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)
1½: 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 ½*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:½); 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 (½*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 (½ 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 (=½hp, area, save:½)
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:½)
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:½)
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:½, IR)
Frost/Polar Immune Cold, Ice, Frost, Gust of Wind, Grease, Black Ice; 1M: LVLdLVL cold dmg (area, save:½, 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 (½*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 "½", you get two extra slots at first level ("5+/½" 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. "½x" 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. "½x" 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 1½x(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 1½xWar 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: 1½xWar
Save Table: 1½xWar
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: 1½xWiz
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: 1½xWar
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 "½Str".
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: 1½xWar
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 "½Str".
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 "½Str".
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 "½Str".
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: 1½xWar
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 ½ 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: ½xWar
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: 1½xWar
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 ½0 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. ¼V: 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-- -½ [--]
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 [½-]
19 7350 --- 9-- -6 [1-]
20 7950 --- A-- -6 [1-]
21 8550 --- A-- -7 [1-]
22 9150 --- A-- -7 [1½]
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 "½". 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 ½ 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: 1½xRog
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) ½0 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) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 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) ½V 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 ½ 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  7  6  6  3  5  2
+6  8  7  7  7  6  4  5  2
+7  9  7  8  8  7  4  6  2
+8 10  8  9  9  7  5  6  3
+9 11  8 10 10  8  5  7  3
+10 11  9 10 11  8  6  7  3
+11 12 10 11 12  9  6  8  4
+12 13 11 12 13 10  7  8  4
+13 14 11 13 14 10  7  9  4
+14 14 12 13 14 11  8  9  5
+15 14 12 14 14 11  8 10  5
+16 14 13 14 14 12  9 10  5
+17 15 13 14 14 12  9 11  6
Requisites: Str 16, Con 14, Wis 14
Alignment: LE, NE, CE, or TN
HD/level: 2½d0  (see note)
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War/Rog
Reference: DM
Groups: Warrior
 
Hit Dice: "2½d0" means you get 2½ times your Con bonus per level (round down).
Exceptional Str bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Gets Rogue abilities: 1 at Level 1, plus 1 on every level divisible by 3. Doesn't get the level 9 pick (this class isn't a Rogue). Has 30+10*LVL Rogue points.
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 10: 1M: Raise Dead Fully.
Level 16: Your Vampiric Regeneration affects your missile weapons too.

[PC1] Warrior Group Classes


Grand Meleer1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 640 (none)
11 960 (none)
12 1290 (none)
13 1600 (none)
14 1920 (none)
15 2220 (none)
16 2820 (none)
17 3420 (none)
18 4020 (none)
19 4620 (none)
20 5220 (none)
21 5820 (none)
22 6420 (none)
23 7020 (none)
24 7620 (none)
25 8220 (none)
26 8820 (none)
27 9420 (none)
28 10020 (none)
29 10620 (none)
30 11220 (none)
31 11820 (none)
32 12420 (none)
33 13020 (none)
34 13620 (none)
35 14220 (none)
36 14820 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 10, Dex 6, Con 6, Int 9, Wis 15, Chr 9
Alignment: non-L
HD/level: d12
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Rog
Reference: DM {Planeshifted Duelist1}
Groups: Warrior, Alternate
 
Gets 20 Rogue points per level. Gets an "Any Rogue" pick every odd level.
Level 1: ½P: Move to another group.
Level 1: +X to hit or damage, where X is the number of monsters in your group. This X is checked and assigned once each segment, before you do any attacks (but you can check it either before or after moving). If you switch groups you can recheck it.
Level 1: Choose a broad monster type (Animal, Beholder, Dragon, etc.): +LVL among TH/dmg/AC when facing this monster. This bonus is gained again at every third level plus 1 (4,7,10,etc). You may combine the bonus on the same monster or select a different one.
Level 1: Whirling Parry: 1bV: Parry one attack from each monster in your group this segment.
Level 1: +(level/2, round up) slots in Speed proficiency.
Level 1: Identify monsters 5% per level.
Level 2: Cleave
Level 3: Great Cleave

[PC1] Warrior Group Classes


Green Warrior

Level KXP War/Green
123 456
1 0 *-- ---
2 2 1-- ---
3 4 2-- ---
4 8 21- ---
5 16 31- ---
6 32 32- ---
7 64 321 ---
8 120 331 ---
9 240 332 ---
10 360 332 1--
11 480 333 1--
12 600 333 2--
13 720 333 21-
14 840 333 31-
15 960 333 32-
16 1080 433 321
17 1200 443 331
18 1320 444 332
19 1440 444 432
20 1560 444 443
21 1680 444 444
22 1800 554 444
23 1920 555 444
24 2040 555 544
25 2160 555 554
26 2280 555 555
27 2400 665 555
28 2520 666 555
29 2640 666 655
30 2760 666 665
31 2880 666 666
32 3000 776 666
33 3120 777 666
34 3240 777 766
35 3360 777 776
36 3480 777 777
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, Con 13
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM, MTG
Groups: Warrior
 
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.
Can cast Warrior or MTG Green spells. Can cast one 1st level MTG Green spell (not a Warrior spell) at level 1.
New MTG Green spells for Green Warrior class:
Giant Growth (SL=1): Target gets +3 TH, dmg, AC, and saves this round.
Instill Energy (SL=1): You get +1S action per round for CL r (counts as your haste).
Lifeforce (SL=2): 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Regeneration (SL=2): You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Tranquility (SL=3): Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Living Lands (SL=4): Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Old MTG Green spells from Wizard of the Coast class (you can use these):
Berserk (SL=1): Attacking creature does x2 dmg and is slain this segment (not 1bM)
Bind (SL=2): 1bM: Counter an item ability.
Ancestral Mask (SL=3): Target gets +LVL/+LVL TH/dmg for each other of same race in room
Aluren (SL=4): You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Doubling Season (SL=5): Whenever you summon a creature, you get 2 instead (+1 slot too)
Desert Twister (SL=6): Destroy something (PP save, like a Disintegrate spell)
Tooth and Nail (SL=7): Summon DL VII, can pick type, or can pick creature within type
Biorhythm (SL=8): Each person in a group's current hp = (Number of summons)*10

[PC1] Warrior Group Classes


Gruul Thug (MTG G/R)

Level KXP
Spells
1 0 (none)
2 3.625 (none)
3 7.25 (none)
4 14.5 (none)
5 29 (none)
6 58 (none)
7 116 (none)
8 232 (none)
9 464 (none)
10 928 (none)
11 1392 (none)
12 1856 (none)
13 2320 (none)
14 2784 (none)
15 3248 (none)
16 3712 (none)
17 4176 (none)
18 4640 (none)
19 5104 (none)
20 5568 (none)
21 6032 (none)
22 6496 (none)
23 6960 (none)
24 7424 (none)
25 7888 (none)
26 8352 (none)
27 8816 (none)
28 9280 (none)
29 9744 (none)
30 10208 (none)
31 10672 (none)
32 11136 (none)
33 11600 (none)
34 12064 (none)
35 12528 (none)
36 12992 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  4  7  5  3  6  1  1  1
+4  5  7  5  3  7  1  1  1
+5  5  8  5  4  7  2  2  2
+6  6  8  6  4  7  2  2  2
+7  7  9  6  5  8  3  2  3
+8  8  9  7  6  8  3  3  3
+9  8 10  7  7  9  4  3  4
+10  9 10  8  8  9  4  4  4
+11 10 10  9  9  9  5  4  5
+12 11 11 10 10 10  5  4  5
+13 11 11 10 11 10  6  5  6
+14 12 12 11 12 11  6  5  6
+15 13 12 12 13 11  7  6  7
+16 14 13 13 14 11  7  6  7
+17 14 13 13 14 12  8  6  8
+18 14 13 14 14 12  8  7  8
+19 14 14 14 14 13  9  7  9
+20 15 14 14 14 13  9  8  9
Requisites: Str 16, Dex 14, Con 14
Alignment: CG, CN, CE, or TN
HD/level: 2e4  (see note)
Weapon Prof.: 6+level/3
To Hit Table: War+3
Save Table: War/Wiz
Reference: DM
Groups: Warrior
 
Hit Dice: "2e4" are open-ended d4's. If using "Max hp per HD" rule: For each die, you automatically roll a "4" once, then get the average (2.5) on the second roll (the max hp rule is not "deep"). So you get 13 hp per level (plus 2x Con bonus).
Exceptional Str bonus.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: Free Action cont.

[PC1] Warrior Group Classes


Grunt

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 48 (none)
8 96 (none)
9 200 (none)
10 400 (none)
11 600 (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
+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 12, Con 12
Alignment: any
HD/level: d20
Weapon Prof.: 5+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior
 
Has all special abilities of Fighter.
Level 1: +1P action, -1M action. The character still gains the 1P action even if he has no 1M action to lose.
Level 2: +1 TH, +1 dmg, -1 AC penalty, -1 save penalty.
Level 3: Another +1P action, -1M action, as per level 1. (total +2P, -2M)
Level 4: Another +2 TH, +2 dmg, -2 AC penalty, -2 save penalty. (total +3/+3/-3/-3)
Level 5: Another +1P action, -1M action, as per level 1. (total +3P, -3M)
Level 6: Another +3 TH, +3 dmg, -3 AC penalty, -3 save penalty. (total +6/+6/-6/-6)
Level 7: Another +1P action, -1M action, as per level 1. (total +4P, -4M)
Level 8: Another +4 TH, +4 dmg, -4 AC penalty, -4 save penalty. (total +10/+10/-10/-10)
Level 9: Another +1P action, -1M action, as per level 1. (total +5P, -5M)
Level 9: May convert 2P -> 1QP (Quick Physical).
Level 10: Another +5 TH, +5 dmg, -5 AC penalty, -5 save penalty. (total +15/+15/-15/-15)
Level 11: Another +1P action, -1M action, as per level 1. (total +6P, -6M)
Level 12: Another +6 TH, +6 dmg, -6 AC penalty, -6 save penalty. (total +21/+21/-21/-21)
Level 13: Another +1P action, -1M action, as per level 1. (total +7P, -7M)
Level 14: Another +7 TH, +7 dmg, -7 AC penalty, -7 save penalty. (total +28/+28/-28/-28)
Level 15: Another +1P action, -1M action, as per level 1. (total +8P, -8M)
Level 16: Another +8 TH, +8 dmg, -8 AC penalty, -8 save penalty. (total +36/+36/-36/-36)
Level 17: Another +1P action, -1M action, as per level 1. (total +9P, -9M)
Level 18: Another +9 TH, +9 dmg, -9 AC penalty, -9 save penalty. (total +45/+45/-45/-45)
Level 18: -1P, Lose ability to use Mental actions this segment, 1/s: +1QP (Quick Physical) you can use this segment.
Level 27: Another +1P action, -1M action, as per level 1. (total +10P, -10M) This is the last level this occurs.
Level 27: May convert 2P -> 1 OppP (Opposing Physical).
Level 28: Another +10 TH, +10 dmg, -10 AC penalty, -10 save penalty. (total +55/+55/-55/-55) This is the last level this occurs.
Level 36: You auto-hit any target (and they auto-hit you) on a natural 2 or better. You may use an extra 10 segments per round; but you can use only 1P during those segments (instead of the normal 1P/1V/1M). You auto-miss any save unless you roll a 20.

[PC1] Warrior Group Classes


Guard

Level KXP
Spells
1 0 (none)
2 0.8 (none)
3 1.6 (none)
4 3.2 (none)
5 6.4 (none)
6 12.8 (none)
7 25.6 (none)
8 51.2 (none)
9 102.4 (none)
10 204.8 (none)
11 360 (none)
12 520 (none)
13 680 (none)
14 840 (none)
15 1000 (none)
16 1160 (none)
17 1320 (none)
18 1480 (none)
19 1640 (none)
20 1800 (none)
21 1960 (none)
22 2120 (none)
23 2280 (none)
24 2440 (none)
25 2600 (none)
26 2760 (none)
27 2920 (none)
28 3080 (none)
29 3240 (none)
30 3400 (none)
31 3560 (none)
32 3720 (none)
33 3880 (none)
34 4040 (none)
35 4200 (none)
36 4360 (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 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Needs only a Str of 6 to qualify.
Gets Exceptional Str & Con. Can take Super Str & Con for 2 weapon proficiencies each.
Level 1: 1V: Deflect 1P action worth of attacks from any target within (5*level)' to yourself. You cannot then deflect these attacks away; you must actually be hittable by the attacks.
Level 5: Great Swing as per Fighter.

