves)
71 Duplication: 1bM: Fork an effect (caster makes SL/3 saves)
72 Earth Animation: Summon a DL=SL Earth Elemental
73 Earth Blast: Ele.Earth damage,Con resist
74 Electrical Generation: SL*CL Lightning damage (1 group, no save)
75 Empyreal Guards: Summons CL Pers or Astral Devas ("Per" is described in Monstrous Compendium)
76 Energy Blast IV: [Pick an element] CLd30 dmg of that element (one group, no save)
77 Energy Conversion: 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
78 Energy Kin.: Super Blast: 100*CH'r, CHxCHxCH Energy dmg (no save)
79 Energy Solidification: Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
80 Energy Sponge: bM: SL*10% chance to absorb an entire energy attack
81 Enslave: Target creature's AL switches to L, all of it's actions under control of caster (no save)
82 Eye for an Eye (Psi 11W) (fork an eye back on someone)
83 Fear VI (Fear Contagion): As the Quest level Priest spell
84 Fifth Level Priest Spell: Cast one 5th level Priest spell at CL = 70
85 Fire Blast /Hellblast: Ele.Fire damage,Con resist
86 Fire Generation: SL*CL Fire damage (1 group, no save)
87 Flame Animation: Summon a DL=SL Fire Elemental
88 Flame Project: CL*(SL+2) fire dmg to one target (no save)
89 Flash: Light (can blind a person, make SL saves)
90 Flying Fireball: KiLd8 dmg in a KiL' radius (fire damage) (save:)
91 Focus: Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
92 Force Wind: Creates a tornado, CLd12 air dmg per segment (save: ), moves at CL" rate
93 Geoforce: 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
94 Gestalt: Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
95 Godly Protection: (Z action) iGR = CL% for 1s, works on up to xCL beings
96 Hard Radiation: SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
97 Heal: Cures 1=10%,2=30%,3=60%,4=100%
98 Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
99 Heat: Target takes SL*CL Fire damage per segment for 1 round (no save)
100 Hell Pit: 2 saves:fail 1=goto hell, fail 2=impris
101 Holy/Eldritch/Unholy Bolt
102 Hyperkinetic: Decr.Mentals: -CH Mental actions (no save)
103 Hypnotic Control: Hypnosis (SL/2 saves)
104 Hypnotism: Hypnosis (SL saves)
105 Hypnotism: Hypnotism, up to CL targets
106 Ice Animation: Summon a DL=SL Ice Elemental
107 Ice Blast: Ice damage, Con resists
108 Ice Control: Wall of Ice
109 Ice Production: CL*(SL+2) ice dmg to one target (no save)
110 Ice Sheet: Wall:Ice damage, Con resists
111 Imprisonment: Imprisonment (as spell)
112 In the Eye of Chaos (Psi 11R) (target needs double actions to do things)
113 Inferno Strike: KiLd20 dmg, KiL*3' radius (fire damage) (save:), center at caster (who doesn't take dmg)
114 Insist: [0 action] Counters a counterspell; that same type of counterspell can't be used again
115 Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
116 Iron Will: 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
117 Kinetic Bolt: SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
118 Know Truename: As the 9th level Diviner spell
119 Law Quintruple Beam: CLxCLx3 mental dmg in 5 lines (no save); C-align x4 dmg
120 Lifeform Creation: Summon a DL=SL-1 monster
121 Light Emission: SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
122 Lightning Blast: Lightning damage, Dex resists
123 Lightning: CL*SL lightning dmg to one group (no save)
124 Limitation: 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
125 Liturgy of Armageddon: All creatures within 1 mile radius are slain (no save) or Slain (save) [choose]
126 Magic Blast: CL*SL force dmg to one group (no save)
127 Magic Domination: Control M Actions (SL/2 saves)
128 Mana Blast: Astral damage
129 Mass Energy Drain: Energy Drain (as spell) in 90'r area
130 Mass Feeblemind: Feeblemind (as spell) in 90'r area
131 Mass Mind Control: 250'r, all are Hypnotised (no save)
132 MassTelepathicCommand: Suggestion (no save) up to CL targets
133 Master Ritual of Summ.: Summons any one unique creature in the Multiverse to you (no resistance)
134 Matter Manipulation: CL*(SL+2) explosion dmg to one target (no save)
135 Mechanical Creation: Summon a DL=SL-2 Golem or Technological monster
136 Mental Ball 11: 110'r; take 11*level*(# of freq.) damage; no save
137 Mental Deceleration: Target loses next N mental actions (no save)
138 Mental Deceleration: Target loses next N mental actions (no save); affects 1+CL/9 groups
139 Mimic: 1bM: Fork a spell level 0 to SL effect
140 Mind Blast: SL Int dmg to one target (no save)
141 Mind Blast: SL*CL Mental damage (1 group, no save)
142 Mind Control: Minor: Command (save); Major: Domination (SL/3 saves)
143 Mind Transferral: Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
144 Missile Creation: Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
145 Mob Mind: Control Thoughts Blast (yuck!)
146 Monster Domination: Dominates any creature for less time.
147 Negation Blast
148 Neural Manipulation: Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
149 Nightmare: Improver Beam: +CH/6 to being's multiplier (will be Set in 1r)
150 Nightmare: Mental Blast: CHxCH'r,lose CHd4 mental stats (save:)
151 Nightmare: Physical Blast: CHxCH'r,lose CHd4 physical stats (save:)
152 Nightmare: Removal Beam (Psi 9): -CH/6 to being's multiplier (save:)
153 Nightmare: Removal Beam: -CH/6 to being's multiplier (save:)
154 No Resistance (Physical): 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
155 No Resistance: 1 target: Lowers Class VI,PsiR,Defense X for 1t
156 Pawn: Pawn someone (gets a Will and a Spell save, making either is a make)
157 People's Army: Mass Charm Person up to LVL^3 people (no save)
158 Personality Transfer: Magic Jar (SL/2 saves)
159 Phobia: Fear (SL saves)
160 Photon Kin.: Phaser Beam: 100*(CHd20) Light damage (no save/PsiR)
161 Photon Kinetic: Phaser Beam (Psi 9): 100*(CHd20) Light damage (no save/PsiR)
162 Physical Deceleration: Target loses next N physical actions (no save)
163 Physical Deceleration: Target loses next N physical actions (no save); affects 1+CL/9 groups
164 Plague Carrier: Disease (SL saves)
165 Planet Swarm
166 Planetary Acidify: Acidifies 1 planet or moon (!); 2 planets or moons!
167 Planetary Demolish: 1 idmg in any E=CL/6 element; 2 idmg; CL/3 instead
168 Planetary Detonate (Psi2)
169 Planetary Detonate: Detonates 1 planet or moon (!); 2 planets or moons!
170 Plasma Generation: SL*CL Plasma damage (1 group, no save)
171 Polycancellation: Tricancellation CH targets
172 Polyrestoration: Trirestoration CH targets
173 Possession: Magic Jar (no save) (no PsiR) (no immunity)
174 Power Blast: Astral damage
175 Power Transfer: Drain all spells & psi points (no save)
176 Psychic Will: Wall of Force
177 Public Access Key: Target's Truename is visual (!); Thoughts visible too
178 Radiowave Generation: SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
179 Ram Blast /Urban Renewal: 1 hull point damage/succ
180 Reconstruct
181 Repeating Fireball: Throw X Fireballs (see above)
182 Reset (each target max 1/day)
183 Reset: Resets one target in sight (max = 1 reset per real reset)
184 Resurrection: [0 action, even when dead]: Resurrection
185 Reverse Contingency: Dispel a Contingency and everything in it
186 Self-Revival: 0, (SL-1)/d: Heal self
187 Serial Immortality: 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
188 Set
189 Shielder: Bolt (Psi 9): CHxCHd8 Force damage, ignores defenses
190 Shielder: Bolt: CHxCHd8 Force damage, ignores defenses
191 Sixth Level Priest Spell: Cast one 6th level Priest spell at CL = 80
192 Sleep-Induced: Sleep (SL/2 saves)
193 Solid Stun Bolt (-LVL all actions)
194 Sonic Beam: CL*(SL+2) sound dmg to one target (no save)
195 Sonic Generation: SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
196 Spell Barrier: Wall:Dead Magic (all types)
197 Spiritual Drain: Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
198 Spray: SL choking dmg to a group per segment (can leave the area)
199 Starbolt: CL*(SL+2) plasma dmg to one target (no save)
200 Stasis: Touch: Target is Temporal Stasised (no save); you control the duration with DPPs
201 Steal Attunement: Allow another to have & use one of the technological objects *anyone* made using Psi16
202 Steal Attunement: Allow another to have & use one of the technological objects *anyone* made using Psi8
203 Steal Soul III: Transforms unwilling target to a larva
204 Summon a DL X Undead
205 Summon a DL=X Lycanthrope
206 Summon Insects: Summon Insects
207 Summoning: Summon a DL=SL Outer
208 Super Breath: CL*SL air dmg to one group (no save)
209 Super Domination: Dominate one target (no save, no PsiR, no Wis)
210 Superblast [V]: All in 1 mile insane (no PsiR); 2 mile radius
211 Telekinesis: Telekinesis CL*SL*10 lbs.
212 Telekinesis: TK LVL*10' falling damage area
213 Telekinetic Crush: 1 target: X*X*X telekinetic damage (no save)
214 Telekinetic Crush: X*X*X telekinetic damage (no save); affects 1+CL/9 groups
215 Temporal Distortion: Target gains another half-segment of actions after the current half-segment
216 Temporary Insanity: 1 insanity [DMG1]/succ
217 Thermal Kin.: Plasma Beam: CHx100, save at -CHxCH or dead
218 Thrall: Target is your slave forever.
219 Thunderclap: Blast:Sound damage, Con resists
220 Thunderclap: KiLd12 dmg, KiL' radius (sound damage) (save:, if made save again for 0)
221 Timeless Body: Ignore all harmful, and helpful, effects for 1 round.
222 Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.
223 Treat Deadly Wounds: Heals 100% max hp (4 succ)
224 True Telekinesis: Lift or move 500 lb./level at long range.
225 True Vulnerability: -CH*2% irreducible RR,MR,PsiR,InnateR,aPsiR (no ER)
226 Undead Control: Turn Undead at CL=(SL-2)*2
227 Vampirism: Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
228 Vibration: SL*CL Vibration damage (1 group, no save)
229 Water Animation: Summon a DL=SL Water Elemental
230 Water Blast: Ele.Water damage,Str resist
231 Water Control: Wall of Water / Part Water / Lower Water
232 Weakness Creation: Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
233 Wild Invocation VI: Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell
234 Wish: Wish (as spell)
235 Wish: Wish (as spell), CL = 35
236 Wish: Wish (as spell), or any Psi2 Dev/Sci/High Sci
237 Wish: Wish (as spell), or any Psi200 Dev/Sci/High Sci
238 Word of Destruction: Room shape is rearranged, everyone in room (incl. PCs) take a slay (save) and a blind (no save), each object in room has 50% chance of shattering
239 Zombie Animation: Animate a dead body as a Zombie with DL=SL

[PC9] Alternate (Planeshifted) Classes Group


Hit Man5

Level KXP
Spells
1 0 (none)
2 3.1 (none)
3 6.2 (none)
4 12.3 (none)
5 24.6 (none)
6 49 (none)
7 98 (none)
8 196 (none)
9 392 (none)
10 766 (none)
11 1129 (none)
12 1492 (none)
13 1855 (none)
14 2218 (none)
15 2581 (none)
16 2944 (none)
17 3307 (none)
18 3670 (none)
19 4033 (none)
20 4396 (none)
21 4759 (none)
22 5122 (none)
23 5485 (none)
24 5848 (none)
25 6211 (none)
26 6574 (none)
27 6937 (none)
28 7300 (none)
29 7663 (none)
30 8026 (none)
31 8389 (none)
32 8752 (none)
33 9115 (none)
34 9478 (none)
35 9841 (none)
36 10204 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 19, Dex 13, Con 11
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: 2xWar
Save Table: Rog
Reference: DM {Planeshifted Sniper}
Groups: Warrior, Rogue, Alternate
 
This is a mixed Smasher-Thug5. (where "Smasher" is the Str version of "Sneak")
Gains all Str-based Rogue abilities.
May specialize a number of times equal to LVL. Each level of specialization is LVL*3 half-plusses.
Has Barbarian Str and Exceptional Con.
Levels Pick Description
Level 1-3: A +LVL damage
B +1 to # of attacks with all attack forms (weapon, natural, etc.)
C #Attacks = level if creatures being fought are less than LVL HD
D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
E Backstab = x(LVL+2)/2
Level 4: Pick any Warrior5 class level 1-3
Level 5-7: F Considered 1 size larger for what size weapons you can wield
G +LVL*100 item XP in Weapon flags per day
H +LVL to hit
I +LVL weapon proficiencies
J Can affect creatures that require a +LVL-1 weapon to hit
Level 8: Pick any Warrior5 class level 5-7
Level 9-12: K +LVL-8 crit range (even beyond the 11-20 limit)
L Immune parting shots
M +LVL-4 feats
N 1V, may borrow: Jump to other group (60'), deflect attacks to you
O Can operate at any negative hp total, cannot be offensive
Level 13: Pick any Warrior5 class level 9-12
Level 14-18: P +LVL-13 crit multiplier

[PC9] Alternate (Planeshifted) Classes Group


Holy Monk1

Level KXP
Spells
1 0 (none)
2 2.7 (none)
3 5.7 (none)
4 12 (none)
5 27 (none)
6 57 (none)
7 117.6 (none)
8 240 (none)
9 420 (none)
10 600 (none)
11 840 (none)
12 1140 (none)
13 1500 (none)
14 2100 (none)
15 2700 (none)
16 3300 (none)
17 3900 (none)
18 4500 (none)
19 5100 (none)
20 5700 (none)
21 6300 (none)
22 6900 (none)
23 7500 (none)
24 8100 (none)
25 8700 (none)
26 9300 (none)
27 9900 (none)
28 10500 (none)
29 11100 (none)
30 11700 (none)
31 12300 (none)
32 12900 (none)
33 13500 (none)
34 14100 (none)
35 14700 (none)
36 15300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+5 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+8 15 11 12 10 11  6  6 11
Requisites: Str 14, Dex 14, Con 11, Wis 16
Alignment: LG, LN, or NG
HD/level: & +d8
Weapon Prof.: 2+level
To Hit Table: Rog
Save Table: Pri
Reference: DM {Planeshifted Monk1}
Groups: Priest, Rogue, Alternate
 
Level 1: Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Str bonus).
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d6 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*3+(target's AC)% (no save)
Level 1: Natural AT is 10+level
Level 1: Base movement rate is (14+level)"
Level 1: Against area effects that give a save for : the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level (even if Banhammered)
Level 2: Mask the mind from ESP and similar effects: chance is 66%+2%/level.
Level 3: Speak with animals (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): LVL*LVL hp, can be done once per day.
Level 4: The monk may fall 30' without taking damage if within 1' of a wall.
Level 5: +1V action.
Level 5: Open hands are considered a +1 weapon to hit.
Level 6: The monk may fall 40' without taking damage if within 4' of a wall.
Level 6: Empathy once per day.
Level 7: Invisibility (psi freq. 0) level times per day.
Level 8: Resistamce to Charm, +4 (or 18 Int) vs. psionic attacks
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 8: Body Control, level/2 turns/day.
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than monk's level, if hp of target is equal to or less than 2 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Lvl Holy Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Curing (1 hp per 1%), self or others V 0 Wis-9 Wis-12
1 Restore stat damage (1 per 5%), self or others V 0 Wis-9 Wis-12
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 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 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Remove Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse V 0 Wis-9 Wis-12
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
4 Restore level drains (1 per 10%), self or other V 0 Wis-9 Wis-12
4 Clearness of Thought (get a 2nd die roll on any 1 effect /r) MM 0 Wis-18 Wis-25
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Intuition (+1 per 20% made to Intuition) M 0 Chr-9 Chr-12
8 Willpower (+1 per 20% made to Willpower) M 0 Chr-9 Chr-12
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
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 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54
 
Exp Level: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17+
Open Hand Dmg: 1d3 1d4 1d6 1d6 1d6+1 2d4 2d4+1 2d6 3d4 2d6+1 3d4+1 4d4 4d4+1 5d4 6d4 5d6 8d4
Open Hand #Att: 1/1 1/1 1/1 5/4 5/4 3/2 3/2 3/2 2/1 2/1 5/2 5/2 5/2 3/1 3/1 4/1 4/1

[PC9] Alternate (Planeshifted) Classes Group


Holy Order of Stars Stupid1

Level KXP Priest
123 456 789
1 1.75 1a- --- ---
2 3.5 20- --- ---
3 7 21a --- ---
4 14 320 --- ---
5 28 421 a-- ---
6 56 422 0-- ---
7 112 432 1a- ---
8 224 433 20- ---
9 450 433 21a ---
10 900 443 220 ---
11 1300 444 331 ---
12 1700 444 441 a--
13 2100 555 442 0--
14 2500 555 442 1a-
15 2900 555 552 10-
16 3300 555 553 21a
17 3700 555 553 320
18 4100 555 553 321
19 4500 555 553 331
20 4900 555 554 332
21 5300 555 554 442
22 5700 555 555 443
23 6100 555 555 553
24 6500 555 555 554
25 6900 555 555 555
26 7300 666 655 555
27 7700 666 666 655
28 8100 666 666 666
29 8500 777 766 666
30 8900 777 777 766
31 9300 777 777 777
32 9700 888 877 777
33 10100 888 888 877
34 10500 888 888 888
35 10900 999 988 888
36 11300 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 13, Wis 13
Alignment: any S (overwrite)
HD/level: d9
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted HOSE1}
Groups: Priest, Alternate
 
This class sets the second component of your alignment to "S" (Stupid). This overwrites the G-E axis requirement on all of your classes to "S".
Casting spells costs 1P instead of 1M.
Material componenting for spells costs a 0 action. If you use 1V in addition, you get double material componenting (triple effect total).
Turn undead; cannot command.
Cannot use M actions at all; if you get an M action somehow, it is immediately converted into 1P+1V.
Cannot make Intelligence checks or "disbelieve".
Has a Personality score of 0 vs. intelligent items.
Every ODD level: Gets a Smiter5 pick; see below.
 
Levels Pick Description
Levels 1, 3, 5: A 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
B 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
C 1M: Shut off target familiar or specialty priest power
D 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
E +1 grand sphere
Levels 7, 9, 11: F Do double damage with weapon attacks vs. Chaotic creatures
G Can convert P -> M actions
H 0, 1/d: Counter a Divine Intervention
I Emulate the abilities of (LVL-3)/2 specialty priest powers
J Can turn undead using just 1V action
Levels 13, 15, 17: K Do double spell effects vs. Chaotic creatures
L Inverse Astral projection
M 1M: Shut off Concordant effect (aXR to resist)
N 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
O Can turn Chaotic creatures as if they were undead
Levels 19, 21, 23: P Resist all things done to you by Chaotic creatures
Q Can project to any plane (pick 3 stats to copy to other stats)
R Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
S Immune Moo
T Can turn anyone not of your Religion as if they were undead
Levels 25, 27, 29: U Immune all things done to you by Chaotic creatures
V You have no home plane; your truename cannot be erased; immune incursion
W Anti-Godly shell: Immune to one G action effect /s, even in [X] section
X Immune Pixelation
Y xLVL to CL for Turn Undead; Ignore Immune Turning
Z  

[PC9] Alternate (Planeshifted) Classes Group


Holy Warrior3

Level KXP Priest
123 456 789
1 0 0-- --- ---
2 2 1-- --- ---
3 4 2a- --- ---
4 8 30- --- ---
5 16 32a --- ---
6 32 430 --- ---
7 64 432 a-- ---
8 128 443 0-- ---
9 180 543 2a- ---
10 225 544 30- ---
11 275 554 32- ---
12 330 554 43a ---
13 390 655 432 a--
14 455 655 443 0--
15 525 665 543 2a-
16 600 665 544 30-
17 680 666 554 32a
18 765 666 554 430
19 855 666 655 432
20 950 666 655 443
21 1050 666 665 544
22 1155 666 665 555
23 1265 666 666 555
24 1380 666 666 655
25 1500 666 666 665
26 1625 666 666 666
27 1755 766 666 666
28 1890 776 666 666
29 2030 777 666 666
30 2175 777 766 666
31 2325 777 776 666
32 2480 777 777 666
33 2640 777 777 766
34 2805 777 777 776
35 2975 777 777 777
36 3150 877 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+4  9  5  6  4  4  1  1  4
+5 10  6  7  4  5  1  1  4
+6 10  6  7  5  5  2  2  5
+7 11  7  8  5  6  2  2  5
+8 11  7  9  6  6  2  2  6
+9 12  7  9  6  7  3  3  6
+10 12  8  9  6  7  3  3  7
+11 13  8 10  7  8  4  3  7
+12 13  9 10  7  8  4  4  8
+13 13  9 10  7  8  4  4  8
+14 14  9 11  8  9  5  4  9
+15 14 10 11  8  9  5  5  9
+16 14 10 11  9  9  6  5 10
+17 15 11 12  9 10  6  5 10
+18 15 11 12 10 11  6  6 11
Requisites: Wis 0
Alignment: any
HD/level: d8
Weapon Prof.: 9+level/10
To Hit Table: +level
Save Table: Pri
Reference: DM {Planeshifted Warrior3}
Groups: Warrior, Priest, Alternate
 
Level 9: Pick any other Priest class you could qualify for. You gain all abilities of that class as if you were 8 levels lower.

[PC9] Alternate (Planeshifted) Classes Group


Illogician-17

Level KXP Wizard       Psi-17
123 456 789  mMG S
1 0 1-- --- ---  1-- -
2 2 2-- --- ---  2-- -
3 14 21- --- ---  3-- -
4 36 32- --- ---  4-- -
5 68 421 --- ---  5-- -
6 110 422 --- ---  51- -
7 162 432 1-- ---  52- -
8 224 433 2-- ---  53- -
9 296 433 21- ---  54- -
10 378 443 22- ---  55- -
11 470 444 33- ---  65- -
12 572 444 441 ---  651 -
13 684 555 442 ---  652 -
14 806 555 442 1--  653 -
15 938 555 552 1--  654 -
16 1080 555 553 21-  655 -
17 1232 555 553 32-  665 -
18 1394 555 553 321  666 -
19 1566 555 553 331  766 -
20 1748 555 554 332  776 -
21 1940 555 554 442  777 -
22 2142 555 555 443  877 -
23 2354 555 555 553  887 -
24 2576 555 555 554  887 1
25 2808 555 555 555  887 2
26 3050 666 655 555  887 3
27 3302 666 666 655  887 4
28 3564 666 666 666  887 5
29 3836 777 766 666  887 6
30 4118 777 777 766  887 7
31 4410 777 777 777  888 7
32 4712 888 877 777  888 8
33 5024 888 888 877  988 8
34 5346 888 888 888  998 8
35 5678 999 988 888  999 8
36 6020 999 999 999  999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-12 -10-10-10-10-10-10-10-10
-11 -9 -9 -9 -9 -9 -9 -9 -9
-10 -8 -8 -8 -8 -8 -8 -8 -8
-9 -7 -7 -7 -7 -7 -7 -7 -7
-8 -6 -6 -6 -6 -6 -6 -6 -6
-7 -5 -5 -5 -5 -5 -5 -5 -5
-6 -4 -4 -4 -4 -4 -4 -4 -4
-5 -3 -3 -3 -3 -3 -3 -3 -3
-4 -2 -2 -2 -2 -2 -2 -2 -2
-3 -1 -1 -1 -1 -1 -1 -1 -1
-2  0  0  0  0  0  0  0  0
-1  1  1  1  1  1  1  1  1
+0  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
Requisites: Wis 18
Alignment: C*
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: +level-13 (d30)
Save Table: +level-11 (d30)
Reference: DM {Planeshifted Logician17}
Groups: Wizard, Psionicist, Alternate
 
Rolls d30's to hit and saves. Automakes (autohits) on 27-30. Automisses on 1-3.
Spec. Schools: Invocation, Reversed Logic (see below)
Opp. Schools: Abjuration, Divination
Can cast spells from Priest Chaos and Priest Astral Spheres
Level 1: +M Action
Level 1: +1 extra Knowledge Prof/level
Level 1: Specialized spells cost only M to cast
Level 1: Can "burn" 1 hp/spell level to cast extra spells
Here's some sample "Logic" spells, until a better version is added to the Collective.
This class would cast the opposite of these.
Logic Spells, Level 1:
Communication: Allows communication with any creature with Int 1+
Detect Chaos: Detects all Chaotic creatures within 360'
Determine Operation of Mechanism: Can use a tech level object of less than or equal to Logician's level
Order Objects: Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
Logic Spells, Level 2:
Command: As per priest spell but can use 2 words
Fast-Talking: All targets must save vs. spell at a penalty equal to double of Logician's level or believe what he is saying as true
Protection from Chaos: As per Pro.Evil but against Chaotic creatures
Logic Spells, Level 3:
Hold Monster: As per Enc/Cha spell, save at -(2*Logician's level)
Personal Illusion: Makes an exact illusion (all senses) of a creature
Logic Spells, Level 4:
Charm Lawful Creature: Target Lawful creature is charmed (no save)

[PC9] Alternate (Planeshifted) Classes Group


Psi-17 Minor Powers

# Effect
1 Chaos Ball your group (incl. yourself) for LVLd6 dmg
2 Create a LVL*10' Wall of Stone with random orientation in the room
3 Create a random trap (only enemies trigger it)
4 Darkness to all senses (infravision doesn't work)
5 Destroy door (item save vs. disintegrate)
6 Gain a random Psi9 or Psi-9 minor (use this 1/d)
7 Sleep your entire group (incl. yourself) (save)
8 Wand of Wonder effect

Psi-17 Major Powers

# Effect
1 Chain Lightning: as spell, but jumps randomly (not closest person), can hit someone more than once
2 Confusion shield (whoever hits you saves or is Confused)
3 Create a random trick (only enemies trigger it)
4 Fist of Force (LVLd8 force dmg to one target)
5 Polymorph Randomly: Target is polymorphed into a DL=LVL/3 monster (save)
6 Teleport Other Away

Psi-17 Grand Powers

# Effect
1 Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
2 Chaos Branding: Rearranges a magic item's properties (loses old properties, becomes a random Intelligent Magic Item of next lower XP value)
3 Create a random special (only enemies trigger it)
4 Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help

Psi-17 Super Powers

# Effect
1 Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
2 Word of Destruction: Room shape is rearranged, everyone in room (incl. PCs) take a slay (save) and a blind (no save), each object in room has 50% chance of shattering

[PC9] Alternate (Planeshifted) Classes Group


Inept-2

Level KXP Priest   Psi-2
123 456  mMG
1 0 1-- ---  1--
2 2 1-- ---  2--
3 4 2-- ---  3--
4 8 20- ---  4--
5 16 21- ---  41-
6 32 21- ---  42-
7 64 32- ---  43-
8 128 320 ---  44-
9 180 321 ---  441
10 225 321 ---  442
11 275 332 ---  443
12 330 332 0--  444
13 390 332 1--  544
14 455 332 1--  554
15 525 333 2--  555
16 600 333 20-  655
17 680 333 21-  665
18 765 333 21-  666
19 855 333 32-  766
20 950 333 32-  776
21 1050 333 33-  777
22 1155 433 33-  877
23 1265 443 33-  887
24 1380 444 33-  888
25 1500 444 43-  988
26 1625 444 44-  998
27 1755 444 440  999
28 1890 444 441  A99
29 2030 444 442  AA9
30 2175 444 443  AAA
31 2325 444 444  BAA
32 2480 544 444  BBA
33 2640 554 444  BBB
34 2805 555 444  CBB
35 2975 555 544  CCB
36 3150 555 554  CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+4 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+5 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+6 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+7 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+8 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+9 15 11 12 10 11  6  6 11
Requisites: Str 6, Dex 8, Chr 6
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Pri
Reference: DM {Planeshifted Adept3}
Groups: Priest, Psionicist, Alternate
 
Considered 3rd edition (gets a Feat at 1st level).
Gets Wisdom bonus for spell progression.
PSPs = Dex*2+Str+Chr-40+(Dex-5)*(level-1)/2
Has "cotangents" instead of "tangents". 3 cotangents is a "Detract".
If you are Detracted to someone, you are considered Dust of Disappearanced to them, and they cannot directly target you or your effects.

