[PC9] Alternate Universe Group Classes


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: 1˝xWiz
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 Universe Group Classes


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 Universe Group Classes


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 Universe Group Classes


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 Universe Group Classes


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 Universe Group Classes


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 Universe Group Classes


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 Universe Group Classes


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 Universe Group Classes


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: 1˝xWar
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 Universe Group Classes


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 Universe Group Classes


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: 1˝xCust
Save Table: 1˝xCust
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 picks, see [PC6] Custom group.

[PC9] Alternate Universe Group Classes


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 Universe Group Classes


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: 2˝xWiz
Save Table: 2˝xWiz
Reference: CoC3 {Planeshifted Cthulhoid Horror5)
Groups: Wizard, Alternate, Planar
 
For abilities, see next page.

[PC9] Alternate Universe Group Classes


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.
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 Universe Group Classes


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)
Eibon’s 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 Universe Group Classes


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 Universe Group Classes


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 Universe Group Classes


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 Universe Group Classes


Dwarven Offender3