[PC1] Warrior Group Classes


Guide2

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 25 (none)
7 50 (none)
8 100 (none)
9 200 (none)
10 400 (none)
11 600 (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  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: Dex 10, Wis 12, Chr 9
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/4
To Hit Table: War
Save Table: War
Reference: S&S2
Groups: Warrior
 
Level 1: Direction Sense, Local History and Local Geography proficiencies.
Level 1: Tracking as per a Ranger2.
Level 1: Avoid Getting Lost: If an effect would make you considered lost, you have a 25% chance of ignoring it (and you are not lost). This goes up by 10% for each Nonweapon proficiency you spend on this ability. This works even on special effects like Tricks and the Maze spell.
Level 1: Speaking (but not Read/Write) Languages cost only ½ of a Nonweapon per language.
Level 1: Climb Walls 65+LVL*15%. Can assist others, giving them a Climb Walls score at 50% below yours.
Level 1: Can sense dungeon depth, shifting rooms, new construction, etc. as per the Dwarf race.

[PC1] Warrior Group Classes


Halfling0

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)
9 300 (none)
10 600 (none)
11 900 (none)
12 1200 (none)
13 1500 (none)
14 1800 (none)
15 2100 (none)
16 2400 (none)
17 2700 (none)
18 3000 (none)
19 3300 (none)
20 3600 (none)
21 3900 (none)
22 4200 (none)
23 4500 (none)
24 4800 (none)
25 5100 (none)
26 5400 (none)
27 5700 (none)
28 6000 (none)
29 6300 (none)
30 6600 (none)
31 6900 (none)
32 7200 (none)
33 7500 (none)
34 7800 (none)
35 8100 (none)
36 8400 (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
+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 9, Dex 9, Con 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: RC0-26
Groups: Warrior, Rogue
 
Gets "Level:" abilities of Fighter0.
Level 1: +1 Hobby proficiency per level.
Level 8: +10 HNCL (this can't be picked)
Level 9: Resist Magic and Breath Weapons.
Halfling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
Lvl Ability
1 Any Rogue 1 ability
2 Any Rogue 1 ability
3 Any Rogue 2 ability
4 Any Rogue 3 ability
5 Any Rogue 4 ability
6 Any Rogue 5 ability
7 Any Rogue 6 ability
8 Any Rogue 7 ability
16 Any Rogue 10 ability
24 Any Rogue 15 ability
32 Any Rogue 27 ability

[PC1] Warrior Group Classes


Halo

Level KXP Warrior/Rogue
123 456 789 A
TH
1 0 1-- --- - +1
2 2.25 2-- --- - +3
3 4.5 21- --- - +5
4 9 32- --- - +7
5 18 421 --- - +9
6 37.5 431 --- - +11
7 75 432 --- - +13
8 150 432 1-- - +15
9 300 533 2-- - +17
10 450 543 21- - +19
11 637.5 543 32- - +21
12 862.5 554 321 - +23
13 1125 554 322 - +25
14 1500 554 322 1 +27
15 1875 554 422 2 +29
16 2250 555 432 2 +31
17 2625 555 532 2 +33
18 3000 555 533 2 +35
19 3375 555 543 2 +37
20 3750 555 543 3 +39
21 4125 555 554 3 +41
22 4500 555 555 4 +43
23 4875 555 555 5 +45
24 5250 666 655 5 +47
25 5625 666 666 6 +49
26 6000 777 766 6 +51
27 6375 777 777 7 +53
28 6750 888 877 7 +55
29 7125 888 888 8 +57
30 7500 999 988 8 +59
31 7875 999 999 9 +61
32 8250 AAA A99 9 +63
33 8625 AAA AAA A +65
34 9000 BBB BAA A +67
35 9375 BBB BBB B +69
36 9750 CCC CCC C1 +71
37 19500 CCC CCC C2 +73
38 29250 CCC CCC C3 +75
39 39000 CCC CCC C4 +77
45 97500 CCC CCC CA +89
54 185250 DDD DDD CC1 +107
63 273000 DDD DDD CCA +125
72 360750 EEE DDD DDD 1 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +0 +4 -4 -3 -2 +3 +6 +3 ÷1
 
Requisites: Str 16, Dex 14, Int 13,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: 2xWar
Save Table: 1½xRog
Reference: DM
Groups: Warrior, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*3/2+4
RSW: level*3/2+3
PP: level*3/2+5
BW: level*3/2+1
Spell: level*3/2+2
Fort: level*3/2-1
Reflex: level*3/2+1
Will: level*3/2-1
   
Counts as an "Evil Outer" race.
Gets "All Warrior" and "All Rogue" abilities (so can weapon specialize as a warrior, etc.).
Can cast Warrior or Rogue spells.
Gets Barbarian Dex and Exceptional Str (or the reverse if you prefer).
Weapon specializes using the "Barbarian" line.
Gets 70 Rogue points per level.
You have a "Halo" which is treated as a body part.
You may cast spells with your "Halo's P" action. This means with 1P you can cast a spell and physically attack at the same time.
You can still cast spells with 1M if you wish.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +1Z actions per segment. Can use +1Z action per segment.
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
For Rogue abilities, see next page.

[PC1] Warrior Group Classes


Halo Rogue Abilities

Lvl Halo 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) ½0 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) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 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 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
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 ½ a point each).
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
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 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC1] Warrior Group Classes


Hammerer (Random Warrior #811263)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 9 (none)
4 19 (none)
5 35 (none)
6 61 (none)
7 106 (none)
8 180 (none)
9 308 (none)
10 506 (none)
11 749 (none)
12 1042 (none)
13 1275 (none)
14 1509 (none)
15 1745 (none)
16 1983 (none)
17 2223 (none)
18 2464 (none)
19 2708 (none)
20 2954 (none)
21 3202 (none)
22 3452 (none)
23 3704 (none)
24 3958 (none)
25 4214 (none)
26 4472 (none)
27 4732 (none)
28 4994 (none)
29 5258 (none)
30 5524 (none)
31 5792 (none)
32 6061 (none)
33 6333 (none)
34 6607 (none)
35 6883 (none)
36 7161 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  4  2  3  1  1  1  1  0
+4  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  6  4  5  4  3  2  2  1
+7  7  5  6  5  4  3  2  1
+8  8  5  7  6  4  3  3  2
+9  8  6  7  7  5  4  3  2
+10  9  7  8  8  6  4  4  2
+11 10  8  9  9  7  5  4  3
+12 11  8 10 10  7  5  4  3
+13 11  9 10 11  8  6  5  3
+14 12 10 11 12  9  6  5  4
+15 13 11 12 13 10  7  6  4
+16 14 11 13 14 10  7  6  4
+17 14 12 13 14 11  8  6  5
+18 14 12 14 14 11  8  7  5
+19 14 13 14 14 12  9  7  5
+20 15 13 14 14 12  9  8  6
Requisites: Str 18, Int 16, Cml 7
Alignment: L any
HD/level: d8
Weapon Prof.: 0+level
To Hit Table: War +3 levels
Save Table: War
Reference: DM Random, Manny 11/11/07
Groups: Warrior, Random
 
+1 extra Nonweapon Prof per level.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
Gets Barbarian Str, Dex, or Con.
Level N (every level): +N saves (e.g. at level 10 you are +1+2+3+4+5+6+7+8+9+10 = +55 saves)
Level 1: +1 TH and +2 dmg with hammers.
Level 1: Can have an Animal Companion (1/10th your XP)
Level 1: Can operate at negative hit points. {Knight of the Griffin}
Level 2: Open hand damage is (LVL/2)d2.
Level 2: Pick a Level 1 Rogue Ability, you have 10*LVL points in it
Level 2: Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
Level 2: Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
Level 9: All non-offensive animals within 100' of you take 1/5 damage from all effects.
Level 9: Great Kiai (Paralyzing Shout): Mouth's V, 1/d: Str becomes 18 for 2 rounds; all enemies within 10' must save or be paralyzed for 1 round.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 10: Can use Priest and Wizard items that are not written.
Level 27: Can create a "black" light-saber instead of "red". This has a crit range of 20 for x5; +LVL TH (round down) and +LVL*3/2 dmg (round down). It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC1] Warrior Group Classes


Hit Man5

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

[PC1] Warrior Group Classes


Hiyah

Level KXP Psi81
mMG SUV W
TH
1 0 1-- -- +2
2 3 2-- -- +4
3 6 3-- -- +6
4 12 31- -- +8
5 24 32- -- +10
6 48 33- -- +12
7 96 43- -- +14
8 192 44- -- +16
9 375 441 -- +18
10 750 442 -- +20
11 1125 443 -- +22
12 1500 444 -- +24
13 1875 544 -- +26
14 2250 554 -- +28
15 2625 555 -- +30
16 3000 655 -- +32
17 3375 665 -- +34
18 3750 665 1- +36
19 4125 665 2- +38
20 4500 665 3- +40
21 4875 665 4- +42
22 5250 665 5- +44
23 5625 666 5- +46
24 6000 666 6- +48
25 6375 766 6- +50
26 6750 776 6- +52
27 7125 776 61 +54
28 7500 776 62 +56
29 7875 776 63 +58
30 8250 776 64 +60
31 8625 776 65 +62
32 9000 776 66 +64
33 9375 777 66 +66
34 9750 777 76 +68
35 10125 777 77 +70
36 10500 877 771 +72
37 21000 877 772 +74
38 31500 877 773 +76
39 42000 877 774 +78
45 105000 888 877 +90
54 199500 A99 999 +108
63 294000 BBB BAA +126
72 388500 CCC CCC 1 +144
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+8 +0 +9 +8 -6 -6 -6 +10 +24 +7 ÷1
 
Requisites: Str 16, Con 18, Int 16,
  Race Slots 1, Class Slots 2
Alignment: LS
HD/level: d20
Weapon Prof.: 4+level/2
To Hit Table: 2xMon
Save Table: Psi
Reference: DM
Groups: Warrior, Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+2
PP: level+7
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level-1
Will: level+0
   
Considered a "Klickla" race. Klicklas are ball-shaped creatures with one mouth, similar to a beholder with no eyestalks. They have spikes all over their body. They can assume an Astral-like form.
Has no limbs, but can use LVL of it's spikes when physically attacking. Each spike is a natural attack that does 1d10 base dmg. Weapon specialization may be used for half-plusses, but gives no extra attacks.
See [Q81] for rules and powers. This is a "mutant" frequency and is resisted using RR. It is added to the options for the ArchMutant class.
PSPs (Psi 81) = (higher of Int*2 or Con*1)*LVL
Exceptional Str and Con.
Level 1 ¶: May use Astral Perception and Astral Projection. While projected, enemies need a +LVL+1 weapon to hit you. You can use a Psi1 Psionic Blast while projected.
Level 9 ¶: 1F, 1/h: "Microwave" someone. They make an RSW save (or use TechR), and if failed, they are Capital E Extracted, and have all of their memories erased. Their alignment become LS, and they must reallocate half of their XP to Hiyah, Paladin, Slut, Holy Order of Stars Stupid1, or any other class with a "S" alignment requirement.