[PC9] Alternate (Planeshifted) Classes Group


Psi-2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
2 Anti-Astral Projection Port Int 6+2/h Anti-Astral Projection Colorless pool nearby DM
3 Biogiveback Metab Con-2 6+3/r +2 dmg/att; +level/3 TH bonus +level TH bonus instead DM
4 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
5 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
6 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
7 Deflect Kinet Int 4 Deflect a melee attack -- DM
8 Detract Telep Wis Int+1/r -2 check if resisting Maintained 4r for free DM
9 Gird M-Psi Int-3 2*M/m Set off someone's trigger prematurely -- DM
10 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
11 Inertial Improver Kinet Con-3 7+5/r +1 to #Atts in your group (everyone) Missiles do +1 die of dmg DM
12 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
13 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
14 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- DM
15 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
16 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
17 Reverse Carapace Metab Int 5+1/r -level AC; +(11-level) Dex No AC loss DM
18 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
19 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
20 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
21 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
22 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
23 Ungraft Weapon Metab Con-5 10+1/r Unconnect weapon from body; -1/-1 Penalty is -4/-4 DM
24 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM

[PC9] Alternate (Planeshifted) Classes Group


Psi-2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Acidify Kinet Con-3 18 (level)d6 acid dmg (save:) (2*level)d6 acid damage DM
2 Complete Harming Metab Con 30 Harm at end of round (not segment) Harm at end of segment DM
3 Degenerate Metab Con-4 18+6/t Degenerate (LVL /s) 2*LVL /s DM
4 Endorphin Drain Metab Chr-6 16+8/r 6 Int,Wis,or Chr dmg 6 to all three DM
5 Energy Release Metab Con-2 1/die +CL to CL on your next damaging power -- DM
6 Fate Less Telep Con-5 C+5/t You and biggest enemy in area take 0 dmg -- DM
7 Inprobability Travel Port Int 20+8/h Go to Anti-Astral physically Colorless pool nearby DM
8 Insens. to Psychic Imp. Clair Wis-4 12+2/m Resist Psionics Resist Anti-Psionics DM
9 Life Field Metab Con-8 40 All in party all healed for LVL hp 2*LVL hp instead DM
10 Reintegrate Kinet Wis-4 40 Cure a disintegrate Cure an annihilate DM
11 Split Body M-Psi Wis-5 40+6/r +1 P action +1 more P action DM

Psi-2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 A/B Acceleration Metab Con-6 20/r +CL A actions /r (range sight) B instead of A DM
2 Alter Reality All Any-10 250 Alter Reality or Psi-1 major Double CL effect DM
3 Eelemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Eele Can be Semi Eele DM
4 Grand Acidify Kinet Con-5 27 CLd20 acid damage Use d30's DM
5 Legendary Drain Metab Chr-24 24+12/r 6 Cml, Luck, or CL dmg 6 all three DM
6 Mass Detract Telep Wis L+1/r L=sum of targets' levels PSP cost halved DM
7 Steal Actions M-Psi *Auto* 0 Steal an action (save) -- DM
8 Ultrasword [-X] Telep Chr-5 20 Ignore non-racial immunity to psionics -- DM
9 Weakness of the World Metab Con-6 10/r -9/-9 AC/saves, -25% RR/MR/PsiR Lasts 5r after maint. DM
10 Weapon Familiarity Clair Int-8 200/d +1 slot in every weapon prof +LVL feats DM

Psi-2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 C/X Acceleration Metab Chr-10 30/r +CL C actions /r (range sight) Can convert 14C -> 1X DM
2 Change Reality All Any-20 400 Change Reality or Psi-1 grand Double CL effect DM
3 Magic Inertial Improver Port Dex-18 70/r Spells give no save in your group -- DM
4 Planetary Acidify Kinet Con-25 3600 Acidifies 1 planet or moon (!) 2 planets or moons! DM
5 Public Access Lock Clair Int-20 90/r Your truename is unknowable Thoughts unknowable too DM
6 Spirit on the Ground Telep Chr-15 1/week Cannot use M actions; can use 2P/s Can use 3P /s DM

[PC9] Alternate (Planeshifted) Classes Group


Knight of Quantity1

Level KXP Warrior
123 456 7
1 0 1-- --- -
2 7 2-- --- -
3 17 31- --- -
4 41 42- --- -
5 75 531 --- -
6 125 642 --- -
7 200 753 1-- -
8 318 864 2-- -
9 525 975 31- -
10 950 A86 42- -
11 1600 B97 531 -
12 2250 CA8 642 -
13 2900 DB9 753 1
14 3550 ECA 864 2
15 4200 FDB 975 3
16 4850 GEC A86 4
17 5500 GFD B97 5
18 6150 GFE CA8 6
19 6800 GFE DB9 7
20 7450 GFE DCA 8
21 8100 GFE DCB 9
22 8750 GFE DCB A
23 9400 GFE DCB B
24 10050 GFE DCC B
25 10700 GFE DCC C
26 11350 GFE DDC C
27 12000 GFE DDD C
28 12650 GFE DDD D
29 13300 GFE EDD D
30 13950 GFE EED D
31 14600 GFE EEE D
32 15250 GFE EEE E
33 15900 GFF EEE E
34 16550 GFF FEE E
35 17200 GFF FFE E
36 17850 GFF FFF E
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: Str 12, Dex 14, Chr 20, Cml 13
Alignment: any
HD/level: 5d3 (not a typo: it's five dice.)
Weapon Prof.: 3*level
To Hit Table: War
Save Table: War*2 (see note)
Reference: DM {Planeshifted Knight of Quality1}
Groups: Warrior, Alternate
 
The Saves of "War*2" means to read the Warrior table at your level, and multiply the results by 2 (this is different from "2xWar", where you multiply your level by 2 before reading).
Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
Can cast Wizard Conjuration/Summoning spells as if they were Warrior spells.
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.
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 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 5: +(LVL-3)/2 QP actions.
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.)

[PC9] Alternate (Planeshifted) Classes Group


Knowledgizer3

Level KXP
Spells
1 0 (possibly owe XP) (varies)
2 (varies) *1.1 (varies)
3 (varies) *1.1 (varies)
4 (varies) *1.1 (varies)
5 (varies) *1.1 (varies)
6 (varies) *1.1 (varies)
7 (varies) *1.1 (varies)
8 (varies) *1.1 (varies)
9 (varies) *1.1 (varies)
10 (varies) *1.1 (varies)
11 (varies) *1.1 (varies)
12 (varies) *1.1 (varies)
13 (varies) *1.1 (varies)
14 (varies) *1.1 (varies)
15 (varies) *1.1 (varies)
16 (varies) *1.1 (varies)
17 (varies) *1.1 (varies)
18 (varies) *1.1 (varies)
19 (varies) *1.1 (varies)
20 (varies) *1.1 (varies)
21 (varies) *1.1 (varies)
22 (varies) *1.1 (varies)
23 (varies) *1.1 (varies)
24 (varies) *1.1 (varies)
25 (varies) *1.1 (varies)
26 (varies) *1.1 (varies)
27 (varies) *1.1 (varies)
28 (varies) *1.1 (varies)
29 (varies) *1.1 (varies)
30 (varies) *1.1 (varies)
31 (varies) *1.1 (varies)
32 (varies) *1.1 (varies)
33 (varies) *1.1 (varies)
34 (varies) *1.1 (varies)
35 (varies) *1.1 (varies)
36 (varies) *1.1 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Chr 16 (also see description)
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/2
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Collectivizer3}
Groups: Custom, Alternate
 
Each Level: Pick a class that you know. You get the following:
1. (Check with the DM) You might get one of the (non-"Level:") lines of text that defines the class. If the ability references LVL or CL, it improves with your Knowledgizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you can pick one lower level abilities. If it references LVL or CL, it improves with your Knowledgizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points.
 
XP cost: Your XP cost is the difference for the next level, using the class you're copying for the next level. This is multiplied by 1.1. For example, if you take Fighter as your 2nd level class, you need 2.2 (2*1.1) KXP to be 2nd level. If you then pick Mage as your 3rd level class, the XP for Mage at 3rd is 5, the XP for Mage at 2nd is 2.5, so you need 2.75 ((5-2.5)*1.1) additional KXP to be 3rd, for a total of 4.95. Yes, you'll need to write out your XP table. Note that your choice of 1st level class is irrelevant (feel free to pick an expensive class!), but if it owes XP at level 1, you owe too, at times 1.1.
 
Other notes about this class:
N1. If you are picking up Knowledgizer3 class beyond level 1, you have to meet all the requirements of the final "blob" put together. If you can't, pick easier classes to qualify for!
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC9] Alternate (Planeshifted) Classes Group


Life Machine

Level KXP
Spells
1 0 (special)
2 6.25 (special)
3 12.5 (special)
4 25 (special)
5 50 (special)
6 100 (special)
7 175 (special)
8 300 (special)
9 450 (special)
10 625 (special)
11 1000 (special)
12 1500 (special)
13 3300 (special)
14 4400 (special)
15 5500 (special)
16 6600 (special)
17 7700 (special)
18 8800 (special)
19 9900 (special)
20 11000 (special)
21 12100 (special)
22 13200 (special)
23 14300 (special)
24 15400 (special)
25 16500 (special)
26 17600 (special)
27 18700 (special)
28 19800 (special)
29 20900 (special)
30 22000 (special)
31 23100 (special)
32 24200 (special)
33 25300 (special)
34 26400 (special)
35 27500 (special)
36 28600 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  2  2
+1  8  7  8  3  7  1  3  3
+2  9  8  8  4  7  2  3  3
+3  9  8  8  4  7  2  4  4
+4 10  9  9  5  8  3  4  4
+5 10  9  9  6  8  3  5  5
+6 11 10  9  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10 10  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 18, Dex 18, Con 18, Int 18, Wis 18, Chr 18
Alignment: any
HD/level: 3d8
Weapon Prof.: 2+level/6
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM {Planeshifted Death Machine}
Groups: Warrior, Custom, Alternate
 
Has abilities (and spell/psi progressions) as per Guard, Smith, Abjurer, Sage, Cloistered Cleric, Healer, Bard1, Psi10, Psi23. You cannot "owe stat points" to qualify for this class.
Level 1: Can buy Healing proficiency multiple times that stack, the Nth time you buy it costs N slots (e.g. having 10 slots in Healing lets you bind wounds for 4d3, or 4d4 if you also have 1 slot in Herbalism.)
Level 1: Immune to negative energy.
Level 1: One free Kit per level. You cannot pick the same kit more than once.
Level 1: Gets Dex bonus twice to AC.

[PC9] Alternate (Planeshifted) Classes Group


Life Master1

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 1.77 2-- --- ---
3 3.54 21- --- ---
4 7 211 --- ---
5 14 221 1-- ---
6 28 222 2-- ---
7 56 333 2-- ---
8 112 333 31- ---
9 224 443 32- ---
10 448 444 431 ---
11 896 444 432 ---
12 1792 444 433 ---
13 3584 444 444 ---
14 3777 555 444 1--
15 4111 555 554 2--
16 4444 555 555 3--
17 4777 666 555 31-
18 5111 666 665 32-
19 5444 666 666 43-
20 5777 777 666 431
21 6111 777 776 432
22 6444 777 777 443
23 6777 888 777 444
24 7111 888 887 544
25 7444 888 888 554
26 7777 999 888 555
27 8111 999 998 655
28 8444 999 999 665
29 8777 AAA 999 666
30 9111 AAA AA9 766
31 9444 AAA AAA 776
32 9777 BBB AAA 777
33 10111 BBB BBB 877
34 10444 CCC BBB 887
35 10777 CCC CCC 888
36 11111 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Str 9, Dex 12, Int 15, Wis 13, Chr 14
Alignment: any G
HD/level: d1+4
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM {Planeshifted Death Master1}
Groups: Wizard, Priest, Alternate
 
Does not get Wis bonus to spells.
Limited spell selection: Gets access to one School and one Sphere per level. The School at level 1 must be Abjuration and the Sphere at level 1 must be Healing.
Level 1: Have their own language called "The Language of Life".
Level 1: +1 XP for each grave blessed; +2 XP for each buried body.
Level 1: +1d12 undead turned when successfully roll Turn Undead.
Level 1: Immune Unlive.
Level 1: 5% per level resistance to Necromancy spells.
Level 2: +2 XP for assisting in a child birth.
Level 4: Speak with anyone with Int > 10 at will.
Level 7: Locate Person 1/d.
Level 9: Immune to Stun, reversed healing, and any undead touch effect.
Level 11: Immune to all Energy/Stat drains.

[PC9] Alternate (Planeshifted) Classes Group


Meat Head

Level KXP Wizard
123 456 789 ABC
1 0 0b- --- --- ---
2 9 00c --- --- ---
3 18 000 d-- --- ---
4 36 000 0e- --- ---
5 72 000 00f --- ---
6 144 000 000 g-- ---
7 288 000 000 0h- ---
8 576 111 111 1f- ---
9 1000 111 111 10i ---
10 1450 111 111 100 j--
11 1900 222 222 211 h--
12 2350 222 222 211 0k-
13 2800 333 333 322 1i-
14 3250 444 444 433 2g-
15 3700 444 444 433 20l
16 4150 555 555 544 31j
17 4600 666 666 655 42h
18 5050 666 666 655 420
19 5500 777 777 766 531
20 5950 777 777 777 652
21 6400 777 777 777 763
22 6850 777 777 777 774
23 7300 777 777 777 775
24 7750 777 777 777 776
25 8200 777 777 777 777
26 8650 877 777 777 777
27 9100 887 777 777 777
28 9550 888 777 777 777
29 10000 888 877 777 777
30 10450 888 887 777 777
31 10900 888 888 777 777
32 11350 888 888 877 777
33 11800 888 888 887 777
34 12250 888 888 888 777
35 12700 888 888 888 877
36 13150 888 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
& +0  8  7  5  3  6  0  1  2
& +1  8  7  6  3  7  0  1  3
& +1  9  8  6  4  7  0  1  3
& +2  9  8  6  4  7  1  2  4
& +3 10  9  7  4  8  1  2  4
& +3 10  9  7  5  8  2  3  5
& +4 11 10  8  5  9  2  3  5
& +5 11 10  9  6  9  2  3  6
& +5 12 10  9  6  9  3  4  6
& +6 12 11  9  6 10  3  4  7
& +7 13 11 10  7 10  4  5  7
& +7 13 12 10  7 11  4  5  8
& +8 13 12 10  8 11  4  5  8
& +9 14 13 11  8 11  5  6  9
& +9 14 13 11  8 12  5  6  9
& +10 14 13 11  9 12  6  7 10
& +11 15 14 12  9 13  6  7 10
& +11 15 14 12 10 13  6  7 11
Requisites: Int 30, Class Slots 3
Alignment: any
HD/level: d5
Weapon Prof.: & 2+level/3
To Hit Table: & Wiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard, Alternate
 
This class may multi-class (or dual-class) with the other Meat classes, the combined two classes are only 4 class slots (total).
You get your (Int bonus)*LVL for bonus number of SL's in progression. For example, if you are level 6, have Ultra Bar Int, with an Int of 30, you would have 32*6 = 192 bonus SL's. If you spent all of it on SL=7 spells, you would have 192/7 = 27 bonus 7th's. Since you start with "g" (-7) 7th's, you actually get 27-7 = 20 of them.
Level 1: Sustain Int
Level 1: When casting (or choosing to channel) a spell, you may spend N spells of that SL to get N times the effect, with a maximum multiplier of LVL. Halve the N in cost if you are specialized in the school.
Level N (every level): +1 instance of Exc Int for this class. This is not optional, you must take this, even if your Int bonus would go down. Bonuses for Int levels are in the table below. Your number of Nonweapon proficiencies is (Int score)*((# Exc Int instances)+2)/2.
 
# Name Bonus Int 20 Int 30 Int 40 Int 50 Int 60 Int 70 Int 80 Int 90 Int 100
1 Exc (Int-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Int-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Int-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Int-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Int-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Int-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Int-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Int-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Int-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Int-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Int-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Int-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Int-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Int-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Int-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Int-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Int-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Int-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
+ ? (Int-N*2-10)*(N/2+1)

[PC9] Alternate (Planeshifted) Classes Group


Meat Sword

Level KXP
Spells
1 0 (none)
2 9 (none)
3 18 (none)
4 36 (none)
5 72 (none)
6 144 (none)
7 288 (none)
8 576 (none)
9 1000 (none)
10 1450 (none)
11 1900 (none)
12 2350 (none)
13 2800 (none)
14 3250 (none)
15 3700 (none)
16 4150 (none)
17 4600 (none)
18 5050 (none)
19 5500 (none)
20 5950 (none)
21 6400 (none)
22 6850 (none)
23 7300 (none)
24 7750 (none)
25 8200 (none)
26 8650 (none)
27 9100 (none)
28 9550 (none)
29 10000 (none)
30 10450 (none)
31 10900 (none)
32 11350 (none)
33 11800 (none)
34 12250 (none)
35 12700 (none)
36 13150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
& +3  5  2  4  2  1  1  1  0
& +7  6  4  5  4  3  2  2  1
& +11  8  5  7  6  4  3  3  2
& +15  9  7  8  8  6  4  4  2
& +19 11  8 10 10  7  5  4  3
& +23 12 10 11 12  9  6  5  4
& +27 14 11 13 14 10  7  6  4
& +31 14 12 14 14 11  8  7  5
& +35 15 13 14 14 12  9  8  6
& +39 15 14 15 15 13 10  8  6
& +43 15 14 15 15 14 11  9  7
& +47 15 14 15 15 15 12 10  8
& +51 15 15 15 15 15 13 11  8
& +55 16 15 15 15 15 14 12  9
& +59 16 15 16 15 15 15 12 10
& +63 16 16 16 15 15 16 13 10
& +67 16 16 16 16 16 17 14 11
& +71 17 16 16 16 16 18 15 12
Requisites: Str 30, Class Slots 4
Alignment: any
HD/level: d10
Weapon Prof.: & 9+level*3
To Hit Table: & 4xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior, Alternate
 
This class costs 4 class slots (or 3 class slots in campaigns where there are only 3 slots).
Mini classes and x2 (and above) classes may be used in combination with this class, and the hit points combine normally.
This class may multi-class (or dual-class) with Meat Shield, the combined two classes are only 4 class slots (total).
Level 1: Sustain Str
Level 1 ¶: Base number of attacks with all specialized weapons is 2+LVL/4.
Level 1 ¶: Dragonlancing / Inverse Dragonlancing: 1V: Get +X to hit and +Y damage (on every attack) until you use this ability again, where X+Y = your max hp. X and Y cannot be negative. These plusses count as magical plusses for purposes of overcoming "+ needed to hit" and DR. This ability does not automatically go up as you level; you need to spend 1V action each time.
Level 1 ¶: 1 attack: Dispel ("Twist") an effect running on someone
Level 1 ¶: iaER LVL*10%
Level N (every level): +1 instance of Exc Str for this class. This is not optional, you must take this, even if your Str bonus would go down. Bonuses for Str levels follows:
 
# Exc Str Name Bonus Str 20 Str 30 Str 40 Str 50 Str 60 Str 70 Str 80 Str 90 Str 100
1 Exc (Str-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Str-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Str-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Str-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Str-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Str-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Str-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Str-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Str-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Str-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Str-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Str-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Str-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Str-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Str-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Str-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Str-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Str-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
(beyond) ? (Str-N*2-10)*(N/2+1)

[PC9] Alternate (Planeshifted) Classes Group


Minotaur0

Level KXP Wizard
123 456 789
1 26.4 (owe) --- --- ---
2 79.2 1-- --- ---
3 184.8 1-- --- ---
4 396 2-- --- ---
5 621 2-- --- ---
6 846 21- --- ---
7 1071 31- --- ---
8 1296 32- --- ---
9 1521 42- --- ---
10 1746 421 --- ---
11 1971 421 --- ---
12 2196 422 --- ---
13 2421 432 --- ---
14 2646 432 1-- ---
15 2871 433 1-- ---
16 3096 433 2-- ---
17 3321 433 2-- ---
18 3546 433 21- ---
19 3771 443 21- ---
20 3996 443 22- ---
21 4221 444 22- ---
22 4446 444 33- ---
23 4671 444 43- ---
24 4896 444 441 ---
25 5121 544 441 ---
26 5346 555 442 ---
27 5571 555 442 ---
28 5796 555 442 1--
29 6021 555 542 1--
30 6246 555 552 1--
31 6471 555 553 1--
32 6696 555 553 21-
33 6921 555 553 31-
34 7146 555 553 32-
35 7371 555 553 32-
36 7596 555 553 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
Requisites: Str 18, Int 16
Alignment: C any (or) any E
HD/level: & +++2d8
Weapon Prof.: & 5+level/3
To Hit Table: War +5 levels
Save Table: Mon +5 levels
Reference: 0D&D {Planeshifted Troll0}
Groups: Warrior, Monster, Alternate
 
Has a Wizard progression (no stat bonus). Specialized in Illusion. Has normal access to Alteration, Divination, Enchantment/Charm. Has lesser (SL 0-4) access to Conjuration/Summoning. Other schools are opposite.
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level N (each level): +2 Str. This bonus cannot be used to qualify for the Minotaur0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1 ¶: You get (a slightly weaker version of) the "Frank" Cheat Code [X3]: Can throw any weapon without penalty, using the "Bow" line (assuming specialization).
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 9: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Your Frank Cheat Code uses Dagger number of attacks.
Level 15 ¶: +3 HNCL
Level 18: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Dart number of attacks. (This is the best this gets; there is no Shuriken version later.)

[PC9] Alternate (Planeshifted) Classes Group


Minulator

Level KXP
Spells
1 0 (varies)
2 5 (varies)
3 10 (varies)
4 20 (varies)
5 40 (varies)
6 80 (varies)
7 160 (varies)
8 300 (varies)
9 600 (varies)
10 1000 (varies)
11 1500 (varies)
12 2000 (varies)
13 2500 (varies)
14 3000 (varies)
15 3500 (varies)
16 4000 (varies)
17 4500 (varies)
18 5000 (varies)
19 5500 (varies)
20 6000 (varies)
21 6500 (varies)
22 7000 (varies)
23 7500 (varies)
24 8000 (varies)
25 8500 (varies)
26 9000 (varies)
27 9500 (varies)
28 10000 (varies)
29 10500 (varies)
30 11000 (varies)
31 11500 (varies)
32 12000 (varies)
33 12500 (varies)
34 13000 (varies)
35 13500 (varies)
36 14000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: (none)
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Emulator}
Groups: Custom, Alternate
 
You duplicate the powers of up to LVL+3 Mini-classes (see [PC10]). You get your full XP (in Minulator class) for each of these Mini-classes to see what level you are. The minimum level is 1 and the maximum level is LVL.
 
You can take each Mini-class only once, however, you are allowed to take both the Normal and the Alternate form for the same Mini-class at the same time (this is a violation of the normal Mini-class rules).
 
You are allowed to take actual Mini-classes themselves for your character normally, and can even select Mini-classes that you have as part of your Minulator class. (You are not considered to "have" a particular Mini-class, even if it's part of a Minulator class).
 
Level 9: You may choose three instances of a given Mini-class, in one of these combinations: Normal-Normal-Alternate or Normal-Alternate-Alternate. This can be done for multiple Mini-classes. Some Mini-classes (such as Jobber) allow the Normal and Alternate form to be taken, in these cases, you may have Normal-Normal-Normal or Alternate-Alternate-Alternate.
Level 18: You may choose four instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 27: You may choose five instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 36: You may choose six instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.

[PC9] Alternate (Planeshifted) Classes Group


Mixed Freq. Sampler

Level KXP Psi(mixed)
mMG S
1 0 1-- -
2 5.25 2-- -
3 10.5 3-- -
4 21 31- -
5 42 41- -
6 84 42- -
7 168 52- -
8 336 53- -
9 672 531 -
10 1344 631 -
11 2244 641 -
12 3144 642 -
13 4044 742 -
14 4944 752 -
15 5844 753 -
16 6744 753 1
17 7644 853 1
18 8544 863 1
19 9444 864 1
20 10344 864 2
21 11244 864 3
22 12144 864 4
23 13044 865 4
24 13944 865 5
25 14844 866 5
26 15744 866 6
27 16644 876 6
28 17544 877 6
29 18444 877 7
30 19344 887 7
31 20244 888 7
32 21144 888 8
33 22044 988 8
34 22944 998 8
35 23844 999 8
36 24744 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+2  9 12 12  8  9  8  5 10
+3 10 13 13  9 11  9  6 11
+3 11 14 13 10 12 10  7 13
+4 14 15 14 13 14 11  8 14
+4 15 16 16 15 15 12  9 16
+5 16 16 16 16 16 14 10 17
+5 16 16 16 16 16 15 11 19
+6 16 16 16 16 16 15 11 19
+6 16 16 16 16 16 15 11 19
+7 16 16 16 16 16 15 11 19
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 11 19
Requisites: Str 8, Dex 10, Con 12, Int 14, Wis 16, Chr 18
Alignment: any
HD/level: 2d9
Weapon Prof.: 2+level/6
To Hit Table: Rog
Save Table: 3xPsi
Groups: Psionicist, Alternate
Groups: Monster
 
MixedFreqSamp power calculation: (level)*(Str/6+Dex/5+Con/4+Int/3+Wis/2+Chr)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
When you use a slot, the DM rolls two random powers, each from a random frequency = 1d50-20. The resultant Mixed Frequency power does both effects when it is used. The combined effect has only one target. The combined effect takes up only one maintained slot. If you manage to get two effects that wouldn't normally stack, they do under this system.
The power cost is the sum of the powers that make it up.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Minors are SL=3, Majors are SL=6, Grands are SL=9, and Supers are SL=12, when they are 2 combined powers.
Level 4: Minor powers do 3 powers instead of 2. SL=4.
Level 8: Major powers do 3 powers instead of 2. SL=7.
Level 10: Minor powers do 4 powers instead of 3. SL=5.
Level 16: Grand powers do 3 powers instead of 2. SL=10.
Level 20: Major powers do 4 powers instead of 3. SL=8.
Level 32: Super powers do 3 powers instead of 2. SL=13.

[PC9] Alternate (Planeshifted) Classes Group


Mounty


Level

KXP
Warrior
123 4

TH
1 0 b-- - +0
2 2.475 a-- - +1
3 4.95 0-- - +2
4 9.9 0b- - +3
5 19.8 1a- - +4
6 39.6 10b - +5
7 79.2 10a - +6
8 158.4 11a - +7
9 350 110 b +8
10 700 111 a +9
11 1050 111 a +10
12 1400 211 0 +11
13 1750 211 1 +12
14 2100 221 1 +13
15 2450 222 1 +14
16 2800 322 1 +15
17 3150 333 2 +16
18 3500 333 3 +17
19 3850 433 3 +18
20 4200 443 3 +19
21 4550 444 3 +20
22 4900 444 4 +21
23 5250 544 4 +22
24 5600 554 4 +23
25 5950 555 4 +24
26 6300 555 5 +25
27 6650 655 5 +26
28 7000 665 5 +27
29 7350 666 5 +28
30 7700 666 6 +29
31 8050 766 6 +30
32 8400 776 6 +31
33 8750 777 6 +32
34 9100 777 7 +33
35 9450 877 7 +34
36 9800 887 71 +35
37 19600 887 72 +36
38 29400 887 73 +37
39 39200 887 74 +38
45 98000 888 88 +44
54 186200 AAA 991 +53
63 274400 AAA A99 +62
72 362600 BBB BBB 1 +71
Requisites: Str 15, Chr 11
Alignment: L any
HD/level: +d8
Weapon Prof.: 2+level
To Hit Table: War
Reference: DM {Planeshifted Beast Rider}
Groups: Warrior, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level+0
Will: level+1
   
Gets Str bonus to spell progression.
Level 1: 1M: Summon a DL=(LVL+1)/2 mount of your choice. A table of mounts is on the following page. You may summon a mount smaller in DL that what you qualify for; in this case, the mount has x3 hp for each DL difference. Example: A DL=5 Baby Elephant (normally DL=1) has 40*3^(5-1) = 3240 hp.
Level 1: 1M: Animal Friendship
Level 1: 1M: Speak with Animals
Level 1: 0: You may take a damaging effect or attack for your mount, or vice versa.
Level 2: If mounted, you do not use V actions to move (your mount moves for you).
Level 4: All animals that you ride gain +4 Str.
Level 6: Your mount moves at x(LVL-4) it's normal movement rate.
 
To simplify the mounts somewhat, "#Att", "TH", and "dmg" ratings are no longer given. Instead, the mounts attack as if a summon of their DL.
Hit point ratings are still given for mounts, since damage can be redirected to them.
The old Beast Rider Mounts table may be used; it is provided below. In cases where a Beast Rider Mount and a Mounty Mount have identical names, I put an "[F]" on the Mounty Mount list (for "Familiar"; where these powers came from originally).
 
CF=3:
Level 9: May have 2 mounts.
Level 18: May have 3 mounts.
Level 27: May have 4 mounts.
Level 36: May have 5 mounts.

