Name:                                                                          
Campaign date:                                                                          
Armor Class:                                       Alignment:                                      
Hit Points:                                       gold:                                      
 
( Req. )
(           )
(           )
(           )
(           )
(           )
(           )
(           )
(           )
  Base Race Racial
Adjectives
Trading Level Items Total
Str                                                                                                  
Dex                                                                                                  
Con                                                                                                  
Int                                                                                                  
Wis                                                                                                  
Chr                                                                                                  
(Cml)                                                                                                  
(Luck)                                                                                                  
Effects Adj.
Total
                           
                           
                           
                           
                           
                           
                           
                           
Overwrite
(set stat)
             
             
             
             
             
             
             
             
Bonus
type
Bonus
                           
                           
                           
                           
                           
                           
                           
                           
Raw XP:                                   XP Multiplier: x             XP Divisor: ÷             Net XP:                                  
Class #1:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #2:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #3:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #4:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #5:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #6:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #7:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #8:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class Adjectives: hp subtotal:            
  hp from race:            
Base Race and Abilities:
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
Racial Adjectives and Abilities:
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
Class / Miscellaneous Abilities:
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
Saving Throws (saves): Class Items Other Total
Paralyzation, Poison, Death                                                        
Rod, Staff, Wand                                                        
Petrification, Polymorph                                                        
Breath Weapon                                                        
Spell                                                        
Fortitude                                                        
Reflex                                                        
Willpower                                                        
Progressions: Min   Maj   Gra   Sup
Class: 1 2 3 4 5 6 7 8 9 10 11
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   

Name:                                                                                                                                                  
Campaign date:                                                                                                                                                  
Armor Class (AC):
10 (base AC) 10
Race              
Armor              
Shields              
Dex              
Class abilities              
Martial arts              
Misc. items              
Spell effects              
Psi effects              
Total AC:              
 
Actions
V              
P              
M              
S              
F              
X              
A              
B              
C              
QV              
QP              
QM              
QQV              
QQP              
QQM              
                     
 
BlahR's
CR              
DR              
ER              
IR              
MR              
NR              
PR              
RR              
SR              
TechR              
WR              
XR              
                     
Weapon #1:
Item (what is it):
 
 
Number of Attacks:          
 
 
Weapon #1:
To Hit bonus (TH or AB):
Race              
Base (class)              
Class abilities              
Str              
Dex              
2 (if unarmed)              
Specialization              
Weapon mastery              
Weapon plusses              
Misc. items              
Off-hand penalty              
Spell effects              
Psi effects              
Total TH              
 
Weapon #1:
Damage bonus (dmg):
Race              
Base (class)              
Class abilities              
Str              
Specialization              
Weapon mastery              
Weapon plusses              
Misc. items              
Off-hand penalty              
Spell effects              
Psi effects              
Total dmg bonus              
Weapon base dmg              
Average dmg              
(Backstab mult.) (x         )
(Avg Backstab) (           )
Weapon #2:
Item (what is it):
 
 
Number of Attacks:          
 
 
Weapon #2:
To Hit bonus (TH or AB):
Race              
Base (class)              
Class abilities              
Str              
Dex              
2 (if unarmed)              
Specialization              
Weapon mastery              
Weapon plusses              
Misc. items              
Off-hand penalty              
Spell effects              
Psi effects              
Total TH              
 
Weapon #2:
Damage bonus (dmg):
Race              
Base (class)              
Class abilities              
Str              
Specialization              
Weapon mastery              
Weapon plusses              
Misc. items              
Off-hand penalty              
Spell effects              
Psi effects              
Total dmg bonus              
Weapon base dmg              
Average dmg              
(Backstab mult.) (x         )
(Avg Backstab) (           )
Weapon #3:
Item (what is it):
 
 
Number of Attacks:          
 
 
Weapon #3:
To Hit bonus (TH or AB):
Race              
Base (class)              
Class abilities              
Str              
Dex              
2 (if unarmed)              
Specialization              
Weapon mastery              
Weapon plusses              
Misc. items              
Off-hand penalty              
Spell effects              
Psi effects              
Total TH              
 
Weapon #3:
Damage bonus (dmg):
Race              
Base (class)              
Class abilities              
Str              
Specialization              
Weapon mastery              
Weapon plusses              
Misc. items              
Off-hand penalty              
Spell effects              
Psi effects              
Total dmg bonus              
Weapon base dmg              
Average dmg              
(Backstab mult.) (x         )
(Avg Backstab) (           )

Name:                                                                                                                                                  
Campaign date:                                                                                                                                                  
Weapon Proficiencies Total =                   Slots
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
Nonweapon Prof. Total =                   Slots
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
Kits Total =                   Slots
                                   
                                   
                                   
                                   
                                   
                                   
                                   
Feats Total =                   Slots
                                   
                                   
                                   
                                   
                                   
                                   
                                   
Equipment
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               

[P1] How to create a Player Character


[P1.1] Classes: Select which classes and levels you wish to be, using [P4].
Starting XP may be spent freely (multi-classed characters do not have to divide evenly).
If starting XP is 0, you may be 1st level in up to 1 class as a single or dual-classed character, or up to four 1st level classes as a multi-classed character.
Single classed characters have an XP bonus of +100% (you start with double XP and gain XP at double amounts).
Both multi- and dual-classed characters have a limit of 4 classes.
If XP is not spent, it may be saved for later use (the XP does not have to "sit" in one of your classes).
[P1.2] Class Adjectives: Select which class adjectives you would like, see [P4.8].
[P1.3] Race: Select a race from [P3] that uses the appropriate class system, keeping in mind ability score modifiers.
The race selected may require you to redo [P1.1], as XP divisors also apply to starting XP.
Make a note of special abilities the race possesses.
If you do not wish to be a race from [P3], and would like to play a monster, see [P8].
XP divisors are lowered by .5 for each level above 8th (retroactively), so a 10th level character can have an XP divisor of 2 with no penalty.
[P1.4] Racial Adjectives: Add Racial Adjectives (if available in the campaign), see [P3.5].
[P1.5] Age (Optional): Select an age category for your character (child, young, adult, old, or venerable), and make a note of modifiers from [A3].
[P1.6] Ability Scores: Place these six scores as you like among the six ability scores: 18, 16, 14, 12, 10 , 8.
You may instead use these six scores: 13, 13, 13, 13, 13, 13.
You can add 1 point to a stat by subtracting 2 points from other stat(s). This 1 for 2 trading may be done once per reset, as long as no stat falls below 0. Humans may use 1 for 1 trading instead (again, once per reset).
Comeliness: This you get to choose. Pick a number from 3 to 18.
Apply racial modifiers.
Add 1 point to 1 stat for each level. This advancement due to level uses the character's highest level, so a level 2/5 multi-classed PC gets 5 stat points, not 7.
[P1.7] Sub-Ability Scores: You may adjust your subability scores (see [P2]).
The most you can adjust an ability score is equal to your highest level (e.g. An ability score of 14 at level 4 can be at most 10/18 or 18/10.)
Make a note of what your modifiers are due to stats.
(Old System, no longer used: Make a note of how many mental actions and max # psi frequencies your character has.)
[P1.8] Alignment: Choose an alignment for your character, keeping in mind your classes and your kit and diety selections.
[P1.9] Proficiencies: Calculate your number of weapon proficiencies from [P4] and your number of nonweapon proficiencies from [P6].
Add on any proficiencies that you get from class (Druid or Bard) and those that are free.
(Old System, no longer used: 1/4 of all nonweapon proficiencies must be spent on Occupations or Hobbies, unless you are a human.)
Some or all of your proficiencies may be left as Open Slots for later.
[P1.10] Kits: You are allowed 1 kit per 2nd edition class ("Fighter2", "Ranger2", etc.), with extras possible for 4 nonweapon slots.
Your kits can be left as an Open Kits to use later; you don't have to pick them now.
[P1.11] Skills: Calculate your skills, see [P9].
[P1.12] Feats: Calculate your feats, see [P11].
[P1.13] Spell Memorization: Make a note for each class how many of each spell type and level the PC can cast, using [PC0]. Also make a note of which spell levels can be cast as 1M action instead of 1M+1P.
 
[P1.14] Wizard Spellbooks: If you can cast wizard spells, add your Int and level, and divide the result by 2 if you are a Wizard, 3 otherwise (round fractions down). This is how many 1st level spells you have in your spellbook.
Reduce this number by 2 for each spell level above first, up to the maximum spell level you are able to cast, with a minimum of 4 per level.
(Example: a level 11 mage with Int 12 would have 11,9,7,5,4 spells in his book.)
If you have more than 1 class that casts wizard spells, take Int/2, and add level/2 for each wizard class and level/3 for each non-wizard class.
 
[P1.15] Specialty Priests: If you are a priest, you may sdelect one god to be a specialty priest of.
See [PC3] for descriptions of gods. Specialty priests have an additional stat requirement which is cumulative with your class.
PCs other than priests may also be specialty followers, but (except in rare cases) do not gain any powers (however, the choice could still influence play dramatically).
[P1.16] Rogue Abilities: Calculate your rogue abilities seperately for each class that you have that uses them.
If you have the same ability duplicate times from various sources, they don't stack, pick which source you are using.
Rogue abilities are modified by race; the stat adjustments due to race also apply to rogue abilities (for percentage-based rogue abilities, each point is 5%).
Armor also modifies rogue abilities, see [E2].
[P1.17] Psionic Powers: Figure how many and which psionic powers your character knows, using the appropriate rules from section [Q].
If your character is both a wild talent and a psionicist of the same frequency, you may choose the higher of either set of numbers for # of psionic points and powers.
[P1.18] Magic and Psionic Items: Take your starting magic item XP and use it to purchase magic and psionic items.
If this number is not given, start with your character starting XP, take the square root of it, and multiply by 20.
Item XP not spent is converted to gold (see [P1.15]).
Item XP and Class XP can be converted back and forth using the ratio: 1 Item XP = 10 Class XP.
If this reduces your experience level, you must recalculate the previous steps again.
[P1.19] Normal Equipment: Take your highest level, square it, and multiply the result by your Chr score.
This is how many gold pieces you have to purchase beginning equipment.
This money cannot be used to purchase magic/psionic items, but Item XP can be converted using the ratio: 1 Item XP = 10 gp. It is legal, therefore, to convert Class XP to gp on a 1 for 1 basis, but not back.
[P1.20] Armor Class: Calculate your Armor Class, using the following rulings:
1. If the PC has more than 1 AC type (called "AT"), take the best, and add +1 bonus for each extra source of AT rating.
2. "Protection" items and "Armor" use the base AC rating and the higher of the two plusses, i.e. Leather+1 and Cloak/Prot+3 yields Leather+3. Bracers of Defense AT +6 added on would yield Bracers of Defense AT +7 (best AT with a +1 for second source) with a +3 protection. Note that if the Cloak was off we would have Bracers AT +7 with +1 protection.
3. Different sources of protection items add together, unless they are of the same physical type (two rings don't add, you get the best).
[P1.21] To Hit Bonus and Damage/Attack: Calculate your adjusted To Hit Bonus, number of attacks, and damage for each weapon. Remember that there are many sources of plusses to hit and damage: base, stats (Str/Dex), race adj., magic, specialization, martial arts, and miscellanious magic/psionic items.
[P1.22] Hit Points: No class stops gaining hit dice at any level (i.e. a 25th level mage has 25d4 hp).
(Old System, no longer used: When rolling for hit points, roll 2 dice, and take the larger of the two results.
You may also use the following "average" results without rolling: 1d2=1.5, 1d3=2, 1d4=3, 1d6=5, 1d8=6, 1d10=8, 1d12=10.)
In Collective 1.1, all hit dice rolls are maximum (you'll need it!).
1. For single-classed characters, take max at 1st level, add on Con bonus, add race adj., and then add on magic/psionic items that modify hit points.
2. For multi-classed characters, calculate each class seperately, add them together, divide by your number of classes, and then add on race adj. and magic/psionic items that modify hit points.
3. For dual-classed characters, calculate the hit points for your first class, add on any extra hit points from the second class if it exceeds the first in level, and repeat for each additional class. It requires a Limited Wish to change the order of your classes (for example, if you are a mage 5 & fighter 7 and want the fighter hit points for the first 5 levels and want it to be your second class, you'll need to get a Limited Wish to reorder your classes).
[P1.23] Last Check and Name: Go through all the steps quickly again, to make sure that later steps did not affect earlier ones (the biggest example being magic items affecting stats).
If everything looks OK, select a name for your character (or names, along with subtitles if desired) and character generation is complete.

[P2] Ability Scores


[P2.1] Ability Scores [Collective 1.x & 3rd Edition]


Score
Normal
Bonus
Exc.
Bonus
Barb.
Bonus
Bonus Spells
123 456 789 ABC D
0 -5 -12 -28 --- --- --- --- -
2 -4 -10 -24 --- --- --- --- -
4 -3 -8 -20 --- --- --- --- -
6 -2 -6 -16 --- --- --- --- -
8 -1 -4 -12 --- --- --- --- -
10 0 -2 -8 --- --- --- --- -
12 +1 0 -4 1-- --- --- --- -
14 +2 +2 0 11- --- --- --- -
16 +3 +4 +4 111 --- --- --- -
18 +4 +6 +8 111 1-- --- --- -
20 +5 +8 +12 211 11- --- --- -
22 +6 +10 +16 221 111 --- --- -
24 +7 +12 +20 222 111 1-- --- -
26 +8 +14 +24 222 211 11- --- -
28 +9 +16 +28 322 221 111 --- -
30 +10 +18 +32 332 222 111 --- -
32 +11 +20 +36 333 222 211 --- -
34 +12 +22 +40 333 322 221 --- -
36 +13 +24 +44 433 332 222 1-- -
38 +14 +26 +48 443 333 222 1-- -
40 +15 +28 +52 444 333 322 1-- -
42 +16 +30 +56 444 433 332 1-- -
44 +17 +32 +60 544 443 333 1-- -
46 +18 +34 +64 554 444 333 1-- -
48 +19 +36 +68 555 444 433 1-- -
50 +20 +38 +72 555 544 443 11- -
52 +21 +40 +76 655 554 444 11- -
54 +22 +42 +80 665 555 444 21- -
56 +23 +44 +84 666 555 544 21- -
58 +24 +46 +88 666 655 554 21- -
60 +25 +48 +92 766 665 555 21- -
62 +26 +50 +96 776 666 555 21- -
64 +27 +52 +100 777 666 655 21- -
66 +28 +54 +104 777 766 665 21- -
68 +29 +56 +108 877 776 666 221 -
70 +30 +58 +112 887 777 666 221 -
72 +31 +60 +116 888 777 766 321 -
74 +32 +62 +120 888 877 776 321 -
76 +33 +64 +124 988 887 777 321 -
78 +34 +66 +128 998 888 777 321 -
80 +35 +68 +132 999 888 877 321 -
82 +36 +70 +136 999 988 887 321 -
84 +37 +72 +140 A99 998 888 321 -
86 +38 +74 +144 AA9 998 888 332 -
88 +39 +76 +148 AAA 999 988 332 -
90 +40 +78 +152 AAA A99 998 432 1
92 +41 +80 +156 BAA AA9 999 432 1
94 +42 +82 +160 BBA AAA 999 432 1
96 +43 +84 +164 BBB AAA A99 432 1
98 +44 +86 +168 BBB BAA AA9 432 1
100 +45 +88 +172 CBB BBA AAA 432 1
Strength/Efficiency:
To hit for melee weapons & unarmed.
Max Light Load = 2*((bonus+5)^2)
Strength/Muscle:
Damage for melee weapons & unarmed.
Max Press = (bonus+5)^3
Dexterity/Coordination:
To hit for missile weapons & unarmed.
Dexterity/Balance: (also Dexterity/Reflex)
Armor Class.
Reflex saving throws.
Constitution/Fitness:
Hit points per HD.
Constitution/Health: (also Constitution/Fortitude)
Fortitude saving throws.
Regeneration rate = (bonus-4)/r.
Intelligence/Knowledge:
Nonweapon Proficiencies.
Max Spell Level for Wizards (SL=bonus+5)
Intelligence/Reason:
Illusion spell immunity (SL=bonus-4)
Bonus spells for progressions that get Int bonus.
Wisdom/Intuition:
Charm spell immunity (SL=bonus-4)
Bonus spells for progressions that get Wis bonus.
Wisdom/Willpower:
Necromancy spell immunity (SL=bonus-4)
Will Saving throws.
Max Spell Level for Priests (SL=bonus+3)
Charisma/Presence:
Comeliness adjustment.
Bonus spells for progressions that get Chr bonus.
Charisma/Leadership:
Maximum henchmen (based on 4), Loyalty adj.
Luck pts per reset (0: spend bonus pt as +- 1 on roll)
Comeliness:
Reaction adjustment.
Stats beyond 100:
See [P2.2]

[P2] Ability Scores


[P2.2] Ability Scores [above 100]


Score
Normal
Bonus
Exc.
Bonus
Barb.
Bonus

Bonus Spells
125 +57 +113 +222 15 1st ... one 14th
150 +70 +138 +272 18 1st ... one 15th
175 +82 +163 +322 21 1st ... one 15th
200 +95 +188 +372 24 1st ... one 16th
225 +107 +213 +422 27 1st ... one 17th
250 +120 +238 +472 30 1st ... one 17th
275 +132 +263 +522 33 1st ... one 18th
300 +145 +288 +572 37 1st ... one 18th
325 +157 +313 +622 40 1st ... one 19th
350 +170 +338 +672 43 1st ... one 19th
375 +182 +363 +722 46 1st ... one 20th
400 +195 +388 +772 49 1st ... one 20th
425 +207 +413 +822 52 1st ... one 21st
450 +220 +438 +872 55 1st ... one 21st
475 +232 +463 +922 58 1st ... one 22nd
500 +245 +488 +972 62 1st ... one 22nd
525 +257 +513 +1022 65 1st ... one 22nd
550 +270 +538 +1072 68 1st ... one 23rd
575 +282 +563 +1122 71 1st ... one 23rd
600 +295 +588 +1172 74 1st ... one 24th
625 +307 +613 +1222 77 1st ... one 24th
650 +320 +638 +1272 80 1st ... one 24th
675 +332 +663 +1322 83 1st ... one 25th
700 +345 +688 +1372 87 1st ... one 25th
725 +357 +713 +1422 90 1st ... one 25th
750 +370 +738 +1472 93 1st ... one 26th
775 +382 +763 +1522 96 1st ... one 26th
800 +395 +788 +1572 99 1st ... one 26th
825 +407 +813 +1622 102 1st ... one 27th
850 +420 +838 +1672 105 1st ... one 27th
875 +432 +863 +1722 108 1st ... one 27th
900 +445 +888 +1772 112 1st ... one 28th
925 +457 +913 +1822 115 1st ... one 28th
950 +470 +938 +1872 118 1st ... one 28th
975 +482 +963 +1922 121 1st ... one 28th
1000 +495 +988 +1972 124 1st ... one 29th
1100 +545 +1088 +2172 137 1st ... one 30th
1200 +595 +1188 +2372 149 1st ... one 31st
1300 +645 +1288 +2572 162 1st ... one 32nd
1400 +695 +1388 +2772 174 1st ... one 33rd
1500 +745 +1488 +2972 187 1st ... one 34th
1600 +795 +1588 +3172 199 1st ... one 35th
1700 +845 +1688 +3372 212 1st ... one 36th
1800 +895 +1788 +3572 224 1st ... one 36th
1900 +945 +1888 +3772 237 1st ... one 37th
2000 +995 +1988 +3972 249 1st ... one 38th
2100 +1045 +2088 +4172 262 1st ... one 39th
2200 +1095 +2188 +4372 274 1st ... one 40th
2300 +1145 +2288 +4572 287 1st ... one 40th
2400 +1195 +2388 +4772 299 1st ... one 41st
2500 +1245 +2488 +4972 312 1st ... one 42nd
2600 +1295 +2588 +5172 324 1st ... one 42nd
2700 +1345 +2688 +5372 337 1st ... one 43rd
2800 +1395 +2788 +5572 349 1st ... one 44th
2900 +1445 +2888 +5772 362 1st ... one 44th
3000 +1495 +2988 +5972 374 1st ... one 45th
3100 +1545 +3088 +6172 387 1st ... one 46th
3200 +1595 +3188 +6372 399 1st ... one 46th
3300 +1645 +3288 +6572 412 1st ... one 47th
3400 +1695 +3388 +6772 424 1st ... one 48th
3500 +1745 +3488 +6972 437 1st ... one 48th
3600 +1795 +3588 +7172 449 1st ... one 49th
3700 +1845 +3688 +7372 462 1st ... one 49th
3800 +1895 +3788 +7572 474 1st ... one 50th
3900 +1945 +3888 +7772 487 1st ... one 51st
4000 +1995 +3988 +7972 499 1st ... one 51st
4100 +2045 +4088 +8172 512 1st ... one 52nd
4200 +2095 +4188 +8372 524 1st ... one 52nd
4300 +2145 +4288 +8572 537 1st ... one 53rd
4400 +2195 +4388 +8772 549 1st ... one 53rd
4500 +2245 +4488 +8972 562 1st ... one 54th
4600 +2295 +4588 +9172 574 1st ... one 54th
4700 +2345 +4688 +9372 587 1st ... one 55th
4800 +2395 +4788 +9572 599 1st ... one 55th
4900 +2445 +4888 +9772 612 1st ... one 56th
5000 +2495 +4988 +9972 624 1st ... one 56th
5100 +2545 +5088 +10172 637 1st ... one 57th
5200 +2595 +5188 +10372 649 1st ... one 57th
5300 +2645 +5288 +10572 662 1st ... one 58th
5400 +2695 +5388 +10772 674 1st ... one 58th
5500 +2745 +5488 +10972 687 1st ... one 59th
5600 +2795 +5588 +11172 699 1st ... one 59th
5700 +2845 +5688 +11372 712 1st ... one 60th
5800 +2895 +5788 +11572 724 1st ... one 60th
5900 +2945 +5888 +11772 737 1st ... one 61st
6000 +2995 +5988 +11972 749 1st ... one 61st
6100 +3045 +6088 +12172 762 1st ... one 62nd
6200 +3095 +6188 +12372 774 1st ... one 62nd
6300 +3145 +6288 +12572 787 1st ... one 63rd
6400 +3195 +6388 +12772 799 1st ... one 63rd
6500 +3245 +6488 +12972 812 1st ... one 63rd
6600 +3295 +6588 +13172 824 1st ... one 64th
6700 +3345 +6688 +13372 837 1st ... one 64th
6800 +3395 +6788 +13572 849 1st ... one 65th
6900 +3445 +6888 +13772 862 1st ... one 65th
7000 +3495 +6988 +13972 874 1st ... one 66th
7100 +3545 +7088 +14172 887 1st ... one 66th
7200 +3595 +7188 +14372 899 1st ... one 66th
7300 +3645 +7288 +14572 912 1st ... one 67th
7400 +3695 +7388 +14772 924 1st ... one 67th
7500 +3745 +7488 +14972 937 1st ... one 68th
7600 +3795 +7588 +15172 949 1st ... one 68th
7700 +3845 +7688 +15372 962 1st ... one 68th
7800 +3895 +7788 +15572 974 1st ... one 69th
7900 +3945 +7888 +15772 987 1st ... one 69th
8000 +3995 +7988 +15972 999 1st ... one 70th
8100 +4045 +8088 +16172 1012 1st ... one 70th
8200 +4095 +8188 +16372 1024 1st ... one 70th
8300 +4145 +8288 +16572 1037 1st ... one 71st
8400 +4195 +8388 +16772 1049 1st ... one 71st
8500 +4245 +8488 +16972 1062 1st ... one 72nd
8600 +4295 +8588 +17172 1074 1st ... one 72nd
8700 +4345 +8688 +17372 1087 1st ... one 72nd
8800 +4395 +8788 +17572 1099 1st ... one 73rd
8900 +4445 +8888 +17772 1112 1st ... one 73rd
9000 +4495 +8988 +17972 1124 1st ... one 74th
9100 +4545 +9088 +18172 1137 1st ... one 74th
9200 +4595 +9188 +18372 1149 1st ... one 74th
9300 +4645 +9288 +18572 1162 1st ... one 75th
9400 +4695 +9388 +18772 1174 1st ... one 75th
9500 +4745 +9488 +18972 1187 1st ... one 75th
9600 +4795 +9588 +19172 1199 1st ... one 76th
9700 +4845 +9688 +19372 1212 1st ... one 76th
9800 +4895 +9788 +19572 1224 1st ... one 76th
9900 +4945 +9888 +19772 1237 1st ... one 77th
10000 +4995 +9988 +19972 1249 1st ... one 77th
20000 +9995 +19988 +39972 2499 1st ... one 106th
30000 +14995 +29988 +59972 3749 1st ... one 129th
40000 +19995 +39988 +79972 4999 1st ... one 148th
50000 +24995 +49988 +99972 6249 1st ... one 165th
60000 +29995 +59988 +119972 7499 1st ... one 180th
70000 +34995 +69988 +139972 8749 1st ... one 194th
80000 +39995 +79988 +159972 9999 1st ... one 206th
90000 +44995 +89988 +179972 11249 1st ... one 219th
100000 +49995 +99988 +199972 12499 1st ... one 230th
200000 +99995 +199988 +399972 24999 1st ... one 323rd
300000 +149995 +299988 +599972 37499 1st ... one 394th
400000 +199995 +399988 +799972 49999 1st ... one 454th
500000 +249995 +499988 +999972 62499 1st ... one 506th
600000 +299995 +599988 +1199972 74999 1st ... one 554th
700000 +349995 +699988 +1399972 87499 1st ... one 598th
800000 +399995 +799988 +1599972 99999 1st ... one 639th
900000 +449995 +899988 +1799972 112499 1st ... one 677th
1000000 +499995 +999988 +1999972 124999 1st ... one 714th

Stats beyond 100:
Mod. = +(stat-10)/2
bonus 1st = (stat-4)/8
highest bonus SL = sqrt((stat-18)/2)+7
Stat you need to get a bonus spell of SL = 2*SL*SL - 28*SL + 116
 
Bonus spells 1-9 = (stat-SL*2-2)/8, round down
Bonus spells 10+ = (stat-(SL-7)^2*2)/18, round down
Barbarian Bonuses:
0: Normal = (Stat-10)/2
1: Exc = (Stat-12)
1˝: Intermediate = (Stat-13)*3/2 (This one is rare)
2: Barb = (Stat-14)*2
3: Extra Barb = (Stat-16)*5/2
4: Super Barb = (Stat-18)*3
5: Mega Barb = (Stat-20)*7/2
6: Ultra Barb = (Stat-22)*4
7: Ancillary Barb = (Stat-24)*9/2
8: Massive Barb = (Stat-26)*5
9: Giga Barb = (Stat-28)*11/2
10: Extreme Barb = (Stat-30)*6
11: Tera Barb = (Stat-32)*13/2
12: Utmost Barb = (Stat-34)*7
13: Excessive Barb = (Stat-36)*15/2
14: Exorbitant Barb = (Stat-38)*8
15: Outlandish Barb = (Stat-40)*17/2
16: Ultimate Barb = (Stat-42)*9
17: Inordinate Barb = (Stat-44)*19/2
18: Uber Barb = (Stat-46)*10
N: N-ary Barb = (Stat-N*2-10)*(N/2+1)

[P2] Ability Scores


[P2.6] Going to 0 in an ability score:

Str: Always roll a natural 1 "to hit" when attacking. Cannot carry any object over 1 pound weight.
Dex: Cannot make any saving throws that are physical in nature. Base movement rate of 0.
Con: Maximum hit points degenerate at 1 hp per round. Does not benefit from any healing spells.
Int: Become an NPC immediately. Alignment becomes "Nil". Lose all XP and proficiencies.
Wis: Cannot make any saving throws that are mental in nature. Cannot cast spells or use psionics.
Chr: All creatures (friendly or not) may give you a Command or Suggestion as 1M action.
Cml: You're damn ugly. You will induce Horror (Will save) on sight to any intelligent creature with less than 1 hit die.
Luck: No special effects (most x0 and x1 creatures have a Luck score of 0).

[P2] Ability Scores


[P2.8] Ability Score Table [Collective 1.0] (Optional)

(Old System: This table is no longer used.)
 
Ability
Score
Norm
Bonus
Exc
Bonus
Super
Bonus
0 -10 -10 -10
1 -7 -6 -5
2 -5 -4 -4
3 -4 -3 -3
4 -3 -2 -2
5 -2 -1 -1
6 -2 -1 0
7 -1 0 0
8 -1 0 0
9 0 0 0
10 0 0 0
11 0 0 0
12 0 0 0
13 0 +1 +1
14 0 +1 +2
15 +1 +2 +3
16 +1 +2 +4
17 +2 +3 +5
18 +2 +4 +6
19 +3 +5 +7
20 +4 +6 +8
21 +5 +7 +9
22 +6 +8 +10
23 +7 +9 +11
24 +8 +10 +12
25 +9 +11 +13
26 +10 +12 +14
27 +11 +13 +15
28 +12 +14 +16
29 +13 +15 +17
30 +14 +16 +18
31 +15 +17 +19
32 +16 +18 +20
33 +17 +19 +21
34 +18 +20 +22
35 +19 +21 +23
36 +20 +22 +24
37 +21 +23 +25
38 +22 +24 +26
39 +23 +25 +27
40 +24 +26 +28
41 +25 +27 +29
42 +26 +28 +30
43 +27 +29 +31
44 +28 +30 +32
45 +29 +31 +33
46 +30 +32 +34
47 +31 +33 +35
48 +32 +34 +36
49 +33 +35 +37
50 +34 +36 +38
Applies to:
Strength/Efficiency: To hit for melee weapons & unarmed.
Weight Allowance (0 = 50 lbs; multiply by [bonus+1])
Strength/Muscle: Damage for melee weapons & unarmed.
Max Press (0 = 100 lbs; multiply by [bonus+1])
Dexterity/Coordination: To hit for missile weapons & unarmed.
P/V actions: Spend +4 to get a V, +8 to get a P.
Dexterity/Balance: Armor Class.
Saving throws vs. area effects.
Constitution/Fitness: Hit points per HD.
Constitution/Health: Saving throws vs. PPD.
Regeneration rate = (bonus-4)/r.
Intelligence/Knowledge: Nonweapon Prof (don't use table, use Kn+Lvl)
Max Spell Level for Wizards (SL=bonus+5)
Intelligence/Reason: Illusion spell immunity (SL=bonus-4)
Chance to learn spell (50+bonus*5 %)
Wisdom/Intuition: Charm spell immunity (SL=bonus-4)
Bonus spells SL 1-4 Priests (spend 3*bonus in SLs, max=bonus)
Wisdom/Willpower: Necromancy spell immunity (based on SL -4)
Saving throws vs. mental attacks.
Bonus SL 5-8 Priests (3*bonus in SLs, decreasing)
Charisma/Presence: Comeliness adjustment.
Reaction adjustment.
Charisma/Leadership: Maximum henchmen (based on 4), Loyalty adj.
Luck pts per reset (0: spend bonus pt as +- 1 on roll)
Normal Bonus: What everyone normally gets.
Exceptional Bonus: All the ability scores which are requisites for your class.
You can buy any exceptional bonus for 2 proficiencies.
Super Bonus: A few classes give these for free ("Barbarian" bonus).
You can buy super bonus for any requisite for 4 prof.
You cannot buy a super bonus if not a requisite.
 
You cannot buy more bonuses than your experience level divided by 4, round up.
Re+Wis
+Pr
#M
Actions
# Psi
freq.
0-2 0 0
3-9 0.25 0
10-14 0.5 0
15-24 1 0
25-39 1 1
40-43 1 2
44-49 1.5 2
50-59 2 2
60-69 2 3
70-74 2.5 3
75-84 3 3
85-94 3 4
95-99 3.5 4
100-109 4 4
110-119 4 5
120-124 4.5 5
125-134 5 5
135-144 5 6
145-149 5.5 6
150-159 6 6
160-169 6 7
170-174 6.5 7
175-184 7 7
185-194 7 8
195-199 7.5 8
200-209 8 8
210-219 8 9
220-224 8.5 9
225-234 9 9
235-244 9 10
245-249 9.5 10
250+ 10 10

[P2] Ability Scores


[P2.1-W] Simplified Wisdom Bonus [Collective 1.0] (Optional)

(Old System: This table is no longer used.)
 
Norm
Stat
Exc
Stat
Super
Stat
Stat
Bonus
MSL=1
1
MSL=2
12
MSL=3
123
MSL=4
123 4
MSL=5
123 45
MSL=6
123 456
MSL=7
123 456 7
MSL=8
123 456 78
0-14 0-12 0-12 +0 - -- --- --- - --- -- --- --- --- --- - --- --- --
15-16 13-14 13 +1 1 11 --1 --1 - --1 -- --1 --- --1 --- - --1 --- --
17-18 15-16 14 +2 2 22 --2 -1- 1 -1- 11 -1- 11- -1- 11- - -1- 11- --
19 17 15 +3 3 33 --3 1-- 2 1-- 21 1-- 21- 1-- 21- - 1-- 21- --
20 18 16 +4 4 44 --4 --- 3 --- 32 --- 311 --- 311 - --- 311 --
21 19 17 +5 5 55 --5 --1 3 --1 33 --1 311 --1 311 - --1 311 --
22 20 18 +6 6 66 --6 -1- 4 -1- 43 -1- 421 -1- 411 1 -1- 411 1-
23 21 19 +7 7 77 --7 1-- 5 1-- 54 1-- 531 1-- 511 1 1-- 511 1-
24 22 20 +8 8 88 --8 --- 6 --- 64 --- 622 --- 621 1 --- 621 1-
25 23 21 +9 9 99 --9 --1 6 --1 65 --1 632 --1 621 1 --1 611 11
26 24 22 +10 A AA --A -1- 7 -1- 76 -1- 732 -1- 722 1 -1- 711 11
27 25 23 +11 B BB --B 1-- 8 1-- 86 1-- 833 1-- 822 1 1-- 821 11
28 26 24 +12 C CC --C --- 9 --- 97 --- 933 --- 922 2 --- 921 11
29 27 25 +13 D DD --D --1 9 --1 97 --1 943 --1 922 2 --1 922 11
30 28 26 +14 E EE --E -1- A -1- A8 -1- A43 -1- A32 2 -1- A32 11
31 29 27 +15 F FF --F 1-- B 1-- B9 1-- B44 1-- B32 2 1-- B22 21
32 30 28 +16 G GG --G --- C --- C9 --- C44 --- C33 2 --- C22 21
33 31 29 +17 H HH --H --1 C --1 CA --1 C54 --1 C33 2 --1 C32 21
34 32 30 +18 I II --I -1- D -1- DA -1- D64 -1- D33 3 -1- D22 22
35 33 31 +19 J JJ --J 1-- E 1-- EB 1-- E55 1-- E33 3 1-- E32 22
36 34 32 +20 K KK --K --- F --- FC --- F65 --- F43 3 --- F32 22
37 35 33 +21 L LL --L --1 F --1 FC --1 F65 --1 F43 3 --1 F33 22
38 36 34 +22 M MM --M -1- G -1- GD -1- G66 -1- G44 3 -1- G33 22
39 37 35 +23 N NN --N 1-- H 1-- HD 1-- H66 1-- H44 3 1-- H43 22
40 38 36 +24 O OO --O --- I --- IE --- I76 --- I44 4 --- I33 32
41 39 37 +25 P PP --P --1 I --1 IF --1 I76 --1 I44 4 --1 I43 32
42 40 38 +26 Q QQ --Q -1- J -1- JF -1- J77 -1- J54 4 -1- J33 33
43 41 39 +27 R RR --R 1-- K 1-- KG 1-- K77 1-- K54 4 1-- K33 33
44 42 40 +28 S SS --S --- L --- LG --- L87 --- L55 4 --- L43 33
45 43 41 +29 T TT --T --1 L --1 LH --1 L97 --1 L55 4 --1 L43 33
46 44 42 +30 U UU --U -1- M -1- MI -1- M88 -1- M55 5 -1- M44 33
47 45 43 +31 V VV --V 1-- N 1-- NI 1-- N98 1-- N55 5 1-- N44 33
48 46 44 +32 W WW --W --- O --- OJ --- O98 --- O65 5 --- O44 43
49 47 45 +33 X XX --X --1 O --1 OJ --1 O99 --1 O65 5 --1 O44 43
50 48 46 +34 Y YY --Y -1- P -1- PK -1- P99 -1- P66 5 -1- P54 43
51 49 47 +35 Z ZZ --Z 1-- Q 1-- QL 1-- QA3 1-- Q66 5 1-- Q44 44
52 50 48 +36 [ [[ --[ --- R --- RL --- RA3 --- R66 6 --- R44 44
53 51 49 +37 \ \\ --\ --1 R --1 RM --1 RAA --1 R66 6 --1 R54 44
54 52 50 +38 ] ]] --] -1- S -1- SM -1- SAA -1- S76 6 -1- S64 44
Special Code Values:
Letter: Value:
A 10
B 11
C 12
D 13
E 14
F 15
G 16
H 17
I 18
J 19
K 20
L 21
M 22
N 23
O 24
P 25
Q 26
R 27
S 28
T 29
U 30
V 31
W 32
X 33
Y 34
Z 35
[ 36
\ 37
] 38
^ 39
 
Letter: Value:
a -1
b -2
c -3
d -4
e -5
f -6
g -7
h -8
i -9

[P2] Ability Scores


[P2.1-W2] Simplified Wisdom Bonus [High Stats] (Optional)

This shows how many bonus spells of each SL from SL 5 and up you have. Your stat is on the left side, and your MSL (Max Spell Level) is across the top. This is for bonus SL 5+ only. Bonus SL 1-4 are done using previous table, you have many if your stat > 50.
Example: A character with a Super Stat of 75 with Max SL = 12 would have 2 bonus spells of each SL from 5-12.
 
Super
Stat
8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36
20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
25 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
35 2 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 3 2 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
45 3 2 2 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
50 4 3 2 2 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
55 4 3 2 2 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
60 5 4 3 2 2 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
65 6 4 3 2 2 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
70 6 4 3 3 2 2 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
75 7 5 4 3 2 2 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
80 7 5 4 3 3 2 2 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
85 8 6 4 3 3 2 2 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
90 9 6 5 4 3 2 2 2 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
95 9 7 5 4 3 3 2 2 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
100 10 7 5 4 3 3 2 2 2 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
125 13 9 7 6 4 4 3 3 2 2 2 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0
150 15 11 9 7 6 5 4 3 3 2 2 2 2 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0
175 18 13 10 8 7 6 5 4 3 3 3 2 2 2 2 1 1 1 1 1 1 1 1 1 0 0 0 0 0
200 21 16 12 10 8 6 5 5 4 3 3 3 2 2 2 2 1 1 1 1 1 1 1 1 1 1 0 0 0
225 24 18 14 11 9 7 6 5 5 4 3 3 3 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 0
250 27 20 15 12 10 8 7 6 5 4 4 3 3 3 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1
275 30 22 17 14 11 9 8 7 6 5 4 4 3 3 3 2 2 2 2 2 1 1 1 1 1 1 1 1 1
300 33 24 19 15 12 10 9 7 6 6 5 4 4 3 3 3 2 2 2 2 2 2 1 1 1 1 1 1 1
325 36 26 20 16 13 11 9 8 7 6 5 5 4 4 3 3 3 2 2 2 2 2 2 1 1 1 1 1 1
350 39 28 22 18 14 12 10 9 8 7 6 5 5 4 4 3 3 3 2 2 2 2 2 2 1 1 1 1 1
375 41 31 24 19 16 13 11 9 8 7 6 6 5 4 4 4 3 3 3 2 2 2 2 2 2 1 1 1 1
400 44 33 25 20 17 14 12 10 9 8 7 6 5 5 4 4 4 3 3 3 2 2 2 2 2 2 1 1 1
425 47 35 27 22 18 15 13 11 9 8 7 6 6 5 5 4 4 3 3 3 3 2 2 2 2 2 2 1 1
450 50 37 29 23 19 16 13 11 10 9 8 7 6 5 5 4 4 4 3 3 3 3 2 2 2 2 2 2 2
475 53 39 30 24 20 17 14 12 11 9 8 7 6 6 5 5 4 4 4 3 3 3 3 2 2 2 2 2 2
500 56 41 32 26 21 18 15 13 11 10 9 8 7 6 6 5 5 4 4 3 3 3 3 3 2 2 2 2 2
525 59 43 34 27 22 19 16 13 12 10 9 8 7 6 6 5 5 4 4 4 3 3 3 3 2 2 2 2 2
550 62 46 35 28 23 19 16 14 12 11 10 8 8 7 6 6 5 5 4 4 4 3 3 3 3 2 2 2 2
575 64 48 37 30 24 20 17 15 13 11 10 9 8 7 6 6 5 5 4 4 4 3 3 3 3 3 2 2 2
600 67 50 39 31 25 21 18 16 14 12 10 9 8 7 7 6 6 5 5 4 4 4 3 3 3 3 3 2 2
625 70 52 40 32 27 22 19 16 14 12 11 10 9 8 7 6 6 5 5 4 4 4 4 3 3 3 3 2 2
650 73 54 42 34 28 23 20 17 15 13 11 10 9 8 7 7 6 6 5 5 4 4 4 3 3 3 3 3 2
675 76 56 44 35 29 24 20 18 15 13 12 11 9 9 8 7 6 6 5 5 5 4 4 4 3 3 3 3 3
700 79 58 45 36 30 25 21 18 16 14 12 11 10 9 8 7 7 6 6 5 5 4 4 4 3 3 3 3 3
725 82 61 47 38 31 26 22 19 16 14 13 11 10 9 8 8 7 6 6 5 5 5 4 4 4 3 3 3 3
750 85 63 49 39 32 27 23 20 17 15 13 12 11 10 9 8 7 7 6 6 5 5 4 4 4 4 3 3 3
775 88 65 50 40 33 28 24 20 18 16 14 12 11 10 9 8 7 7 6 6 5 5 5 4 4 4 3 3 3
800 90 67 52 42 34 29 24 21 18 16 14 13 11 10 9 8 8 7 6 6 5 5 5 4 4 4 4 3 3
825 93 69 54 43 35 30 25 22 19 17 15 13 12 11 10 9 8 7 7 6 6 5 5 5 4 4 4 3 3
850 96 71 55 44 36 31 26 22 19 17 15 13 12 11 10 9 8 7 7 6 6 5 5 5 4 4 4 4 3
875 99 73 57 46 38 31 27 23 20 18 16 14 12 11 10 9 8 8 7 7 6 6 5 5 4 4 4 4 3
900 102 76 59 47 39 32 28 24 21 18 16 14 13 12 10 10 9 8 7 7 6 6 5 5 5 4 4 4 4
925 105 78 60 48 40 33 28 24 21 19 17 15 13 12 11 10 9 8 8 7 6 6 6 5 5 4 4 4 4
950 108 80 62 50 41 34 29 25 22 19 17 15 14 12 11 10 9 8 8 7 7 6 6 5 5 5 4 4 4
975 111 82 64 51 42 35 30 26 22 20 17 16 14 13 11 10 9 9 8 7 7 6 6 5 5 5 4 4 4
1000 114 84 65 52 43 36 31 26 23 20 18 16 14 13 12 11 10 9 8 8 7 6 6 6 5 5 5 4 4

[P2] Ability Scores


[P2.9] Ability Scores [Collective 0.x] (optional rule)

(Old System: This table is no longer used.)
 