[PC1] Warrior Group Classes


Holy Warrior3

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

[PC1] Warrior Group Classes


Jedi0 / Sith0

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 2.5 1-- --- ---
3 5 2-- --- ---
4 10 21- --- ---
5 20 22- --- ---
6 40 221 --- ---
7 80 322 --- ---
8 160 322 1-- ---
9 320 332 2-- ---
10 500 332 21- ---
11 875 433 22- ---
12 1250 433 221 ---
13 1625 443 322 ---
14 2000 443 322 1--
15 2375 544 332 2--
16 2750 544 332 21-
17 3125 554 433 22-
18 3500 554 433 221
19 3875 655 443 322
20 4250 655 443 322
21 4625 665 544 332
22 5000 665 544 332
23 5375 766 554 433
24 5750 766 554 433
25 6125 776 655 443
26 6500 776 655 443
27 6875 877 665 544
28 7250 877 665 544
29 7625 887 766 554
30 8000 887 766 554
31 8375 988 776 655
32 8750 988 776 655
33 9125 998 877 665
34 9500 998 877 665
35 9875 999 887 766
36 10250 999 887 766
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+2  5  4  5  3  4  0  1  2
+3  5  5  5  3  4  1  2  2
+3  6  5  5  3  4  1  2  3
+4  7  6  7  4  6  2  3  3
+5  7  6  7  5  6  2  3  4
+5  7  7  7  5  6  2  3  4
+6  7  7  7  5  7  3  4  5
+7  8  7  7  5  7  3  4  5
+7  9  8  9  6  9  4  5  6
+8  9  8  9  7  9  4  5  6
+9  9  9  9  7  9  4  5  7
+9 10  9  9  7  9  5  6  7
+10 10  9 10  7  9  5  6  8
+11 11 10 11  8 12  6  7  8
+11 11 10 11  9 12  6  7  9
+12 11 11 11  9 12  6  7  9
Requisites: Str 18, Dex 9, Con 14, Int 20, Wis 20, Chr 25
Alignment: any G (Jedi0) (or) any E (Sith0)
HD/level: d20
Weapon Prof.: 4+level/2
To Hit Table: Ftr0
Save Table: M-U0
Reference: Star Wars
Groups: Warrior, Wizard
 
Generic "Level:" abilities as per Warrior. Note this class is Wizard group, not Warrior group.
 
Gets Wizard spells; there is a SL adjustment (positive numbers are bad), as follows:
Abj=+1, Alt=+0, Cnj=+3, Div=-1, Enc=+0, Ill=+2, Inv=+2, Nec=+2
 
For example, a Jedi0 can use a SL=5 slot to cast a SL=2 Conjuration spell (it's a +3 penalty "School Robe").
 
Level 1: Assumed to always have a light-saber. Base light-saber damage is 1d20.
Level 9: Base light-saber damage is 2d20.
Level 18: Base light-saber damage is 3d20.
Level 27: Base light-saber damage is 4d20.
Level 36+: Base light-saber damage is (LVL/36, round down)d100.

[PC1] Warrior Group Classes


Jedi19L

Level KXP Psi19L
mMG S
1 0 1-- -
2 7 2-- -
3 14 3-- -
4 28 4-- -
5 56 5-- -
6 112 6-- -
7 224 61- -
8 448 71- -
9 896 72- -
10 1400 82- -
11 2100 83- -
12 2800 93- -
13 3500 94- -
14 4200 941 -
15 4900 951 -
16 5600 961 -
17 6300 962 -
18 7000 972 -
19 7700 982 -
20 8400 983 -
21 9100 983 1
22 9800 984 1
23 10500 985 1
24 11200 986 1
25 11900 986 2
26 12600 987 2
27 13300 988 2
28 14000 998 2
29 14700 998 3
30 15400 999 3
31 16100 999 4
32 16800 999 5
33 17500 999 6
34 18200 999 7
35 18900 999 8
36 19600 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+3  9  5  6  4  4  1  1  4
+5 10  6  7  5  5  2  2  5
+7 11  7  9  6  6  2  2  6
+9 12  8  9  6  7  3  3  7
+11 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+15 14 10 11  9  9  6  5 10
+17 15 11 12 10 11  6  6 11
+19 16 12 13 11 12  7  6 12
+21 16 13 14 12 12  8  7 13
+23 16 14 14 13 13  9  8 14
+25 16 14 15 14 14 10  8 15
+27 17 15 16 14 14 10  9 16
+29 17 15 16 15 15 11 10 17
+31 17 16 16 15 16 12 10 18
+33 17 16 16 16 16 13 11 19
+35 17 16 16 16 16 14 12 20
Requisites: Wis 17, Chr 14
Alignment: any G
HD/level: d16
Weapon Prof.: & 7+level/2
To Hit Table: 2xWar
Save Table: 2xPri
Reference: Star Wars
Groups: Warrior, Psionicist
 
Gets Barbarian Dex and Con (but not Str).
Uses the Barbarian line for number of attacks at double level.
Gets Psi19L powers, see progression.
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC1] Warrior Group Classes


Jock1


Level

KXP

Spells

TH
1 0 (none) +0
2 2.25 (none) +1
3 4.5 (none) +2
4 10 (none) +3
5 20 (none) +4
6 40 (none) +5
7 80 (none) +6
8 140 (none) +7
9 250 (none) +8
10 500 (none) +9
11 750 (none) +10
12 1000 (none) +11
13 1250 (none) +12
14 1500 (none) +13
15 1750 (none) +14
16 2000 (none) +15
17 2250 (none) +16
18 2500 (none) +17
19 2750 (none) +18
20 3000 (none) +19
21 3250 (none) +20
22 3500 (none) +21
23 3750 (none) +22
24 4000 (none) +23
25 4250 (none) +24
26 4500 (none) +25
27 4750 (none) +26
28 5000 (none) +27
29 5250 (none) +28
30 5500 (none) +29
31 5750 (none) +30
32 6000 (none) +31
33 6250 (none) +32
34 6500 (none) +33
35 6750 (none) +34
36 7000 (none) +35
37 7250 (none) +36
38 7500 (none) +37
39 7750 (none) +38
45 9250 (none) +44
54 11500 (none) +53
63 13750 (none) +62
72 16000 (none) +71
Requisites: Str 10, Con 12
Alignment: any
HD/level: d12
Weapon Prof.: 4+level/2
To Hit Table: War
Reference: Dragon 72
Groups: Warrior, Joke
Complexity: CF=2
   
Saving Throws:  
PPD: level*3+3
RSW: level*3+1
PP: level*3+2
BW: level*3+0
Spell: level*3+0
Fort: level*3+4
Reflex: level*3+0
Will: level*3+0
   
Exceptional Str and Con.
Level 1: +LVL" move rate
Level 1: Choose one (move rate increases are cumulative with class ability above):
A. Football Padding: +3+LVL AC (may be combined with armor)
B. Jogging Suit: +LVL AC; +LVL" move rate (may be combined with armor)
C. Jogging Shorts: +LVL*2" move rate (may be combined with armor)
Level 1: Can have the following weapons for free:
1. Baseball Bat: (Size M; 2d6/2d4; 19+/x2; attack as Melee)
2. Footballs (thrown; Size S; 1d4/1d3; 20/x2; attack as Dart)
3. Hockey Stick: (Size L; 3d6/3d6; 19+/x2; attack as Melee)
4. Tennis Racket: (Size M; 1d8/1d6; 17+/x2; attack as FastWpn)
Level 1: Sports Lore: 1M: Area effect, Int check, if made have Boredom (as if failed a Morale check), if missed have Admiration (treat as Fascination)
Level 1: Protection from Junk Food: Immune poison, bad effects from potions/food (incl. miscibility)
Level N (every level) ¶: +1 to Str, Dex, or Con.
Level 2: Health Food: 1V, display your food: Nausea (area; PPD save)
Level 3: +1QV action each segment for +LVL-2 segments, then Feign Death (can't drop) for 1 round.
Level 3: Diet: 1/reset: Lose 2-20 pounds weight
Level 4: Mind Over Body: Immune to local terrain
Level 5: +N-4 Con, -N+4 Chr, where N is any number from 4 to LVL.
Level 6: 1M, 1/d: +8 set Str for 1 turn.
Level 7: Boredom w/ Heroic Tales: 1M, 3/d: Sleep (Area effect, PP save)
Level 8: 1M: Friends
Level 9: Money: +1d10000 gp per reset.
Level 10: Fear/Intimidation: 1M: Fear (Area, PP save at -4)

[PC1] Warrior Group Classes


Kensai1

Level KXP
Spells
1 0 (none)
2 3 (none)
3 5.5 (none)
4 10 (none)
5 22 (none)
6 44 (none)
7 88 (none)
8 150 (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 14, Wis 12
Alignment: L any
HD/level: d10
Weapon Prof.: 3+level
To Hit Table: War
Save Table: War
Reference: OA1
Groups: Warrior
 
Level 1: Free Martial Arts style, +1 maneuver per level.
Level 1: Natural AC = 23 - Dex - level/3.
Level 1: +1 on initiative, +1 more at each level divisible by 4 plus 1.
Level 1: +1 on saving throws, immune to fear.
Level 1: Deal maximum damage with chosen weapon (can use level times per day).
Level 2: +1 dmg with chosen weapon. +1 dmg at levels 5,8,10,12.
Level 3: +1 to hit with chosen weapon, and is considered a +1 magic weapon. +1 more at levels 5,8,10,12.
Level 4: Meditation.
Level 6: Surprised only on a 1 on 1d6.
Level 7: Two-Weapon Fighting and Ambidexterity.
Level 9: Whirlwind Attack: Can attack ALL targets within 10' with normal # of attacks each with chosen weapon. Lasts for 1r, usable 1/d.

[PC1] Warrior Group Classes


Knight of the Crown1

Level KXP
Spells
1 2.5 (none)
2 5 (none)
3 10 (none)
4 18.5 (none)
5 37 (none)
6 85 (none)
7 140 (none)
8 220 (none)
9 300 (none)
10 600 (none)
11 900 (none)
12 1200 (none)
13 1500 (none)
14 1800 (none)
15 2100 (none)
16 2400 (none)
17 2700 (none)
18 3000 (none)
19 3300 (none)
20 3600 (none)
21 3900 (none)
22 4200 (none)
23 4500 (none)
24 4800 (none)
25 5100 (none)
26 5400 (none)
27 5700 (none)
28 6000 (none)
29 6300 (none)
30 6600 (none)
31 6900 (none)
32 7200 (none)
33 7500 (none)
34 7800 (none)
35 8100 (none)
36 8400 (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 8, Con 10, Int 7, Wis 10
Alignment: any
HD/level: +d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: DLA1
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


Knight of Quality1

Level KXP Psi6G
123 456 7
1 0 --- --- -
2 300 1-- --- -
3 650 2-- --- -
4 1050 3-- --- -
5 1500 41- --- -
6 2000 52- --- -
7 2550 63- --- -
8 3150 741 --- -
9 3800 852 --- -
10 4500 963 --- -
11 5200 A74 1-- -
12 5900 B85 2-- -
13 6600 C96 3-- -
14 7300 DA7 4-- -
15 8000 EB8 5-- -
16 8700 FC9 6-- -
17 9400 GDA 71- -
18 10100 HEB 81- -
19 10800 IFC 92- -
20 11500 JGD A2- -
21 12200 KHE B3- -
22 12900 LIF C3- -
23 13600 MJG D41 -
24 14300 NKH E41 -
25 15000 OLI F52 -
26 15700 PMJ G52 -
27 16400 QNK H63 -
28 17100 ROL I63 -
29 17800 SPM J74 1
30 18500 TQN K74 1
31 19200 URO L85 1
32 19900 VSP M85 2
33 20600 WTQ N96 2
34 21300 XUR O96 2
35 22000 YVS PA7 3
36 22700 ZWT QA7 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  1  1  3
+3  9  5  6  4  4  2  2  4
+5 10  6  7  6  5  3  3  5
+7 11  7  9  8  6  4  4  6
+9 12  8 10 10  7  5  4  7
+11 13 10 11 12  9  6  5  8
+13 14 11 13 14 10  7  6  9
+15 14 12 14 14 11  8  7 10
+17 15 13 14 14 12  9  8 11
+19 16 14 15 15 13 10  8 12
+21 16 14 15 15 14 11  9 13
+23 16 14 15 15 15 12 10 14
+25 16 15 15 15 15 13 11 15
+27 17 15 16 15 15 14 12 16
+29 17 15 16 15 15 15 12 17
+31 17 16 16 15 16 16 13 18
+33 17 16 16 16 16 17 14 19
+35 17 16 16 16 16 18 15 20
Requisites: Str 14, Wis 13, Chr 18, Cml 9, Warrior 9
Alignment: any
HD/level: d16
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: 2x(War/Pri)
Reference: L&L1
Groups: Warrior
 