[PC9] Alternate (Planeshifted) Classes Group


Mounty Mounts

DL Mount hp Special (affects Mount and Rider)
1 Baby Elephant 40 +1+LVL/9 spells or psi powers in a progression (that you have)
1 Black Panther 30 Resist Darkness; Level 9: Resist Nether
1 Camel [F] 30 Immune Thirst/Sand; Level 9: Immune Fire/Heat
1 Horse 30 +1V action; x2 movement rate; +2 Con
1 Large Loyal Rotweiller 20 0, 1/r: Material component a spell; Level 9: 0, 1/s: Material component a spell
1 Lizard 10 Breathe fire 3/d (CL*2 dmg); Level 9: Breathe normal element 3/d (dmg=hp)
1 Panther 30 Resist Light; Level 9: Resist Holy
1 Tame Lion 40 1M, 1/d: Remove a berserk/engrage effect; Level 9: Immune Lightning
1 War Horse 40 +1+LVL/9 TH/dmg/AC/saves
1 Wolf 30 Disguise prof.; 1M, 1/d: Nondetection (1 turn)
2 Blink Dog 80 1V: Blink (uncontrolled); Level 9, CF=3: Your Warrior spells of SL 0-6 cost only M to cast
2 Large Faithful Lion 200 1V: Command; Level 9: +1 Chr; 1P: Force a Morale roll
2 My Little Pony 80 +LVL" movement rate; Level 9: Pony can interject itself (rescue you)
2 Ox 160 +2 Str; Level 9: +2 Str; Triple carrying capacity; Immune Weakness
2 Polar Bear [F] 240 Resist Water; Level 9: Immune Cold; 1P: Find the Path
3 Griffin 360 Don't use 1V on segment 1: +1V this r; Level 9: Flying; Don't use 1P on segment 1: +1P this r
3 Hell Hound 270 Immune to Hell-fire; Level 9: Mouth's P: Breathe Hell-fire = current hp
3 Lamia 270 0, 1/r: Command; Level 9: 1V: Command no save
3 Large Black Wolf 360 May wear 2 suits of armor; Level 9: May use 2 missile weapons per set of arms
3 Large Trained Wolf 360 May "levitate" a shield (no arm needed); Level 9: May use 2 sets natural attacks per set of arms
3 Little Lamb 90 1 spell per SL is 1 SL lower; Level 9: Another spell per SL is 1 SL lower
3 Pale Bear 540 Resist Cold; Level 9: Immune Water; +F*4 TH vs. Psi-using (F=#Freq.)
3 Targ 450 +1 Str; Armor costs half price for you
4 Aerial Servant 960 Flying; Resist Air; Level 9: Pass Wall; Immune Air
4 Blink Woolly Mammoth 1280 0, 1/r: Blink (uncontrolled); Level 9: Your Warrior spells of SL 0-5 cost only M to cast
4 Deadly Hydra 1920 Resist Cold; +d(+LVL) dmg on bite attacks; Level 9: +LVL Mouth's P actions
4 Hell Cat 960 Immune to Hell-fire; Level 18: 1M,1/reset: Artificial Reset
4 Kyscu Drake 640 Flying; Level 9: Burn 10 hp, 1/r: +10 dmg this r
4 Lhee 640 You regain spells at three times normal rate; Flying
4 Margoyle 1280 Can conduct spell/psi/item effects through Familiar; Level 9: +LVL TH
4 Pegasus [F] 800 Flying; Level 9: x2 physical dmg; ÷2 all physical damage you take
4 Unicorn [F] 480 Immune Death Magic; Level 9: +LVL to hit; +LVL saves; 0,1/r: Teleport (no sick)
5 Bath Tub 1500 irr(Own Effects)R (LVL*5)%; Level 9: 0, 1/r, even if Crapped: Remove Crapped
5 Deadly Kraken 3000 +LVL AC; Level 9: 1V: Summon a Camarid (HD=CL) to fight for you
5 Ethereal Panther 1500 Resist Light; Level 9: Improved Invis
5 Gargoyle 2000 Need +LVL/3 (round up) weapon to hit you; Level 9: Damage Reduction LVL*10/+LVL
5 Pegasus [Phoenix] 1250 x2 PSPs (Psi6G); Level 18: #M: Summon DL # Deva (max #=LVL/2)
6 Clockwork Horror 3600 +LVL to all Psi8 Tech items TechL
6 Fearsome Java Beast 4680 Resist Liquids; Level 9: Vampiric Regen
6 Giant Cat Devours London 5760 +1 size; Pro Evil; Level 9: 1V: Earthquake; 1P: Fire Storm; 1M: Meteor Swarm
6 Hovercraft Full of Eels 5400 Resist Quasi-Elements; Level 9: Body Control; Hyperflight
6 Miniature Brontosaurus 7200 x2 hp; Level 9: x2 dmg
6 Silver Lynx 2520 LVL% iRR; Level 9: LVL% iMR, iaMR; Level 18: LVL% iPR, iWR, iIR
6 Vicious Black Cougar 2160 +1 to Backstab multiplier; Level 9: Immune Fire; Double all dmg dealt and received
7 Bleah Bear 4410 1P: Target loses next segment of actions (No Resistance)
7 Ethereal Weebie [F] 4900 Dust/Disappearance; True Sight; Pass Wall; Hyperflight
7 Peter Pan 5880 Flying; x2 PSPs (Psi5); Level 9: Immune Water; x2 PSPs (Psi10)
8 B.F.M. (Big Furry Monster) 63360 +2 Size; 6M, 3P, 4V, 15 Psi11B mana: Target becomes a familiar of yours (!)
8 Ravan's Pet Dragon 16000 Get extra Mage progression of ML=LVL-4; Resist Weapon
8 Sunshine Superman 25600 Resist Light; Flying; Level 9: Set Str 25; Sustain Str; Resist Gravity
8 Zodar 12800 -LVL dmg with physical attacks; Level 9: +LVL AC; +LVL dmg
9 Blank Short Desc Field 16200 Considered x2 creature; Resist Weapon/Holy; +level AC; +level*3 dmg
9 Living Wall 24300 1P, touch: Gain intrinsic abilities & hp of slain monster permanently
9 Sun Snake 81000 Free GGL pick; Immune Plasma & Sun & AntiMatter & Fusion & Radiation & Gravity
10 Canth, Fnor's Pet Dragon ihp 4 Mouth's P: Breathe (any type); 1V: Escape; 1M: Divine Intervention 100%
10 Mieu, Alys's Pet Kitten ihp 1 Rotating Truename; Resist Magic; Immune Oozes/Slimes/Jellies; Resist Acid; Immune Disease
10 Sharik, Kira's Pet Tiger ihp 3 Fire Shield; Ice Shield; Shock Shield; Holy Shield; all even vs. ranged
10 Skylar, Ronni's Pet Eagle ihp 2 Resist Everything; Scarab of Protection @ 2
11 Ultraplanar Cow ihp 10 Mouth's P: Mass Erase Truename; Immune Set/As You Are; Ignore irr BlahR

Beast Rider Mounts (older table)

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC9] Alternate (Planeshifted) Classes Group


Orzhov Euthanist (MTG B/W)

Level KXP Priest
123 456 789
1 0 0-h --- ---
2 2.125 1-g --- ---
3 4.25 11- f-- ---
4 8.5 21- e-- ---
5 17 211 -e- ---
6 34 321 -d- ---
7 68 321 1-d ---
8 136 432 1-c ---
9 272 432 11- c--
10 544 543 21- b--
11 816 543 211 a--
12 1088 654 321 0--
13 1360 654 321 1--
14 1632 654 322 1--
15 1904 654 322 2--
16 2176 654 332 2c-
17 2448 654 333 2b-
18 2720 654 333 3a-
19 2992 654 433 30-
20 3264 654 433 31-
21 3536 654 443 31-
22 3808 654 444 31c
23 4080 654 444 32b
24 4352 654 444 42a
25 4624 655 444 420
26 4896 655 544 421
27 5168 655 554 421
28 5440 655 555 421
29 5712 655 555 431
30 5984 655 555 532
31 6256 665 555 532
32 6528 666 555 532
33 6800 666 655 532
34 7072 666 665 532
35 7344 666 666 532
36 7616 666 666 542
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+1  9  8  6  4  7  2  3  3
+2  9  8  7  4  7  2  4  4
+3 10  9  7  5  8  3  4  4
+3 10  9  7  6  8  3  5  5
+4 11 10  8  7  9  4  5  5
+5 11 10  9  8  9  4  6  6
+5 12 10  9  9  9  5  6  6
+6 12 11 10 10 10  5  7  7
+7 13 11 10 11 10  6  7  7
+7 13 12 11 12 11  6  8  8
+8 13 12 12 13 11  7  8  8
+9 14 13 13 14 11  7  9  9
+9 14 13 13 14 12  8  9  9
+10 14 13 14 14 12  8 10 10
+11 15 14 14 14 13  9 10 10
+11 15 14 14 14 13  9 11 11
Requisites: Wis 18, Dex 14
Alignment: LE, NE, NG, or CN
HD/level: 2d2 {Wis}  (see note)
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Pri/Rog
Reference: DM {Planeshifted Orzhov Necromancer22}
Groups: Priest, Rogue, Alternate
 
Hit Dice: "2d2 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Exceptional Dex bonus.
Channeling.
Grand in Priest Necromancy spells.
May have 1+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: Your weapons are Wounding (for each hit, it does an extra 1 point of damage per segment).
Level 1: 1D (even if D actions aren't being used): Slay the person that killed you (save)
 
New spell:
Revive N (Necromancy, SL N): Revive a DL=N monster.
 
Lvl Euthanist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 any Assassin 1 ability - - - -
2 Song of Harming (1 dmg per 5% roll made) P*M 10 Wis-12 Wis-17
2 any Assassin 2 ability - - - -
3 any Rogue 3 ability - - - -
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
7 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
7 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
8 Slay (target that you hit saves at +4, -1 per 10% made; or dies) M 0 Wis-13 Wis-19
12 Find the Path MV 0 Wis-9 Wis-13
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25

[PC9] Alternate (Planeshifted) Classes Group


Paleontologist


Level

KXP
Wizard
123 456 789

TH
1 0 1-- --- --- +0
2 2.5 2- --- --- +0
3 5 21- --- --- +0
4 10 32 --- --- +1
5 20 421 --- --- +1
6 40 422 -- --- +1
7 60 432 1-- --- +2
8 90 433 2- --- +2
9 135 433 21- --- +2
10 250 443 22- --- +3
11 375 444 33 --- +3
12 750 444 441 --- +3
13 1125 555 442 -- +4
14 1500 555 442 1-- +4
15 1875 555 552 1- +4
16 2250 555 553 21- +5
17 2625 555 553 32 +5
18 3000 555 553 321 +5
19 3375 555 553 331 +6
20 3750 555 554 332 +6
21 4125 555 554 442 +6
22 4500 555 555 443 +7
23 4875 555 555 553 +7
24 5250 555 555 554 +7
25 5625 555 555 555 +8
26 6000 666 655 555 +8
27 6375 666 666 655 +8
28 6750 666 666 666 +9
29 7125 777 766 666 +9
30 7500 777 777 766 +9
31 7875 777 777 777 +10
32 8250 888 877 777 +10
33 8625 888 888 877 +10
34 9000 888 888 888 +11
35 9375 999 988 888 +11
36 9750 999 999 999 1 +11
37 19500 999 999 999 2 +12
38 29250 999 999 999 3 +12
39 39000 999 999 999 4 +12
45 97500 A99 999 999 9 +14
54 185250 AAA AAA AAA 91 +17
63 273000 AAA AAA AAA A9 +20
72 360750 BBB BBB BAA AA1 +23
Requisites: Str 14, Con 12, Int 9
Alignment: any N
HD/level: d12
Weapon Prof.: 4+level/4
To Hit Table: Wiz
Reference: DM {Planeshifted Myrmecologist}
Groups: Wizard, Alternate, Lost
Complexity: CF=2
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+3
Reflex: level-1
Will: level-1
   
Specialized and School Robed (-1 SL) in Paleontology (Dinosaurs).
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: +1+(LVL/3) summon slots, only for Dinosaurs.
Level 4: +1 Brontosaurus Familiar (gives x2 hp; Level 9: x2 dmg), Animal Companion, or Mount (DL I; 200 hp; +1 DL and x3 hp every odd level thereafter)
Level 8: You are considered a WereDinosaur and may polymorph yourself into a Dinosaur for 1V action. You are Size F.
Paleontology Spells:
Flatten N (SL=N): Drops a Dinosaur on one target (material component for two), target takes 5^SL dmg, Dinosaur disappears afterwards
Dino Scale Armor N (SL=N): +CL*N AC; +CL*N saves; +CL*N*10 hp Armor spell
Trog Chili Pepper N (SL=N): You and your Dinosaurs breathe fire (increase offensive DL by +N-1).
Summon Dinosaur N (SL=N): Summon a DL=SL+2 Dinosaur
Summon Reptile N (SL=N): Summon a DL=SL+1 Reptile. It counts as a Dinosaur for other spells.
Summon Dragon N (SL=N): Summon a DL=SL Dragon. It does not count as a Dinosaur.
Wall of Dinosaur (SL=N): Creates a Wall of Dinosaur, anyone passing through takes (SL*2)d(SL*2) dmg.
Dino Egg (SL=0): Summons a DL 0 Dino Egg. It has a 1% chance per reset of hatching into a DL I Dinosaur.
Speak with Dinosaurs (SL=1): You can speak with Dinosaurs and ask them questions, which they will give reasonable answers to.
Pterodactyl (SL=2): Your Dinosaur summons Fly at CL".
Stampede (SL=3): Earthquake (as spell)
Deconstruction (SL=3): Your Dinosaur summons can destroy large building/structures in a short amount of time. Each Dinosaur does 4^DL Hull dmg per S action.
Polymorph into Dinosaur (SL=3): Polymorphs target into a Dinosaur (PP save). It is now Size F and its AC and movement rate halves.
Trog Red Root (SL=4): Your Dinosaur summons get a +2S+2V action Haste.
Magmasaur (SL=4): 0 action, whenever one of your Dinosaur summons is killed by damage: Deal 10*(DL^3) magma dmg to one target.
Dino Generator (SL=6): Creates a DL VI Monster Generator for Dinosaurs (one DL VI per segment). These are not summons, but they will only attack enemies.
Megasaur (SL=9): Summons a DL X Dinosaur with 2^CL rhp.
Trog Golden Pineapple (SL=9): One of your Dinosaur summons has irhp instead of rhp (at 1 irhp to 10 rhp).
Megasaur Generator (SL=10): Creates a DL X Monster Generator for Megasaurs (see above).

[PC9] Alternate (Planeshifted) Classes Group


Peacemonger

Level KXP Peacemonger[PL]
123 456 78 [24]
1 0 --- 1-- -- [--]
2 1 --- 2-- -- [--]
3 3 --- 3-- -- [--]
4 9 --- 4-- -- [--]
5 27 --- 5-- -- [--]
6 81 --- 6-- -- [--]
7 243 --- 7-- -- [--]
8 500 --- 8-- -- [--]
9 900 --- 8-- -1 [--]
10 1300 --- 8-- -2 [--]
11 1700 --- 8-- -3 [--]
12 2100 --- 8-- -4 [--]
13 2500 --- 8-- -5 [--]
14 2900 --- 8-- -6 [--]
15 3300 --- 8-- -7 [--]
16 3700 --- 8-- -8 [--]
17 4100 --- 9-- -8 [--]
18 4500 --- 9-- -9 [--]
19 4900 --- A-- -9 [--]
20 5300 --- A-- -A [--]
21 5700 --- A-- -A [--]
22 6100 --- A-- -A [--]
23 6500 --- A-- -A [--]
24 6900 --- A-- -A [--]
25 7300 --- A-- -A [--]
26 7700 --- A-- -A [--]
27 8100 --- A-- -A [1-]
28 8500 --- A-- -A [11]
29 8900 --- A-- -A [11]
30 9300 --- A-- -A [-2]
31 9700 --- A-- -A [-2]
32 10100 --- A-- -A [-3]
33 10500 --- A-- -A [-3]
34 10900 --- A-- -A [-4]
35 11300 --- A-- -A [-4]
36 11700 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+1  6  4  5  4  3  2  2  1
+2  8  5  7  6  4  3  3  2
+3  9  7  8  8  6  4  4  2
+4 11  8 10 10  7  5  4  3
+5 12 10 11 12  9  6  5  4
+6 14 11 13 14 10  7  6  4
+7 14 12 14 14 11  8  7  5
+8 15 13 14 14 12  9  8  6
+9 15 14 15 15 13 10  8  6
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  8
+12 15 15 15 15 15 13 11  8
+13 16 15 15 15 15 14 12  9
+14 16 15 16 15 15 15 12 10
+15 16 16 16 15 15 16 13 10
+16 16 16 16 16 16 17 14 11
+17 17 16 16 16 16 18 15 12
Requisites: Int 23, Wis 17, Chr 19
Alignment: any
HD/level: & 2d4
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: 2xWar
Reference: DM {Planeshifted Battlelord}
Groups: Warrior, Concordant (x1), Alternate
 
Gets Barbarian Int, Wis, or Chr.
Peacemongers get 4th level and 8th level spells, but not other level numbers. (This is done to make Peacemonger spells be of the proper SL when other classes use a "Wish" type effect to emulate a Peacemonger spell.). They also get "Peacelord" (a x2 class) spells starting at level 27.
Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
Peacemonger spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Peacemonger spells during reset.
Level 3: Get another Barbarian Stat.
Level 9: Get another Barbarian Stat.

[PC9] Alternate (Planeshifted) Classes Group


Peacemonger Spells

Level # Spell
2 * 1 * 1M: A group gets -LVL V actions (no save)
4 1 1M: A group gets -LVL TH (no save)
4 2 1M: A group gets -CL dmg (no save)
4 3 1M: A group gets -CL AC (no save)
4 4 1M: A group gets -LVL saves (no save)
4 5 1M: A group gets -LVL P actions (no save)
4 6 1M: A group gets -CL*2 current and max hp (no save)
4 7 1M: A group gets -CL B actions (no save)
4 8 1M: A group gets -LVL set Str which ignores Sustain Str (no save)
4 9 1M: A group gets -LVL set Dex which ignores Sustain Dex (no save)
4 10 1M: A group gets -LVL set Con which ignores Sustain Con (no save)
8 1 1M: A group gets -1 iTH with their next attack (no save)
8 2 1M: A group gets -1 idmg with their next attack (no save)
8 3 +LVL to CL for 4th level Peacemonger spells
8 4 1M: A group gets -CL% iBR (irreducible BlahR = iRMPIR) (no save)
8 5 1M: A group gets -LVL M actions (no save)
8 6 1M: A group gets -1 max ihp or -1 max+current ihp if they have at least 1 ihp (no save)
8 7 1M: A group gets -CL C actions (no save)
Peacelord 2 (12) 1 * 1M: A group gets -PCL QV actions (infinitely quick V actions)
Peacelord 4 (14) 1 1M: A group gets -PL iTH
Peacelord 4 (14) 2 1M: A group gets -PCL idmg
Peacelord 4 (14) 3 1M: A group gets -PCL iAC
Peacelord 4 (14) 4 1M: A group gets -PL isaves
Peacelord 4 (14) 5 1M: A group gets -PCL QP actions (infinitely quick P actions)
Peacelord 4 (14) 6 1M: A group gets -PCL ihp
Peacelord 4 (14) 7 1M: A group gets -PL X actions
Peacelord 4 (14) 8 1M: A group gets -25*PCL set Str that ignores Sustain Str
Peacelord 4 (14) 9 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
Peacelord 4 (14) 10 1M: A group gets -25*PCL set Con that ignores Sustain Con

[PC9] Alternate (Planeshifted) Classes Group


Physicalist

Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  8  2  3  1  0  2
+3  6  5  8  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+7  7  7  9  4  5  4  2  5
+9  7  8 10  5  6  4  3  6
+11  8  9 10  6  7  5  3  7
+13  8 10 11  6  7  6  4  8
+15  9 11 11  7  8  7  5  9
+17  9 12 12  8  9  8  5 10
+19 10 13 12  8 10  8  6 11
+21 11 14 13  9 11  9  7 12
+23 11 14 13 10 12 10  7 13
+25 13 15 14 12 13 11  8 14
+27 15 15 15 14 14 12  9 15
+29 15 16 16 15 15 12  9 16
+31 16 16 16 15 16 13 10 17
+33 16 16 16 16 16 14 11 18
+35 16 16 16 16 16 15 11 19
Requisites: Str 11, Dex 18, Con 11, Chr 11
Alignment: any
HD/level: 2d6
Weapon Prof.: 9+level/4
To Hit Table: 2xWar
Save Table: 2xPsi
Reference: DM {Planeshifted Mentalist}
Groups: Warrior, Psionicist, Alternate
 
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 9: Pick another frequency to add to Mentalist 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.

[PC9] Alternate (Planeshifted) Classes Group


Psi-2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
2 Anti-Astral Projection Port Int 6+2/h Anti-Astral Projection Colorless pool nearby DM
3 Biogiveback Metab Con-2 6+3/r +2 dmg/att; +level/3 TH bonus +level TH bonus instead DM
4 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
5 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
6 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
7 Deflect Kinet Int 4 Deflect a melee attack -- DM
8 Detract Telep Wis Int+1/r -2 check if resisting Maintained 4r for free DM
9 Gird M-Psi Int-3 2*M/m Set off someone's trigger prematurely -- DM
10 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
11 Inertial Improver Kinet Con-3 7+5/r +1 to #Atts in your group (everyone) Missiles do +1 die of dmg DM
12 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
13 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
14 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- DM
15 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
16 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
17 Reverse Carapace Metab Int 5+1/r -level AC; +(11-level) Dex No AC loss DM
18 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
19 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
20 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
21 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
22 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
23 Ungraft Weapon Metab Con-5 10+1/r Unconnect weapon from body; -1/-1 Penalty is -4/-4 DM
24 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM

[PC9] Alternate (Planeshifted) Classes Group


Psi-2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Acidify Kinet Con-3 18 (level)d6 acid dmg (save:) (2*level)d6 acid damage DM
2 Complete Harming Metab Con 30 Harm at end of round (not segment) Harm at end of segment DM
3 Degenerate Metab Con-4 18+6/t Degenerate (LVL /s) 2*LVL /s DM
4 Endorphin Drain Metab Chr-6 16+8/r 6 Int,Wis,or Chr dmg 6 to all three DM
5 Energy Release Metab Con-2 1/die +CL to CL on your next damaging power -- DM
6 Fate Less Telep Con-5 C+5/t You and biggest enemy in area take 0 dmg -- DM
7 Inprobability Travel Port Int 20+8/h Go to Anti-Astral physically Colorless pool nearby DM
8 Insens. to Psychic Imp. Clair Wis-4 12+2/m Resist Psionics Resist Anti-Psionics DM
9 Life Field Metab Con-8 40 All in party all healed for LVL hp 2*LVL hp instead DM
10 Reintegrate Kinet Wis-4 40 Cure a disintegrate Cure an annihilate DM
11 Split Body M-Psi Wis-5 40+6/r +1 P action +1 more P action DM

Psi-2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 A/B Acceleration Metab Con-6 20/r +CL A actions /r (range sight) B instead of A DM
2 Alter Reality All Any-10 250 Alter Reality or Psi-1 major Double CL effect DM
3 Eelemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Eele Can be Semi Eele DM
4 Grand Acidify Kinet Con-5 27 CLd20 acid damage Use d30's DM
5 Legendary Drain Metab Chr-24 24+12/r 6 Cml, Luck, or CL dmg 6 all three DM
6 Mass Detract Telep Wis L+1/r L=sum of targets' levels PSP cost halved DM
7 Steal Actions M-Psi *Auto* 0 Steal an action (save) -- DM
8 Ultrasword [-X] Telep Chr-5 20 Ignore non-racial immunity to psionics -- DM
9 Weakness of the World Metab Con-6 10/r -9/-9 AC/saves, -25% RR/MR/PsiR Lasts 5r after maint. DM
10 Weapon Familiarity Clair Int-8 200/d +1 slot in every weapon prof +LVL feats DM

Psi-2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 C/X Acceleration Metab Chr-10 30/r +CL C actions /r (range sight) Can convert 14C -> 1X DM
2 Change Reality All Any-20 400 Change Reality or Psi-1 grand Double CL effect DM
3 Magic Inertial Improver Port Dex-18 70/r Spells give no save in your group -- DM
4 Planetary Acidify Kinet Con-25 3600 Acidifies 1 planet or moon (!) 2 planets or moons! DM
5 Public Access Lock Clair Int-20 90/r Your truename is unknowable Thoughts unknowable too DM
6 Spirit on the Ground Telep Chr-15 1/week Cannot use M actions; can use 2P/s Can use 3P /s DM

[PC9] Alternate (Planeshifted) Classes Group


General Psi0 Information

KiL (Ki Level) = (highest Psi0 level)*3 + (highest Monk1 level)*2 + (highest Wild Talent level).
 
P0Ps = Str + Dex + Con + Wis - 40 + KiL
These are restored at 1 per round until the maximum per turn (equal to KiL) is reached.
1 P0P = 20 Psi1 points = 2 Psi9 track points for purposes of Psi11 conversion.
 
Psi0 and Monk1 get a progression (this replaces the "1 Martial Arts slot per level" in the Collective). You may downgrade if desired.
Wild Talents must buy these using Martial Arts slots (1 for Minor, 2 for Major, 3 for Grand, 4 for Super). They get the ability to take 1 power per level, levels 1-9 is Minor, 10-18 is Major, 19-27 is Grand, 28-36 is Super. You may take lesser types if desired.
 
In the "Act" column below (which is the actions needed to perform the maneuver), read "patt" as "punch attack" and "katt" as "kick attack".
 
Read "One attack:" on the Effects tables below as "Gain and do one attack, if successful, do the following:". You don't actually do damage with the attack unless noted.

[PC9] Alternate (Planeshifted) Classes Group


Psi0 Minor Powers

# Power P0P Action Effect
1 Acting 0 0 Acting, Spying, Disguise proficiencies; KiL*10% chance to resist Detect Lie spell
2 Armory 0 0 Armor Optimization, Armor/Weapon Identification, Armor/Weapon Repair proficiencies
3 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
4 Binding 0 1V Tie up a helpless/surrendered foe so they cannot escape by physical means
5 Bowyer 0 0 Bowyer/Fletcher proficiency; 1 week of F actions: Make a nonmagical +1/+0 bow.
6 Calligraphy 1 0 Copy documents; Can copy magical writings at KiL% success, (100-KiL)% destroy original
7 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
8 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
9 Classical Literature 0 0 Legend Lore KiL%
10 Climbing 1 1V Gain Climb Walls rating of KiL*10% for the round
11 Contortion 1 1V Escape Bonds (but not from Binding power above); can squeeze through small gaps
12 Dance 0 0 Dancing, Juggling, Mime proficiencies; Can communicate without using spoken words
13 Double Attack 1 1att Do two attacks, each rolls 1d10 to hit, these cannot be traded in to do something else
14 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
15 Disarm 1 1P One attack: Target is disarmed (no save)
16 Entangle 1 1P One attack: Do one attack of dmg; -1 segment that target can use per round; maintain 1V
17 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
18 Focus: Skill 1 1M +1 slot in a non-weapon proficiency (even if you don't have the proficiency) for 1r
19 Forced March 1 0 +KiL to movement rate for the day
20 Grapple 1 1P One attack: Do KiL + Str bonus (to damage) dmg every round, maintain by using 1V
21 Hawking 0 0 Can train a hawk to hunt or spy (not as good as a familiar, but close)
22 Horsemanship 1 1V Horsemanship proficiency; Keeps mount under control in difficult situations
23 Hurling 1 1P One attack: Throw any weapon (incl. weapons not meant to be thrown) without hit penalty
24 Kippup 1 0 Stand up without using a V action.
25 Leaping 1 1V Jump KiL*5' horizontally or KiL*2' vertically
26 Maka Wara 0 0 Each time someone hits you with an unarmed attack, he takes 1 damage back.
27 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
28 Meditation -3 1 turn +KiL mental saves & Immune Fear for 1t; x2 normal healing/regenation rate in non-combat
29 Music 0 0 Music Composition, Instrumental, Singing proficiencies
30 Piercing Thrust 1 0 Do maximum damage with a piercing weapon attack.
31 Reverse Cut 0 0 Can attack to side or behind at no penalty (don't have to turn around)
32 Rhetoric 0 0 Fast-talking, Negotiation, Preaching proficiencies
33 Silent Garrote 1 1P One attack: Choke as above (you must be in Backstab position); Silence 15'r for duration.
34 Silent Kill 1 1P One attack: Do a x2 Backstab (you must be in Backstab position); Silence 15'r for that 1s.
35 Smashing Blow 1 1att Double the "to hit" roll with a blunt attack; Natural 19-20 is automatic hit.
36 Stealthy Movement 1 1V Gain Move Silently and Hide in Shadows ratings of KiL*10% for the round
37 Strike 1 0 Add your Str hit and damage bonus a second time for all attacks for this segment
38 Swimming 1 1M Can swim underwater for the round with no chance of drowning; Resist Water for 1 round
39 Tea Ceremony X 1 turn Give to other Psi0-users in room a total of X Psi0 points, this may be above max for 1 turn
40 Theology 0 0 Religion proficiency; Detect divine beings
41 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
42 Trip 1 1att One attack: Do KiL dmg; target is down but may spend 1V to get back up
43 Unarmed Combat 0 0 +level TH and dmg with unarmed combat

[PC9] Alternate (Planeshifted) Classes Group


Psi0 Major Powers

# Power P0P Action Effect
1 Air Throw 3 1P,1V One attack: Target takes KiL*5' falling damage
2 Backflip Kick 2 1katt One kicking attack to opponent's back (not a backstab): Normal damage.
3 Buffalo Punch 2 2patt One punching attack: x3 normal damage.
4 Concealment 2 1M Invisibility
5 Death Touch 3 1P One attack: Death (save vs. PPD)
6 Double Dread Kick 2 2katt,1V Two kicking attacks: Each does normal damage and knocks the target back KiL'
7 Double-Hit Kick 2 0 Repeat damage of last kicking attack to same target
8 Double-Hit Knee 2 1katt Two kicking attacks: Normal damage; both must be vs. same target.
9 Dragon Kick 2 1P One kicking attack: That attack does Hp (hull points) instead of hp; target knocked down
10 Dragon Punch 2 1P One punching attack: That attack does Hp (hull points) instead of hp; target knocked down
11 Ear Pop 2 2patt (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
12 Fire and Stones 2 2att (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
13 Flash Kick 3 1P,1V One kicking attack at +KiL to hit, ignores stoneskins/ironskins: x10 damage, knockdown
14 Flying Knee Thrust 2 1katt,1V One kicking attack: x2 normal damage.
15 Flying Thrust Kick 3 2katt,1V One kicking attack: x5 normal damage, knocked down.
16 Focus: Magic Resistance 3 0 KiL*5% MR for 1r
17 Focus: Stay Conscious X 0 Stay Conscious at negative hp; X = -(current hp)/2, round up
18 Foot Sweep 2 1katt One kicking attack: Normal damage, target is knocked down
19 Forward Flip Knee 2 1katt One kicking attack to opponent's back of head (not backstab) at -4 TH: Normal damage.
20 Handstand Kick 2 1katt,1V One kicking attack: Normal damage, with a bonus equal to your movement rate (in inches)
21 Head Butt 2 1HeadP One attack: Do double normal punching damage with your head.
22 Hundred Hand Slap 3 1F Ten punching attacks: Each does normal punching damage; all must be vs. same target
23 Hurricane Kick 2 1P,1V Do 1 attack on each target in a KiL*5' line: Normal damage plus knocked down.
24 Hyper Fist 3 1patt Three punching attacks: Each does normal punching damage; all must be vs. same target
25 Lightning Leg 3 1P,1M Ten kicking attacks: Each does normal kicking damage; all must be vs. same target
26 Lightning Stroke 3 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
27 Medicine II 2 1V Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
28 Monkey Grab Punch 3 2patt One punch attack at +KiL to hit, cannot be parried/countered/dodged: Do normal damage.
29 Power Uppercut 2 2patt One punch attack at +KiL to hit: Do normal damage.
30 Precision Strike 0 0 All your weapons gain (+0)d(+2) on damage.
31 Rekka Ken 3 0 Ability to use 2P actions (but only for unarmed combat) this segment.
32 Returning Hurl 3 1P Hurling (above); if weapon has chain attached it has end-of-round returning.
33 San He 3 0 For 1r: Immovability; cannot be knocked back/down; cannot use V actions
34 Shockwave 3 1F Earthquake KiL' r (as spell)
35 Slide Kick 2 1katt One kicking attack, auto hits if target is not flying: Normal damage, target is knocked down
36 Spinning Back Fist 2 1patt,1V One punch attack: That attack does x2 damage.
37 Spinning Clothesline 3 1P One punching attack on each target within KiL'r: Do normal damage.
38 Spinning Knuckle 3 0 Repeat damage of last punching attack on same target
39 Stepping Front Kick 2 3katt,1V Two kicking attacks, second autohits if first hits: Normal damage, target knocked back KiL'
40 Toughskin 0 0 +KiL/2 AC bonus
41 Triple Strike 3 3att (The 3att from seperate limbs) Three attacks at same target at +KiL to hit: Normal dmg.
42 Whirlwind Kick 3 1P One kicking attack on each target within KiL'r: Do normal damage.
43 Wounded Knee 3 1katt One kicking attack: Target loses 1V action per round for 1t.