  STRENGTH
EFFICENCY
STRENGTH
MUSCLE

Score
nExc
TH
Exc
TH
Bar
TH
Wt
All.
nExc
dmg
Exc
dmg
Bar
dmg
Max
Press
0 -10 -10 -14 0 -8 -8 -28 0
1 -5 -5 -13 5 -6 -4 -26 10
2 -4 -3 -12 10 -4 -2 -24 20
3 -3 -2 -11 15 -2 -1 -22 30
4 -2 -1 -10 20 -1 -1 -20 40
5 -1 -1 -9 25 -1 0 -18 50
6 -1 0 -8 30 0 0 -16 60
7 -1 0 -7 35 0 0 -14 70
8 0 0 -6 40 0 0 -12 80
9 0 0 -5 45 0 0 -10 90
10 0 0 -4 50 0 0 -8 100
11 0 0 -3 60 0 +1 -6 120
12 0 +1 -2 70 0 +1 -4 140
13 0 +1 -1 80 0 +2 -2 160
14 0 +1 0 90 +1 +3 0 180
15 +1 +2 +1 100 +1 +3 +2 200
16 +1 +2 +2 120 +2 +4 +4 240
17 +1 +2 +3 140 +3 +5 +6 280
18 +2 +3 +4 160 +4 +6 +8 320
19 +2 +3 +5 180 +5 +7 +10 360
20 +2 +3 +6 200 +6 +8 +12 400
21 +3 +4 +7 250 +7 +9 +14 500
22 +3 +4 +8 375 +8 +10 +16 750
23 +4 +5 +9 500 +9 +11 +18 1K
24 +5 +6 +10 750 +10 +12 +20 1.5K
25 +6 +7 +11 1K +12 +14 +22 2K
26 +7 +8 +12 1.5K +14 +16 +24 3K
27 +8 +9 +13 2K +16 +18 +26 4K
28 +9 +10 +14 2.5K +18 +20 +28 5K
29 +10 +11 +15 3K +20 +22 +30 6K
30 +11 +12 +16 3.5K +22 +24 +32 7K
31 +12 +13 +17 4K +24 +26 +34 8K
32 +13 +14 +18 4.5K +26 +28 +36 9K
33 +14 +15 +19 5K +28 +30 +38 10K
34 +15 +16 +20 5.5K +30 +32 +40 20K
35 +16 +17 +21 6K +32 +34 +42 30K
36 +17 +18 +22 6.5K +34 +36 +44 40K
37 +18 +19 +23 7K +36 +38 +46 50K
38 +19 +20 +24 7.5K +38 +40 +48 60K
39 +20 +21 +25 8K +40 +42 +50 70K
40 +21 +22 +26 8.5K +42 +44 +52 80K
41 +22 +23 +27 9K +43 +45 +54 90K
42 +23 +24 +28 9.5K +44 +46 +56 100K
43 +24 +25 +29 10K +45 +47 +58 200K
44 +25 +26 +30 15K +46 +48 +60 300K
45 +26 +27 +31 20K +47 +49 +62 400K
46 +27 +28 +32 25K +48 +50 +64 500K
47 +28 +29 +33 30K +49 +51 +66 600K
48 +29 +30 +34 35K +50 +52 +68 700K
49 +30 +31 +35 40K +51 +53 +70 800K
50 +31 +32 +36 45K +52 +54 +72 900K
DEXTERITY
COORDINATION
DEXTERITY
BALANCE
nExc
TH
Exc
TH
P/V
Act
nExc
AC
Exc
AC
Bar
AC
Area
Save
-10 -10 0/0 +10 +10 +28 -5
-7 -7 0/1 +8 +8 +26 -4
-5 -5 1/0 +6 +6 +24 -4
-3 -3 1/1 +4 +4 +22 -3
-2 -2 1/1 +3 +3 +20 -2
-1 -1 1/1 +2 +2 +18 -2
0 0 1/1 +1 +1 +16 -1
0 0 1/1 0 0 +14 -1
0 0 1/1 0 0 +12 -1
0 0 1/1 0 0 +10 0
0 0 1/1 0 0 +8 0
0 +1 1/1 0 0 +6 0
0 +1 1/1 0 0 +4 0
0 +2 1/1 0 -1 +2 +1
0 +2 1/1 0 -2 0 +1
+1 +2 1/1 -1 -3 -2 +1
+1 +3 1/1 -2 -4 -4 +2
+2 +3 1/1 -3 -5 -6 +2
+2 +4 1/1 -4 -6 -8 +3
+3 +5 1/1 -4 -7 -10 +4
+3 +6 1/2 -5 -8 -12 +4
+4 +7 1/2 -5 -8 -14 +5
+4 +8 2/1 -6 -9 -16 +6
+4 +9 2/1 -6 -9 -18 +6
+5 +10 2/1 -6 -10 -20 +7
+5 +11 2/2 -7 -11 -22 +8
+6 +12 2/2 -8 -12 -24 +9
+7 +13 2/2 -9 -13 -26 +10
+8 +14 2/2 -10 -14 -28 +10
+9 +15 2/3 -11 -15 -30 +11
+10 +16 2/3 -12 -16 -32 +12
+11 +17 3/2 -13 -17 -34 +12
+12 +18 3/2 -14 -18 -36 +13
+13 +19 3/2 -15 -19 -38 +14
+14 +20 3/3 -16 -20 -40 +14
+15 +21 3/3 -17 -21 -42 +15
+16 +22 3/3 -18 -22 -44 +16
+17 +23 3/3 -19 -23 -46 +16
+18 +24 3/4 -20 -24 -48 +17
+19 +25 3/4 -21 -25 -50 +18
+20 +26 4/3 -22 -26 -52 +18
+21 +27 4/3 -23 -27 -54 +19
+22 +28 4/3 -24 -28 -56 +20
+23 +29 4/4 -25 -29 -58 +20
+24 +30 4/4 -26 -30 -60 +21
+25 +31 4/4 -27 -31 -62 +22
+26 +32 4/4 -28 -32 -64 +22
+27 +33 4/5 -29 -33 -66 +23
+28 +34 4/5 -30 -34 -68 +24
+29 +35 5/4 -31 -35 -70 +24
+30 +36 5/4 -32 -36 -72 +25
CONSTITUTION
FITNESS
CONSTITUTION
HEALTH
nExc
hpD
Exc
hpD
Bar
hpD
PPD
Save
Regen
Rate
SS
RS
-4 -4 -28 -10 -1/t 0%
-3 -3 -26 -6 -1/h 10%
-2 -2 -24 -3 -1/d 20%
-2 -1 -22 -2 -1/2d 30%
-1 -1 -20 -1 -1/3d 40%
-1 0 -18 0 -2/w 45%
-1 0 -16 0 -1/w 50%
0 0 -14 0 Nil 55%
0 0 -12 0 Nil 60%
0 0 -10 0 Nil 65%
0 0 -8 0 Nil 70%
0 0 -6 0 Nil 75%
0 0 -4 0 Nil 80%
0 +1 -2 0 +1/w 85%
0 +1 0 0 +2/w 86%
+1 +1 +2 0 +1/3d 87%
+2 +2 +4 0 +1/2d 88%
+2 +3 +6 0 +1/d 89%
+2 +4 +8 0 +2/d 90%
+2 +5 +10 +1 +3/d 91%
+2 +5 +12 +1 +1/h 92%
+2 +6 +14 +2 +1/t 93%
+2 +6 +16 +2 +1/m 94%
+2 +6 +18 +3 +1/3r 95%
+2 +7 +20 +3 +1/2r 96%
+2 +7 +22 +4 +1/r 97%
+3 +8 +24 +5 +2/r 98%
+4 +9 +26 +6 +3/r 99%
+5 +10 +28 +7 +4/r 99%
+6 +11 +30 +8 +5/r 99%
+7 +12 +32 +9 +6/r 100%
+8 +13 +34 +10 +7/r 101%
+9 +14 +36 +11 +8/r 102%
+10 +15 +38 +12 +9/r 103%
+11 +16 +40 +13 +1/s 104%
+12 +17 +42 +14 +2/s 105%
+13 +18 +44 +15 +3/s 106%
+14 +19 +46 +16 +4/s 107%
+15 +20 +48 +17 +5/s 108%
+16 +21 +50 +18 +6/s 109%
+17 +22 +52 +19 +7/s 110%
+18 +23 +54 +20 +8/s 111%
+19 +24 +56 +21 +9/s 112%
+20 +25 +58 +22 +10/s 113%
+21 +26 +60 +23 +11/s 114%
+22 +27 +62 +24 +12/s 115%
+23 +28 +64 +25 +13/s 116%
+24 +29 +66 +26 +14/s 117%
+25 +30 +68 +27 +15/s 118%
+26 +31 +70 +28 +16/s 119%
+27 +32 +72 +29 +17/s 120%
STRENGTH: EFFICIENCY (Ef)
nEx TH = Non-Exceptional THAC0 adjustment
Exc TH = Exceptional THAC0 adjustment
Wt All. = Weight Allowance (lbs.)
STRENGTH: MUSCLE (Mu)
nEx dmg = Non-Exceptional Damage adjustment
Exc dmg = Exceptional Damage adjustment
Max Pr. = Maximum Press (lbs.)
DEXTERITY: COORDINATION (Co)
nEx TH = Non-Exceptional THAC0 adjustment (missile)
Exc TH = Exceptional THAC0 adjustment (missile)
P/V Act = Number of Physical/Movement Actions
offchart: 52=5/5, 56=5/6, 58=6/5, 61=6/6, 65=6/7, 67=7/6, 70=7/7, 74=7/8,
  76=8/7, 79=8/8, 83=8/9, 85=9/8, 88=9/9, 92=9/10, 94=10/9, 97=10/10 (max)
DEXTERITY: BALANCE (Ba)
nEx AC = Non-Exceptional AC adjustment
Exc AC = Exceptional AC adjustment
Area Save = Saving Throw bonus vs. Area Effects
CONSTITUTION: FITNESS (Fi)
nEx hpD = Non-Exceptional Hit Point adjustment (per Hit Die)
Exc hpD = Exceptional Hit Point adjustment (per Hit Die)
CONSTITUTION: HEALTH (He)
PPD Sav = Saving bonus vs. Paralyzation, Poison, Death Magic
Regen Rate = (w=week,d=day,h=hour,t=turn,m=minute,r=round)

[P2] Ability Scores


[P2.9] Ability Scores [Collective 0.x] (optional rule) (continued)

(Old System: This table is no longer used.)
 
  INTELLIGENCE
KNOWLEDGE
INTELLIGENCE
REASON

Score
NW
Prof
Sp
Lvl
Ill
Imm
Lrn
Sp
Cha
Imm
0 0 Nil 12 0 18
1 1 0th 4 5 1
2 2 1st 0 10 Nil
3 3 1st Nil 15 Nil
4 4 2nd Nil 20 Nil
5 5 2nd Nil 25 Nil
6 6 3rd Nil 30 Nil
7 7 3rd Nil 35 Nil
8 8 4th Nil 40 Nil
9 9 4th Nil 45 Nil
10 10 5th Nil 50 Nil
11 11 5th Nil 55 Nil
12 12 6th Nil 60 Nil
13 13 6th Nil 65 Nil
14 14 7th Nil 70 Nil
15 15 7th Nil 75 Nil
16 16 8th Nil 80 Nil
17 17 8th Nil 85 Nil
18 18 9th 0 90 0
19 19 9th 1 92 1
20 20 9th 2 94 2
21 21 9th 3 96 3
22 22 9th 4 97 4
23 23 9th 5 98 5
24 24 9th 6 99 6
25 25 10th 7 100 7
26 26 10th 7 101 8
27 27 10th 7 102 9
28 28 10th 7 103 9
29 29 10th 7 104 9
30 30 10th 7 105 9
31 31 10th 7 106 9
32 32 10th 8 107 9
33 33 10th 8 108 9
34 34 10th 8 109 9
35 35 10th 8 110 9
36 36 11th 8 111 10
37 37 11th 8 112 10
38 38 11th 8 113 10
39 39 11th 8 114 10
40 40 11th 9 115 10
41 41 11th 9 116 10
42 42 11th 9 117 10
43 43 11th 9 118 10
44 44 11th 9 119 10
45 45 11th 9 120 10
46 46 11th 9 121 11
47 47 11th 9 122 11
48 48 11th 9 123 11
49 49 12th 10 124 11
50 50 12th 10 125 11
WISDOM
INTUITION
WISDOM
WILLPOWER
Bonus
1234
Bonus
5678
M
Sav
Nec
Adj
95%F ---- -10 18
80%F ---- -6 Nil
65%F ---- -4 Nil
50%F ---- -3 Nil
40%F ---- -2 Nil
30%F ---- -1 Nil
20%F ---- -1 Nil
10%F ---- -1 Nil
5%F ---- 0 Nil
---- ---- 0 Nil
---- ---- 0 Nil
---- ---- 0 Nil
---- ---- 0 Nil
1--- ---- 0 Nil
2--- ---- 0 Nil
21-- ---- +1 Nil
22-- ---- +2 Nil
221- ---- +3 Nil
2211 ---- +4 Nil
3221 ---- +4 0
3322 ---- +4 1
3332 1--- +4 1
3333 2--- +4 2
3333 31-- +4 3
3333 33-- +4 4
3333 332- +4 5
3333 333- +5 6
4433 333- +6 7
4444 333- +7 8
4444 443- +8 9
4444 444- +9 9
5544 444- +10 9
5555 444- +11 9
5555 554- +12 9
5555 555- +13 9
6655 555- +14 9
6666 555- +15 9
6666 665- +16 9
6666 666- +17 10
7766 666- +18 10
7777 6661 +19 10
7777 7761 +20 10
7777 7771 +21 10
8877 7772 +22 10
8888 7772 +23 10
8888 8872 +24 10
8888 8883 +25 10
9988 8883 +26 10
9999 8883 +27 11
9999 9984 +28 11
9999 9994 +29 11
CHARISMA
PRESENCE
CHARISMA
LEADERSHIP
Cml
Adj
Rct
Adj
Max
Hen
Loy
Adj
Luck
pts/d
Destiny
XP Adj.
-6 -10 0 -10 -10 -10%
-5 -8 0 -8 -5 -8%
-4 -6 1 -7 -4 -7%
-3 -5 1 -6 -3 -6%
-2 -4 1 -5 -2 -5%
-2 -3 2 -4 -2 -4%
-1 -2 2 -3 -1 -3%
-1 -1 3 -2 -1 -2%
-1 0 3 -1 -1 -1%
0 0 4 0 0 0%
0 0 4 0 0 0%
0 0 4 0 0 0%
0 0 5 0 0 0%
+1 1 5 0 1 +1%
+1 2 6 +1 1 +2%
+1 3 7 +3 1 +3%
+2 5 8 +4 2 +4%
+2 6 10 +6 2 +5%
+3 8 15 +8 3 +6%
+4 9 20 +10 4 +7%
+5 10 25 +12 5 +8%
+6 11 30 +14 6 +9%
+7 12 35 +16 7 +10%
+8 13 40 +18 8 +11%
+9 14 45 +20 9 +12%
+10 15 50 +20 10 +13%
+11 16 60 +21 11 +14%
+12 17 70 +22 12 +15%
+13 18 80 +23 13 +16%
+14 19 90 +24 14 +17%
+15 20 100 +25 15 +18%
+16 21 110 +26 16 +19%
+17 22 120 +27 17 +20%
+18 23 130 +28 18 +21%
+19 24 140 +29 19 +22%
+20 25 150 +30 20 +23%
+21 26 160 +31 21 +24%
+22 27 170 +32 22 +25%
+23 28 180 +33 23 +26%
+24 29 190 +34 24 +27%
+25 30 200 +35 25 +28%
+26 31 210 +36 26 +29%
+27 32 220 +37 27 +30%
+28 33 230 +38 28 +31%
+29 34 240 +39 29 +32%
+30 35 250 +40 30 +33%
+31 36 260 +41 31 +34%
+32 37 270 +42 32 +35%
+33 38 280 +43 33 +36%
+34 39 290 +44 34 +37%
+35 40 300 +45 35 +38%
COMELINESS
APPEARANCE
COMELINESS
STREETWISE
Awe/Horror
SL

Sav

HD
 
6 -3 4 E
3 0 2 E
1 +3 1 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
0 +8 1 E
1 +6 2 E
1 +4 3 E
2 +2 4 E
2 +1 5 E
3 0 6 E
3 -1 7  
4 -2 8  
4 -3 9  
5 -4 10  
5 -5 11  
6 -6 12  
6 -7 13  
7 -8 14  
7 -9 15  
8 -10 16  
8 -11 17  
9 -12 18  
9 -13 19  
9 -14 20  
9 -15 21  
10 -16 22  
10 -17 23  
10 -18 24  
10 -19 25  
10 -20 26  
10 -21 27  
10 -22 28  
10 -23 29  
11 -24 30  
11 -25 31  
11 -26 32  
11 -27 33  
11 -28 34  
INTELLIGENCE: KNOWLEDGE (Kn)
Base NWP = Base # of Non-Weapon Proficiencies
Sp Lvl = Maximum Spell Level that can be cast
INTELLIGENCE: REASON (Re)
Ill Imm = Immune to this level Illusion spells
Lrn Sp = Chance to Learn a new spell
WISDOM: INTUITION (In)
Cha Imm = Immune to this level Charm spells
Bonus 1234 = (Priest) Bonus level 1/2/3/4 spells
WISDOM: WILLPOWER (Wi)
Bonus 5678 = (Priest) Bonus level 5/6/7/8 spells
Ment Save = Saving Throw bonus vs. Mental spells
Nec Imm = Immune to this level Necromancy spells
CHARISMA: PRESENCE (Pr)
Cml Adj = Adjustment to Comeliness score
Rct Adj = Modifier to NPC Reaction Roll
CHARISMA: LEADERSHIP (Le)
Max Hen = Maximum number of Henchmen
Loy Adj = Modifier to NPC Loyalty Roll
Awe/Horror SL = Spell Level of Awe/Horror Aura
Awe/Horror Save = Adjustment to save vs. spell
Awe/Horror HD = Above this HD are immune
The "Leadership Spell" nonsense of 0.4 is gone.

[P3] Races


[P3.1] How to Read the Race Table

Race: Name of each race. Sometimes I list the source in brackets afterward.
Str,Dex,Con,Int,Wis,Chr,Cml: Adjustments to each of the ability scores. The first 6 usually sum to 0, but there are exceptions. DM Note: A lot of the Cml entries are blank right now; check with the DM if you really need it.
AT: Base Armor Class Type. Take the better AT source with a +1 bonus if you are wearing armor.
hp: Bonus hit points. Divide this by 4 and add 1 to get the HD of the original race.
TH: Bonus to hit. Usually, this is approximately equal to the hp bonus divided by 4.
Div: XP Divisor. Divide your XP by this amount. When you reach level 9, your XP divisor goes down by 0.5 (to a minimum of 1, unless your race is already below 1) every level. This adjustment is retroactive (it applies to your previous XP as well), so it is possible to "cascade" and gain several levels at the same time. An Optional Rule would be to make it not retroactive (if you want to slow down the "big" races).
System: Which framework the race uses. "dual" means dual-classing. "multi" means multi-classing. "either" means either dual or multi. "single" means the class cannot use either framework. A race may split-class if it is able to multi-class. Any race (even "single") may mixed-class. You may change your System designation permanently with an Alter Reality spell.
Size: Size of the race. DM Note: A lot of these are blank; hopefully they're obvious until I get it fixed.
Move: Movement rate of the race (not listed yet).
Ref: The source of the race (see [Z])

[P3] Races


[P3.2] Race Table (Stats)

Race Str Dex Con Int Wis Chr Cml AT hp TH Div. System Size Move Ref New?
Aarakocra -1 1 -1 0 0 0 3 0 0 ÷1 multi
Aasimon, Agathinon [MC8] -2 0 0 1 4 2 10 28 7 ÷3.5 single M
Alaghi 2 0 0 -2 0 0 6 9 1 ÷1 multi L
Amberite [RKR] 1 1 3 1 1 1 0 0 0 ÷5.5 either
Amberite [ZAngband] 1 2 3 2 2 2 4 0 0 0 ÷3 dual M
Android [Hengband] 4 0 4 -1 -5 -2 0 0 3 4 ÷2 single M Hengband
Angel, Fallen -1 -1 0 0 +2 +3 0 +2 +2 +2 ÷1 single M 15" MTG 4.2
Angel, Serra -2 -2 0 0 +3 +4 +3 +3 +3 ÷1 M 3.3
Arcane 1 -1 0 4 0 0 1 5 36 5 ÷2.4 dual M/L MM2-8
Archon, Hound [MC8] 1 1 1 -1 0 -1 9 20 4 ÷2 single
Archon, Sword [MC8] 5 5 3 1 2 1 15 36 9 ÷5.5 single
Archon, Warden [MC8] 3 0 2 0 1 0 11 28 7 ÷3.5 single
Atog 2 1 2 -2 -1 -2 -2 5 10 0 ÷1.5 multi M MTG-AQ
Atog [2] +2 0 +4 -2 -2 -2 3 +6 +3 ÷1 ? S MTG 3.2
Atog, Psychatog -1 0 -2 +2 +2 -1 +1 0 0 ÷1 M/S 3.3
Avatar of Hope +1 -2 +2 0 +1 +4 +8 +6 +3 ÷1 L 3.3
Avatar of Woe +1 -2 +2 0 +4 +1 -2 +4 +6 +6 ÷1 single L 12" MTG 4.2
Avian [Phoenix] -1 -1 -1 1 1 1 1 0 0 0 ÷1.3 dual M/L
Balrog [Hengband] 4 2 3 2 -6 -5 -6 0 2 4 ÷2.5 multi L Hengband
Barbarian [ZAngband] 3 1 2 -2 -1 -2 0 0 5 1 ÷1.5 dual M
Bariaur 1 -1 1 0 -1 0 -1 4 36 6 ÷2.5 dual
Bear, Grizzly 3 0 1 -3 1 0 -2 3 11 2 ÷2 dual L 12 MonM2
Bear, Pale +2 0 +2 -1 -1 0 +1 0 +1 ÷1 L 3.3
Bear, Polar 4 0 2 -3 2 0 -1 4 36 7 ÷3 dual H 12 MonM2
Beastman 0 2 0 0 0 -2 2 0 0 ÷1 multi
Beastman [ZAngband] 2 -1 2 -2 -1 -4 -2 0 5 0 ÷2 either M
Beeble, Bubbling -1 +4 -1 +2 0 0 +2 +3 +2 ÷1 T 3.3
Beholder -3 -1 0 3 1 0 -3 10 60 9 ÷3 dual
Beholder -4 -3 1 6 3 -3 10 64 12 ÷6 dual
Beholder [Angband] -3 -2 2 7 4 -2 12 60 12 ÷14 dual
Beholder [Phoenix] 2 4 3 6 3 -6 31 206 11 ÷6 dual
Beholder Mage -8 -3 0 9 6 -4 9 40 8 ÷5 dual
Beholder, Amphisbaena [DM] -4 -6 0 8 6 -4 9 80 15 ÷9.5 dual
Beholder, Aquatic [0D&D] -3 -2 2 3 3 -3 5 60 12 ÷5 dual
Beholder, Argos 5 3 1 -2 -2 -5 10 32 10 ÷6.5 dual
Beholder, Baby [Phoenix] -2 3 2 4 -1 -3 -6 -4 -1 ÷1 dual
Beholder, Channeling [DM] -5 -3 0 8 5 -5 10 70 13 ÷7 dual
Beholder, Chaos Spawn 4 3 4 -3 -2 -3 10 50 10 ÷6 dual Angband
Beholder, Death Kiss 6 6 3 -6 -2 -7 6 76 19 ÷6 dual
Beholder, Director 8 4 6 -3 -10 -5 8 90 11 ÷6 dual
Beholder, Doomsphere/Ghost -10 -5 -5 7 7 6 21 66 11 ÷6.5 dual
Beholder, Elder Orb -5 -5 2 5 7 -4 11 75 13 ÷6.5 dual
Beholder, Evil Eye Orms-by-Gore [MtG] 2 2 5 0 3 -10 22 50 20 ÷3.5 dual
Beholder, Examiner -6 -5 0 8 2 1 5 35 7 ÷4.5 dual
Beholder, Eye of the Deep -2 -1 2 2 2 -3 5 55 10 ÷4.5 dual
Beholder, Gauth 0 -4 0 4 5 -5 10 34 9 ÷5 dual
Beholder, Gazer [Angband] -4 0 -1 5 1 0 8 30 6 ÷5 dual
Beholder, Gibbering Mouther 2 3 1 -2 -2 -2 9 18 3 ÷4 dual
Beholder, Gorbel 1 6 1 -4 -4 0 7 5 1 ÷2.5 dual
Beholder, Hive Mother -1 -10 4 7 7 -7 8 160 20 ÷10.5 dual
Beholder, Lensman 3 3 2 -4 -2 -2 7 40 8 ÷4.5 dual
Beholder, Lernaean [DM] -4 -2 5 3 1 -3 4 50 10 ÷8 dual
Beholder, Mutant [Synnibarr] 3 3 3 -1 -6 -5 10 90 18 ÷9.5 dual
Beholder, Observer -5 -4 0 7 5 -3 12 43 7 ÷4.5 dual
Beholder, Oldstyle [Phoenix] 6 5 6 7 6 -8 16 20 1 ÷5.5 dual
Beholder, Orbus -3 -4 6 0 -2 3 0 32 6 ÷3 dual
Beholder, Overseer 2 0 -6 5 4 -5 8 65 13 ÷7.5 dual
Beholder, Spectator -5 -4 1 6 5 -3 6 19 3 ÷3 dual
Beholder, Sporacle [0D&D] 2 4 3 -5 0 -4 10 24 6 ÷5 dual
Beholder, Stalking Horror [DarkSun] 3 1 3 -1 -3 -3 13 85 17 ÷9 dual
Beholder, Tinkerer (Giant Bubble) 1 5 1 3 -8 -2 4 19 3 ÷3.5 dual
Beholder, Ultimate [Angband] -1 0 4 9 6 0 20 120 24 ÷20 dual
Beholder, Undead -4 -4 7 3 3 -5 11 70 15 ÷7 dual
Beholder, Undead [0D&D] 0 0 2 4 -3 -3 14 95 19 ÷8.5 dual
Beholder, Undead [Angband] -2 -2 3 8 5 -2 16 90 18 ÷15 dual
Beholder, Watcher -4 -4 -3 7 3 1 3 13 2 ÷6 dual
Beholder, Were-Gelatinous Cube [DM] -1 -2 2 -1 6 -4 11 70 13 ÷6.5 dual
Beholderganger [DM] 0 0 0 2 1 -3 0 60 12 ÷10.5 dual
Beholder-MindFlayer [DSnow] -6 -5 0 10 7 -6 13 70 13 ÷6.5 dual
Bird Maiden -2 +1 +2 -2 0 +1   +5 +5 0 ÷1 ? M MTG 3.2
Bloodwave -2 -1 2 2 2 -3 -3 0 0 1 ÷1 multi M/S 6 DM
Borg x0 2 -1 3 1 0 -2 2 0 0 ÷1 M StarTrek
Borg x1 2 -1 3 1 0 -2 2 0 0 ÷1.5 M StarTrek
Brass Gnat 0 0 +1 0 0 0 0 -1 0 ÷1 T 3.3
Bringer of the White Dawn +2 -4 +1 +1 +1 +4 +4 +7 +4 ÷1 L 3.3
Broken One, Common 2 -3 6 -2 0 -3 -5 3 8 1 ÷1.5 dual M MM2-30
Broo [Runequest] 1 0 2 0 0 -2 -4 1 0 0 ÷1 M/L
Brownie -2 3 -2 2 0 0 1 7 -2 -1 ÷1.5 multi T MM2-31
Brownie, Fyndhorn 0 +2 +2 -1 -1 0 0 +1 0 ÷1 M 3.3
Brownie, Shelkin -2 0 +1 0 +1 0   0 0 0 ÷1 ? M/S MTG 3.2
Bugbear 1 0 0 -1 0 -1 0 3 0 ÷1 multi L
Bulette 4 0 4 -5 -2 -1 -3 12 32 4 ÷2.6 single L/H MM2-33
Bullywug, Advanced 0 1 0 -1 0 -1 4 0 0 ÷1 multi
Cat Warrior +1 +2 +1 -2 0 0   +4 +4 +4 ÷1 ? M MTG 3.2
Celestial Lammasu [MC8] 3 1 3 2 2 2 3 137 19 ÷10.5 single
Centaur 0 -2 0 0 1 1 -1 5 18 3 ÷1.5 dual L
Centaur 0 -2 1 0 1 0 5 4 0 ÷1 dual
Centaur [Phoenix] 1 1 1 -1 -2 0 -1 0 0 0 ÷1.2 dual L
Centaur, Citanul +1 0 +2 -1 +1 0 +2 +2 +5 ÷1 M/L 3.3
Centaur, Gara-Khai [Arduin] +2 -1 +4 -2 +3 +2 ? ? ? ? ÷1 ? ? ? Arduin
Centaur, Shinda-Khai [Arduin] +2 -1 +4 -2 +3 +2 ? ? ? ? ÷1 ? ? ? Arduin
Centaur, Tar-Khai [Arduin] +2 -1 +4 -2 +3 +2 ? ? ? ? ÷1 ? ? ? Arduin
Changeling [Phoenix] -1 2 -1 1 1 -1 0 0 0 0 ÷1.2 either M
Couatl [MM1] 1 3 1 2 2 0 5 32 8 ÷5 single
Crystal Dragon [Phoenix] 3 1 2 1 1 0 2 9 20 4 ÷1.8 multi G
Cyclops [Phoenix] 3 0 2 -1 -1 -2 -2 0 0 0 ÷1.3 dual L
Cyclops [ZAngband] 4 -3 4 -3 -3 -6 -3 0 15 1 ÷1 dual L
Dark Elf [ZAngband] -1 2 -2 3 2 1 -1 0 -1 0 ÷2 multi L
Demon [Phoenix] 1 0 3 1 1 -3 -3 4 15 3 ÷1.5 multi M/S
Demon, Mold +4 0 -2 0 +4 -2 +5 +6 +5 ÷1 M/L 3.3
Deodanth (Elf-Feline) [Arduin] +7 +6 +2 +2 -1 +3 ? ? ? ? ÷1 ? ? ? Arduin
Deva, Astral +3 +3 +4 +3 +5 +3 ? 16 +68 +8 ÷7 ? ? ? MM2
Deva, Monadic +2 +1 +4 +2 +4 +2 14 +60 +7 ÷6.5 ? ? ? MM2
Deva, Movanic +1 +2 +4 +1 +3 +1 15 +52 +6 ÷6 ? ? ? MM2
Devil, Stone Throwing +1 +4 +1 -1 -2 -3   0 0 +3 ÷1 ? M MTG 3.2
Doppleganger ? ? ? ? ? ? ? ? ? ? ? ?
Dracon 2 -3 1 0 0 0 0 5 30 5 ÷2.5 multi
Dracon 1 -2 1 1 0 -1 -2 0 0 0 ÷1 L
Draconian [Phoenix] 2 -2 2 0 -1 0 0 1 5 1 ÷1.5 multi L
Draconian [ZAngband] 2 1 2 1 1 -3 0 2 5 2 ÷2.5 multi L
Dragon [Arduin] +2 +1 +7 +2 +4 +2 ? ? ? ? ? ? ? ? Arduin
Dragon, Amethyst [Council] 5 -3 0 3 1 2 4 16 52 13 ÷7.5 multi G
Dragon, Brass [Council] 3 -1 0 1 0 0 1 13 44 11 ÷6.5 multi G
Dragon, Bronze [Council] 5 -2 0 2 0 1 3 15 52 13 ÷7.5 multi G
Dragon, Copper [Council] 4 -1 0 1 0 0 2 14 48 12 ÷7 multi G
Dragon, Crystal [Council] 1 0 0 2 1 1 0 12 36 9 ÷5.5 multi G
Dragon, Electrum [Ann1] 5 -2 2 2 1 2 16 58 15 ÷8 single
Dragon, Electrum [DM] 5 -2 2 2 1 2 4 16 58 14 ÷8 multi G
Dragon, Emerald [Council] 3 -2 0 2 1 -1 2 14 44 11 ÷6.5 multi G
Dragon, Faerie 3 1 2 4 2 3 2 5 0 3 ÷2.4 multi T MM2-89
Dragon, Gold [Council] 7 -3 2 3 0 3 5 17 60 15 ÷8.5 multi G
Dragon, Gold [MM1] 7 -3 2 3 0 3 17 60 16 ÷8.5 single
Dragon, Pseudodragon 0 5 1 0 0 -1 -1 8 4 5 ÷1.7 multi T MM2-91
Dragon, Sapphire [Council] 4 -3 0 3 1 1 3 15 48 12 ÷7 multi G
Dragon, Silver [Council] 6 -3 1 2 0 2 4 16 56 14 ÷8 multi G
Dragon, Silver [MM1] 6 -3 1 2 0 2 16 56 15 ÷8 single
Dragon, Topaz [Council] 2 -1 0 2 1 0 1 13 40 10 ÷6 multi G
Drake Familiar -1 +1 -1 +2 0 0 0 0 +1 ÷1 M 3.3
Drake, Azure ? ? ? ? ? ? ? ? ? ? ? ?
Drake, Fire ? ? ? ? ? ? ? ? ? ? ? ?
Drake, Shadow 3 1 2 2 3 -6 10 39 6 ÷1.5 multi
Drider [Phoenix] 1 0 2 -1 -1 -1 -2 0 0 0 ÷1.2 multi L
Drow [Phoenix] -1 2 -2 1 0 0 -1 0 0 0 ÷1.5 multi M/S
Dryad -2 1 -1 2 3 3 4 1 4 1 ÷1.9 multi M MM2-93
Dryad, Quirion 0 0 +2 -1 -1 +1 0 0 0 ÷1 M 3.3
Dryad, Shanodin -3 0 -2 +1 +2 +2   0 0 0 ÷1 ? M MTG 3.2
Dwarf 0 0 1 0 0 -1 0 0 0 ÷1 multi
Dwarf [Arduin] 0 -1 +1 -1 2 -1 ? ? ? ? ÷1 ? ? ? Arduin
Dwarf [Phoenix] 1 -2 2 -1 1 -1 0 0 0 0 ÷1.2 multi M/S
Dwarf [ZAngband] 2 -2 2 -2 2 -3 -1 0 5 0 ÷1 multi M/S
Dwarf, Athasian 1 -1 2 0 0 -2 -1 0 0 0 ÷1 multi
Dwarf, Black Sapphire 1 1 0 0 -1 -1 -1 5 6 0 ÷1.2 multi
Dwarf, Dark 1 0 1 0 0 -2 -3 0 0 1 ÷1.1 multi
Dwarf, Derro 0 3 1 1 -2 -3 -4 2 12 2 ÷1.5 multi
Dwarf, Dwarven Warrior 1 -1 3 -1 -1 -1 -1 0 0 0 ÷2 multi M MTG-A
Dwarf, Gray 0 1 1 1 -1 -2 0 2 1 ÷1.1 multi
Dwarf, Gray 0 1 1 1 -1 -2 -2 0 2 1 ÷1.2 multi
Dwarf, Gray1 0 0 +1 0 0 -1 ÷1
Dwarf, Gully 3 3 0 -3 -2 -1 -4 0 0 0 ÷1 multi
Dwarf, Hill 0 0 1 0 0 -1 -1 0 0 0 ÷1 multi
Dwarf, Maldev 1 -1 1 -1 1 -1 0 0 8 1 ÷1.2 multi
Dwarf, Mountain 1 0 1 -1 0 -1 -2 0 1 0 ÷1 multi
Dwarf, PH3 0 0 2 0 0 -2 -2 0 0 0 ÷1 multi M 9 PH3
Dwarf, Phaeree (Dangerous J.) 3 -2 3 2 -2 -4 -1 1 1 0 ÷1 multi
Dwarf, Pitfall 3 -3 3 -1 0 -2 -2 8 20 3 ÷2 multi
Dwarf, Stone 2 -2 3 -2 0 0 -1 3 3 0 ÷1 M/S
Dwarf, Synnibarr 1 2 1 -2 0 -2 -1 0 0 0 ÷1.5 multi
Dwarf, Zakhar -1 1 0 0 1 -1 -3 0 0 0 ÷1.1 multi
Dwarf1 0 0 1 0 0 -1 ÷1
Dwarf2 0 0 +1 0 0 -1 ÷1
Dwarf3 0 0 +2 0 0 -2 ÷1
Dwarf5 0 0 2 -1 0 0 0 0 0 ÷1 multi M/S