Level 1: Pick weapon of choice; are considered 6 levels higher for # of Attacks purposes.
Level 1: +(level+2)/3 to hit with lances, swords, maces, and flails.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Gets spellcasting ability equal to Cleric1, but without Wisdom bonus.
Level 1: Turn Undead as a cleric of same level.
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.
Level 1: 1M: Sense Danger.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immunity to all forms of natural (non-magical) disease.
Level 1: +3 on all saving throws; not cumulative with any other cavalier, knight, or paladin bonus.
Level 1: A additional +3 saves vs. illusions.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 24+3*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast. This is treated similar to Magic Resistance, but does not combine with MR (take the higher of the two for the above effects). This Resistance does work against Psionic effects of the above type.
Level 1: Regenerate lvl hp/r.
Level 1: Can operate at negative hit points equal to -10*level. While in this state, you cannot make any type of attack (magic, psionic, physical, or otherwise).
Level 1: Lay on Hands: Cure 3 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 4 levels (round up).
Level 1: Effective Charisma with other warriors is increased by your level.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 2: Greater Swing: As per Great Swing but does 6 times normal damage and has a 2% per level of instant killing.
Level 2: Gets Psi6G powers. DPPs are the same as a Psi6G: (Chr+Wis+Int)*level.
Level 2: +1 Str, Dex, Con, or Chr (replaces percentage rules)
Level 3: 1M: Invisibility.
Level 3: Free Action cont.
Level 3: Free Riding (air-based) proficiency (1 slot).
Level 4: +1 Str, Dex, Con, or Chr; must be a different stat from the one picked at Level 2
Level 4: May call upon a special war horse as a paladin does.
Level 4: Immune to Sharpness and Vorpal effects.
Level 4: Can build a freehold and attract followers. Automatically gains 1 XP per year per follower if sets up a stronghold.
Level 4: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to your level (this operates on its own unique psionic frequency).
Level 4: Gain "Whirl" (slightly improved in area of effect). 1P: Do 1 attack on every target within 15'r (one group usually).
Level 5: Gain 40+level*5% WR.
Level 6: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2 and 4
Level 6: +1 QP action.
Level 6: Automatic proficiency in all weapons that you have seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 6: Can transfer 1/7 of total XP to one of your children upon natural (mental aging) death.
Level 7: 1M: +1 Str this round.
Level 7: Gain "Impale"; see the generic Warrior Level 9 ability.
Level 8: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
Level 9: Your hit points are maximum (consider all hit die rolls to be maximum possible, even if you have non-warrior classes).
Level 9: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing" or "Greater Swing".
Level 9: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
Level 10: Considered a x2 creature.
Level 10: 1F: Double your Str, Dex, Con, or Chr shift from 10 until end of round (example: a 23 stat becomes 23+13 = 36)
Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage). This ability cannot be used more than once per month.
Level 13: Maximum age doubles (you may be lowered 1-2 age categories).
Level 13: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or yourself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.).
Level 18: May have you "home plane" switched to that of your alignment.

[PC1] Warrior Group Classes


Knight of Quantity1

Level KXP Warrior
123 456 7
1 0 1-- --- -
2 7 2-- --- -
3 17 31- --- -
4 41 42- --- -
5 75 531 --- -
6 125 642 --- -
7 200 753 1-- -
8 318 864 2-- -
9 525 975 31- -
10 950 A86 42- -
11 1600 B97 531 -
12 2250 CA8 642 -
13 2900 DB9 753 1
14 3550 ECA 864 2
15 4200 FDB 975 3
16 4850 GEC A86 4
17 5500 GFD B97 5
18 6150 GFE CA8 6
19 6800 GFE DB9 7
20 7450 GFE DCA 8
21 8100 GFE DCB 9
22 8750 GFE DCB A
23 9400 GFE DCB B
24 10050 GFE DCC B
25 10700 GFE DCC C
26 11350 GFE DDC C
27 12000 GFE DDD C
28 12650 GFE DDD D
29 13300 GFE EDD D
30 13950 GFE EED D
31 14600 GFE EEE D
32 15250 GFE EEE E
33 15900 GFF EEE E
34 16550 GFF FEE E
35 17200 GFF FFE E
36 17850 GFF FFF E
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+1 10  4  8  4  2  2  2  0
+2 10  6  8  6  4  4  4  2
+3 12  8 10  8  6  4  4  2
+4 14 10 12 10  8  6  4  2
+5 16 10 14 12  8  6  6  4
+6 16 12 14 14 10  8  6  4
+7 18 14 16 16 12  8  8  4
+8 20 16 18 18 14 10  8  6
+9 22 16 20 20 14 10  8  6
+10 22 18 20 22 16 12 10  6
+11 24 20 22 24 18 12 10  8
+12 26 22 24 26 20 14 12  8
+13 28 22 26 28 20 14 12  8
+14 28 24 26 28 22 16 12 10
+15 28 24 28 28 22 16 14 10
+16 28 26 28 28 24 18 14 10
+17 30 26 28 28 24 18 16 12
Requisites: Str 12, Dex 14, Chr 20, Cml 13
Alignment: any
HD/level: 5d3 (not a typo: it's five dice.)
Weapon Prof.: 3*level
To Hit Table: War
Save Table: War*2 (see note)
Reference: DM {Planeshifted Knight of Quality1}
Groups: Warrior, Alternate
 
The Saves of "War*2" means to read the Warrior table at your level, and multiply the results by 2 (this is different from "2xWar", where you multiply your level by 2 before reading).
Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
Can cast Wizard Conjuration/Summoning spells as if they were Warrior spells.
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
Level 1 ¶: Pick weapon of choice; your number of attacks with that weapon = (LVL+2)/2.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Regenerate LVL hp/s.
Level 1: Can operate at negative hit points equal to -10*level. While in this state, you cannot make any type of attack (magic, psionic, physical, or otherwise).
Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
Level 3: Free Action cont.
Level 3: Gets LVL/3 Mounts (see Beast Rider class), DL=(LVL+2)/3.
Level 3: Can build a freehold and attract LVLd1000 Followers. Automatically gains 1 XP per year per follower if you set up a stronghold. Each follower is (roll 1d100:) 01-45=level 0, 46-95=level 1, 96-99=level 2, 00=level 3. Assuming no other activity, any given follower has a LVL-2 in 20 chance of going up in level each year (where LVL is your level).
Level 3: Mental link with a number of lieutenants (followers that are Warriors of at least 3rd level) equal to your level (this operates on its own unique psionic frequency).
Level 4: Gain "Whirl" (slightly improved in area of effect). 1P: Do 1 attack on every target within 15'r (one group usually).
Level 5: +(LVL-3)/2 QP actions.
Level 9: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)

[PC1] Warrior Group Classes


Knight of the Rose1

Level KXP Priest
123 456 7
1 2.5 --- --- -
2 5 --- --- -
3 12 --- --- -
4 27 --- --- -
5 60 --- --- -
6 125 1-- --- -
7 200 2-- --- -
8 425 21- --- -
9 800 32- --- -
10 1500 42- --- -
11 2000 421 --- -
12 2500 531 1-- -
13 3000 641 11- -
14 3500 752 111 -
15 4000 863 211 1
16 4500 973 221 1
17 5000 984 332 1
18 6000 995 432 1
19 7000 995 432 2
20 8000 995 433 2
21 9000 995 433 3
22 10000 995 443 3
23 11000 995 444 3
24 12000 995 444 4
25 13000 995 544 4
26 14000 995 554 4
27 15000 995 555 4
28 16000 995 555 5
29 17000 996 555 5
30 18000 996 655 5
31 19000 996 665 5
32 20000 996 666 5
33 21000 996 666 6
34 22000 997 666 6
35 23000 997 766 6
36 24000 997 776 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 15, Dex 12, Con 15, Int 10, Wis 13
Alignment: any G
HD/level: +d10
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: Pri
Reference: DLA1
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 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: +2 on all saving throws; not cumulative with cavalier or knight bonus.
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 6: Gains Priest spells; this class does get Wisdom bonus.
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


Knight of the Sword1

Level KXP Priest
123 456 7
1 2.5 --- --- -
2 5 --- --- -
3 12 --- --- -
4 24 --- --- -
5 45 --- --- -
6 95 1-- --- -
7 175 2-- --- -
8 350 21- --- -
9 700 32- --- -
10 1050 42- --- -
11 1400 421 --- -
12 1750 531 1-- -
13 2100 641 11- -
14 2450 752 111 -
15 2800 863 211 1
16 3150 973 221 1
17 3500 984 332 1
18 3850 995 432 1
19 4200 995 432 2
20 4550 995 433 2
21 4900 995 433 3
22 5250 995 443 3
23 5600 995 444 3
24 5950 995 444 4
25 6300 995 544 4
26 6650 995 554 4
27 7000 995 555 4
28 7350 995 555 5
29 7700 996 555 5
30 8050 996 655 5
31 8400 996 665 5
32 8750 996 666 5
33 9100 996 666 6
34 9450 997 666 6
35 9800 997 766 6
36 10150 997 776 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 9, Con 10, Int 9, Wis 13
Alignment: any
HD/level: +d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: War
Reference: DLA1
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 6: Gains Priest spells; this class does not get Wisdom bonus.
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


Knight0

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
Alignment: 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: 1M,1/d: Summon level/3 fighters of level/2 to fight for you.
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


Knight1

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
+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, Chr 9
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: L&L1
Groups: Warrior
 
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


Laitos

Level KXP Priest/Psi-6G
123 456 7
TH
1 0 0-- --- - +1
2 3.5 1-- --- - +3
3 7 2a- --- - +5
4 14 30- --- - +7
5 28 41b --- - +9
6 42 52a --- - +11
7 70 630 c-- - +13
8 112 741 b-- - +15
9 182 852 a-- - +17
10 294 963 0-- - +19
11 476 974 1-- - +21
12 770 985 2d- - +23
13 1246 996 3c- - +25
14 1900 997 4b- - +27
15 2600 998 5a- - +29
16 3300 999 60- - +31
17 4000 999 71e - +33
18 4700 999 81d - +35
19 5400 999 92c - +37
20 6100 999 92b - +39
21 6800 999 93a - +41
22 7500 999 930 f +43
23 8200 999 941 e +45
24 8900 999 941 d +47
25 9600 999 952 c +49
26 10300 999 952 b +51
27 11000 999 963 a +53
28 11700 999 963 0 +55
29 12400 999 974 1 +57
30 13100 A99 974 1 +59
31 13800 AA9 985 1 +61
32 14500 AAA 985 2 +63
33 15200 AAA A96 2 +65
34 15900 AAA AA6 2 +67
35 16600 BBB AA7 3 +69
36 17300 BBB BB7 31 +71
37 34600 BBB BB7 32 +73
38 51900 BBB BB7 33 +75
39 69200 BBB BB7 43 +77
45 173000 BBB BB7 76 +89
54 328700 BBB BBA 991 +107
63 484400 BBB BBA A99 +125
72 640100 CCB BBB BBB 1 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +0 +0 -3 +5 +8 +1 +0 +0 +0 ÷1
 
Requisites: Str 15, Wis 16, Chr 26, Cml 12,
  Race Slots 1, Class Slots 2
Alignment: any G
HD/level: ++d14
Weapon Prof.: 7+level*2
To Hit Table: 2xWar
Save Table: 2x(War/Pri)
Reference: DM
Groups: Warrior, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD:  
RSW:  
PP:  
BW:  
Spell:  
Fort:  
Reflex:  
Will:  
   
Considered a "Human" race.
Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
Can cast Priest spells as if they were Warrior spells.
Can cast Psi(-6)G powers as if they were Warrior spells, using the same SL's. You get to spend 7*LVL PSPs on the power when you use it, if it has a variable cost.
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
Turn Undead as a Priest of same level.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
Level 1: +4 saves; not cumulative with any other cavalier, knight, or paladin bonus. A additional +4 saves vs. illusions.
Level 1: +LVL to hit with lances, swords, maces, and flails.
Level 1: 1M, 1/t: Lay on Hands: Cure 4*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 1: 1M: Sense Danger.
Level 1: Can operate at negative hit points (even offensively) up to -10*level.
Level 1: Detect Evil (Range 60', cont.)
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Immune disease.
Level 1: Immune to Fear; Protection from Fear 10'r
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: Pick weapon of choice; are considered 7 levels higher for # of Attacks purposes.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Regenerate LVL hp/s.
Level 1: Resistance of 34+4*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast. This is treated similar to Magic Resistance, but does not combine with MR (take the higher of the two for the above effects). This Resistance does work against Psionic effects of the above type.
Level 2: Greatest Swing: As per Great Swing but does 7 times normal damage and has a 3% per level of instant killing.
Level 3: 1M: Improved Invisibility.
Level 3: Free Action cont.
Level 3: Gets LVL/3 Mounts (see Beast Rider class) of DL=LVL/3. Alternatively you can have 1 Mount of DL=(LVL-2)/2.
Level 4: Immune to Sharpness and Vorpal effects.
Level 5: WR 50+LVL*6%
Level 6: +(LVL-3)/3 QP actions.
Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
Level 9 ¶: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)
Level 9: Can automatically hit any mortal creature with a non infinite negative AC when using "Great Swing" or "Greater Swing".
Level 10: Considered a x2 creature.
Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage). This ability cannot be used more than once per month.