[PC9] Alternate (Planeshifted) Classes Group


Psi0 Grand Powers

# Power P0P Action Effect
1 Acid Breath 5 MouthP Breathe Acid (as per dragon)
2 Air Hurricane Kick 4 1P,1V Do 1 attack on each target in a KiL*5' line even in air: Normal damage plus knocked down.
3 Channel-strike 4 0 One attack: Normal results of attack. All Channel-strike in round must be vs. same target.
4 Chi Kung Healing X 1M Cure X*KiL hp to one target
5 Cobra Charm 4 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
6 Divination 6 1 turn Ask the DM a question, answer is given as (choose one:) 1 English word or cryptic phrase
7 Energy Reflection 5 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
8 Extendable Limbs 0 0 Your limbs can extend an extra KiL'
9 Fireball 4 1M KiLd6 dmg, KiL' radius (fire damage) (save:, if made save again for 0)
10 Flaming Dragon Punch 4 1P Dragon Punch (above); Do an extra set of hull damage (elemental fire damage) (save:)
11 Focus: Ability 6 1F +1 to an ability score for 1t
12 Ghost Form 6 1M Out-of-phase for 1r (cannot affect or be affected by solid objects), maintain 1M and 1 P0P
13 Great Wall of China 6 1P,1V KiL kicking attacks distributed among targets within KiL'r: Do normal damage.
14 Iceblast 5 1M KiLd4 dmg in a KiL*5' line (ice damage) (save:)
15 Improved Fireball 6 1M KiLd8 dmg, KiL' radius (fire damage) (save:, if made save again for 0)
16 Mind Reading 4 1M ESP; Know what the target is going to do next round
17 Musical Accomplishment 4 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
18 Regeneration 0 0 Regenerate KiL hp per round (given as KiL/10 hp per segment)
19 Shock Treatment 0 0 Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: )
20 Sonic Boom 4 1M KiLd4 dmg, KiL' radius (sound damage) (save:, if made save again for 0)
21 Spinning Foot Sweep 4 1katt One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
22 Storm Hammer 5 1P,1V One attack: Target takes KiL*10' falling damage
23 Stunning Shout 6 MouthP Target must save vs. PP or stunned 1d(KiL) segments
24 Telepathy 4 1M Telepathy (as spell)
25 TurboSpinningClothesline 6 1P Two attacks on each target within KiL'r: Do normal damage.
26 Yoga Flame 4 MouthP Breathe Fire (as per dragon)
27 Yoga Teleport 6 1M Tesseract (as spell effect), KiL% chance of not being stunned afterwards

Psi0 Super Powers

# Power P0P Action Effect
1 Flying Fireball 8 1M,1V KiLd8 dmg in a KiL' radius (fire damage) (save:)
2 Focus: Resist Death X 0 Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
3 Inferno Strike 7 1F KiLd20 dmg, KiL*3' radius (fire damage) (save:), center at caster (who doesn't take dmg)
4 Repeating Fireball 3*X 1M Throw X Fireballs (see above)
5 Thunderclap 8 1M KiLd12 dmg, KiL' radius (sound damage) (save:, if made save again for 0)
6 Zen No Mind 10 0 Ability to use 2M actions per segment

[PC9] Alternate (Planeshifted) Classes Group


Psi7 Minor Powers

# PSPs Description
1 2 Curse (Spell save)
2 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
3 2 Duplicate a SL 0-1 Necromancy effect (Wizard or Priest)
4 -10 to max Fear aura (anyone who enters your group) (Will save)
5 -10 to max Immunity to cold
6 -10 to max Immunity to disease
7 -10 to max Immunity to emotional effects
8 -10 to max Immunity to sleep, fatigue, and exhaustion
9 2/r Improved Invisibility to Undead
10 2 Moan: One group is feared (Will save)
11 -10 to max Need not breathe
12 -10 to max Need not eat or drink
13 -10 to max Need not sleep; Unaging
14 -10 to max People need a +CL weapon to hit you
15 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
16 2 Summon a DL I Undead
17 -10 to max Whenever you touch someone, they get a disease (PPD save)
18 -10 to max You Turn Undead at +1 level, +CL to the d20 roll, and +CL/2 to the d12 roll

Psi7 Major Powers

# PSPs Description
1 5 Duplicate a SL 0-3 Necromancy effect (Wizard or Priest) or a SL 1 ProtoLich spell
2 -25 to max Immunity to ability drain
3 -25 to max Immunity to all mind-affecting effects
4 -25 to max Immunity to critical hits
5 -25 to max Immunity to paralysis and stun
6 -25 to max Immunity to poison
7 5/t Incorporealness (+20 AC, you can pass through walls, can pick up objects, but cannot attack)
8 5 Magic Jar / Possession (Will save)
9 -25 to max Regenerate at CL-3 hp /s
10 5 Slay Living (save)
11 5 Summon a DL IV Undead
12 -25 to max Vampiric Regen (CL-3)*10% of damage you deal
13 -25 to max Whenever you touch someone, they are aged CLd4 years (PPD save)
14 -25 to max Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
15 -25 to max Whenever you touch someone, they are paralyzed (PP save)
16 5 Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
17 5 Wrench
18 -25 to max You emit a stench like a ghast

[PC9] Alternate (Planeshifted) Classes Group


Psi7 Grand Powers

# PSPs Description
1 8 Death Spell a group (total CL*CL HD, max HD affected = CL)
2 8 Duplicate a SL 0-5 Necromancy effect (Wizard or Priest) or a SL 2 ProtoLich spell
3 -40 to max Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
4 -40 to max Immunity to death or slay effects
5 -40 to max Immunity to energy drain and negative levels
6 -40 to max Immunity to Turn Undead
7 8 Summon a DL VII Undead
8 8 Target is energy drained CL/2 levels (no save)
9 -40 to max Whenever you touch someone, they get Mummy Rot (no save)

Psi7 Super Powers

# PSPs Description
1 11 As You Are
2 11 Duplicate a SL 0-7 Necromancy effect (Wizard or Priest) or a SL 3 ProtoLich spell
3 11 Summon a DL X Undead
4 -55 to max When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
5 -55 to max You do not go unconscious and stay offensive at any negative hp total (but will still die)
6 -55 to max Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)

[PC9] Alternate (Planeshifted) Classes Group


Psi14 Minor Powers

# PSPs Description
1 -10 to max +LVL unarmed dmg.
2 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
3 2 0, when changing form: Cure (1d6)*10% of damage taken
4 2/r Bloodlust: +CL TH and dmg, -CL AC
5 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
6 -10 to max Complete control over when you change forms
7 2 Detect Lycanthropes, Shapechangers, See True Form
8 -10 to max Hit only by +LVL or better weapons
9 -10 to max Regen CL hp/s
10 2 Speak with Animals
11 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
12 2 Target gets a disease (PPD save)
13 -10 to max You can adjust (with fine resolution) the degree of your hybrid-ness in hybrid form
14 -10 to max Your clothing/armor change with you when you change form
15 -10 to max Your lycanthropy cannot be cured (unless you want it to be)

Psi14 Major Powers

# PSPs Description
1 5 [0 action to use] Change form immediately
2 5/r +CL Str; -CL Cml
3 5/r +CL Dex; -CL Cml
4 5/r +CL Con; -CL Cml
5 -N to max Add a 0.5 Lycanthrope Racial Adjective for free; N=(added divisor)*100
6 5 Force Shapechange or Wrench
7 5 Group gets a disease (PPD save)
8 -25 to max Immune disease and poison
9 -25 to max Pick LVL unusual materials to be immune to.
10 5 Trigger someone else's Lycanthropy to manifest (they change form)
11 -25 to max When you change forms, can mutate your facial features to look different
12 -25 to max Your Animal form has wings; Fly at CL*3" (C)

[PC9] Alternate (Planeshifted) Classes Group


Psi14 Grand Powers

# PSPs Description
1 8/r +CL/2 Int
2 8/r +CL/2 Wis
3 8/r +CL/2 Chr
4 80 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
5 -40 to max Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
6 -40 to max Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
7 8 Summon a DL=VII Lycanthrope
8 -40 to max You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
9 -40 to max Your gaze causes Charm (no save, IR)

Psi14 Super Powers

# PSPs Description
1 -55 to max 1D: Reincarnate as an animal of your animal form
2 11 1V, while attacking: Your natural attacks Cascade Rams one group
3 11 Duplicate a Psi7 minor, major, or grand
4 11 Summon a DL=X Lycanthrope
5 -55 to max You do not go unconscious and stay offensive at any hp total (will still die)
6 -55 to max Your unarmed attacks are Permanent hp of damage

[PC9] Alternate (Planeshifted) Classes Group


Basic Psi15 Information

Psi15 PSPs (Wild Talents) = Str*2+Con+Int+Chr*2-80+level*20
Psi15 PSPs (Psi15 class) = (Str*2+Con+Int+Chr*2-60)*level
 
Wild Talent progression is as follows. You must meet all the requirements of a line (HNCL, Str, Con, Int, Chr) in order to be able to read that line.
(a=Minor Alteration, m=Minor Power, A=Major Alteration, M=Major Power, g=Grand Alteration, G=Grand Power, s=Super Alteration, S=Super Power)
 
HNCL Str Con Int Chr am AM gG sS
1 4 7 6 3 1- -- -- --
2 8 9 7 6 21 -- -- --
3 12 11 8 9 31 -- -- --
4 16 13 9 12 31 1- -- --
5 20 15 10 15 42 1- -- --
6 24 17 11 18 52 21 -- --
7 28 19 12 21 53 31 -- --
8 32 21 13 24 53 32 -- --
9 36 23 14 27 63 32 1- --
10 40 25 15 30 64 42 2- --
11 44 27 16 33 65 43 21 --
12 48 29 17 36 75 53 31 --
13 52 31 18 39 75 54 31 --
14 56 33 19 42 75 54 32 --
15 60 35 20 45 76 54 32 1-
16 64 37 21 48 76 54 32 11
17 68 39 22 51 76 54 33 21
18 72 41 23 54 77 55 33 22

[PC9] Alternate (Planeshifted) Classes Group


Psi15 Minor Alterations/Powers

Psi15 Minor Alterations Effect
Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Add Scales Natural AT source = +CL
Add Tail Tail does 1d(CL*2) damage
Add Wings Flight at (CL+1)*3" rate
Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
Improve Breath Freq. Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
Increase Bite Damage (+1)d(+2) with bite attacks
Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
Increase Claw Damage (+2)d(+0) with claw/hand attacks
Increase Tail Damage (+0)d(+4) with tail attacks
Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.
Psi15 Minor Powers Cost Effect Color Age
Affect Normal Fires 3 Affect Normal Fires Red 3
Audible Glamer 3 Audible Glamer Emerald 3
Blink 1 Blink Adamantite 1
Charm Person 1 Charm Person Crystal 1
Create/Destroy Water 3 Create/Destroy Water Blue 3
Flame Walk 1 Flame Walk (self) Emerald 1
Magic Missile 1 Magic Missile Adamantite 1
Polymorph Self 1 Polymorph Self Adamantite 1
Water Breathing 1 Water Breathing (self) Amethyst/Black 1
Water Walking 3 Water Walking Amethyst 3

[PC9] Alternate (Planeshifted) Classes Group


Psi15 Major Alterations/Powers

Psi15 Major Alterations Effect
Add Immunity Immune to one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Dial-a-Breath Element (<) You can use any element with E factor less than your normal breath.
Psi15 Major Powers Cost Effect Color Age
Color Spray 4 Color Spray Crystal 4
Corrupt Water 6 Fouls water/potions/elixirs CL*10 cu' Black 6
Darkness 4 Darkness CL*10' radius Black 4
Druid Shapechange 6 Druid Shapechange (to Reptile/Fish, Bird, or Mammal) Amethyst 6
Dust Devil 6 Dust Devil Blue 6
Gust of Wind 7 Gust of Wind White 7
Heat Metal 6 Heat Metal Red 6
Hold Person 7 Hold Person Emerald 7
Hypnotism 4 Hypnotism Emerald 4
Ice Walking 4 Ice Walking (can walk across ice/slippery surfaces without falling) White 4
Melf's Minute Meteors 6 Melf's Minute Meteors Emerald 6
Neutralize Poison 4 Neutralize Poison Amethyst 4
Pyrotechnics 4 Pyrotechnics Red 4
Sound Imitation 4 Sound Imitation (Mimic Voices) Blue 4
Suggestion 6 Suggestion Green 6, Crystal 7
Warp Wood 7 Warp Wood Green 7
Water Breathing 4 Water Breathing (self or other) Green 4

[PC9] Alternate (Planeshifted) Classes Group


Psi15 Grand Alterations/Powers

Psi15 Grand Alterations Effect
Add Global Resistance Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
Dial-a-Breath Element (=) You can use any element with E factor equal to or less than your normal breath.
Psi15 Grand Powers Cost Effect Color Age
Animate Rock 10 Animate Rock Emerald 10
Control Weather 10 Control Weather Amethyst 10
Control Winds 10 Control Winds Blue 10, Crystal 11
Detect Gems 10 Detect Gems, kind and number Red 10
Entangle 9 Entangle Green 9
Freezing Fog 11 Obscures vision 100' r, thin layer of ice on all surfaces 100' r White 11
Hypnotism 9 Hypnotism, up to CL targets Red 9
Luckscale 9 (Must have scales to use) Luckstone effect for 1 day Crystal 9
Otiluke's Resilient Sphere 8 Otiluke's Resilient Sphere Amethyst 8
Pass without Trace 11 Pass without Trace Green 11
Plant Growth 8 Plant Growth Black/Green 8
Reflecting Pool 9 Reflecting Pool Amethyst 9
Suggestion 8 Suggestion (up to CL targets) Red 8
Summon Insects 10 Summon Insects Black 10
Ventriloquism 8 Ventriloquism Blue 8
Wall of Fog 9 Wall of Fog White 9

Psi15 Super Alterations/Powers

Psi15 Super Alterations Effect
Add Global Immunity Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
Psi15 Super Powers Cost Effect Color Age
Charm Reptiles 12 Charm Reptile/Dragon (no save, can use IR) Black 12
Geas 12 Geas Emerald 12
Hallucinatory Terrain 12 Hallucinatory Terrain Blue 12

[PC9] Alternate (Planeshifted) Classes Group


List of Elements (Normal, Para, Quasi)

NORMAL ELEMENTS (E=1):
Air
Earth
Fire
Water
Wood {extra +1}
Flesh {extra +2}
Original Time {extra +12}
PARA ELEMENTS (E=2):
Acid (Fire+Water)
Alcohol (Air+Fire+Water)
Cold (Air+Water)
Composite (Air+Ear+Fir+Wat)
Fungus/Seaweed(Wood+Wat)
Glass (Air+Earth+Water)
Heat / Warmth (Air+Fire)
Magma / Lava (Earth+Fire)
Metal (Earth+Fire+Water)
Ooze / Mud (Earth+Water)
Shards (Air+Earth)
Sound (Air+Earth+Fire)
Thorns/Thicket (Wood+Earth)
ENERGY ELEMENTS (E=2 or +1):
Negative Energy / Death
Positive Energy / Life
Shadow (Negative+Positive)
Chaos, Law
Darkness, Light
Holy {incl. Eldritch / Unholy}
Magic
Psionic / Thought
Radioactive {extra +1}
Anti-Magic {extra +1}
Anti-Psionic {extra +2}
Anti-Radioactive {extra +3}
Godly {extra +6}
Anti-Godly {extra +9}
QUASI ELEMENTS (E=3):
Ash / Cinder (Fire+Negative)
Bark (Thorns+Negative)
Blizzard (Cold+Positive)
Blood (Glass+Positive)
Bone (Flesh+Negative)
Dust (Earth+Negative)
Firestorm (Magma+Positive)
Fog (Cold+Shadow)
Ice / Snow (Cold+Negative)
Impact (Water+Shadow)
Inertia (Earth+Shadow)
Lightning (Air+Positive)
Magnetism (Metal+Positive)
Minerals (Earth+Positive)
Mist (Heat+Shadow)
Napalm (Heat+Positive)
Plasma (Fire+Shadow)
Poison (Alcohol+Negative)
Quicksand (Ooze+Negative)
Radiance (Fire+Positive)
Rainbow (Composite+Pos.)
Rot (Wood+Negative)
Rust (Metal+Negative)
Salt (Water+Negative)
Sand (Glass+Negative)
Silence (Sound+Negative)
Silt (Ooze+Negative)
Silverglade (Thorns+Positive)
Slag / Tar (Magma+Negative)
Smoke (Heat+Negative)
Splinters (Wood+Air+Shadow)
Storm (Ooze+Positive)
Sugar (Alcohol+Positive)
Steam (Water+Negative)
Thunder (Sound+Positive)
Vacid / Umbra (Comp.+Neg.)
Vacuum (Air+Negative)
Verdant (Wood+Positive)
Vibration (Air+Shadow)

[PC9] Alternate (Planeshifted) Classes Group


List of Elements (others)

HOLY PARA-ELEMENTS (E=3):
Aether (Composite+Holy)
Forbiddance (Air+Holy)
Grave (Earth+Holy)
Holy Water (Water+Holy)
Pyre (Fire+Holy)
MAGICAL PARA-ELEMENTS (E=3):
Force (Air+Magic)
Tempest (Composite+Magic)
Mithril (Metal+Magic)
HOLY QUASI-ELEMENTS (E=4):
Eldritchiron (Iron+Holy+Shad.)
Heaveniron (Iron+Holy+Pos.)
Helliron (Iron+Holy+Neg.)
MAGICAL QUASI-ELEMENTS (E=4):
Adamantite (Mithril+Positive)
Animation (Force+Positive)
Chromatic (Tempest+Neg.)
Disintegration (Force+Neg.)
Harming (Magic+Negative)
Healing (Magic+Positive)
Prismatic (Tempest+Pos.)
MAGICAL HOLY ELEMENTS (E=5):
Nether (Holy+Magic+Neg.)
Spirit (Holy+Magic+Pos.)
SEMI-ELEMENTS (E=4):
Aexus (Chaos+Anti-Time)
Conduit
Diamond (Earth+Gravity)
Gravity
Imprisonment, Freedom
Nexus (Chaos+Time)
Time / Temporal
Void
Anti-Time {extra +3}
ULTRA-ELEMENTS (E=7):
Annihilation
Creation
Hole / Anti-Hole
Loop / Looporal
Anti-Loop {extra +6}
EXOTIC ELEMENTS (varies):
Abyssal Water (Water + Chaos + Imprison.) {6}
Colorpool (Water + Magic + Conduit) {7}
Furnace (Metal + Radioactive) {4}
Metallic (Composite + AntiMagic + Neg.) {5}
Rainbow Silver (Rainbow + Silver + Anti-Psi) {10}
Solid Neutronium (Gravity + Any Chem + Conduit) {13}
The Nothing (Anti-Psi + Void) {7}
Venderant Nelaborong (Godly + Aexus + Holy
+ Radioactive + Slag) {17}
Vibranium (Vibration + Disintegration) {6}

[PC9] Alternate (Planeshifted) Classes Group


List of Elements (Chemical)

CHEMICAL ELEMENTS (E=5):
Hydrogen 1
Helium 2
Lithium 3
Beryllium 4
Boron 5
Carbon 6
Nitrogen 7
Oxygen 8
Fluorine 9
Neon 10
Sodium 11
Magnesium 12
Aluminum 13
Silicon 14
Phosphorus 15
Sulfur 16
Chlorine 17
Argon 18
Potassium 19
Calcium 20
Scandium 21
Titanium 22
Vanadium 23
Chromium 24
Manganese 25
Iron 26
Cobat 27
Nickel 28
Copper 29
Zinc 30
Gallium 31
Germanium 32
Arsenic 33
Selenium 34
Bromine 35
Krypton 36
Rubidium 37
Strontium 38
Yttrium 39
Zirconium 40
CHEMICAL ELEMENTS (E=5):
Niobium 41
Molybdenum 42
Technetium 43
Ruthenium 44
Rhodium 45
Palladium 46
Silver 47
Cadmium 48
Indium 49
Tin 50
Antimony 51
Tellurium 52
Iodine 53
Xenon 54
Cesium 55
Barium 56
Lanthanum 57
Cerium 58
Praseodymium 59
Neodymium 60
Promethium 61
Samarium 62
Europium 63
Gadolinium 64
Terbium 65
Dysprosium 66
Holmium 67
Erbium 68
Thulium 69
Ytterbium 70
Lutetium 71
Hafnium 72
Tantalum 73
Tungsten 74
Rhenium 75
Osmium 76
Iridium 77
Platinum 78
Gold 79
Mercury 80
CHEMICAL ELEMENTS (E=5):
Thallium 81
Lead 82
Bismuth 83
Polonium 84
Astatine 85
Radon 86
Francium 87
Radium 88
Actinium 89
Thorium 90
Protactinium 91
Uranium 92
Neptunium 93
Plutonium 94
Americium 95
Curium 96
Berkelium 97
Californium 98
Einsteinium 99
Fermium 100
Mendelevium 101
Nobelium 102
Lawrencium 103
Rutherfordium 104
Dubnium 105
Seaborgium 106
Bohrium 107
Hassium 108
Meitnerium 109
ANTI-CHEMICAL ELEMENTS (E=6):
Anti-Hydrogen -1
Anti-Helium -2
Anti-Lithium -3

[PC9] Alternate (Planeshifted) Classes Group


Physicist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 3 2- --- ---
4 6 21- --- ---
5 10 22- --- ---
6 20 33- --- ---
7 30 33 --- ---
8 50 331 --- ---
9 100 332 --- ---
10 150 332 -- ---
11 200 332 1-- ---
12 400 332 2-- ---
13 600 333 3-- ---
14 800 333 3- ---
15 1000 333 31- ---
16 1200 333 32- ---
17 1400 333 32 ---
18 1600 333 321 ---
19 1800 333 322 ---
20 2000 333 333 ---
21 2200 333 333 --
22 2400 333 333 1--
23 2600 333 333 2--
24 2800 333 333 2-
25 3000 333 333 21-
26 3200 333 333 22-
27 3400 333 333 33-
28 3600 333 333 33
29 3800 333 333 331
30 4000 333 333 332
31 4200 333 333 333
32 4400 444 443 333
33 4600 444 444 444
34 4800 555 554 444
35 5000 555 555 555
36 5200 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Con 10, Int 17
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Chemist}
Groups: Wizard, Alternate, Technology
 
Level 1: Identify Technological Items and how to use them (level*10)%
Level 1: +1 Knowledge proficiency per level.
Level 1: Resist Gravity, Telekinesis, falling damage
Level 2: Identify Object/Person's weight, home plane, home multiverse (quantum signature) by sight.
Level 3: Specialization in Enchantment gained.
Level 3: Immune distance distortion, teleport/plane-shifting traps/tricks/specials
Level 4: 1/d: Create Technological item of TechL=LVL
Level 5: Unusual materials are considered elements of E=S for your spells.
Level 6: Can create ioun stones as a GeoSage of 5 levels lower.
Level 7: Specialization in Alteration gained.
Level 8: Identify Alchemical/Chemical item and (at a -50% penalty) function (level-7)*10%
Level 9: Identify plane and multiverse by sight.
 
Sample Technology Levels (copied from [A10]):
 
TechF SFB
TechL
Examples
0 -10X No basic tools
1 -9X Basic tools; Basic shelter; Basic herbal medicine; Cultivation of plants; Recognition of seasons
2 -8Xe Wheel; Use of fire; Star recognition; Constellations; Basic metallurgy; Pulleys; Levers; Basic anatomy; Alchemy
3 -8Xs Basic astronomy and navigation; Windmills; Water wheels; Microscope/Magnifying Lens; Animal husbandry
4 -8Xl Recognition of other planets; Basic mechanics; Flood control; Cell theory; Classification of compounds
5 -7X Solar system mechanics; Steam power; Crude weather prediction; Geologic history; Fossils
6 -6Xe Detailed anatomy; Crude surgery (leeches!)
7 -6Xs Simple chemistry
8 -6Xl Simple atomic theory; Organic chemistry
9 -5X Hydroelectric power; Light-bulbs; Radio; X-rays
10 -4Xe Celestial mechanics; Heating and cooling systems; Heavy machinery; Tanks; Basic genetics/microbiology
11 -4Xs Stellar evolution; Transistors and Basic electronics; Theory of diseases (bacteriology); Earthquake prediction
12 -4Xl Radio astronomy; Solid state electronics; Telephones; Basic artificial limbs; Microwave theory
13 -3X Relativity; Internal combustion; Simple Computers; DNA/gene research; Basic artificial organs; Organ transplants
14 -2Xe Basic astronautics (planet to moon); Unmanned space probes; Simple internet; Fission; Lasers
15 -2Xs Manned spaceflight (planet to planet); Environmental suits; Simple cyberware/bioware; Fusion
16 -2Xl Unmanned interstellar probes; Advanced cyberware/bioware; Clones; Cold fusion
17 -1X Impulse; Manner interstellar travel; Gene surgery; Weather modification; Antimatter reactors
18 0Xe SemiWarp; Basic subspace mechanics; Micromolecular circuitry; Gravity control; Replicators; Phasers
19 0Xs Warp; Dilithium; Deflector shields; Transporters; Tractor beams; Tricorders; Positional Stabilizer
20 0Xl MicroWarp; Automation control systems; SFG; Cloaking Device; Temporal / alternate timeline theory

[PC9] Alternate (Planeshifted) Classes Group


Pioneer (Outland Pioneer)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 350 (none)
10 600 (none)
11 850 (none)
12 1100 (none)
13 1350 (none)
14 1600 (none)
15 1850 (none)
16 2100 (none)
17 2350 (none)
18 2600 (none)
19 2850 (none)
20 3100 (none)
21 3350 (none)
22 3600 (none)
23 3850 (none)
24 4100 (none)
25 4350 (none)
26 4600 (none)
27 4850 (none)
28 5100 (none)
29 5350 (none)
30 5600 (none)
31 5850 (none)
32 6100 (none)
33 6350 (none)
34 6600 (none)
35 6850 (none)
36 7100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Con 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Planeshifted Dungeoneer}
Groups: Rogue, Alternate, Planar
 
Gets 60 Rogue points per level
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
 
For Rogue Chart, see next page.