Dwarven Demolition Team +2 0 +2 -1 0 -1 0 +1 0 ÷1 M 3.3
Eel, Slipstream 0 0 +1 +4 0 0 +5 +5 +5 ÷1 H 3.3
Elder Druid +2 -1 0 -1 +2 +1 +1 +3 +1 ÷1.4 M 3.6
Elf 0 1 -1 0 0 0 0 0 0 ÷1 multi
Elf [Phoenix] -1 2 -2 1 0 0 1 0 0 0 ÷1.3 multi M/S
Elf [ZAngband] -1 1 -2 2 2 2 0 0 -2 0 ÷1.5 multi M/S
Elf, Alfar (Dangerous J.) -2 2 1 0 2 -1 -2 1 2 -1 ÷1 multi
Elf, Athasian 0 2 -2 1 -1 0 2 0 0 0 ÷1 multi
Elf, Celstar -1 2 -3 1 0 1 3 -1 -1 -1 ÷1.5 multi
Elf, City [Arduin] 0 +1 0 +2 -2 +2 ? ? ? ? ÷1 single ? ? Arduin
Elf, Cloud -3 1 -3 1 2 2 2 -1 0 0 ÷1 multi
Elf, Dark (Drow) 0 1 0 1 0 -2 -1 0 6 1 ÷2.5 multi
Elf, Dark1 0 1 -1 0 0 0 ÷1 multi
Elf, Deep Shadow -1 +1 -1 0 +1 0   0 -2*LVL 0 ÷1 ? M/S MTG 3.2
Elf, Drider 2 0 0 1 -1 -2 -6 7 36 7 ÷3.5 multi
Elf, Drow 0 1 0 1 0 -2 0 6 1 ÷1.5 multi
Elf, Elvish Archer 1 3 -1 0 0 0 1 0 0 0 ÷1.5 multi M MTG-A
Elf, Gray 0 1 0 0 0 0 0 0 0 ÷1 multi
Elf, Gray -1 1 -1 1 0 0 0 0 0 0 ÷1 multi
Elf, Gray1 0 1 -1 1 0 0 ÷1
Elf, Half-Aasimar -3 1 -2 0 3 2 5 -2 -4 0 ÷1 M/S
Elf, High 0 1 -1 0 0 0 2 0 0 0 ÷1 multi
Elf, High [Arduin] 0 +1 0 +2 -2 +2 ? ? ? ? ÷1 ? ? ? Arduin
Elf, Llanowar ? ? ? ? ? ? ? ? ? ? ? ?
Elf, Nobilis (Shadowrun) 0 1 -1 0 -1 1 1 0 0 0 ÷1 multi
Elf, PH3 0 2 -2 0 0 0 2 0 0 0 ÷1 multi M 12 PH3
Elf, Pharisee (Caer Sidi) 1 0 0 1 -1 -1 0 0 1 0 ÷1 multi
Elf, Psielf (Synnibarr) 1 1 -2 2 -2 0 0 0 0 0 ÷1.3 multi
Elf, Savaen -2 +1 -2 0 +3 0   0 0 0 ÷1 ? M/S MTG 3.2
Elf, Sea [Arduin] 0 +1 0 +2 -2 +2 ? ? ? ? ÷1 ? ? ? Arduin
Elf, Shadow -1 0 -1 2 1 -1 -1 0 0 0 ÷1 multi M/S 12 GAZ13
Elf, Spiritual (Dangerous J.) -5 0 -2 3 3 1 2 -1 0 0 ÷1 multi
Elf, Taunting 0 0 +2 -1 -1 0 0 -1 -1 ÷1 M/S 3.3
Elf, Valley 0 0 -1 1 0 0 0 2 0 ÷1 multi
Elf, Valley 0 0 -1 1 0 0 0 0 2 0 ÷1.1 multi
Elf, Valley1 0 1 -1 1 0 0 ÷1
Elf, Werewood 1 -1 1 0 1 -2 -1 4 4 0 ÷1.2 multi
Elf, Wild 2 0 0 0 0 0 0 1 0 ÷1 multi
Elf, Wild 2 1 0 -2 -1 0 1 0 1 0 ÷1 multi
Elf, Wild (Kagonesti) 1 2 0 -3 0 0 0 0 1 0 ÷1 multi
Elf, Wild1 2 1 -1 0 0 0 ÷1
Elf, Wood 1 0 0 -1 0 0 0 0 0 ÷1 multi
Elf, Wood 1 1 0 -1 -1 0 1 0 0 0 ÷1 multi
Elf, Wood [Arduin] 0 +1 0 +2 -2 +2 ? ? ? ? ÷1 ? ? ? Arduin
Elf, Wood1 1 1 -1 -1 0 0 ÷1
Elf1 0 +1 -1 0 0 0 ÷1
Elf2 0 +1 -1 0 0 0 ÷1
Elf3 0 +2 -2 0 0 0 ÷1
Elf5 -2 2 -1 0 4 0 0 0 0 ÷1 multi M/S
Elf-Halfling -2 3 -1 1 -1 0 1 0 0 0 ÷1 multi
Enchanted Being -2 0 0 0 +3 0   0 0 0 ÷1 ? M MTG 3.2
Ent [Hengband] 2 -3 2 0 2 0 -1 0 2 0 ÷1.4 multi H Hengband
Ettercap 2 3 2 -2 -3 -2 -3 4 16 2 ÷1.8 single M MM2-114
Faerie, Thornwind -2 0 -2 +4 0 +1 0 +1 0 ÷1 M/S 3.3
Feline [Phoenix] 0 4 4 2 3 -4 0 3 0 2 ÷1.5 multi M
Feline, Khai-Zirin [Arduin] +2 +6 +5 0 -2 +3 ? ? ? ? ÷1 ? ? ? Arduin
Floral Spuzzem 0 0 +2 +2 -1 0 +1 +2 +1 ÷1 M 3.3
Folk, Scavenger 0 +1 +2 -1 +1 -1   0 +2 0 ÷1 ? M MTG 3.2
Fremlin -3 2 0 1 0 0 4 0 0 ÷1 multi S
Gargoyle 5 2 5 -2 -3 -3 -3 5 16 2 ÷1.7 single M MM2-125
Gargoyle, Abbey -3 -3 +6 0 0 +2 +3 +3 +2 ÷1 L 3.3
Gargoyle, Granite +2 -2 +6 -3 0 -3   +6 +6 +2 ÷1 ? M/L MTG 3.2
Genie, Dao (Earth) 5 1 4 1 -1 0 -2 7 31 4 ÷2.8 single L MM2-126
Genie, Djinn (Air) 3 4 3 2 -1 0 0 6 27 3 ÷2.8 single L MM2-126
Genie, Efreet (Fire) 4 3 3 1 -1 0 -1 8 36 5 ÷3.5 single L MM2-126
Genie, Jann (Prime) 3 2 2 3 0 1 1 5 22 3 ÷2.4 single M/L MM2-126
Genie, Marid (Water) 6 0 5 4 -1 0 1 10 48 6 ÷6.5 single H MM2-126
Ghoul, Khabal 0 0 +1 0 0 -2   0 0 0 ÷1 ? M MTG 3.2
Ghoul, Scavenging +1 +1 -1 +1 +2 -1 +1 +2 +1 ÷1 M 3.3
Giant [Phoenix] 2 -2 0 -2 1 1 0 0 0 0 ÷1.2 either H
Giant, B'horog (4 armed) 2 1 2 -2 -2 -1 -2 1 30 5 ÷2 dual
Giant, Cloud 9 -1 5 1 -2 2 2 10 67 8 ÷4 dual H MM2-132
Giant, Ettin 6 -1 4 -2 -2 1 -2 7 36 5 ÷2.4 dual H MM2-135
Giant, Fire 8 -1 4 0 -2 1 0 5 61 7 ÷3.5 dual H MM2-137
Giant, Frost 7 -1 4 0 -2 1 0 5 56 7 ÷3.2 dual H MM2-140
Giant, Greater [Arduin] +7 -1 +5 -1 -1 0 ? ? ? ? ? ? ? ? Arduin
Giant, Hill 5 -1 3 -2 -3 0 -1 5 46 5 ÷2.4 dual H MM2-141
Giant, Lesser [Arduin] +4 -4 +4 0 -2 -2 ? ? ? ? ? ? ? ? Arduin
Giant, Stone 6 -2 6 0 -2 1 -1 10 55 7 ÷3.2 dual H MM2-145
Giant, Storm [MM1] 14 -1 7 1 0 3 9 63 14 ÷8 dual
Giant-kin, Firbolg 2 0 0 0 0 -2 7 13 2 ÷1.5 multi
Giant-kin, Voadkyn 1 2 -1 0 -2 0 2 7 1 ÷1 multi
Giff 5 -1 1 -2 -1 0 -2 4 12 2 ÷1.7 multi L MM2-150
Giff 2 0 0 -1 -1 0 -1 3 17 3 ÷1.5 dual
Githyanki -1 1 -1 2 1 -1 -2 1 2 -1 ÷1 M
Githzerai ? ? ? ? ? ? ? ? ? ? ? ?
Glasswave 1 -1 2 2 -2 -2 -1 2 1 0 ÷1 multi M/S 9 DM
Gnoll 1 0 0 -1 0 -1 0 2 0 ÷1 multi
Gnoll [Phoenix] 1 1 1 -1 -2 0 -1 0 0 0 ÷1.2 multi M/L
Gnoll, Flind 1 0 0 0 0 -1 0 0 0 ÷1 multi
Gnome 0 0 0 1 -1 0 0 0 0 ÷1 multi
Gnome [Arduin] -1 +1 +2 -2 +2 -2 ? ? ? ? ÷1 ? ? ? Arduin
Gnome [Phoenix] -1 -2 -2 1 1 3 0 0 0 0 ÷1 multi S
Gnome [ZAngband] -1 2 1 2 0 -2 0 0 -2 0 ÷1.5 multi S
Gnome, Deep 0 1 0 1 -1 -1 4 18 2 ÷1.5 multi
Gnome, Deep 0 1 0 1 -1 -1 -2 4 18 2 ÷2.5 multi
Gnome, Deep1 0 0 0 0 0 0 ÷1
Gnome, Fabricator 0 1 0 1 -2 0 0 0 0 0 ÷1.2 multi
Gnome, PH3 -2 0 2 0 0 0 0 0 0 0 ÷1 multi S 9 PH3
Gnome, Phaeree (Dangerous J.) -3 0 -2 3 1 1 1 0 0 -1 ÷1 multi
Gnome, Surface 0 0 0 1 -1 0 -1 0 0 0 ÷1 multi
Gnome, Tinker -1 2 0 1 -2 0 0 0 0 0 ÷1 multi
Gnome1 0 0 0 0 0 0 ÷1
Gnome2 0 0 0 +1 -1 0 ÷1
Gnome3 -2 0 +2 0 0 0 ÷1
Goblin -1 0 0 0 0 -1 0 0 0 ÷1 multi
Goblin [Arduin] -2 0 -1 -2 -2 -3 ? ? ? ? ÷1 ? ? ? Arduin
Goblin [Phoenix] -1 1 1 1 -1 -1 -1 0 0 0 ÷1.2 multi S
Goblin Goon +2 0 +3 -1 0 -1 +5 +2 +5 ÷1 M/L 3.3
Goblin of the Flarg +2 0 +1 -1 -1 -1   0 0 0 ÷1 ? M/S MTG 3.2
Goblin, Scarlet +1 +2 0 -2 -1 0 -1 0 0 0 ÷1 multi M/S 12" TSB2 4.2
Golem [ZAngband] 4 0 4 -5 -5 -4 -2 10 10 3 ÷2 dual H
Golem, Mycosynth +4 +3 +4 -2 -2 -4 +4 +9 +3 ÷1 L 3.3
Gorn 6 -4 4 -3 0 -3 -4 6 20 5 ÷2 dual L 9 StarTrek
Green Slime Wave 0 0 0 0 0 0 -4 0 0 0 ÷1 single M 9" DM 4.2
Grell, Patriarch -3 -4 -1 +6 +3 -2 0 0 0 ÷4 3.6
Gremlin 1 6 3 1 -1 -2 -2 6 12 2 ÷1.8 multi T MM2-174
Griffon 3 0 3 -3 0 -1 0 7 24 3 ÷1.8 multi L MM2-178
Grommam 2 2 0 -2 -1 -1 0 1 10 2 ÷1.3 dual
Gryfalcon [Phoenix] 3 -1 1 0 1 -1 0 2 5 1 ÷1.5 multi H
Gryphon [Phoenix] 1 1 2 1 -1 -2 0 3 10 1 ÷1.5 multi H
Hadozee, Displacer -1 3 0 1 -1 -2 0 0 0 0 ÷1 multi
Hag, Annis 4 -2 2 1 3 -3 -5 10 31 3 ÷2.6 multi M/L MM2-181
Hag, Green 4 -1 2 1 4 -2 -4 12 32 4 ÷2.6 multi M MM2-181
Half Elf [Phoenix] -1 0 0 0 1 0 0 0 0 0 ÷1 either M
Half Orc [Phoenix] 1 1 2 -2 -2 0 -2 0 0 0 ÷1.2 either M
Half-Ape (Scarlet Thrall) +2 +1 +1 -2 -2 0 -1 +1 +3 +1 ÷1 dual M/L 12" TSB2 4.2
Half-Baboon (Scarlet Thrall) +1 +2 +1 -2 -1 -1 -1 0 +3 +2 ÷1 dual M 15" TSB2 4.2
Half-Demon5 2 0 0 0 0 -1 0 0 0 ÷1 dual M/L
Half-Dragon, Bronze 3 -2 1 2 0 1 3 11 68 11 ÷4 multi
Half-Dragon, Gold 4 -4 1 2 2 1 4 13 80 13 ÷5 multi
Half-Dragon, Silver 3 -3 2 1 2 0 4 12 74 12 ÷4.5 multi
Half-Dwarf (Mul), Athasian 2 0 1 -1 0 -2 -2 0 0 1 ÷1 either
Half-Elf 0 0 0 0 0 0 0 0 0 ÷1 either
Half-Elf [Arduin] -1 +1 -2 +2 +1 +2 ? ? ? ? ÷1 ? ? ? Arduin
Half-Elf [ZAngband] -1 1 -1 1 1 1 0 0 -1 0 ÷1.5 either M
Half-Elf, Athasian 0 1 -1 0 0 0 1 0 0 0 ÷1 multi
Half-Elf, Cloud -2 0 -1 +1 +1 +1 0 0 0 ÷1 multi M 3.2
Half-Elf, Dark 0 1 0 0 0 -1 -2 0 4 0 ÷1.2 multi
Half-Elf, Gray -1 0 0 1 0 0 0 0 0 0 ÷1 multi
Half-Elf, High 0 0 0 0 0 0 1 0 0 0 ÷1 multi
Half-Elf, PH3 0 0 0 0 0 0 1 0 0 0 ÷1 multi M 12 PH3
Half-Elf, Valley 0 0 -1 1 0 0 1 0 1 0 ÷1 multi
Half-Elf, Wood 0 0 0 0 0 0 0 0 0 0 ÷1 multi
Half-Elf1 0 0 0 0 0 0 ÷1
Half-Elf2 0 0 0 0 0 0 ÷1
Half-Elf3 0 0 0 0 0 0 ÷1
Half-Elf5 -1 0 0 0 2 0 0 0 0 ÷1 either M
Half-Giant [ZAngband] 4 -2 3 -2 -2 -3 0 3 15 3 ÷1.5 dual L
Half-Giant, Athasian 4 0 2 -2 -2 -2 -3 3 42 7 ÷2.5 dual
Halfling [Phoenix] -2 2 0 1 -1 0 0 0 0 0 ÷1.2 multi S
Halfling, Alfen (Dangerous J) 0 4 1 -3 -1 -1 0 2 2 2 ÷1 multi
Halfling, Athasian -2 2 -1 0 2 -1 0 0 0 0 ÷1.1 multi
Halfling, Hairfoot -1 2 -1 0 0 0 1 0 0 0 ÷1 multi
Halfling, Half-Skulk -1 5 -1 2 -1 -3 -1 0 0 0 ÷1 S
Halfling, Hobbit [Arduin] -1 +4 -1 -2 0 0 ? ? ? ? ÷1 ? ? ? Arduin
Halfling, Jerren -2 2 0 0 0 0 -1 1 0 1 ÷1 mutli S BoVD3-13
Halfling, Kobbit [Arduin] -3 +5 -2 -2 -1 -2 ? ? ? ? ÷1 ? ? ? Arduin
Halfling, Mixed -1 1 0 0 0 0 0 0 0 ÷1 multi
Halfling, PH3 -2 2 0 0 0 0 0 0 0 0 ÷1 multi S 9 PH3
Halfling, Photic (Day People) 0 2 -1 0 -1 0 0 -1 0 0 ÷1 multi
Halfling, Stout -1 1 0 0 0 0 0 0 0 ÷1 multi
Halfling, Stout -1 1 0 0 0 0 0 0 0 0 ÷1 multi
Halfling, Tallfellow 0 1 1 0 -1 -1 0 0 0 0 ÷1 multi
Halfling1 -1 1 0 0 0 0 ÷1
Halfling2 -1 +1 0 0 0 0 ÷1
Halfling3 -2 +2 0 0 0 0 ÷1
Halfling5 0 2 0 0 -1 0 0 0 0 ÷1 multi S
Half-Ogre 3 -1 2 -1 -1 -2 -4 2 8 2 ÷1.3 multi
Half-Ogre 1 1 0 -1 0 -1 2 4 0 ÷1 either
Half-Ogre [ZAngband] 3 -1 3 -1 -1 -3 -1 2 10 2 ÷1 dual M/L
Half-Orc 1 0 1 0 0 -2 -3 0 0 0 ÷1 either
Half-Orc 1 0 1 0 0 -2 0 0 0 ÷1 either
Half-Orc +3 0 +2 0 0 -4 ? 0 0 0 ÷1 ? ?
Half-Orc [Arduin] 0 -1 -1 -2 -2 -4 ? ? ? ? ÷1 ? ? ? Arduin
Half-Orc [ZAngband] 2 0 1 -1 0 -4 -3 0 0 0 ÷1 either M
Half-Orc, Acidic 1 1 -2 -1 0 -3 -6 0 2 1 ÷1 either
Half-Orc, PH3 (revised) 2 0 0 -1 0 -1 -2 0 0 0 ÷1 multi M/L 12 PH3
Half-Orc1 1 0 1 0 0 -2 ÷1
Half-Orc3 2 0 0 -2 0 -2 ÷1
Half-Pixie5 0 0 -1 2 0 0 0 0 0 ÷1 either M/S
Half-Titan [ZAngband] 5 -2 3 1 1 1 0 4 20 4 ÷3 dual H
Half-Troll (Angband) 4 -2 6 -2 -1 -5 -5 3 15 2 ÷2 multi
Half-Troll [ZAngband] 4 -4 3 -4 -2 -6 -1 4 10 2 ÷1 dual M/L
Half-Weasel (Scarlet Thrall) 0 +3 -1 +2 -1 0 0 0 0 0 ÷1 dual M 15" TSB2 4.2
Half-Wolverine (Scarlet Thrall) 0 +2 +1 -1 +1 0 0 0 +5 +1 ÷1 dual M 15" TSB2 4.2
Half-Yeek5 -1 -1 -1 -1 -1 -1 0 0 0 ÷0.9 single M
Harpy 0 1 1 -2 2 -2 -3 3 24 3 ÷1.9 multi M MM2-184
Heucuva [Phoenix] 4 4 4 -4 -4 -4 -4 4 5 4 ÷1.5 either M
High-Elf [ZAngband] 1 3 1 3 2 5 2 0 0 0 ÷3 multi M/S
Hippogriff 2 2 0 -3 0 -1 0 5 11 1 ÷1.5 multi L MM2-190
Hobbit [ZAngband] -2 3 2 2 1 1 0 0 -3 0 ÷2 multi S
Hobgoblin 0 0 0 0 0 -1 0 0 0 ÷1 multi
Homarid -1 +2 -1 +2 0 0 +1 +1 +1 ÷1 M 3.3
Hook Horror 2 1 1 -2 0 0 -1 7 16 2 ÷1.5 multi L MM2-193
Horror, Cosmic 0 +3 -3 0 +6 -3 +6 +4 +6 ÷1 L 3.3
Human 0 0 0 0 0 0 0 0 0 0 ÷1 dual
Human 0 0 0 0 0 0 0 0 0 ÷1 dual
Human [Arduin] -1 0 -2 +1 +2 +1 ? ? ? ? ÷1 ? ? ? Arduin
Human, Amazon [Arduin] -1 0 -2 +1 +2 +1 ? ? ? ? ÷1 ? ? ? Arduin
Human, Baklunish +1 0 +1 0 -1 -1 -1 0 0 0 ÷1 dual M 12" Greyhawk 4.2
Human, Beholder world [DM] -1 0 0 1 0 0 0 0 0 ÷1.5 dual
Human, Deep Imaskari 0 -2 0 2 0 0 -1 0 0 0 ÷1 dual M UnderDark3
Human, Dunadan (Angband) 0 1 0 1 2 1 1 0 0 0 ÷3 multi
Human, Evolved -2 1 -2 3 0 1 2 0 0 1 ÷1 M
Human, Great 1 1 1 2 -6 1 2 1 6 1 ÷1.2 dual
Human, Greater 1 1 1 1 1 1 1 4 1 ÷1.3 dual
Human, Greyhawk Dweller * * * * * * * * * ÷1 either
Human, Guour 0 1 -1 -1 2 -1 -1 0 2 0 ÷1 dual
Human, Lower Dwellers 3 3 3 -3 -3 -3 -3 1 4 2 ÷1 dual
Human, Minotaur 2 0 2 0 -2 -2 -4 2 6 0 ÷1 dual
Human, PH3 0 0 0 0 0 0 0 0 0 0 ÷1 multi M 12 PH3
Human, Planar (Tiefling) -1 0 0 1 -1 1 0 0 0 0 ÷1 either
Human, Suel / Suloise -1 -2 0 +2 +2 +2 0 0 0 0 ÷1 dual M/L 12" Greyhawk 4.2
Human, The Eye -2 1 0 2 1 -2 0 12 2 ÷1.5 dual
Human, The Hand 2 2 0 1 -1 -3 -4 0 0 0 ÷1 M WGA4
Human, Upper Dwellers -3 -3 -3 3 3 3 3 -1 -1 -1 ÷1 dual
Human, Vasharan 0 0 0 0 0 0 -1 0 0 0 ÷1 dual M/L BoVD3-12
Human, Werehuman -1 -1 -1 0 0 3 3 0 0 -1 ÷1 dual M 12 DM
Human, Winged (Alorian) -1 1 -1 0 1 0 1 0 0 0 ÷1 dual
Human1 0 0 0 0 0 0 ÷1
Human2 0 0 0 0 0 0 ÷1
Human3 0 0 0 0 0 0 ÷1
Human5 0 0 0 0 0 0 0 0 0 ÷1 dual M
Imp [ZAngband] -1 1 2 -1 -1 -3 -1 0 0 0 ÷1 multi T
Imp, Bog 0 +1 0 0 0 -1   0 0 0 ÷1 ? M MTG 3.2
Imp, Nettling 0 +2 -1 0 +2 -1 0 +1 0 ÷1 S 3.3
Kender -1 2 0 0 -1 0 2 0 0 0 ÷1 multi
Kender [Phoenix] -1 2 -1 -1 1 0 0 0 0 0 ÷1.2 multi S
Kenku [Phoenix] 1 1 1 2 1 -4 -3 0 0 0 ÷1.3 multi M/L
Khai-Shang (Weasel-Otter) [Arduin] +1 +5 +3 +3 0 +1 ? ? ? ? ÷1 ? ? ? Arduin
Ki-rin [MM1] 6 3 4 3 3 1 15 44 11 ÷9.5 single
Ki-rin, T'uen-rin [MC8] 7 2 4 4 4 2 18 60 15 ÷12.5 single
Klackon [ZAngband] 2 1 2 -1 -1 -2 -2 2 0 0 ÷1 dual M/L
Klingon 3 0 1 -1 -1 -2 -1 1 2 4 ÷1.5 multi
Knoblin (Kobold-Goblin) [Arduin] -2 +3 -3 0 -1 -2 ? ? ? ? ÷1 ? ? ? Arduin
Kobold -1 2 -1 -1 1 -1 -3 0 -2 -1 ÷0.9 dual
Kobold -1 0 -1 0 0 0 0 0 0 ÷0.9 multi
Kobold [ZAngband] 1 1 0 -1 0 -4 -1 0 -1 -1 ÷0.9 dual S
Kobold, Crimson 2 1 -1 -1 0 -2 -2 0 -3 1 ÷0.9 multi S 9 MTG
Kobold, Crookshank 0 3 -1 -1 -1 -1 -1 0 -2 0 ÷0.9 multi S 9 MTG
Kobold, Kher Keep -1 1 1 -1 0 -1 -1 0 -1 0 ÷0.9 multi S 9 MTG
Kobold-Lizard Man 0 1 1 -1 0 -1 -4 3 0 0 ÷1 dual
Kzinti 2 2 0 -1 0 0 1 3 5 5 ÷2 multi M/L 12 StarTrek
Lamia 1 1 1 2 3 2 1 7 32 4 ÷2.4 dual M/L MM2-217
Lammasu, Lesser 2 0 2 4 4 3 2 4 31 3 ÷2.6 dual L MM2-218
Leprechaun, Aisling -2 +1 0 -2 +2 +1   0 0 0 ÷1 ? S MTG 3.2
Leviathan, Segovian +2 -2 +2 +2 0 0 +2 +3 +2 ÷1 H 3.3
Licid, Dominating -2 0 -2 +4 0 +1 0 +1 0 ÷1 S 3.3
Lizard King 5 -2 3 -2 1 -5 -3 7 54 9 ÷3 dual
Lizard Man 3 1 1 -2 -1 -2 -2 5 7 1 ÷1.5 dual
Lizard Man 0 0 0 0 0 0 5 0 0 ÷1 multi
Lizard Man, Blackmoor 5 2 2 -3 -2 -4 -6 0 13 3 ÷2.5 dual
Lizard Man, Desert Saurig [Arduin] +4 -3 0 -1 -1 -4 ? ? ? ? ÷1 ? ? ? Arduin
Lizard Man, Hurwaet 0 0 -1 0 1 0 -3 0 0 0 ÷1 dual
Lizard Man, Krynn 2 0 1 -1 0 -2 -2 0 0 0 ÷1 dual
Lizard Man, Swamp Saurig [Arduin] +4 -2 +1 -2 -2 -4 ? ? ? ? ? ? ? ? Arduin
Lung-Ti 0 -1 0 1 -1 1 0 2 2 0 ÷1 multi
Manotaur 6 2 2 -1 -3 -6 -6 6 72 12 ÷4 dual
Manticore 3 -1 3 -2 1 1 -1 6 23 3 ÷1.9 dual L/H MM2-246
Medusa 0 2 1 1 1 0 -6 5 20 3 ÷2 dual M MM2-247
Medusa, Infernal 0 0 -2 +3 +4 -2 +3 +3 +1 ÷1 M 3.3
Merfolk of the Pearl Trident 0 -1 +1 +1 0 -1   +1 +1 -1 ÷1 ? M MTG 3.2
Merfolk, River -2 0 -2 +4 0 0 0 0 +1 ÷1 M 3.3
Merman/Mermaid [Arduin] +1 0 +2 +1 -2 +1 ? ? ? ? ? ? ? ? Arduin
Mimic, Common 3 3 4 0 -4 -3 -2 3 28 3 ÷1.9 single L MM2-250
Mind Flayer -2 1 1 5 4 -4 -5 0 46 7 ÷3 dual
Mind Flayer [ZAngband] -3 0 -2 4 4 -5 -3 0 -1 0 ÷1 either M
Mind Flayer, Ulitharid -3 0 0 6 5 -2 -2 0 55 8 ÷7 dual M 12 MCAnn1
Mind Flayer, Yaggol -1 2 2 4 3 -5 -6 2 58 9 ÷6 multi M 15 MC4
Minotaur 5 2 3 -3 -2 -5 -6 4 33 5 ÷2 dual
Minotaur 2 0 2 0 -2 -2 4 6 1 ÷1 dual
Minotaur [Phoenix] 3 -1 2 -1 -2 -1 -2 0 0 0 ÷1.2 dual L
Minotaur, Anaba Ancestor +2 0 0 -1 +1 -1 0 0 0 ÷1 L 3.3
Minotaur, Hurloon +2 0 +3 +1 0 -2   +3 +3 +3 ÷1 ? L MTG 3.2
Minotaur, Krynn 2 0 2 0 -2 -2 -3 0 0 0 ÷1 dual
Minotaur, Mirror 2 0 2 0 -2 -2 -3 0 0 0 ÷1 dual
Mongrelman 0* -1 0* 0* 0* -1 5 0 0 ÷1 multi
Naga, Dark 3 1 3 3 -1 -1 -3 4 32 4 ÷2.6 multi L MM2-267
Naga, Guardian 4 0 4 3 -2 -1 -2 7 44 6 ÷3.2 multi H MM2-266
Naga, Spirit 2 2 3 1 3 1 1 6 36 5 ÷2.8 multi L/H MM2-266
Nameless Race +1 +1 -1 +1 +2 -1 0 +2 0 ÷1 M 3.3
Neogi 1 4 2 2 -3 -2 -3 7 16 2 ÷1.8 either S MM2-268
Nibelung [ZAngband] 1 0 2 -1 2 -4 -1 0 5 0 ÷1 multi S
Night Stalker, Lurking 0 +1 0 +1 +3 -2 -1 0 0 +2 ÷1 single M 12" MTG 4.2
Night Stalker, Shimian 0 0 +1 0 +4 -2 +3 +3 +3 ÷1 M/L 3.3
Nymph -3 1 -3 3 4 6 7 1 8 1 ÷2 multi M MM2-270
Ogre 2 0 2 0 -2 -2 5 4 1 ÷1 multi
Ogre Enforcer +4 0 +3 -2 0 -2 +3 +3 +3 ÷1 M/L 3.3
Ogre Mage 3 0 0 0 -2 -1 -4 6 26 4 ÷3.5 multi
Ogre Mage 1 0 0 0 -2 0 6 5 1 ÷1.5 multi
Ogre, Gray +4 0 +2 -3 -1 -2   +4 +4 +4 ÷1 ? L MTG 3.2
Ogre, High 2 1 -2 1 -1 -1 -1 0 19 2 ÷1.5 multi
Orc 1 0 0 0 0 -2 0 0 0 ÷1 multi
Orc, Ironclaw +3 0 +3 -3 -2 -1   +4 +5 +4 ÷1 ? M/L MTG 3.2
Orc, Lesser [Arduin] 0 -1 -1 -3 -2 -3 ? ? ? ? ÷1 ? ? ? Arduin
Orc, Orcish Artillery +4 +1 0 -2 0 -2 +2 +1 0 ÷1 M/L 3.3
Orc, Scarlet +2 0 +1 -2 -1 -1 -1 0 0 +1 ÷1 multi M 12" TSB2 4.2
Orc, Uruk [Arduin] +1 +1 +1 -2 0 -1 ? ? ? ? ÷1 ? ? ? Arduin
Otyugh, Scarlet +1 -3 +2 -2 0 -4 -7 +7 +29 +5 ÷1 multi L 9" TSB2 4.2
Owlbear 3 0 3 -2 0 -1 -1 5 18 2 ÷1.7 multi L MM2-284
Owlbear, Ice (Snowy Owl/Polar Bear) +3 0 +3 -2 -2 -2 -2 +4 +11 +3 ÷1 dual L 15" DM 4.2
Phelddagrif, Questing 0 -1 +3 +1 0 +2 +3 +2 +3 ÷1 M/L 3.3
Phoenix [Phoenix] 1 4 2 3 0 0 4 4 20 4 ÷1.7 multi H
Phraint (Ant-Mantis) [Arduin] 0 +8 -1 0 +1 -4 ? ? ? ? ÷1 single ? ? Arduin
Pixie -3 4 -3 1 -1 2 1 5 0 0 ÷1.5 multi
Pixie -1 1 -1 0 0 1 5 0 0 ÷1.5 multi
Pixie [Phoenix] -2 2 -2 2 2 -2 2 0 0 0 ÷1.2 multi T
Pixie Queen 0 0 +4 -2 0 0 0 +2 0 ÷1 S 3.3
Pixie, Argothian -3 +3 -3 +1 +2 0   0 0 +4 ÷1 ? T MTG 3.2
Planetar [MM2] 4 4 7 3 6 5 17 144 18 ÷30.5 single
Pocket Dragon -6 3 0 4 -4 3 2 2 22 2 ÷2.5 either
Quarterling -3 3 0 2 -1 -1 2 0 -2 0 ÷1 multi
Quasit 3 6 5 0 0 -3 -2 8 6 1 ÷2 multi T/S MM2-201
Quickling -2 6 -2 0 -2 0 -2 4 18 3 ÷3 multi
Rakshasa 1 1 1 2 3 4 1 14 24 6 ÷8 either M 15 MonM2
Romulan 0 0 0 1 3 -2 0 0 0 0 ÷1 multi M 12 StarTrek
Roper 2 -2 3 3 1 -2 -3 10 36 5 ÷4 multi L MM2-304
Rust Monster -1 +2 0 0 +1 0 -2 +2 +2 +2 ÷1 multi M/S 12" MM1 4.2
Sandwave -1 -2 1 3 0 -1 0 9 0 0 ÷1 multi
Satyr 0 1 1 -1 0 -1 5 0 0 ÷1 multi
Satyr [Phoenix] 3 -2 2 1 -4 0 -1 0 0 0 ÷1.3 multi M
Saurial, Bladeback 0 -2 0 0 1 1 4 2 0 ÷1 multi
Saurial, Finhead 0 0 0 0 0 0 5 0 0 ÷1 multi
Saurial, Flyer -1 2 -1 0 0 0 6 0 0 ÷1 multi
Saurial, Hornhead 1 -2 0 1 0 0 4 3 0 ÷1 multi
Scro 1 0 0 -1 0 0 -4 8 12 2 ÷1.5 multi
Sea Elf [Phoenix] -1 2 -1 1 1 -2 0 0 0 0 ÷1.3 multi M/S
Shade, Frozen -1 +2 +1 0 0 -2   -2 0 0 ÷1 ? M MTG 3.2
Shade, Undercity +2 +2 -1 0 +2 -1 0 +3 0 ÷1 M 3.3
Shadow 2 2 0 6 2 -3 2 0 1 ÷2.5 L Babylon5
Shadow, Nether -4 +3 +3 -1 +1 -2   0 0 0 ÷1 ? M MTG 3.2
Shadow-fairy [Hengband] -2 1 -1 2 2 0 2 0 -2 -3 ÷1.2 multi S Hengband
Shapeshifter +2 +2 +2 -1 -1 -1 +3 +4 +3 ÷1 M 3.3
Shedu [MM1] 1 -1 1 1 3 0 4 41 8 ÷3 single
Shedu, Greater [MM1] 2 -2 2 2 5 1 2 67 14 ÷4 single
Silver Dragon [Phoenix] 4 1 3 2 2 0 1 2 15 3 ÷1.5 multi G
Skeleton [ZAngband] 0 0 1 -2 -2 -4 -3 7 0 0 ÷1 either M
Skeleton, Drudge 0 +1 -1 0 +2 -1 0 0 0 ÷1 M 3.3
Sliver, Harmonic -1 -1 +2 -1 -1 +2 0 +1 0 ÷1 S 3.3
Solar [MM2] 5 5 9 4 7 7 19 177 22 ÷48 single
Specter, Abyssal 0 0 -2 +2 +4 -2 +2 +2 +1 ÷1 M 3.3
Specter, Hypnotic +1 +2 +1 0 0 -4   +2 +2 +3 ÷1 ? M MTG 3.2
Spectre [ZAngband] -5 2 -3 4 4 -6 -3 10 -3 -1 ÷1.5 either M
Spellweaver -6 1 -4 5 3 1 0 10 15 3 ÷10 dual M 18 MCAnn1
Sphinx, Andro- 3 -1 3 3 3 3 2 12 44 6 ÷3.2 multi L MM2-324
Sphinx, Crio- 2 0 2 0 2 1 1 10 36 5 ÷2.8 multi L MM2-324
Sphinx, Gyno- 1 1 1 4 4 2 2 11 28 4 ÷2.4 multi L MM2-324
Sphinx, Hieraco- 2 2 2 -2 1 0 0 9 32 4 ÷2 multi L MM2-324
Spider, Giant, Scarlet +2 +2 0 -2 0 -2 -5 +1 +6 +2 ÷1 single M 15" TSB2 4.2
Spike Cannibal 0 +1 -2 0 +4 -2 0 +1 0 ÷1 S 3.3
Sprite [ZAngband] -4 3 -2 3 3 2 1 0 -3 0 ÷2.5 multi T
Sprite, Cloud -1 0 -1 +2 0 0 0 -1 0 ÷1 S 3.3
Sprite, Fire -3 +3 0 0 0 0   0 0 0 ÷1 ? S MTG 3.2
Su-Monster 2 2 -2 0 3 0 -1 4 25 2 ÷1.8 multi M MM2-333
Swanmay -1 1 -1 0 1 0 3 7 0 0 ÷1 dual
Swanmay 0 1 0 0 1 0 7 0 0 ÷1 multi
Thallid +1 -1 +1 -1 +2 -2   +2 +1 0 ÷1 ? M/L MTG 3.2
Thallid, Thorn 0 +1 +4 -2 -2 0 +1 +1 +1 ÷1 M 3.3
Theiwar [Phoenix] -1 1 -1 1 -1 1 0 10 0 0 ÷1.3 multi M
Tholian -4 0 2 4 1 -3 -2 2 0 0 ÷1 single M/S StarTrek
Thri-Kreen 0 2 0 -1 1 -2 0 5 33 5 ÷2.5 single
Throon [Arduin] +3 +1 +6 -1 0 -2 ? ? ? ? ÷1 single ? ? Arduin
Thrull, Armor 1 -1 4 -1 -2 -1 -5 2 34 1 ÷1.5 single M/L 12 MTG
Thrull, Basal 0 0 -2 0 +4 -2 +1 0 0 ÷1 M 3.3
Thrull, Mindstab -1 0 -2 1 3 -1 -4 0 4 2 ÷1.5 single M/S 15 MTG
Tiefling5 0 0 -1 0 0 2 0 0 0 ÷1 dual M
Tiegre [Phoenix] 2 2 2 -1 -1 1 0 0 5 5 ÷1.8 multi L
Titan [MM1] 15 -2 5 2 -2 0 13 84 21 ÷11.5 dual
Titan [Phoenix] 4 -2 4 0 0 -4 0 10 10 2 ÷1.5 dual G
Titan, Sundering +4 0 +4 -1 -2 -2 +9 +6 +6 ÷1 L 3.3
Treefolk, Argothian 2 -4 4 0 3 0 -1 20 40 10 ÷3.5 mutli H MTG-AQ
Treefolk, Weatherseed +2 -3 +6 -3 0 0 +2 +3 +4 ÷1 L 3.3
Troll 6 0 6 -3 -3 -3 -6 4 26 5 ÷3 multi L 12 MonM2
Troll, Scarlet +3 +0 +3 -2 -2 -1 -4 0 +4 +1 ÷1 multi L 12" TSB2 4.2
Troll, Spirit 3 2 1 1 -1 -2 -2 6 28 4 ÷2 multi L MM2-349
Troll, Sporeback +3 0 +2 -1 -1 0 +1 +2 +1 ÷1 M/L 3.3
Troll, Two-Headed 10 -3 2 -2 -2 -2 -8 4 36 9 ÷4 multi L 12 MonM2
Tusken Raider 2 0 2 -1 -1 -2 0 0 0 ÷1 M StarWars
Uber-Vampire 7 3 4 -2 -2 -4 5 15 3 ÷2.5 M/L Buffy
Valkyrie [Phoenix] 0 1 1 2 2 0 3 3 15 0 ÷1.5 dual M
Vampire [ZAngband] 3 -1 1 3 -1 2 0 10 5 2 ÷3 either M
Vampire, Sengir +1 +1 -2 +1 +4 -2 +3 +3 +3 ÷1 M 3.3
Vorlon -3 1 1 2 6 4 0 2 -1 ÷2.1 L Babylon5
Wemic 1 -1 0 0 0 0 0 6 32 4 ÷2 dual
Wemic 1 -1 0 0 0 0 6 5 0 ÷1 multi
Werewolf, Lesser 0 +3 -1 0 +2 -1 +3 +2 +1 ÷1 M 3.3
Whill (Yoda's race) -2 3 3 2 5 1 0 0 -1 ÷2 S StarWars
Wookie [StarWars] 5 0 1 -2 -1 -2 -1 0 3 2 ÷1 M/L
Wraith [Phoenix] 0 4 1 2 0 -4 -3 10 10 -1 ÷1.5 either M
Wraith, Bog 0 +2 -1 +1 +2 -1 +2 +2 +2 ÷1 M 3.3
Wyvern 6 0 6 -2 -2 1 0 7 31 3 ÷2 multi G MM2-366
Wyvern, Pyro- 3 2 2 0 1 2 -3 2 22 4 ÷2.5 dual H 24 DM
Wyvern, Shadow 2 2 1 1 2 -5 1 33 5 ÷1.7 dual
Yeek [ZAngband] -2 1 -2 1 1 -7 -4 0 -3 0 ÷0.9 either M/S
Yuan-Ti 1 2 1 1 3 2 -6 0 26 6 ÷5 dual M 9 MonM2
Yuan-Ti, Spitting +1 +1 +1 +1 +1 +1 -5 0 +13 +3 ÷1 multi M 9" TSB2 4.2
Zombie [ZAngband] 2 1 4 -6 -6 -5 -4 0 15 3 ÷1 either M