[PC1] Warrior Group Classes


Laitos (New Henchmen)

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Hobbit (new to this list) 5 DL I They have the standard 8 Thief abilities (FRT, OL, etc.)
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.

Laitos (Henchmen Adjectives)

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

[PC1] Warrior Group Classes


Laitos (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


Lancer (Random Warrior #199267)

Level KXP
Spells
1 7 (none)
2 36 (none)
3 82 (none)
4 164 (none)
5 258 (none)
6 364 (none)
7 490 (none)
8 647 (none)
9 841 (none)
10 1095 (none)
11 1412 (none)
12 1760 (none)
13 2411 (none)
14 2898 (none)
15 3386 (none)
16 3884 (none)
17 4382 (none)
18 4880 (none)
19 5380 (none)
20 5879 (none)
21 6378 (none)
22 6878 (none)
23 7378 (none)
24 7879 (none)
25 8380 (none)
26 8881 (none)
27 9382 (none)
28 9884 (none)
29 10387 (none)
30 10889 (none)
31 11392 (none)
32 11895 (none)
33 12399 (none)
34 12903 (none)
35 13407 (none)
36 13912 (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: Wis 0, Warrior 3, Rogue 3
Alignment: any
HD/level: & +++2d8
Weapon Prof.: 2+level/3
To Hit Table: War
Save Table: Ftr0
Reference: DM Random
Groups: Warrior, Random
 
Gets 20 Rogue points per level. Gets an "Any Rogue" pick every odd level.
Level 1 ¶: Dragonlancing / Inverse Dragonlancing: 1V: Get +X to hit and +Y damage (on every attack) until you use this ability again, where X+Y = your max hp. X and Y cannot be negative. These plusses count as magical plusses for purposes of overcoming "+ needed to hit" and DR. This ability does not automatically go up as you level; you need to spend 1V action each time.
Level 1: +1 to hit with lances, swords, maces, and flails.
Level 1: +LVL dmg.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Cure Disease: can be done once per week per 5 levels (round up).
Level 1: One free Kit per level. You cannot pick the same kit more than once.
Level 1: Pick Pockets 20% + 2% per level.
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 2: +CL V actions
Level 2: No range penalties; Can shoot bows in your group without penalty
Level 4: 0, 1/d: Counterspell
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 5: Special Mount: Gain a familiar which must be a mount (the familiar list in [S0.5] indicates which types can be mounts).
Level 6: Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
Level 6: Automatic proficiency in all weapons that you have seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 7: 1 borrowed P, 1/r: Deny N attacks from occuring, where N is your #Att. {Living Blade}
Level 8: 1M: A group gets -CL AC (no save)
Level 9: 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
Level 10: Pick an action type. You are immune to actions of that type being locked down.
Level 13: Your base # attacks is never worse than 1/1 {feat}
Level 16: +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
Level 28: 1M: A group gets -25*PCL set Con that ignores Sustain Con

[PC1] Warrior Group Classes


Legionnaire

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)
4 9 (none)
5 18 (none)
6 36 (none)
7 72 (none)
8 144 (none)
9 288 (none)
10 513 (none)
11 738 (none)
12 963 (none)
13 1188 (none)
14 1413 (none)
15 1638 (none)
16 2088 (none)
17 2313 (none)
18 2763 (none)
19 3213 (none)
20 3663 (none)
21 4113 (none)
22 4563 (none)
23 5013 (none)
24 5463 (none)
25 5913 (none)
26 6363 (none)
27 7263 (none)
28 8163 (none)
29 9063 (none)
30 9963 (none)
31 10863 (none)
32 11763 (none)
33 12663 (none)
34 13563 (none)
35 14463 (none)
36 16263 (none)
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 11, Dex 11, Con 11
Alignment: any
HD/level: 2d6
Weapon Prof.: 6+level*2
To Hit Table: 2xWar
Save Table: War
Reference: DM
Groups: Warrior
 
Cavalier-Legionnaire and Knight-Legionnaire are legal mixed class combinations.
Level 1: 1P: Do 1 attack, and roll a natural 19.
Level 2: Immune to fear.
Level 3: Identify weapons 5% per level.
Level 4: 1P: Do 1 attack, and roll a natural 20.
Level 5: Does not suffer secondary target penalties, or penalties of -5 or less due to cover.
Level 6: Immune to charm.
Level 7: 0, 1/r: Reroll a 1 you just rolled on an attack. This ability becomes 2/r (max 1/s) at level 14 and 1/s at level 21.
Level 8: Immune to curse.
Level 9: 1P: Do 1 attack, roll a natural 20, ignore WR and requirements on plusses needed to hit.
Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to Legionnaire's level (this operates on its own unique psionic frequency).
Level 12: Automatic proficiency in all weapons that the legionnaire has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).

[PC1] Warrior Group Classes


Life Machine

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

[PC1] Warrior Group Classes


Ling0

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 32 (none)
6 64 (none)
7 128 (none)
8 240 (none)
9 600 (none)
10 1200 (none)
11 1800 (none)
12 2400 (none)
13 3000 (none)
14 3600 (none)
15 4200 (none)
16 4800 (none)
17 5400 (none)
18 6000 (none)
19 6600 (none)
20 7200 (none)
21 7800 (none)
22 8400 (none)
23 9000 (none)
24 9600 (none)
25 10200 (none)
26 10800 (none)
27 11400 (none)
28 12000 (none)
29 12600 (none)
30 13200 (none)
31 13800 (none)
32 14400 (none)
33 15000 (none)
34 15600 (none)
35 16200 (none)
36 16800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 20 18 16 10 12  4  2  0
+2 20 18 16 12 12  4  2  0
+2 20 18 16 12 14  6  4  0
+4 24 22 20 16 18  6  4  2
+6 24 22 20 18 18  8  4  2
+6 24 22 20 18 20  8  6  2
+6 28 26 24 22 24 10  6  4
+8 28 26 24 24 24 10  8  4
+10 28 26 26 24 24 12  8  4
+10 32 30 28 28 30 12  8  6
+10 32 30 30 28 30 14 10  6
+12 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+16 32 30 30 30 30 14 10  6
+18 32 30 30 30 30 14 10  6
+18 32 30 30 30 30 14 10  6
Requisites: Str 18, Dex 18, Con 18
Alignment: any
HD/level: d12
Weapon Prof.: 4+level/2
To Hit Table: CTD0*2
Save Table: Half0*2
Reference: DM {Double Halfling0}
Groups: Warrior, Rogue
 
Gets 80 Rogue points per level.
Gets "Level:" abilities of Fighter0.
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: +2 proficiencies per level.
Level 4: Double Over Hit: If you hit someone and your TH bonus was greater than double his AC, do x2 dmg (instead of x1.5 for Over Hit).
Level 8: +10 HNCL (this can't be picked)
Level 9: Double Resist Magic and Breath Weapons.
Ling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
Lvl Ability
1 Any two Rogue 1 abilities
2 Any two Rogue 2 abilities
3 Any two Rogue 3 abilities
4 Any two Rogue 4 abilities
5 Any two Rogue 5 abilities
6 Any two Rogue 6 abilities
7 Any two Rogue 7 abilities
8 Any two Rogue 8 abilities
16 Any two Rogue 12 abilities
24 Any two Rogue 18 abilities
32 Any two Rogue 32 abilities

[PC1] Warrior Group Classes


Lord

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 32 (none)
6 64 (none)
7 128 (none)
8 256 (none)
9 512 (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
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+6  5  5  5  5  5  5  5  5
+7  6  6  6  6  6  6  6  6
+8  6  6  6  6  6  6  6  6
+9  7  7  7  7  7  7  7  7
+10  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
+12  9  9  9  9  9  9  9  9
+13 10 10 10 10 10 10 10 10
+14 11 11 11 11 11 11 11 11
+15 12 12 12 12 12 12 12 12
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
Requisites: Str 12, Con 9, Int 9, Wis 9, Chr 16
Alignment: L any (or) T any
HD/level: d4+7
Weapon Prof.: 8+level/3
To Hit Table: War
Save Table: 1½xMon
Reference: DM
Groups: Warrior
 
Every Level: This class gets a "Level:" pick from other Warrior classes. Take the XP for that LordDM level, look it up on the other class's XP chart, and that is the level of the pick you get in the other class. For example, if a LordDM uses his level 10 (800 KXP) pick on Jedi19L, it would be a Jedi19L level 8 pick (level 9 is too much at 896 KXP). The pick cannot exceed your LordDM level, even if the other class is cheaper.
If the other class has a level requirement, treat it as an additional 2^(L-1) KXP requirement, where L is the level needed. For example, if a class requires level 5 in another class, that would be treated as an additional 16 KXP requirement.
You may combine two (or more) picks together to get one pick, in which case you add the XP values together before referencing the other class. Again the pick cannot exceed your LordDM level. This lets you pick from a very expensive class. Thus, a LordDM could use his level 10 (800 KXP) and his level 7 (128 KXP) picks to get a Jedi19L level 10 pick.
 
Level 9: Choose "Priest", "Rogue", or "Monster". You may now use picks on classes from that group, but your picks of that group get only half the KXP.
Level 18: Choose "Priest", "Rogue", or "Monster" with effects as per Level 9. If you choose the same group twice, your picks of that group are at full KXP instead of halving.
Level 27: Choose any group other than "Concordant" with effects as per Level 9. Choosing a group three times or choosing "Warrior" has no effect. Note you can choose "Custom"; you can even build a phantom custom class to pick from!
Level 36: Choose any group other than "Concordant" with effects as per Level 9. With this choice only, if you choose a group three times or choose "Warrior", your picks in that group are at double KXP (limited still by your LordDM level).
 
Now to *really* confuse things, note that LordDM can pick "Level:" abilities from it's own class, which would give it more group choices (did you follow that?).
 
If you end up with one Rogue ability, you get 10*LVL rogue points. If you end up with two, you get 20*LVL points. If you end up with three or more, you get 30*LVL points (the maximum).
 
Level 9: All other people in your group get a "256 KXP" Warrior pick, using the LordDM rules above. (You do not get this in addition to your normal Level 9 pick). This ability cannot itself be picked.
Level 9: 0, 1/r: Lend Action (any type)
Level 9: Spells as per Cleric0 of ML=(LVL -8)*2 [for levels 9-14], ML=LVL-2 [for levels 15+]. Gets Chr bonus to spells.
Level 18: All other people in your group get a "3600 KXP" Warrior pick, using the LordDM rules above. (You do not get this in addition to your normal Level 18 pick). This ability cannot itself be picked.
Level 18: Free wild talent in one of the following psi frequencies: -12L/T, -9, -6 (any), 6 (any), 10, 11W, 12L/T, 18, 19 (any)
Level 18: 1F, 1/reset: Choose a (willing) ally. You can see/speak/hear through that ally's eyes. At double action cost, you may use your abiltiies through that person (e.g. you can cast a material componented spell through him with 2M+2V). When you use an action through him, he cannot use actions of the same type that segment.