[PC9] Alternate (Planeshifted) Classes Group


Pioneer (Outland Pioneer) Rogue chart

Lvl Pioneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
1 Any Rogue 1 ability - - - -
2 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Summon a DL 1 Outer creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
4 Wraithform | Dream Travel V 25 Con-15 Con-17
5 Dimensional Folding || Proof against Teleportation M 40 Int-7 Int-20
5 Any Rogue 5 ability - - - -
6 Ethereal Spell / Ethereal Projection | Shadow Spell (project to Plane of Shadow) MM 35 Wis-16 Wis-21
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
7 Any Rogue 7 ability - - - -
8 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Dismiss Elemental | Banishment | Dispel Evil/Good M 60 Con-12 Con-17
15 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
18 Duplicate a Psi6, 12, or 30 minor || major ||||| grand ( | -6 or -12) M 0 Con-15 Con-22
21 Be a x2 being on defense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 Snap Silver Cord |||||| Put Target Down Deeper Hole |||||| Erase Truename M -30 HNCL-24 HNCL-24
27 Gate | Spell Gate for Innates ||||||||||||||||||||||||||||| (29 pipes) UltraBlack Gate MMMMM 50 HCL-9 HCL-18

[PC9] Alternate (Planeshifted) Classes Group


Piper0


Level

KXP

Spells

TH
1 0 (none) +1
2 2.4 (none) +1
3 4.8 (none) +1
4 9.6 (none) +2
5 19.2 (none) +3
6 40 (none) +3
7 80 (none) +3
8 160 (none) +4
9 320 (none) +5
10 560 (none) +5
11 800 (none) +5
12 1040 (none) +6
13 1280 (none) +7
14 1520 (none) +7
15 1760 (none) +7
16 2000 (none) +8
17 2240 (none) +9
18 2480 (none) +9
19 2720 (none) +9
20 2960 (none) +10
21 3200 (none) +11
22 3440 (none) +11
23 3680 (none) +11
24 3920 (none) +12
25 4160 (none) +13
26 4400 (none) +13
27 4640 (none) +13
28 4880 (none) +14
29 5120 (none) +15
30 5360 (none) +15
31 5600 (none) +15
32 5840 (none) +16
33 6080 (none) +17
34 6320 (none) +17
35 6560 (none) +17
36 6800 (none) +18
37 13600 (none) +19
38 20400 (none) +19
39 27200 (none) +19
45 68000 (none) +23
54 129200 (none) +27
63 190400 (none) +31
72 251600 (none) +36
Requisites: Dex 19
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/2
To Hit Table: CTD0
Reference: DM {Planeshifted Pointer0}
Groups: Rogue, Custom, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: 0; always makes PPD saves of DC ≤ LVL*10
RSW: 0; always makes RSW saves of DC ≤ LVL*7
PP: 0; always makes PP saves of DC ≤ LVL*9
BW: 0; always makes BW saves of DC ≤ LVL*11
Spell: 0; always makes Spell saves of DC ≤ LVL*6
Fort: 0; always makes Fort saves of DC ≤ LVL*8
Reflex: 0; always makes Reflex saves of DC ≤ LVL*12
Will: 0; always makes Will saves of DC ≤ LVL*5
   
Does not get any Rogue points.
Automatically succeeds at the un-Piped ( "|" ) version of any Rogue ability it has. You "made the roll by 10*LVL points", if that matters.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.
Level N (every level): Get one "Pipe" to allocate to a Rogue ability. This increases what you automatically succeed at, to include one Pipe. This also increases the "amount you made by" to 20*LVL, for the Rogue abilities that care about that. You may pick the same Rogue ability multiple times. Third pick would be: two pipes and made by 30*LVL, etc.
 
CF=3:
You may spend two "Pipe" picks to add a new ability (with a Pipe) to an existing Rogue ability. Each Pipe is +1 SL of effect, similar to Meta-Magic / Meta-Psionic feats.
Example 1: "Heal self" is a Rogue ability. For +1 SL (2 Pipe picks) you could add "Cureall self" to it; to make it "Heal self | Cureall self". Or you could increase it's range from 0 to Touch, making it "Heal self | Heal (touch)". (DM Note: In reality it would be "Heal self | Heal", since we rarely enforce Touch effects in the game.)
Example 2: You could add "Area" to a Rogue ability for +2 SL, or two Pipes (so this would be four Pipe picks total). So "Slap || Slap (1 group)" would work.
This two Pipe pick cost gives you effectively one pick towards that Rogue ability, by the way (so you do automatically make the ability you just created.)
 
CF=4:
Level 4 ¶: Instead of spending two Pipe picks to add a new ability (the CF=3 text), you may alternatively spend one Pipe pick + one Research Point.
Level 9 ¶: When you pick a new Rogue ability, you may "splice" it onto the end of an existing Rogue ability by putting a Pipe on it. Example: "Legend Lore | Identify" + "Blink | Controlled Blink" would become ""Legend Lore | Identify | Blink | Controlled Blink". Note that Rogue abilities with long Pipe chains are inefficient for this. Rogue abilities with an ellipsis ("...") at the end don't work properly with this at all.
 
CF=5:
1/game, at end of game: You may permanently add a modified Rogue ability (using the CF=3 note above) to the "All Rogue Abilities" chart.

[PC9] Alternate (Planeshifted) Classes Group


Pit Fighter2


Level

KXP
Spells
TH
1 0 (none) +2
2 3 (none) +5
3 6 (none) +7
4 12 (none) +10
5 24 (none) +12
6 48 (none) +15
7 100 (none) +17
8 200 (none) +20
9 400 (none) +22
10 800 (none) +25
11 1200 (none) +27
12 1600 (none) +30
13 2000 (none) +32
14 2400 (none) +35
15 2800 (none) +37
16 3200 (none) +40
17 3600 (none) +42
18 4000 (none) +45
19 4400 (none) +47
20 4800 (none) +50
21 5200 (none) +52
22 5600 (none) +55
23 6000 (none) +57
24 6400 (none) +60
25 6800 (none) +62
26 7200 (none) +65
27 7600 (none) +67
28 8000 (none) +70
29 8400 (none) +72
30 8800 (none) +75
31 9200 (none) +77
32 9600 (none) +80
33 10000 (none) +82
34 10400 (none) +85
35 10800 (none) +87
36 11200 (none) +90
37 22400 (none) +92
38 33600 (none) +95
39 44800 (none) +97
45 112000 (none) +112
54 212800 (none) +135
63 313600 (none) +157
72 414400 (none) +180
Requisites: Str 16, Dex 14, Con 13
Alignment: C any
HD/level: 2d4
Weapon Prof.: 3+level*3
To Hit Table: 2.5xLevel (round down)
Reference: DM {Planeshifted Gladiator2}
Groups: Warrior, Alternate
Complexity: CF=2
   
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
   
Gets Exceptional Str and Dex.
Level N (every level): +1 instance of Tactical Movement.
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 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.

[PC9] Alternate (Planeshifted) Classes Group


Protector Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.5 2-- --- ---
3 7 21- --- ---
4 14 32- --- ---
5 28 421 --- ---
6 56 422 --- ---
7 84 432 1-- ---
8 126 433 2-- ---
9 189 433 21- ---
10 350 443 22- ---
11 525 444 33- ---
12 1050 444 441 ---
13 1575 555 442 ---
14 2100 555 442 1--
15 2625 555 552 1--
16 3150 555 553 21-
17 3675 555 553 32-
18 4200 555 553 321
19 4725 555 553 331
20 5250 555 554 332
21 5775 555 554 442
22 6300 555 555 443
23 6825 555 555 553
24 7350 555 555 554
25 7875 555 555 555
26 8400 666 655 555
27 8925 666 666 655
28 9450 666 666 666
29 9975 777 766 666
30 10500 777 777 766
31 11025 777 777 777
32 11550 888 877 777
33 12075 888 888 877
34 12600 888 888 888
35 13125 999 988 888
36 13650 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Con 12, Int 12, Wis 15
Alignment: any
HD/level: d8
Weapon Prof.: 1+level/3
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: DM {Planeshifted Summoner Mage}
Groups: Wizard, Alternate
 
Multiply your maximum number of maintained effects by (LVL+1)/2.
Level 1: May have 2 instances of abjuration spells running on others, that stack (so you can give people 2 Armor spells, 2 Stoneskin spells, etc.)
Level 1: May material component abjuration spells for 2 effects of the same type, and at the same time increase range 0 to range touch.
Level 1: Specialized in abjuration with no opposite school.
Level 1: School robed in abjuration (each abjuration spell is 1 SL lower for you)
Level 1: 0, LVL/d: An abjuration effect does not require a maintenance slot (it can still be dropped with a 0 action).
Level 3: Your abjurations can't be dispelled or twisted.
Level 5: (Single) material componenting for abjuration spells is free.
Level 9: May have 3 instances of abjuration spells running on others, that stack.
Level 9: May double material component abjuration spells (costing a total of 1M+1V) for 3 effects of the same type (range 0 -> 30').
Level 9: Can hold abjuration effects across resets between sessions.
Level 12: 1bM: If a monster randomly rolls to attack someone, you can have it attack you instead.
Level 13: May have 4 instances of abjuration spells running on others, that stack.
Level 13: May triple material component abjuration spells (costing a total of 1M+2V) for 4 effects of the same type (range 0 -> sight).
Level 13: 1M: Steal someone else's abjuration effect. The other spellcaster (the person who created the effect, not necessarily the target) makes a Reflex save to resist this.
Level 21: May have 5 instances of abjuration spells running on others, that stack.
Level 21: May quadruple material component abjuration spells (costing a total of 1M+3V) for 5 effects of the same type (range 0 -> same plane in psi link).
Level 27: Your abjurations cannot be disjoined or instantaneous-ed.

[PC9] Alternate (Planeshifted) Classes Group


Psi∞*100 (Infinity*100)

Level KXP Psi∞*100
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 20, Wis 20, Chr 20 (one 25)
Alignment: any
HD/level: d21
Weapon Prof.: 2+level/2
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Alternate Psi∞}
Groups: Psionicist, Concordant (x1), Alternate
 
See [Q∞*100] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞*100 effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞*100 Minors (PSP cost = 2):
Break (CL items are destroyed, item save vs. crushing blow)
Dispel (CL effects is dispelled, use Dispel Magic check for each)
Disruption (2 groups, 25 dmg, RSW save for 5)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Swarm Minor (summon CL DL II monsters, they attack once now, then disappear)
Random Dim Door (one group, 1dCL*30' in same random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (2 groups, CLd2, no save)
Sporacle (random minor [C8] section effect, one group, RSW save)
Psi∞*100 Majors (PSP cost = 20):
Disintegrate (2 groups, RSW saveg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Swarm Major (summon CL DL IV monsters, they attack once now, then disappear)
Instantaneous (reverse Permanency)
Random Teleport (one group, 1dCL miles in the same random direction, RSW save)
Sharp (2 groups is Sharped, Fort save)
Sporacle-ize (random minor [C8] section effect, 2 groups, RSW save)
Psi∞*100 Grands (PSP cost = 200):
Annihilate (2 groups, RSW save)
Flash Swarm Grand (summon CL DL VI monsters, they attack once now, then disappear)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC9] Alternate (Planeshifted) Classes Group


Psi0.00


Level

KXP
Psi0.00
mMG SU

TH
1 0 1-- -- +1
2 3 2-- -- +2
3 6 3-- -- +3
4 12 4-- -- +4
5 24 51- -- +5
6 48 52- -- +6
7 96 53- -- +7
8 192 54- -- +8
9 384 651 -- +9
10 600 652 -- +10
11 900 653 -- +11
12 1200 654 -- +12
13 1500 765 1- +13
14 1800 765 2- +14
15 2100 765 3- +15
16 2400 765 4- +16
17 2700 765 5- +17
18 3000 766 5- +18
19 3300 766 6- +19
20 3600 776 6- +20
21 3900 777 6- +21
22 4200 777 7- +22
23 4500 877 7- +23
24 4800 887 7- +24
25 5100 888 7- +25
26 5400 888 8- +26
27 5700 988 81 +27
28 6000 998 82 +28
29 6300 999 83 +29
30 6600 999 94 +30
31 6900 A99 95 +31
32 7200 AA9 96 +32
33 7500 AAA 97 +33
34 7800 AAA A8 +34
35 8100 AAA A9 +35
36 8400 AAA AA1 +36
37 16800 AAA AA2 +37
38 25200 AAA AA3 +38
39 33600 AAA AA4 +39
45 84000 AAA AAA +45
54 159600 CCC BBB +54
63 235200 DDD DDD +63
72 310800 FFE EEE 1 +72
Requisites: Str 13, Dex 14, Con 14, Int 12
Alignment: any
HD/level: ++d8
Weapon Prof.: 5+level/3
Reference: DM {Pinpoint Psi0}
Groups: Psionicist, Alternate
Complexity: CF=3
 
Saving Throws:
PPD: level*2 Fort: level*2
RSW: level*2 Reflex: level*2
PP: level*2 Will: level*2
BW: level*2
Spell: level*2
 
See [Q0.00] for rules and powers.
PSPs = Str + Dex + Con + Wis + LVL*50
Gets a martial arts style, with all the style's numbers doubled (dmg, AT, Requirements, #Att shift from 1/1)
Can take each martial arts maneuver twice; they fully stack (even if they wouldn't normally stack.)
+LVL V actions.

[PC9] Alternate (Planeshifted) Classes Group


Psi0.00 Minor Powers

# Power PSPs Action Effect
1 Arrow Cutting 20 1bV Immune to missiles this segment.
2 Bowyer 0 - +10 TH with bows
3 Catfall 20 1bV Immune to falling damage this segment.
4 Choke 20 1att Target takes LVL^2 dmg; makes Con check at -LVL*2 or unconscious
5 Classical Literature 0 1M Legend Lore
6 Triple Attack 20 1att Do three attacks, each rolls 1d10 to hit, these cannot be traded in to do something else
7 Disable Limb 20 1att Sharp one limb (no save)
8 Fast-draw 20 1bP Do 1 attack on segment 0
9 Focus: Skill 20 1M +1 Kit for 1r
10 Forced March 20 - +CL*3" to movement rate for the day
11 Horsemanship 20 1V +1 Mount
12 Maka Wara 0 - Each time someone hits you with an unarmed attack, he takes 10*CL% damage back.
13 Medicine I 20 1V Choose one: Cure CL*2 hp; Cure Wounding; Repair disabled limb
14 Meditation -60 1 round +CL*2 mental saves & Immune Fear for 1t; x10 normal healing/regenation rate in non-combat
15 Piercing Thrust 20 1att If you hit with next attack, automatically critical and do maximum damage
16 Reverse Cut 0 - Immune Backstab
17 Silent Kill 20 1att Your next attack is a xLVL Backstab
18 Smashing Blow 20 1att Your next attack doubles the "to hit" (1d20) roll; Natural 19-20 is automatic hit.
19 Strike 20 0 Add your Str hit and damage bonus a second time for all attacks for this segment
20 Throw 20 1att If next attack is successful, throw target level*10' in one direction, he takes falling dmg
21 Unarmed Combat 0 - +level TH and dmg with unarmed combat

Psi0.00 Major Powers

# Power PSPs Action Effect
1 Air Throw 60 2att Target takes CL*20' falling damage
2 Buffalo Punch 40 1att Next punching attack does x3 damage.
3 Concealment 40 1M Improved Invisibility
4 Death Touch 60 2att Next attack causes death (save vs. PPD)
5 Dragon Punch 40 2att Next punching attack does Hp (hull points) instead of hp; target knocked down
6 Ear Pop 40 1att Next attack causes stun and deaf (each save vs. PP)
7 Flash Kick 60 2att Next kicking attack at +CL*2 to hit, ignores stoneskins/ironskins; x10 damage; knockdown
8 Focus: Magic Resistance 60 - CL*20% MR for 1t
9 Focus: Stay Conscious X - Stay Conscious at negative hp; X = -(current hp)
10 Hundred Hand Slap 60 1P Do ten punching attacks; Each does normal punching damage; all must be vs. same target
11 Hurricane Kick 40 1P Do 1 attack on each target in your group; Normal damage plus knocked down.
12 Lightning Stroke 60 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
13 Medicine II 40 1V Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
14 Rekka Ken 60 0 Ability to use 2P actions (but only for unarmed combat) this segment.
15 Returning Hurl 60 - Your thrown weapons have Instant Returning.
16 Shockwave 60 1M Earthquake 1 group (as spell)
17 Toughskin 0 0 +CL*2 AC
18 Wounded Knee 60 1att Next kicking attack causes target to lose 1V action per round for 1t.

[PC9] Alternate (Planeshifted) Classes Group


Psi0.00 Grand Powers

# Power PSPs Action Effect
1 Acid Breath 100 MouthP Breathe Acid (as per dragon)
2 Chi Kung Healing X 1M Cure X*CL hp distributed among any number of targets in one group
3 Cobra Charm 80 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M/r
4 Divination 120 1 round Ask the DM a question, answer is given as (choose one:) 1 English word or cryptic phrase
5 Energy Reflection 100 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
6 Fireball 80 1M CLd12 fire dmg, 1 group (no save)
7 Focus: Ability 120 - +1 to an ability score (can multiple times, each instance is 120 PSPs from max pool)
8 Ghost Form 60 1M Out-of-phase for 1r (cannot affect or be affected by solid objects), maintain 1M/r and 20 PSPs/r
9 Great Wall of China 60 1P CL kicking attacks in group; do normal damage.
10 Iceblast 100 1M CLd6 ice dmg in a group (no save)
11 Improved Fireball 120 1M CLd16 dmg in a group (Reflex save:)
12 Mind Reading 80 1M ESP; Know what the target is going to do next round
13 Musical Accomplishment 80 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
14 Regeneration 0 - Regenerate CL hp/s
15 Shock Treatment 0 - Immune Lightning; 20 PSPs, 1V: Deal CL*2 lightning damage to one target (no save)
16 Sonic Boom 80 1M CLd8 sound dmg, one group (no save)
17 Stunning Shout 120 MouthP Target must save vs. PP or stunned 1dCL segments
18 Telepathy 80 1M Telepathy (as spell)
19 Yoga Flame 80 MouthP Breathe Fire (as per dragon)
20 Yoga Teleport 120 1M Tesseract (as spell effect), CL*3% chance of not being stunned afterwards

Psi0.00 Super Powers

# Power PSPs Action Effect
1 Flying Fireball 160 1M CLd16 fire dmg, 2 groups (no save)
2 Focus: Resist Death X - Will not die past -10 hp (will still be unconscious unless running Focus: Stay Conscious); X = -(current hp)
3 Inferno Strike 140 1F CLd40 unholy fire dmg, caster's group (no save)
4 Repeating Fireball 60*X 1M Throw X Fireballs (see above)
5 Thunderclap 160 1M CLd24 sound dmg, one group (no save)
6 Zen No Mind 200 - CF=4: Ability to use 2M actions per segment

[PC9] Alternate (Planeshifted) Classes Group


Psi0.01

Level KXP Psi0.01
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 4-- -
5 22.5 41- -
6 37.5 51- -
7 75 52- -
8 112.5 62- -
9 150 63- -
10 187.5 73- -
11 225 74- -
12 450 741 -
13 675 841 -
14 1125 851 -
15 1500 852 -
16 1950 952 -
17 2400 962 -
18 2900 A62 1
19 3400 A72 1
20 3900 A73 1
21 4400 B83 2
22 4900 C84 2
23 5400 D94 2
24 5900 E95 3
25 6400 FA5 3
26 6900 GA6 3
27 7400 HB6 4
28 7900 IB7 4
29 8400 JC7 4
30 8900 KC8 5
31 9400 LD8 5
32 9900 MD9 5
33 10400 NE9 6
34 10900 OEA 6
35 11400 PFA 6
36 11900 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+10  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+12  9 12 12  8  9  8  5 10
Requisites: Str 10, Int 10, Wis 10, Chr 10, 1 of these must be 19
Alignment: any
HD/level: d15 for the first five levels, then d1 thereafter
Weapon Prof.: 4+level/3
To Hit Table: 3xPsi
Save Table: Psi
Reference: DM {Planeshifted Psi1}
Groups: Psionicist, Alternate
 
See [Q0.01] for rules and powers.
Psionic Strength = (Str+Int+Wis+Chr)/4*(Level+9)
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC9] Alternate (Planeshifted) Classes Group


Basic Psi0.01 Information

PSI0.01 CLASS: Psionic Strength = (Str+Int+Wis+Chr) / 4 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Str+Int+Wis+Chr-48) * (exceptional+1)
where "exceptional" is the number of stats among (Str,Int,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Str+Int+Wis+Chr Minor Major Grand
0-10 1 0 0
11-21 2 0 0
22-32 2 1 0
33-43 3 1 0
44-54 4 1 0
55-65 4 2 0
66-76 4 2 1
77-87 5 2 1
88-98 6 3 1
99-109 7 3 1
110+ 8 4 2
Min Level 1 6 12

Psi0.01 Psionic Pinpoint Attack

This hits one target (not a group) CL times.
Multiple hits do cause extra save penalty (-5 per instance) and a d100 shift (+/-10 per instance).
Also note the tables are slightly different.
This attack does not affect targets with Psi0.01 (they are considered immune).
Against Psi1, this attack is treated as CL Psi1 Psionic Blasts on one target.
 
Save for Range Effect (Duration is bottom row):
Int+Wis 20yd 40yd 80yd Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
1-5 16 14 12 01-90 91-94 95-97 98-99 100 (101-110) (111-120) (121-130) (131-140) (141-150) (151-160)
6-10 15 13 11 01-04 05-90 91-94 95-97 98-99 100 (101-110) (111-120) (121-130) (131-140) (141-150)
11-15 14 12 10 01-03 04-07 08-90 91-94 95-97 98-99 100 (101-110) (111-120) (121-130) (131-140)
16-20 13 11 9 01-02 03-05 06-09 10-90 91-94 95-97 98-99 100 (101-110) (111-120) (121-130)
21-25 12 10 8 01 02-03 04-06 07-10 11-90 91-94 95-97 98-99 100 (101-110) (111-120)
26-30 11 9 7 (-9 to 0) 01 02-03 04-06 07-10 11-90 91-94 95-97 98-99 100 (101-110)
31-35 10 8 6 (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-90 91-94 95-97 98-99 100
36-40 9 7 5 (-29 to -20) (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-91 92-95 96-98 99-100
41-45 8 6 4 (-39 to -30) (-29 to -20) (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-93 94-97 98-100
46-50 7 5 3 (-49 to -40) (-39 to -30) (-29 to -20) (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-96 97-100
51+ 6 4 2 (-59 to -50) (-49 to -40) (-39 to -30) (-29 to -20) (-19 to -10) (-9 to 0) 01 02-03 04-06 07-10 11-100
Duration: 1d10 d 4d6 t 1d6 t 1d30 r 1d6 r 1d6 r perm. perm. 1d8 w 1d30 d

[PC9] Alternate (Planeshifted) Classes Group


Psi0.01 Minor Powers

# MINOR POWERS Cost Notes
1 Automaton 10/r Animate one object as a DL=CL/2 Golem (counts as your summon)
2 Body Equilibrium 1/r Immune to falling damage, TK
3 Body Weaponry 1/r +3/2*CL AC or +2*CL unarmed TH
4 Cell Adjustment I 20 Cure/cause 20+CL*2 hp to one target (cannot use less PSPs for less effect)
5 Command 15 Command (Will save), 1+CL/3 words, 1 target
6 Detection of Life 4/r Name a summon type. Detects that summon type within 60*CL'
7 Domination 15+sum(HD) Domination (1+CL/3 Will saves), 1 target
8 Empathy 3/m Gives surface thoughts of target within 60' (no save)
9 Expansion 5/r +3/2*CL dmg (armed or unarmed)
10 Lights 3 1 target: Faerie Fire (-CL*4 AC) or Light (1+CL/3 saves Blindness)
11 Memory Protection 1/d Immune to next mental attack
12 Molecular Agitation cumul. 3/r 1 disruption dmg per segment to 1 target (no save)
13 Movement Acceleration 20/r +2V Actions or +3*CL" move rate
14 Object Reading 4/question Stone Tell
15 Psionic Trigger 15/d Contingency for 2 of the same psi power (still need points)
16 Rapport 15/r Share Memories or Detect Lie or Mind Scan; affects 1 target
17 Spirit Speak 6/question Speak with Dead (as spell); Cannot lie
18 Sens. to Psychic Imp. 10/r 0, 1/r: Identify Psionic effect
19 Tap Psionic Link 14/r Can join into Psionic link if originating psionicist is in your group
20 Telekinetic Barrier 10N /t Take -10*N dmg against the first physical attack per combat (max N = CL)
21 Telekinetic Blade 10/r Base damage 20+CL*2, considered +2 weapon, mental weapon, hits 1 target

[PC9] Alternate (Planeshifted) Classes Group


Psi0.01 Major Powers

# MAJOR POWERS Cost Notes
1 Body Control 4/t Resist environment 2 HD/level
2 Controlled Blinking 10/t 0, 1/turn: Blink CL*10'
3 Dimension Door 20 Dimension Door (as spell); 900*CL'
4 Dimension Walk 1/t Cover 10 miles in (20-level) minutes
5 Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
6 Energy Control 2/HD Max.=CL*2 in HD damage, must be energy attack, affects you only
7 Energy Dissipation 40 Take 1/10 dmg from an energy attack
8 Flying 18/t Fly 12+CL*3"
9 Improved Cell Adj. 100 Cure/cause 100+CL*10 hp to one target (cannot use less PSPs for less effect)
10 Mass Domination 30+sum(HD) Domination (Will save at -CL), hits CL targets
11 Mental Surgery 10*lvl Dispel Exhaustion or Feeblemind or Cure Insanity
12 Mind Bar 5/d iMentalR LVL*5%
13 Paralysis Bolt 45 Paralysis (CL/2 Fort saves), hits 1 target
14 Physical Acceleration 40/r +2P Actions
15 Probability Travel 10/P P=#planes removed, fail=21-level% [or] Enter the Plane of the UltraWhite (fail=10%)
16 Psionic Cage 50 Reverse Wards (no one can leave)
17 Submit Illusion 24/t Submit a Mirage Arcana to subject's mind; affects 1 target
18 Telekinesis 9/r Telekinesis CL*40' falling dmg (assuming size M); affects 1 target
19 Telempathic Projection 12 Empathy, but can send an emotion; no save; 1 target
20 True Sensory Input 4/r True Seeing (as spell), but all 5 senses
21 Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts

[PC9] Alternate (Planeshifted) Classes Group


Psi0.01 Grand Powers

# GRAND POWERS Cost Notes
1 Death Stare 225 Death or Stun 2d4r (if over 2*level HD) (CL-5 Fort saves)
2 Energy Cancel 3/HD Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
3 Limited Wish 320 Limited Wish (as spell)
4 Mental Acceleration 60/r +2M Actions
5 Power Transfer 200*T T:Minor=1,Major=2,Grand=3, Object=Caster Psi
6 Preservation 150 Preserve or Trap Soul or Permanency or Stasis; 1 target
7 Psionic Amplification 10*Mult Multiplies a power; Max.=level/3
8 Psionic Disruption 40/r No psi powers of one freq. can be used in 100'r
9 Restoration 120 Restoration, Regenerate, Restores Items, Stops/Restores dual-nature
10 Severance 40*SL Stops use of any 1 ability in creature (no save)
11 Shade 200 Create one Nightshade of someone who died here (treat as DL VIII Undead), 1/3 powers
12 Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

Psi0.01 Super Powers

# SUPER POWERS Cost Notes
1 Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
2 Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
3 Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
4 Full Acceleration 100/r +2F Actions or +1X Action
5 Mental Deceleration 200*N Target loses next 3*N mental actions (no save)
6 Munchkin / Pawn Element 700 Step Out Of a 1st level Wizard or Priest spell [or] one 1st level Pawn ability
7 Physical Deceleration 100*N Target loses next 3*N physical actions (no save)
8 Quick Mental Accel. 120/r +2QM Actions or +1QQM Action
9 Super Spirit 60/r Get CL-10 Second Tier powers from Martial Arts or Professional Wrestling
10 Telekinetic Crush 5*X 1 target: X*X*X*X telekinetic damage (no save)
11 Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
12 Wish 480 Wish (as spell), or any Psi0.02 Dev/Sci/High Sci

[PC9] Alternate (Planeshifted) Classes Group


Psi100

Level KXP Psi100
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 4-- -
5 22.5 41- -
6 37.5 51- -
7 75 52- -
8 112.5 62- -
9 150 63- -
10 187.5 73- -
11 225 74- -
12 450 741 -
13 675 841 -
14 1125 851 -
15 1500 852 -
16 1950 952 -
17 2400 962 -
18 2900 A62 1
19 3400 A72 1
20 3900 A73 1
21 4400 B83 2
22 4900 C84 2
23 5400 D94 2
24 5900 E95 3
25 6400 FA5 3
26 6900 GA6 3
27 7400 HB6 4
28 7900 IB7 4
29 8400 JC7 4
30 8900 KC8 5
31 9400 LD8 5
32 9900 MD9 5
33 10400 NE9 6
34 10900 OEA 6
35 11400 PFA 6
36 11900 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  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
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Dex 10, Con 10, Wis 10, Chr 10, 2 of these must be 16
Alignment: any
HD/level: d10
Weapon Prof.: 3+level/4
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM {Planeshifted Psi1}
Groups: Psionicist, Alternate
 
See [Q100] for rules and powers.
Psionic Strength = (Dex+Con+Wis+Chr)/4*(Level+9)
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC9] Alternate (Planeshifted) Classes Group


Basic Psi100 Information

PSI100 CLASS: Psionic Strength = (Dex+Con+Wis+Chr) / 4 * (Level+9)
WILD TALENTS: Psionic Strength = 64 + level + (Dex+Con+Wis+Chr-48) * (exceptional+1)
where "exceptional" is the number of mental stats(Dex,Con,Wis,Chr) of 16 or above.
Wild Talent Power Progression:
  Potential Number of:
Dex+Con+Wis+Chr Minor Major Grand
0-10 1 0 0
11-21 2 0 0
22-32 2 1 0
33-43 3 1 0
44-54 4 1 0
55-65 4 2 0
66-76 4 2 1
77-87 5 2 1
88-98 6 3 1
99-109 7 3 1
110+ 8 4 2
Min Level 1 6 12

Psi100 Psionic Storm Attack

This hits 2+LVL/9 groups.
Unlike Psi1, multiple hits do *not* cause extra save penalty or a d100 shift)
Also note the tables are slightly different.
This attack does not affect targets with Psi100 (they are considered immune).
Against Psi1, this attack is treated as a Psi1 Psionic Blast with half effect.
 