[P3] Races


[P3.2] Race Table (Abilities)

Race Abilities
Aarakocra Fly 36"; Claw/Claw 1d3/1d3; -3 TH in enclosed areas; No M/L missile penalties
Aasimon, Agathinon MWR 20%; Pri 7 spell progression; 1M: Shapechange; 1M: Cast a 1st level Priest spell; Turn Undead; Ethereal at will; +1 weapon to hit; Save as Priest 14; Immune Life Drain, Death spells, Disintegrate, positive energy
Alaghi Fist 2d6; Move Silently (35+level*5)%; Hide in Natural Surroundings (30+level*5)%
Amberite [RKR] Amberite [ZAngband] abil.; Space-Time Stability; Lvl 10: Create Trump; Lvl 25: Hellride
Amberite [ZAngband] Longevity; Sustain Con; Regen 1 hp/r; Lvl 15: Shadow Shift; Lvl 20: Pattern Mindwalk
Android [Hengband] Immune Disease; Need not eat; Resist Poison; Free Action; Hold Life; Has TechL=LVL guns (Psi8)
Angel, Fallen Flying; 0, sacrifice a DL N summon: +N*2 TH/dmg for 1 round and +N*N*10 current hp
Angel, Serra Flying; Get an attack of opportunity whenever someone joins your group
Arcane MR 40%; 1M, 3/d: Invisibility; 1M, 3/d: Dimension Door; Telepathy cont.
Archon, Hound MIR 10%; 1M: Shapechange Dog/Wolf; +0 wpn to hit; 1M: TWE; Pro. Evil continuous
Archon, Sword MER 30%; Pri 15 spell prog.; +2 weapon to hit; 1M: TWE; Pro. from Evil continuous
Archon, Warden MPR 20%; 1M: Cast a 1st-4th level Div spell; +2 wpn to hit; 1M: TWE; Pro. Evil cont.
Atog 0, eat an item: +XPV/50 TH, dmg, AC, saves (all for 1t) and +XPV/5 to temp hp (lasts until used)
Atog [2] 1N, sacrifice a magic item: +(item XP value)/50 TH, dmg, AC, and saves for 1 round
Atog, Psychatog 1M or (Mouth's P + Consume 2 dead bodies): +LVL AC/dmg until end of round.
Avatar of Hope Flying; 2 attacks: Whirl (do 1 attack on each monster in your group)
Avatar of Woe 1V: Fear (one target, Will save); 1P or 1M: Slay Living (one target, PPD save, 10 dmg if make save)
Avian [Phoenix] Fly; Detect Invis/Hidden; Farsight; Infravision; Resist Lightning; Vuln Disease/Poison
Balrog [Hengband] Breathe Nether or HellFire (area, dmg=LVL*2, no save); Dbl Resist Nether&HellFire; Imm. Insanity
Barbarian [ZAngband] Immune Fear; 1M,Level 4:Berserk (+lvl/+lvl TH/dmg, -lvl/-lvl AC/save)
Bariaur
Bear, Grizzly Claw 1d4; Bite 1d8; Claw natural "18"+ TH: Hug +2d6 dmg; Operate at up to -8 hp
Bear, Pale Immune Ice/Cold; Water Breathing; Swim at full movement rate
Bear, Polar Claw 1d10; Bite 2d6; Claw natural "18"+ TH: Hug +3d6 dmg; Operate at up to -12 hp
Beastman Hide in Natural Surroundings 90%; 80% MR, cannot be lowered
Beastman [ZAngband] Hide; iMR 80%; Immune Conf/Sound/Chaos; 1/lvl: +1 Psi9 power (1:Min, 11:Maj, 21:Gra, 31:Sup)
Beeble, Bubbling 0, 1/s: For this segment, ignore a non-racial defense on someone
Beholder
Beholder 11 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder [Angband] 15 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder [Phoenix] 10(1/s) eyes (see Psi29), 1 arm, 2 legs, 1 mouth; levitate
Beholder Mage 10 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Amphisbaena [DM] 22 eyes (see Psi29), 0 arms, 0 legs, 2 mouths; levitate
Beholder, Aquatic [0D&D] 6 eyes (see Psi29), 2 arms, 0 legs, 1 mouth; levitate
Beholder, Argos 5d4/r eyes (see Psi29), 1d4/r arms, 0 legs, 3d4/r mouths; levitate
Beholder, Baby [Phoenix] 5(1/s) eyes (see Psi29), 1 arm, 2 legs, 1 mouth; levitate
Beholder, Channeling [DM] 11 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Chaos Spawn [Angband] 4 eyes (see Psi29), 0 arms, 0 legs, 0 mouths; levitate
Beholder, Death Kiss 8 eyes (see Psi29), 0 arms, 0 legs, 10 mouths; levitate
Beholder, Director 8 eyes (see Psi29), 0 arms, 9 legs, 1 mouth; levitate
Beholder, Doomsphere (Ghost) 13 eyes (see Psi29), 0 arms, 0 legs, 0 mouths; levitate
Beholder, Elder Orb 12 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Evil Eye Orms-by-Gore [MtG] 1 ultra eye (see Psi29), 0 arms, 0 legs, 0 mouths; levitate
Beholder, Examiner 8 eyes (see Psi29), 4 arms, 0 legs, 1 mouth; levitate
Beholder, Eye of the Deep 6 eyes (see Psi29), 2 arms, 0 legs, 1 mouth; levitate
Beholder, Gauth 10 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Gazer [Angband] 4 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Gibbering Mouther 1d20/r eyes (see Psi29), 0 arms, 0 legs, 1d10/r mouth; levitate
Beholder, Gorbel 6 eyes (see Psi29), 0 arms, 2 legs, 1 mouth; levitate
Beholder, Hive Mother 20 eyes (see Psi29), 0 arms, 0 legs, 6 mouths; levitate
Beholder, Lensman 6 eyes (see Psi29), 5 arms, 0 legs, 1 mouth; levitate
Beholder, Lernaean [DM] 2+* eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Mutant [Synnibarr] 18 eyes (see Psi29), 3 arms, 0 legs, 1 mouth; levitate
Beholder, Observer 9 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Oldstyle [Phoenix] 10(1/s) eyes (see Psi29), 2 arms, 2 legs, 1 mouth; levitate
Beholder, Orbus 4 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Overseer 13 eyes (see Psi29), 8 arms, 1 legs, 3 mouth; levitate
Beholder, Spectator 8 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Sporacle [0D&D] 10 eyes (see Psi29), 12 arms, 0 legs, 1 mouth; levitate
Beholder, Stalking Horror [DarkSun] 1d36/r eyes (see Psi29), 7 arms, 1d8/r legs, 0 mouths; levitate
Beholder, Tinkerer (Giant Bubble) 6 eyes (see Psi29), 4 arms, 0 legs, 1 mouth; levitate
Beholder, Ultimate [Angband] 16 eyes (see Psi29), 0 arms, 0 legs, 0 mouths; levitate
Beholder, Undead 11 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Undead [0D&D] 13 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Undead [Angband] 13 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Watcher 19 eyes (see Psi29), 1 arm, 0 legs, 1 mouth; levitate
Beholder, Were-Gelatinous Cube [DM] 11 eyes (see Psi29), 0 arms, 0 legs, 0 mouths; levitate
Beholderganger [DM] var eyes (see Psi29), var arms, var legs, var mouth; levitate
Beholder-MindFlayer [DSnow] 11 eyes (see Psi29), 0 arms, 0 legs, 1 mouth, 4 tentacles; levitate
Bird Maiden Flying
Bloodwave
Borg x0 Troll-like regen Con-10 hp/s; Adaptive shield (2nd time you take dmg from an effect = 1/2 dmg, etc.); Touch: Shapechange Other to Borg and Control All Actions (save); You are a x0 being; Free Wild Talent in Psi8
Borg x1 Troll-like regen Con-10 hp/s; Adaptive shield (DR and SR 5*N/-, N=# times hit by an effect); Touch: Shapechange Other to Borg and Control All Actions (save); You are a x1 being; Free Wild Talent in Psi8
Brass Gnat Flying; Your actions cannot be locked down
Bringer of the White Dawn 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
Broken One, Common Min 5 hp per HD (even if above max); Regen 1 hp/r; Claws 1d6 dmg; Night Vision; Keen Hearing
Broo [Runequest] Immune disease, poison; Has gore attack (1d6+disease)
Brownie Save as Pri 9; 1M, 1/d each: ProEvil, Ventrilo, DancingLights, ContLight, Mirror Im, Conf, DimDoor
Brownie, Fyndhorn 1 action, 1/r: Target gains an action of the type you spent on this ability
Brownie, Shelkin 1V: Split target person/monster away from group of monsters into its own group
Bugbear
Bulette Claws 3d6 dmg; Bite 4d12 dmg; 1V: Jump; Can dig underground at 3" move rate
Bullywug, Advanced Chameleon; Hop 30' causing +1 TH and double damage 1/r; Swimming prof.
Cat Warrior Resist falling damage
Celestial Lammasu MR 70%; Pri 15 spell progression; Wiz 12 spell progression; 1M, 3/d: Holy Word; 1M: Plane Shift; 1M: TWE; 1M, 1/d: Wish; Triple effect Pro. from Evil radius sight (continuous)
Centaur Hoof/Hoof 1d6/1d6, can still use arms; Can charge with weapons x2 dmg
Centaur
Centaur [Phoenix] +1 dmg with 1 weapon type /level
Centaur, Citanul You can't be targetted
Centaur, Gara-Khai [Arduin] ?
Centaur, Shinda-Khai [Arduin] ?
Centaur, Tar-Khai [Arduin] ?
Changeling [Phoenix] Dark Vision; Resist Magic/Poison; Vulnerable Cold/Water; Sneak abilities of level/4
Couatl Pri 7 spell prog.; Wiz 5 spell prog.; Poisonous bite (Death or degen 2d4 hp per round)
Crystal Dragon [Phoenix] Infravision; Flying; Immune Fire; Resist Charm/Magic/Disease; Vulnerable Lightning
Cyclops [Phoenix] Berserk (+lvl/+lvl TH/dmg, -lvl/-lvl AC/save); Resist Fire/Cold; Vuln Mental/Lightning
Cyclops [ZAngband] Resist Sound; +level/+0 with thrown rocks
Dark Elf [ZAngband] Dark Vision; Immune Darkness; 1M, Level 1: Magic Missile; Detect Invis
Demon [Phoenix] Infravision; Pass Door; Resist Magic/Negative; Vulnerable Holy/Light; Backstab x2
Demon, Mold Immune Ooze/Slime/Mold; Mold Shield (50%)
Deodanth (Elf-Feline) [Arduin] 0, LVL/d, 1 Str dmg, 1 Con dmg: Time Shift 3r
Deva, Astral MR 65%; Striking +3/+3 Disruption; Pro. from Evil cont.; 1M: Dispel Illusion; 1M: Polymorph Self; 1M: Remove Curse; 1M, 1/d: Blade Barrier; +1 weapon to hit; Immune level loss, Imprisonment, Death spells; 1M, 3/d: Cure Disease; 1M, 3/d: Cure Serious; 1M, 7/d: Dispel Magic; 1M, 1/d: Heal; 1M: Invisibility; 1M: TWE
Deva, Monadic MR 60%; Striking +2/+2 Double Range; 1M: Hold Monster; 1M: Project Image; +1 weapon to hit; 1M, 3/d: Cure Disease; 1M, 3/d: Cure Serious; 1M, 7/d: Dispel Magic; 1M, 1/d: Heal; 1M: Invisibility; 1M: TWE
Deva, Movanic MR 55%; Striking +1/+1 Flame Tongue; 1M: Cure/Cause Blindness; 1M: Detect Traps; 1M: Neutralize Poison; +1 weapon to hit; Immune to Plants, Death spells, level loss, negative/positive energy; 1M, 3/d: Cure Disease; 1M, 3/d: Cure Serious; 1M, 7/d: Dispel Magic; 1M, 1/d: Heal; 1M: Invisibility; 1M: TWE
Devil, Stone Throwing +6 initiative; +1/2 to # Att with one arm
Doppleganger
Dracon
Dracon Resist a normal/para element; Mouth's P, 3/d: Breathe normal/quasi ˝*hp
Draconian [Phoenix] Flying; Immune Poison/Disease; Mouth's P: Breathe a chosen element; Resist Fire/Cold/chosen element; Vuln Slash/Pierce/Lightning; Regen 1 hp/r
Draconian [ZAngband] Breath Weapon (a normal element); Flying; 1/level: Add a Resist Element
Dragon [Arduin] ?
Dragon, Amethyst [Council] Breath Weapon (Force); Fly; Imm Force/Poison; Water Breathing; 1/d: ReflectingPool
Dragon, Brass [Council] Breath Weapon (Sleep/Heat); Fly; Imm Fire; Speak with Animals; 1/d: Dust Devil
Dragon, Bronze [Council] Breath Weapon (Lightning/Repulsion); Fly; Imm Lightn.; Water Breath; 1/d: AiryWater
Dragon, Copper [Council] Breath Weapon (Slow/Acid); Fly; Immune Acid; Spider Climb; 1P,3/d: Stone Shape
Dragon, Crystal [Council] Breath Weapon (Shards); Fly; Imm Mineral/Shard/Light/Cold; Luckstone; 1M: Charm
Dragon, Electrum [Ann1] MRR 30%; Breathe Enfeeblement Gas; Immune Gas; 1V: Identify; 1M, 1/d: Locate Object; 1M, 3/d: Dispel Magic; 1M, 2/d: Telekinesis; 1M, 1/d: Project Image; 1M, 1/d: Heal
Dragon, Electrum [DM] Breath Weapon (Stun/Holy Lighn.); Fly; Imm Lightn.; Res Holy Lightning; 1V: PolySelf
Dragon, Emerald [Council] Breath Weapon (Sound); Flying; Immune Sound; Flame Walk; 1M,3/d: Hold Person
Dragon, Faerie MR 32%; 1M: Invis.; Mouth's P, 1/3r: Breathe euphoria (1 target, NR to resist, save:˝); Fly 24"C
Dragon, Gold [Council] Breath Weapon (Gas/Holy Fire); Fly; Imm Gas/Fire/Holy Fire; 3/d: Poly Self; 1/d: Luck
Dragon, Gold [MM1] Breathe Holy Fire or Gas; Immune Holy Fire, Fire, Gas; 2 spells (either Wiz or Pri) each level from SL 1 to 6
Dragon, Pseudodragon MR 35%; Claws 1d3 dmg + poison (sleep 1d6 days); Camouflage 80%; Infravision; Fly 24"B
Dragon, Sapphire [Council] Breath Weapon (Sound/Fear); Fly; Imm Fear; Free Action; 1/d:Anti-Magic Shell
Dragon, Silver [Council] Breath Weapon (Para./Holy Cold); Fly; Imm Cold/Holy Cold; 1V,3/d: Poly Self
Dragon, Silver [MM1] Breathe Frost or Gas; Immune Frost, Cold, Gas; 2 spells (either Wiz or Pri) each level from SL 1 to 5
Dragon, Topaz [Council] Breath Weapon (Dehydration); Fly; Imm Dehydration/Cold; Water Breath; Part Water
Drake Familiar Flying; 1M: Dispel Magic
Drake, Azure Fly; Immune Air/Water; Vuln Fire
Drake, Fire Fly; Immune Holy Fire; Vuln Cold; Breathe (your alignment) Fire (1/2 max hp, save for 1/4)
Drake, Shadow Flying; Immune Negative; Vuln Positive; Mouth's P: Breathe negative
Drider [Phoenix] Infravision; +1P action; Imm Poison; Resist Magic & Negative; Vuln Iron/Light/Holy
Drow [Phoenix] Infravision; Resist Charm; Vulnerable Iron & Light; Sneak abilities of level/4
Dryad MR 50%; 1M, 3/d: Charm Person (-3 save, 1d4 years); 1V: Transport via Plants; Speak w/ Plants
Dryad, Quirion Whenever you cast a Wizard spell or Psionic ability, +LVL dmg/saves until end of round.
Dryad, Shanodin Pass without trace in woods; Improved Invisibility in woods
Dwarf +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
Dwarf [Arduin] Find Mechanical Traps 5*LVL%
Dwarf [Phoenix] Resist Poison/Disease; Vuln Water; 1M: Berserk (+lvl/+lvl TH/dmg, -lvl/-lvl AC/saves)
Dwarf [ZAngband] Resist Magic; Infravision; Immune Blindness; Detect shifting walls/rooms
Dwarf, Athasian
Dwarf, Black Sapphire
Dwarf, Dark 3M: Anti-Magic Shell; 3V: Controlled Blink; 3P: Wall of Force; Resist Darkness
Dwarf, Derro
Dwarf, Dwarven Warrior 1M: Target a creature, on his next attack (if hits) 20 of his dmg can be No Resistance/Defense
Dwarf, Gray Dwarf abilities; Immune to illusion spells, paralyzation, non-natural poisons
Dwarf, Gray Dwarf; Double Health bonus to saves vs. PPD; Immune Illusion/Paralyzation/Poison
Dwarf, Gray1 +Con*2/7 magic saves; immune paralyzation/poison; vulnerable light
Dwarf, Gully
Dwarf, Hill
Dwarf, Maldev
Dwarf, Mountain
Dwarf, PH3 Darkvision 60'; Stonecunning; +2 PPD save; +1 TH vs. orcs/goblins; +4 AC vs. giants
Dwarf, Phaeree (Dangerous J.)
Dwarf, Pitfall
Dwarf, Stone Immune earth; +Con/3 bonus to PPD/RSW/Spell; +4 TH vs. giant-class
Dwarf, Synnibarr
Dwarf, Zakhar Resist Darkness/Disease/Poison/Disenchant; Double Wis bonus Priest spells
Dwarf1 +Con*2/7 magic/poison saves; +1 TH/+4 AC vs. giant-class; stonecunning
Dwarf2 +Con*2/7 magic/poison saves; +1 TH/+4 AC vs. giant-class; stonecunning
Dwarf3 +2 fort saves; +1 TH/+4 AC vs. giant-class; stonecunning
Dwarf5 Underdark language; +2 all saves
Dwarven Demolition Team 1P: Destroy a Wall (magical or normal up to LVL' thick) or a door
Eel, Slipstream Create a 10' r Slipstream (SFB) that moves at LVL^2"
Elder Druid 0, spend 4 spell levels, 1/r: Lend an action (you lose an action & give it to someone) or target loses an action (no save, NR to resist)
Elf 90% charm/sleep resistance; +1 TH with (non-crossbow) bows; +1 TH with sword
Elf [Phoenix] Infravision; Resist Charm; Vulnerable Iron; Sneak abilities of level/4
Elf [ZAngband] +2 TH with bows; -2 TH in melee; +2 CL with spells; Resist Light
Elf, Alfar (Dangerous J.)
Elf, Athasian
Elf, Celstar
Elf, City [Arduin] ?
Elf, Cloud
Elf, Dark (Drow) Immune Darkness; Detect Invis; 1M: Magic Missile
Elf, Dark1 CR 90%; +2 magic saves; MR 50+lvl*2%; stonecunning; 1/d: Dancing Lights; 1/d: Faerie Fire; 1/d: Darkness; Level 4: 1/d: Detect Magic; 1/d: Know Alignment; 1/d: Levitate; 1/d: Clairvoy.; 1/d: Detect Lie; 1/d: Suggestion; 1/d: Dispel Magic
Elf, Deep Shadow +2*LVL spell levels in one progression
Elf, Drider
Elf, Drow Resist Charm; Vuln Iron/Light; Sneak abilities of level/4; (50+level*2)% MR; Dancing Lights 1/d; Faerie Fire 1/d; Darkness 1/d; Levitate 1/d; Detect Magic 1/d; Know Alignment 1/d; Clairvoyance 1/d; Suggestion 1/d; Detect Lie 1/d; Dispel Magic 1/d
Elf, Elvish Archer +5 TH & dmg with Bows; +6 Initiative; Can do 1 action before opponents if they win initiative
Elf, Gray
Elf, Gray
Elf, Gray1 90% charm/sleep resistance; +1 TH with bows/swords
Elf, Half-Aasimar MPIRR 30%; +0 weapon to hit; Resist acid, cold, lightning
Elf, High Elf abilities
Elf, High [Arduin] ?
Elf, Llanowar
Elf, Nobilis (Shadowrun)
Elf, PH3 Immune sleep; +2 Ench/Charm saves; Low-light vision; +1 sword prof.; +1 bow prof.
Elf, Pharisee (Caer Sidi)
Elf, Psielf (Synnibarr)
Elf, Savaen # F actions: Remove trap (#=1), trick (#=2), special (#=3) at 20+LVL*20%
Elf, Sea [Arduin] ?
Elf, Shadow Elf; Can use/make Tech items as if 2 TL lower; (level*5)% InnER; 1M: Ghost Light
Elf, Spiritual (Dangerous J.)
Elf, Taunting CR 90%; +1 TH with bows; 1V: Taunt a group (save)
Elf, Valley Elf abilities
Elf, Valley +2 CL with spells; +1 TH with sickle/dagger
Elf, Valley1 90% charm/sleep resistance; +1 TH with bows/swords
Elf, Werewood Elf abilities; 1M: Tree; 1P: Assume Tree form; Vulnerable Darkness
Elf, Wild Elf abilities; Animal Friendship continuous; Set natural traps 90%
Elf, Wild
Elf, Wild (Kagonesti)
Elf, Wild1 90% charm/sleep resistance; +1 TH with bows/swords; Animal Friendship
Elf, Wood Elf abilities
Elf, Wood
Elf, Wood [Arduin] ?
Elf, Wood1 90% charm/sleep resistance; +1 TH with bows/swords
Elf1 90% charm/sleep resistance; +1 TH with bows/swords; Detect secret doors
Elf2 90% charm/sleep resistance; +1 TH with bows/swords; Detect secret doors
Elf3 Immune sleep; +2 enchantment saves; +1 proficiency each with sword and bow
Elf5 Elf, Orc, Orog, Uruk-Hai languages; iCR 100%; considered additional +1 weapon to hit
Elf-Halfling
Enchanted Being -X dmg per physical att, where X is the number of effects the attacker has running
Ent [Hengband] Vuln. Fire; Imm. Aging; Need not eat; Speak w/ Plants; Each level can get +1 Str, -1 Dex, +1 Con
Ettercap Claws 1d3 dmg; Bite 1d8 dmg + poison (save or death in 1d4 turns); FRT 50%; Immune webs
Faerie, Thornwind Flying; 1M: LVL^2 psionic dmg to one target (no save)
Feline [Phoenix] Detect Invis/Hidden; Farsight; Infravision; Imm Poison; Resist Cold/Charm; Vuln Fire
Feline, Khai-Zirin [Arduin] ?
Floral Spuzzem 1 attack: Dispel a magic/psionic item
Folk, Scavenger 1M, lose half your current hp (round up the loss): Dispel target magic item
Fremlin +1 or better weapon to hit; Fly 12" (B)
Gargoyle +1 wpn to hit; Claws 1d3 dmg; Bite 1d6 dmg; Fly 15"C; Resist Earth; Ignore SS/IS (but not US)
Gargoyle, Abbey Flying; Immune Fire, Earth, Chaos
Gargoyle, Granite Flying; 1N, Lose 1 SL from a spell memorization: +2 AC and saves for 1 turn
Genie, Dao (Earth) Fly 15"B; Imm. Earth; 1M, 1/d each: GasForm, Invis., Misdir., Passwall, Wall/Stone, Dig, Rock>Mud
Genie, Djinn (Air) Fly 24"A; Imm. Air; 1M, 1/d each: GasForm, Invis., CreateFood&Water, MajorCreation, Wind Walk
Genie, Efreet (Fire) Fly 24"B; Imm. Fire; 1M, 1/d each: GasForm, Invis., Enlarge, PolySelf, Wall/Fire, ProduceFlame
Genie, Jann (Prime) Fly 30"A; Resist Air/Earth/Fire/Water; 1M, 3/d each: Enlarge, Invis., Ethereal, CreateFood&Water
Genie, Marid (Water) Fly 15"B; Imm. Water; 1M, 2/d each: Invis., PolySelf, WaterBreath; 1M: line Water 1d6 dmg + Blind
Ghoul, Khabal Whenever a creature dies within sight of you, cure 1 hp on yourself
Ghoul, Scavenging Each time a creature dies in your group, gain 1 temporary hp (not beyond max)
Giant [Phoenix] Resist Fire & Cold; Vulnerable Mental & Lightning; Regen 1 hp/r
Giant, B'horog (4 armed)
Giant, Cloud Fists 1d10 dmg; 1M, 1/d each: Levitation, Feather Fall; Free wild talent in Psi23 (Cloud Psionics)
Giant, Ettin 2 heads; Not slain by vorpal as long as you have at least 1 head; Fists 2d6 dmg; Infravision
Giant, Fire Fists 1d8 dmg; Imm. Fire; 1V, can borrow: Catch a missile fired at you 50%
Giant, Frost Fists 1d8 dmg; Imm. Cold; 1V, can borrow: Catch a missile fired at you 40%
Giant, Greater [Arduin] ?
Giant, Hill Fists 1d6 dmg; 1V, can borrow: Catch a missile fired at you 30%
Giant, Lesser [Arduin] ?
Giant, Stone Fists 1d8 dmg; 1V, can borrow: Catch a missile fired at you 90%; Camouflage near stone
Giant, Storm 1M: 16d6 Lightning Bolt; 1M: Levitate; 3M: Three 30d6 Lightning Bolts; 1M: Weather Summon; Immune Lightning
Giant-kin, Firbolg MR 15%; Priests XP div is 3, HD is 2d6/lvl, +2 Ill spells of lvl (lvl/5, round up)/lvl
Giant-kin, Voadkyn 90% sleep/charm resistance; All Warriors use Pal XP table; +1 TH with bows
Giff MR 10%; +4 weapon prof.; Arquebus and tech guns cost 1/10 normal cost; Head butt 2d6 dmg
Giff
Githyanki Can have wild talent, no effect on XP bonus from classedness; +9 to #Mentals calc.
Githzerai
Glasswave
Gnoll
Gnoll [Phoenix] Detect Hidden; Dark Vision; Vulnerable Silver
Gnoll, Flind Can attack to disarm instead of damage (opponent must save vs. RSW)
Gnome +Con*2/7 bonus to RSW/Spell; +1 TH vs kobolds/goblins; "giant-class" at -4 TH
Gnome [Arduin] ?
Gnome [Phoenix] Infravision; Resist Mental; Vulnerable Water
Gnome [ZAngband] +Con/6 saves; Infravision; Imm Paralysis; Resist Slow; 1M, Level 3: Dimension Door
Gnome, Deep Gnome abilities; Immune Illusion; Summon Earth Elemental 1/d; Non-Detection cont.
Gnome, Deep As other Deep Gnome plus: +3 saves; Blur 1/d; Blindness 1/d; Change Self 1/d
Gnome, Deep1 +3 all saves; +2 poison saves; immune illusion; camouflage 60%; Non-Detection; 1/d: Blindness; 1/d: Blur; 1/d: Change Self; Level 6, 1/d: Conjure Earth Ele.
Gnome, Fabricator
Gnome, PH3 Low-light vision; +2 Ill saves; +1 TH vs. goblins; +4 AC vs. giants; Cast a cantrip 1/d
Gnome, Phaeree (Dangerous J.)
Gnome, Surface
Gnome, Tinker
Gnome1 +Con*2/7 magic saves; +1 TH/+4 AC vs. giant-class; stonecunning
Gnome2 +Con*2/7 magic saves; +1 TH/+4 AC vs. giant-class; stonecunning
Gnome3 +2 illusion saves; +1 TH/+4 AC vs. giant-class; 1/d: Dancing Lights; 1/d: Ghost Sound; 1/d: Prestidigitation
Goblin Detect New or Unusual Construction; -1 TH in daylight
Goblin [Arduin] ?
Goblin [Phoenix] Resist Mental; Vulnerable Silver & Light & Wood & Holy; Sneak abilities of level/4
Goblin Goon Immune Overbear; Can "narrow salvo" attacks (one 1d20 result for all attacks against one enemy)
Goblin of the Flarg Immune traps in underground; Special enemy dwarves (as Ranger)
Goblin, Scarlet Resist Mental; +6 Will or Wis-based saves; +4 weapon prof.; Sneak abilities of level/3
Golem [ZAngband] Resist Poison; Detect Invis; Free Act; Hold Life; 1M,Level 10: +lvl AC, lvl Stoneskins
Golem, Mycosynth +1 TechL with Psi8/16 effects; Get +1 DL whenever you summon a Golem
Gorn -3 dmg per physical attack
Green Slime Wave Considered to have "1 arm" or "2 tentacles" (Green Slime brand, i.e. 2d6 dmg + 1d6 Con dmg)
Grell, Patriarch +1M; Hold M Actions; Flying; No Arms; No Legs; 10 Tentacles; +1 Psi. Freq.
Gremlin MR 25%; +1 wpn to hit; Claws 1d4 dmg; Fly 18"B; 1V, 1/t: Taunt; FRT 40%
Griffon Fly 30"C; Claws 1d4 dmg; Bite 2d8 dmg; Far Sight; Clairnasience
Grommam
Gryfalcon [Phoenix] Infravision; Sneak abilities of lvl/3; Fly; Resist Charm/Poison/Disease; Vuln Acid/Cold
Gryphon [Phoenix] Infravision; Fly; Sneak abilities of lvl/3; Resist Magic/Poison; Vuln Acid/Cold/Water
Hadozee, Displacer
Hag, Annis MR 20%; 1M: Change Self; Infravision; Claws/Bite 1d8 dmg; 1M, 3/d: Fog Cloud; -1 dmg / phys att.
Hag, Green MR 35%; 1M: Change Self; 1M: Invis., WaterBreath, Speak w/Monster, Mimic Voices, Weakness
Half Elf [Phoenix] Farsight
Half Orc [Phoenix]
Half-Ape (Scarlet Thrall) Resist Psionics; +4 TH and dmg with thrown weapons
Half-Baboon (Scarlet Thrall) Resist Psionics; Resist Falling Damage; +4 TH and dmg with non-thrown missile weapons
Half-Demon5 Demon language; IR 50%
Half-Dragon, Bronze
Half-Dragon, Gold
Half-Dragon, Silver
Half-Dwarf (Mul), Athasian
Half-Elf 30% resistance to sleep and charm spells; Detect Secret Doors
Half-Elf [Arduin] ?
Half-Elf [ZAngband] +1 TH with bows; -1 TH in melee; +1 CL with spells
Half-Elf, Athasian
Half-Elf, Cloud CNR 70%; Free Wild Talent in Psi23
Half-Elf, Dark Resist Darkness; Magic Missile 1/d
Half-Elf, Gray
Half-Elf, High
Half-Elf, PH3 Immune sleep; +2 Ench/Charm saves; Low-light vision
Half-Elf, Valley
Half-Elf, Wood
Half-Elf1 30% charm/sleep resistance; Detect secret doors
Half-Elf2 30% charm/sleep resistance; Detect secret doors
Half-Elf3 Immune sleep; +2 enchantment saves
Half-Elf5 Elf, Orc languages; iCR 90%
Half-Giant [ZAngband] 1M: Dig; 1P: Destroy Wall; 1M, Level 10: Stone to Mud; Resist Shards; Sustain Str
Half-Giant, Athasian
Halfling [Phoenix] x10 Personality score; Pass Door; Resist Poison & Disease; Vulnerable Light; Sneak abilities of level/3
Halfling, Alfen (Dangerous J)
Halfling, Athasian x10 Personality score; Double Health bonus to saves vs. PPD; Resist Fire/Sand; +1 non-weapon prof/level
Halfling, Hairfoot
Halfling, Half-Skulk x10 Personality score; Infravision; Immune darkness; +Dex/3 to all saves; +50 Rogue points
Halfling, Hobbit [Arduin] ?
Halfling, Jerren x10 Personality score; +40 Rogue pts.; +1 all saves; +2 fear saves; Half of dmg you do (physical or magic) is Vile
Halfling, Kobbit [Arduin] ?
Halfling, Mixed x10 Personality score; +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction
Halfling, PH3 x10 Personality score; +1 saves; +2 fear saves; +1 TH thrown
Halfling, Photic
Halfling, Stout x10 Personality score; +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction
Halfling, Stout
Halfling, Tallfellow x10 Personality score; +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction
Halfling1 +Con*2/7 magic saves; stonecunning
Halfling2 +Con*2/7 magic saves; stonecunning
Halfling3 +1 all saves; +2 fear saves; +1 TH with thrown weapons
Halfling5 Kobold, Goblin languages; +2 TH/dmg with missiles
Half-Ogre
Half-Ogre Priests automatically get Combat,Divination,Healing,Protection,Sun
Half-Ogre [ZAngband] 1M, Level 13: Glyph of Warding or Explosive Rune; Resist Darkness; Sustain Str
Half-Orc
Half-Orc Berserk (+lvl/+lvl TH/dmg, -lvl/-lvl AC/save); Res Magic/Weapon; Vuln Mental; Reg 1/r
Half-Orc Resist Weapon; Vuln Mental; Regen 1 hp/r
Half-Orc [Arduin] ?
Half-Orc [ZAngband] Resist Darkness; 1M: Remove Fear
Half-Orc, Acidic
Half-Orc, PH3 Darkvision
Half-Orc1 (none)
Half-Orc3 (none)
Half-Pixie5 Pixie, Druid languages; DR (10*lvl)/+lvl
Half-Titan [ZAngband] Resist Chaos; 1V, Level 17: Identify and know statistics of creature
Half-Troll (Angband)
Half-Troll [ZAngband] Sustain Str; Regen 1 hp/r; Remove Fear; Berserk (+lvl/+lvl TH/dmg, -lvl/-lvl AC/save)
Half-Weasel (Scarlet Thrall) Resist Psionics; One "Level 1:" ability in a known class; Any level 1 Rogue ability; +20+5*LVL Rogue pts
Half-Wolverine (Scarlet Thrall) Resist Psionics; Resist Magic; Resist Innates
Half-Yeek5 Yeek, Bleah languages; Resist disease
Harpy Fly 15"C; Mouth's P: Charm (save) to a group; Claws 1d3 dmg; Bite 1d6 dmg
Heucuva [Phoenix] Dark Vision; Imm Neg./Poison/Disease; Res Weapon; Vuln Holy/Light/Silver; +1 #Att
High-Elf [ZAngband] +3 TH with bows; -3 TH in melee; +3 CL with spells; True Sight; Resist Light
Hippogriff Fly 36"C; Claws 1d6 dmg; Bite 1d10 dmg
Hobbit [ZAngband] x10 Personality score; +2 TH with bows; -2 TH in melee; +Con/6 saves; Sustain Dex; 1V:Create Food/Water
Hobgoblin Detect New Construction, Sloping Passages, Shifting Walls
Homarid -LVL TH/dmg/AC/saves on odd numbered segments; +LVL on even segments
Hook Horror Hooks 1d8 dmg; Bite 1d6 dmg; If both hooks hit, bite auto hits; Hear Noise 50%; Blindfighting
Horror, Cosmic +2 tentacles; +2 mouths; can do 1 attack on segment 0
Human Can do 1 for 1 trading for ability scores (instead of 2 for 1)
Human 1 for 1 trading with ability scores
Human [Arduin] ?
Human, Amazon [Arduin] ?
Human, Baklunish 3 for 2 trading with ability scores; +1 feat; +3+level skills
Human, Beholder world [DM] 1 for 1 trading with ability scores; 2 eyes (see Psi29), 2 arms, 2 legs, 1 mouth; levitate
Human, Deep Imaskari iXRaRR 30+LVL*2%; Low-Light Vision; +1 to Wiz prog.; 1M (can borrow), 1/d: Capital E Escape
Human, Dunadan (Angband) 1 for 1 trading with ability scores
Human, Evolved 1 for 1 trading; Resist mental attacks; +LVL non-weapon proficiencies
Human, Great 1 for 1 trading with ability scores
Human, Greater 1 for 1 trading with ability scores
Human, Greyhawk Dweller Goblin, Kobold, Orc languages; Ultravision; MR 10%; Legend Lore 10%; Pick X: Str +1, Dex +1, Con +1, Int +1, Wis +1, Chr +1, hp +4, AC +2, TH +2; Pick Y: Str -1, Dex -1, Con -1, Int -1, Wis -1, Chr -1, hp -4, AC -2, TH -2; X-Y=2; You cannot duplicate any "X" picks, but you may duplicate "Y" picks.
Human, Guour 1 for 1 trading with ability scores
Human, Lower Dwellers 1 for 1 trading with ability scores; Infravision; Resist Darkness
Human, Minotaur 1 for 1 trading with ability scores; Immune Maze
Human, PH3 +1 feat; +3+level non-weapon prof.
Human, Planar (Tiefling) 1 for 1 trading with ability scores;
Human, Suel / Suloise 4 for 3 trading with ability scores; x2 Personality score; iXGaXaGR LVL*5%
Human, The Eye 4 eyes (must be one actual eye) (see Psi29), 2 arms, 2 legs, 1 mouth; levitate
Human, The Hand 1 for 1 trading; Has a large hand instead of head, considered 3-armed
Human, Upper Dwellers 1 for 1 trading with ability scores; Ultravision; Resist Light
Human, Vasharan 2 for 3 trading; +1 feat; +3+LVL skill pts; iGR LVL*3%; Multiply your TH&dmg rolls by enemy's mult.
Human, Werehuman 1 for 1 stat trading; Has 2 different forms (w/ diff. ability scores); 3F: Switch forms
Human, Winged (Alorian) 1 for 1 trading with ability scores; Fly
Human1 (none)
Human2 (none)
Human3 +1 feat; +3+level skills
Human5 Ancient Oeridian language; 1 for 1 stat trading; max stat due to trading = 17+lvl
Imp [ZAngband] Resist Fire & Nether; 1M,level 5: Personal Fireball; 1M,level 15: Fireball
Imp, Bog Flying; Resist necromantic effects
Imp, Nettling 1V: Taunt one target (no save); 1M: Command (save)
Kender
Kender [Phoenix] +1P action; +1V action; Resist Water; Vulnerable Mental; Thief abilities of level/4
Kenku [Phoenix] Farsight; Detect Hidden; Infravision; Flying; Resist Cold; Psionic Regen 1 PSP/r
Khai-Shang (Weasel-Otter) [Arduin] ?
Ki-rin MPR 90%; Horns +3/+3 of Sharpness; Wiz spells 9 8 7 6 5 4 3 2 1; 1M: Major Creation; 1P: Gaseous Form; 1V: Wind Walk; 1M: Advanced Illusion; 1M: Call Lightning; 1M: Summon Weather
Ki-rin, T'uen-rin MIR 90%; Wiz spells 15 14 13 12 11 10 9 8 7; 1P, 1/d: Awe; Detect Lie cont.; 1M: Plant Growth; 1M: Psionic Blast vs. evil 50 mile radius; 1M: Cure Disease and Plague 100 mile radius
Klackon [ZAngband] Resist Conf./Acid; +1V action; 1M,Level 5: Personal Acidball; 1M,level 13: Acidball
Klingon
Knoblin (Kobold-Goblin) [Arduin] ?
Kobold Always attacked last; -1 TH in sunlight
Kobold
Kobold [ZAngband] Resist Poison; +lvl Poison dmg with melee or missile attacks
Kobold, Crimson Each melee attack does an extra (level) poison dmg (save: 0)
Kobold, Crookshank +(5*level)% rogue points
Kobold, Kher Keep (5*level)% WR
Kobold-Lizard Man
Kzinti Claw 2d4
Lamia 1M, 1/d: Charm Person, Mirror Image, Suggestion, Illusion; Touch drains 1 Wis (no save)
Lammasu MR 30%; Fly 24"C; 1M: Invis. or DimDoor; Pro.Evil 10'r; Claws 1d6 dmg; +4 3 2 1 to Priest prog.
Leprechaun, Aisling NR 10*LVL%; 1 touch: Effect, weapon, or person is resisted using NR for 1 turn.
Leviathan, Segovian Water Breathing; Bite attack is 1d30 dmg
Licid, Dominating 1M: Domination (save) (only one Domination effect running at a time)
Lizard King
Lizard Man Move in water 12"; Water Breathing; Swimming Proficiency
Lizard Man
Lizard Man, Blackmoor
Lizard Man, Desert Saurig [Arduin] ?
Lizard Man, Hurwaet
Lizard Man, Krynn
Lizard Man, Swamp Saurig [Arduin] ?
Lung-Ti
Manotaur
Manticore Fly 18"E; Tail's P, 4/d: Fire 1d6 spikes, each does 1d6 dmg (roll TH for each)
Medusa Gaze: petrify (save); 1 Snake attack (roll TH) 1 dmg + poison (death/0); Ethereal/Astral Perception
Medusa, Infernal Hair's P: 1d2 dmg + Poison (save, death/20) + Petrification (save)
Merfolk of the Pearl Trident Water Breathing; Swimming
Merfolk, River Immune Snares/Traps; Resist Tricks/Specials; Water Breathing
Merman/Mermaid [Arduin] ?
Mimic 1V: Alter shape to any solid Size M object; 1 pseudopod 3d4 dmg; Imm. Acid, Slimes; Glue Shield
Mind Flayer
Mind Flayer [ZAngband] Sustain Int & Wis; +1M action; Detect Invis; Telepathy; Mind Blast
Mind Flayer, Ulitharid +2 M; Flying; +1 to # Psi freq.; MR 90%; 4 Tentacles 1d3; -6 saves vs. your effects
Mind Flayer, Yaggol +1 P; PR 50%; 5 Tentacles 1d4; +1 weapon to hit
Minotaur Tracking; Immune to Maze
Minotaur
Minotaur [Phoenix] Farsight; Immune Poison; Vulnerable Bashing; +1 dmg with 1 weapon type /level
Minotaur, Anaba Ancestor 1P: Target gains +LVL TH/dmg this segment; 1bM: Target gains +LVL AC/saves this segment
Minotaur, Hurloon Immune Maze, Binding, Imprisonment
Minotaur, Krynn
Minotaur, Mirror 1M: Maze (Spell save)
Mongrelman Add +1 to any 0* stat; Mimic Voices; Pick Pockets (50+level*5)%; Camouflage
Naga, Dark CR 20%; Bite 1d4; Tail 2d4 dmg + Sleep 2d4 r (save); ESP; Imm. Acid, Poison; +4 2 2 to Wiz prog.
Naga, Guardian Mouth's P: Spit poison 1 target (death/0); Bite 2d4; Tail 1d6; FRT 120%; +3 2 1 to Priest prog.
Naga, Spirit Bite 1d3 dmg + poison (death/0); Gaze: charm (save); +3 2 1 to Wiz prog.; +2 2 Priest prog.
Nameless Race +N TH/dmg, where N is the number of enemies in your group; This race can be any one name
Neogi Claws 1d3 dmg; Bite 1d6 dmg + slow 1d8 r (save); 1M: Locate or Charm Umber Hulk (no save)
Nibelung [ZAngband] Immune Darkness; Resist Disenchantment; Detect shifting walls/rooms
Night Stalker, Lurking +2 TH/dmg and +1 #Attacks with guns; Can buy guns off of the Demolitionist/Musketeer tables at ÷LVL cost
Night Stalker, Shimian 1bV: Interpose yourself in front of an attacking creature
Nymph MR 50%; 1M, 1/d: Dim Door; Gaze: blind (save); 2V, Gaze: death (save); +4 3 2 1 to Priest prog.
Ogre Priests automatically get Combat,Divination,Healing,Protection,Sun
Ogre Enforcer Ignore effects that do less than LVL*4 dmg
Ogre Mage Gaseous Form; Fly; Invisibility; Charm Person; Regen 1 hp/r; Cone of Cold (8d8) 1/d
Ogre Mage
Ogre, Gray +LVL TH and dmg with clubs, rocks, boulders
Ogre, High
Orc Detect New and Unusual Construction, Sloping Passages; -1 TH in sunlight
Orc, Ironclaw Vulnerable Fear
Orc, Lesser [Arduin] ?
Orc, Orcish Artillery 1P, take 3 damage: Deal 20*LVL dmg to one target (no save)
Orc, Scarlet +6 weapon prof.; 1P, take N damage (max N=LVL*2): Deal 15*N dmg to one target (no save)
Orc, Uruk [Arduin] ?
Otyugh, Scarlet 2 tentacles; Mouth's P, 1/t: Breathe Acid (˝*hp, area, no save); Any level 1 Rogue ability; +20+5*LVL Rogue pts
Owlbear Claws 1d6 dmg; Bite 2d6 dmg; If both claws hit: +2d8 dmg
Owlbear, Ice (Snowy Owl/Polar Bear) Claws 1d8 dmg; Bite 2d8 dmg; If both claws hit: +2d10 dmg; Immune Ice/Cold; Operate at up to -20 hp
Phelddagrif, Questing Flying; Resist Necromancy, Fire; 1M: +LVL dmg/saves for 1 round; 1M: Animal Summoning I
Phoenix [Phoenix] Fly; Detect Inv/Hid; Reg 2 hp/r; Imm Fire/Charm; Res Disease/Poison; Vuln Cold/Holy
Phraint (Ant-Mantis) [Arduin] ?
Pixie Improved Invis; Poly Self; Illusion; Confusion; Dispel Magic; Dancing Lights; ESP; Fly
Pixie
Pixie [Phoenix] Flying; Detect Magic; Infravision; Resist Charm & Mental; Vulnerable Iron
Pixie Queen Flying; 1M: Target gains Flying
Pixie, Argothian Resist Golems, magic item effects
Planetar [MM2] AllR 75%; Striking +4/+4 Defender, Wounding; Pri 7 and Druid 7 progressions; 1M, 1/d: Animate Object; 1M, 3/d: Blade Barrier; 1M: Continual Light; 1M, 3/d: Dispel Evil; 1M, 7/d: Dispel Illusion; 1M, 3/d: Dispel Magic; 1M, 1/d: Earthquake; 1M, 1/d: Feeblemind; 1M, 2/d: Limited Wish; 1M: Polymorph Object; 1M, 1/d: Fire Storm; 1M, 3/d: Flame Strike; 1M, 3/d: Heal; 1M, 1/d: Holy Word; 1M: Improved Invisibility 10'r; 1M, 1/d: Insect Plague; 1M: Polymorph Self; 1M, 3/d: Raise Dead; 1M: Remove Curse/Fear; 1M, 1/d: Restoration; 1M, 1/d: Shapechange; 1M: Speak with Dead; 1M, 1/d: Symbol; 1M: TWE; 1M, 3/d: True Seeing; 1M, 7/d: Wind Walk; 1M: Commune; 1 Touch: Cure Blindness, Deafness, Disease, or Light Wounds; Detect Evil, Illusion, Invisibility, Lie, Magic, Traps; Resist Fire, Cold; +4 weapon to hit
Pocket Dragon
Quarterling
Quasit MR 25%; +0 wpn to hit; Imm. Cold/Fire/Lightning; Claw: -1 Dex; Invis.; Regen 1 hp/r; 1/d: Fear 30' r
Quickling +1P; move rate 96"
Rakshasa +2 wpn to hit; Wiz spell prog. 4 3 2 1 (CL=7); Immune spells SL<8; Allergy blessed bolt
Romulan +4 Wis checks
Roper MR 80%; Camouflage; 1P,6/d: Target halves Str score (save); Bite 5d4; Imm Lightning; Resist Cold
Rust Monster 2 tentacles (Rust Metal brand); Detect Metal; 1V, eat N gp: Cure self N hp (can eat off of your gp count on chalkboard, keep track)
Sandwave
Satyr Hoof 2d4; Charm or Sleep or Cause Fear 60'r by musical instrument 1/r
Satyr [Phoenix] Detect Hidden/Evil/Good; Immune Fire; Resist Negative; Vulnerable Holy & Light
Saurial, Bladeback Claw/Claw/Tail 1d4/1d4/1d6; +2 saves vs. sound; -2 saves vs. gas
Saurial, Finhead Claw/Claw/Tail 1d3/1d3/1d2; +2 saves vs. sound; -2 saves vs. gas
Saurial, Flyer Claw/Claw/Bite 1d2/1d2/1d2; +2 saves vs. sound; -2 saves vs. gas; Fly 24"
Saurial, Hornhead Claw/Claw/Horn/Tail 1d4/1d4/2d6/2d4; +2 saves vs.sound; -2 saves vs.gas
Scro
Sea Elf [Phoenix] Det Hidden; Underwater Action; Resist Water/Cold; Vuln Iron/Fire; +1 CL with Illusion
Shade, Frozen 1N, Lose 1 SL from a spell memorization: +1 TH, dmg, AC, and saves for 1 turn
Shade, Undercity 1M: Fear (save); 0, Lose 1 SL in memorization: +LVL dmg/saves for 1 round
Shadow Imp. Invis.; 1M: Contagion; 6 limbs; 1M, 1/d: Wraithform
Shadow, Nether Immune to Summoning Sickness; Regenerate 4 hp/r
Shadow-fairy [Hengband] 0: Levitation; Vuln. Light; Does not check for "?" marks or Wandering Monsters in dungeon
Shapeshifter 1M: Polymorph Self; 1V: +LVL AC/saves and -LVL TH/dmg or vice versa for 1 round
Shedu
Shedu, Greater
Silver Dragon [Phoenix] Infravision; Flying; Dark Vision; Immune Cold; Resist Charm & Magic & Disease
Skeleton [ZAngband] Imm Poison/Neg.; True Sight; Res Pierce/Slash/Cold; 2V to drink potions
Skeleton, Drudge Regenerate 1 hp /s; Resist Piercing weapons
Sliver, Harmonic 1M: Dispel Magic/Psi/Innate/Radioactive
Solar [MM2]
Specter, Abyssal Flying; Each time you hit with a melee attack, target loses LVL SL's in memorization
Specter, Hypnotic Flying; Each hit you do causes loss of LVL SLs in memorization
Spectre [ZAngband] Pass Wall; Mouth's V: Fear; Hold Life; Det Invis; Res Poison/Cold/Nether; Telepathy
Spellweaver Each SL on spell progressions is treated as spell level (10-SL)
Sphinx, Andro- Fly 30"D; Claws/Bite 2d6 dmg; Mouth's P, 3/d: Fear, Para., or Weakness area; +4 3 2 to Pri prog.
Sphinx, Crio- Fly 24"D; Claws 2d4 dmg; Head butt 3d6 dmg; +50% to all Wis-based Rogue abilities
Sphinx, Gyno- Fly 24"D; Claws 2d4 dmg; 1M,1/d: Det.Invis., LegendLore, LocateObj., DispelMagic, RemoveCurse
Sphinx, Hieraco- Fly 36"D; Claws 2d4 dmg; Bite 1d10 dmg; +30% to all Dex-based Rogue abilities
Spider, Giant, Scarlet 6 tentacles (weak lemur-like arms with small hands), 0 arms, 2 legs; Poison bite (+LVL^2 dmg); 1M: Web
Spike Cannibal 1M+1V: Move an effect from target to yourself
Sprite [ZAngband] Flying; Res Light; +1V; +1 specialty school; 1P,Lvl 6: Sleep; 1P,Lvl 15: Sleep Monster
Sprite, Cloud Flying; Free wild talent in Psi23
Sprite, Fire Resist Fire; Flying; +1 CL with fire-based and Invocation spells
Su-Monster Claws/Bite 1d4 dmg; 1M, 1/d: Haste self; Free wild talent in Psi1, Psi2, or Psi3
Swanmay +1 or better weapon to hit; 2*(# of HD)% MR; Fly 19"(D); Shapechange to swan
Swanmay
Thallid 1M, 1 per 3 rounds: Monster Summoning I (Plant)
Thallid, Thorn 1M, once per 3r: 10*LVL wood dmg to one target (no save)
Theiwar [Phoenix] Resist Charm & Cold & Negative; Vuln Iron & Light & Holy; Sneak abilities of level/4
Tholian Fly 12"E; Immune Fire; Resist Earth, Crystal, Minerals; Add Int bonus to any one progression
Thri-Kreen
Throon [Arduin] ?
Thrull, Armor 1M, 1/d: Stoneskin (30); 1M, 1/d: Armor (+40); 1M, 1/d: Shield (+7 AC, +3 area saves)
Thrull, Basal Lose half of current hp, lose 2*LVL SLs in memorization: Target gains 2*LVL SLs in memorization
Thrull, Mindstab 1M, 1/d: Psi1 Psionic Blast; 1M, 1/d: Mind Blast (stun 5r); 1M, 1/d: Power Word Stun
Tiefling5 Sigilspeak language; +2 CL
Tiegre [Phoenix] Infravision; Det Hidden; Regen 1 hp/r; Imm Charm; Res Poison/Disease/Light; +1 #Att
Titan [MM1]
Titan [Phoenix] Det Invis; Berserk (+lvl/+lvl TH/dmg, -lvl/-lvl AC/saves); Imm Charm; Resist Weapon
Titan, Sundering Earthquake continuous (can't be lowered, hole in the middle)
Treefolk, Argothian 4 limbs (˝ Str score if use a weapon); Immune to all effects from items of your multiplier or less
Treefolk, Weatherseed 1D: Resurrect self, but you are back at home
Troll Claw 1d4; Bite 1d6; Regen 3 hp/r
Troll, Scarlet Immune Fire; Regen 4 hp/s; Do not die until below -600 hp (still unconscious at -1 hp though)
Troll, Spirit Imp. Invis.; +0 wpn to hit; Imm.Cold; Regen 3 hp/r; Claws 1d4+Str loss1d4+2; Bite 1d4 VampRegen
Troll, Sporeback Regenerate 2 hp /s; 0: Target regenerates instead of you this segment
Troll, Two-Headed 2 heads; Claw 1d4; Bite 1d12; Regen 1 hp/r
Tusken Raider (none)
Uber-Vampire +4 wpn to hit; DR 10/-; Time/Reality Stability; Claw 1d10
Valkyrie [Phoenix] Infravision; Fly; Regen 1 hp/r; Resist Charm/Holy/Light; Vuln Magic/Negative
Vampire [ZAngband] Vulnerable Light; Immune Darkness; Hold Life; Resist Nether & Cold & Poison; Feed
Vampire, Sengir Flying; Each time you kill someone, get their DL^2 in current hp (can go beyond max, lasts only 1r)
Vorlon Precog.; 1M: Legend Lore; 1M, 1/d: Holy Bolt; Flying
Wemic
Wemic Claw/Claw 1d4/1d4, can still use arms; Leap 30'
Werewolf, Lesser 0: Halve your melee damage this segment, but your damage is Vile and causes Lycanthropy
Whill (Yoda's race) Size S; +LVL/2 M; +1 to # Psi Freq
Wookie [StarWars] +4 TH with crossbows; 1V: Throw enemy (roll TH) for LVLd4 dmg
Wraith [Phoenix] Pass Wall; Flying; Resist Weapon & Cold & Acid; Vulnerable Holy & Light & Magic
Wraith, Bog Free wild talent in Psi7 (Undead psi.)
Wyvern Fly 24"E; No arms; Bite 2d8; Tail 1d8 dmg + poison (death/40)
Wyvern, Pyro- Flying; Immune Fire; Resist Poison; Mouth's P: Breathe fire; Poisonous tail
Wyvern, Shadow Flying; Immune Negative; Resist Poison; Mouth's P: Breathe poison
Yeek [ZAngband] Mouth's P: Fear; Resist Acid; Level 9: Immune Acid
Yuan-Ti Immune Poison; Bite 1d10+poison; MR 20%; Cause Fear; Snake Charm; Suggestion
Yuan-Ti, Spitting 1 tail; 0 legs (slithers); Immune Poison; Mouth's P: Spit poison LVL*10 dmg (1 target in group, no save)
Zombie [ZAngband] Resist Nether; 1M: Restoration; Resist Cold & Poison

[P3] Races


[P3.3] Racial Adjectives (General)

You may apply one or more “Racial Adjectives” to your base race. These modify your racial adjustments, as seen below.
An “&” in front of a value means it is cumulative with your base race.
If there is no “&”, it completely replaces the adjustment from your base race.
Thus, if you have a +3 and a &+2 to Str, your total adjustment to Str is +5.
“na” means no adjustment.
“&x2” means to double the racial modifier from your base race.
"&÷2" means to halve the racial modifier. Round resultant ability score modifier towards zero (+3 becomes +1; -5 becomes -2).
“&rev” means to reverse the racial modifier from your base race.
The XP divisor adjustment simply adds to your normal XP divisor. XP divisors due to Racial Adjectives are not lowered above level 9 for Birth Status, Lycanthrope Status, and Undead/Unlive status. The other categories are lowered as per normal.
 
You may have more than one racial adjective, however, no more than one in each category can be used (so you cannot be both a Werebear and a Wererat, for instance). Exception: You can have multiple "Mutations", and can even pick the same mutation more than once.
You may not be an Unlive and an Undead at the same time. If you have a replacement modifier somewhere, treat it as your normal racial modifier for other adjectives (a Lich Chosen One has a total of +6x2+8 = +20 to Int). If two different racial adjectives replace the same stat, you would take the average (round up).
 
(This is an old list and no longer valid:) The following “racial adjective” concepts are not listed here, as they can be simulated by other means:
Astral (Shadowrun magic), Temporal (Chronomancy magic), Punny (Punomancy magic), Demonic/Holy/Planar (Psi6/12), Godly (Psi7), Cybernetic/Golem/Animated (Psi8/16), Mutant (Psi9), Elemental (Psi15).
It is possible I may move the concept of Lycanthropes to a “Moon psionics frequency” at some point in the future
 
The "Lesser" adjective reduces XP divisor. The effect of this can be seen in the table below:
 
Original Divisor: below 1.1 1.1 to 1.25 1.5 1.75 to 2 above 2
New Divisor: subtract 0.1 1 1.25 1.5 subtract 0.5

[P3] Races


[P3.4] Racial Adjectives (Stats)

Category Racial Adjective Str Dex Con Int Wis Chr Cml AC hp TH XP Div Size New?
Birth
status
Cambion &+2 &+1 &+3 &-1 na &-2 &-6 &+2 &+6 &+2 &÷1 &+1/3
Chosen One &x2-2 &x2 &x2-1 &x2+8 &x2+2 &x2+3 &x2 na na &+3 &÷2 na
Dire &+2 na &+1 na &-1 &-2 &-2 &+1 &+4 &+2 &÷0.5 &+1/3 4.2
Elite &+2 &+1 &+2 &+1 &+2 &+3 &+2 &+1 &+8 &+1 &÷1 &+1/2
Greater &x2+1 &x2 &x2 &x2 &x2 &x2+1 &+2 na &+4 &+1 &÷1 &+1/3
Lesser * &÷2-1 &÷2+1 &÷2 &÷2 &÷2 &÷2-1 &-2 na &-4 &-1 &÷ -0.5 * &-1/3
Nilbogism &rev &rev &rev &rev &rev &rev &rev na na na &÷1 na
Of Legend &x2 &x2 &x2 &x2 &x2 &x2 &x2 &x2 &x2 &x2 &÷1 &+1/3 4.2
Paragon &x3 &x3 &x3 &x3 &x3 &x3 &x3 &x2+29 special &x2+25 &÷8 &+2
Super &x2 &x2 &x2 &x2 &x2 &x2 &x2 &+5 special &+5 &÷2 &+1
Vanilla 0 0 0 0 0 0 0 0 0 0 ÷1 na
Lycanthrope
status
Beast of Xvim &+1 &+1 &+1 &-1 na &-2 &-3 na na na &÷0.5 na
Werebat &-1 &+2 &+1 &+1 &-1 &-1 &-2 na &+5 &+1 &÷0.5 na
Werebear &+4 &-2 na &-2 &-1 &+1 &+1 &+2 &+18 &+3 &÷1 &+1/3
Weredragon &+2 &-2 &+1 &+2 na &+2 &+1 &+3 &+12 &+3 &÷0.6 &+1/2
Wererat na &+3 na &+1 &-1 &-3 &-1 na na &+1 &÷0.5 &-1/3
Weretiger &+1 &+3 &+1 na na &+1 &+2 na &+9 &+2 &÷0.5 na
Werewolf &+2 &+1 na &-1 &-1 &-1 na &+1 &+6 &+2 &÷1 na
Mutations Blink &-1 &+1 na &+1 na &-1 na &+1 na &+1 &÷0.5 &-1/2
Brutal &x3 na &x3 &x2 na &x2 &-3 na &+32 &+4 &÷1 &+1/3
Centaur &+1 &+1 &+1 &-2 na na &-1 &+2 &+4 &+1 &÷0.3 &+1/2
Cryo- na na &+1 na &-1 na &-1 &+1 na na &÷0.7 na
Cyclops &+3 &-2 &+2 &-1 &-1 &-1 &-2 &+2 &+10 &+2 &÷0.3 &+1/2
Disenchanter na &+1 na na na na na na na &+1 &÷0.4 na
Displacer na &+1 na &+1 &+1 &-1 &-1 &+2 &+6 &+2 &÷0.6 &+1/2
Extra Armed na &+1 na na na &-1 &-1 na &+1 na &÷0.3 na
Extra Headed na na na &+1 na &-1 &-1 na &+1 na &÷0.2 na
Extra Legged &+1 na na na na &-1 &-1 na &+1 na &÷0.2 na
Extra Tailed na na &+1 na na &-1 &-1 na &+1 na &÷0.1 na
Extra Winged na na na na &+1 &-1 &-1 na &+1 na &÷0.3 &+1/2
Lernaean na &+2 &+2 &-1 &-2 &-1 na &-1 na na &÷0.3 na
Medusan &-1 na &+1 &+1 &+1 &-2 &-4 na &+5 na &÷0.8 na
Mutant &+2 &+2 &+2 &-1 &-2 &-3 &-2 na na na &÷0.4 &+1/2
Phase &-1 &+1 &-1 na &+1 &-1 &-1 &+2 na &+1 &÷0.3 &-1/2
Pyro- na na &+1 na &-1 na &-1 &+1 na na &÷0.6 na
Yuan-Ti na &+2 &+1 &-1 &+3 &-5 &-4 na &+16 &+4 &÷1 na
Planar
Status
Angelic &-2 na na na &+2 &+4 &+4 &+2 &+14 &+1 &÷1 &-1/2
Astral &-2 &-2 &-2 &+2 &+2 &+2 na &+2 &-4 &-2 &÷0.6 na
Demonic &+4 &+2 &+3 na &-1 &-4 &-3 &+1 &+13 &+3 &÷1 &+1/2
Eldritch &+1 &-1 &+1 na &+3 na na &+3 &+16 &+2 &÷1 na
Elemental na na &+2 &-1 na &-1 &-1 &+1 &+8 na &÷0.4 na
Ethereal &+1 &-1 &-1 &+1 &+1 &-1 na &+1 &-2 &-1 &÷0.6 na
Far Realm &-1 &+1 &+2 &+3 &-1 &-1 na na na na &÷1 na 4.2
of Chaos na &+3 &+1 na &-3 &-1 &-2 na &+6 na &÷0.5 &+1/2
of Law &+1 &-3 na &+3 &-1 na &+1 na &+7 na &÷0.5 &-1/2
of True &-3 &-1 na na &+3 &+1 na na &+8 na &÷0.5 na
Shangri-La &-2 na &+1 &+1 &+1 na &+1 na na na &÷0.5 na 4.2
Temporal &-2 &+3 &+1 na &+1 na na &+3 na &+3 &÷0.9 na
Ultraplanar &+4 &-2 &+3 &+1 &-1 &+2 na na &+10 &+3 &÷1 &+1 4.2
Size of
local race
Gargantuan &+6 &-6 &+2 &-1 &-1 na na &+2 &+16 &+3 &÷2 &+2
Giant &+3 &-2 &+1 &-1 &-1 na na &+1 &+4 &+1 &÷1 &+1
Huge &+2 &-1 na na &-1 na na &-1 &+2 na &÷0.3 &+1/2
Miniature &-2 &+3 na na na &-1 na na &-1 na na &-1
Pocket &-4 &+6 na na na &-2 na &+4 &-8 na &÷0.3 &-2
Spriggan na na na na na na na na na na &÷0.6 &±2
Soul
Status
Cloned na na &-1 na na na na na na na &÷0.5 na 4.2
Cybernetic &+1 &+1 &+1 &+1 &-2 &-2 na &+1 &+6 &+1 &÷0.8 na
Elder Soul na na na na &+5 &+1 na na * na &+1 &÷1 na 4.2
Golem &+2 &-1 &+3 &-1 &-1 &-2 &-1 &+2 &+10 &+2 &÷1 &+1/2
Illusionary /Frax &-3 &+2 &-3 &+2 &+2 &-3 na na &-5 & &÷0.5 na
Immortal na na &+5 na na na na na &+5 na &÷0.5 na 4.2
Terrain-
specific
Black Ice ("Blue") &+2 &-2 &+2 &-2 na na na na na na &÷1 &+1 4.2
Cave &+3 na &+2 &-3 &-1 &-1 &-2 &+1 &+6 &+1 &÷0.1 na
Cloud &-4 3 &-3 &+2 &+2 na &+1 &-1 &-2 na &÷0.5 &-1
Faerie &-4 &+2 &-3 &+1 &+3 &+1 &+2 &-1 &-4 &-2 &÷0.4 &-1
Fire &-1 &+1 &+1 na na &-1 &-1 na na na &÷0.5 na
Frost/Polar &+1 &-1 &+1 &-1 na na na na na na &÷0.5 na
High / Elite &-3 &-1 &-2 &+3 &+2 &+1 &+2 &-1 &-1 na na &-1/3
High Gravity &+4 &-1 &+1 &+1 na &-1 &-1 &+4 &+8 &-1 &÷0.5 &-1/3
Low / Primitive &+4 na &+2 &-3 &-1 &-2 &-2 &+1 &+2 &+1 na &+1/3
Savage &+2 &+1 &+1 &-2 na &-1 &-1 &+1 &+3 &+1 &÷0.5 na 4.2
Sea &+2 &+1 &-1 na na &-2 na na na na na na
Underdark na na &+1 &+1 &+1 &-3 &-2 na &+6 &+1 &÷1 na
Undead
status
Anhkolox Stahnk &+6 &-3 &+4 &-2 &-2 &-3 &-5 &+6 &+15 &+6 &÷1 &+1 4.2
Ghost -3 &+2 &-1 na 4 -3 &-2 10 &+18 &+4 &÷1 na
Ghoul &+1 na na -1 &-2 &-1 &-2 &+2 &+4 &+1 &÷0.4 na
Gloid &+1 &+1 &+1 &+1 &+1 &-2 &-4 &+3 &+6 &+2 &÷0.5 &+1/3 4.2
Lich &-6 &-6 &-6 6 &+6 &+6 &-13 &+10 &+33 &+5 &÷5 na
Mummy &+2 -2 3 na &+3 -5 -5 &+7 &+11 &+2 &÷0.6 na
Shade &-2 &+1 &-1 na &+2 na &-1 4 &+3 &+2 &÷0.7 na
Shadow -4 &+2 &-1 na &+3 na -6 3 &+6 &+4 &÷1 na
Son of Kyuss na &+3 na na na &-3 &-4 na na &+1 &÷0.5 na 4.2
Spectre -3 &+1 &-1 &+1 &+2 na -3 0 &+20 &+3 &÷2 na
Thoul &+3 na &+4 &-2 &-3 &-2 &-3 &+3 &+8 &+2 &÷0.5 &+2/3 4.2
Vampire &+3 na &+1 na &+3 &+2 &+2 &+1 &+24 &+4 &÷3 na
Wight &+1 &+1 na &-1 &-1 na &-4 &+1 &+12 &+2 &÷1 na
Wraith -2 &+1 na na &+1 na -2 1 &+16 &+3 &÷1.5 na
Zombified &+7 &-7 &+7 na &-7 na na na na na &÷0.2 na 3.6
Unlive
status
Anti-Lich &+6 &+6 &+6 -6 &-6 &-6 &+13 &+10 &+33 &+5 &÷6 na
Anti-Wight 2 &-1 na na &-1 na 2 &+1 &+12 &+2 &÷2 na
World-
specific
Alternate Univ. &rev &rev &rev &rev &rev &rev &rev na na na &÷0.5 na
Athasian &+1 na &+2 &-1 &-1 &-1 &-1 &+1 &+2 &+1 na na
Avalon na na na &+1 &+2 &+3 &+4 na na na &÷0.5 na 4.2
Beholder World &-1 na na &+1 na na na na na na &÷0.5 na
Dead Timeline na na &+1 &+1 &+2 &+1 na na &+2 na &÷0.8 na
Itascan &x3+1 &x3+2 &x3+3 &x3+4 &x3+5 &x3+6 &-3 na na na &÷3 na
Laputa &-1 &+1 &-1 &+2 &+1 na &+1 na na na &÷0.5 &-1/3 4.2
Maldev &+6 &-4 &+3 &-1 &-4 na &-1 &+4 &+22 &+4 &÷2 &+2/3
Mirror Universe &+2 &+1 na &x2 &-1 &-2 &x2 na na &rev na na
Rakshasa World na &+1 na na &+3 na &+1 &+1 &+2 na &÷0.5 na 4.2
Space &-3 &+1 na &+2 &-1 &+1 &+1 na na &+2 na na
Sunset World &-2 &-2 &-3 &+2 &+2 &+3 &-4 &-3 &-13 &-3 &÷0.4 na
Synnibarr &x2 &x2 &x2 -2 -4 &rev-2 &-2 &x2 &x2 &x2 &÷2 &+1/2
Tarrasque World &+7 na &+6 &-6 &-3 &-4 &-3 &+9 &+30 &+9 &÷1 &+1 4.2

[P3] Races


[P3.4] Racial Adjectives (Abilities)