[PC1] Warrior Group Classes


Loyalist5 / Collaborator5

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 76.8 (none)
7 153.6 (none)
8 307.2 (none)
9 614.4 (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  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12 10 11  6  6 11
+9 16 12 13 11 12  7  6 12
+10 16 13 14 12 12  8  7 13
+11 16 14 14 13 13  9  8 14
+12 16 14 15 14 14 10  8 15
+13 17 15 16 14 14 10  9 16
+14 17 15 16 15 15 11 10 17
+15 17 16 16 15 16 12 10 18
+16 17 16 16 16 16 13 11 19
+17 17 16 16 16 16 14 12 20
Requisites: Str 13, Con 9, Wis 13
Alignment: (L or A) any
HD/level: 3d3
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: 2xPri
Reference: DM {Mirror Rebel5}
Groups: Warrior, Mirror
 
Levels Pick Description
Level 1-3: A 0, 1/t: Reorder the "stack" of pending effects.
B LVL slots in Depth Sense, Tracking, Weight Sense
C Natural 1's do not automatically miss on saves
D Ioun stones and Gemlets are at half monetary cost
E Immune to telekinesis
Level 4: Pick two from: Loyalist5 Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)L minor
Level 5-7: F +LVL punch to hit
G +1 to all crit multipliers
H Get +LVL/2 attacks vs. a target if none of your friends attack it this segment
I Clan and Guild patches are at half cost
J Ignore someone's immunity to falling dmg, telekinesis, overbearing
Level 8: Pick two from: Loyalist5 Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)L minor
Level 9-12: K 1M, 1/d: Summon LVL*3 Loyalist5 NPCs (lvl = LVL*3-24, max=15)
L 1P: Attack each target only once this segment (can be >1 group). You autohit them for xLVL/2 dmg.
M Auto double power score all stat checks.
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
O Immune Tricks; Flying movement rate = (LVL^2)"; Sustain all ability scores; Immune Backstab (and it's variants)
Level 13: Pick two from: Loyalist5 Level 9-12, White/Black Hat Level 9-12, one Psi(-12)L major, or one other5 Level 1-3

[PC1] Warrior Group Classes


Meat Helm

Level KXP Warrior
123 456
1 0 1-- ---
2 9 2-- ---
3 18 21- ---
4 36 211 ---
5 72 221 1--
6 144 222 2--
7 288 333 2--
8 576 333 31-
9 1000 443 32-
10 1450 444 431
11 1900 444 432
12 2350 444 433
13 2800 444 444
14 3250 555 444
15 3700 555 554
16 4150 555 555
17 4600 666 555
18 5050 666 665
19 5500 666 666
20 5950 777 666
21 6400 777 776
22 6850 777 777
23 7300 888 777
24 7750 888 887
25 8200 888 888
26 8650 999 888
27 9100 999 998
28 9550 999 999
29 10000 AAA 999
30 10450 AAA AA9
31 10900 AAA AAA
32 11350 BBB AAA
33 11800 BBB BBB
34 12250 CCB BBB
35 12700 CCC CBB
36 13150 CCC CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+13 14 11 13 14 10  7  6  4
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+19 15 14 15 15 13 10  8  6
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+25 15 15 15 15 15 13 11  8
+27 16 15 15 15 15 14 12  9
+29 16 15 16 15 15 15 12 10
+31 16 16 16 15 15 16 13 10
+33 16 16 16 16 16 17 14 11
+35 17 16 16 16 16 18 15 12
Requisites: Dex 25, Chr 15, Class Slots 4
Alignment: any
HD/level: 2d5
Weapon Prof.: 6+level
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
This class costs 4 class slots (or 3 class slots in campaigns where there are only 3 slots).
Mini classes and x2 (and above) classes may be used in combination with this class, and the hit points combine normally.
This class may multi-class (or dual-class) with Meat Shield and Meat Sword, the combined classes are only 4 class slots (total, even for all three classes).
Has a Warrior spell progression. Gets Chr bonus to spells.
Level 1: Sustain Dex and Chr
Level 1 ¶: iCR LVL*10%
Level N (every level) ¶: +1 slot for Henchmen per level. You can never lose control of your Henchman (auto make the Chr checks).
Level N (every level): +1 instance of Exc Dex for this class. This is not optional, you must take this, even if your Dex bonus would go down. Bonuses for Dex levels follows:
 
# Exc Dex Name Bonus Dex 20 Dex 30 Dex 40 Dex 50 Dex 60 Dex 70 Dex 80 Dex 90 Dex 100
1 Exc (Dex-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Dex-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Dex-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Dex-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Dex-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Dex-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Dex-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Dex-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Dex-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Dex-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Dex-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Dex-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Dex-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Dex-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Dex-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Dex-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Dex-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Dex-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
(beyond) ? (Dex-N*2-10)*(N/2+1)

[PC1] Warrior Group Classes


New Henchmen

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.

Henchmen Adjectives

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

[PC1] Warrior Group Classes


Meat Shield

Level KXP
Spells
1 0 (none)
2 9 (none)
3 18 (none)
4 36 (none)
5 72 (none)
6 144 (none)
7 288 (none)
8 576 (none)
9 1000 (none)
10 1450 (none)
11 1900 (none)
12 2350 (none)
13 2800 (none)
14 3250 (none)
15 3700 (none)
16 4150 (none)
17 4600 (none)
18 5050 (none)
19 5500 (none)
20 5950 (none)
21 6400 (none)
22 6850 (none)
23 7300 (none)
24 7750 (none)
25 8200 (none)
26 8650 (none)
27 9100 (none)
28 9550 (none)
29 10000 (none)
30 10450 (none)
31 10900 (none)
32 11350 (none)
33 11800 (none)
34 12250 (none)
35 12700 (none)
36 13150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+1  6  4  5  4  3  2  2  1
+2  8  5  7  6  4  3  3  2
+3  9  7  8  8  6  4  4  2
+4 11  8 10 10  7  5  4  3
+5 12 10 11 12  9  6  5  4
+6 14 11 13 14 10  7  6  4
+7 14 12 14 14 11  8  7  5
+8 15 13 14 14 12  9  8  6
+9 15 14 15 15 13 10  8  6
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  8
+12 15 15 15 15 15 13 11  8
+13 16 15 15 15 15 14 12  9
+14 16 15 16 15 15 15 12 10
+15 16 16 16 15 15 16 13 10
+16 16 16 16 16 16 17 14 11
+17 17 16 16 16 16 18 15 12
Requisites: Con 30, Class Slots 4
Alignment: any
HD/level: 10d0 (anti-&)
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: 2xWar
Reference: Internet term
Groups: Warrior
 
This class costs 4 class slots (or 3 class slots in campaigns where there are only 3 slots).
If this class is factored into any multi-class framework, it's hit points do not count at all in the hit point calculation (numerator or denominator) . Example: A Meat Shield / Wizard would use only it's Wizard's HD.
Mini classes and x2 (and above) classes may be used in combination with this class, and the hit points combine normally.
Level N (every level): +1 instance of Exc Con for this class. This is not optional, you must take this, even if your Con bonus would go down. Bonuses for Con levels follows:
Level 1: Sustain Con
   
# Exc Con Name Bonus Con 20 Con 30 Con 40 Con 50 Con 60 Con 70 Con 80 Con 90 Con 100
1 Exc (Con-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Con-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Con-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Con-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Con-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Con-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Con-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Con-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Con-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Con-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Con-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Con-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Con-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Con-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Con-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Con-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Con-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Con-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
(beyond) ? (Con-N*2-10)*(N/2+1)

[PC1] Warrior Group Classes


Meat Sword

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

[PC1] Warrior Group Classes


Minotaur0

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

[PC1] Warrior Group Classes


Mystic Knight1

Level KXP Psi1
mMG S
1 0 1-- -
2 2.9 1-- -
3 5.8 2-- -
4 11.6 2-- -
5 23.2 3-- -
6 46.4 3-- -
7 92.8 4-- -
8 185.6 4-- -
9 371.2 41- -
10 600 41- -
11 1000 51- -
12 1400 51- -
13 1800 52- -
14 2200 52- -
15 2600 62- -
16 3000 62- -
17 3400 63- -
18 3800 63- -
19 4200 73- -
20 4600 73- -
21 5000 74- -
22 5400 74- -
23 5800 741 -
24 6200 741 -
25 6600 841 -
26 7000 841 -
27 7400 851 -
28 7800 851 -
29 8200 852 -
30 8600 852 -
31 9000 952 -
32 9400 952 -
33 9800 962 -
34 10200 962 -
35 10600 A62 1
36 11000 A62 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, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: +d10
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: Psi
Reference: DM
Groups: Warrior
 
Psionic Strength = (Int+Wis+Chr)/5*(level+18)
Gains Psi1 abilities at half the Mystic Knight's level (round up).
"Casting Level" is the Mystic 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


Ogre0

Level KXP
Spells
1 3.6 (owe) (none)
2 7.2 (none)
3 10.8 (none)
4 14.4 (none)
5 28.8 (none)
6 57.6 (none)
7 115.2 (none)
8 216 (none)
9 432 (none)
10 648 (none)
11 864 (none)
12 1080 (none)
13 1296 (none)
14 1512 (none)
15 1728 (none)
16 1944 (none)
17 2160 (none)
18 2376 (none)
19 2592 (none)
20 2808 (none)
21 3024 (none)
22 3240 (none)
23 3456 (none)
24 3672 (none)
25 3888 (none)
26 4104 (none)
27 4320 (none)
28 4536 (none)
29 4752 (none)
30 4968 (none)
31 5184 (none)
32 5400 (none)
33 5616 (none)
34 5832 (none)
35 6048 (none)
36 6264 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 16, Con 12
Alignment: any E
HD/level: +++d12
Weapon Prof.: 6+level
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM
Groups: Warrior, Monster
 
Gets Barbarian Str and Con. Weapon specialization uses the "Barbarian" line for number of attacks.
Level N (each level) ¶: +1 Str and +1 Con. This bonus cannot be used to qualify for the Ogre0 class itself, and you can't 2 for 1 trade it away.
Level 1: Class VI and Esper-Blind (i.e. Immune Psionics), if you want it.
Level 1 ¶: All items that cost <= LVL*4 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1 ¶: Considered one size larger for purposes of what weapons can be wielded.
Level 1: You can hit targets that need a +LVL or better weapon to hit.
Level 1: (Gray Ogre) +LVL TH and dmg with clubs and boulders.
Level 2: (Merrow) You may lose your bonus to clubs and boulders, and gain the bonus to nets instead, plus Water Breathing and Underwater Action.
Level 3: (Villainous Ogre) If not a Merrow, you may lose your bonus to clubs and boulders, and gain Regenerate LVL hp/s and 1M: Summon a DL=LVL/2 Demon.
Level 4: (Ogre Mage) If not a Merrow or Villainous Ogre, you may lose your bonus to clubs and boulders, and gain Flying and 1M: Cone of Cold (1 group, LVLd8, Reflex save for ½)
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Hag0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get +LVL TH and dmg vs. that enemy.
Bloodmaul: The "LVL*4 gp costing 0" power becomes LVL*10 gp instead.
Boulderfist: Another +LVL dmg with boulders.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become an Ogre Mage your Cone of Cold is d10's.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Str bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Tactical Movement (+1 group you can melee with per segment); Another +LVL TH with clubs.
Dustbelcher: Mouth's P, 1/t: Breathe Dust (1 group, dmg = half current hit points, no save)
Firegut: +1 Henchman slot that you can fill will 10 DL=(LVL+2)/3 Orcs during reset time for free.
Gordok: +3 Str; Sustain Str.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 100 DL=(LVL+3)/4 Orcs during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore all skins, WR, + needed to hit on NPC Parties.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Ogre Mage you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: +LVL TH and dmg with Axes.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: You can throw boulders with every limb (instead of the usual 1 missile weapon per set of limbs rule).
Urok: Use d16's instead of d12's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC1] Warrior Group Classes


Orc0

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 38.4 (none)
7 76.8 (none)
8 144 (none)
9 288 (none)
10 432 (none)
11 576 (none)
12 720 (none)
13 864 (none)
14 1008 (none)
15 1152 (none)
16 1296 (none)
17 1440 (none)
18 1584 (none)
19 1728 (none)
20 1872 (none)
21 2016 (none)
22 2160 (none)
23 2304 (none)
24 2448 (none)
25 2592 (none)
26 2736 (none)
27 2880 (none)
28 3024 (none)
29 3168 (none)
30 3312 (none)
31 3456 (none)
32 3600 (none)
33 3744 (none)
34 3888 (none)
35 4032 (none)
36 4176 (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 8, Con 6
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior, Monster
 
Gets Exceptional Str, Dex, and Con.
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: All items that cost <= LVL gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.