Save for Range Effect (Duration is bottom row):
Int+Wis 10yd 30yd 50yd Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 19 18 17 01-67 68-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00
6-9 17 16 15 01-11 12-74 75-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00
10-13 15 14 13 01-02 03-17 18-66 67-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00
14-17 13 12 11 01-02 03-04 05-14 15-78 79-88 89-90 91-92 93-94 95-96 97-98 99-00
18-21 11 10 9 01-02 03-04 05-06 07-21 22-80 81-90 91-92 93-94 95-96 97-98 99-00
22-25 9 8 7 01-02 03-04 05-06 07-08 09-23 24-82 83-92 93-94 95-96 97-98 99-00
26-29 7 6 5 01-02 03-04 05-06 07-08 09-10 11-25 26-84 85-94 95-96 97-98 99-00
30-33 5 4 3 01-02 03-04 05-06 07-08 09-10 11-12 13-27 28-86 87-96 97-98 99-00
34-37 3 2 1 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-34 35-83 84-98 99-00
38-41 1 0 -1 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-31 32-98 99-00
42+ -1 -2 -3 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-33 34-00
Duration: 1d10 d 4d6 t 1d6 t 1d30 r 1d6 r 1d6 r perm. perm. 1d8 w 1d30 d

[PC9] Alternate (Planeshifted) Classes Group


Psi100 Minor Powers

# MINOR POWERS Cost Notes
1 Automaton 10/r Animate CL objects as DL I Golems (count as your summon)
2 Body Equilibrium 1/r Water Walking and Feather Fall entire party
3 Body Weaponry 1/r +CL/2 AC; +CL/2 saves; +CL/2 damage (armed or unarmed)
4 Cell Adjustment I N Cure/cause N hp, hits 2+CL/9 groups, max N = CL*2
5 Command 15 Command (Will save), hits 2+CL/9 groups
6 Detection of Life 4/r Gives direction and distance (300*CL' range)
7 Domination 15+sum(HD) Domination (Will save), hits 2+CL/9 groups
8 Empathy 3/m Gives basic emotions of all within 30'
9 Expansion 5/r Max.Press=Str of CL+12; +CL/2 TH; +CL/2 dmg (armed or unarmed); +CL' height
10 Lights 3 Faerie Fire, Dancing Lights, or Light (affects 2+CL/9 groups)
11 Memory Protection 1/d Forget, Feeblemind, Incantatrix effects do not work in room (x1 Special)
12 Molecular Agitation cumul. 3/r 1 dmg /s (1st r), 2 dmg /s (2nd r), etc.; affects 2+CL/9 groups
13 Movement Acceleration 20/r +1V Action; +CL" move rate
14 Object Reading 1/r Detects psychic impressions left on objects in area
15 Psionic Trigger 20/d Contingency for 2 psi powers (still need points)
16 Rapport 15/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan; affects 2+CL/9 groups
17 Spirit Speak 20/r Speak with Dead (as spell); hits multiple dead beings in area
18 Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
19 Tap Psionic Link 14/r Can listen into Psi Links if within 100*level'
20 Telekinetic Barrier 10N /t Take -N/2 dmg per physical or energy attack (max N = level)
21 Telekinetic Blade 10/r Base damage 1dCL, considered +CL/3 weapon, mental weapon, hits whole group

[PC9] Alternate (Planeshifted) Classes Group


Psi100 Major Powers

# MAJOR POWERS Cost Notes
1 Body Control 4/t Water Breathing, Resist environment 1 HD/level (whole party)
2 Controlled Blinking 10/r Blink CL' each segment
3 Dimension Door 20 Dimension Door (as spell); 900*CL'
4 Dimension Walk 1/t Cover 100 miles in (60-level) minutes
5 Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
6 Energy Control 1/HD Max.=CL/2 in HD damage, must be energy attack, affects everyone in group
7 Energy Dissipation 40/t Take 3/4 damage from every energy attack
8 Flying 18/t Fly CL*2"; affects whole party
9 Improved Cell Adj. N Cure/cause N hp, hits 3+CL/9 groups, max N = CL*4
10 Mass Domination 30+sum(HD) Domination (Will save at -CL), hits 3+CL/9 groups
11 Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
12 Mind Bar 5/d Ench/Charm, Magic Jar, Domination, Invis. can't be used in room (x1 Special)
13 Paralysis Bolt 45 Paralysis (Fort save), hits 3+CL/9 groups
14 Physical Acceleration 20/r +1P Action; +1 attack per P action
15 Probability Travel 10/P P=#planes removed, fail=21-level%
16 Psionic Cage 50 Reverse Wards (no one can leave)
17 Submit Illusion 24/t Submit a Spectral Force to subject's mind; affects 3+CL/9 groups
18 Telekinesis 9/r Telekinesis CL*10' falling dmg (assuming size M); affects 2+CL/9 groups
19 Telempathic Projection 12 Empathy, but can send an emotion; affects 3+CL/9 groups
20 True Sensory Input 4/r True Seeing (as spell), but all 5 senses
21 Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts

[PC9] Alternate (Planeshifted) Classes Group


Psi100 Grand Powers

# GRAND POWERS Cost Notes
1 Death Stare 225 Death or Stun 2d4r (if over 2*level HD) (Fort save); affects 2+CL/9 groups
2 Energy Cancel 3/HD Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
3 Limited Wish 320 Limited Wish (as spell)
4 Mental Acceleration 30/r +1M Action; can convert 3M->1QM
5 Power Transfer 200*T T:Minor=1,Major=2,Grand=3, Object=Caster Psi
6 Preservation 150 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis; affects 2+CL/9 groups
7 Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
8 Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
9 Restoration 180 Restoration, Restores Items, Stops dual-nature; affects 2+CL/9 groups
10 Severance 60*SL Save; stops use of any 1 ability in creature; affects 2+CL/9 groups
11 Shade 200 Create up to CL ghosts/shades of people who died here, 1/3 powers
12 Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

Psi100 Super Powers

# SUPER POWERS Cost Notes
1 Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
2 Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
3 Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
4 Full Acceleration 50/r +1 Full Action /r
5 Mental Deceleration 200*N Target loses next N mental actions (no save); affects 1+CL/9 groups
6 Physical Deceleration 100*N Target loses next N physical actions (no save); affects 1+CL/9 groups
7 Quick Mental Accel. 60/r +1 QM Action /r
8 Wrestling Spirit 60/r Know and can use all Professional Wrestling powers
9 Telekinetic Crush 2*X X*X*X telekinetic damage (no save); affects 1+CL/9 groups
10 Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
11 Wish 480 Wish (as spell), or any Psi200 Dev/Sci/High Sci
12 X7 Element 700 Casts any one X7 grand

[PC9] Alternate (Planeshifted) Classes Group


Psionic Mystic0/10

Level KXP Psi0/Psi10
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 21- --- ---
4 12 32- --- ---
5 24 43- --- ---
6 48 431 --- ---
7 96 542 --- ---
8 180 653 --- ---
9 360 653 1-- ---
10 540 764 2-- ---
11 720 875 3-- ---
12 900 986 4-- ---
13 1080 986 41- ---
14 1260 A97 52- ---
15 1440 AA8 63- ---
16 1620 AA9 74- ---
17 1800 AAA 851 ---
18 1980 AAA 962 ---
19 2160 AAA A73 ---
20 2340 AAA A84 ---
21 2520 AAA A95 ---
22 2700 AAA AA6 1--
23 2880 AAA AA7 2--
24 3060 AAA AA8 3--
25 3240 AAA AA9 4--
26 3420 AAA AAA 5--
27 3600 AAA AAA 6--
28 3780 AAA AAA 71-
29 3960 AAA AAA 82-
30 4140 AAA AAA 93-
31 4320 AAA AAA A4-
32 4500 AAA AAA A5-
33 4680 AAA AAA A6-
34 4860 AAA AAA A7-
35 5040 AAA AAA A81
36 5220 AAA AAA A92
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+4  6  6  9  4  5  3  1  4
+5  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+6  7  7 10  5  6  4  2  5
+7  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+8  8  9 10  6  7  5  3  7
+9  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+10  9 10 11  7  8  6  4  8
+11  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+12  9 12 12  8  9  8  5 10
Requisites: Str 9, Dex 13, Int 10, Wis 18, Chr 10
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Psi
Reference: DM {Planeshifted Mystic0}
Groups: Rogue, Psionicist, Alternate
 
For abilities, see next page.

[PC9] Alternate (Planeshifted) Classes Group


Psionic Mystic0/10 Abilities

Can access Psi0 and Psi10 powers. See [Q10] for rules and powers.
PSPs = (LVL+Str+Dex+Con+Int+Wis-60)*3.
These are in Psi0 or Psi10 points. Note that the Psi0 powers will appear to be quite cheap, since Psi0 and Psi10 points are normally not 1 to 1 compatible.
These PSPs are each 2 Psi1 PSPs for conversion purposes.
 
Psi10 powers marked with a asterisk ( * ) can be used as a 0 action.
Your "KiL" is 2 times your CL (i.e. you count as a "Monk" in [Q0]).
 
The progression given is for Psi10. You can also pick Psi0 powers, in the following (somewhat non-standard) way:
SL=1, 2, 3 can be used for Psi0 minors.
SL=4, 5, 6 can be used for Psi0 majors.
SL=7, 8, 9 can be used for Psi0 grands.
 
This class also gets the standard Mystic0 abilities: (DM note: These are unchanged from the normal Mystic0 class.)
Level 1: One Martial Arts style (may not be custom).
Level 1: +1 Martial Arts maneuver slot per level.
Level 1: +1 AC per level if not wearing armor.
Level 1: +1" to movement rate per level.
Level 1: +1 dmg with open hand attacks per level. Base number of open hand attacks = (level+3)/4.
Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level.
Level 2: Cannot be surprised. Always attack first even if party loses initiative.
Level 4: 1V, 1/d: Cure Con*level hp of damage. This may be broken up into smaller amounts over the day if desired.
Level 6: Speak with Animals continuous.
Level 8: Resist Magic and Breath Weapons.
Level 9: Gets another Martial Arts style. It may be custom, even if you already have a custom style.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10: Speak with Anyone continuous.
Level 12: Immune to Enchantment/Charm spells, Resist Psionics.
Level 12: (level-11)*4% iPR
Level 14: 2V: Leave the Multiverse, physically travel up to 1V action relative distance (even through objects), then reappear.
Level 14: 0, touch, 5/d: Gentle Touch. Choose an effect: Charm, Cureall, Death, Quest, Paralysis. You get one of each per day. None of these effects have a saving throw.

[PC9] Alternate (Planeshifted) Classes Group


General Psi0 Information

KiL (Ki Level) = (highest Psi0 level)*3 + (highest Monk1 level)*2 + (highest Wild Talent level).
 
P0Ps = Str + Dex + Con + Wis - 40 + KiL
These are restored at 1 per round until the maximum per turn (equal to KiL) is reached.
1 P0P = 20 Psi1 points = 2 Psi9 track points for purposes of Psi11 conversion.
 
Psi0 and Monk1 get a progression (this replaces the "1 Martial Arts slot per level" in the Collective). You may downgrade if desired.
Wild Talents must buy these using Martial Arts slots (1 for Minor, 2 for Major, 3 for Grand, 4 for Super). They get the ability to take 1 power per level, levels 1-9 is Minor, 10-18 is Major, 19-27 is Grand, 28-36 is Super. You may take lesser types if desired.
 
In the "Act" column below (which is the actions needed to perform the maneuver), read "patt" as "punch attack" and "katt" as "kick attack".
 
Read "One attack:" on the Effects tables below as "Gain and do one attack, if successful, do the following:". You don't actually do damage with the attack unless noted.

[PC9] Alternate (Planeshifted) Classes Group


Psi0 Minor Powers

# Power P0P Action Effect
1 Acting 0 0 Acting, Spying, Disguise proficiencies; KiL*10% chance to resist Detect Lie spell
2 Armory 0 0 Armor Optimization, Armor/Weapon Identification, Armor/Weapon Repair proficiencies
3 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
4 Binding 0 1V Tie up a helpless/surrendered foe so they cannot escape by physical means
5 Bowyer 0 0 Bowyer/Fletcher proficiency; 1 week of F actions: Make a nonmagical +1/+0 bow.
6 Calligraphy 1 0 Copy documents; Can copy magical writings at KiL% success, (100-KiL)% destroy original
7 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
8 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
9 Classical Literature 0 0 Legend Lore KiL%
10 Climbing 1 1V Gain Climb Walls rating of KiL*10% for the round
11 Contortion 1 1V Escape Bonds (but not from Binding power above); can squeeze through small gaps
12 Dance 0 0 Dancing, Juggling, Mime proficiencies; Can communicate without using spoken words
13 Double Attack 1 1att Do two attacks, each rolls 1d10 to hit, these cannot be traded in to do something else
14 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
15 Disarm 1 1P One attack: Target is disarmed (no save)
16 Entangle 1 1P One attack: Do one attack of dmg; -1 segment that target can use per round; maintain 1V
17 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
18 Focus: Skill 1 1M +1 slot in a non-weapon proficiency (even if you don't have the proficiency) for 1r
19 Forced March 1 0 +KiL to movement rate for the day
20 Grapple 1 1P One attack: Do KiL + Str bonus (to damage) dmg every round, maintain by using 1V
21 Hawking 0 0 Can train a hawk to hunt or spy (not as good as a familiar, but close)
22 Horsemanship 1 1V Horsemanship proficiency; Keeps mount under control in difficult situations
23 Hurling 1 1P One attack: Throw any weapon (incl. weapons not meant to be thrown) without hit penalty
24 Kippup 1 0 Stand up without using a V action.
25 Leaping 1 1V Jump KiL*5' horizontally or KiL*2' vertically
26 Maka Wara 0 0 Each time someone hits you with an unarmed attack, he takes 1 damage back.
27 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
28 Meditation -3 1 turn +KiL mental saves & Immune Fear for 1t; x2 normal healing/regenation rate in non-combat
29 Music 0 0 Music Composition, Instrumental, Singing proficiencies
30 Piercing Thrust 1 0 Do maximum damage with a piercing weapon attack.
31 Reverse Cut 0 0 Can attack to side or behind at no penalty (don't have to turn around)
32 Rhetoric 0 0 Fast-talking, Negotiation, Preaching proficiencies
33 Silent Garrote 1 1P One attack: Choke as above (you must be in Backstab position); Silence 15'r for duration.
34 Silent Kill 1 1P One attack: Do a x2 Backstab (you must be in Backstab position); Silence 15'r for that 1s.
35 Smashing Blow 1 1att Double the "to hit" roll with a blunt attack; Natural 19-20 is automatic hit.
36 Stealthy Movement 1 1V Gain Move Silently and Hide in Shadows ratings of KiL*10% for the round
37 Strike 1 0 Add your Str hit and damage bonus a second time for all attacks for this segment
38 Swimming 1 1M Can swim underwater for the round with no chance of drowning; Resist Water for 1 round
39 Tea Ceremony X 1 turn Give to other Psi0-users in room a total of X Psi0 points, this may be above max for 1 turn
40 Theology 0 0 Religion proficiency; Detect divine beings
41 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
42 Trip 1 1att One attack: Do KiL dmg; target is down but may spend 1V to get back up
43 Unarmed Combat 0 0 +level TH and dmg with unarmed combat

[PC9] Alternate (Planeshifted) Classes Group


Psi0 Major Powers

# Power P0P Action Effect
1 Air Throw 3 1P,1V One attack: Target takes KiL*5' falling damage
2 Backflip Kick 2 1katt One kicking attack to opponent's back (not a backstab): Normal damage.
3 Buffalo Punch 2 2patt One punching attack: x3 normal damage.
4 Concealment 2 1M Invisibility
5 Death Touch 3 1P One attack: Death (save vs. PPD)
6 Double Dread Kick 2 2katt,1V Two kicking attacks: Each does normal damage and knocks the target back KiL'
7 Double-Hit Kick 2 0 Repeat damage of last kicking attack to same target
8 Double-Hit Knee 2 1katt Two kicking attacks: Normal damage; both must be vs. same target.
9 Dragon Kick 2 1P One kicking attack: That attack does Hp (hull points) instead of hp; target knocked down
10 Dragon Punch 2 1P One punching attack: That attack does Hp (hull points) instead of hp; target knocked down
11 Ear Pop 2 2patt (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
12 Fire and Stones 2 2att (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
13 Flash Kick 3 1P,1V One kicking attack at +KiL to hit, ignores stoneskins/ironskins: x10 damage, knockdown
14 Flying Knee Thrust 2 1katt,1V One kicking attack: x2 normal damage.
15 Flying Thrust Kick 3 2katt,1V One kicking attack: x5 normal damage, knocked down.
16 Focus: Magic Resistance 3 0 KiL*5% MR for 1r
17 Focus: Stay Conscious X 0 Stay Conscious at negative hp; X = -(current hp)/2, round up
18 Foot Sweep 2 1katt One kicking attack: Normal damage, target is knocked down
19 Forward Flip Knee 2 1katt One kicking attack to opponent's back of head (not backstab) at -4 TH: Normal damage.
20 Handstand Kick 2 1katt,1V One kicking attack: Normal damage, with a bonus equal to your movement rate (in inches)
21 Head Butt 2 1HeadP One attack: Do double normal punching damage with your head.
22 Hundred Hand Slap 3 1F Ten punching attacks: Each does normal punching damage; all must be vs. same target
23 Hurricane Kick 2 1P,1V Do 1 attack on each target in a KiL*5' line: Normal damage plus knocked down.
24 Hyper Fist 3 1patt Three punching attacks: Each does normal punching damage; all must be vs. same target
25 Lightning Leg 3 1P,1M Ten kicking attacks: Each does normal kicking damage; all must be vs. same target
26 Lightning Stroke 3 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
27 Medicine II 2 1V Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
28 Monkey Grab Punch 3 2patt One punch attack at +KiL to hit, cannot be parried/countered/dodged: Do normal damage.
29 Power Uppercut 2 2patt One punch attack at +KiL to hit: Do normal damage.
30 Precision Strike 0 0 All your weapons gain (+0)d(+2) on damage.
31 Rekka Ken 3 0 Ability to use 2P actions (but only for unarmed combat) this segment.
32 Returning Hurl 3 1P Hurling (above); if weapon has chain attached it has end-of-round returning.
33 San He 3 0 For 1r: Immovability; cannot be knocked back/down; cannot use V actions
34 Shockwave 3 1F Earthquake KiL' r (as spell)
35 Slide Kick 2 1katt One kicking attack, auto hits if target is not flying: Normal damage, target is knocked down
36 Spinning Back Fist 2 1patt,1V One punch attack: That attack does x2 damage.
37 Spinning Clothesline 3 1P One punching attack on each target within KiL'r: Do normal damage.
38 Spinning Knuckle 3 0 Repeat damage of last punching attack on same target
39 Stepping Front Kick 2 3katt,1V Two kicking attacks, second autohits if first hits: Normal damage, target knocked back KiL'
40 Toughskin 0 0 +KiL/2 AC bonus
41 Triple Strike 3 3att (The 3att from seperate limbs) Three attacks at same target at +KiL to hit: Normal dmg.
42 Whirlwind Kick 3 1P One kicking attack on each target within KiL'r: Do normal damage.
43 Wounded Knee 3 1katt One kicking attack: Target loses 1V action per round for 1t.

[PC9] Alternate (Planeshifted) Classes Group


Psi0 Grand Powers

# Power P0P Action Effect
1 Acid Breath 5 MouthP Breathe Acid (as per dragon)
2 Air Hurricane Kick 4 1P,1V Do 1 attack on each target in a KiL*5' line even in air: Normal damage plus knocked down.
3 Channel-strike 4 0 One attack: Normal results of attack. All Channel-strike in round must be vs. same target.
4 Chi Kung Healing X 1M Cure X*KiL hp to one target
5 Cobra Charm 4 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
6 Divination 6 1 turn Ask the DM a question, answer is given as (choose one:) 1 English word or cryptic phrase
7 Energy Reflection 5 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
8 Extendable Limbs 0 0 Your limbs can extend an extra KiL'
9 Fireball 4 1M KiLd6 dmg, KiL' radius (fire damage) (save:, if made save again for 0)
10 Flaming Dragon Punch 4 1P Dragon Punch (above); Do an extra set of hull damage (elemental fire damage) (save:)
11 Focus: Ability 6 1F +1 to an ability score for 1t
12 Ghost Form 6 1M Out-of-phase for 1r (cannot affect or be affected by solid objects), maintain 1M and 1 P0P
13 Great Wall of China 6 1P,1V KiL kicking attacks distributed among targets within KiL'r: Do normal damage.
14 Iceblast 5 1M KiLd4 dmg in a KiL*5' line (ice damage) (save:)
15 Improved Fireball 6 1M KiLd8 dmg, KiL' radius (fire damage) (save:, if made save again for 0)
16 Mind Reading 4 1M ESP; Know what the target is going to do next round
17 Musical Accomplishment 4 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
18 Regeneration 0 0 Regenerate KiL hp per round (given as KiL/10 hp per segment)
19 Shock Treatment 0 0 Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: )
20 Sonic Boom 4 1M KiLd4 dmg, KiL' radius (sound damage) (save:, if made save again for 0)
21 Spinning Foot Sweep 4 1katt One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
22 Storm Hammer 5 1P,1V One attack: Target takes KiL*10' falling damage
23 Stunning Shout 6 MouthP Target must save vs. PP or stunned 1d(KiL) segments
24 Telepathy 4 1M Telepathy (as spell)
25 TurboSpinningClothesline 6 1P Two attacks on each target within KiL'r: Do normal damage.
26 Yoga Flame 4 MouthP Breathe Fire (as per dragon)
27 Yoga Teleport 6 1M Tesseract (as spell effect), KiL% chance of not being stunned afterwards

Psi0 Super Powers

# Power P0P Action Effect
1 Flying Fireball 8 1M,1V KiLd8 dmg in a KiL' radius (fire damage) (save:)
2 Focus: Resist Death X 0 Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
3 Inferno Strike 7 1F KiLd20 dmg, KiL*3' radius (fire damage) (save:), center at caster (who doesn't take dmg)
4 Repeating Fireball 3*X 1M Throw X Fireballs (see above)
5 Thunderclap 8 1M KiLd12 dmg, KiL' radius (sound damage) (save:, if made save again for 0)
6 Zen No Mind 10 0 Ability to use 2M actions per segment

[PC9] Alternate (Planeshifted) Classes Group


Basic Psi10 Information

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

[PC9] Alternate (Planeshifted) Classes Group


Psi10 First Level Powers (minors)

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

[PC9] Alternate (Planeshifted) Classes Group


Psi10 Second Level Powers (minors)

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

[PC9] Alternate (Planeshifted) Classes Group


Psi10 Third Level Powers (majors)

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

[PC9] Alternate (Planeshifted) Classes Group


Psi10 Fourth Level Powers (majors)

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

[PC9] Alternate (Planeshifted) Classes Group


Psi10 Fifth Level Powers (grands)

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

[PC9] Alternate (Planeshifted) Classes Group


Psi10 Sixth Level Powers (grands)

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

[PC9] Alternate (Planeshifted) Classes Group


Psi10 Seventh Level Powers (grands)

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

Psi10 Eighth Level Powers (supers)

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

Psi10 Ninth Level Powers (supers)

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

Psi10 Tenth Level Powers (supers)

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

[PC9] Alternate (Planeshifted) Classes Group


Quickling0

Level KXP Faerie
01 1 2 2 3 3 4
1 17.6 (owe) 1-- - - - - - -
2 52.8 11- - - - - - -
3 123.2 111 - - - - - -
4 264 211 - - - - - -
5 414 221 - - - - - -
6 564 221 1 - - - - -
7 714 222 1 - - - - -
8 864 222 2 - - - - -
9 1014 222 2 1 - - - -
10 1164 222 2 2 - - - -
11 1314 322 2 2 - - - -
12 1464 332 2 2 - - - -
13 1614 333 2 2 - - - -
14 1764 333 3 2 - - - -
15 1914 333 3 3 - - - -
16 2064 333 3 3 1 - - -
17 2214 333 3 3 2 - - -
18 2364 333 3 3 3 - - -
19 2514 333 3 3 3 1 - -
20 2664 333 3 3 3 2 - -
21 2814 333 3 3 3 3 - -
22 2964 333 3 3 3 3 1 -
23 3114 333 3 3 3 3 2 -
24 3264 333 3 3 3 3 3 -
25 3414 333 3 3 3 3 3 1
26 3564 333 3 3 3 3 3 2
27 3714 333 3 3 3 3 3 3
28 3864 444 3 3 3 3 3 3
29 4014 444 4 4 4 3 3 3
30 4164 444 4 4 4 4 4 4
31 4314 555 4 4 4 4 4 4
32 4464 555 5 5 5 4 4 4
33 4614 555 5 5 5 5 5 5
34 4764 666 5 5 5 5 5 5
35 4914 666 6 6 6 5 5 5
36 5064 666 6 6 6 6 6 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
Requisites: Dex 18, Wis 16
Alignment: C any (or) any E
HD/level: & +++d8
Weapon Prof.: & 4+level/3
To Hit Table: War +4 levels
Save Table: Mon +4 levels
Reference: 0D&D {Planeshifted Troll0}
Groups: Rogue, Monster, Alternate
 
Has a Faerie progression (no stat bonus).
Level 1: Base movement rate is 96".
Level 1: Exceptional Dex bonus; i.e. bonus is (Dex-12).
Level N (each level): +2 Dex. This bonus cannot be used to qualify for the Quickling0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Dex bonus; i.e. bonus is (Dex-14)*2.
Level 1: You can use missile weapons in each hand (no limit of 1 per set of hands).
Level 1 ¶: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 4 ¶: Any Rogue 4 ability, or two Rogue 4 abilities based on Dex.
Level 9: Extra Barbarian Dex bonus; i.e. bonus is (Dex-16)*5/2, round down.
Level 9 ¶: Any Rogue 9 ability, or two Rogue 9 abilities based on Dex. (This is in addition to the normal "Any Rogue 9" ability you get for being a Rogue.)
Level 16 ¶: +2 HNCL
Level 18: Super Barbarian Dex bonus; i.e. bonus is (Dex-18)*3.
Level 18 ¶: Any Rogue 18 ability, or two Rogue 18 abilities based on Dex. (This is in addition to the normal "Any Rogue 18" ability you get for being a Rogue.)

[PC9] Alternate (Planeshifted) Classes Group


Rarer3

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 270 (none)
10 337.5 (none)
11 412.5 (none)
12 495 (none)
13 585 (none)
14 682.5 (none)
15 787.5 (none)
16 900 (none)
17 1020 (none)
18 1147.5 (none)
19 1282.5 (none)
20 1425 (none)
21 1575 (none)
22 1732.5 (none)
23 1897.5 (none)
24 2070 (none)
25 2250 (none)
26 2437.5 (none)
27 2632.5 (none)
28 2835 (none)
29 3045 (none)
30 3262.5 (none)
31 3487.5 (none)
32 3720 (none)
33 3960 (none)
34 4207.5 (none)
35 4462.5 (none)
36 4725 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  5  3  8  2  3  1  0  1
& +2  6  4  8  3  4  2  0  2
& +3  6  5  8  3  4  2  1  3
& +4  6  6  9  4  5  3  1  4
& +5  7  6  9  4  5  3  2  4
& +6  7  7 10  5  6  4  2  5
& +7  7  8 10  5  6  4  3  6
& +8  8  9 10  6  7  5  3  7
& +9  8  9 11  6  7  6  4  7
& +10  9 10 11  7  8  6  4  8
& +11  9 11 11  7  8  7  5  9
& +12  9 12 12  8  9  8  5 10
& +13 10 12 12  8 10  8  6 10
& +14 10 13 13  9 11  9  6 11
& +15 11 14 13  9 11  9  7 12
& +16 11 14 13 10 12 10  7 13
& +17 12 14 14 11 13 10  8 13
& +18 14 15 14 13 14 11  8 14
Requisites: Chr 20
Alignment: any
HD/level: +++d4
Weapon Prof.: & 3+level*2
To Hit Table: & +level
Save Table: 1xPsi
Reference: DM {Planeshifted Uncommoner3}
Groups: Warrior, Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be of the "Weird" group, with a random [M2] Monster Template added to it. You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
The progression for the DLs is as follows:
Levels 1-9 = 1, 1, 2, 2, 2, 3, 3, 4, 4
Levels 10-18 = 4, 5, 5, 6, 6, 6, 7, 7, 8
Levels 19-27 = 8, 8, 9, 9, 10, 10, 10, 11, 11
Levels 28-36 = 12, 12, 12, 13, 13, 14, 14, 14, 15
 
The "&" on the To Hit means this class adds it's to hit bonus to your highest other class.
 
Level 14: Divide the cost of Artifacts by (LVL-12) or it's multiplier, whichever is higher.