Category Racial Adjective Abilities
Birth
status
Cambion Resist one thing (pick); Has abilities of Psi6E or Psi(-6)E at half level (round up)
Chosen One ?
Dire Bite 1d8 dmg (vile); Claws 1d6 dmg (vile); Immune Fear; 0, take 10 dmg, 1/r: +1P action this round
Elite Resist Fear; 1M, LVL/d: Remove Fear; Can have two of the same summon; x2 number of followers
Greater Gets +50% of special abilities
Lesser * Gets half of special abilities; See [P3.3] for an explanation of what the XP divisor means
Nilbogism ?
Of Legend iXaXR 20%; Get double racial abilities for your main race (the DM will determine which abilities stack)
Paragon +12 hp/HD; x3 move; +20 dmg; Your effects save @ -13; +15 LVL racial abil.; DR 20/+6; regen 20 hp/s
Super +3 hp/HD; x2 move; +4 dmg; Your effects save @ -6; +7 LVL racial abil.; DR 10/+3; regen 4 hp/s
Vanilla All stat adj. overwritten to 0; XP divisor overwritten to 1; Will retain some (or all) of special abilities, ask DM to know which ones
Lycanthrope
status
Beast of Xvim ?
Werebat Fly 18"C; Sonar; Can "see" without the ability to see; Immune Invisibility & Illusions w/o solid component
Werebear ?
Weredragon Pick a normal, para, or quasi element; resist it. Mouth's P, 3/d or 1/3r: Breathe (=˝hp, area, save:˝)
Wererat Bite 1d4+disease; Claws 1d4; Vuln Silver; Silver or magic weapon to hit; Bite causes Lycanthropy
Weretiger Claws 1d6 dmg; Bite 1d8 dmg (assuming size M, size up or down accordingly)
Werewolf ?
Mutations Blink 0, 1/r: Controlled Blink; 1M (can borrow): Blink Wounding (can blink away after first melee hit on you)
Brutal (none)
Centaur You have the hindquarters of an animal (pick one: Horse, Lion, Giant Spider, Dinosaur, Snake, etc.)
Cryo- Select a para element; immune to it. Mouth's P, 3/d or 1/3r: Breathe that element (=hp, area, save:˝)
Cyclops Have only one eye; Triple range penalties; Resist gaze effects
Disenchanter Your touch does a Dispel Radiation, Magic, Psi, or Innate (or one of their anti's) per hit
Displacer You are displaced (1st attack misses, +2 AC not included on the stats table previous page); +2 tentacles
Extra Armed +1 arm, it is in a new "group" of arms; If you take this adjective twice, both extra arms are in same group
Extra Headed +1 head; You are not slain by vorpal effects as long as you have at least 1 head
Extra Legged +1 leg, it is in a new "group" of legs; If you take this twice, both extra legs are in same group; x4/3 move
Extra Tailed +1 tail; If your existing tail has a special ability, so does this one
Extra Winged +2 wings; If you had no wings, you fly at 15"D; If you did, multiply fly move rate by x4/3, turn better by 1
Lernaean Pick heads, arms, or legs. Whenever one is severed, you get 2 more. Extra limbs disappear after 1 turn.
Medusan Abilities of Medusa race (see [P3] Race Table); You can petrified yourself by Gaze Reflection or mirrors
Mutant Psi9: Minors=2, Majors=1, get a half-length track for each stat; Stacks with Psi9 wild talent if you get one
Phase 1V: Phase in or out. While phased out, get +20 AC, need +2 wpn to hit you, cannot do things physically
Pyro- Select a normal element; immune to it. Mouth's P, 3/d or 1/3r: Breathe that element (=hp, area, save:˝)
Yuan-Ti Immune poison; Bite 1d4+poison (death/30); x1.5 CL in Priest group; MR +15%
Planar
Status
Angelic Fly 21"B; iMPR LVL*7%; +2 wpn to hit you; Psi6G: 1st=2, 2nd=1, DPPs = Int+Wis+Chr+level
Astral Astral Perception; Astral Projection (copy Int->Str, Wis->Dex, Chr->Con); Psi30: 3 "L" powers
Demonic Fly 27"D; iRIaPR LVL*6%; +0 wpn to hit you; Psi6E: 1st=2, 2nd=1, DPPs = Str+Dex+Con+level
Eldritch Fly 24"C; iWER LVL*8%; +1 wpn to hit you; Psi6N: 1st=3, CPPs = Wis+Dex+level
Elemental Pick an element (can be obscure); Immune to that element; Fire Shield of that element
Ethereal Ethereal Perception; Ethereal Projection (copy Str->Dex, Int->Con, Wis->Chr); Psi60: 3 "L" powers [?]
Far Realm x2 Personality score; Immune Imprisonment, Life Trapping, Lost in Maelstrom, Maze, Temporal Stasis
of Chaos Imm. Wild Magic, Chaos, Black Ice, Conf.; Psi(-12)C: "Class Lvl"=LVL/2 (round up), PSPs=Str+Wis+LVL
of Law Imm. Colorless Fire; Hold Stats&Actions; Psi(-12)L: "Class Lvl"=LVL/2 (round up), PSPs=Con+Chr+LVL
of True Imm. Natural, anti-Natural, Charm, Tech; Psi(-12)T: "Class Lvl"=LVL/2 (round up), PSPs=Dex+Int +LVL
Shangri-La Immune Incursion, Pixelation, Truename Erased (you have no Truename at all!), Written Out of Time
Temporal Time/Reality Stability; Imm. Time; Resist Anti-Time, Loop; 1F, 2/d: Time Travel up to LVL^6 minutes
Ultraplanar +10 Annihilation dmg unarmed; Immune Annihilation, Time; Level 9: Mouth's P, 1/d: Capital M Moo
Size of
local race
Gargantuan ?
Giant ?
Huge DR (LVL*2)/(+LVL/2); x1.5 Str score for purposes of size of weapons you can wield (see [C7.1])
Miniature ?
Pocket True Evasion 28+LVL*2% (weapons have a 28+LVL*2% chance of automatically missing you)
Spriggan 1V: +/- up to 2 sizes from orig., Eq resizes; Dropped Eq back to normal; Picked up Eq doesn't auto resize
Soul
Status
Cloned Clone of someone; Not Clone Insane for some reason; 1 Psi9 major; Get compensated items like the NPC
Cybernetic CaCR LVL*10%; DR LVL/–; Have LVL tech items (see [Q8]) of TechL=LVL; +2 CL w/ Tech classes
Elder Soul ++1 saves; Enemies get --1 to hit vs. you; Legend Lore LVL*15%; 1/reset DM gives you a previous life ability
Golem Immune Charm, Coma, Conf., Disease, Dominate, Ego, Enrage, Fear, Hold, Insanity, Para., Sleep, Stun
Illusionary /Frax Free Wild Talents in Psi5 and Psi10; Immune Annihilation, Clone-Insane, Set, Truename Erased
Immortal Don't age naturally; Immune Aging, Disease; Double Resist Poison; Time/Reality/Loop Stability
Terrain-
specific
Black Ice ("Blue") 1M, 1/t: High Frequency Sample or Wild Surge; Immune Black Ice, Bug spells, Chaos, Cold, Ice, Wild Magic
Cave Class VI/Esper-Blind; Infravision; Ultravision; Know depth underground; Direction Sense
Cloud ?
Faerie NaNIaIR 50%; 1M: Cast Wiz charm school, Pri charm sphere, or Psi23 power of SL=LVL/2, round down
Fire Immune Fire, Hell Fire, Holy Fire, Eldritch Fire, Colorless Fire; 1M: LVLdLVL fire dmg (area, save:˝, IR)
Frost/Polar Immune Cold, Ice, Frost, Gust of Wind, Grease, Black Ice; 1M: LVLdLVL cold dmg (area, save:˝, IR)
High / Elite ?
High Gravity Immune to shifts in gravity, reverse gravity, telekinesis; Flight 18"; +1 V
Low / Primitive ?
Savage +6" move rate; Get 1P+2V instead of standard 1S+1V; Take 1 dmg, 1/attack: Do +LVL dmg with an attack
Sea ?
Underdark ?
Undead
status
Anhkolox Stahnk Immune Fire; Resist Slash/Pierce; Hold Life, All Stats; Mouth's P, LVL/d: Breathe Ash (˝*hp, area, no save)
Ghost +2 wpn to hit; Can go ethereal (AC +10, cannot affect things physically); Touch ages 10d4 years (save)
Ghoul Claws 1d6+paralyzation 2d6 r (save); Imm. Sleep, Charm; Level 4: Stench 10' r (save or nauseated)
Gloid iNaNR 64+LVL%; Hold All Stats; +10*3^S gp per reset; 1D: Magic Jar into another creature (Magic Jar save)
Lich ?
Mummy Punch 1d12 dmg+1Con+Mummy Rot (-2 Chr /s, save); Gaze: Fear (area, save); +0 wpn to hit; Vuln. Fire
Shade Touch 1d4+1 dmg + 1 Str; Imm. Cold, Sleep, Charm, Hold; 1V: Shadow Walk; 1V: Meld into Shadows
Shadow ?
Son of Kyuss Arm's P: Throw LVL Kyuss Worms, roll TH, 1d4 dmg + become a Son of Kyuss under your control (PP save)
Spectre ?
Thoul Troll-like regen 1 hp/s; Claws 1d6+paralyzation 2d6 r (PPD save); Immune Charm, Sharpness, Sleep, Vorpal
Vampire ?
Wight ?
Wraith ?
Zombified You can be turned.
Unlive
status
Anti-Lich ?
Anti-Wight ?
World-
specific
Alternate Univ. Has the reverse of special abilities listed (DM will determine)
Athasian ?
Avalon Immune Natural effects, Wood; Can have 2 "Armor" spells on self; Can have 2 "Haste" spells on self
Beholder World ?
Dead Timeline Time/Reality Stability; Immune Extract, Silver Cord Cut, Truename Erased; Loop Lore; 1M: Tempus F-U
Itascan ?
Laputa +3 CL damaging spells; Can have LVL/2 Psi8 items with TechL=LVL/2; Immune Anti-Technological effects
Maldev ?
Mirror Universe ?
Rakshasa World +2 wpn to hit you; Wiz spell prog. = LVL in SL's; Immune spells SL<=LVL; Severge Allergy blessed bolts
Space ?
Sunset World Resist Psionics; PaPR 40+LVL*5%; 0: Levitate; Psi1: Minor=2, Major=1, PSPs=Int+Wis+Chr+level
Synnibarr LVLx3 Minors in Psi9, 18, or 27; Full set of tracks; 2 Min->1 Maj, 2 Maj->1 Gra, must be decreasing
Tarrasque World DR 40/+LVL; MDeflection 75% (on 30% or less it Reflects); Troll-like regeneration 2 hp /s; Bite 2d8 dmg

[P3] Races


[P3.5] Mixing Races

You may mix (cross-breed) almost any two races from the standard race table. Simply average the modifiers from the race table, maintaining fractions. Then you can add or subtract "half-stat" points to even out the modifiers. You cannot add or subtract to any stat beyond what each of the races individually gives. (Example: one race has +1 Str, -1 Dex and another has -1 Str, +1 Int. You generate a race with +0 Str, -1/2 Dex, +1/2 Int. You can do any of following: +0 Str, +0 Dex, +0 Int (or) +1 Str, -1 Dex, +0 Int (or) -1 Str, +0 Dex, +1 Int.)
Halve your racial powers with numbers associated with them (such as MR). Halve the number of other bonuses and other penalties.
For more than 2 (humanoid) races mixed, repeat this process (i.e. you can mix an Elf-Dwarf with a Human).
Mixing more than two non-humanoid races under these rules generates a Mongrelman (see race table).

[P3.6] Custom Races

Stat adjustments are as you like, with minimum -4 and maximum +4, except you can have one stat out to ±6.
 
Sum: -26 to -24 -23 to -18 -17 to -12 -11 to -6 -5 to +2 over +2
XPdiv: ÷0.6 ÷0.7 ÷0.8 ÷0.9 ÷1.0 ÷1 +.1 per point over +2
You can also take the special abilities of other races, but you must add it's divisor - 0.8 to your divisor for each one.
 

[P3] Races


[P3.9] Monsters as Races

DM Note: Always ask DM's approval before using this system; as it's not 100% perfect and some MC sheets may become very unbalanced races if this system is not used judiciously.
 
This section uses 2nd edition Monstrous Compendium sheets; but 3rd edition stats could also be used.
System 1 lets you convert a MC sheet to Collective Stats for quick play. This is good for one-shots where all the players are playing monsters, or when the DM wishes to assign stats to an NPC monster.
System 2 lets you convert a MC sheet to a [P3] style race; this is better for campaigns.
 
For ability scores, add stats for Race Type to stats for Size (the two tables below). If Race Type is not obvious, see [M1] Monster List where I assign every 2nd edition monster a Race Type.
 
  System 1 System 2
Race Type Str Dex Con (Int) Wis Chr Str Dex Con (Int) Wis Chr
Animal 13 13 13 (3) 13 8 +2 +1 +2 (-4) +1 -1
Beholder 7 6 14 (13) 15 7 -2 -2 +2 (+2) +3 -2
Dragon 20 7 15 (14) 14 16 +5 -2 +3 (+2) +2 +3
Elemental 18 14 16 (5) 10 10 +4 +2 +3 (-3) 0 0
Giant 21 12 16 (8) 11 12 +6 +1 +3 (-1) 0 +1
Golem 20 14 20 (2) 4 4 +5 +2 +5 (-4) -3 -3
Humanoid 10 10 10 (10) 10 10 0 0 0 (0) 0 0
Insect 14 15 14 (3) 5 6 +2 +3 +2 (-4) -3 -2
Lycanthrope 12 13 14 (11) 10 8 +1 +2 +2 (+1) 0 -1
Ooze 2 18 16 (4) 5 5 -4 +4 +3 (-3) -2 -3
Outer 17 17 17 (14) 7 7 +3 +3 +4 (+2) -1 -2
Plant 16 4 16 (2) 17 14 +3 -3 +3 (-4) +4 +2
Reptile 15 14 13 (3) 10 8 +2 +2 +2 (-4) 0 -1
Undead* 14* 8* 9* (6*) 6* 3* +2* -2* -1* (-4*) -4* -7*
Water 12 15 12 (4) 12 8 +1 +2 +1 (-3) +1 -1
Weird 1d20 1d20 1d20 (1d20) 1d20 1d20 guess! guess! guess! (guess!) guess! guess!
 
* Undead add 1 to all ability scores per 1000 XPV, round down, for both systems.
 
  System 1 System 2
Size Str Dex Con (Int) Wis Chr Str Dex Con (Int) Wis Chr
U -6 +9 -3 (0) 0 0 -3 +5 -2 (0) 0 0
T -4 +6 -2 (0) 0 0 -2 +3 -1 (0) 0 0
S -2 +3 -1 (0) 0 0 -1 +1 0 (0) 0 0
M/S -1 +1 0 (0) 0 0 +1 +1 0 (0) 0 0
M 0 0 0 (0) 0 0 0 0 0 (0) 0 0
M/L +1 -1 0 (0) 0 0 +1 -1 0 (0) 0 0
L +2 -2 +1 (0) -1 0 +1 -1 +1 (0) -1 0
H +4 -4 +2 (0) -2 0 +2 -2 +2 (0) -2 0
G +6 -6 +3 (0) -3 0 +3 -3 +3 (0) -3 0
F +8 -8 +4 (0) -4 0 +4 -4 +4 (0) -4 0
 
For Intelligence, you should use the maximum Int score on the sheet for system 1, and (Int-10)/2 (round down) for system 2.
 
System 1: Also add 1 stat point (to each stat) per 1000 XP Value, to make more powerful monsters have higher stats.
 
Base AT = +(10-AC) (assuming 2nd edition AC on the sheet)
Bonus hp = +(HD-1)*8 (System 1) or +(HD-1)*4 (System 2)
Base TH = +(HD-1) (System 1) or +HD/2 round down (System 2)
XP Divisor = ÷(XPV/1000)+1 (System 1) or See Below (System 2)
 
XPV XP Div. (System 2)
1 ÷0.9
7 ÷1
15 ÷1.1
35 ÷1.2
65 ÷1.3
120 ÷1.4
175 ÷1.5
270 ÷1.6
420 ÷1.7
650 ÷1.8
975 ÷1.9
XPV XP Div. (System 2)
1200 ÷2
2000 ÷2.2
3000 ÷2.4
4000 ÷2.6
5000 ÷2.8
6000 ÷3
7000 ÷3.25
8000 ÷3.5
9000 ÷3.75
10000 ÷4
11000 ÷4.3
XPV XP Div. (System 2)
12000 ÷4.7
13000 ÷5
14000 ÷5.5
15000 ÷6
16000 ÷6.5
17000 ÷7
18000 ÷7.5
19000 ÷8
20000 ÷8.5
21000 ÷9
22000+ ÷(XPV/2000)-1.5

[P4] Classes


[P4.0] How to read the Class table

The class table [PC0] is divided into groups (Warrior, Wizard, Priest, Rogue, Psionicist, Concordant), then alphabetically.
Class: The class name. They are frequently abbreviated, sorry if it's not always obvious what they are. :)
If a class has a "0" at the end, it's from (non-advanced) D&D.
If it has a "1", it is considered a "1st edition class". "2" means "2nd edition" and "3" means "3rd edition".
30 means "30th edition", based on some ideas from Wizard of the Coast's April Fools 2001 page.
If there is no number at the end, it was probably made up by me. You may consider it to be any edition you like.
Requisites: (Str, Dex, Con, Int, Wis, Chr) What abilities scores you need for the class.
HD/Level: What you get in hit dice per level. There is no hit dice cap, you get them every level.
Note that some classes get more than one hit dice per level, and would be listed like "2d4" (or whatever).
Example: "2d4-1" would mean you roll two four-sided dice and subtract one from the result per level.
A preceding plus ("+d6") means you gain one extra hit die at first level.
A preceding minus ("-2d6") means you lose one hit die at first level. "-2d6" would mean 1d6 at 1st, 3d6 at 2nd, etc.
If you have no hit dice at 1st level, roll 1d6 for hit points. These 1d6 hit points are lost when you do gain a hit die.
An ampersand ("&d6") means the hit points are completely cumulative with your other classes. This means it
doesn't get divided for multi-class PCs, and it gives all of its dice (even low level ones) for dual-class PCs.
Wpn Prof: How many weapon proficiencies you get. The first number is how many base you stat with.
The second number is what you divide you level by for extra slots.
Example: "4+/3" means you start with 4 weapon proficiencies and get 1 every third level (3rd, 6th, 9th, etc.).
If the rate is "1", you do get an extra slot at first level (so "5+/1" starts with 6 slots).
If the rate is "˝", you get two extra slots at first level ("5+/˝" starts with 7, +2 more at 2nd, +2 more at 3rd, etc.)
If you have more than one class, you get the best base amount, plus the extras from all your classes.
THAC0: Which THAC0 table you read. "˝x" means halve your level (round down). "2x" means double your level.
Mon is "Monster", which is 20-level.
Saves: Which Saving Throw table you read. "˝x" means halve your level (round down). "2x" means double your level.
Mon is "Monster", which is 18-level in all categories.
If you have more than one class, write down all your saves for all your classes, then take best for each category.
Reference: Where this class came from. "PH1" is Player's Handbook (1st edition), "PH2" is Player's Handbook (2nd edition),
UA1 is Unearthed Arcana, etc. For a list of Reference codes, see [Z].
DM means "Don Miller" (I made it up).
XP: I give levels and XP amounts. XP amounts are given in thousands (sometimes referred to as "KXP").
The maximum "normal" level is 36. Beyond that, you need XP equal to the 36th level amount for each level.
Thus, you would need five times the XP amount needed for 36th in order to be 40th level.

[P4] Classes


[P4.1] Basic Class Frameworks

All characters have a limit of 4 classes, not counting Concordant classes. You may have any class combination, even the same class more than once. There are no racial limitations on classes.
Single-Classing:
You gain a +100% XP adjustment as long as you are single classed. The adjustment is not retroactive once the campaign starts.
Multi-Classing (1st & 2nd edition):
You do not have to divide XP evenly between classes. Calculate your hit points separately for each class, add them up, then divide by the number of classes.
Multi-Classing (3rd edition):
Add your levels together. Use the most expensive XP table among your classes, using that level. This system is not really used in the Collective because the other options are much more efficient.
Dual-Classing (1st & 2nd edition):
The ability score requirements for dual-classing itself (15 previous, 17 new class) are dropped.
A character may switch classes even if the current class is level 1. The level of abilities from previous classes is equal to the level of your current class; i.e. if you are Ranger 5 & Monk 3 & Wizard 2, you may use 2nd level Ranger and Monk abilities.
The "order" of the classes may be altered with a full Wish, causing hit points to be recalculated.
See also Mixed-Classing [P4.2] and Split-Classing [P4.3].

[P4] Classes


[P4.2] Mixed-Classing

The following only applies to Mixed Classes such as Cavalier-Paladin and Archer-Ranger, where two or more classes' abilities are combined into a single class. This does not apply to Multi and Dual classing (but you can put Mixed classes on a Multi or Dual class character). This is also seperate from Split-classing.
 
The following classes can "mix" with any other class in their group: Archer, Paladin, Acrobat, Ninja, Innate4.
Yes, you can be Archer-Paladin-Blah or Acrobat-Ninja-Blah (where Blah is a third class from that group).
The XP table is the sum of the most expensive class plus one-tenth the cheaper classes. Thus, a Cavalier-Paladin1 is
2.75 + 2.5 / 10 = 3 KXP for 2nd level.
The following classes MUST "mix" with one other class in their group: Specialty (Wizard), Specialty (Priest).
Thus a Specialty Mage is 2+2-1=3 BP's.
The XP table for the Specialty classes is an assumed 0 (i.e. use the XP table of the other classes).
For Background Points [P10], Mixed classes use the sum of the relevant classes, minus 1 per class past the first (Cavalier-Paladin would be 3+2-1=4).
The following additional cross-group combinations are allowed. In these cases, you cannot mix in any more classes.
The BP cost is in parentheses.
Barbarian-Cleric (3), Barbarian-Shaman (2), Archer-Assassin (5), Paladin-Cleric-Specialty Priest (4),
Cavalier-Cleric-Specialty Priest (5), Savant-Bard(6 or 7), Ranger-Bounty Hunter (5), Ranger-Scout (2-cheap!),
Pet Mage-Druid (10-ouch!), Preserver-Druid (8), Specialty Priest-Psi6-Psi12 (6), Sneak-Archer1 (called a “Sniper”).
Requisites is the sum of all the requisities for the sub-classes.
HD/level takes better for both number of dice and die type; so a Paladin (d10) mixed with Ranger1 (+d8) would be +d10.
If you mixed a 2d2 class with a 1d12 class, you would get a 2d12 class.
Wpn Prof takes better for both initial and rate, so Paladin (5+/2) mixed with Duelist (3+/1) would be 5+/1.
THAC0 is the better. Note the table may change at high level (e.g. "27-level" for Psi27 is better than "Priest" at high level).
Saves goes by any one table from your classes (you pick one). You cannot go category-by-category like dual-/multi-/split-classing, you use one of the two tables entirely. You may switch the entire save table a mixed-class goes by during a reset.

[P4.3] Split-Classing

You have only one level number, all your non-Concordant classes are of this level. Your XP per level is the sum of the XP requirements of all the classes put together (make yourself a little chart to make this easier).
Your hit points is the sum of all the hit points of all your classes (i.e. you have a lot of hit points).
If you read a level book, you simply have a "+1 level" flag to that class, your XP table does not change.

[P4.6] Dropping Classes

(optional / unenforced rule)
 
If a PC drops a class, he loses (XP required for that level - XP required for last level) XP; if you drop a 1st level class you lose all XP in that class.
The XP becomes "free XP" which can be spent on any other class (even in a different group).

[P4] Classes


[P4.8] Class Adjectives

This system allows you to tweak your class in various ways.
 
There is a requisite for each adjective. If you have multiple requisites in the same stat (due to already having a requisite in that stat from your class, or from picking multiple Class Adjectives), use the following formula:
New Requisite = (Highest Requisite) + (2nd Highest Requisite)/2 + (3rd Highest Requisite)/3 + …
rounded up.
 
These Class Adjectives also adjust your XP Divisor. Add all of your XP Divisors together from Race, Racial Adjectives, and Class Adjectives. This is what you divide your XP by when you get XP. All of these divisors are lowered by 0.5 per level starting with level 9.
 
Category Class Adjective Req. XP Div. Notes
HD HD/Level: Add 2 to die type Con 4 &÷0.1 Applies to all dice. This can be taken multiple times.
HD/Level: Add 1 to number of dice Con 12 &÷0.3 This can be taken multiple times.
HD/Level: 2m0 (normal Con bonus squared) Con 20 &÷2.0 Overwrites existing rating.
HD: +1 HD at first level (e.g. +d6) Con 6 &÷0.1 Gives 1 extra HD at level 1. This can be taken at most three times.
Saves Saves as Custom Any 5 &÷0.1 Overwrites existing rating.
Saves as Monster Con 3 &÷0.1 Overwrites existing rating.
Saves as (Dwarf0, Elf0, Halfling0) (Con, Int, Dex) 8 &÷0.2 Overwrites existing rating.
Saves as 1˝x(War, Wiz, Pri, Rog, or Psi) (Str, Int, Wis, Dex, Chr) 6 &÷0.2 Overwrites existing rating.
Saves as 2x(War, Wiz, Pri, Rog, or Psi) (Str, Int, Wis, Dex, Chr) 10 &÷0.4 Overwrites existing rating.
Saves: +1 category Any 3 &÷0.1+SC This gives you an extra category to pick saves from. Add the cost above for the save category (the standard categories cost 0).
To Hit To Hit as Cust (none) &÷0.1 Overwrites existing rating.
To Hit as War Str 9 &÷0.2 Overwrites existing rating.
To Hit as 1˝xWar Str 12 &÷0.3 Overwrites existing rating.
To Hit as 2xWar Str 16 &÷0.6 Overwrites existing rating.
Bar stats Barbarian Strength bonus Str 14 &÷0.4
Barbarian Dexterity bonus Dex 14 &÷0.3
Barbarian Constitution bonus Con 14 &÷0.3
Barbarian Int, Wis, or Chr bonus Int, Wis, Chr 14 &÷0.5
Spells +1 ML Int 10 &÷0.2 External bonus, so Twilighting still applies if you gain an SL early.
Specialization, School/Sphere (pick an opposite) Int/Wis 13 &÷0.1 This is in addition to what you already get.
Specialization, School/Sphere (no opposite) Int/Wis 16 &÷0.2 This is in addition to what you already get.
School/Sphere Robe Int/Wis 20 &÷0.5 This lets you cast a school/sphere as if it was 1 SL lower. External bonus, so Twilighting still applies.
Bonus spells based on an ability score (that stat) 13 &÷0.4 Cannot get double bonus from one stat, but you can get bonuses from two (or more) different stats
Use a different spell progression That class's highest Req. &÷N Pick a class in your group you want to have the progression of. N=(the class's KXP to be 2nd level)/10
Channeling (none) &÷1 Any memorized spell you have you may cast without losing it from your memorization (i.e. can repeat cast spells you have memorized).
Other Specialty Priest pick Wis 16 &÷0.2 You get an extra specialty priest pick (even if not a Priest).
+5 rogue points per level Dex 5 &÷0.1 This can be taken multiple times.
One "Any Rogue N" pick, where N is your current level Dex 10 &÷0.2 This can be taken multiple times.
"Level:" ability from another class in same group That class's highest Req. &÷0.1 Cost is per ability.
"Level:" ability from another class in different group That class's highest Req. &÷0.2 Cost is per ability.

[PC0] List of Classes


# [PC1] Warrior Group Classes # [PC1] Warrior Group Classes # [PC1] Warrior Group Classes # [PC1] Warrior Group Classes
1 Admiral (SFB) 43 Darter0 / Daggerer0 / Shurikener0 85 Knight of the Sword1 127 Sheriff0
2 Amulet Destroyer1JG 44 Death Machine 86 Knight0 128 Shifter1JG
3 Animal0 45 Demolitionist 87 Knight1 129 Shooter0
4 Anti-Barbarian100 46 Divine Elf0 88 Laitos 130 Sidekick
5 Anti-Paladin1 47 Duelist1 89 Lancer (#199267) 131 Sith19D
6 Arcane Archer3 48 Dwarf0 90 Legionnaire 132 Slayer5
7 Arch-Animal0 49 Dwarven Defender3 91 Life Machine 133 Small Game Hunter
8 Arch-Archer1 50 Dwarven Offender3 92 Ling0 134 Smith1
9 Arch-Daggerer0 51 Elf0 93 Lord 135 Smithie1JG
10 Archer-Ranger1 52 Engineer2 94 Loyalist5 / Collaborator5 136 Soldier5
11 Archer0 / Er0 / Ranger0 53 Executioner1 / ArchAssassin1 95 Meat Helm 137 Strider1 / ArchRanger1
12 Archer1 54 Expert3 96 Meat Shield 138 Sub-Block
13 Aristocrat3 55 Falco 97 Meat Sword 139 Super Barbarian1
14 Armorer 56 Fighter0 98 Minotaur0 140 Survivalist
15 Athlete 57 Fighter1 99 Mystic Knight1 141 Survivor
16 Avenger0 58 Fighter1JG 100 Ogre0 142 Swashbuckler
17 Barbarian0 59 Fighter2 101 Orc0 143 Tank / Damage Sponge
18 Barbarian1 60 Fighter3 102 Ozla 144 Theradin
19 Barbarian3 61 Fighter30 103 Paladin0 145 Thug5
20 Battlelord 62 Githyanki Knight 104 Paladin1 146 Teneb Harvester (MTG B/G/W)
21 Beast Fighter 63 Gladiator2 105 Paladin2 147 Tracker1JG
22 Beastmaster 64 Golgari Brute (MTG B/G) 106 Paladin3 148 Trainer1JG
23 Beast Rider 65 Grand Meleer1 107 Paladin of Quality1 149 Troll0
24 Beater5 66 Green Warrior 108 Peacemonger 150 Uncommoner3
25 Berserker1 67 Gruul Thug (MTG G/R) 109 Pentarch Paladin 151 Unholy SuperMonk1
26 Big Game Hunter 68 Grunt 110 Physicaler0 152 Valkyrie1G
27 Blackguard3 69 Guard 111 Physicalist 153 Vanguard
28 Blacksmith2 70 Guide2 112 Professional Wrestler 154 Warlord4
29 Block 71 Halfling0 113 Psychic Warrior3 155 Warrior1JG
30 Brick 72 Halo 114 Quintessential Fighter6 156 Warrior3
31 Builder (#420746) 73 Hammerer (#811263) 115 Ranger1 157 Weaponmaster
32 Bushi1 74 Hit Man5 116 Ranger2 158 Wyvern1
33 Captain (SFB) 75 Hiyah 117 Ranger3
34 Cascade Rammer / Dragon Cleaver 76 Holy Warrior3 118 Rarer3
35 Cavalier-Paladin1 77 Jedi0 / Sith0 119 Rebel5
36 Cavalier1 78 Jedi19L 120 Rith Awakener (MTG G/R/W)
37 Cerebral Knight2 79 Jock1 121 Ronin1JG
38 Choicer (#474063) 80 Kensai1 122 Sailor1JG
39 Combatlord 81 Knight of the Crown1 123 Samurai1
40 Commoner3 82 Knight of Quality1 124 Scarlet Huntsman (Anti-Ranger)
41 Companion3 83 Knight of Quantity1 125 Scarlet Pimpernel / Liberator
42 Crimson Seeker1JG 84 Knight of the Rose1 126 Selesnya Sagittar (MTG G/W)

[PC0] List of Classes


# [PC2] Wizard Group Classes # [PC2] Wizard Group Classes # [PC2] Wizard Group Classes # [PC2] Wizard Group Classes
1 Abjurer2 / Thaumaturgist 40 Disintegrator3 79 Magus1JG 118 Summoner Mage
2 Alchemist1 41 Diviner2 / Visionist 80 Master Wizard 119 Technologist
3 Amulet Destroyer1JG 42 Doomdoctor3 81 Mastermind5 120 Tougher (#231172)
4 Amulet Maker1JG 43 Dragon Mage 82 Meat Head 121 Translator1JG
5 Anti-Magic-User1 44 Eelementalist(-15) 83 Mega-Channeler 122 Transmuter2 / Alterationist
6 Apothecary2 45 Elemental Wizard1JG 84 Mentaler0 123 Virologist / Virus Mage
7 Arcane Wizard 46 Elf0 85 Minion / Arch-Henchman 124 Wacky Ball Mage
8 Arch-Alchemist1 47 Enchanter2 / Mesmeriser 86 Myrmecologist 125 Wand Mage
9 Arch-Mage 48 Ethereal Shaman60 87 Necromancer1JG 126 Warlock1
10 Arch-Mentaler0 49 Evoker2 / Invoker 88 Necromancer2 / Apparitionist 127 Watcher5
11 Arch-Sage0 50 Familiar Mage / Petmaster 89 Nicol Bolas (MTG B/U/R) 128 White Robe1
12 Artificer 51 Force Mage 90 Numot Devastator (MTG U/R/W) 129 White Wanderer1JG
13 Artificer24 52 Fortune Teller10 91 Ovinomancer / Bovino- / Poultry- 130 Wild Mage2
14 Aspirant 53 Frost Wizard1JG 92 Ozla 131 Witch5
15 Astral PhysAdept 54 Generic Wizard 93 Permission Mage 132 Witch Doctor
16 Astral Shaman 55 Geo-Sage1JG 94 Pet Mage 133 Wizard3
17 Astrologer1JG 56 Gruul Grave-Troll (MTG G/R) 95 Physicist 134 Wizard of the Coast
18 Beast Arch-Mage 57 Hag0 96 Planeswalker Artificer 135 WuJen1
19 Beast Mage 58 Henchman 97 Plator 136 Zantriss
20 Black Robe1 59 High Mage 98 Ponnet
21 Blaster0 60 Historian1JG 99 Preserver2
22 Boros Crossmage (MTG R/W) 61 Historian2 100 Protector Mage
23 Cancer Mage3 62 Illogician-17 101 Quick Chaining Wizard
24 Cartographer2 63 Illusionist1 102 Quintessential Mage6
25 Challenger 64 Illusionist2 / Phantasmist 103 Red Robe1
26 Charm Crafter 65 Incantatrix1 104 Red Wizard
27 Chemist 66 Instantaneous Chaining Wizard 105 Sage
28 Chronomancer2 67 Itemizer0 106 Sage0
29 Companion Mage 68 Izzet Evoker (MTG U/R) 107 Savant1
30 Conjurer2 / Summoner 69 Jedi0 / Sith0 108 Scarlet Necromancer
31 Crosis Purger (MTG B/U/R) 70 Lex Luthor 109 Scribe1
32 Cross Mage 71 Life Master1 110 Scribe2
33 Cthulhu Investigator5 72 Logician17 111 Seer2
34 Dancing Potion Bottle1 73 Loremaster3 112 Shadow Elf0
35 Death Master1 74 Mage2 113 Shastack
36 Defiler2 75 Magic-User0 114 Sorcerer3
37 Delusionist1 / ArchIllusionist1 76 Magic-User1 115 Spellbinder
38 Demonologist3 77 Magic-User30 116 Spellshaper5
39 Diabolist3 78 Magical Pool Mage 117 Status Effect Mage

[PC0] List of Classes


# [PC3] Priest Group Classes # [PC3] Priest Group Classes # [PC3] Priest Group Classes
1 Abettor5 (Anti-Bringer5) 43 Dweomershaper5 85 Plator
2 Adept3 44 Eeler1 86 Protector0
3 Acupuncturist1JG 45 Elemental Cleric2 87 Proto-Lich
4 Anti-Druid 46 Elemental Druid0 88 Quintessential Cleric6
5 Arcane Priest 47 Ethereal Repair60 89 Remover
6 Arch-Priest 48 Faith Healer 90 Rith Awakener (MTG G/R/W)
7 Armorer 49 Fallen Angel5 91 Scarlet Chirurgeon
8 Astral Priest 50 Generic Priest 92 Scarlet Torturer
9 Atheist(-7) 51 Gorilla Shaman (Mox Monkey) 93 Selesnya Druid (MTG G/W)
10 Attendant 52 Guardian Priest 94 Selesnya Sagittar (MTG G/W)
11 Avatar 53 Hag0 95 SemiDivine3
12 Barney Emissary 54 Halo Priest 96 Shaman
13 Beast Arch-Priest 55 Harmer 97 Shapeshifter2
14 Beast Cleric 56 Healer1 98 Shooter0
15 Bringer5 57 Healer1JG 99 Shukenja1
16 Buffer 58 Healer2 100 Smiter5
17 Cleric0 59 Hell's Caretaker 101 Sohei1
18 Cleric1 60 Hermit0 102 Summoner Cleric
19 Cleric1JG 61 Holy Monk1 103 Sun Priest
20 Cleric2 62 Holy Order of Stars Evil1 104 Templar2
21 Cleric3 63 Holy Order of Stars Good1 105 Teneb Harvester (MTG B/G/W)
22 Cloistered Arch-Cleric1 64 Holy Order of Stars Neutral1 106 Thanatos
23 Cloistered Cleric1 65 Holy Order of Stars Stupid1 107 Theist7
24 Cosmos Priest 66 Holy Warrior3 108 Theist14
25 Cosmotician 67 Inept-2 109 Traveller Priest
26 Cross Mage 68 Kabbalist1JG 110 Unholy Order of Stars Jerry1
27 Death Grant 69 Leech 111 Unholy SuperMonk1
28 Demonist1JG 70 Leecher1 112 War Priest
29 Demonologist 71 Life Master1 113 Warden
30 Devalogist 72 Limbologist 114 White Priest
31 Disciple of Asmodeus3 73 Martyr (Rejuvenate-Other) 115 Witch5
32 Disciple of Baalzebul3 74 Nikki 116 Wizard of the Coast
33 Divine Assassin 75 Numbers Priest 117 Worshiper of the UltraBlack
34 Divine Elf0 76 ORLY Owl 118 Worshiper of the UltraWhite
35 Divine Emissary 77 Orzhov Euthanist (MTG B/W) 119 Yuan-Ti / Snake Worshiper
36 Divine Interventioner 78 Orzhov Necromancer (MTG B/W)
37 Doomshaman3 79 Orzhov Scion (MTG B/W)
38 Druid0 80 Pantheon Worshiper
39 Druid1 81 Patriarch
40 Druid1JG 82 Pharmacist5
41 Druid2 83 Pixie Queen
42 Druid3 84 Plant0

[PC0] List of Classes


# [PC4] Rogue Group Classes # [PC4] Rogue Group Classes # [PC4] Rogue Group Classes
1 Accomplice 40 Kobold0 79 Scarlet Monk
2 Acrobat0 41 Leech 80 Scarlet Pimpernel / Liberator
3 Acrobat1 42 Ling0 81 Scout
4 Anti-Thief 43 Luck Master 82 Secret Agent5
5 Appraiser2 44 Luckier (#115354) 83 Shadow Elf0
6 Arcane5 45 Martial Artist1JG 84 Shadowcron
7 Arcane Rogue 46 Master Thief 85 Shadowdancer3
8 Assassin1 47 Mercenary5 86 Shadow-walker1JG
9 Assassin3 48 Merchant1JG 87 Sightseer
10 Backstabber0 49 Minion / Arch-Henchman 88 Slayer3
11 Bandit1 50 Mob Instigator1 89 Slut1
12 Bard1 51 Monk1 90 Sneak
13 Bard1JG 52 Monk1S 91 Sniper
14 Bard1N 53 Monk3 92 Songsmith Bard
15 Bard2 54 Mover0 93 Soulknife3
16 Bard3 55 Musketeer/Cannoneer 94 Stealth Ninja1
17 Beast Thief 56 Mystic0 95 Stealth Rogue
18 Black Hat5 57 Myth 96 TANB1
19 Black Rogue 58 Nicol Bolas (MTG B/U/R) 97 The Hidden
20 Bounty Hunter1 59 Nikki 98 Thief0
21 Bureaucrat1 / Politician1 60 Ninja1 99 Thief1
22 Carasting 61 Ninja1JG 100 Thief1JG
23 Commando3 62 Orzhov Euthanist (MTG B/W) 101 Thief2
24 Crosis Purger (MTG B/U/R) 63 Orzhov Scion (MTG B/W) 102 Thief30
25 Dimir Soulknife (MTG B/U) 64 Overt Rogue 103 Time Bandit
26 Divine Assassin 65 Picker0 104 Tinker1
27 Dungeoneer 66 Pioneer (Outland Pioneer) 105 Trapper0
28 Dwarven Offender3 67 Pointer (#11829) 106 Treasure Hunter
29 Engineer 68 Pointer0 107 Unholy SuperMonk1
30 Executioner1 / ArchAssassin1 69 Profiteer 108 Urbaneer (Cityneer)
31 Ferret 70 Psionic Mystic0/10 109 Urd0
32 Generic Rogue 71 Quarterling0 110 Venefic1JG
33 Halfling0 72 Quickling0 111 Vorosh Hunter (MTG B/U/G)
34 Halo 73 Quintessential Thief6 112 Weasel
35 Hit Man5 74 Rakdos Speedster (MTG B/R) 113 White Hat5
36 Holy Monk1 75 Remover 114 Wilderneer
37 Houri1JG 76 Rocketeer 115 Wyvern1
38 Ill Omen Master 77 Rogue3 116 Yakuza1
39 Jester1 78 Scarlet Assassin

[PC0] List of Classes


# [PC5] Psionicist Group Classes # [PC5] Psionicist Group Classes
1 Arch-Mutant 55 Psi(-1)
2 Arch-Psi1 56 Psi(-1)A
3 Arch-Psi10 57 Psi±2
4 Artificer24 58 Psi0
5 Astral Construct3 59 Psi0.01
6 Astral Destruct-3 60 Psi1
7 Astral PhysAdept 61 Psi1A
8 Astral Shaman 62 Psi1Blaster
9 Astraler3 63 Psi2
10 Azorius Healer (MTG U/W) 64 Psi3
11 Beast Psionicist 65 Psi3.5
12 Blue Psionicist 66 Psi5
13 Brain in a Jar / Living Brain 67 Psi6G
14 Changecat 68 Psi6N
15 Com1 69 Psi6E
16 Dancing Potion Bottle1 70 Psi7 (Undead)
17 Defender Psionicist 71 Psi8
18 Ethereal Repair60 72 Psi9
19 Ethereal Shaman60 73 Psi9A
20 Fortune Teller10 74 Psi10
21 Generic Psionicist 75 Psi11U/W
22 Githyanki Knight 76 Psi12L
23 High Freq. Dabbler 77 Psi12T
24 High Freq. Sampler 78 Psi12C
25 High Psionicist 79 Psi14 (Lycanthrope)
26 High SL Sampler 80 Psi17
27 Hiyah 81 Psi18
28 Illogician-17 82 Psi24 (Intelligent Items)
29 Inept-2 83 Psi27
30 Jedi19L 84 Psi29
31 Low Freq. Sampler 85 Psi30
32 Mentalist 86 Psi36
33 Metamind3 87 Psi72
34 Mind Flayer0 88 Psi81 (Champions)
35 Mixed Freq. Sampler 89 Psi100
36 Mutant45 (Marvel) 90 Psi1200C
37 Mutant54 (DC) 91 Psi∞ (Infinity)
38 Numot Devastator (MTG U/R/W) 92 Psi∞*100 (Infinity*100)
39 Offender Psionicist 93 Psionic Dabbler
40 ORLY Owl 94 Psionic Mystic0/10
41 Physicalist 95 Psychic Warrior3
42 PolyPsi 96 Pyrokineticist3
43 Psi(--2) 97 Quintessential Psion6
44 Psi(-40) 98 Rixthaxth
45 Psi(-15) 99 Simic Physicalist (MTG U/G)
46 Psi(-12)L 100 Sith19D
47 Psi(-12)T 101 Vorosh Hunter (MTG B/U/G)
48 Psi(-12)C 102 X4A
49 Psi(-9) 103 X7A
50 Psi(-6)G
51 Psi(-6)N
52 Psi(-6)E
53 Psi(-5)
54 Psi(-2)
# [PC6] Custom Group Classes # [PC6] Custom Group Classes
1 Accountant 43 Quintessential Custom6
2 Antemortal0 44 Quintessential FMCTP6
3 Anti-Custom 45 RandomCustom5
4 Arch-Custom0 46 Randomizer3
5 ArchCustom2 47 Scripter
6 ArchCustom5 48 Statistician
7 Barney Emissary 49 Tourist
8 Biostatistician 50 Unholy Order of Stars Jerry1
9 BlockCustom5 51 Vanguard
10 Collectivizer3 52 Weasel
11 Companion3 53 WWPRP2/3
12 Compounder
13 Conjugator
14 Custom0
15 Custom1
16 Custom2
17 Custom5
18 Custom Race
19 d20izer3.5
20 Dilettante
21 Duplicator
22 Emulator
23 Exponenter
24 Ferret
25 FMCTP1/2
26 Generic Priest
27 Generic Psionicist
28 Generic Rogue
29 Generic Wizard
30 GWSSP9A
31 Innovator48
32 Internetizer3.5
33 Knowledgizer3
34 Life Machine
35 Master Custom3.5
36 Maxulator
37 Minimizer
38 Minulator
39 Mixer
40 Mortal0
41 Paragon3
42 Putz

[PC0] List of Classes


# [PC7] Concordant Classes
(x1 multiplier)
# [PC7] Concordant Classes
(x2 multiplier)
(na)
1
(na)
(na)
(na)
Elemental Cleric2
(Drake of Tyr2)
(King2)
51
52
53
(na)
Avangion2
Clerical Elemental2
Dragon of Tyr2
(Birthright2)
2
(na)
Brass Gnat
(Clockwork Horror)
54
55
(na)
Bug
Big Bug
(Bigger Bug)
(na) (Victor5) 56 Champion5
3 Master Custom3.5 57
58
Supreme / GrandMaster
Custom Concordant
4 SemiDivine3 59 Divine3 / HeroDeity3
(na) (Evil Underling) 60
61
Evil Overlord
Munchkin
5
6
Sidekick
Accomplice
62
63
(na)
Hero
SuperHero
(Anti-Hero)
7
8
(na)
Mortal0
Antemortal0
(Unmortal7)
64 Immortal0
9
10
Myth
Paragon3
65
66
Legend
Unique / ArchLegend
11
12
13
14
Proto-Lich
Aspirant
ProtoDracoLich
Instantaneous Chaining Wizard
67
68
(na)
(na)
(na)
Lich
Master Lich
(DracoLich)
(Arch-Lich / Anti-Lich)
(DemiDracoLich)
15 Putz 69 Pawn
16
17
18
19
Warden
Angel5
Fallen Angel5
Serra Angel5
70
(na)
Sentinel
(Intermediary)
20
21
Stealth Rogue
Overt Rogue
(na)
(na)
(Stealth Master)
(Overt Master)
22
23
24
25
Henchman
Minion / Arch-Henchman
Giant Robot16
Lex Luthor
71
72
Villain
Arch-Villain
26
27
28
Battlelord
Combatlord
Peacemonger
73
(na)
Warlord
(Peacelord)
29
30
31
32
Atheist(-7)
X7A
Theist7
Theist14
(na)
74
75
76
(X(-7))
X7M
X7P
X14
33
34
Captain (SFB)
Admiral (SFB)
(na) (Custom Legendary Officer)
35 Charonodaemon5 (na) (Ultrodaemon5)
# [PC7] Concordant Classes
(x1 multiplier)
# [PC7] Concordant Classes
(x2 multiplier)
36
(na)
Rakshasa5
(Rakshasa Rukh5)
(na) (Rakshasa Maharajah5)
37
38
Concordant Dabbler
Concordant Sampler
(na) (Demigod Sampler)
39
40
Psi∞ (Infinity)
Psi∞*100 (Infinity*100)
(na) (none)
41 X4A (na) (X18)
42 Baron (na)
(na)
(Duke)
(ArchDuke)
43
44
45
(na)
46
Rejuvenator
Martyr / Rejuvenate-Other
Dejuvenator
(Self-Destructor)
Invigorator / Alljevunator
(na)
(na)
(na)
(na)
(na)
(Unbreakable)
(Afterliver)
(Breaker)
(Ender)
(Vitalizer / Allable / Alliver)
47 Concordant Opposer / Outlander / Rilmani (na) (Intermediary of Pain)
48
49
Exacter0 (X-acter0)
Scripter
(na) (G-acter0)
(na) (Boss) [MPCs only] (na) (Big Bad) [MPCs only]
(na) (Darkling2) 77 Dark Lord2
(na) (Custom Prestige Wizard3) 78 Epic Wizard3
(na) (Kami Spirit) 79
(na)
(na)
Myojin / Legendary Spirit
(Ki-rin)
(Tu'en-rin)
(na) (Shadow Agent5) 80 Shadow5
50 Brain in a Jar / Living Brain 81 Brain in a Box
(na)
(na)
(First Tier)
(Zeroeth Tier)
82 Second Tier
(na) (Deva / Aasimon) 83 Planetar
(na)
(na)
(Black Polar Bear)
(Bugbear)
84 Blue Bugbear
(na) (Sputz) 85 Spawn
(na)
(na)
(na)
(Acidic Cytoplasm)
(Gibbering Mouther)
(Black Pudding)
86 Shoggoth