[PC1] Warrior Group Classes


Ozla

Level KXP Wizard/Psi19
123 456 789 ABC
TH
1 0 0-- --- --- +1
2 2.5 1-- --- --- +3
3 5 2a- --- --- +5
4 10 21- --- --- +7
5 20 22b --- --- +9
6 40 221 --- --- +11
7 80 322 c-- --- +13
8 160 322 1-- --- +15
9 320 332 2d- --- +17
10 500 332 21- --- +19
11 875 433 22e --- +21
12 1250 433 221 --- +23
13 1625 443 322 f-- +25
14 2000 443 322 1-- +27
15 2375 544 332 2g- +29
16 2750 544 332 21- +31
17 3125 554 433 22h +33
18 3500 554 433 221 +35
19 3875 655 443 322 +37
20 4250 655 443 322 +39
21 4625 665 544 332 +41
22 5000 665 544 332 +43
23 5375 766 554 433 +45
24 5750 766 554 433 +47
25 6125 776 655 443 +49
26 6500 776 655 443 +51
27 6875 877 665 544 +53
28 7250 877 665 544 +55
29 7625 887 766 554 +57
30 8000 887 766 554 +59
31 8375 988 776 655 +61
32 8750 988 776 655 +63
33 9125 998 877 665 +65
34 9500 998 877 665 +67
35 9875 999 887 766 +69
36 10250 999 887 766 1 +71
37 2041 999 887 766 2 +73
38 2408 999 887 766 3 +75
39 2775 999 887 766 4 +77
45 4977 999 888 777 7 +89
54 8280 999 999 988 81 +107
63 11583 999 999 999 88 +125
72 14886 AAA AAA 999 991 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +3 +4 +5 +6 +7 +4 +0 +0 +0 ÷1
 
Requisites: Str 18, Dex 9, Con 14, Int 20, Wis 21, Chr 26,
  Race Slots 1, Class Slots 2
Alignment: any G (or) any E
HD/level: d20
Weapon Prof.: & 7+level/2
To Hit Table: 2xWar
Save Table: 2xPri
Reference: DM
Groups: Warrior, Wizard, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+6
RSW: level*2+2
PP: level*2+4
BW: level*2+1
Spell: level*2+2
Fort: level*2-2
Reflex: level*2-2
Will: level*2+1
   
Is a "1st Edition" class and doesn't double XP cost beyond level 36.
Gets Exceptional Dex and Con. CF=4: Gets Barbarian Dex and Con.
Uses the Barbarian line for number of attacks. CF=4: Uses the Barbarian line for number of attacks at double level.
Can cast Wizard spells or Psi19 powers. For this class, Psi19 uses the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Chronomancy (no opposite).
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: There is also the 0 edition light-saber you can have instead. It is 1d20 dmg at level 1, 2d20 at level 9, plus an additional 1d20 dmg every 9 levels after that. It has the normal 20+/x2 critical and no special powers.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 3: Time/Reality Stability.
Level 5: Immune to haste and slow (this immunity may be lowered).
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 11: +LVL-10 segments per round.
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC1] Warrior Group Classes


Ozla (Chronomancy Spells)

Level # Spell Effect
1 1 Delay Image +2 AC, +1 saves
1 2 Detect Temporal Anomaly Detect Temporal Anomaly
1 3 Haste A1 +1A action
1 4 Know Time Know date and day
1 5 Precognitive Sense Precognition
1 6 Slow Metabolism Need not eat/drink
2 1 Accelerate Plant Growth Plant Growth
2 2 Haste A2 +2A or +1B actions
2 3 Life Sounding Know target's age and how many years of natural lifespan is left
2 4 Preserve Target object is preserved and will not spoil/rot
2 5 Time Stop Object Time stops an inanimate object for 1-3 rounds
2 6 Timeslip (can cast in response to being attacked) You disappear from the combat until next round.
3 1 Articus's Melee Manager Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 2 Haste A3 +3A, +2B, or +1C actions
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone)
3 5 Slow Slow (save)
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made)
4 1 Haste A4 +4A, +3B, or +2C actions
4 2 Prophecy Improved Precognition
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental
4 4 Temporal Push Target is thrown CL+1 rounds into the future (Will save)
4 5 Timeheal Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 6 Wesley's Temporal Disjunction -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Articus's Devolutionary Warrior Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 3 Create Slipgate Create a temporal gate
5 4 Haste A5 +5A, +4B, or +3C actions
5 5 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 6 Tempus Fugit Tempus Fugit
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects
6 2 Haste A6 +6A, +5B, or +4C actions
6 3 Magic Manager May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 4 Paradox Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 5 Tempus Lawfulness Fixes temporal anomolies in area
6 6 Unaging You do not age this day (Duration 1 day)
7 1 Commune with Time of Legends Commune with Time of Legends
7 2 Haste A7 +7A, +6B, or +5C actions
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 4 Sands of Time Reverse the effect of time on objects.
7 5 Temporal Eye Can scry into other times at this location
7 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Target ages CL years (Spell save)
8 2 Haste A8 +8A, +7B, or +6C actions
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 4 Protection from Time Immune to and can't use temporal effects
8 5 Time/Reality Stability Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 6 Timereaver Time Travel Other +/- 5*CL years (Spell save)
9 1 Haste A9 +9A, +8B, or +7C actions
9 2 Major Paradox Wish (as spell)
9 3 Sever Lifeline You do not have or require a silver cord. Immune to aging.
9 4 Temporal Shell Immune time
9 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 6 Time Stop Stops time for 1d4 rounds

[PC1] Warrior Group Classes


Paladin0

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: L 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


Paladin1

Level KXP Priest
123 4
1 0 --- -
2 2.75 --- -
3 5.5 --- -
4 12 --- -
5 24 --- -
6 45 --- -
7 95 --- -
8 175 --- -
9 350 1-- -
10 700 2-- -
11 1050 21- -
12 1400 22- -
13 1750 221 -
14 2100 321 -
15 2450 321 1
16 2800 332 1
17 3150 333 1
18 3500 333 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  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, Con 9, Int 9, Wis 13, Chr 17
Alignment: LG
HD/level: d10
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: War
Reference: PH1-22
Groups: Warrior
 
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: +2 on all saving throws; not cumulative with cavalier or knight bonus.
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 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 9: Automatically gains 1 XP per year per follower if sets up a stronghold.

[PC1] Warrior Group Classes


Paladin2

Level KXP Priest
123 4
1 0 --- -
2 2.25 --- -
3 4.5 --- -
4 9 --- -
5 18 --- -
6 36 --- -
7 75 --- -
8 150 --- -
9 300 1-- -
10 600 2-- -
11 900 21- -
12 1200 22- -
13 1500 221 -
14 1800 321 -
15 2100 321 1
16 2400 332 1
17 2700 333 1
18 3000 333 1
19 3300 333 2
20 3600 333 3
21 3900 433 3
22 4200 443 3
23 4500 444 3
24 4800 444 4
25 5100 544 4
26 5400 554 4
27 5700 555 4
28 6000 555 5
29 6300 655 5
30 6600 665 5
31 6900 666 5
32 7200 666 6
33 7500 766 6
34 7800 776 6
35 8100 777 6
36 8400 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 12, Con 9, Wis 13, Chr 17
Alignment: LG
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: War
Reference: PH2-27
Groups: Warrior
 
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: +2 on all saving throws; not cumulative with cavalier or knight bonus.
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 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 9: Automatically gains 1 XP per year per follower if sets up a stronghold.

[PC1] Warrior Group Classes


Paladin3

Level KXP Spells
123 4
1 0 --- -
2 10 --- -
3 30 --- -
4 60 0-- -
5 100 0-- -
6 150 1-- -
7 210 1-- -
8 280 10- -
9 360 10- -
10 450 11- -
11 550 110 -
12 660 111 -
13 780 111 -
14 910 211 0
15 1050 211 1
16 1200 221 1
17 1360 222 1
18 1530 322 1
19 1710 333 2
20 1900 333 3
21 2100 433 3
22 2310 443 3
23 2530 444 3
24 2760 444 4
25 3000 544 4
26 3250 554 4
27 3510 555 4
28 3780 555 5
29 4060 655 5
30 4350 665 5
31 4650 666 5
32 4960 666 6
33 5280 766 6
34 5610 776 6
35 5950 777 6
36 6300 777 7
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, Wis 0 (11), Chr 0
Alignment: LG
HD/level: d10
Weapon Prof.: 10+level/9
To Hit Table: +level
Save Table: War
Reference: PH3-41
Groups: Warrior
 
Level 1: 1M: Detect Evil.
Level 1: Divine Grace: Add Chr bonus to all saving throws.
Level 1: Lay on Hands: 1V, 1/d, touch: Cure LVL*(Chr bonus) hp, or Cause same amount to an undead creature. This can be "broken up" among multiple touches.
Level 1: Divine Health: Immune to disease, mummy rot, lycanthropy.
Level 2: Aura of Courage: Immune to fear. All within 10' resist fear.
Level 2: Smite Evil: 1 attack, 1/d: +(Chr bonus) TH, +LVL dmg with next attack vs. an evil creature.
Level 3: Remove Disease: 1M, [LVL/3] /week: Cure Disease.
Level 3: Turn Undead as if a Priest of 2 levels lower.
Level 4: Can cast Priest spells; gets Wisdom bonus.
Level 5: Special Mount: Gain a familiar which must be a mount (the familiar list in [S0.5] indicates which types can be mounts).

[PC1] Warrior Group Classes


Paladin of Quality1

Level KXP Pri/Psi6G
123 456 7
1 0 0-- --- -
2 14 1-- --- -
3 28 2a- --- -
4 42 30- --- -
5 70 41b --- -
6 112 52a --- -
7 182 630 c-- -
8 294 741 b-- -
9 476 852 a-- -
10 770 963 0-- -
11 1246 974 1-- -
12 1900 985 2d- -
13 2600 996 3c- -
14 3300 997 4b- -
15 4000 998 5a- -
16 4700 999 60- -
17 5400 999 71e -
18 6100 999 81d -
19 6800 999 92c -
20 7500 999 92b -
21 8200 999 93a -
22 8900 999 930 f
23 9600 999 941 e
24 10300 999 941 d
25 11000 999 952 c
26 11700 999 952 b
27 12400 999 963 a
28 13100 999 963 0
29 13800 999 974 1
30 14500 A99 974 1
31 15200 AA9 985 1
32 15900 AAA 985 2
33 16600 AAA A96 2
34 17300 AAA AA6 2
35 18000 BBB AA7 3
36 18700 BBB BB7 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  1  1  3
+3  9  5  6  4  4  2  2  4
+5 10  6  7  6  5  3  3  5
+7 11  7  9  8  6  4  4  6
+9 12  8 10 10  7  5  4  7
+11 13 10 11 12  9  6  5  8
+13 14 11 13 14 10  7  6  9
+15 14 12 14 14 11  8  7 10
+17 15 13 14 14 12  9  8 11
+19 16 14 15 15 13 10  8 12
+21 16 14 15 15 14 11  9 13
+23 16 14 15 15 15 12 10 14
+25 16 15 15 15 15 13 11 15
+27 17 15 16 15 15 14 12 16
+29 17 15 16 15 15 15 12 17
+31 17 16 16 15 16 16 13 18
+33 17 16 16 16 16 17 14 19
+35 17 16 16 16 16 18 15 20
Requisites: Str 15, Wis 16, Chr 26, Cml 12
Alignment: any G
HD/level: ++d14
Weapon Prof.: 7+level*2
To Hit Table: 2xWar
Save Table: 2x(War/Pri)
Reference: DM
Groups: Warrior
 
Gets a Priest spell progression with Wis bonus. Gets Psi6G powers. DPPs are the same as a Psi6G: (Chr+Wis+Int)*level. The progression is shared between Priest and Psi6G.
 