[PC9] Alternate (Planeshifted) Classes Group


Scarlet Chirurgeon

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.8 20- --- ---
3 5.6 210 --- ---
4 11.2 211 0-- ---
5 22.4 221 1-- ---
6 44.8 222 2-- ---
7 89.6 333 20- ---
8 179.2 333 31- ---
9 358.4 443 320 ---
10 918.4 444 431 ---
11 1478.4 444 432 ---
12 2038.4 444 433 ---
13 2598.4 444 444 0--
14 3158.4 555 444 1--
15 3718.4 555 554 2--
16 4278.4 555 555 30-
17 4838.4 666 555 31-
18 5398.4 666 665 32-
19 5958.4 666 666 430
20 6518.4 777 666 431
21 7078.4 777 776 432
22 7638.4 777 777 443
23 8198.4 888 777 444
24 8758.4 888 887 544
25 9318.4 888 888 554
26 9878.4 999 888 555
27 10438.4 999 998 655
28 10998.4 999 999 665
29 11558.4 AAA 999 666
30 12118.4 AAA AA9 766
31 12678.4 AAA AAA 776
32 13238.4 BBB AAA 777
33 13798.4 BBB BBB 877
34 14358.4 CCC BBB 887
35 14918.4 CCC CCC 888
36 15478.4 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  4  5  2  3  0  0  2
+3  8  4  6  3  4  0  0  3
+4  9  5  6  3  4  0  1  3
+5  9  5  6  4  4  1  1  4
+6 10  6  7  4  5  1  1  4
+7 10  6  7  5  5  2  2  5
+8 11  7  8  5  6  2  2  5
+9 11  7  9  6  6  2  2  6
+10 12  7  9  6  7  3  3  6
+11 12  8  9  6  7  3  3  7
+12 13  8 10  7  8  4  3  7
+13 13  9 10  7  8  4  4  8
+14 13  9 10  7  8  4  4  8
+15 14  9 11  8  9  5  4  9
+16 14 10 11  8  9  5  5  9
+17 14 10 11  9  9  6  5 10
+18 15 11 12  9 10  6  5 10
+19 15 11 12 10 11  6  6 11
Requisites: Str 11, Con 13, Int 14, Wis 14
Alignment: LE (overwrite)
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: War +2 levels
Save Table: Pri
Reference: DM {Planeshifted Scarlet Torturer}
Groups: Priest, Alternate, Lost
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Has Exceptional Int bonus. Gets Int bonus to spell progression (instead of Wis).
Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
Surgical Tools are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). You may weapon specialize in Surgical Tools, using the "Non-Warrior" line for number of attacks.
If you wish to Surgically Experiment on someone, you spend 1P on one attack. If you hit; you do one instance of your surgical tool damage to a target (you may apply Str bonus if you wish). Surgical Experimentation generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures not killed by loss of limbs (such as undead).
Surgical Experimentation generally does not cause Summons to become unfaithful. If you're doing something really creepy, you can check with the DM before doing it.
Each type of Surgical Experimentation below generally can be used on a creature only once.
Level 1 ¶: 0, Surgically Experiment on a creature: Sharpness (no save, WR to resist). Roll 1d100. If the result is your LVL or less, you can do a Vorpal (Sharp their head) if you like. If the result is LVL*5 or less, you can pick which limb gets Sharped (except head).
Level 1 ¶: 1F, Surgically Experiment on a creature: Add an extra (artificial) limb to the creature. The creature loses 1d100-LVL*5 max hp (can't be repaired except by a Regenerate spell, which would remove the extra limb). Each day, the limb has a (37-LVL)% chance of shrivelling and becoming useless, after that 1 max hp of the loss is regained per day. At level 4 you can alternatively add an extra internal organ instead.
Level 2 ¶: 0, Surgically Experiment on a creature: Roll two random Monster Templates, the creature gains one of them (your choice). Roll two random Psi9 minor powers, the creature gains one of them (your choice). DM Note: Quite a few Monster Templates and Psi9 minors are actually penalties, so this might be an effective attack.
Level 3 ¶: 0, Surgically Experiment on a creature: The creature takes LVLd6 stat dmg to one stat (your choice) (RSW save for ). Roll 1d100. If you roll LVL or less and wish to spend an extra 1F action, you can have the creature gain half that amount to the stat instead, but it will become egotistical and unruly (it will no longer be your summon or under your control).
Level 6 ¶: 2F, Surgically Experiment on yourself and another creature: Transfer your brain to the other creature. This is like a Magic Jar, but can't be dispelled, and is absolutely permanent. There is a (16-LVL)% chance the brain will be rejected by the host body, in this case, you lose 1 max hp per segment (non-curable) until another solution can be found (such as quickly doing this procedure again on another host).
Surgical Tool gp lbs. Size Size -M Size L+ Critical Special
Amputation Saw / Bone Cutter 247 8 L 2d6 1d12 16+ / x2 Sharpness ability: +20 to 1d100 roll
Chisel and Hammer 78 4 M 1d6 1d8 20+ / x4 (none)
Drill / Cranial Drill / Trephine 108 3 M 1d8 1d6 18+ / x3 Stat Dmg ability: roll d8's; +10 to 1d100 roll
Hemostat / Forceps / Scissors Clamp 52 1 S 1d2 1d2 20+ / x2 Successful hit: You are Overbearing him
Hypodermic Syringe 93 1 S 1d2+3 1d2+1 20+ / x3 Venom weapon flag (6 doses)
Metzenbaum Scissors 210 1 S 1d4 1d3 19+ / x2 +2 TH
Nippers 3 1 S 1d3 1d2 20+ / x2 (none)
Pliers 17 2 M 1d6 1d4 19+ / x2 (none)
Scalpel 335 1 S 1d2+2 1d4 17+ / x2 +1Q0 per 1P action for Surgical Experimentation

[PC9] Alternate (Planeshifted) Classes Group


Selesnya Sagittar (MTG G/W)

Level KXP Priest
123 456 78
1 0 a-- --- --
2 3.125 0-- --- --
3 6.25 0a- --- --
4 12.5 10- --- --
5 25 20a --- --
6 50 210 --- --
7 100 320 --- --
8 200 321 --- --
9 400 321 a-- --
10 800 321 0-- --
11 1200 432 0-- --
12 1600 432 1-- --
13 2000 432 1a- --
14 2400 432 10- --
15 2800 543 20- --
16 3200 543 21- --
17 3600 543 21a --
18 4000 543 210 --
19 4400 654 320 --
20 4800 654 321 --
21 5200 654 321 a-
22 5600 654 321 0-
23 6000 665 432 0-
24 6400 665 432 1-
25 6800 666 543 1-
26 7200 666 543 2-
27 7600 666 543 2a
28 8000 666 543 20
29 8400 666 543 21
30 8800 666 543 22
31 9200 666 543 32
32 9600 666 654 32
33 10000 666 654 33
34 10400 666 665 43
35 10800 666 665 44
36 11200 666 666 54
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  1  1  2
+1  8  4  6  3  4  1  1  3
+2  9  5  6  3  4  2  2  3
+3  9  5  6  4  4  2  2  4
+4 10  6  7  5  5  3  2  4
+5 10  6  7  6  5  3  3  5
+6 11  7  8  7  6  4  3  5
+7 11  7  9  8  6  4  4  6
+8 12  8  9  9  7  5  4  6
+9 12  8 10 10  7  5  4  7
+10 13  9 10 11  8  6  5  7
+11 13 10 11 12  9  6  5  8
+12 13 11 12 13 10  7  6  8
+13 14 11 13 14 10  7  6  9
+14 14 12 13 14 11  8  6  9
+15 14 12 14 14 11  8  7 10
+16 15 13 14 14 12  9  7 10
+17 15 13 14 14 12  9  8 11
Requisites: Str 14, Dex 14, Wis 16
Alignment: LG, NG, CG, or TN
HD/level: others +1d+0  (see note)
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: War/Pri
Reference: DM {Planeshifted Selesnya Druid22}
Groups: Warrior, Priest, Alternate
 
Hit Dice: "&+1d+0" means you add 1 to all your other classes' number of HD per level. This class directly gives 0 hp. Exception: If this is your only class, you get 2d0 per level. (You cannot take this option if you have more than one class.)
For "m" based classes (e.g. HD=2m0), just add 1d0 (so your HD becomes 2m0+1d0).
Example: Multiclassed Fighter1 level 1 / Selesnya Sagittar level 1, with +2 Con bonus. The fighter gives 24 hp (2d10+2*2). The Sagittar gives 0 hp. The character has 12 hp (24+0 divided by 2).
Exceptional Wis bonus.
Channeling.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Specialized in Animal, Plant, and War spheres. Spells of these spheres cost M to cast.
Level 1: You may have your spells (from the Selesnya Sagittar class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 1: Do double damage to creatures in your group when using a bow (this doubles everything, not just the arrow base damage).
Level 1: +LVL*2 TH with bows.
Level 1: Your bow attacks use the "Dagger" line for number of attacks.
Level 2: xLVL range with bows.
Level 14: +1 Animal Companion slot.
New spell:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).

[PC9] Alternate (Planeshifted) Classes Group


Shadow Elf0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 21- --- ---
4 16 22- --- ---
5 32 221 --- ---
6 64 322 --- ---
7 120 332 1-- ---
8 250 432 2-- ---
9 400 443 2-- ---
10 600 543 21- ---
11 850 653 32- ---
12 1100 654 321 ---
13 1350 764 432 ---
14 1600 765 432 1--
15 1850 875 543 2--
16 2100 876 543 21-
17 2350 886 654 32-
18 2600 887 654 321
19 2850 887 765 432
20 3100 888 765 443
21 3350 888 765 444
22 3600 888 765 544
23 3850 888 765 554
24 4100 888 765 555
25 4350 888 766 555
26 4600 888 766 655
27 4850 888 766 665
28 5100 888 766 666
29 5350 888 776 666
30 5600 888 777 666
31 5850 888 777 766
32 6100 888 777 776
33 6350 888 777 777
34 6600 888 887 777
35 6850 888 888 877
36 7100 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+3 10  8  8  8  7  1  2  2
+4 10  8  8  8  8  2  3  2
+5 14 11 11 11 11  2  3  3
+5 14 12 11 11 11  2  4  3
+6 14 12 12 11 11  3  4  3
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  5  4
+12 16 14 14 15 15  4  5  4
Requisites: Dex 9, Int 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: DM {Planeshifted Elf0}, GAZ13
Groups: Wizard, Rogue, Alternate
 
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Lvl Ability
1 Any Rogue 1 ability
2 Any Rogue 1 ability
3 Any Rogue 2 ability
4 Any Rogue 3 ability
5 Any Rogue 4 ability
6 Any Rogue 5 ability
7 Any Rogue 6 ability
8 Any Rogue 7 ability
16 Any Rogue 10 ability
24 Any Rogue 15 ability
32 Any Rogue 27 ability

[PC9] Alternate (Planeshifted) Classes Group


Snark


Level

KXP
Rogue
123 456 7

TH
1 0 0-- --- - +0
2 1.3 2-- --- - +0
3 2.6 30- --- - +1
4 5.2 32- --- - +1
5 10.4 43- --- - +2
6 20.8 430 --- - +2
7 41.6 442 --- - +3
8 83.2 443 --- - +3
9 166.4 443 0-- - +4
10 320 444 2-- - +4
11 580 444 3-- - +5
12 840 444 30- - +5
13 1100 444 42- - +6
14 1360 444 43- - +6
15 1620 444 430 - +7
16 1880 544 442 - +7
17 2140 554 443 - +8
18 2400 555 443 - +8
19 2660 555 554 - +9
20 2920 555 554 - +9
21 3180 555 554 0 +10
22 3440 555 554 1 +10
23 3700 555 554 2 +11
24 3960 555 554 3 +11
25 4220 555 554 4 +12
26 4480 555 555 4 +12
27 4740 555 555 5 +13
28 5000 655 555 5 +13
29 5260 665 555 5 +14
30 5520 666 555 5 +14
31 5780 666 655 5 +15
32 6040 666 665 5 +15
33 6300 666 666 5 +16
34 6560 666 666 6 +16
35 6820 766 666 6 +17
36 7080 776 666 61 +17
37 14160 776 666 62 +18
38 21240 776 666 63 +18
39 28320 776 666 64 +19
45 70800 777 777 66 +22
54 134520 888 888 771 +26
63 198240 888 888 888 +31
72 261960 999 999 998 1 +35
Requisites: Dex 10, Int 10
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: Rog
Reference: DM {Planeshifted Sneak}
Groups: Rogue, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+3
Will: level+0
   
Has all Int-based Rogue abilities.
Exceptional Int bonus.
Gets (Int bonus)*5 Rogue points per level instead of 40.
Gets Int bonus to spell progression.
Level 4 (and every level divisible by 4): Choose a Wizard school. May cast spells from that Wizard school.
 
Two Mixed-classed options are available:
CF=3:
Snarker:
This class is a Mixed-classed Snark - Archer. You may use the +10% XP Mixed Classing rule for this, but the class does cost 2 class slots.
You may use Archer1, ArchArcher, ArchArchArcher, or Er0.
CF=4:
Smark:
This class is a Mixed-classed Snark - Professional Wrestler. You may use the +10% XP Mixed Classing rule for this, but the class does cost 2 class slots.
You may alternatively use Athlete.
You get the Jobber Mini class sheet and a free Mini class slot for it.

[PC9] Alternate (Planeshifted) Classes Group


Snark Abilities

Lvl Snark 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 Avoid Trap (entire party): Mech. | Magic/Psi | OutPhase V 10 Int-10 Int-16
1 Backstab (each 30% = x1) (increases 10/level) 0 50 Int-6 Int-20
1 Bard3 spell SL=0 | SL=1 || SL=2 ||| SL=3 etc. - 60 Int-11 Int-20
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt M 0 Int-0 Int-12
1 iunMR || iunaMR || iunaaMR 0 20 Int-14 Int-19
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Read Languages | Decipher Code M 10 Int-9 Int-14
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
3 Identify | Legend Lore (yes this is backwards compared to the Bard ability) M | 0 5 Int-13 Int-15
4 Alter Self | Change Self | Veil VM 10 Int-13 Int-18
4 Invisibility | Improved Invisibility M 0 Int-13 Int-18
4 Leadership (+1 per 20% made to Leadership) M 0 Int-9 Int-12
4 Presence (+1 per 20% made to Presence) M 0 Int-9 Int-12
5 Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
5 Mislead | Disappearance M 15 Int-12 Int-16
6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
6 Invisibility | Improved Invisibility | Dust of Disappearance M 20 Int-12 Int-14
6 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
7 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
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
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15
8 Sending | Demand M 10 Int-9 Int-12
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
9 Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
9 Finger of Death | Slay Living | Power Word Kill MM 0 Int-14 Int-17
9 Generate Wild Magic Surge MMM 0 Int-20 Int-21
9 Object Reading VM 0 Int-12 Int-20
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Dimensional Folding M 40 Int-7 Int-20
12 Phase Door | Dimension Door M 5 Int-9 Int-20
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
15 any Metab minor Psi2 is used +1 PSP/10% to maintain | Telep | Clair | Port ( | major) MM 20 Int-21 Int-24
15 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
15 Probability Travel MM 20 Int-13 Int-20
18 Shadow Magic | Shadow Walk | Shadow Flight VM 0 Int-16 Int-19
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
20 Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. - -10 Int-30 Int-46
21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
27 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25
37 Instantaneous an effect | all effects on 1 target | all effects in 800' | no aXR, no ER vs. this V 0 Int-26 Int-32
38 Construct a Tech item (1 TechL per 10% made) 2P or 3V 20 Int-20 Int-25
40 Distribute (amount made) in iunBlahR's 2X+1V 0 Int-22 Int-35
42 Adjust your next die roll by (amount made) | Lady's Smile X or 2V -20 Int-24 Int-45

[PC9] Alternate (Planeshifted) Classes Group


Spawn

Level KXP Spawn
0 123 45
1 0 1 --- --
2 500 1 1-- --
3 1000 1 2-- --
4 1500 1 21- --
5 2000 1 22- --
6 2500 1 23- --
7 3000 1 231 --
8 3500 1 232 --
9 4500 1 233 --
10 5500 1 234 --
11 6500 1 234 1-
12 7500 1 234 2-
13 8500 1 234 3-
14 9500 1 234 4-
15 10500 1 234 5-
16 11500 1 234 51
17 12500 1 234 52
18 14000 1 234 53
19 15500 1 234 54
20 17000 2 234 54
21 18500 2 334 54
22 20000 3 334 54
23 21500 3 344 54
24 23000 3 444 54
25 24500 4 444 54
26 26000 4 445 54
27 28000 4 455 54
28 30000 4 555 54
29 32000 5 555 54
30 34000 5 555 55
31 36000 6 555 55
32 38000 6 655 55
33 40000 6 665 55
34 42000 6 666 55
35 44000 6 666 65
36 46500 6 666 66
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 19 19 19 19 19 19 19 19
& +2 20 20 20 20 20 20 20 20
& +3 21 21 21 21 21 21 21 21
& +4 22 22 22 22 22 22 22 22
& +5 23 23 23 23 23 23 23 23
& +6 24 24 24 24 24 24 24 24
& +7 25 25 25 25 25 25 25 25
& +8 26 26 26 26 26 26 26 26
& +9 27 27 27 27 27 27 27 27
& +10 28 28 28 28 28 28 28 28
& +11 29 29 29 29 29 29 29 29
& +12 30 30 30 30 30 30 30 30
& +13 31 31 31 31 31 31 31 31
& +14 32 32 32 32 32 32 32 32
& +15 33 33 33 33 33 33 33 33
& +16 34 34 34 34 34 34 34 34
& +17 35 35 35 35 35 35 35 35
& +18 36 36 36 36 36 36 36 36
Requisites: Alternate 11 or Mirror 14 or HNCL 20,
Str 22, Dex 18, Con 23, Int 17
Alignment: C any
HD/level: & 2d1
Weapon Prof.: & level*2
To Hit Table: & Mon
Save Table: Conc
Reference: DM
Groups: Concordant (x2), Alternate, Mirror
 
[X] Section stats
ihp +1
iTH -1
P Save +0
M Save -1
War +1
Rog +1
PPsi +1
Wiz +0
Pri -1
MPsi -1
   
Gets 1X action per round.
Gets Exceptional Str, Dex, Con, and Int.
Spawn spells are resisted using XR.
Level N (every level): +1 proficiency of any type.

[PC9] Alternate (Planeshifted) Classes Group


Spawn Spells

CSL # Spell Effect
0 1 Ability Score Points +CCL*2 Ability score points and +CCL Sustained stats
0 2 BlahR +20*LVL% among any iBlahR; XR and GR (and their variants) cost double
0 3 Hit Points x(CCL+1) hp
1 1 A Acceleration +CCL A actions, does not count as your Haste, and can be used with other similar Spawn powers
1 2 CCL +LVL CCL
1 3 Miracle Progression For each n from 1 to CCL, gain "1X, (CCL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
1 4 Status Immunity Immune to CCL [C] section effects, major ones cost 3 picks each
2 1 B Acceleration +CCL B actions, does not count as your Haste, and can be used with other similar Spawn powers
2 2 Mini Classes Get a times 1 mirrored set of base XP for Mini group classes
2 3 Research Points +CCL Research Points per Reset
2 4 Regeneration 1 Regenerate CCL*20 hp /s; it's Troll-like, can heal Vile and Permanent hp
2 5 Spawner lending you spells 0, 1/r: +CCL SLs in memorization in spells
3 1 C Acceleration +CCL C actions, does not count as your Haste, and can be used with other similar Spawn powers
3 2 Spawner lending you psionics 0, 1/r: +CCL SLs in memorization in psionics
3 3 Saves ++CCL to saves
3 4 Subordinates +CCL/2 distributed among defensive DL, offensive DL, or rhp for your subodinates
3 5 To Hit ++CCL to TH
4 1 Concordant Mini Classes Get a times 2 mirrored set of base XP for Concordant Mini group classes
4 2 Regeneration 2 Regenerate CCL ihp /s
4 3 Spawner lending you XP +LVL*5% XP (or) +LVL*10% XP only for Alternate or Mirror group (both retroactive); +1 class slot
4 4 X Acceleration +CCL/2 X actions, does not count as your Haste, and can be used with other similar Spawn powers
5 1 Demigod Mini Classes Get a times 3 mirrored set of base XP for Demigod Mini group classes
5 2 H Acceleration +CCL/8 H actions, does not count as your Haste, and can be used with other similar Spawn powers
5 3 Immune to NPC Status Immune to NPC Status (this does not make you immune to Retirement, however)

[PC9] Alternate (Planeshifted) Classes Group


Putz Spells

SL # Spell Effect (can pick more than once, each additional is +1 to LVL)
2 1 Ability Score Points +LVL Ability score points and +1 Sustained stat
2 2 BlahR +10*LVL% among any BlahR's; anti-BlahR's cost double; XR and better cannot be picked
2 3 Hit Points x(1+LVL/10) hp
3 1 A Acceleration +LVL A actions, counts as your Haste
3 2 CL +LVL CL
3 3 Miracle Progression For each n from 1 to LVL/2, gain "1F, (LVL/2+1-n)/d: Miracle n" (so at LVL=4 you have 2,1)
3 4 Status Resistance Resist LVL [C] section effects, major ones cost 3 picks each (can use three to become Immune)
4 1 B Acceleration +LVL B actions, counts as your Haste, can be stacked with other Acceleration powers
4 2 Mini Class +1 Mini class slot
4 3 Research Points +1 Research Point per Reset
4 4 Regeneration 4 Troll-like Regen. LVL hp /s; can heal Vile and Permanent hp at x3 cost
4 5 Spawner lending you spells 0, 1/r: +LVL SLs in memorization in spells (cannot be used for Putz progression itself)
5 1 C Acceleration +LVL C actions, counts as your Haste, can be stacked with other Acceleration powers
5 2 Spawner lending you psionics 0, 1/r: +LVL SLs in memorization in psionics
5 3 Saves +LVL to saves
5 4 Subordinates +LVL/4 distributed among defensive DL, offensive DL, or rhp for your subodinates
5 5 To Hit +LVL to TH
6 1 Concordant Mini Classes Get a times 1 mirrored set of base XP for Concordant Mini group classes
6 2 Regeneration 5 Regenerate 1/10 of max hp /s, on segment 10 removes one [C] section effect
6 3 Spawner lending you XP +10% XP
6 4 X Acceleration +1X action, counts as your Haste, can be stacked with other Acceleration powers
7 1 Demigod Mini Classes Get a times 1 mirrored set of base XP for Demigod Mini group classes
7 2 H Acceleration +1H action, counts as your Haste, can be stacked with other Acceleration powers
7 3 Hold Multiplier Hold Multiplier
10 (Spawn 0) 1 Ability Score Points +CCL*2 Ability score points and +CCL Sustained stats
10 (Spawn 0) 2 BlahR +20*LVL% among any iBlahR; XR and GR (and their variants) cost double
10 (Spawn 0) 3 Hit Points x(CCL+1) hp
11 (Spawn 1) 1 A Acceleration +CCL A actions, does not count as your Haste, and can be used with other similar Spawn powers
11 (Spawn 1) 2 CCL +LVL CCL
11 (Spawn 1) 3 Miracle Progression For each n from 1 to CCL, gain "1X, (CCL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
11 (Spawn 1) 4 Status Immunity Immune to CCL [C] section effects, major ones cost 3 picks each

[PC9] Alternate (Planeshifted) Classes Group


Sustainer2


Level

KXP
Priest
123 456 789

TH
1 0 20- --- --- +0
2 2.5 21- --- --- +1
3 5 220 --- --- +1
4 10 321 --- --- +2
5 15 432 0-- --- +3
6 25 432 1-- --- +3
7 50 543 20- --- +4
8 75 543 21- --- +5
9 100 654 320 --- +5
10 150 654 321 --- +6
11 200 665 432 0-- +7
12 300 665 432 1-- +7
13 750 666 543 2-- +8
14 1000 666 654 3-- +9
15 1250 666 665 4-- +9
16 1500 666 666 5-- +10
17 1750 666 666 60- +11
18 2000 666 666 61- +11
19 2500 666 666 62- +12
20 3000 666 666 63- +13
21 3500 666 666 640 +13
22 4000 666 666 651 +14
23 4500 666 666 662 +15
24 5000 666 666 663 +15
25 5500 666 666 664 +16
26 6000 666 666 665 +17
27 6500 666 666 666 +17
28 7000 766 666 666 +18
29 7500 776 666 666 +19
30 8000 777 666 666 +19
31 8500 777 766 666 +20
32 9000 777 776 666 +21
33 9500 777 777 666 +21
34 10000 777 777 766 +22
35 10500 777 777 776 +23
36 11000 777 777 777 1 +23
37 22000 777 777 777 2 +24
38 33000 777 777 777 3 +25
39 44000 777 777 777 4 +25
45 110000 888 777 777 7 +29
54 209000 988 888 888 81 +35
63 308000 999 888 888 88 +41
72 407000 999 999 999 991 +47
Requisites: Wis 11, Chr 11
Alignment: any G
HD/level: d7
Weapon Prof.: 2+level/5
To Hit Table: Pri
Reference: DM {Planeshifted Preserver2}
Groups: Priest, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+14
BW: level+1
Spell: level+2
Fort: level+10
Reflex: level+0
Will: level+8
   
Level N (each level): Choose one: Str, Dex, Con, Int, Wis, Chr, Cml, Sanity, Logic, AC, Movement rate, Actions of a type (V, M, P, etc.). You Sustain that attribute. You may instead choose from these for two picks each: Luck, Level/XP, Multiplier, Race (Physical Form). DM Note: Sustaining an Action does not make you immune to Lock Down, it just means you can't lose those actions.
Level 1: 2V: Remove Terrain Feature LVL*20%, if the Terrain Feature is not a natural effect from this area (i.e. it was created by someone else artificially).
Level 1: 1M,1P: Give Strength to a Land (level/6 mile radius). This allows Druids to recover their spells, animals to live there, etc. It may take several uses of this ability if the local land is particularly hostile or has been completely drained.
Level 3: May cast Wizard spells of Necromancy & Abjuration schools as if they are 2 spell levels higher.
Level 4: 3M,3P: Restore the PF of the local area by 1 to a maximum of 10.
Level 9: 6M,6P: Restore the MF of the local area by 1 to a maximum of 10.
Level 9: May cast Wizard spells of Necromancy & Abjuration schools as if they are 1 spell level higher.
Level 16: 10M,10P: Restore the TF of the local area by 1 to a maximum of 10.
Level 27: May cast Wizard spells of Necromancy & Abjuration schools at the same spell level.
 
CF=3:
For two "Sustain" picks (the Level N ability), you may choose "hit points", which means your maximum hit points cannot be reduced (due to vile or permanent dmg).
 
CF=4:
For three "Sustain" picks (the Level N ability), you may choose the normal or alternate form of any Mini class (even one you don't "know"). You Sustain that Mini Class concept. (Example: If you pick "Summon Slots", you "Sustain Summon Slots".) You don't actually get to know that Mini class sheet though.
 
CF=5 (this may be used in lower CF games if the current CF < max CF):
Level 792: 70hJD, 80bKH, 90scrOppLQW, ½/artificial set: Restore the CF of the local area.
 
CF=6:
For five "Sustain" picks (the Level N ability), choose a phrase of one or two words. You Sustain whatever that phrase is. Collective acronyms count as a single word each (e.g. "HNCL" counts as one word). You may put the word "my" in front of it for free if it makes it read easier. Go ahead, be absurd if you want to. (Examples: Sustain Player Picks, Sustain Player Slots, Sustain Cod Piece, Sustain my Multiverse Code, Sustain Current hp, etc.)

[PC9] Alternate (Planeshifted) Classes Group


Time Lord13

Level KXP TimeLord
345 678 9
1 0 1-- --- -
2 6 2-- --- -
3 12 21- --- -
4 24 32- --- -
5 48 321 --- -
6 96 332 --- -
7 144 432 1-- -
8 210 433 2-- -
9 320 443 21- -
10 570 443 32- -
11 850 544 321 -
12 1700 544 332 -
13 2470 554 432 1
14 3220 554 433 2
15 3970 555 443 2
16 4740 655 443 3
17 5510 655 544 3
18 6280 665 544 3
19 7050 665 554 4
20 7820 666 554 4
21 8590 666 555 4
22 9360 766 655 4
23 10130 766 655 5
24 10900 776 665 5
25 11670 776 665 5
26 12440 777 666 5
27 13210 777 666 5
28 13980 777 766 6
29 14750 877 766 6
30 15520 877 776 6
31 16290 887 776 6
32 17060 887 777 6
33 17830 888 777 6
34 18600 888 777 7
35 19370 888 877 7
36 20140 888 887 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+10 10 10 10 10 10 10 10 10
+10 12 12 12 12 12 12 12 12
+10 14 14 14 14 14 14 14 14
+10 16 16 16 16 16 16 16 16
+10 18 18 18 18 18 18 18 18
+10 20 20 20 20 20 20 20 20
+10 22 22 22 22 22 22 22 22
+10 24 24 24 24 24 24 24 24
+11 26 26 26 26 26 26 26 26
+11 28 28 28 28 28 28 28 28
+11 30 30 30 30 30 30 30 30
+11 32 32 32 32 32 32 32 32
+11 34 34 34 34 34 34 34 34
+11 36 36 36 36 36 36 36 36
+11 38 38 38 38 38 38 38 38
+11 40 40 40 40 40 40 40 40
+11 42 42 42 42 42 42 42 42
+12 44 44 44 44 44 44 44 44
Requisites: Int 24, Wis 17
Alignment: any
HD/level: 2d6
Weapon Prof.: 1+level/4
To Hit Table: 10+level/9
Save Table: 8+level*2
Reference: Doctor Who
Groups: Alternate, Technology
 
Time Lord Powers are given on the following page. They work like channeled spells, can't be material componented, and are resisted using TechR.
Level 1: Loop/Time/Reality Stability.
Level 1: Immune to haste and slow (this immunity may be lowered).
Level 1: Immune to aging. Have 2 Hearts. Can't be stangled or choked. Immune to Vacuum (including vacuum of space).
Level 1: 1M: Detect Temporal Anomaly.
Level 1: 1M: Know date, TF, LoopF.
Level 1: Know target's age and how many years of natural lifespan is left
Level 1 ¶: Upon death, 12/lifetime, 1 round delay: Reincarnate Self to same race, with different appearance.
Level 1 ¶: Can have up to LVL Technological items created for yourself (if you have the Create Tech Item powers).
Level 4 ¶: 0, 1/reset, go into a frozen coma-like state: Cureall Self. You cannot act until you reset.
Level 9: +LVL-8 segments per round. Thus a level 25 Time Lord has 27 segments.