[PC0] List of Classes


# [PC8] Monster Group Classes # [PC8] Monster Group Classes
1 Angel5 37 Plant0
2 Animal0 38 Pokemon
3 Arch-Animal0 39 Polar Bear9
4 Astral Construct3 40 Polymorpher
5 Astral Destruct-3 41 ProtoDracoLich
6 Astraler3 42 Psi14 (Lycanthrope)
7 Block 43 Psi29 (Beholder)
8 Brass Gnat 44 Quickling0
9 Carasting 45 Rakshasa5
10 Charonodaemon5 46 Rarer3
11 Companion Mage 47 Rith Awakener (MTG G/R/W)
12 Cthulhoid Horror5 48 Rixthaxth
13 Custom Race 49 Scripter
14 Dancing Potion Bottle1 50 Serra Angel5
15 Ethereal Repair60 51 Shapeshifter2
16 Faerie 52 Shifter1JG
17 Falco 53 Sliver
18 Ghost 54 Smurf
19 Giant Robot8 55 Spectre
20 Githyanki Knight 56 Stuffy Doll16
21 Golem16 57 Sub-Block
22 Gorilla Shaman (Mox Monkey) 58 T-Bear
23 Gruul Grave-Troll (MTG G/R) 59 Teneb Harvester (MTG B/G/W)
24 Hag0 60 Theradin
25 Internet Troll8 61 Thirteen Letter Horror
26 Kobold0 62 Troll0
27 Living Wall 63 Uncommoner3
28 Mind Flayer0 64 Uniquer3
29 Minotaur0 65 Urd0
30 Nicol Bolas (MTG B/U/R) 66 Vampire5
31 Numot Devastator (MTG U/R/W) 67 Vorosh Hunter (MTG B/U/G)
32 Odessa0 68 Wraith0/7
33 Ogre0 69 Wyvern1
34 Orc0 70 Yuan-Ti / Snake Worshiper
35 Paragon3 71 Zantriss
36 Pixie Queen
# [PC9] Alternate Group Classes # [PC9] Alternate Group Classes
1 Amulet Destroyer1JG 37 Meat Sword
2 Anti-Magic-User1 38 Minotaur0
3 Astral Destruct-3 39 Minulator
4 Beast Rider 40 Mixed Freq. Sampler
5 Biostatistician 41 Orzhov Euthanist (MTG B/W)
6 Black Hat5 42 Peacemonger
7 Block 43 Physicalist
8 BlockCustom5 44 Physicist
9 Companion Mage 45 Pioneer (Outland Pioneer)
10 Compounder 46 Protector Mage
11 Conjugator 47 Psi0.01
12 Cthulhu Investigator5 48 Psi100
13 Divine Elf0 49 Psi∞*100 (Infinity*100)
14 Doomdoctor3 50 Psionic Mystic0/10
15 Doomshaman3 51 Quickling0
16 Dwarven Offender3 52 Rarer3
17 Engineer 53 Scarlet Chirurgeon
18 Ethereal Repair60 54 Selesnya Sagittar (MTG G/W)
19 Ethereal Shaman60 55 Shadow Elf0
20 Executioner1 / ArchAssassin1 56 Time Lord13
21 Ferret 57 Uncommoner3
22 Gorilla Shaman (Mox Monkey) 58 Unholy Order of Stars Jerry1
23 Gruul Grave-Troll (MTG G/R) 59 Uniquer3
24 Grand Meleer1 60 Urbaneer (Cityneer)
25 High SL Sampler 61 Urd0
26 Hit Man5 62 Witch5
27 Holy Monk1 63 WWPRP2/3
28 Holy Order of Stars Stupid1
29 Holy Warrior3
30 Illogician-17
31 Inept-2
32 Knight of Quantity1
33 Knowledgizer3
34 Life Machine
35 Life Master1
36 Meat Head

[PC0] List of Classes


# [PC10] Mini Group Classes # [PC10] Mini Group Classes # [PC10] Mini Group Classes
1 Ability Score Points 37 Monster Picks 73 Summon DL
2 Absolute Armor Class 38 Movement Rate 74 Summons
3 Alignments 39 Number of Attacks 75 To Hit
4 Armor Class 40 OtherR 76 Transportation Levels
5 B Actions 41 Overwrite Progression 77 True Armor Class
6 BlahR 42 Priest Picks 78 True Damage
7 BlahR Evasion 43 Priest Spell Progression 79 True Saves
8 Capital Immuner 44 Proficiencies 80 True To Hit
9 Caster Level 45 Psionic Progression 81 True To Hit/Save Penalty
10 Chr 46 Psionicist Picks 82 True Turning / True Omens
11 Con 47 Race Slots 83 Turn Undead
12 Concordant Spell Progression 48 Research Points 84 Warrior Picks
13 Custom Mini9.1 49 Resister 85 Warrior/Rogue Spell Progression
14 Damage 50 Rogue Abilities 86 Weapon Specialization
15 Damage Resistance 51 Rogue Picks 87 Wear Locations / Limbs
16 Dex 52 Saving Throws 88 Wis
17 Divisor Saves 53 Set Chr 89 Wizard Picks
18 Divisor To Hit 54 Set Cml 90 Wizard Spell Progression
19 Edition Numbers 55 Set Con 91 XP
20 GGL Picks 56 Set Damage
21 Goodberries 57 Set Dex
22 Group XP 58 Set Hit Points
23 Heals 59 Set Int
24 Hit Dice / Hit Points 60 Set Str
25 Immuner 61 Set To Hit
26 Int 62 Set Wis
27 Invisibility Levels 63 Size Class
28 Jobber 64 Slayer
29 Kits / Feats 65 Specialty Schools
30 Magic Items 66 Specific Immuner
31 Memorization Level 67 Spell Damage
32 Meta-Stats 68 Spell Groups
33 Mini Custom2 69 Spell Robe
34 Mini Custom5 70 Stat Requirements
35 Mini Custom Race 71 Status Immuner
36 Money 72 Str

[PC0] List of Classes


# [PC11] Mirror Group Classes
1 Abettor5 (Anti-Bringer5)
2 Accomplice
3 Antemortal0
4 Anti-Custom
5 Dejuvenator
6 Eeler1
7 Fallen Angel5
8 Leecher1
9 Loyalist5 / Collaborator5
10 Maxulator
11 Magical Pool Mage
12 Overt Rogue
13 Psi(--2)
14 Psi(-40)
15 Psi±2
16 Randomizer3
17 Scarlet Pimpernel / Liberator
18 Worshiper of the UltraWhite
# [PC12] Planar Group Classes
1 Astral Priest
2 Baron
3 Charonodaemon5
4 Concordant Opposer / Outlander / Rilmani
5 Cosmos Priest
6 Cthulhu Investigator5
7 Doomdoctor3
8 Doomguard3
9 Doomshaman3
10 Halo Priest
11 Magical Pool Mage
12 Pioneer (Outland Pioneer)
13 Sightseer
14 Traveller Priest
# [PC13] Lost Group Classes
1 Barney Emissary
2 Forgotten Lord13
3 Hermit0
4 Ill Omen Master
5 Planeswalker Artificer
6 Scarlet Chirurgeon
7 Shadowcron
8 The Hidden
9 Thirteen Letter Horror
10 Time Bandit
11 Unfinisher3
12 Wizard of the Coast
                                                                                                                                                                                                                                                                             

 
# [PC14] Demigod Group Classes
1 Avatar [x1]
2 Big Game Hunter [x1]
3 Deified Mortal0 [x1]
4 Demigod0 [x3]
5 Divine Interventioner [x1]
6 Immortal0 [x2]
7 Mortal Hunter [x3]
8 Planeswalker Artificer [x1]
9 Small Game Hunter [x1]
10 Thirteen Letter Horror [x1]
11 Vanguard [x1]
12 Worshiper of the UltraBlack [x1]
13 Worshiper of the UltraWhite [x1]
14 X21 [x3]
# [PC15] PC Designed Group Classes
1 Arch-Mutant
2 Beater5
3 Dancing Potion Bottle1
4 Disintegrator3
5 Exponenter
6 Fortune Teller10
7 Remover
8 Shooter0
# [PC16] Technology Group Classes
1 Admiral (SFB)
2 Arcane5
3 Artificer24
4 Big Bug [x2]
5 Brass Gnat
6 Bug [x2]
7 Captain (SFB)
8 Chemist
9 Death Grant
10 Dejuvenator
11 Demolitionist
12 Engineer
13 Giant Robot8
14 Golem16
15 Internet Troll8
16 Invigorator / Alljevunator
17 Martyr / Rejuvenate-Other
18 Musketeer/Cannoneer
19 Physicist
20 Psi8
21 Psi24 (Intelligent Items)
22 Rejuvenator
23 Rocketeer
24 Stuffy Doll16
25 Technologist
26 Thanatos
27 Time Lord13
28 Tinker1

[PC0] List of Classes


# [PC17] Joke Group Classes
1 Bureaucrat1 / Politician1
2 Jester1
3 Jock1
4 Pokemon
5 Smurf
# [PC18] Futureshifted Group Classes
1 Anti-Barbarian100
2 Astraler3
3 Concordant Sampler
4 Exponenter
5 Fighter30
6 Invigorator / Alljevunator
7 Magic-User30
8 Odessa0
9 Rejuvenator
10 Thief30
11 Unfinisher3
# [PC19] Random Group Classes
1 Builder (Random Warrior #420746)
2 Choicer (Random Warrior #474063)
3 Hammerer (Random Warrior #811263)
4 Internet Troll8
5 Internetizer3.5
6 Lancer (Random Warrior #199267)
7 Luckier (Random Rogue #115354)
8 Minimizer
9 Pointer (Random Rogue #11829)
10 RandomCustom5
11 Randomizer3
12 Tougher (Random Wizard #231172)
13 Unfinisher3
14 Wild Mage2
                                                                                                                                                                                                                                                                             

 
# [PC20] Concordant Mini Classes
1 Epic Feats
2 Infinite Armor Class
3 Infinite Hit Points
4 Luck
5 Segments per Round
# [PC22] Archetype Classes
1 Carasting
2 Changecat
3 Death Grant
4 Falco
5 Halo
6 Hiyah
7 Laitos
8 Leech
9 Lex Luthor
10 Nikki
11 ORLY Owl
12 Ozla
13 Plator
14 Ponnet
15 Putz
16 Rixthaxth
17 Shadowcron
18 Shastack
19 T-Bear
20 Thanatos
21 Theradin
22 Zantriss
# [PC30] Demigod Mini Classes
1 Multiplier
2 Tiny DemiGod Sampler
                                                                                                                                                                                                                                                                             

# [PC80] Internet Group Classes
1 Internet Troll8
2 Internetizer3.5
# [PC220] Originator Mini Classes
1 Brown Originator Mini
2 Player Picks
# [PC-1] Non-Combatant Group Classes
1 Smurf
                                                                                                                                                                                                                                                                             

# [PC-1] Robot Controlled Group Classes
1 Bureaucrat1 / Politician1
# [PC-4] Overt Group Classes
1 Cascade Rammer / Dragon Cleaver
2 Mob Instigator1
3 Psi1200C
# [PC-15] NPC Designed Group Classes
1 High Psionicist

[PC1] Warrior Group Classes


All Warrior Classes

Level 1: May use shields as both a shield and as a weapon at the same time if the character's highest level is in Warrior group.
Level 1: Gain "Bash". 1P: Do 1 attack, if you hit do normal damage and target is stunned for 1d4 segments (save).
Level 1: Exceptional Strength and Constitution.
Level 1: Can specialize in weapons.
Level 1: #Attacks = level if creatures being fought are less than 1 HD.
Level 3: Gain "Dirt Kick". 1P: Do 1 kick attack, if you hit do normal damage and target is blind for 1d10 segments (save).
Level 5: Gain "Whirl". 1P: Do 1 attack on every target within 10'r (one group usually).
Level 7: Gain "Windpipe". 1P: Do 1 attack, if you hit do no damage and target is stunned for 1d6 segments (save /segment).
Level 9: Gain "Impale". 1P: Do 1 attack per weapon you are wielding (+1 more attack with your primary hand if you are hasted).
Impale hit = 20-(your level), regardless of target's AC. Apply no modifiers to this roll except the weapon's magical plusses.
Impale dmg = (avg dmg of the weapon with no modifiers except it's own magical plusses)*(your Warrior level).
Level 9: Name Level: Attracts up to 100 followers (0-level men-at-arms). Dividing the warrior's XP by 1000 is a good indication of how many (maximum) followers he could have at any one time.
Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold, and spends at least half of his time there (6 months per year).

2nd Edition Warriors (from HLC2 book)

Level 10: Bravery: You gain an additional save vs. charm effects (even if the original effect has no save).
Level 11: Adaptation: You do not suffer combat penalties due to being in an unusual environment.
Level 12: All-Around Attack: 1P: Deal (CL/2)d8 base damage to all creatures within 5' (apply Str, weapon, and magical bonuses as if you were doing a weapon strike). This strike is resisted using IR (InnateR), not WR, and ignores blah-skins.
Level 13: Frighten/Challenge: 1M: Cause fear or taunt one group of creatures (save).
Level 14: Captivate: 1M: Suggestion (as spell) (save)
Level 15: Inner Focus: 1M: +2 (or a set score of CL+3) to Str, Dex, or Con, -2 to the other two (maintained effect).
Level 16: Signature Item: Pick one item you own. It cannot be dispelled, twisted, picked, or fail an item save.
Level 17: Signature Mount: You gain a familiar which must be a mount. You may instead combine the Signature Item and Signature Mount abilities to have an "Intelligent Magic/Psionic Item" familiar (assuming the item is intelligent).
Level 18: Sense Danger: 1M, 1/turn: You know if you are about to be ambushed. You know whether a creature is ready for combat. You know if you are about to be backstabbed. You know if there is something invisible/hidden nearby. Lasts for 1r.
Level 19: Death Blow: 1P: Make one attack against one target. That attack has "save or be slain".
Level 20: Hardiness: 1M, may borrow from the future: Delay one special effect from affecting you for (CL-10) rounds. When you do suffer the effect, you get no saving throw. You may not have more than Hardiness running at a time.
Level 21: Breech Immunity: Add +(CL-20) to what weapon you are considered to hit. You don't actually get a bonus to hit.
Level 22: Extra Followers: +2d6 followers. +2d6 more followers every 5 levels hereafter.
Level 23: Intimidation: 1M: Area effect: Lose Morale (no save). Has no effect on creatures who can't possibly lose morale.
Level 24: Can use scrolls and magic items specifically designed for another class.
Level 25: If you have a Wizard progression, can write Wizard scrolls. If you have a Priest progression, can write Priest scrolls.
Level 26: Considered a Wizard/Priest of CL=9 for using items specifically requiring those classes (e.g. Sphere/Annihilation).
Level 27: Immune to disease, lycanthropy, mummy rot.

[PC1] Warrior Group Classes


Admiral (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 6 2-- -- [-]
3 12 21- -- [-]
4 24 22- -- [-]
5 48 32- -- [-]
6 96 321 -- [-]
7 192 322 -- [-]
8 384 332 -- [-]
9 768 332 1- [-]
10 1536 332 2- [-]
11 3000 333 2- [-]
12 3360 333 21 [-]
13 3720 333 22 [-]
14 4080 333 32 [-]
15 4440 333 33 [-]
16 4800 433 33 [-]
17 5160 443 33 [-]
18 5520 444 33 [-]
19 5880 444 43 [-]
20 6240 444 44 [-]
21 6600 544 44 [-]
22 6960 554 44 [-]
23 7320 555 44 [-]
24 7680 555 54 [-]
25 8040 555 55 [-]
26 8400 555 55 [1]
27 8760 555 55 [2]
28 9120 555 55 [3]
29 9480 555 55 [4]
30 9840 555 55 [5]
31 10200 655 55 [5]
32 10560 665 55 [5]
33 10920 666 55 [5]
34 11280 666 65 [5]
35 11640 666 66 [5]
36 12000 666 66 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+20 15 14 15 15 14 11  9  7
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+24 15 15 15 15 15 13 10  8
+26 16 15 15 15 15 14 11  9
Requisites: Str 8, Dex 8, Con 13,
Int 17, Wis 15, Chr 18
Alignment: any
HD/level: d12
Weapon Prof.: 7+level
To Hit Table: 1˝xWar
Save Table: 1˝xWar
Reference: SFB {Planeshifted Captain}
Groups: Warrior, Concordant (x1),
Technology
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 26. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC1] Warrior 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.

[PC1] Warrior Group Classes


Animal0

Level KXP War/Ani
123 456
1 0.5 (owe) *-- ---
2 1 1-- ---
3 2 2-- ---
4 4 21- ---
5 8 31- ---
6 16 32- ---
7 30 321 ---
8 60 331 ---
9 120 332 ---
10 220 332 1--
11 320 333 1--
12 420 333 2--
13 520 333 21-
14 620 333 31-
15 720 333 32-
16 820 433 321
17 920 443 331
18 1020 444 332
19 1120 444 432
20 1220 444 443
21 1320 444 444
22 1420 554 444
23 1520 555 444
24 1620 555 544
25 1720 555 554
26 1820 555 555
27 1920 665 555
28 2020 666 555
29 2120 666 655
30 2220 666 665
31 2320 666 666
32 2420 776 666
33 2520 777 666
34 2620 777 766
35 2720 777 776
36 2820 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  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  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  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
+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  3
Requisites: Str 13
Alignment: any
HD/level: & d4
Weapon Prof.: & 2+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: DM
Groups: Monster, Warrior
 
Can cast Warrior spells, or Priest Animal sphere spells. At level 1 can cast one 1st level Priest Animal spell.
Level 4 ¶: Can use Psi14 minors as if they were 2nd level spells.
Level 10 ¶: Can use Psi14 majors as if they were 4th level spells.
Level 16 ¶: Can use Psi14 grands as if they were 6th level spells.
New Animal spells for Animal0 class:
Animal Grove (all SL's): [x1 Special] All Animals in the room get +SL rhp (this cures them that amount when you cast the spell)
Animal Horde (SL=3): This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
Selective Animal Summoning N (all SL's): Summon a DL=SL Animal, you can pick it off the chart directly.

[PC1] Warrior Group Classes


Anti-Barbarian100

Level KXP Warrior
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 21- --- ---
4 24 32- --- ---
5 48 421 --- ---
6 80 422 --- ---
7 150 432 1-- ---
8 275 433 2-- ---
9 500 433 21- ---
10 1000 443 22- ---
11 1500 444 33- ---
12 2000 444 441 ---
13 2500 555 442 ---
14 3000 555 442 1--
15 3500 555 552 1--
16 4000 555 553 21-
17 4500 555 553 32-
18 5000 555 553 321
19 5500 555 553 331
20 6000 555 554 332
21 6500 555 554 442
22 7000 555 555 443
23 7500 555 555 553
24 8000 555 555 554
25 8500 555 555 555
26 9000 666 655 555
27 9500 666 666 655
28 10000 666 666 666
29 10500 777 766 666
30 11000 777 777 766
31 11500 777 777 777
32 12000 888 877 777
33 12500 888 888 877
34 13000 888 888 888
35 13500 999 988 888
36 14000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 20 10 15  5  5  5  5  0
+10 25 10 20 10  5  5  5  0
+20 25 15 20 15 10 10 10  5
+30 30 20 25 20 15 10 10  5
+40 35 25 30 25 20 15 10  5
+50 40 25 35 30 20 15 15 10
+60 40 30 35 35 25 20 15 10
+70 45 35 40 40 30 20 20 10
+80 50 40 45 45 35 25 20 15
+90 55 40 50 50 35 25 20 15
+100 55 45 50 55 40 30 25 15
+110 60 50 55 60 45 30 25 20
+120 65 55 60 65 50 35 30 20
+130 70 55 65 70 50 35 30 20
+140 70 60 65 70 55 40 30 25
+150 70 60 70 70 55 40 35 25
+160 70 65 70 70 60 45 35 25
+170 75 65 70 70 60 45 40 30
Requisites: Str 100, Con 50, Class Slots 3
Alignment: any
HD/level: & d100 (no Con bonus)
Weapon Prof.: & level*10
To Hit Table: War*10 (see note)
Save Table: War*5 (see note)
Reference: DM
Groups: Warrior, Futureshifted
 
Gets no stat bonuses from any ability score. This affects your entire character, even class abilities outside of Anti-Barbarian100. No effect will allow you to gain a stat bonus from any ability score (adding "Exc Str" doesn't work, the "Auto-Str" weapon flag doesn't work, etc.). This also affects stat bonuses to spell/psi progressions. Note you do not get stat penalties either, if your stat is low.
The "To Hit" of "Mon*10" means to read the Monster table at your level, and multiply the result by 10 (this is different from "10xMon", where you multiply your level by 10 before reading). Similarly Saves of "War*5" means to multiply the result of Warrior by 5 (not the level). The correct values are given in the TH/Saves table above.
Uses the "Barbarian" line for number of attacks.
Level 1 ¶: Rolls 1d100 to hit and for saves. Automatically hits (succeeds) on a natural 90-100. Automatically misses on a 01-09. Critical ranges for weapons are 4 times listed values (so 20+/x2 becomes 80+/x2, and 16+/x4 becomes 64+/x4). DM Note: When rolling to hit, I recommend you roll d10's (for the first digit) first, as most likely you either hit by a lot or missed by a lot.
Level 1 ¶: Rolls 1d100-40 for ability score, proficiency and skill checks.
Level 1 ¶: You may have up to LVL+2 instances of Weapon Specialization for each weapon, where each instance gives 3 half-plusses in the weapon. (e.g. at level 1 you can be Triple Specialized in Long Sword, giving +0/+9 TH/dmg).
Level 1 ¶: You are not limited to LVL when purchasing the Weapon Proficiency "Weapon Mastery"; you have no limit at all.
Level 3: You may cast Psi9 powers as if they were Warrior spells. Minor is SL=2, Major is SL=5, Grand is SL=8, and Super is SL=11. You do not have Psi9 "tracks"; the spell slot covers the cost.

[PC1] Warrior Group Classes


Anti-Paladin1

Level KXP Priest
123 4
1 0 --- -
2 1.625 --- -
3 3.25 --- -
4 6.5 --- -
5 13 --- -
6 26 1-- -
7 52 2-- -
8 104 21- -
9 208 22- -
10 416 221 -
11 832 222 -
12 1664 222 1
13 2100 222 2
14 2500 322 2
15 2900 332 2
16 3300 333 2
17 3700 333 3
18 4100 433 3
19 4500 443 3
20 4900 444 3
21 5300 444 4
22 5700 544 4
23 6100 554 4
24 6500 555 4
25 6900 555 5
26 7300 655 5
27 7700 665 5
28 8100 666 5
29 8500 666 6
30 8900 666 6
31 9300 666 6
32 9700 666 6
33 10100 666 6
34 10500 666 6
35 10900 666 6
36 11300 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 6, Con 10, Int 10, Wis 12
Alignment: any E
HD/level: 2d8-1
Weapon Prof.: 5+level
To Hit Table: War
Save Table: War
Reference: BoD2
Groups: Warrior
 
Level 1: +level Cml or -level Cml (your choice, you may switch sign during a reset).
Level 1: +2 to hit with all weapons.
Level 1: +2 saving throws.
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 3: Attract undead followers.
Level 4: Summon Warhorse: usually a demonic beast or a Nightmare.
Level 6: Begins getting Cleric spells.

[PC1] Warrior Group Classes


Arcane Archer3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (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  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Dex 0, Warrior 3, Wizard 1
Alignment: Any
HD/level: d8
Weapon Prof.: 0+level
To Hit Table: +level
Save Table: War
Reference: DMG3-28
Groups: Warrior
 
Level 1: Every arrow you shoot may over-write it's bonus (if any) with a +1/+1 bonus.
Level 2: You may place spell effects that you can cast on an arrow; the effect is delivered when the arrow hits. The arrow must be used within 1 turn of placing it on the arrow or the effect is lost.
Level 3: Every arrow you shoot may over-write it's bonus (if any) with a +2/+2 bonus.
Level 4: Seeker Arrow: 0, 1/d: An arrow you shoot can move around corners to strike a known enemy.
Level 5: Every arrow you shoot may over-write it's bonus (if any) with a +3/+3 bonus.
Level 6: Phase Arrow: 0, 1/d: Can shoot an arrow through solid objects.
Level 7: Every arrow you shoot may over-write it's bonus (if any) with a +4/+4 bonus.
Level 8: Hail of Arrows: 1P, 1/d: Fire CL arrows, max 1 per target.
Level 9: Every arrow you shoot may over-write it's bonus (if any) with a +5/+5 bonus.
Level 10: Arrow of Death: Can have a single arrow which will slay (Fortitude save vs. 20) a target.

[PC1] Warrior Group Classes


Arch-Animal0

Level KXP War/Ani
123 456 789
1 1 (owe) 1-- --- ---
2 2 2-- --- ---
3 4 21- --- ---
4 8 31- --- ---
5 16 321 --- ---
6 32 331 --- ---
7 60 332 1-- ---
8 120 333 1-- ---
9 240 333 21- ---
10 440 333 31- ---
11 640 433 321 ---
12 840 443 331 ---
13 1040 444 332 ---
14 1240 444 432 ---
15 1440 444 443 1--
16 1640 444 444 1--
17 1840 554 444 1--
18 2040 555 444 21-
19 2240 555 544 21-
20 2440 555 554 22-
21 2640 555 555 32-
22 2840 665 555 33-
23 3040 666 555 43-
24 3240 666 655 44-
25 3440 666 665 54-
26 3640 666 666 55-
27 3840 776 666 551
28 4040 777 666 552
29 4240 777 766 553
30 4440 777 776 554
31 4640 777 777 555
32 4840 777 777 655
33 5040 777 777 665
34 5240 777 777 666
35 5440 777 777 766
36 5640 777 777 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
+26 13 13 13 13 13 13 13 13
+28 14 14 14 14 14 14 14 14
+30 15 15 15 15 15 15 15 15
+32 16 16 16 16 16 16 16 16
+34 17 17 17 17 17 17 17 17
+36 18 18 18 18 18 18 18 18
Requisites: Str 16
Alignment: any
HD/level: & d8
Weapon Prof.: & 3+level/2
To Hit Table: 2xMon
Save Table: Half0
Reference: DM
Groups: Monster, Warrior
 
Can cast Warrior spells, or Priest Animal sphere spells.
Can have LVL summon slots in Animals instead of the usual 1 summon slot.
Level 1 ¶: Can use Psi14 minors as if they were 1st level spells.
Level 5 ¶: Can use Psi14 majors as if they were 3rd level spells.
Level 9 ¶: Can use Psi14 grands as if they were 5th level spells.
Level 15 ¶: Can use Psi14 supers as if they were 7th level spells.
New Animal spells for Animal0 class:
Animal Grove (all SL's): [x1 Special] All Animals in the room get +SL rhp (this cures them that amount when you cast the spell)
Animal Horde (SL=3): This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
Selective Animal Summoning N (all SL's): Summon a DL=SL Animal, you can pick it off the chart directly.

[PC1] Warrior Group Classes


Arch-Archer1

Level KXP
Spells
1 7.5 (none)
2 20 (none)
3 40 (none)
4 60 (none)
5 80 (none)
6 120 (none)
7 240 (none)
8 480 (none)
9 960 (none)
10 1440 (none)
11 1920 (none)
12 2400 (none)
13 2880 (none)
14 3360 (none)
15 3840 (none)
16 4320 (none)
17 4800 (none)
18 5280 (none)
19 5760 (none)
20 6240 (none)
21 6720 (none)
22 7200 (none)
23 7680 (none)
24 8160 (none)
25 8640 (none)
26 9120 (none)
27 9600 (none)
28 10080 (none)
29 10560 (none)
30 11040 (none)
31 11520 (none)
32 12000 (none)
33 12480 (none)
34 12960 (none)
35 13440 (none)
36 13920 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  3  4  3  2  2  2  1
+5  6  4  5  4  3  2  2  1
+7  8  5  7  6  4  3  3  2
+9  8  6  7  7  5  4  3  2
+11 10  8  9  9  7  5  4  3
+13 11  8 10 10  7  5  4  3
+15 12 10 11 12  9  6  5  4
+17 13 11 12 13 10  7  6  4
+19 14 12 13 14 11  8  6  5
+21 14 12 14 14 11  8  7  5
+23 15 13 14 14 12  9  8  6
+25 15 14 14 14 13 10  8  6
+27 15 14 15 15 14 11  9  7
+29 15 14 15 15 14 11  9  7
+31 15 14 15 15 15 12 10  8
+33 15 15 15 15 15 13 10  8
+35 16 15 15 15 15 14 11  9
Requisites: Str 16, Dex 24, Con 10, Int 15, Wis 7, Chr 7
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: 2xWar
Save Table: 1˝xWar
Reference: DM
Groups: Warrior
 
Uses the "Barb1" line for specialization.
Level 1: True Point Blank: If within 5' per level, double ALL of the damage for the arrow (including bonuses).
Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else). If the campaign is using a Str bonus limit equal to the max damage of the arrow, the max damage is double for this shot.
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 9: Full Str bonus with missile weapons that are listed as "˝Str".
Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.

[PC1] Warrior Group Classes


Arch-Daggerer0

Level KXP Druid Wizard
123   12
1 5 ---   --
2 10 ---   --
3 20 ---   --
4 40 ---   --
5 60 ---   --
6 80 ---   --
7 120 ---   --
8 240 1--   --
9 480 1--   1-
10 960 2--   1-
11 1440 2--   2-
12 1920 21-   2-
13 2400 21-   21
14 2880 22-   21
15 3360 22-   22
16 3840 221   22
17 4320 222   22
18 4800 322   22
19 5280 322   32
20 5760 332   32
21 6240 332   32
22 6720 333   33
23 7200 333   33
24 7680 433   33
25 8160 433   33
26 8640 443   43
27 9120 443   43
28 9600 444   43
29 10080 444   44
30 10560 544   44
31 11040 544   44
32 11520 554   44
33 12000 555   54
34 12480 655   54
35 12960 665   54
36 13440 666   55
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  3  4  3  2  2  2  1
+5  6  4  5  4  3  2  2  1
+7  8  5  7  6  4  3  3  2
+9  8  6  7  7  5  4  3  2
+11 10  8  9  9  7  5  4  3
+13 11  8 10 10  7  5  4  3
+15 12 10 11 12  9  6  5  4
+17 13 11 12 13 10  7  6  4
+19 14 12 13 14 11  8  6  5
+21 14 12 14 14 11  8  7  5
+23 15 13 14 14 12  9  8  6
+25 15 14 14 14 13 10  8  6
+27 15 14 15 15 14 11  9  7
+29 15 14 15 15 14 11  9  7
+31 15 14 15 15 15 12 10  8
+33 15 15 15 15 15 13 10  8
+35 16 15 15 15 15 14 11  9
Requisites: Str 19, Dex 24, Con 9, Int 13, Wis 6, Chr 6
Alignment: any
HD/level: d10
Weapon Prof.: 4+level
To Hit Table: 2xWar
Save Table: 1˝xWar
Reference: DM {Planeshifted Arch-Archer1}
Groups: Warrior
 
Can use only Daggers for weapons.
Number of attacks with missile Daggers = LVL+3. Number of attacks with melee Daggers = (LVL+2)/2.
Long Daggers are free for you. They do 1d6 dmg, and critical on 19+/x3. You can still buy other types of Daggers if you like.
Level 1: True Point Blank: If within 1' per level, double ALL of the damage for the dagger (including bonuses).
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
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 4: 1F: Polymorph a weapon (you are holding) into a Dagger.
Level 8: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: Full Str bonus with missile weapons that are listed as "˝Str".
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: 1F: Merge the magical properties of two Daggers together.

[PC1] Warrior Group Classes


Archer-Ranger1

Level KXP Druid Wizard
123   12
1 0 ---   --
2 2.725 ---   --
3 5.45 ---   --
4 11.9 ---   --
5 23.8 ---   --
6 46.1 ---   --
7 100 ---   --
8 177 1--   --
9 317 1--   1-
10 572 2--   1-
11 940 2--   2-
12 1307 21-   2-
13 1675 21-   21
14 2042 22-   21
15 2410 22-   22
16 2780 221   22
17 3150 222   22
18 3520 322   22
19 3890 322   32
20 4260 332   32
21 4630 332   32
22 5000 333   33
23 5370 333   33
24 5740 433   33
25 6110 433   33
26 6480 443   43
27 6850 443   43
28 7220 444   43
29 7590 444   44
30 7960 544   44
31 8330 544   44
32 8700 554   44
33 9070 555   54
34 9440 655   54
35 9810 665   54
36 10180 666   55
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15, Con 14, Int 13, Wis 14, Chr 6
Alignment: any
HD/level: +d8
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: BoD3
Groups: Warrior
 
Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else). If the campaign is using a Str bonus limit equal to the max damage of the arrow, the max damage is double for this shot.
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 1: Free Tracking proficiency, number of free slots = Ranger's level ÷ 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies.
Level 1: +4 to hit and +1/level damage versus a species enemy. This can be either a single race without qualifier ("All dragons", "All demons", but not "All demi-humans") or "Giant-class" (which includes all creatures who have 2 arms, 2 legs, and have skin, fur, or scales; but does not include humans and demi-humans).
Level 1: Rogue abilities as per Scout (see [PC4]).
Level 1: Surprise 50% of time, is surprised only 1 in 6.
Level 1: Excess goods/treasure must be donated as per paladin.
Level 1: Cannot hire men-at-arms (Ignore this restriction)
Level 1: Cannot operate with more than 2 other Rangers (Ignore this restriction)
Level 4: Locate Object/Animal/Plant (level÷4) times per day (as Priest spells).
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 8: Ability to cast druid spells (no wisdom bonus), see table in [S1].
Level 8: Can now hire men-at-arms
Level 9: Ability to cast wizard spells (can specialize in charm/divination), see table in [S1]. (Ran2 does not get this ability)
Level 9: Full Str bonus with missile weapons that are listed as "˝Str".
Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.
Level 10: Can use Priest and Wizard items that are not written.
Level 10: Attract 2-20 followers
Level 18: Find the Path 1/day (as the Priest spell).

[PC1] Warrior Group Classes


Archer0 / Er0 / Ranger0

Level KXP Druid Wizard
123   12
1 0 ---   --
2 0.625 ---   --
3 1.25 ---   --
4 2.75 ---   --
5 5.5 ---   --
6 10.625 ---   --
7 23.125 ---   --
8 40.5 ---   --
9 71.75 1--   --
10 128 1--   1-
11 212.5 2--   1-
12 296.75 2--   2-
13 381.25 21-   2-
14 465.5 21-   21
15 550 22-   21
16 635 22-   22
17 720 221   22
18 805 222   22
19 890 322   22
20 975 322   32
21 1060 332   32
22 1145 332   32
23 1230 333   33
24 1315 333   33
25 1400 433   33
26 1485 433   33
27 1570 443   43
28 1655 443   43
29 1740 444   43
30 1825 444   44
31 1910 544   44
32 1995 544   44
33 2080 554   44
34 2165 555   54
35 2250 655   54
36 2335 665   54
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 17, Wis 10, Chr 12
Alignment: any G
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: War
Reference: D&D Cartoon
Groups: Warrior
 
Level 1: Uses "Dagger" column for number of attacks when using a bow.
Level 1: Get Str and Dex bonus with bows, even if not using a Strength Bow.
Level 1: Free single specialization in bow (spend 1 slot to double spec.).
Level 1: 1N: Generate an energy arrow to fire (instead of using a normal arrow in a bow). This arrow is 1d10 dmg, crits on 19-20 for x3, and is a +LVL/+LVL magic weapon. It dissipates after use.
Level 1: Divide actual range by 1.5 when determining range to target (only applies to missile weapons).
Level 5: "Whirl" may be used with an energy arrow from your bow. 1P: Do 1 attack on every target within 10'r (one group usually).
Level 9: Ability to cast druid spells (no wisdom bonus).
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: "Impale" may be used with an energy arrow from your bow. 1P: Do 1 attack per bow you are wielding (+1 more attack with your primary hand if you are hasted).
Impale hit = 20-(your level), regardless of target's AC. Apply no modifiers to this roll except the weapon's magical plusses.
Impale dmg = (avg dmg of the weapon with no modifiers except it's own magical plusses)*(your Warrior level).
Level 10: Ability to cast wizard spells (can specialize in charm/divination).
Level 10: May cast wizard spells through your arrows.

[PC1] Warrior Group Classes


Archer1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 11 (none)
5 22 (none)
6 42.5 (none)
7 92.5 (none)
8 162 (none)
9 287 (none)
10 512 (none)
11 850 (none)
12 1187 (none)
13 1525 (none)
14 1862 (none)
15 2200 (none)
16 2540 (none)
17 2880 (none)
18 3220 (none)
19 3560 (none)
20 3900 (none)
21 4240 (none)
22 4580 (none)
23 4920 (none)
24 5260 (none)
25 5600 (none)
26 5940 (none)
27 6280 (none)
28 6620 (none)
29 6960 (none)
30 7300 (none)
31 7640 (none)
32 7980 (none)
33 8320 (none)
34 8660 (none)
35 9000 (none)
36 9340 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15, Con 9, Int 6, Wis 6, Chr 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: BoD3
Groups: Warrior
 
Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else). If the campaign is using a Str bonus limit equal to the max damage of the arrow, the max damage is double for this shot.
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 9: Full Str bonus with missile weapons that are listed as "˝Str".
Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.

[PC1] Warrior Group Classes


Aristocrat3

Level KXP
Spells
1 0 (none)
2 5 (none)
3 15 (none)
4 30 (none)
5 50 (none)
6 75 (none)
7 105 (none)
8 140 (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
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+6  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+8 11  9 10 11  8  6  5  3
+9 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+10 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Chr 0
Alignment: any
HD/level: d8
Weapon Prof.: 10+level/9
To Hit Table: +level*3/4
Save Table: War
Reference: DMG3-38
Groups: Warrior
 
Level 9: +(LVL-8) Chr.

[PC1] Warrior Group Classes


Armorer


Level

KXP
Priest
123 456 789 ABC

TH
1 0 0-- --- --- +0
2 2.75 10- --- --- +1
3 5.5 210 --- --- +2
4 12 321 --- --- +3
5 24 432 0-- --- +4
6 45 433 1-- --- +5
7 95 443 20- --- +6
8 175 444 31- --- +7
9 350 444 42a --- +8
10 700 444 430 --- +9
11 1050 444 441 --- +10
12 1400 544 442 b-- +11
13 1750 554 443 a-- +12
14 2100 555 444 0-- +13
15 2450 655 544 1-- +14
16 2800 665 554 20- +15
17 3150 666 555 31- +16
18 3500 766 655 420 +17
19 3850 776 665 521 +18
20 4200 777 666 522 +19
21 4550 877 766 632 +20
22 4900 887 776 633 +21
23 5250 888 777 643 +22
24 5600 988 877 744 +23
25 5950 998 887 754 +24
26 6300 999 888 755 +25
27 6650 A99 988 865 +26
28 7000 AA9 998 866 +27
29 7350 AAA 999 876 +28
30 7700 BAA A99 977 +29
31 8050 BBA AA9 987 +30
32 8400 BBB AAA 988 +31
33 8750 CBB BAA A98 +32
34 9100 CCC BBA A99 +33
35 9450 CCC CCB AA9 +34
36 9800 CCC CCC CAA 1 +35
37 19600 CCC CCC CAA 2 +36
38 29400 CCC CCC CAA 3 +37
39 39200 CCC CCC CAA 4 +38
45 98000 CCC CCC CAA A +44
54 186200 DDC CCC CCC C1 +53
63 274400 DDC CCC CCC CA +62
72 362600 DDD DDD DDC CC1 +71
Requisites: Str 16, Con 12, Wis 16
Alignment: any
HD/level: d12
Weapon Prof.: 3+level
To Hit Table: War
Reference: DM
Groups: Warrior, Priest
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+2
Spell: level+2
Fort: level+4
Reflex: level+0
Will: level+7
   
Gets your choice of Str or Wis bonus to spell progression.
Divide the cost of non-magical armor items (in section [E3]) by LVL+1. This does apply to variable costs and Dragon Armor. Your sale value is also divided by this amount (you can't use this ability to gain money).
Level N (every level): +1 wear location for an armor type (suit of armor, shield, helm, or cloak).
Level 1: Your armor may use +1 Armor Adjective each.
Level 1: 0: Put on a piece of armor. 1N: Remove a piece of armor.
Level 1 ¶: Spend 1000 gp: Buy one armor item off the (non-magical) [E3] armor list regardless of it's cost. This does not affect costs that are variable (so no Cloakers, Dragon Armors, etc.)
Level 1 ¶: Spend 1000 gp: Get a half-plus (+1 AC or +1 saves) on an armor item (no upper limit).
Level 2 ¶: Divide the cost of [E4.3] Armor Flags by LVL.
Level 2 ¶: Multiply your "Personality Score" by LVL when dealing with Ego from intelligent armor items.
Level 3, CF=3 ¶: Divide the cost of [E4.4] Diablo Flags by LVL-1.
Level 4: You may convert your AC to |AC| (absolute AC) by taking the square root (i.e. AC 64 = |AC| 8). You may switch systems during round break.
Level 9: You may give yourself and/or others two Armor spells instead of one.
Level 9, CF=3 ¶: May "Sphere Robe" (-1 SL) in Protection, Guardian, or Healing.
Level 18: Enemies do not automatically hit you on a natural 20.
New Priest Spells:
Armor of Faith (SL=1, Protection): Spend N spell slots on this (but you can channel it). It's an "Armor spell" with N*10 hp. (Counts as an Armor spell)
Holy Armor (SL=1, Protection): Spend N spell slots on this (but you can channel it). Target gets +N+1 AC and saves. (Counts as an Armor spell)
Armor Thrull (SL=3, Summoning): Summons a DL III Armor Thrull. When it dies, someone in the party gets a 20 hp Armor spell.
Urza's Armor (SL=6, Protection): Take -10 dmg from each spell, psionic effect, or physical attack.

[PC1] Warrior Group Classes


Athlete

Level KXP
Spells
1 0 (none)
2 2.9 (none)
3 5.8 (none)
4 11.6 (none)
5 23.2 (none)
6 46.4 (none)
7 92.8 (none)
8 185.6 (none)
9 371.2 (none)
10 600 (none)
11 890 (none)
12 1180 (none)
13 1470 (none)
14 1760 (none)
15 2050 (none)
16 2340 (none)
17 2630 (none)
18 2920 (none)
19 3210 (none)
20 3500 (none)
21 3790 (none)
22 4080 (none)
23 4370 (none)
24 4660 (none)
25 4950 (none)
26 5240 (none)
27 5530 (none)
28 5820 (none)
29 6110 (none)
30 6400 (none)
31 6690 (none)
32 6980 (none)
33 7270 (none)
34 7560 (none)
35 7850 (none)
36 8140 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+2  6  4  5  4  3  2  2  1
+3  8  5  7  6  4  3  3  2
+5  9  7  8  8  6  4  4  2
+6 11  8 10 10  7  5  4  3
+8 12 10 11 12  9  6  5  4
+9 14 11 13 14 10  7  6  4
+11 14 12 14 14 11  8  7  5
+12 15 13 14 14 12  9  8  6
+14 15 14 15 15 13 10  8  6
+15 15 14 15 15 14 11  9  7
+17 15 14 15 15 15 12 10  8
+18 15 15 15 15 15 13 11  8
+20 16 15 15 15 15 14 12  9
+21 16 15 16 15 15 15 12 10
+23 16 16 16 15 15 16 13 10
+24 16 16 16 16 16 17 14 11
+26 17 16 16 16 16 18 15 12
Requisites: Str 16, Dex 15, Con 17
Alignment: any
HD/level: & d24
Weapon Prof.: 4+level*(Int bonus)/4
To Hit Table: 1˝xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
Exceptional Str, Dex, and Con.
Gets 30 Rogue points per level. Does not get the "Any Rogue" picks at levels divisible by 9, since this isn't a Rogue class.
Level N (every level): +1 to Str, Dex, or Con.
Level 1: One Professional Wrestling style; +1 Professional Wrestling maneuver per level. See [P14].
Level 1: +LVL Str, Dex, or Con based Nonweapon proficiencies.
Level 1: Sustain Str, Dex, and Con.
Level 1: Immune Fatigue, Disease; Resist Sleep.
Level 4: Choose one: Barbarian Str, Dex, or Con.
Level 9: Choose one: Barbarian Str, Dex, or Con. (you have 2 Bar stats now)
Level 16: The last of Str, Dex, or Con is Barbarian bonus now.
 
Lvl Athlete Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 NaturalR (NR) | NecromancyR (aNR) (1% = 1%) ( || cover all in group) - 0 Con-9 Con-25
1 Take ˝ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 any Acrobat Level 1 ability - - - -
1 any Str, Dex, or Con based Level 1 ability - - - -
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
4 Contortion | Elasticity | Become Liquid-Form V 10 Dex-10 Dex-14
5 any Str, Dex, or Con based Level 5 ability - - - -
6 Hold Breath | Hold Life V 15 Con-15 Con-17
7 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
9 any Rogue Level 9 ability - - - -

[PC1] Warrior Group Classes


Avenger0

Level KXP Priest
123 456
1 0 --- ---
2 2 --- ---
3 4 0-- ---
4 8 0-- ---
5 16 0-- ---
6 32 1-- ---
7 64 1-- ---
8 120 1-- ---
9 240 20- ---
10 360 20- ---
11 480 20- ---
12 600 21- ---
13 720 21- ---
14 840 21- ---
15 960 220 ---
16 1080 220 ---
17 1200 220 ---
18 1320 221 ---
19 1440 221 ---
20 1560 221 ---
21 1680 322 0--
22 1800 322 0--
23 1920 322 0--
24 2040 332 1--
25 2160 332 1--
26 2280 332 1--
27 2400 333 20-
28 2520 333 20-
29 2640 333 20-
30 2760 443 21-
31 2880 443 21-
32 3000 443 21-
33 3120 443 320
34 3240 443 320
35 3360 443 320
36 3480 444 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 9, Wis 0
Alignment: C any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: RC0-18
Groups: Warrior
 
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.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Detect evil/good/non-balance continuous.
Level 3: Cast Priest spells using progression of Cleric0 at 1/3 level (round down). Caster level = actual level.
Level 3: Turn/Command Undead at 1/3 level (round down).
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.