[PC9] Alternate (Planeshifted) Classes Group


Time Lord13 Powers

Level # Spell Effect Source
3 1 Construct/Improve Tech Item Create/Modify a Psi 8 item (any type) of TechL=CL, each TechL takes 1S action DM
3 2 Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save) Psi8
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor Chronomancer SL=3
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone) Chronomancer SL=3
3 5 Slow Slow (CL RSW saves, each missed save is a Slow effect) DM
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made) Chronomancer SL=3
4 1 Dispel Technology Dispels a technological effect Psi8
4 2 Haste A3 +3A, +2B, or +1C actions Chronomancer SL=3
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental Chronomancer SL=4
4 4 Telepathy/ESP Telepathy and ESP DM
4 5 Temporal Push Target is thrown CL+1 rounds into the future (Will save) Chronomancer SL=4
4 6 Time Travel Time travel, up to CL*10 years, can cross 1 Barrier at a time DM
5 1 Create Slipgate Create a temporal gate Chronomancer SL=5
5 2 Extradimensional Space Create an extradimensional space (like a Portable Hole) DM
5 3 Haste A4 +4A, +3B, or +2C actions Chronomancer SL=4
5 4 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction Chronomancer SL=5
5 5 Tempus Lawfulness Fixes temporal anomolies in area Chronomancer SL=6
5 6 Time Comm Communicate with someone in a different time (same location) DM / SFB
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects Chronomancer SL=6
6 2 Haste A5 +5A, +4B, or +3C actions Chronomancer SL=5
6 3 Sands of Time Reverse the effect of time on objects. Chronomancer SL=7
6 4 Temporal Eye Can scry into other times at this location Chronomancer SL=7
6 5 Time Halt Can usefully attack a Time/Loop Elemental or other Time Traveller DM
6 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds) Chronomancer SL=7
7 1 Commune with Time of Legends Commune with Time of Legends Chronomancer SL=7
7 2 Haste A6 +6A, +5B, or +4C actions Chronomancer SL=6
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save) Chronomancer SL=7
7 4 Temporal Shell Immune time Chronomancer SL=9
7 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature. Chronomancer SL=9
7 6 Timereaver Time Travel Other +/- 5*CL years (Spell save) Chronomancer SL=8
8 1 Accelerate Lifeline Target ages CL years (Spell save) Chronomancer SL=8
8 2 Haste A7 +7A, +6B, or +5C actions Chronomancer SL=7
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration Chronomancer SL=8
8 4 Loop Travel Travel up to CL LoopF's (Alternate Timelines) distant DM
8 5 Time Stop Stops time for 1d4 rounds Chronomancer SL=9
8 6 Immediate Tech Item Create/Modify a Psi 8 item (any type) of TechL=CL DM
9 1 Haste A8 +8A, +7B, or +6C actions Chronomancer SL=8
9 2 Temporal Incursion Beam (TIB) Target is Incursed (no save); is Loop Incursed if already Incursed DM / SFB
9 3 Time/Reality Stability Time/Reality Stability on target, reverse removes it (Spell save) Chronomancer SL=8

[PC9] Alternate (Planeshifted) Classes Group


Uncommoner3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  3  8  2  3  1  0  1
+4  5  4  8  2  3  1  0  2
+6  6  4  8  3  4  2  0  2
+8  6  5  8  3  4  2  1  3
+10  6  5  9  3  4  2  1  3
+12  6  6  9  4  5  3  1  4
+14  7  6  9  4  5  3  2  4
+16  7  7  9  4  5  4  2  5
+18  7  7 10  5  6  4  2  5
+20  7  8 10  5  6  4  3  6
+22  8  8 10  5  6  5  3  6
+24  8  9 10  6  7  5  3  7
+26  8  9 11  6  7  6  4  7
+28  8 10 11  6  7  6  4  8
+30  9 10 11  7  8  6  4  8
+32  9 11 11  7  8  7  5  9
+34  9 11 12  7  9  7  5  9
+36  9 12 12  8  9  8  5 10
Requisites: Chr 0
Alignment: any
HD/level: ++d4
Weapon Prof.: 9+level
To Hit Table: +level*2
Save Table: Psi
Reference: DM {Planeshifted Commoner3}
Groups: Warrior, Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level 9: Divide the cost of Intelligent Magic Items (from [E7]) by (LVL-7).

[PC9] Alternate (Planeshifted) Classes Group


UnDeath Machine1


Level

KXP
Wizard
123 456 789
Priest
123 456 7
Psi7
mMG S

TH
1 0 1-- --- --- 10- --- - 2-- - +2
2 12.5 2-- --- --- 210 --- - 4-- - +3
3 25 21- --- --- 321 0-- - 6-- - +4
4 50 32- --- --- 432 1-- - 71- - +5
5 100 421 --- --- 543 20- - 73- - +6
6 200 422 --- --- 543 21a - 75- - +7
7 350 432 1-- --- 554 320 - 77- - +8
8 600 433 2-- --- 555 431 - 88- - +9
9 900 433 21- --- 555 555 - 981 - +10
10 1250 443 22- --- 555 555 b 983 - +11
11 1850 444 33- --- 555 555 a 985 - +12
12 2450 444 441 --- 555 555 0 987 - +13
13 3050 555 442 --- 555 555 1 998 - +14
14 3650 555 442 1-- 555 555 2 A99 - +15
15 4250 555 552 1-- 555 555 3 AAA - +16
16 4850 555 553 21- 555 555 4 BBA - +17
17 5450 555 553 32- 555 555 5 CBB - +18
18 6050 555 553 321 655 555 5 CCB 1 +19
19 6650 555 553 331 665 555 5 CCC 2 +20
20 7250 555 554 332 666 555 5 DCC 3 +21
21 7850 555 554 442 666 655 5 DDC 4 +22
22 8450 555 555 443 666 665 5 DDD 5 +23
23 9050 555 555 553 666 666 5 EDD 6 +24
24 9650 555 555 554 766 666 5 EED 7 +25
25 10250 555 555 555 776 666 5 EEE 8 +26
26 10850 666 655 555 777 666 5 FEE 9 +27
27 11450 666 666 655 777 766 5 FFE A +28
28 12050 666 666 666 777 776 5 FFF B +29
29 12650 777 766 666 777 777 5 GFF C +30
30 13250 777 777 766 777 777 6 GGF D +31
31 13850 777 777 777 877 777 6 GGG E +32
32 14450 888 877 777 887 777 6 HGG F +33
33 15050 888 888 877 888 777 6 HHG G +34
34 15650 888 888 888 888 877 6 HHH H +35
35 16250 999 988 888 888 887 6 IIH H +36
36 16850 999 999 999 1 888 888 61 III I1 +37
37 17450 999 999 999 2 888 888 62 III I2 +38
38 18050 999 999 999 3 888 888 63 III I3 +39
39 18650 999 999 999 4 888 888 64 III I4 +40
45 22250 A99 999 999 9 888 888 88 III IA +46
54 27650 AAA AAA AAA 91 999 999 991 III II1 +55
63 33050 AAA AAA AAA A9 A99 999 999 III IIA +64
72 38450 BBB BBB BAA AA1 AAA AAA AAA 1 III III1 +73
Requisites: Str 20, Dex 20, Con 20, Int 20, Wis 20,
  Class Slots 3
Alignment: any E
HD/level: 2d12
Weapon Prof.: 6+level/2
To Hit Table: War+2
Reference: DM {Planeshifted Death Machine}
Groups: Custom, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+10
RSW: level+10
PP: level+10
BW: level+10
Spell: level+10
Fort: level+10
Reflex: level+10
Will: level+10
   
For abilities, see next pages.

[PC9] Alternate (Planeshifted) Classes Group


UnDeath Machine1 Abilities (page 1)

This is a combined Anti-Paladin / Anti-Magic-User / Anti-Druid / Anti-Thief / Psi7 / Anti-Custom.
Gets "All Warrior", "All Wizard", "All Priest", "All Rogue", and "All Psionicist" abilities.
Specialization in Anti-Magic; no opposite.
Gets no Rogue abilities.
As a Psi7 character, you are still alive, but are imbuing yourself with undead-type powers. Psi7 by itself does not make you vulnerable to Turn Undead.
PSPs (Psi7) = (LVL+3)*30.
 
Pick one ability per level:
1. 1M: Dispel a racial ability for 1 turn.
2. 1M: Dispel a class ability for 1 turn.
3. 1M: Dispel or remove a feat or kit from someone for 1 turn.
4. 1M: Dispel a familiar ability for 1 turn.
5. 1M: Drop all ER, iER, xER, and ixER on target (no resistance).
6. Lockdown all Opposing (Opp) actions within sight.
7. Lockdown all Quick (Q) actions within sight. (This includes QQ, QQQ, etc.)
8. Lockdown all Instantaneous (I) actions within sight.
9. Lockdown all Borrowed (b) actions within sight.
10. Lockdown all Held (h) actions within sight.
11. Within sight, any spell that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity).
12. Within sight, any psionic ability that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity). (Note this will affect 1st level characters throwing a minor.)
13. When attacking someone, multiply your to hit rolls by the number of classes he has (max=LVL).
14. When attacking someone, multiply your damage by the number of classes he has (max=LVL).
15. When casting a spell at someone, multiply your damage by the number of classes he has (max=LVL).
16. Within sight, all counterspells are automatically countered.
17. Within sight, all "Capital I Insist" effects automatically get "Really Objected" to.
18. 1M: Dispel LVL magic, psionic, or innate effects on one target.

[PC9] Alternate (Planeshifted) Classes Group


UnDeath Machine1 Abilities (page 2)

Level 1: +level Cml or -level Cml (your choice, you may switch sign during a reset).
Level 1: Immunity to disease.
Level 1: 1M, 1/d: Cause 2*level hp damage by touch (no save) or cure same amount to self.
Level 1: Protection from Good cont.
Level 1: Backstab x(level/9+2), round down.
Level 1: Poison Use proficiency.
Level 1: Control Undead as if a Cleric 2 levels lower.
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: iIR (Irreducible Innate Resistance) = level*4% up to level 10. After level 10, it becomes 25+level*2%.
Level 1: Immune to Pick Pockets.
Level 3: Attract undead followers.
Level 3: Identify Fungus/Mold type; Identify Outer-Planar creature type; Identify potions.
Level 3: 1M: Passwall.
Level 3: Gain 1 outer-planar language per level starting at 3rd. (demon, deva, modron, etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 4: Summon Warhorse: usually a demonic beast or a Nightmare.
Level 4: 1M, can borrow from next segment: Counter a Rogue ability that was just used.
Level 4: 1V: Target loses 1V action.
Level 7: Immunity to Psionic Domination.
Level 7: Shape Change to Mold/Slime/Jelly, Para-Elemental, Minor Demon (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 9: All Rogue abilities within 30' of you are lowered by 100%.
Level 9: 1V: Lower a Rogue ability effect on someone (such as Invisibility).
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Alter Appearance to appear to be another undead type. Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Imprisonment; Conjure Imprisonment Elemental at will; Immune to all imprisonment and magnetism based effects.
Level 18: Enter Elemental plane of Time; Conjure Time Elemental at will; Immune to all time and wood based effects.
Level 19: Enter Elemental plane of Magnetism; Conjure Vacuum/Radiance Quasi-Elemental.
Level 20: Enter Elemental plane of Wood; Conjure Minerals/Dust Quasi-Elemental.
Level 21: Enter alternate Prime planes.
Level 22: Enter plane of Phlogiston; immune to Phlogiston-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Semi-Elemental effects and Positive and Negative energy.

[PC9] Alternate (Planeshifted) Classes Group


Psi7 Minor Powers

# PSPs Description
1 2 Curse (Spell save)
2 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
3 2 Duplicate a SL 0-1 Necromancy effect (Wizard or Priest)
4 -10 to max Fear aura (anyone who enters your group) (Will save)
5 -10 to max Immunity to cold
6 -10 to max Immunity to disease
7 -10 to max Immunity to emotional effects
8 -10 to max Immunity to sleep, fatigue, and exhaustion
9 2/r Improved Invisibility to Undead
10 2 Moan: One group is feared (Will save)
11 -10 to max Need not breathe
12 -10 to max Need not eat or drink
13 -10 to max Need not sleep; Unaging
14 -10 to max People need a +CL weapon to hit you
15 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
16 2 Summon a DL I Undead
17 -10 to max Whenever you touch someone, they get a disease (PPD save)
18 -10 to max You Turn Undead at +1 level, +CL to the d20 roll, and +CL/2 to the d12 roll

Psi7 Major Powers

# PSPs Description
1 5 Duplicate a SL 0-3 Necromancy effect (Wizard or Priest) or a SL 1 ProtoLich spell
2 -25 to max Immunity to ability drain
3 -25 to max Immunity to all mind-affecting effects
4 -25 to max Immunity to critical hits
5 -25 to max Immunity to paralysis and stun
6 -25 to max Immunity to poison
7 5/t Incorporealness (+20 AC, you can pass through walls, can pick up objects, but cannot attack)
8 5 Magic Jar / Possession (Will save)
9 -25 to max Regenerate at CL-3 hp /s
10 5 Slay Living (save)
11 5 Summon a DL IV Undead
12 -25 to max Vampiric Regen (CL-3)*10% of damage you deal
13 -25 to max Whenever you touch someone, they are aged CLd4 years (PPD save)
14 -25 to max Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
15 -25 to max Whenever you touch someone, they are paralyzed (PP save)
16 5 Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
17 5 Wrench
18 -25 to max You emit a stench like a ghast

[PC9] Alternate (Planeshifted) Classes Group


Psi7 Grand Powers

# PSPs Description
1 8 Death Spell a group (total CL*CL HD, max HD affected = CL)
2 8 Duplicate a SL 0-5 Necromancy effect (Wizard or Priest) or a SL 2 ProtoLich spell
3 -40 to max Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
4 -40 to max Immunity to death or slay effects
5 -40 to max Immunity to energy drain and negative levels
6 -40 to max Immunity to Turn Undead
7 8 Summon a DL VII Undead
8 8 Target is energy drained CL/2 levels (no save)
9 -40 to max Whenever you touch someone, they get Mummy Rot (no save)

Psi7 Super Powers

# PSPs Description
1 11 As You Are
2 11 Duplicate a SL 0-7 Necromancy effect (Wizard or Priest) or a SL 3 ProtoLich spell
3 11 Summon a DL X Undead
4 -55 to max When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
5 -55 to max You do not go unconscious and stay offensive at any negative hp total (but will still die)
6 -55 to max Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)

[PC9] Alternate (Planeshifted) Classes Group


Unholy Order of Stars Jerry1

Level KXP Priest
123 456 7
1 1.75 1a- --- -
2 3.5 20- --- -
3 7 21a --- -
4 14 220 --- -
5 28 331 a-- -
6 56 332 0-- -
7 112 332 1a- -
8 224 333 20- -
9 450 443 21a -
10 900 443 320 -
11 1300 544 321 -
12 1700 655 321 a
13 2100 666 422 0
14 2500 666 432 1
15 2900 666 532 1
16 3300 666 542 1
17 3700 666 643 2
18 4100 666 654 3
19 4500 666 664 3
20 4900 666 665 3
21 5300 666 666 3
22 5700 666 666 4
23 6100 666 666 5
24 6500 666 666 6
25 6900 777 766 6
26 7300 777 777 6
27 7700 777 777 7
28 8100 888 877 7
29 8500 888 888 7
30 8900 888 888 8
31 9300 999 988 8
32 9700 999 999 8
33 10100 999 999 9
34 10500 AAA A99 9
35 10900 AAA AAA 9
36 11300 AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 13, Int 13
Alignment: any J
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM {Planeshifted HOSE1}
Groups: Priest, Custom, Alternate
 
This class sets the second component of your alignment to "J" (Jerry). This J can be used to qualify for G, N, or E in other classes (but not S). You do not need to be level 9 to have this (normally you need to be level 9 in order to take J).
Material componenting for spells costs a 0 action.
Commands undead; does not turn.
Level 9: Set the first component of your alignment to "W" (White). This W can be used to qualify for L, T, or C in other classes (but not A or Nil).

[PC9] Alternate (Planeshifted) Classes Group


Uniquer3

Level KXP Myth     Legend
123 456 78 [1]
1 0 1-- --- -- [-]
2 4.5 2-- --- -- [-]
3 9 3-- --- -- [-]
4 18 31- --- -- [-]
5 36 32- --- -- [-]
6 72 33- --- -- [-]
7 144 331 --- -- [-]
8 288 332 --- -- [-]
9 405 333 --- -- [-]
10 506.25 333 1-- -- [-]
11 618.75 333 2-- -- [-]
12 742.5 333 3-- -- [-]
13 877.5 333 31- -- [-]
14 1023.75 333 32- -- [-]
15 1181.25 333 33- -- [-]
16 1350 333 331 -- [-]
17 1530 333 332 -- [-]
18 1721.25 333 333 -- [-]
19 1923.75 333 333 1- [-]
20 2137.5 333 333 2- [-]
21 2362.5 333 333 3- [-]
22 2598.75 333 333 31 [-]
23 2846.25 333 333 32 [-]
24 3105 333 333 33 [-]
25 3375 433 333 33 [-]
26 3656.25 443 333 33 [-]
27 3948.75 444 333 33 [-]
28 4252.5 444 433 33 [-]
29 4567.5 444 443 33 [-]
30 4893.75 444 443 33 [1]
31 5231.25 444 444 33 [1]
32 5580 444 444 33 [2]
33 5940 444 444 43 [2]
34 6311.25 444 444 43 [3]
35 6693.75 444 444 44 [3]
36 7087.5 444 444 44 [4]
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  5  3  8  2  3  1  0  1
& +2  6  4  8  3  4  2  0  2
& +3  6  5  8  3  4  2  1  3
& +4  6  6  9  4  5  3  1  4
& +5  7  6  9  4  5  3  2  4
& +6  7  7 10  5  6  4  2  5
& +7  7  8 10  5  6  4  3  6
& +8  8  9 10  6  7  5  3  7
& +9  8  9 11  6  7  6  4  7
& +10  9 10 11  7  8  6  4  8
& +11  9 11 11  7  8  7  5  9
& +12  9 12 12  8  9  8  5 10
& +13 10 12 12  8 10  8  6 10
& +14 10 13 13  9 11  9  6 11
& +15 11 14 13  9 11  9  7 12
& +16 11 14 13 10 12 10  7 13
& +17 12 14 14 11 13 10  8 13
& +18 14 15 14 13 14 11  8 14
Requisites: Chr 25
Alignment: any
HD/level: ++++d6
Weapon Prof.: & level*3
To Hit Table: & +level
Save Table: 1xPsi
Reference: DM {Planeshifted Rarer3}
Groups: Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be a Unique (or Legend). You gain 1-3 of the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
The progression for the DLs is as follows:
Levels 1-9 = 1, 1, 2, 2, 2, 3, 3, 4, 4
Levels 10-18 = 4, 5, 5, 6, 6, 6, 7, 7, 8
Levels 19-27 = 8, 8, 9, 9, 10, 10, 10, 11, 11
Levels 28-36 = 12, 12, 12, 13, 13, 14, 14, 14, 15
 
Gets a Myth spell progression.
 
The "&" on the To Hit means this class adds it's to hit bonus to your highest other class.
 
Level 12: Divide the cost of Artifacts by (LVL-10) or it's multiplier, whichever is higher.

[PC9] Alternate (Planeshifted) Classes Group


Urbaneer (Cityneer)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 350 (none)
10 600 (none)
11 850 (none)
12 1100 (none)
13 1350 (none)
14 1600 (none)
15 1850 (none)
16 2100 (none)
17 2350 (none)
18 2600 (none)
19 2850 (none)
20 3100 (none)
21 3350 (none)
22 3600 (none)
23 3850 (none)
24 4100 (none)
25 4350 (none)
26 4600 (none)
27 4850 (none)
28 5100 (none)
29 5350 (none)
30 5600 (none)
31 5850 (none)
32 6100 (none)
33 6350 (none)
34 6600 (none)
35 6850 (none)
36 7100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Chr 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Planeshifted Wilderneer}
Groups: Rogue, Alternate
 
Gets 60 Rogue points per level
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
 
Lvl Urbaneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
1 Any 0th level Ench/Charm spell is cast | any 1st || any 2nd ||| any 3rd etc. M 100 Chr-3 Chr-12
1 Disguise | Alter Appearance M 25 Chr-11 Chr-13
1 Any Rogue 1 ability - - - -
2 Feign Weakness (everyone thinks you're a x0 putz, unless you're hostile) 0 0 Chr-15 Chr-18
2 Locate nearest dungeon within rating/5 miles | with deepest DL | with most valuable item 2M 0 Chr-20 Chr-25
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddence effect on area M 20 Dex-18 Dex-28
3 Any Rogue 3 ability - - - -
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
5 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away)
5 Any Rogue 5 ability - - - -
6 Meld into Shadows/Mirrors/Crowds || Disperse VM 25 Str-9 Str-14
6 Locate Object in City || Country MM
7 Dimension Door | Blink | Controlled Blink M 20 Int-13 Int-18
7 Any Rogue 7 ability - - - -
8
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15
9
9
10 Doppleganger | Spirit Doppleganger | Polymorph Self | Shapechange MV 0 Chr-16 Chr-16
12
15
18
21
24
27
36

[PC9] Alternate (Planeshifted) Classes Group


Urd0

Level KXP
Spells
1 0.75 (owe) (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 45 (none)
8 90 (none)
9 180 (none)
10 330 (none)
11 480 (none)
12 630 (none)
13 780 (none)
14 930 (none)
15 1080 (none)
16 1230 (none)
17 1380 (none)
18 1530 (none)
19 1680 (none)
20 1830 (none)
21 1980 (none)
22 2130 (none)
23 2280 (none)
24 2430 (none)
25 2580 (none)
26 2730 (none)
27 2880 (none)
28 3030 (none)
29 3180 (none)
30 3330 (none)
31 3480 (none)
32 3630 (none)
33 3780 (none)
34 3930 (none)
35 4080 (none)
36 4230 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  4
+11 16 15 15 15 15  8  6  4
+11 16 15 15 15 15  8  6  4
+12 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  4
Requisites: Dex 18
Alignment: any E (or) any S
HD/level: & d6
Weapon Prof.: & 6+level/3
To Hit Table: 1xCTD0
Save Table: 1xHalf0
Reference: DM {Planeshifted Kobold0}
Groups: Rogue, Monster, Alternate
 
Gets 40 Rogue points per level.
Level 1: Flying 18" (C)
Level N: Get an "Any Rogue N" pick. You split this into smaller picks; e.g. a Level 6 pick could be split into a Level 2 and a Level 4 pick, or six Level 1 picks, etc. You cannot combine picks to create a higher level pick.

[PC9] Alternate (Planeshifted) Classes Group


Witch5

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 4.5 20- --- ---
3 9 21- --- ---
4 18 220 --- ---
5 24 221 --- ---
6 48 222 0-- ---
7 96 322 1-- ---
8 192 332 20- ---
9 384 333 21- ---
10 750 333 320 ---
11 1125 433 321 ---
12 1500 444 321 ---
13 1875 444 322 ---
14 2250 444 432 0--
15 2625 544 432 1--
16 3000 555 432 2--
17 3375 655 443 20-
18 3750 655 443 21-
19 4125 655 543 22-
20 4500 655 544 320
21 4875 655 544 321
22 5250 665 554 322
23 5625 666 654 332
24 6000 776 655 432
25 6375 776 655 443
26 6750 777 665 543
27 7125 777 665 554
28 7500 887 666 654
29 7875 887 776 655
30 8250 888 777 665
31 8625 888 777 766
32 9000 988 887 776
33 9375 999 888 777
34 9750 999 988 887
35 10125 999 999 888
36 10500 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+0  8  7  6  3  7  0  1  3
+0  9  8  6  4  7  0  1  3
+1  9  8  6  4  7  1  2  4
+1 10  9  7  4  8  1  2  4
+1 10  9  7  5  8  2  3  5
+2 11 10  8  5  9  2  3  5
+2 11 10  9  6  9  2  3  6
+2 12 10  9  6  9  3  4  6
+3 12 11  9  6 10  3  4  7
+3 13 11 10  7 10  4  5  7
+3 13 12 10  7 11  4  5  8
+4 13 12 10  8 11  4  5  8
+4 14 13 11  8 11  5  6  9
+4 14 13 11  8 12  5  6  9
+5 14 13 11  9 12  6  7 10
+5 15 14 12  9 13  6  7 10
+5 15 14 12 10 13  6  7 11
Requisites: Int 17, Wis 17
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz/Pri
Reference: DM {Planeshifted Bringer5}, Buffyverse
Groups: Wizard, Priest, Alternate
 
Exceptional Int bonus to spells.
Gets two schools or spheres per level. If you pick the same school/sphere twice, you are specialized in it.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Languages: +LVL Languages (can convert each to a Nonweapon prof.)
B Misfit: -N Chr, +N SL's in progression (max N=LVL)
C Occult Knowledge: Legend Lore 45+5*LVL%
D Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
E 1F: Dispel Magic
Level 4: Pick one from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or Watcher5 Level 1-3
Level 5-7: F Addiction: If you are single classed, you do double effect with spells
G Nerd: +LVL stat points to Int or Wis
H Rat-ification: 1M: Target becomes a x0 rat (save)
I Sorcery: Can spend M+V instead of 1M to cast spells
J 1F: Remove *Curse* (Heavy Curse)
Level 8: Pick one from: Bringer5 Level 5-7, Spellshaper5 Level 5-7, or Watcher5 Level 1-3
Level 9-12: K
L
M
N
O
Level 13: Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3
Level 14-18: P
Q
R
S
T
Level 18: Pick one from Bringer5 Level 14-18, Spellshaper5 Level 14-18, Watcher5 Level 9-12, other5 Level 5-7
Level 20-26: U
V
W
X
Y
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick one from Bringer5 Level 20-26, Spellshaper5 Level 20-26, Watcher5 Level 14-18, other5 Level 9-12

[PC9] Alternate (Planeshifted) Classes Group


WWPRP2/3

Level KXP
Spells
1 0 (varies)
2 14 (varies)
3 42 (varies)
4 84 (varies)
5 140 (varies)
6 210 (varies)
7 294 (varies)
8 392 (varies)
9 504 (varies)
10 630 (varies)
11 770 (varies)
12 924 (varies)
13 1092 (varies)
14 1274 (varies)
15 1470 (varies)
16 1680 (varies)
17 1904 (varies)
18 2142 (varies)
19 2394 (varies)
20 2660 (varies)
21 2940 (varies)
22 3234 (varies)
23 3542 (varies)
24 3864 (varies)
25 4200 (varies)
26 4550 (varies)
27 4914 (varies)
28 5292 (varies)
29 5684 (varies)
30 6090 (varies)
31 6510 (varies)
32 6944 (varies)
33 7392 (varies)
34 7854 (varies)
35 8330 (varies)
36 8820 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  8  8  5  8  4  7  3
+1  8  9  8  5  8  4  7  3
+2  9  9  9  5  9  5  8  3
+3  9 10  9  5  9  5  8  4
+4 10 10  9  6 10  5  9  4
+5 10 11  9  6 10  6  9  5
+6 11 11 10  7 11  6 10  5
+7 11 12 10  8 11  7 10  6
+8 12 12 10  9 12  7 11  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 9, Dex 9, Con 9, Int 14, Wis 14
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM {Planeshifted FMCTP1/2}
Groups: Custom, Alternate
 
This is a mixed class Warrior+Wizard+Priest+Rogue+Psionicist. You may pick 2nd or 3rd edition for each of the classes. Regardless of what classes comprise the FMCTP mix, you can ignore alignment restrictions for those classes.
Warrior is Fighter2, Fighter3, or Warrior3.
Wizard is Mage2, Sorcerer3, or Wizard3.
Priest is Cleric2 or Priest3.
Rogue is Thief2 or Rogue3.
Psionicist is Psi2, Psi3, or Psi3 (AKA Psi3.5).
 
The saves are "pick the best of War, Wiz, Pri, Rog, Psi saves for each category".
 
Level 2: You may replace one of the classes with another class from the 5 given (e.g. you can drop Fighter and add Psionicist to be a Magic-User+Cleric+Thief+Psionicist+Psionicist). The XP and other data does not change.
Level 4: You may replace another class, as per Level 2.
Level 6: You may pick "30th edition" for classes.
Level 7: You may replace another class, as per Level 2.
Level 8: You may pick "1st edition" for classes.
Level 9: You may replace instances of Fighter with Paladin or Ranger; Magic-User with one of the standard 8 specialist types; Cleric with Druid or Healer; Thief with Acrobat, Assassin, Monk, or Bard; Psionicist with Psi(-2), Psi6, or Psi18. You can do this for any number of classes in the mix, the XP and other data does not change.
Level 10: You may replace another class, as per Level 2. Starting with this replacement, if another mixed-class combination is mixed with WWPRP2/3, you can replace one of the classes in that mix instead.
Level 12: You may add another (6th) class with one of the five standard classes. This extra class cannot be changed using the Level 9 ability. Again, the XP and other data does not change.
Level 14: You may replace another class, as per Level 10. If you replace the 6th class from the Level 12 ability, it still cannot be changed using the Level 9 ability.
Level 18: You may pick "0th edition" for classes.