[PC1] Warrior Group Classes


Barbarian0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+4  8  7  6  5  5  3  2  1
+5  8  7  6  6  5  3  3  2
+6 10  9  8  7  6  4  3  2
+7 10  9  8  7  7  4  4  2
+8 10  9  8  8  7  5  4  3
+9 12 11 10  9  8  5  4  3
+10 12 11 10  9  9  6  5  3
+11 12 11 10 10  9  6  5  4
+12 12 12 11 10  9  7  6  4
+13 12 12 11 10 10  7  6  4
+14 12 12 11 11 10  8  6  5
+15 13 12 12 11 10  8  7  5
+16 13 12 12 11 11  9  7  5
+17 13 12 12 12 11  9  8  6
Requisites: Str 13, Dex 13, Con 13
Alignment: any
HD/level: d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Can have Exceptional Str, Dex, or Con bonus.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level N (each level): +1 to Str, Dex, or Con. (These don't have to all be the same stat.)

[PC1] Warrior Group Classes


Barbarian1

Level KXP
Spells
1 0 (none)
2 6 (none)
3 12 (none)
4 24 (none)
5 48 (none)
6 80 (none)
7 150 (none)
8 275 (none)
9 500 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 14, Con 15
Alignment: any T
HD/level: d12
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: UA1-19
Groups: Warrior
 
Level 1: Save adjustments: PPD +4, RSW +2, PP +3, BW +2, SP +(level/4, round down)
Level 1: Super Dexterity bonus for free as long as fairly bulky or non-bulky armor is worn; otherwise, exceptional Dex applies.
(If Super abilities scores are not being used: +2 AC per Dex over 14)
Level 1: Super Constitution bonus. (If Super abilities scores are not being used: +2 hp/HD per Con over 14)
Level 1: May buy Super Strength bonus for 1 weapon proficiency slot.
Level 1: +3 bonus to movement rate.
Level 1: Cannot use any magic items or cast spells even if has another class that is a spellcaster. (Ignore this restriction)
Level 1: Climb Cliffs & Trees = 10+5*level % (as Climb Walls); Hide in Natural Surroundings = 15+5*level % (as Hide in Shadows).
Level 1: Detect Illusion 5*level % (requires 1 mental action) 1/r.
Level 1: 1M, 1/r: Detect Magic (other than Illusion/Phantasms) 25%, does not give schools or spheres, but does give intensity.
Level 1: Free Wilderness Survival proficiency (1 slot).
Level 1: First Aid: equal to Healing proficiency except requires no Wis check and gives only 1 hit point back.
Level 1: Free Tracking and Hunting proficiencies, each has slots equal to the Barbarian's level ¸ 3, rounded up.
Level 1: Choose two of the following as free proficiency slots (1 slot each): Animal Handling, Signaling, Running, Small Water Craft, Sound Imitation, Wild Fighting, Jumping, Back Protection, Direction Sense, or Set Snares.
Level 3: May use magical potions. (Ignore this restriction)
Level 4: May use magical weapons. (Ignore this restriction)
Level 4: Can hit targets that require a +1 or better weapon to hit without such a magic weapon.
Level 5: May use magical armor. (Ignore this restriction)
Level 7: May use miscellaneous magic items and magical rings.
Level 8: Can hit targets that require a +2 or better weapon to hit without such a magic weapon.
Level 9: May use all magic items that a regular Warrior could use. (Ignore this restriction)
Level 9: May cast spells if has another class that is a spellcaster. (Ignore this restriction)

[PC1] Warrior Group Classes


Barbarian3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (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  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 0, Dex 0, Con 0, Wis 0
Alignment: any T
HD/level: d12
Weapon Prof.: 10+level/9
To Hit Table: +level
Save Table: War
Reference: PH3-24
Groups: Warrior
 
Level 1: Barbarian Rage: 0, (LVL/4)+1 /d: +4 Str, +4 Con, +2 Will saves, -2 AC penalty, cannot use M actions, effect lasts for 3+(Con modifier) rounds. Afterwards, is Fatigued (see [C8]) for 1 turn.
Level 1: Fast Movement: +4" to movement rate.
Level 2: Uncanny Dodge: Gets Dex bonus to AC even if being attacked from behind or by an invisible creature.
Level 5: Cannot be flanked. Enemies do not get a "flank bonus" to hit you.
Level 10: +1 AC and +1 saves vs. traps.
Level 11: Damage Reduction: -1 damage per attack.
Level 13: Total of +2 AC and +2 saves vs. traps.
Level 14: Damage Reduction (see Level 11) is now -2 damage per attack.
Level 15: Barbarian Rage (see Level 1) gains an extra +2 Str, +2 Con, and +1 Will saves.
Level 16: Total of +3 AC and +3 saves vs. traps.
Level 17: Damage Reduction (see Level 11) is now -3 damage per attack.
Level 19: Total of +4 AC and +4 saves vs. traps.
Level 20: No longer fatigued after Barbarian Rage (see Level 1).
Level 20: Damage Reduction (see Level 11) is now -4 damage per attack.

[PC1] Warrior Group Classes


Battlelord

Level KXP Battlelord Warlord
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
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 23, Dex 17, Con 19
Alignment: any
HD/level: & 2d4
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: War
Reference: DM {Reduced Warlord}
Groups: Warrior, Concordant (x1)
 
Gets Barbarian Str, Dex, or Con.
Battlelords get 4th level and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 27.
Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
Battlelord 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 Battlelord spells during reset.
Level 3: Get another Barbarian Stat.
Level 9: Get another Barbarian Stat.

[PC1] Warrior Group Classes


Battlelord Spells

Level # Spell
2 * 1 * +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
4 1 +LVL TH
4 2 +CL dmg
4 3 +CL AC
4 4 +LVL saves
4 5 +LVL P actions
4 6 +CL*2 max hp
4 7 +CL B actions
4 8 +LVL set Str. Hold Str.
4 9 +LVL set Dex. Hold Dex.
4 10 +LVL set Con. Hold Con.
8 1 +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
8 2 +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
8 3 +LVL to CL for 4th level Warlord spells
8 4 +CL% iBR (irreducible BlahR = iRMPIR)
8 5 +LVL M actions
8 6 +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
8 7 +CL C actions
Warlord 2 (12) 1 * +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Warlord 4 (14) 1 +WL iTH
Warlord 4 (14) 2 +WCL idmg
Warlord 4 (14) 3 +WCL iAC
Warlord 4 (14) 4 +WL isaves
Warlord 4 (14) 5 +WCL QP actions (infinitely quick P actions)
Warlord 4 (14) 6 +WCL ihp
Warlord 4 (14) 7 +WL X actions
Warlord 4 (14) 8 +25*WCL set Str. Hold Str.
Warlord 4 (14) 9 +25*WCL set Dex. Hold Dex.
Warlord 4 (14) 10 +25*WCL set Con. Hold Con.

[PC1] Warrior Group Classes


Beast Fighter

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)
10 456 (none)
11 656 (none)
12 856 (none)
13 1056 (none)
14 1256 (none)
15 1456 (none)
16 1856 (none)
17 2056 (none)
18 2456 (none)
19 2856 (none)
20 3256 (none)
21 3656 (none)
22 4056 (none)
23 4456 (none)
24 4856 (none)
25 5256 (none)
26 5656 (none)
27 6456 (none)
28 7256 (none)
29 8056 (none)
30 8856 (none)
31 9656 (none)
32 10456 (none)
33 11256 (none)
34 12056 (none)
35 12856 (none)
36 14456 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+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
Requisites: Str 11
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior
 
Level 1: Gets Exceptional Con.
Level 1: +level to hit with bite attacks.
Level 1: On a bite, can transfer one minor innate power he has through the bite. The power can still be used this round.
Level 4: Can transfer a major through a bite. (max 1 power per bite)
Level 8: +1V action.
Level 9: +1 mouth's P.
Level 9: Can transfer a grand through a bite. (max 1 power per bite)
Level 16: Can transfer a super through a bite. (max 1 power per bite)

[PC1] Warrior Group Classes


Beastmaster

Level KXP Psi1
m
1 0 -
2 2.475 -
3 4.95 -
4 9.9 -
5 19.8 1
6 39.6 1
7 79.2 1
8 158.4 2
9 350 2
10 700 2
11 1050 3
12 1400 3
13 1750 3
14 2100 4
15 2450 4
16 2800 4
17 3150 5
18 3500 5
19 3850 5
20 4200 6
21 4550 6
22 4900 6
23 5250 7
24 5600 7
25 5950 7
26 6300 8
27 6650 8
28 7000 8
29 7350 9
30 7700 9
31 8050 9
32 8400 A
33 8750 A
34 9100 A
35 9450 B
36 9800 B
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 10, Chr 12
Alignment: any
HD/level: ++d6
Weapon Prof.: 1+level
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Warrior
 
Level 1: Get "Level:" and spellcasting abilities of Ranger1 or Ranger2 (your choice).
Level 1: Get 1 normal familiar.
Level 1: 1M, level/d: Animal Friendship
Level 2: Get "Level:" abilities (but not spellcasting) of Druid1 or Druid2 (your choice) of half your level (round down).
Level 2: Speak with Animals cont.
Level 3: Get another normal familiar (total 2).
Level 4: All animals within 10' of you gain +1 Int as long as they remain near you.
Level 5: Gain 1 Psi1 minor. Your PSPs in Psi1 = (Int+Wis+Chr+Level). You are not considered Psi for purposes of Psi1 attacks. Gain another minor every 3 levels afterwards (level 8, level 11, ...).
Level 6: Get another normal familiar (total 3).
Level 9: All non-offensive animals within 100' of you take 1/5 damage from all effects.
Level 10: Get another normal familiar (total 4).
Level 15: Get another normal familiar (total 5).
Level 18: All animals (offensive or not) within 100' of you take 1/10 damage from all effects.
Level 21: Get another normal familiar (total 6).
Level 27: 1M: Shape Change to any animal form.
Level 28: Get another normal familiar (total 7).
Level 36: Get another normal familiar (total 8).
Level 36: You may see through the eyes of and cast spells/psionics through any animal within 10 miles of your location.

[PC1] Warrior 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.)

[PC1] Warrior 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)

[PC1] Warrior Group Classes


Beater5


Level

KXP
Warrior/Conj/Buffer
123 456 789 ABC D

TH
1 0 11- --- --- - +10 ++1
2 3.5 11- --- --- - +11 ++1
3 7 111 --- --- - +11 ++1
4 14 111 --- --- - +12 ++1
5 28 111 1-- --- - +12 ++1
6 56 111 1-- --- - +13 ++1
7 112 111 11- --- - +13 ++1
8 224 111 11- --- - +14 ++1
9 448 111 111 --- - +14 ++1
10 750 111 111 --- - +15 ++1
11 1100 111 111 1-- - +15 ++1
12 1450 111 111 1-- - +16 ++1
13 1800 111 111 11- - +16 ++1
14 2150 111 111 11- - +17 ++1
15 2500 111 111 111 - +17 ++1
16 2850 111 111 111 - +18 ++1
17 3200 111 111 111 1 +18 ++1
18 3550 211 111 111 1 +19 ++1
19 3900 221 111 111 1 +19 ++1
20 4250 222 111 111 1 +20 ++1
21 4600 222 211 111 1 +20 ++1
22 4950 222 221 111 1 +21 ++1
23 5300 222 222 111 1 +21 ++1
24 5650 222 222 211 1 +22 ++1
25 6000 222 222 221 1 +22 ++1
26 6350 222 222 222 1 +23 ++1
27 6700 222 222 222 2 +23 ++1
28 7050 322 222 222 2 +24 ++1
29 7400 332 222 222 2 +24 ++1
30 7750 333 222 222 2 +25 ++1
31 8100 333 322 222 2 +25 ++1
32 8450 333 332 222 2 +26 ++1
33 8800 333 333 222 2 +26 ++1
34 9150 333 333 322 2 +27 ++1
35 9500 333 333 332 2 +27 ++1
36 9850 333 333 333 21 +28 ++1
37 19700 333 333 333 22 +28 ++1
38 29550 333 333 333 32 +28 ++2
39 39400 333 333 333 33 +28 ++3
45 98500 444 444 333 33 +28 ++4
54 187150 555 444 444 441 +28 ++5
63 275800 555 555 555 444 +28 ++6
72 364450 666 665 555 555 1 +28 ++7
Requisites: Str 18, Dex 18, Con 18,
  Class Slots 3
Alignment: any
HD/level: 3d1
Weapon Prof.: 4+level
To Hit Table: +10+level/2 +1
Reference: RKR
Groups: Warrior, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+0 ++1
RSW: level+0 ++1
PP: level*2+0 ++1
BW: level+0 ++1
Spell: level+0 ++1
Fort: level*2+0 ++1
Reflex: level*2+0 ++1
Will: level+0 ++1
   
++1 to hit or saves means to adjust true die roll by 1.
# Attacks with melee = (Level+2)/2, otherwise as Warrior.
Barbarian Str, Dex, or Con; gain another at Level 4 and the last at Level 9.
Schools/Spheres: Wizard Conjuration/Summoning, Priest Buffer
Level N (every level) ¶: Two level N (or lower) Warrior5 picks.
Level 4*N (every level divisible by 4) ¶: One 5th edition pick of lower level.
Buff Sphere spells (all of these spells are duration 1d):
Armor Class (SL=1): The party gets +LVL AC.
Damage (SL=1): The party gets +LVL dmg with attacks.
Hit Points (SL=1): The party gets +LVL*6 max hp.
Proficiencies (SL=1): The party gets +LVL proficiencies.
Saving Throws (SL=1): The party gets +LVL saving throws.
To Hit (SL=1): The party gets +LVL to hit.
BlahR (SL=1): The party gets +(LVL-2)*10% RMPIR.
Damage Resistance (SL=2): The party gets -(LVL-1) dmg per physical attack.
Kits/Feats (SL=2): The party gets LVL-1 among Kits or Feats.
Movement Rate (SL=2): The party gets +(LVL-1)*3" movement rate.
Rogue Ability (SL=2): The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
Ability Scores (SL=3): The party gets +LVL-2 among ability scores.
B Actions (SL=3): The party gets +LVL-2 B actions.
BlahR Evasion (SL=3): The party evades 25*(LVL-2)% of RMPIR.
Buff Buff (SL=4): One of your Buff spells has double effect (can run LVL-3 of these).
Caster Level (SL=5): The party gets +LVL-4 CL.
Spell Damage (SL=5): The party gets +LVL-4 dmg per die with damaging spells.
Chr (SL=6): The party gets +LVL-5 Chr.
Con (SL=6): The party gets +LVL-5 Con.
Dex (SL=6): The party gets +LVL-5 Dex.
Int (SL=6): The party gets +LVL-5 Int.
Str (SL=6): The party gets +LVL-5 Str.
Wis (SL=6): The party gets +LVL-5 Wis.
True Saves (SL=7): The party gets ++LVL-6 saves.
True To Hit (SL=7): The party gets ++LVL-6 to hit.
Summon Rhp (SL=8): The party's summons get +CL-7 rhp.
Immuner (SL=9): The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
Memorization (SL=9): The party gets +LVL-8 SL's in memorization.
Wear Locations (SL=10): The party gets +LVL-9 wear locations (as per the Mini class).

[PC1] Warrior Group Classes


Beater5 5th Edition Abilities (Warrior only)

Class Level Pick Effect
Loyalist5 1 A 0, 1/t: Reorder the "stack" of pending effects.
Loyalist5 1 B LVL slots in Depth Sense, Tracking, Weight Sense
Loyalist5 1 C Natural 1's do not automatically miss on saves
Loyalist5 1 D Ioun stones and Gemlets are at half monetary cost
Loyalist5 1 E Immune to telekinesis
Rebel5 1 A +LVL Initiative (or) Roll 2d12, choose the better
Rebel5 1 B LVL slots in Danger Sense, Trailing, Weather Sense
Rebel5 1 C Natural 1's do not automatically miss to hit
Rebel5 1 D Nonmagical non-weapon, non-armors are at half cost
Rebel5 1 E Immune to falling dmg
Slayer5 1 A Attractiveness: +LVL*2 Cml.
Slayer5 1 B Fast Reaction time: +LVL initiative (or) Roll 2d12 for initiative, choose the better.
Slayer5 1 C Hard to Kill: +LVL*3 hp, LVL slots in Survival proficiency.
Slayer5 1 D Acrobatics: Gain a level 1 Acrobat pick, with 50+5*LVL% rogue points in it.
Slayer5 1 E Wooden stakes (treat as a 1d4/1d3 dagger) have +LVL/+LVL magical plusses and no penalty for called shots.
Soldier5 1 A +LVL*3" bonus to movement rate
Soldier5 1 B LVL slots each in Direction Sense, Tracking, Survival
Soldier5 1 C Add d+LVL to the damage dice with one weapon type
Soldier5 1 D Nonmagical weapons and armor are at half monetary cost for you
Soldier5 1 E Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Thug5 1 A +LVL damage
Thug5 1 B +1 to # of attacks with all attack forms (weapon, natural, etc.)
Thug5 1 C #Attacks = level if creatures being fought are less than LVL HD
Thug5 1 D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
Thug5 1 E Backstab = x(LVL+2)/2
Loyalist5 5 F +LVL punch to hit
Loyalist5 5 G +1 to all crit multipliers
Loyalist5 5 H Get +LVL/2 attacks vs. a target if none of your friends attack it this segment
Loyalist5 5 I Clan and Guild patches are at half cost
Loyalist5 5 J Ignore someone's immunity to falling dmg, telekinesis, overbearing
Rebel5 5 F +LVL punch dmg
Rebel5 5 G +1 to all crit ranges
Rebel5 5 H Get +LVL/2 attacks vs. a target for each other person meleeing that target
Rebel5 5 I Magical non-weapon, non-armors are at half cost
Rebel5 5 J You and all you desire within 30' are immune to falling dmg, telekinesis, overbearing
Slayer5 5 F Acute sense: Pick one of the 5 senses, have eagle vision/hearing (if sight/sound) or can use the sense 30' away.
Slayer5 5 G Natural Toughness: -LVL per attack (physical or energy).
Slayer5 5 H Psychic Visions: You see the future in visions or dreams.
Slayer5 5 I Resist poison. Death results become half your current hit points in damage (round damage down).
Slayer5 5 J Getting Medieval: Divide AC & save bonus by 2 for next hour: Starting next segment, get x2 TH & dmg for 1 hour.
Soldier5 5 F Bind wounds is LVL hp (can’t bind an already bound wound)
Soldier5 5 G Subtract 1 from what you need to roll to autohit target
Soldier5 5 H Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
Soldier5 5 I Magical weapons and armor (including individual flags) are at half cost for you
Soldier5 5 J Your mount and everyone within 30’ you instruct have the Level 1-3 E ability
Thug5 5 F Considered 1 size larger for what size weapons you can wield
Thug5 5 G +LVL*100 item XP in Weapon flags per day
Thug5 5 H +LVL to hit
Thug5 5 I +LVL weapon proficiencies
Thug5 5 J Can affect creatures that require a +LVL-1 weapon to hit
Loyalist5 9 K 1M, 1/d: Summon LVL*3 Loyalist5 NPCs (lvl = LVL*3-24, max=15)
Loyalist5 9 L 1P: Attack each target only once this segment (can be >1 group). You autohit them for xLVL/2 dmg.
Loyalist5 9 M Auto double power score all stat checks.
Loyalist5 9 N +LVL*5% CNaCNR; SR LVL*5; dust of disappearance cont.; dust of appearance 30'r cont. (hole in middle); considered extra +LVL weapon to hit others
Loyalist5 9 O Immune Tricks; Flying movement rate = (LVL^2)"; Sustain all ability scores; Immune Backstab (and it's variants)
Rebel5 9 K 1M, 1/d: Summon LVL*2 Rebel5 NPCs (lvl = LVL*2-16, max=10)
Rebel5 9 L 1P: Attack each target only once this segment (can be >1 group). Your base # attacks per weapon/fist = LVL.
Rebel5 9 M Any save DC > 100 is considered to be 100 to you
Rebel5 9 N +LVL*5% WaWR; DR LVL*5/+LVL; intertial barrier cont.; displacement cont.; people need +LVL weapon to hit you
Rebel5 9 O Immune ground-based traps; ground movement rate = (LVL^2)*2"; Sustain actions; Immune inverse pick pockets
Slayer5 9 K x2/xx2 TH/dmg (double the die roll, double all damage) vs. undead
Slayer5 9 L Immune to innates and touch effects of undead; immune to Lich spells of SL 0 to LVL/6 (round down)
Slayer5 9 M Detect & Identify Undead, type and number, continuous within LVL*10' through walls
Slayer5 9 N Leadership: +LVL Chr
Slayer5 9 O Contact the Animal Spirit of the Slayers: 1M, 1/reset: +LVL/4 proficiencies (weapon or nonweapon, permanent)
Soldier5 9 K 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)
Soldier5 9 L 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
Soldier5 9 M Any target with AC>100 is considered AC=100 to you
Soldier5 9 N Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn
Soldier5 9 O You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun
Thug5 9 K +LVL-8 crit range (even beyond the 11-20 limit)
Thug5 9 L Immune parting shots
Thug5 9 M +LVL-4 feats
Thug5 9 N 1V, may borrow: Jump to other group (60'), deflect attacks to you
Thug5 9 O Can operate at any negative hp total, cannot be offensive
Slayer5 14 P x2/xx2 TH/dmg (double the die roll, double all damage) vs. evil outer-planar (demons, devils, daemons, etc.)
Slayer5 14 Q Immune to innates and touch effects of evil outer-planar; immune to Psi6E & Psi(-6)E effects of SL 1 to LVL/4
Slayer5 14 R Detect & Identify Evil Outer-Planar, type and number, continuous within LVL*10' through walls
Slayer5 14 S Ignore the effects of high multiplier when you attempt to affect things (e.g. people defend as only your multiplier)
Slayer5 14 T Invoke the First Slayer: 1M, 1/reset: Precognition (that works) & Ask the DM a question
Soldier5 14 P 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)
Soldier5 14 Q Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class
Soldier5 14 R Always roll max to hit & damage with physical attacks
Soldier5 14 S Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +8 wpn
Soldier5 14 T Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)
Thug5 14 P +LVL-13 crit multiplier
Soldier5 20 U 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)
Soldier5 20 V Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class
Soldier5 20 W For each 10 points of physical damage, you lower a random stat by 1. (no save)
Soldier5 20 X Ignore planar displacement & immunity to weapons / matter / physical attacks
Soldier5 20 Y Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled

[PC1] Warrior Group Classes


Berserker1

Level KXP
Spells
1 0 (none)
2 2.2 (none)
3 4.4 (none)
4 8.8 (none)
5 19.8 (none)
6 38.5 (none)
7 77 (none)
8 137.5 (none)
9 275 (none)
10 550 (none)
11 825 (none)
12 1100 (none)
13 1375 (none)
14 1650 (none)
15 1925 (none)
16 2200 (none)
17 2475 (none)
18 2750 (none)
19 3025 (none)
20 3300 (none)
21 3575 (none)
22 3850 (none)
23 4125 (none)
24 4400 (none)
25 4675 (none)
26 4950 (none)
27 5225 (none)
28 5500 (none)
29 5775 (none)
30 6050 (none)
31 6325 (none)
32 6600 (none)
33 6875 (none)
34 7150 (none)
35 7425 (none)
36 7700 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  3  1  2  0  0  0  0 -1
+3  4  2  3  1  1  1  1  0
+5  4  2  3  1  1  1  1  0
+7  5  2  4  2  1  1  1  0
+9  5  2  4  2  1  1  1  0
+11  5  3  4  3  2  2  2  1
+13  5  3  4  3  2  2  2  1
+15  6  4  5  4  3  2  2  1
+17  6  4  5  4  3  2  2  1
+19  7  5  6  5  4  3  2  1
+21  7  5  6  5  4  3  2  1
+23  8  5  7  6  4  3  3  2
+25  8  5  7  6  4  3  3  2
+27  8  6  7  7  5  4  3  2
+29  8  6  7  7  5  4  3  2
+31  9  7  8  8  6  4  4  2
+33  9  7  8  8  6  4  4  2
+35 10  8  9  9  7  5  4  3
Requisites: Str 9, Con 9
Alignment: non-L
HD/level: d12
Weapon Prof.: 4+level
To Hit Table: 2xWar
Save Table: ˝xWar
Reference: BoD2
Groups: Warrior
 
Level 1: +1 to # of attacks with all attack forms (weapon, natural, etc.).
Level 9: 1M: Enter "Pissed" mode. (see [C8])

[PC1] Warrior Group Classes


Big Game Hunter

Level KXP BGH [[MH]]
234 [[M]]
1 0 1-- [[-]]
2 13 1-- [[-]]
3 26 2-- [[-]]
4 52 2-- [[-]]
5 104 3-- [[-]]
6 208 3-- [[-]]
7 416 31- [[-]]
8 832 31- [[-]]
9 1664 32- [[-]]
10 2900 32- [[-]]
11 4200 33- [[-]]
12 5500 33- [[-]]
13 6800 43- [[-]]
14 8100 43- [[-]]
15 9400 44- [[-]]
16 10700 44- [[-]]
17 12000 54- [[-]]
18 13300 54- [[-]]
19 14600 55- [[-]]
20 15900 55- [[-]]
21 17200 65- [[-]]
22 18500 65- [[-]]
23 19800 66- [[-]]
24 21100 66- [[-]]
25 22400 661 [[-]]
26 23700 661 [[-]]
27 25000 662 [[-]]
28 26300 662 [[-]]
29 27600 663 [[-]]
30 28900 663 [[-]]
31 30200 664 [[-]]
32 31500 664 [[-]]
33 32800 665 [[-]]
34 34100 666 [[-]]
35 35400 666 [[-]]
36 36700 666 [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  3  4  3  2  2  2  1
+5  8  5  7  6  4  3  3  2
+8 10  8  9  9  7  5  4  3
+11 12 10 11 12  9  6  5  4
+14 14 12 13 14 11  8  6  5
+17 15 13 14 14 12  9  8  6
+20 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+26 16 15 15 15 15 14 11  9
+29 16 15 16 15 15 15 12 10
+32 16 16 16 15 16 17 14 11
+35 17 16 16 16 16 18 15 12
+38 20 19 19 19 19 21 18 15
+41 23 22 22 22 22 24 21 18
+44 26 25 25 25 25 27 24 21
+47 29 28 28 28 28 30 27 24
+50 32 31 31 31 31 33 30 27
+53 35 34 34 34 34 36 33 30
Requisites: Str 61, Dex 44, Con 26, Wis 22
Alignment: any
HD/level: & 2m0
Weapon Prof.: & 8+level*2
To Hit Table: 3xWar
Save Table: 3xWar
Reference: DM {Reduced Reduced Mortal Hunter}
Groups: Warrior, Demigod (x1)
 
Gets Barbarian Str, Dex. Uses Normal Con bonus for hit dice (this can't be overwritten).
Can weapon specialize using 2*LVL on the Barbarian column.
Big Game Hunter class gets 2nd, 3rd, 4th, and 22nd level spells. The 22nd level spells are Mortal Hunter 12th's (Concordant Spell Level=12).
Several powers reference F actions as a cost. F actions are 1S+1V or 1M+1P+1V.
Gets 1G action per turn. (Once per turn you can use 1G action, it acts as an infinitely quick F action.)
Gets a "Level:" ability per level from any Warrior class you know. May pick "paragraph-symboled / unpickable" ( ¶ ) abilities at a 9 level penalty (a Level 3: would become a Level 12:). May pick "lines of text" as if they were Level 18: abilities.

[PC1] Warrior Group Classes


Big Game Hunter Spells

Level # Spell
2 1 +LVL QQP Actions. Can lock down one action type if desired.
2 2 One of your effects does not drop if you are dropped. One of your effects is not removed from the stack if you are killed/removed before the stack ends.
2 3 1F, 1/r: Slay a creature (PPD save)
2 4 1F+2bF, 1/r: Slay a group of creatures (PPD save)
2 5 1F: A group gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
2 6 2bF, 1/r: Counter a x1 effect.
2 7 -LVL*9 to any number of stats (Str, Dex, Con, Int, Wis, and Chr) in your group, does not have a hole in the middle
2 8 Immune to all x0 effects. Get a save vs. x1 effects that do not offer a save.
2 9 +LVL*2 AC
3 1 +1 IF (Instantaneous F action) which can't be locked down.
3 2 You may convert 4F actions to 1X action (you may do this as many times as you like, prefixes are kept).
3 3 1F, 1/r: Incurse a group (BW save); 1F, 1/r: Annihilate a group (RSW save)
3 4 1F+3bF, 1/reset: Incurse (no save, aIR to resist) and Annihilate (no save, aPR to resist) one target
3 5 1F, 1/r: Banhammer one spell/effect/ability; this cannot be used in the room. This is a x1 Special.
3 6 +LVL*3 AC (stacks with the SL=2 ability)
4 1 1F: As You Are a group (Will save)
4 2 +LVL*4 AC (stacks with the SL=2 and SL=3 abilities)
4 3 You and the space you're standing at can't be targetted. "Blindfighting", X-ray vision, and "Seeking" (non-direct) effects cannot be used against you.
22 (M.H. 12) 1 +DCL QQQQQQX Actions. All actions other than X, G, Z, and I (and their variants) are locked down. The DM may determine that some campaign-specific unique specialty actions may be immune to this.
22 (M.H. 12) 2 Your effects do not drop if you are dropped. Your effects are not removed from the stack if you are killed/removed before the stack ends.
22 (M.H. 12) 3 All x1 (and x0 if you desire) beings who see you are Capital S Slain (GR to resist). "Blindfighting" cannot be used against you.
22 (M.H. 12) 4 1G: Capital S Slay (as the ability above this one on this list). Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.
22 (M.H. 12) 5 1G: Select DCL groups of creatures. Each gets "Sporacled" (Takes a random [C] section effect, they are affected by it). MSave and GR to resist.
22 (M.H. 12) 6 1N: Counter a x0 effect. 1Z: Counter a x1 effect. 1X: Counter a x2 effect. 1G: Counter a x3 effect.
22 (M.H. 12) 7 -DCL*25 to Str, Dex, Con, Int, Wis, and Chr 60' r (no resistance except "Hold Stats" abilities). Has a "Hole in the Middle".
22 (M.H. 12) 8 Immune to all x1 and x0 effects. Resist and get a PSave vs. x2 effects.
22 (M.H. 12) 9 |AC| 20+DCL (absolute AC 20+DCL). People need a natural 20+DCL to hit you, no natural roll less than 20+DCL will hit you (regardless of TH bonus). ++'s to hit and Lady's Smile does work against this ability. Luck and other die-setting effects do not.

[PC1] Warrior Group Classes


Blackguard3

Level KXP Warrior/Priest
123 456
1 0 0-- ---
2 10 1-- ---
3 30 10- ---
4 60 11- ---
5 100 110 ---
6 150 111 ---
7 210 211 0--
8 280 211 1--
9 360 221 1--
10 450 222 1--
11 550 222 2--
12 660 322 2--
13 780 332 2--
14 910 333 2--
15 1050 333 3--
16 1200 433 3--
17 1360 443 3--
18 1530 443 30-
19 1710 444 30-
20 1900 444 31-
21 2100 444 41-
22 2310 444 42-
23 2530 544 42-
24 2760 544 43-
25 3000 554 43-
26 3250 554 44-
27 3510 554 440
28 3780 555 440
29 4060 555 540
30 4350 555 541
31 4650 555 551
32 4960 655 551
33 5280 665 552
34 5610 666 552
35 5950 666 652
36 6300 666 653
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Wis 0, Warrior 3, Rogue 3
Alignment: any E
HD/level: d10
Weapon Prof.: 0+level
To Hit Table: +level
Save Table: War
Reference: DMG3-30
Groups: Warrior
 
Level 1: 1M: Detect Good.
Level 1: Poison Use proficiency.
Level 1: Dark Blessing: Add Chr modifier as a bonus to all saving throws.
Level 1: Can cast Priest/Warrior spells, gets Wisdom bonus.
Level 2: Smite Good: 0, 1/d: +(Chr bonus) TH, +LVL dmg with one attack vs. a good creature.
Level 3: Aura of Despair: All enemies within 10 feet get -2 on all saves.
Level 3: Can Command Undead as if a cleric of two levels lower.
Level 4: Sneak Attack: If you could theoretically backstab someone, deal an extra [(LVL-1)/3]d6 damage (this damage is not multiplied by anything). You many Sneak Attack with a backstab (again, the Sneak Attack damage is not multiplied). You may Sneak Attack with a ranged weapon if within 30 feet.
Level 5: Fiendish Servant: Gain a familiar from the following list: Bat, Cat, Horse, Pony, Rat, Raven, Toad (or any of their variants).

[PC1] Warrior Group Classes


Blacksmith2

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 125 (none)
9 250 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 9, Con 12, Int 9, Wis 9
Alignment: any
HD/level: d10
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: War
Reference: S&S2
Groups: Warrior
 
Level 1: +1 TH and +2 dmg with hammers.
Level 1: Can make metal items (incl. weapons/armor) at half normal cost. Note that a "crap item" (that is already half cost) becomes one-quarter cost.
Level 1: Can make items up to his CL as an "S" number on the unusual materials chart. If the "S" number is below CL, it is at half cost.
Level 1: Free Blacksmithing, Armorer, Weaponsmithing proficiencies.
Level 1: Reads on the "non-Warrior" line for weapon specialization number of attacks. (DM Note: Yeah that sucks, I know. The original class can't specialize at all!)
Level 2: Can make items up to his CL/2 (round down) as a TL number on the technological items chart. The items must be generally made of metal (no chemical reactions, electronics, etc.).
Level 2: Can make "finely balanced weapons" (see wielding multiple weapons) and "custom fitted armor" (-1 bulk) at x1.5 cost (it's only an additional x[+0.5] for unusual materials, so a x3 item becomes x3.5 for cost).
Level 2: Can repair non-magical armor and weapons.
Level 4: Can repair magical armor and weapons, each turn spent restores a "half-plus" or a lost ability. The losses must have been physical in nature (crushing blow, etc.).
Level 4: Attracts one 1st level apprentice per level.
Level 8: Can repair magical armor and weapons, even from non-physical sources (drained, disenchanted, etc.). Disintegrated items *can* be restored if the Blacksmith2 is at the location where the item was disintegrated. Disjuncted, Annihilated, and Pixelated items cannot be restored. DM Note: Annihilated items can be restored if you are at Sigil or higher in the Funnel.
Level 9: Can make "Items of Quality". Weapons are +1 TH and +1 dmg, Armor is +1 AC and +1 saves. These are non-magical plusses, but count as plusses for purposes of what you need to hit monsters. Items of quality do not cost any extra money to make, and do not increase the XP sale value of the item (so a Long Sword +1/+1 of Quality [+1/+1] sells for the same amount as a simple Long Sword +1/+1).
Level 9: Can make existing items into Items of Quality, it takes 1 hour per item.
Level 10: Attacts one level (CL-5) apprentice per level.
Level 18: Items of Quality are now +2 for each half-plus. Or they can be 3 total half-plusses (distribute as you like).
Level 27: Items of Quality are now +3 for each half-plus. Or they can be 5 total half-plusses (distribute as you like).
Level 36: Items of Quality are now +4 for each half-plus. Or they can be 7 total half-plusses (distribute as you like).

[PC1] Warrior 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.

[PC1] Warrior Group Classes


Brick

Level KXP
Spells
1 70 (none)
2 140 (none)
3 210 (none)
4 280 (none)
5 350 (none)
6 420 (none)
7 490 (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  2  4  2  1  1  1  0
+2  6  4  5  4  3  2  2  1
+3  8  5  7  6  4  3  3  2
+5  9  7  8  8  6  4  4  2
+6 11  8 10 10  7  5  4  3
+8 12 10 11 12  9  6  5  4
+9 14 11 13 14 10  7  6  4
+11 14 12 14 14 11  8  7  5
+12 15 13 14 14 12  9  8  6
+14 15 14 15 15 13 10  8  6
+15 15 14 15 15 14 11  9  7
+17 15 14 15 15 15 12 10  8
+18 15 15 15 15 15 13 11  8
+20 16 15 15 15 15 14 12  9
+21 16 15 16 15 15 15 12 10
+23 16 16 16 15 15 16 13 10
+24 16 16 16 16 16 17 14 11
+26 17 16 16 16 16 18 15 12
Requisites: Con 0
Alignment: any
HD/level: 4d6
Weapon Prof.: 6+level*2
To Hit Table: 1˝xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
Barbarian Con.
Level 1: Troll-like regenerate level hp per segment.
Level 1: +level/+level to hit and damage with all weapons.
Level 1: +level/+level AC and saves. You do not get the save bonus vs. mental effects.

[PC1] Warrior Group Classes


Builder (Random Warrior #420746)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 8 (none)
4 17 (none)
5 29 (none)
6 49 (none)
7 78 (none)
8 128 (none)
9 212 (none)
10 359 (none)
11 520 (none)
12 698 (none)
13 865 (none)
14 1037 (none)
15 1215 (none)
16 1395 (none)
17 1578 (none)
18 1762 (none)
19 1949 (none)
20 2138 (none)
21 2329 (none)
22 2523 (none)
23 2718 (none)
24 2916 (none)
25 3116 (none)
26 3318 (none)
27 3522 (none)
28 3728 (none)
29 3937 (none)
30 4148 (none)
31 4360 (none)
32 4575 (none)
33 4793 (none)
34 5012 (none)
35 5233 (none)
36 5457 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  8  4  5  2  3  1  1  2
+6  8  4  6  3  4  1  1  3
+7  9  5  6  3  4  2  2  3
+8  9  5  6  4  4  2  2  4
+9 10  6  7  5  5  3  2  4
+10 10  6  7  6  5  3  3  5
+11 11  7  8  7  6  4  3  5
+12 11  7  9  8  6  4  4  6
+13 12  8  9  9  7  5  4  6
+14 12  8 10 10  7  5  5  7
+15 13  9 10 11  8  6  5  7
+16 13 10 11 12  9  6  6  8
+17 13 11 12 13 10  7  6  8
+18 14 11 13 14 10  7  7  9
+19 14 12 13 14 11  8  7  9
+20 14 12 14 14 11  8  8 10
+21 15 13 14 14 12  9  8 10
+22 15 13 14 14 12  9  9 11
Requisites: Con 0, Warrior 4
Alignment: any
HD/level: ++++++++++++++d0 (see below)
Weapon Prof.: & 6+level/2
To Hit Table: War +4 levels
Save Table: War/Pri/Mon
Reference: DM Random, Rick 12/08/07
Groups: Warrior, Random
 
Level 1: +2 saving throws.
Level 1: Construct a designed engineering task.
Level 1: Construct a designed engineering task.
Level 1: Divide the cost of buying or making an object of unusual materials by LVL.
Level 1: Evaluate the design or construction of some engineering task already done (building, bridge, etc.).
Level 2: You may be bound (with Healing/Herbalism proficiency) three times instead of once.
Level 4: +LVL QQP Actions. Can lock down one action type if desired.
Level 4: +LVL*2 AC
Level 4: Seeker Arrow: 0, 1/d: An arrow you shoot can move around corners to strike a known enemy.
Level 6: Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
Level 22: 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.

Gets 10 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38

[PC1] Warrior Group Classes


Bushi1

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 14 (none)
6 30 (none)
7 60 (none)
8 120 (none)
9 240 (none)
10 480 (none)
11 710 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (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 9, Dex 8, Con 8
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Rog
Reference: OA1
Groups: Warrior
 
Level 1: Free Martial Arts style, +1 maneuver per level.
Level 1: Weaponsmith, Armorer, Bowyer proficiencies.
Level 1: Pay half-price for basic equipment [E1].
Level 1: Pick Pockets 20% + 2% per level.
Level 1: Kini (Ki Shout): 1 M action, +2 levels (hp, saves, etc.) for 1t. (1/d)
Level 5: +1 AC (combines with everything).
Level 10: +1 AC (combines with everything).

[PC1] Warrior Group Classes


Captain (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 5 2-- -- [-]
3 10 3-- -- [-]
4 20 31- -- [-]
5 40 32- -- [-]
6 80 42- -- [-]
7 160 421 -- [-]
8 320 431 -- [-]
9 640 432 -- [-]
10 1280 432 1- [-]
11 2500 542 1- [-]
12 2800 543 2- [-]
13 3100 543 21 [-]
14 3400 543 22 [-]
15 3700 543 32 [-]
16 4000 543 33 [-]
17 4300 544 33 [-]
18 4600 544 43 [-]
19 4900 544 44 [-]
20 5200 554 44 [-]
21 5500 555 44 [-]
22 5800 555 54 [-]
23 6100 555 55 [-]
24 6400 655 55 [-]
25 6700 665 55 [-]
26 7000 666 55 [-]
27 7300 666 65 [1]
28 7600 666 66 [1]
29 7900 766 66 [2]
30 8200 776 66 [2]
31 8500 777 66 [3]
32 8800 777 76 [3]
33 9100 777 77 [4]
34 9400 877 77 [4]
35 9700 887 77 [5]
36 10000 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Dex 9, Con 13, Int 16,
Wis 13, Chr 16
Alignment: any
HD/level: d10
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: SFB {Reduced Legendary Officer}
Groups: Warrior, Concordant (x1), Technology
 
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 27. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC1] Warrior Group Classes


Captain (SFB) Spells

Level Field Spell
1 Command Can identify and operate any TechL=LVL or lower technological device.
1 Defense Can interpose self in front of any and everyone in your group, you take double damage though
1 Engineering Your items that use charges use only half the number of charges (retain fractions)
1 Helm/Nav. 0, while moving: Leave a group without generating any parting shots.
1 Medic 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
1 Pers.Combat Your summons gain XP (possibly levels) in the dungeon.
1 Psionic 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
1 Science Eidetic Memory, can "download" your thoughts/memories to computers
1 Weapons No range penalties; Can shoot bows in your group without penalty
2 Command Your summons and familiars can never betray you, regardless of what happens.
2 Defense If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
2 Engineering You can trade spells between your spell progressions and PSPs between psionic pools.
2 Helm/Nav. Can move in reverse as fast as you can move forward.
2 Medic 0, 1/r: Cure or Cause 1d6 hp to one target
2 Pers.Combat Need not breathe; Fly LVL" (C)
2 Psionic 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
2 Science Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
2 Weapons 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
3 Command 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
3 Defense 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
3 Engineering 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
3 Helm/Nav. Roll 1d6+6 for initiative instead of 1d12.
3 Medic 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
3 Pers.Combat Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
3 Psionic You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
3 Science You get the opportunity to use an extra action in response to a nasty effect; Resist Time
3 Weapons 0: Ignore the phrase "Cannot be targetted" for someone.
4 Command Charm spells cannot be used by enemies in the room (x1 Special)
4 Defense Immune Telekinesis
4 Engineering You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
4 Helm/Nav. You have a 50% chance of taking only half damage from gross effects (like fireballs)
4 Medic Grant a person one Captain spell slot you have (any SL).
4 Pers.Combat 1V, 1/d: Counter an effect that would cause someone to kill themself.
4 Psionic You have two hit point totals, your second hp total is 10, need both to drop before dropping
4 Science 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
4 Weapons Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
5 Command Wishoid for two SL 1-4 Concordant (x1) spells.
5 Defense Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
5 Engineering 1N, 1/reset: Retroactively buy a magic item from the magic shop.
5 Helm/Nav. Immune Boulders, Gas, Space-Time Discontinuities
5 Medic 0, 1/d: Mass Heal
5 Pers.Combat 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
5 Psionic Immune to the weird psionic effects of the T'kan Energy Barrier
5 Science Considered 1 multiplier higher with one specific effect (by name)
5 Weapons You are allowed to backstab a target twice, backstabbing costs ˝0 action to use.
L.O. 1 (11) Command Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
L.O. 1 (11) Defense 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
L.O. 1 (11) Engineering Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
L.O. 1 (11) Helm/Nav. ĽV: Move from one group to another group within LVL feet
L.O. 1 (11) Medic 0, 1/r: Cureall
L.O. 1 (11) Pers.Combat 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
L.O. 1 (11) Psionic 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
L.O. 1 (11) Science You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
L.O. 1 (11) Weapons Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier

[PC1] Warrior Group Classes


Cascade Rammer / Dragon Cleaver

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 100 (none)
8 200 (none)
9 400 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (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 16, Dex 14, Con 15
Alignment: any
HD/level: d12
Weapon Prof.: 6+level*2
To Hit Table: 2xWar
Save Table: Rog
Reference: DM
Groups: Warrior, Overt
 
Cascade Rammer:
Gets Barbarian Str, Exceptional Dex, and Barbarian Con.
Weapon Specialization uses "Spec Barbarian" line for number of attacks.
You may melee things that aren't in your group (you have 10*LVL' reach).
Level 1 ¶: Cascade Ram: 1P: Do (LVL+2)/2 melee attacks to a group (overwrites your normal # attacks, and it's irrelevant how many arms / weapons you have).
Level 1 ¶: 1V, take 1/4 your max hp as damage: Deal 1/2 your max hp as damage to one target (no save, aWR to resist).
Level 1: 1bV: Interpose yourself in front of an attack sequence.
Level 9: 1bV: Spell/Psionic Interpose yourself in front of a spell or psionic power (you become the target, if it's an area, you become the center).
Dragon Cleaver:
Gets Barbarian Str, Barbarian Dex, and Exceptional Con.
Weapon Specialization uses "Spec Barbarian" line for number of attacks.
You have +LVL instances of Tactical Movement (you may move to 1+LVL groups of targets with a single V action).
Level 1 ¶: Dragon Cleave: As per the epic feat; if you use a melee attack and kill (put below 0 hp) a target, you gain +1 attack.
Level 1 ¶: On a natural roll of 20-LVL/2 or greater with a melee attack, you Sharpness the target.
Level 1: Flying LVL*3" (C) and Immune to Breath Weapons.
Level 9: You deal x(LVL-7) dmg vs. Size G or larger targets.

[PC1] Warrior Group Classes


Cavalier-Paladin1

Level KXP Priest
123 4
1 0 --- -
2 3 --- -
3 6 --- -
4 13 --- -
5 25.85 --- -
6 48.7 --- -
7 103.5 --- -
8 189 --- -
9 372 1-- -
10 730 2-- -
11 1110 21- -
12 1490 22- -
13 1870 221 -
14 2250 321 -
15 2630 321 1
16 3010 332 1
17 3390 333 1
18 3770 333 1
19 4150 333 2
20 4530 333 3
21 4910 433 3
22 5290 443 3
23 5670 444 3
24 6050 444 4
25 6430 544 4
26 6810 554 4
27 7190 555 4
28 7570 555 5
29 7950 655 5
30 8330 665 5
31 8710 666 5
32 9090 666 6
33 9470 766 6
34 9850 776 6
35 10230 777 6
36 10610 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15, Con 15, Int 10, Wis 13, Chr 17
Alignment: LG
HD/level: d12
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: War
Reference: UA1
Groups: Warrior
 
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: +1 to hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.
Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total. (Cannot be offensive in this state)
Level 1: Effective Chr with warriors of lesser level than the cavalier is increased by the level difference (maximum bonus = 5).
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: Detect Evil (Range 60', requires 1 mental action) as the spell, except the evil creature must have evil intent in order to be picked up as an evil creature. This may done as often as the paladin wishes.
Level 1: Immunity to all forms of natural (non-magical) disease.
Level 1: Lay on Hands: Cure 2 hit points per level (Range T, uses 1 mental), once per day. This curing ability may be divided between two or more creatures, and does function on outer planar targets.
Level 1: Cure Disease: can be done once per week per 5 levels (round up).
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Turn Undead as a cleric of 2 levels lower.
Level 1: +3 on all saving throws; not cumulative with paladin, cavalier, or knight bonus.
Level 1: +2 saves vs. Illusions (is cumulative with +3 save ability above)
Level 1: Cannot retain more than 10 magic items (2 armor, 4 weapons, 4 any). (Ignore this restriction)
Level 1: 10% of all treasure must be given to a religious institution (this is called the tithe). Leftover wealth not spent is also donated. (Ignore this restriction)
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 3: Effective Charisma with lower level warriors increased by level-1.
Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).
Level 3: +1 Str, Dex, or Con (replaces percentage rules)
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 4: The paladin may call upon a special war horse (which is treated as a mage's familiar). Possible mounts include the following: War Horse, Pegasus/Unicorn, Dragon Horse, Dragon, Opinicus, and Ki-Rin.
It takes 17-24 hours for the mount to arrive, and the Hit Dice of the mount cannot be higher than the paladin's level. If the mount is lost, another can be called after the paladin spends 1 week praying (but no more than 2 mounts can be employed in a single decade).
Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
Level 7: Free Riding (air-based) proficiency (1 slot).
Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.
Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold.

[PC1] Warrior Group Classes


Cavalier1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 18.5 (none)
6 37 (none)
7 85 (none)
8 140 (none)
9 220 (none)
10 300 (none)
11 600 (none)
12 900 (none)
13 1200 (none)
14 1500 (none)
15 1800 (none)
16 2100 (none)
17 2400 (none)
18 2700 (none)
19 3000 (none)
20 3300 (none)
21 3600 (none)
22 3900 (none)
23 4200 (none)
24 4500 (none)
25 4800 (none)
26 5100 (none)
27 5400 (none)
28 5700 (none)
29 6000 (none)
30 6300 (none)
31 6600 (none)
32 6900 (none)
33 7200 (none)
34 7500 (none)
35 7800 (none)
36 8100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15, Con 15, Int 10, Wis 10
Alignment: any G
HD/level: d12
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: War
Reference: UA1-14
Groups: Warrior
 
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: +1 to hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.
Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total. (Cannot be offensive in this state)
Level 1: Effective Chr with warriors of lesser level than the cavalier is increased by the level difference (maximum bonus = 5).
Level 1: +1 on all saving throws; not cumulative with paladin or knight bonus.
Level 1: +2 saves vs. Illusions
Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).
Level 3: +1 Str, Dex, or Con (replaces percentage rules)
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
Level 7: Free Riding (air-based) proficiency (1 slot).
Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.

[PC1] Warrior Group Classes


Cerebral Knight2

Level KXP Psi2
mMG S
1 0 3-- -
2 2.9 3-- -
3 5.8 5-- -
4 11.6 5-- -
5 23.2 7-- -
6 46.4 7-- -
7 92.8 91- -
8 185.6 91- -
9 371.2 A1- -
10 600 A1- -
11 1000 B2- -
12 1400 B2- -
13 1800 C2- -
14 2200 C2- -
15 2600 D3- -
16 3000 D3- -
17 3400 E31 -
18 3800 E31 -
19 4200 F41 -
20 4600 F41 -
21 5000 G41 -
22 5400 G41 -
23 5800 H52 -
24 6200 H52 -
25 6600 I52 -
26 7000 I52 -
27 7400 J62 -
28 7800 J62 -
29 8200 K63 -
30 8600 K63 -
31 9000 L73 -
32 9400 L73 -
33 9800 M73 -
34 10200 M73 -
35 10600 N84 1
36 11000 N84 1
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
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 9, Con 9, Int 9, Wis 9
Alignment: any
HD/level: +d10
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: Psi
Reference: DM
Groups: Warrior
 
Psionic Strength = (Wis+Int+Con)*2-60+(Wis-10)*level
Gains Psi2 abilities at half the Cerebral Knight's level (round up).
"Casting Level" is the Cerebral Knight's level minus 1.
Level 1+: Knights get all the special abilities of fighters. Any fighter may at the end of a gaming session switch to the knight class (as long as he qualifies due to Chr). There is no adjustment in level as both the fighter and knight classes use the "Ftr" XP advancement. If a character ever loses knighthood, he cannot gain it back for 1 year (unless it was an alignment drift that was corrected in one session).
Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. Unless the Good-Evil axis of the two warriors are in opposition, the castle/stronghold owner must agree to give the knight food, drink, clothing, and shelter for at least 3 days, and cannot challenge him for that period of time. If the knight challenges the owner or has attacked him in the past, this benefit is lost.
Level 1: A knight may align himself with a prince, king, emporer, or lord (9th level warrior or higher). He is then provided all the necessities of life for free for the return of his services should the land be attacked. In addition, the knight may request a number of retainers (usually 0 level men-at-arms) equal to his level at no cost.
Level 1: If a call to arms is sounded for a force comparable to the knight's alignment, the knight must respond or lose knight status.
Level 1: +1 to hit with lances, swords, maces, and flails.
Level 1: +1 on all saving throws; not cumulative with cavalier or paladin bonus.
Level 4: Weapon of Choice: A knight may select any one weapon and be considered three levels higher for purposes of how many attacks per round he has.
Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th). The fighter bonus is used instead for those levels where it is higher.
Level 4: The Knight may call upon a special war horse as a paladin does.

[PC1] Warrior Group Classes


Choicer (Random Warrior #474063)

Level KXP
Spells
1 0 (none)
2 2 (none)
3 6 (none)
4 13 (none)
5 26 (none)
6 48 (none)
7 84 (none)
8 148 (none)
9 261 (none)
10 473 (none)
11 690 (none)
12 911 (none)
13 1137 (none)
14 1367 (none)
15 1601 (none)
16 1839 (none)
17 2082 (none)
18 2346 (none)
19 2615 (none)
20 2890 (none)
21 3170 (none)
22 3456 (none)
23 3747 (none)
24 4045 (none)
25 4350 (none)
26 4661 (none)
27 4979 (none)
28 5304 (none)
29 5636 (none)
30 5976 (none)
31 6324 (none)
32 6680 (none)
33 7044 (none)
34 7417 (none)
35 7798 (none)
36 8189 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+8 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+10 14 12 13 14 11  8  6  5
+11 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+12 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14, Wis 16
Alignment: L any
HD/level: d6
Weapon Prof.: 10+level/9
To Hit Table: Ftr0
Save Table: War
Reference: DM Random, Rian 12/08/07
Groups: Warrior, Random
 
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 1: +1 weapon proficiency per level, which can only be used to become proficient (not specialized) in a weapon.
Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. Unless the Good-Evil axis of the two warriors are in opposition, the castle/stronghold owner must agree to give the knight food, drink, clothing, and shelter for at least 3 days, and cannot challenge him for that period of time. If the knight challenges the owner or has attacked him in the past, this benefit is lost.
Level 1: Can take Improved Two-Weapon Fighting feat even if doesn't have prerequisites.
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: Rolls 1d30-10 for proficiency checks.
Level 2: Your items that use charges use only half the number of charges (retain fractions)
Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th). The fighter bonus is used instead for those levels where it is higher.
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 6: Gain one 1st level apprentice per level.
Level 6: Roll 1d6+6 for initiative instead of 1d12.
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.)
Level 9: Can build a freehold and attract followers.
Level 9: Can make existing items into Items of Quality, it takes 1 hour per item.
Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 15: Get another normal familiar (total 5).

[PC1] Warrior Group Classes


Combatlord

Level KXP Battlelord Warlord
123 456 78 [24]
1 0 -1- --- -- [--]
2 1.5 --- 1-- -- [--]
3 4.5 --- 2-- -- [--]
4 13.5 --- 3-- -- [--]
5 40.5 --- 3-- -˝ [--]
6 121.5 --- 3-- -1 [--]
7 364.5 --- 4-- -1 [--]
8 750 --- 4-- -2 [--]
9 1350 --- 5-- -2 [--]
10 1950 --- 5-- -3 [--]
11 2550 --- 6-- -3 [--]
12 3150 --- 6-- -4 [--]
13 3750 --- 7-- -4 [--]
14 4350 --- 7-- -5 [--]
15 4950 --- 8-- -5 [--]
16 5550 --- 8-- -6 [--]
17 6150 --- 9-- -6 [--]
18 6750 --- 9-- -6 [˝-]
19 7350 --- 9-- -6 [1-]
20 7950 --- A-- -6 [1-]
21 8550 --- A-- -7 [1-]
22 9150 --- A-- -7 [1˝]
23 9750 --- A-- -7 [11]
24 10350 --- A-- -8 [11]
25 10950 --- A-- -8 [12]
26 11550 --- A-- -9 [12]
27 12150 --- A-- -9 [13]
28 12750 --- A-- -A [13]
29 13350 --- A-- -A [14]
30 13950 --- A-- -A [-2]
31 14550 --- A-- -A [-2]
32 15150 --- A-- -A [-3]
33 15750 --- A-- -A [-3]
34 16350 --- A-- -A [-4]
35 16950 --- A-- -A [-4]
36 17550 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 23, Dex 17, Con 19,
Class slots 3
Alignment: any
HD/level: & 2d4
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: War
Reference: DM {Reduced Warlord}
Groups: Warrior, Concordant (x1)
 
Gets Extra-Barbarian Str, Dex, or Con. [ bonus = (Stat-16)*5/2 ]
Combatlords get 2nd, 4th, and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 18.
There are three places where the spell progression is listed as "˝". This is not half a spell, this is a spell at 1/2 your CL or LVL for effectiveness (round down).
Battlelord 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 Battlelord spells during reset.
Level 2: Get another Extra-Barbarian Stat.
Level 7: Get another Extra-Barbarian Stat.

[PC1] Warrior Group Classes


Battlelord Spells

Level # Spell
2 * 1 * +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
4 1 +LVL TH
4 2 +CL dmg
4 3 +CL AC
4 4 +LVL saves
4 5 +LVL P actions
4 6 +CL*2 max hp
4 7 +CL B actions
4 8 +LVL set Str. Hold Str.
4 9 +LVL set Dex. Hold Dex.
4 10 +LVL set Con. Hold Con.
8 1 +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
8 2 +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
8 3 +LVL to CL for 4th level Warlord spells
8 4 +CL% iBR (irreducible BlahR = iRMPIR)
8 5 +LVL M actions
8 6 +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
8 7 +CL C actions
Warlord 2 (12) 1 * +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Warlord 4 (14) 1 +WL iTH
Warlord 4 (14) 2 +WCL idmg
Warlord 4 (14) 3 +WCL iAC
Warlord 4 (14) 4 +WL isaves
Warlord 4 (14) 5 +WCL QP actions (infinitely quick P actions)
Warlord 4 (14) 6 +WCL ihp
Warlord 4 (14) 7 +WL X actions
Warlord 4 (14) 8 +25*WCL set Str. Hold Str.
Warlord 4 (14) 9 +25*WCL set Dex. Hold Dex.
Warlord 4 (14) 10 +25*WCL set Con. Hold Con.

[PC1] Warrior Group Classes


Commoner3

Level KXP
Spells
1 0 (none)
2 5 (none)
3 15 (none)
4 30 (none)
5 50 (none)
6 75 (none)
7 105 (none)
8 140 (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
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+2  6  4  5  4  3  2  2  1
+2  7  5  6  5  4  3  2  1
+3  8  5  7  6  4  3  3  2
+3  8  6  7  7  5  4  3  2
+4  9  7  8  8  6  4  4  2
+4 10  8  9  9  7  5  4  3
+5 11  8 10 10  7  5  4  3
+5 11  9 10 11  8  6  5  3
+6 12 10 11 12  9  6  5  4
+6 13 11 12 13 10  7  6  4
+7 14 11 13 14 10  7  6  4
+7 14 12 13 14 11  8  6  5
+8 14 12 14 14 11  8  7  5
+8 14 13 14 14 12  9  7  5
+9 15 13 14 14 12  9  8  6
Requisites: Con 0
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/9
To Hit Table: +level/2
Save Table: War
Reference: DMG3-38
Groups: Warrior
 
Level 9: Divide the cost of all General equipment (from [E1]) by (LVL-7).

[PC1] Warrior Group Classes


Companion3

Level KXP War/Wiz/Pri
123 456 789
1 0 1-- --- ---
2 10 2-- --- ---
3 30 3-- --- ---
4 60 31- --- ---
5 100 32- --- ---
6 150 33- --- ---
7 210 331 --- ---
8 280 332 --- ---
9 360 333 --- ---
10 450 333 1-- ---
11 550 333 2-- ---
12 660 333 3-- ---
13 780 333 31- ---
14 910 333 32- ---
15 1050 333 33- ---
16 1200 333 331 ---
17 1360 333 332 ---
18 1530 333 333 ---
19 1710 333 333 1--
20 1900 333 333 2--
21 2100 333 333 3--
22 2310 333 333 31-
23 2530 333 333 32-
24 2760 333 333 33-
25 3000 333 333 331
26 3250 333 333 332
27 3510 333 333 333
28 3780 444 333 333
29 4060 444 444 333
30 4350 444 444 444
31 4650 555 444 444
32 4960 555 555 444
33 5280 555 555 555
34 5610 666 555 555
35 5950 666 666 555
36 6300 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 14 12 13 14 11  8  6  5
+2 14 12 14 14 11  8  7  5
+3 14 13 14 14 12  9  7  5
+5 15 13 14 14 12  9  8  6
+6 15 14 14 14 13 10  8  6
+7 15 14 15 15 13 10  8  6
+8 15 14 15 15 14 11  9  7
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  7
+12 15 14 15 15 15 12 10  8
+13 15 15 15 15 15 13 10  8
+15 15 15 15 15 15 13 11  8
+16 16 15 15 15 15 14 11  9
+17 16 15 15 15 15 14 12  9
+18 16 15 16 15 15 15 12  9
+20 16 15 16 15 15 15 12 10
+21 16 16 16 15 15 16 13 10
+22 16 16 16 15 15 16 13 10
Requisites: Str 15, Dex 10, Int 10, Wis 10
Alignment: any
HD/level: ++++++++++++++d0 (see below)
Weapon Prof.: 5+level/9
To Hit Table: +level*5/4
Save Table: War +14 levels
Reference: DM {Planeshifted Uncommoner3}
Groups: Warrior, Custom
 
This XP table is the "10 times 3rd edition" version, and cannot be downgraded (to the Fighter2 XP overwrite rule).
 
You get 15 instances of normal Con bonus at level 1 (with nothing from the hit dice themselves, since they are d0's). You cannot get better than normal Con bonus to hit points with this class. If you have no Con bonus, give yourself 6 hp instead. This class does not give any more hit dice until level 15. Starting at level 15, the class gives 1d0 HD per level (again, with only normal Con bonus allowed).
 
Gets Barbarian Str and Exceptional Dex.
 
May specialize just like any other Warrior, but you read 14 levels higher on the number of attacks chart (confirmed: *fourteen* levels; this is not a typo). Effects that add to your level for number of attacks (e.g. Speed proficiency) do not function for you.
 
May cast Warrior, Wizard, or Priest spells. Can never have a stat bonus to this progression. Has access to all schools and spheres, but can never be specialized in a school or Grand in a sphere.
You have a set Caster Level (CL) with spells of 14+LVL (e.g. at level 1 your CL is 15, not 1). Since this is a set CL, effects that add to CL do not function for you (unless it adds to "set CL", which is extraordinarily rare).
 
Level 1: +3 Nonweapon proficiencies or +1 Feat per level.
Level 1: May have an Animal Companion.
Level 1: One free slot in Weapon Mastery (a half plus to hit or damage with a particular weapon) per level; which stacks with specialization and/or Martial Arts.
Level 3 (and every level divisible by 3): Gain an "Any Rogue" pick of this level minus 2 (e.g. at Level 6 you get an "Any Rogue 4" pick). You have LVL*2+28 points in that Rogue ability (beyond stat and base).
Level 15: +12 to HNCL for purposes of qualifying for Concordant classes.
Level 15: This is a reminder that you start getting Hit Dice from this class again (see above).

[PC1] Warrior Group Classes


Crimson Seeker1JG

Level KXP Psi1
Powers
1 0 (special)
2 1.2 (special)
3 2.4 (special)
4 4.8 (special)
5 9.6 (special)
6 19.2 (special)
7 38.4 (special)
8 76.8 (special)
9 153.6 (special)
10 393.6 (special)
11 633.6 (special)
12 873.6 (special)
13 1113.6 (special)
14 1353.6 (special)
15 1593.6 (special)
16 1833.6 (special)
17 2073.6 (special)
18 2313.6 (special)
19 2553.6 (special)
20 2793.6 (special)
21 3033.6 (special)
22 3273.6 (special)
23 3513.6 (special)
24 3753.6 (special)
25 3993.6 (special)
26 4233.6 (special)
27 4473.6 (special)
28 4713.6 (special)
29 4953.6 (special)
30 5193.6 (special)
31 5433.6 (special)
32 5673.6 (special)
33 5913.6 (special)
34 6153.6 (special)
35 6393.6 (special)
36 6633.6 (special)
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
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 14, Dex 14
Alignment: any
HD/level: d10
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Psi
Reference: FGE1JG
Groups: Warrior
 
Level 1: Can use a limited number of Psi1 powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 4 for a major, 9 for a grand (cannot get supers). You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: +LVL dmg.
Level 3: +LVL/3 AC.
Level 4: Soul Armour: 1M, X*10 PSPs: +X AC and +X dmg for this turn. Automatically Energy Control X HD per effect.
Level 5: Scarlet Seeker: Can pick a Specialty God as if a Priest (see [PC3]), but can wear only non-bulky armor (even if in a campaign where armor restrictions are not enforced).
Level 5: If using Scarlet Seeker (see Level 5), can: 1M: Summon Aid LVL*5%
Level 6: Scarlet Haze: 1M, 1/d: Double attacks on your next P action. At -4 AC penalty for rest of round.
Level 7: Scarlet Phase: 0, 1/d: Your Psionic Blasts do triple damage vs. Psi1 targets for LVL turns. At -1d4 AC penalty during this time.
Level 8: Can pick a Specialty God as if a Priest (see [PC3]) without the Scarlet Seeker restriction (see Level 5). Does not stack with Scarlet Seeker.
Level 8: 1M: Summon Aid LVL*5%

[PC1] Warrior Group Classes


Darter0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 16, Dex 13
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Can use only Darts for weapons. Since you can use only one missile weapon per set of arms, you are limited to punching (without Cestus) or using a shield in the off-hand.
Number of attacks with Darts = LVL+3.
Lizard Man Darts are free for you. They do 1d4 dmg, and critical on 20+/x2. You can still buy other types of Darts if you like.
Level 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 4: 1F: Polymorph a weapon (you are holding) into a Dart.
Level 9: 1F: Merge the magical properties of two Darts together.
Variant Class (Daggerer0):
Replace all references of "Darts" to "Daggers".
Number of attacks with Daggers = LVL+2.
Long Daggers are free for you. They do 1d6 dmg, and critical on 19+/x3. You can still buy other types of Daggers if you like.
Variant Class (Shurikener0):
Replace all references of "Darts" to "Shurikens".
Number of attacks with Shurikens = LVL+4.
Barbed Shurikens are free for you. They do 1d2 dmg, and never critical. You can still buy other types of Shurikens if you like.
Shurikens give only half Str bonus on damage, rounded down.

[PC1] Warrior Group Classes


Death Machine

Level KXP
Spells
1 0 (special)
2 12.5 (special)
3 25 (special)
4 50 (special)
5 100 (special)
6 200 (special)
7 350 (special)
8 600 (special)
9 900 (special)
10 1250 (special)
11 2000 (special)
12 3000 (special)
13 6600 (special)
14 8800 (special)
15 11000 (special)
16 13200 (special)
17 15400 (special)
18 17600 (special)
19 19800 (special)
20 22000 (special)
21 24200 (special)
22 26400 (special)
23 28600 (special)
24 30800 (special)
25 33000 (special)
26 35200 (special)
27 37400 (special)
28 39600 (special)
29 41800 (special)
30 44000 (special)
31 46200 (special)
32 48400 (special)
33 50600 (special)
34 52800 (special)
35 55000 (special)
36 57200 (special)
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
+2  9  8  6  4  7  2  3  3
+3  9  8  7  4  7  2  4  4
+4 10  9  7  5  8  3  4  4
+5 10  9  7  6  8  3  5  5
+6 11 10  8  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10  9  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: 2d12
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War/Wiz/Pri/Rog
Reference: internet
Groups: Warrior
 
Has abilities (and spell/psi progressions) as per Barbarian, Cavalier, Monk, Paladin, Ranger, Druid, Bard, Thief, Psionicist. Pick 1st or 2nd edition version for each class (cannot pick variant classes such as Monk1S). When picking an "edition number" for this class, you must pick 1 or 2. You cannot "owe stat points" to qualify for this class.
Level 1: Can weapon specialize up to true quadruple (12 half-plusses).
Level 1: +1 bracket lower on the weapon specialization table.
Level 1: One free Kit per level. You cannot pick the same kit more than once.
Level 1: Gets Dex bonus "to hit" with melee weapons.

[PC1] Warrior Group Classes


Demolitionist

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 187.5 (none)
9 375 (none)
10 750 (none)
11 1125 (none)
12 1500 (none)
13 1875 (none)
14 2250 (none)
15 2625 (none)
16 3000 (none)
17 3375 (none)
18 3750 (none)
19 4125 (none)
20 4500 (none)
21 4875 (none)
22 5250 (none)
23 5625 (none)
24 6000 (none)
25 6375 (none)
26 6750 (none)
27 7125 (none)
28 7500 (none)
29 7875 (none)
30 8250 (none)
31 8625 (none)
32 9000 (none)
33 9375 (none)
34 9750 (none)
35 10125 (none)
36 10500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 10, Dex 12
Alignment: any
HD/level: 2d5
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: DM
Groups: Warrior, Technology
 
Can always purchase Demolitionist equipment (see below), even if above the tech level of the campaign. If no stores are available in the campaign, can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10 gp value).
Guns and grenades get Dex bonus to hit, but nothing else. Giving a gun AutoStr does nothing. Giving a gun AutoDex gives it Dex bonus to damage. Specialization and weapon mastery may be added as usual. For number of attacks, specialization uses Sword for 1/1, Dagger for 2/1, and Dart for 3/1 based weapons.
There is no ammo for guns. The cost for grenades is per grenade; if you buy 100, you have "Capital E Enough" of them and do not need to keep track of them.
For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together (giving a skewed 1-64 range; the average is 20.25). "3m6" means multiply three d6's together (a skewed 1-216 range; the average is 42.875).
Level 1: Identify and operate technological devices up to TechL=LVL.
Level 1: Identify and operate technological weapons of TechL=LVL*2 or lower that are found in the dungeon. This includes Psi8 weapons. Can modify them at a cost of 400 gp per TechL difference.
Level 12: Can purchase non-weapon technological items (such as high-tech armor). This is currently undefined.

[PC1] Warrior Group Classes


Demolitionist Weapons

Weapon Cost [gp] Size #Att Base dmg Critical Notes
Grenade, concussion 280 (each) S 1/1 4d6 [group] none Group is also stunned for 1d4 s (PPD save)
Grenade, EMP 400 (each) S 1/1 dispel [group] none Dispels Technology/Psi8/Psi16 in a group
Grenade, fragmentation 44 (each) S 1/1 3e6 [group] none
Grenade, gravitic 180 (each) S 1/1 60' fall [group] none Group takes 60' of falling (TK/gravity) dmg
Grenade, psionic 100 (each) S 1/1 psi blast [group] none Psi1 Psionic Blast (Psi Blast save as usual)
Grenade, shrapnel 120 (each) S 1/1 5e6 [group] none Damage is of type shards
Grenade, singularity 1300 (each) S 1/1 15d6 [group] 20/x10 Creates a miniature black hole for 1s
Grenade, smoke 10 (each) S 1/1 smoke [group] none Makes smoke (group cannot see and is under cover)
Grenade, sonic pulse 54 (each) S 1/1 3d6 [group] none Group is also deaf (Fort save)
Grenade, tangler 30 (each) S 1/1 web [group] none As per a Web spell
Grenade, tear gas 20 (each) S 1/1 tear gas [group] none PPD save or nauseated (-10 all actions) for 1d20 s
Grenade, thermite 29 (each) S 1/1 2d6 [group] none x5 dmg vs. items/structures
Grenade, white phosphorus 39 (each) S 1/1 2d6 [group] none Group takes 1e6 dmg /s for 1d10 s
Grenade launcher, medium 2000 M 1/1 (grenade) (grenade) Longer range with grenades.
Grenade launcher, large 6000 L 2/1 (grenade) (grenade) Longer range and faster fire rate with grenades.
Explosive, C-4 (plastic) 78 (each) S 1/1 4e6 [group] none
Explosive, det cord 19 (each) S 1/1 2e6 [group] none Does a "line" instead of an explosion.
Explosive, dynamite 19 (each) S 1/1 2e6 [group] none
Handgun, small, semi auto (Walther PPK .32) 1200 S 2/1 2e4 20/x4
Handgun, medium, semi auto (Beretta 9mm) 2200 S 2/1 2e6 20/x4
Handgun, large, semi auto (Desert Eagle .50) 3400 M 2/1 2e8 20/x4
Handgun, small, full auto 1600 S 3/1 2e3 20/x3
Handgun, medium, full auto (Skorpion .32) 2400 M 3/1 2e4 20/x3
Handgun, large, full auto (MAC Ingrim .45) 4500 M 3/1 2e6 20/x3
Rifle, medium, semi auto 3500 L 2/1 2e8 20/x5
Rifle, large, semi auto 5100 L 2/1 2e10 20/x5
Rifle, medium, full auto (AK-47 7.62mm) 4600 L 3/1 2e6 20/x4
Rifle, large, full auto (M-60 machine gun) 7500 L 3/1 2e8 20/x4
Rifle, shotgun (12-gague) 2100 L 1/1 1e20 16-20/x3 Has a 1e4 "splash" damage in target's group.
Rifle, sniper (Barrett Light .50) 12600 L (H) 1/1 4e6 18-20/x6 On tripod (size H) has a built-in ++1 to hit.
Flamethrower 1900 L 1/1 3d6 [group] none Hits a group. Targets can save for half damage.
Laser pistol 67000 S 4/1 2m8 17-20/x5 Range is 2700' (1/2 of a mile)
Laser rifle 295000 M 4/1 3m6 17-20/x6 Range is 4000' (3/4 of a mile)
Mine, shrapnel 180 (each) M 1V act 6e6 [group] none Treat as a x1 Technological Trap (-200%)
Rocket Launcher (M72A3 LAW) 490 (each) L 1/1 10d6 [group] none Cost is per shot. Hits a group.
Taser 570 S 1/1 1d4+stun none PPD save for stunned for 1d20 s
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

[PC1] Warrior 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.

[PC1] Warrior Group Classes


Doomguard3

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)
& +2 & +2 (all)
& +3 & +3 (all)
& +4 & +4 (all)
& +5 & +5 (all)
& +6 & +6 (all)
& +7 & +7 (all)
& +8 & +8 (all)
& +9 & +9 (all)
& +10 & +10 (all)
& +11 & +11 (all)
& +12 & +12 (all)
& +13 & +13 (all)
& +14 & +14 (all)
& +15 & +15 (all)
& +16 & +16 (all)
& +17 & +17 (all)
& +18 & +18 (all)
Requisites: Con 0, (Warrior 7)
Alignment: any
HD/level: & d12
Weapon Prof.: & 0+level
To Hit Table: & +level
Save Table: & +level
Reference: PlanarHB3-46
Groups: Warrior, Planar
 
Gets Exceptional Con.
Level 1: Entropic Blow: Gain Chr bonus TH and +2*LVL dmg per attack. Your attacks ignore hardness and DR.
Level 1: Healing Resistance: Resist Healing and Necromantic spheres (this can be lowered)
Level 2: Destructive Expertise: Find/Remove Traps/Tricks/Specials LVL*5%, ignores penalties
Level 3: Negative Adaptation: Immune Negative.
Level 4: Body or Soul: +LVL-3 stat points distributed among Con or Chr.
Level 7: Unmaking Magic: 1 attack: Dispel Magic
Level 9: Disintegrate: 1 attack: Disintegrate (PP save)
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
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
Natural Heavyweight: Immune Gravity
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC1] Warrior Group Classes


Duelist1

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  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Dex 15, Con 9, Int 10, Wis 6, Chr 6
Alignment: non-L
HD/level: d12
Weapon Prof.: 3+level
To Hit Table: War
Save Table: War
Reference: BoD4
Groups: Warrior
 
Level 1: Surprised only on a 1 on 1d6.
Level 1: Code of honor: cannot attack by surprise when fighting one-on-one.
Level 1: Choose weapon: +1 TH/+1 dmg/+1 AC; +1 TH/+1 dmg when facing the weapon. This bonus is gained again at every third level plus 1 (4,7,10,etc). You may combine the bonus on the same weapon or select a different one.
Level 1: Parry Death Blow: If a weapon would cause Duelist to go below 0 hp, save vs. death or no damage. -1 on save for each blow beyond 1st.
Level 1: +(level/2, round up) slots in Speed proficiency.
Level 1: Identify weapons 5% per level.

[PC1] Warrior Group Classes


Dwarf0

Level KXP
Spells
1 0 (none)
2 2.2 (none)
3 4.4 (none)
4 8.8 (none)
5 17 (none)
6 35 (none)
7 70 (none)
8 140 (none)
9 270 (none)
10 400 (none)
11 530 (none)
12 660 (none)
13 800 (none)
14 1000 (none)
15 1200 (none)
16 1400 (none)
17 1600 (none)
18 1800 (none)
19 2000 (none)
20 2200 (none)
21 2400 (none)
22 2600 (none)
23 2800 (none)
24 3000 (none)
25 3200 (none)
26 3400 (none)
27 3600 (none)
28 3800 (none)
29 4000 (none)
30 4200 (none)
31 4400 (none)
32 4600 (none)
33 4800 (none)
34 5000 (none)
35 5200 (none)
36 5400 (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  6  2  1  0
+2 10  9  8  6  7  3  2  0
+3 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+4 12 11 10  9 10  4  3  1
+5 14 13 12 11 12  5  3  2
+5 14 13 12 12 12  5  4  2
+6 14 13 13 12 12  6  4  2
+7 16 15 14 14 15  6  4  3
+7 16 15 15 14 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  3
+10 16 15 15 15 15  7  5  3
+11 16 15 15 15 15  7  5  3
+11 16 15 15 15 15  7  5  3
+12 16 15 15 15 15  7  5  3
Requisites: Str 9, Con 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Dwarf0
Reference: RC0-23
Groups: Warrior
 
Level 2: Abilities of a Thief2 at level/2. Gets 20 Rogue points per level.
Level 9: Can use "Smash" and "Parry" as per Fighter0.
Level 12: +6 HNCL (this can't be picked)
Level 14: Resist Magic.

[PC1] Warrior Group Classes


Dwarven Defender3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (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: Con 0, Warrior 4
Alignment: L any
HD/level: d12
Weapon Prof.: 0+level
To Hit Table: +level
Save Table: Dwarf0
Reference: DMG3-32
Groups: Warrior
 
Level 1: Defensive Stance: 0, [(LVL+1)/2] /d: +2 Str, +2 Con, +2 all saves, +4 AC, cannot move, cannot use V actions, lasts for 3+(Con bonus) rounds. Afterwards, at -2 Str for 1 turn.
Level 2: Defensive Awareness: Gets Dex bonus to AC even if being attacked from behind or by an invisible creature.
Level 5: Cannot be flanked. Enemies do not get a "flank bonus" to hit you.
Level 6: DR (Damage Reduction) 3/-.
Level 10: +1 saves vs. traps.
Level 10: DR (from Level 6) becomes 6/-.

[PC1] Warrior Group Classes


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.

[PC1] Warrior Group Classes


Elf0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 21- --- ---
4 16 22- --- ---
5 32 221 --- ---
6 64 222 --- ---
7 120 322 1-- ---
8 250 332 2-- ---
9 400 333 21- ---
10 600 333 32- ---
11 850 433 321 ---
12 1100 444 321 ---
13 1350 444 322 ---
14 1600 444 432 ---
15 1850 544 432 1--
16 2100 555 432 2--
17 2350 655 443 2--
18 2600 655 443 21-
19 2850 655 543 22-
20 3100 655 544 32-
21 3350 655 544 321
22 3600 665 554 322
23 3850 666 654 332
24 4100 776 655 432
25 4350 776 655 443
26 4600 777 665 543
27 4850 777 665 554
28 5100 887 666 654
29 5350 887 776 655
30 5600 888 777 665
31 5850 888 777 766
32 6100 988 887 776
33 6350 999 888 777
34 6600 999 988 887
35 6850 999 999 888
36 7100 999 999 999
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, Int 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: RC0-25
Groups: Warrior, Wizard
 
Cannot specialize.
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.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
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 (this can't be picked)
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.

[PC1] Warrior Group Classes


Engineer2

Level KXP
Spells
1 0 (none)
2 1.25 (none)
3 2.5 (none)
4 5 (none)
5 10 (none)
6 20 (none)
7 40 (none)
8 90 (none)
9 180 (none)
10 380 (none)
11 590 (none)
12 800 (none)
13 1000 (none)
14 1200 (none)
15 1400 (none)
16 1600 (none)
17 1800 (none)
18 2000 (none)
19 2200 (none)
20 2400 (none)
21 2600 (none)
22 2800 (none)
23 3000 (none)
24 3200 (none)
25 3400 (none)
26 3600 (none)
27 3800 (none)
28 4000 (none)
29 4200 (none)
30 4400 (none)
31 4600 (none)
32 4800 (none)
33 5000 (none)
34 5200 (none)
35 5400 (none)
36 5600 (none)
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: Int 12, Wis 10
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Pri
Reference: S&S2
Groups: Warrior
 
Level 1: Free Engineering, Carpentry, Mining, and Stonemasonry proficiencies.
Level 1: Reads on the "non-Warrior" line for weapon specialization number of attacks. (DM Note: Yeah that sucks, I know. The original class can't specialize at all!)
Level 1: Design an engineering task.
Level 1: Construct a designed engineering task.
Level 1: Evaluate the design or construction of some engineering task already done (building, bridge, etc.).
Level 6: Gain one 1st level apprentice per level.
Level 9: Gain one or more apprentices per level, combined level is equal to CL/2, round up.
Level 12: Gain one level (CL-4) apprentice per level.

[PC1] Warrior Group Classes


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: 1˝xRog
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

[PC1] Warrior Group Classes


Expert3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (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
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+6  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+8 11  9 10 11  8  6  5  3
+9 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+10 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Int 0
Alignment: any
HD/level: d8
Weapon Prof.: 5+level/9
To Hit Table: +level*3/4
Save Table: War
Reference: DMG3-38
Groups: Warrior
 
Level 1: +2 Nonweapon proficiencies per level.

[PC1] Warrior Group Classes


Falco

Level KXP Wiz/Pri/Psi7
123 456 789 AB
TH
1 0 1-- --- -- +1
2 3.3 2-- --- -- +2
3 6.6 30- --- -- +3
4 13.2 41- --- -- +4
5 26.4 420 --- -- +5
6 52.8 430 --- -- +6
7 105.6 440 --- -- +7
8 211.2 541 0-- -- +8
9 422.4 542 0-- -- +9
10 750 543 0-- -- +10
11 1100 544 0-- -- +11
12 1450 554 10- -- +12
13 1800 554 20- -- +13
14 2150 554 30- -- +14
15 2500 554 40- -- +15
16 2850 655 410 -- +16
17 3200 655 420 -- +17
18 3550 655 430 -- +18
19 3900 655 440 -- +19
20 4250 665 541 0- +20
21 4600 665 542 0- +21
22 4950 665 543 0- +22
23 5300 665 544 0- +23
24 5650 666 554 10 +24
25 6000 666 554 20 +25
26 6350 666 554 30 +26
27 6700 666 554 40 +27
28 7050 666 655 41 +28
29 7400 666 655 42 +29
30 7750 666 655 43 +30
31 8100 666 655 44 +31
32 8450 666 655 54 +32
33 8800 666 655 55 +33
34 9150 666 666 55 +34
35 9500 666 666 65 +35
36 9850 666 666 661 +36
37 19700 666 666 662 +37
38 29550 666 666 663 +38
39 39400 666 666 664 +39
45 98500 777 766 666 +45
54 187150 888 777 777 1 +54
63 275800 888 777 777 7 +63
72 364450 999 988 888 81 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +3 +4 -1 -1 -2 -3 +8 +20 +5 ÷1
 
Requisites: Str 13, Dex 9, Con 13,
  Race Slots 1, Class Slots 2
Alignment: any (usually E)
HD/level: & d10
Weapon Prof.: & 6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+5
Spell: level+5
Fort: level+5
Reflex: level+5
Will: level+5
   
Considered a "Vampire" race.
Can cast Wizard or Priest spells. Gets your choice of Int or Wis bonus to spell progression. Gets access to 1 school or sphere per level.
Can also use Psi7 powers from progression, Minor: SL=1; Major: SL=3; Grand: SL=5; Super: SL=7.
Has none of the vulnerabilities of Vampires (You cannot be turned, can operate normally in daylight, etc.)
Level 1: +2 or better weapon needed to hit you.
Level 1: Troll-like regeneration 3 hp/s.
Level 1: Immune Sleep, Charm, Hold, Poison, Paralysis. Resist Cold and Electricity.
Level 1 ¶: All of your weapons are Vorpal (Natural 18+: Sever head of target).
Level 1 ¶: All of your attacks Energy Drain 2 levels per attack.
Level 1 ¶: Each time you kill someone, get their DL^2 in current hp (can go beyond max, lasts only 1r).
Level 2: 1M, Gaze: Charm Person (Will save)
Level 3: 1V: Shapechange into a Bat, healing yourself 10-40% of damage taken.
Level 4: 1F: Summon 10d10 DL I Rats, 10d10 DL I Bats, or 3d6 DL II Wolves.
Level 5: 1M: Gaseous Form
Each level, get one "5th edition" pick from the choices below.
 

[PC1] Warrior Group Classes


Falco (5th ed. picks)

Levels Pick Description
Level 1-3: A +LVL Str and Exceptional Str
B +LVL Martial Arts maneuvers and Exceptional Dex
C Bite is vampiric regen (full) and Exceptional Con
D Immune to fear, emotion, lack of morale
E 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Level 4: Pick any Monster5 class level 1-3
Level 5-7: F Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
G 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
H Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
I Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
J 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Level 8: Pick any Monster5 class level 5-7
Level 9-12: K If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
L 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
M 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
N 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
O Continuous Friendship effect running with all monsters of HD = your LVL or less
Level 13: Pick any Monster5 class level 9-12
Level 14-18: P
Q +(LVL-12)/2 second tier Martial Arts maneuvers
R
S
T
Level 18: Pick any Monster5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Monster5 class level 20-26

[PC1] Warrior Group Classes


Fighter0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 9
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: RC0-16
Groups: Warrior
 
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.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
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 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.

[PC1] Warrior Group Classes


Fighter1

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 18 (none)
6 35 (none)
7 70 (none)
8 125 (none)
9 250 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Con 7
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: War
Reference: PH1-22
Groups: Warrior
 
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
Level 9: Can build a freehold and attract followers.
Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to Fighter's level (this operates on its own unique psionic frequency).
Level 12: Automatic proficiency in all weapons that the fighter has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
Level 18: Fighter's hit points are maximum (consider all hit die rolls to be maximum possible, even if the fighter has non-warrior classes).
Level 18: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing".
Level 18: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
Level 27: Raise Self: The fighter will be able to Raise Dead on himself 1 day after death (as long as the death was due to physical damage). This ability cannot be used more than once per year.
Level 27: Maximum age doubles (the fighter may be lowered 1-2 age categories).
Level 27: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or himself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.). The fighter may grant spells to himself, even if he cannot normally cast spells (in this case, caster level = 9).
Level 36: Fighter may have his "home plane" switched to that of his alignment.

[PC1] Warrior Group Classes


Fighter1JG

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 19.2 (none)
7 38.4 (none)
8 76.8 (none)
9 153.6 (none)
10 393.6 (none)
11 633.6 (none)
12 873.6 (none)
13 1113.6 (none)
14 1353.6 (none)
15 1593.6 (none)
16 1833.6 (none)
17 2073.6 (none)
18 2313.6 (none)
19 2553.6 (none)
20 2793.6 (none)
21 3033.6 (none)
22 3273.6 (none)
23 3513.6 (none)
24 3753.6 (none)
25 3993.6 (none)
26 4233.6 (none)
27 4473.6 (none)
28 4713.6 (none)
29 4953.6 (none)
30 5193.6 (none)
31 5433.6 (none)
32 5673.6 (none)
33 5913.6 (none)
34 6153.6 (none)
35 6393.6 (none)
36 6633.6 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 12
Alignment: any
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior
 
Level 1: +LVL dmg.
Level 3: +(LVL/3) AC.
Level 8: Can pick a Specialty God as if a Priest (see [PC3]).
Level 8: 1M: Summon Aid LVL*5%

[PC1] Warrior Group Classes


Fighter2

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 125 (none)
9 250 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: War
Reference: PH2-26
Groups: Warrior
 
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
Level 9: Can build a freehold and attract followers.
Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to Fighter's level (this operates on its own unique psionic frequency).
Level 12: Automatic proficiency in all weapons that the fighter has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
Level 18: Fighter's hit points are maximum (consider all hit die rolls to be maximum possible, even if the fighter has non-warrior classes).
Level 18: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing".
Level 18: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
Level 27: Raise Self: The fighter will be able to Raise Dead on himself 1 day after death (as long as the death was due to physical damage). This ability cannot be used more than once per year.
Level 27: Maximum age doubles (the fighter may be lowered 1-2 age categories).
Level 27: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or himself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.). The fighter may grant spells to himself, even if he cannot normally cast spells (in this case, caster level = 9).
Level 36: Fighter may have his "home plane" switched to that of his alignment.

[PC1] Warrior Group Classes


Fighter3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (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  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 0, Dex 0, Con 0
Alignment: any
HD/level: d10
Weapon Prof.: 10+level/9
To Hit Table: +level
Save Table: War
Reference: PH3-35
Groups: Warrior
 
Level 1: Does double damage on a natural 20. With a size L+ weapon, hits and does double damage on a natural 19-20.
Level 1: In addition to the normal number of feats, Fighter3 gets one feat at level 1, then 1 feat every even level afterwards.
The list of allowed bonus feats are: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Improved Disarm, Improved Trip, Whirlwind Attack, Improved Critical, Improved Initiative, Improved Unarmed Strike, Deflect Arrows, Stunning Strike, Mounted Combat, Point Blank Shot, Power Attack,Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization (+0/+2). Until these are "collectivized", see PH3 for details

[PC1] Warrior Group Classes


Fighter30

Level KXP Psi9
mMG S
1 0 1-- -
2 7 2-- -
3 28 3-- -
4 70 4-- -
5 140 5-- -
6 245 6-- -
7 392 7-- -
8 588 8-- -
9 840 9-- -
10 1155 A-- -
11 1540 B-- -
12 2002 B1- -
13 2548 B2- -
14 3185 B3- -
15 3920 B4- -
16 4760 B5- -
17 5712 B6- -
18 6783 B7- -
19 7980 B8- -
20 9310 B9- -
21 10780 BA- -
22 12397 BB- -
23 14168 BB1 -
24 16100 BB2 -
25 18200 BB3 -
26 20475 BB4 -
27 22932 BB5 -
28 25578 BB6 -
29 28420 BB7 -
30 31465 BB8 -
31 34720 BB9 -
32 38192 BBA -
33 41888 BBB -
34 45815 BBB 1
35 49980 BBB 2
36 54390 BBB 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 20, Dex 10, Con 10
Alignment: any
HD/level: d30
Weapon Prof.: 4+level*2
To Hit Table: War(d30)
Save Table: War(d30)
Reference: wizards
Groups: Warrior, Futureshifted
 
Has Psi9 powers.
Level 1: Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Level 1: Rolls 1d30-10 for proficiency checks.

[PC1] Warrior Group Classes


Githyanki Knight

Level KXP Psi1/2/3/30
mMG SU
1 0 4-- --
2 10.25 5-- --
3 20.5 61- --
4 31 72- --
5 41.5 83- --
6 52.5 94- --
7 65 A51 --
8 107.5 B61 --
9 210 C72 --
10 312.5 D82 --
11 415 E93 --
12 530 FA3 1-
13 645 GB4 1-
14 1075 HC4 1-
15 1700 ID5 2-
16 2330 JE5 2-
17 2960 KF6 21
18 3600 LG6 31
19 4250 MH7 31
20 4900 NI7 31
21 5550 OJ8 42
22 6200 PK8 42
23 6850 QL9 42
24 7500 RM9 52
25 8150 SNA 53
26 8800 TOA 53
27 9450 UPB 63
28 10100 VQB 63
29 10750 WRC 64
30 11400 XSC 74
31 12050 YTD 74
32 12700 ZUD 74
33 13350 ZVE 85
34 14000 ZWE 85
35 14650 ZXF 85
36 15300 ZYF 95
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: Int 16, Wis 16, Chr 16
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/4
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Warrior, Psionicist, Monster
 
Gets your choice of Psi1, Psi2, or Psi3. Gets Psi30 in addition.
See ( [Q1], [Q2], or [Q3] ), and [Q30] for rules and powers.
PSPs = (Int+Wis+Chr-36)*10 + level*60
These are in Psi1/Psi2 PSPs. Psi3 and Psi30 powers cost 10 times the listed amount.
Level 1: Astral Perception and Astral Projection.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: Knowledge / Legend Lore (Astral Plane), Navigation (Astral Plane)
Level 1: All your weapons have LVL half-plusses (if your actual weapon is better, ignore this, this is a minimum amount)
Level 1: Turn (Command) Undead as if 2 levels lower.
Level 1: 1M, 1/d: Plane Shift
Level 3: Knowledge / Legend Lore (Phlogiston), Navigation (Phlogiston)
Level 5: 1 attack that hits: Coup de grace (slay someone who's down)
Level 7: Add Psi1, Psi2, or Psi3 to known frequencies for this class.
Level 9: 1 attack that hits: Capital S Slay (severs silver cord)
Level 13: Add Psi1, Psi2, or Psi3 to known frequencies for this class. (You have all three now.)

[PC1] Warrior Group Classes


Gladiator2

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 100 (none)
8 200 (none)
9 400 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (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 13, Dex 12, Con 15
Alignment: any
HD/level: d12
Weapon Prof.: 6+level*2
To Hit Table: 2xWar
Save Table: Rog
Reference: DS2
Groups: Warrior
 
Gets Exceptional Str, Dex, & Con. Can take Super Str (but not the other 2) for 2 weapon prof.
Level 1: Automatically proficient with all weapons.
Level 1: Can charge (1V: +4 to hit, double damage) with any melee weapon.
Level 1: Normal (non-Troll-like) Regeneration at (level) hp/r.
Level 1: Weapon Specialization uses the "Spec Barb1" line in the Number of Attacks table.
Level 2: Automatically single specialized with all melee weapons (if the character is Western).
Level 3: Triple Specialization is 9 half-plusses if selected for a melee weapon.
Level 4: AC bonus of +level/4 (round down) if wearing armor.
Level 5: 0: Convert 1P action to 2P actions which can only be used for melee attacks.
Level 6: Death Blow: 1P: Make one attack, damage is per normal, target must save vs. PPD or die.
Level 10: Quadruple Specialization is 12 half-plusses if selected for a melee weapon.
Level 12: Can use an additional 1P action per segment (if you have such actions to spend); this 1P action can be used only for melee attacks.
Level 20: Quintruple Specialization is 15 half-plusses if selected for a melee weapon.
Level 30: Sextuple Specialization is 18 half-plusses if selected for a melee weapon.

[PC1] Warrior Group Classes


Golgari Brute (MTG B/G)

Level KXP
Spells
1 0 (none)
2 3.375 (none)
3 6.75 (none)
4 13.5 (none)
5 27 (none)
6 54 (none)
7 108 (none)
8 216 (none)
9 432 (none)
10 864 (none)
11 1296 (none)
12 1728 (none)
13 2160 (none)
14 2592 (none)
15 3024 (none)
16 3456 (none)
17 3888 (none)
18 4320 (none)
19 4752 (none)
20 5184 (none)
21 5616 (none)
22 6048 (none)
23 6480 (none)
24 6912 (none)
25 7344 (none)
26 7776 (none)
27 8208 (none)
28 8640 (none)
29 9072 (none)
30 9504 (none)
31 9936 (none)
32 10368 (none)
33 10800 (none)
34 11232 (none)
35 11664 (none)
36 12096 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  1  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  2  3  1
+3  6  5  7  4  5  2  4  1
+4  7  6  7  5  5  3  4  1
+5  8  6