Level 1: Pick weapon of choice; are considered 7 levels higher for # of Attacks purposes.
Level 1: +LVL to hit with lances, swords, maces, and flails.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Turn Undead as a cleric of same level.
Level 1: Detect Evil (Range 60', cont.)
Level 1: 1M: Sense Danger.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immune disease.
Level 1: +4 saves; not cumulative with any other cavalier, knight, or paladin bonus. A additional +4 saves vs. illusions.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 34+4*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast. This is treated similar to Magic Resistance, but does not combine with MR (take the higher of the two for the above effects). This Resistance does work against Psionic effects of the above type.
Level 1: Regenerate LVL hp/s.
Level 1: Can operate at negative hit points (even offensively) up to -10*level.
Level 1: 1M, 1/t: Lay on Hands: Cure 4*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 2: Greatest Swing: As per Great Swing but does 7 times normal damage and has a 3% per level of instant killing.
Level 2: +1 Str, Dex, Con, or Chr (replaces percentage rules)
Level 3: 1M: Improved Invisibility.
Level 3: Free Action cont.
Level 4: +1 Str, Dex, Con, or Chr; must be a different stat from the one picked at Level 2
Level 4: May have a special mount as if a Beast Rider of 3 levels lower.
Level 4: Immune to Sharpness and Vorpal effects.
Level 5: WR 50+LVL*6%
Level 6: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2 and 4
Level 6: +1 QP action.
Level 8: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
Level 9: Can automatically hit any mortal creature with a non infinite negative AC when using "Great Swing" or "Greater Swing".
Level 10: Considered a x2 creature.
Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage). This ability cannot be used more than once per month.

[PC1] Warrior Group Classes


Peacemonger

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

[PC1] Warrior Group Classes


Peacemonger Spells

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

[PC1] Warrior Group Classes


Pentarch Paladin

Level KXP War/Pri
123 456 7
1 0 1-- --- -
2 7 2-- --- -
3 14 3a- --- -
4 21 31- --- -
5 35 32c --- -
6 56 33a --- -
7 91 331 e-- -
8 147 332 c-- -
9 238 333 ag- -
10 385 333 1e- -
11 623 333 2ci -
12 950 333 3ag -
13 1300 333 31e k
14 1650 333 32c i
15 2000 333 33a g
16 2350 333 331 e
17 2700 333 332 c
18 3050 333 333 a
19 3400 333 333 1
20 3750 333 333 2
21 4100 333 333 3
22 4450 433 333 3
23 4800 443 333 3
24 5150 444 333 3
25 5500 444 433 3
26 5850 444 443 3
27 6200 444 444 3
28 6550 444 444 4
29 6900 544 444 4
30 7250 554 444 4
31 7600 555 444 4
32 7950 555 544 4
33 8300 555 554 4
34 8650 555 555 4
35 9000 555 555 5
36 9350 666 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  1  1  3
+2  9  5  6  4  4  2  2  4
+3 10  6  7  6  5  3  3  5
+5 11  7  9  8  6  4  4  6
+6 12  8 10 10  7  5  4  7
+8 13 10 11 12  9  6  5  8
+9 14 11 13 14 10  7  6  9
+11 14 12 14 14 11  8  7 10
+12 15 13 14 14 12  9  8 11
+14 16 14 15 15 13 10  8 12
+15 16 14 15 15 14 11  9 13
+17 16 14 15 15 15 12 10 14
+18 16 15 15 15 15 13 11 15
+20 17 15 16 15 15 14 12 16
+21 17 15 16 15 15 15 12 17
+23 17 16 16 15 16 16 13 18
+24 17 16 16 16 16 17 14 19
+26 17 16 16 16 16 18 15 20
Requisites: Str 11, Wis 12, Chr 22, Cml 8
Alignment: LG, LN, or NG
HD/level: +d12
Weapon Prof.: 7+level
To Hit Table: 1½xWar
Save Table: 2x(War/Pri)
Reference: DM / MTG
Groups: Warrior
 
Gets Exceptional Str and Con. Uses "Cavalier" line for number of attacks.
Casts Warrior or Priest spells; you get Wis bonus to progression. Specialized in Warrior Paladin school. Starts with no Priest spheres (not even All); gets major access to one sphere per level.
   
Level 1 ¶: Each day, choose a broad monster type (Dragon, Outer, Undead, etc.). You have "1M: Slay Living" on that creature type (PPD save, IR to resist).
Level 1 ¶: 1V: All enemies in your group take 10 holy dmg (no save) and are at -10 on AC, to hit, and damage (no save, this lasts until end of round).
Level 1: Pick weapon of choice; are considered 6 levels higher for # of Attacks purposes.
Level 1: +LVL to hit with lances, swords, maces, and flails.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Turn Undead as a cleric of same level.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immune disease.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Can operate at negative hit points (not offensively) up to -5*level.
Level 1: 1M, 1/r: Lay on Hands: Cure 3*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 2: +1 Str, Con, Wis, or Chr (replaces percentage rules)
Level 4: +1 Str, Con, Wis, or Chr; must be a different stat from the one picked at Level 2
Level 4: May have a special mount as if a Beast Rider of 3 levels lower.
Level 6: +1 Str, Con, Wis, or Chr; must be a different stat from the ones picked at Level 2 and 4
Level 8: +1 Str, Con, Wis, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
Level 9 ¶: Your Slay Living ability (see level 1) no longer has a save.
Level 18 ¶: Your Slay Living ability (see level 1) is now Destruction.
Level 27 ¶: Your Slay Living ability (see level 1) no longer allows IR.

[PC1] Warrior Group Classes


Physicaler0

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 15, Dex 14
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Hold P actions. You may convert 2P -> 1QP.
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 2: +1P action (total +1)
Level 4: +1P action (total +2)
Level 6: +1P action (total +3)
Level 8: +1P action (total +4)
Level 10: +1P action (total +5)
Level 12: +1P action (total +6)
Level 14: +1P action (total +7)
Level 16: +1P action (total +8)
Level 18: +1P action (total +9)

[PC1] Warrior Group Classes


Physicalist

Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  8  2  3  1  0  2
+3  6  5  8  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+7  7  7  9  4  5  4  2  5
+9  7  8 10  5  6  4  3  6
+11  8  9 10  6  7  5  3  7
+13  8 10 11  6  7  6  4  8
+15  9 11 11  7  8  7  5  9
+17  9 12 12  8  9  8  5 10
+19 10 13 12  8 10  8  6 11
+21 11 14 13  9 11  9  7 12
+23 11 14 13 10 12 10  7 13
+25 13 15 14 12 13 11  8 14
+27 15 15 15 14 14 12  9 15
+29 15 16 16 15 15 12  9 16
+31 16 16 16 15 16 13 10 17
+33 16 16 16 16 16 14 11 18
+35 16 16 16 16 16 15 11 19
Requisites: Str 11, Dex 18, Con 11, Chr 11
Alignment: any
HD/level: 2d6
Weapon Prof.: 9+level/4
To Hit Table: 2xWar
Save Table: 2xPsi
Reference: DM {Planeshifted Mentalist}
Groups: Warrior, Psionicist, Alternate
 
Gets Exceptional Str, Dex, and Con. Uses "Barbarian" line for number of attacks.
You get a Martial Arts style and +LVL Martial Arts maneuvers, and a Professional Wrestling style and +LVL Professional Wrestling maneuvers.
Physicalist Psionic Pool (PPPs) = (Str*2+Dex*2+Con+Int+Chr)*level/2.
The following frequencies are included in Physicalist: Psi0, Psi(-2), Psi7, Psi14, and Psi15.
When you get a power on the Physicalist progression, pick any power from those 5 frequencies.
PPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
PPPs are the same scale as Psi1 PSPs.
10 PPPs is 1 "track point" for Psi36. You do not have actual tracks, however, and cannot "burn" anything after you have 0 PPPs.
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi(-5), Psi(-6) & Psi(-12)(as a combo), Psi16, Psi36.
Level 18: Pick another frequency to add, as per Level 9. You can pick Psi8 at this level.
Level 27: Pick another frequency to add, but it can be ANY frequency.

[PC1] Warrior Group Classes


Professional Wrestler

Level KXP
Spells
1 0 (none)
2 1.9 (none)
3 3.8 (none)
4 7.6 (none)
5 15.2 (none)
6 30.4 (none)
7 60.8 (none)
8 121.6 (none)
9 243.2 (none)
10 480 (none)
11 720 (none)
12 960 (none)
13 1200 (none)
14 1440 (none)
15 1680 (none)
16 1920 (none)
17 2160 (none)
18 2400 (none)
19 2640 (none)
20 2880 (none)
21 3120 (none)
22 3360 (none)
23 3600 (none)
24 3840 (none)
25 4080 (none)
26 4320 (none)
27 4560 (none)
28 4800 (none)
29 5040 (none)
30 5280 (none)
31 5520 (none)
32 5760 (none)
33 6000 (none)
34 6240 (none)
35 6480 (none)
36 6720 (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 16, Con 18
Alignment: any
HD/level: 1d20
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: WWF/WWE/WCW/ECW
Groups: Warrior
 
Exceptional Con.
Level 1: One Professional Wrestling style; +1 Professional Wrestling maneuver per level. See [P14].
Level 1: Free Double Specialization in one of these weapons (referred to as "Garbage" or "Plunder"): 2"x4" Barbed-Wire Board (Size M, 2d4/2d3); Championship Belt (Size M, 2d3/2d1); Dust/Powder (Size S, 1d1/1d1+blindness); Folding Chair (Size M, 1d6/1d4); Folding Table (Size L, 1d12/1d12); Kendo Stick (Size M, 1d4+3/1d4+2); Ladder (Size H, 1d16/1d12); Pillow (Size S, 1d1/1d1 +1 Chr dmg); Rope/Electrical Cord (Size S, 1d4/1d2+choking); Sledge Hammer (Size L, 1d12/1d8); Spanish Announce Table (Size H, 1d20/1d20); Stop Sign (Size M, 2d4/2d4); Timekeeping Bell (Size S, 1d6/1d2); Trash Can (Size L, 1d8/1d8). These weapons are free for you (no gp cost).
Level 1: Regeneration LVL hp/s.
Level 1: Can have a "Manager" or "Valet", which uses the same rules (and the same slot) as an Animal Companion.
Level 4: 1F, 1/w: Perform a "face turn" or "heel turn", which reverses your alignment. It's usually the G-E axis, but it can be the L-C axis, or both. TN characters may choose to become LG, LE, CG, or CE. "J" and "S" are reverses in the G-E axis. "A"-anything and "Nil" are reverses in the L-C axis.
Level 9: 1F, 1/month: Become involved in an "Angle". This is like a Geas or Quest against one enemy (or a group). If you succeed, you will gain a 10-100 KXP bonus (depending on difficulty). The DM will determine who your enemy is, but is usually related to current events in the campaign.
Level 9: Gain 10d10 Marks as followers. These are 1st level characters of various classes.
Level 18: Gain 10d10 Smarks as followers. These are 4th level characters of various classes.

[PC1] Warrior Group Classes


Psychic Warrior3

Level KXP Psi3
(0) 123 456 78
1 0 (2) a-- --- --
2 10 (3) 0-- --- --
3 30 (3) 1-- --- --
4 60 (3) 20- --- --
5 100 (3) 31- --- --
6 150 (3) 320 --- --
7 210 (3) 321 --- --
8 280 (3) 331 --- --
9 360 (3) 332 0-- --
10 450 (3) 332 1-- --
11 550 (3) 333 1-- --
12 660 (3) 333 20- --
13 780 (3) 333 21- --
14 910 (3) 333 31- --
15 1050 (3) 333 320 --
16 1200 (3) 333 321 --
17 1360 (3) 333 331 --
18 1530 (3) 333 332 --
19 1710 (3) 433 332 --
20 1900 (3) 433 333 --
21 2100 (3) 443 333 --
22 2310 (3) 444 333 --
23 2530 (3) 444 433 --
24 2760 (3) 444 443 a-
25 3000 (3) 444 444 0-
26 3250 (3) 444 444 1-
27 3510 (3) 544 444 1-
28 3780 (3) 554 444 2-
29 4060 (4) 555 444 2-
30 4350 (5) 555 544 3-
31 4650 (6) 555 554 3-
32 4960 (7) 555 555 4-
33 5280 (8) 555 555 50
34 5610 (9) 555 555 51
35 5950 (A) 655 555 51
36 6300 (B) 665 555 52
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: Str 0 (10), Dex 0 (10), Con 0 (10), Int 0 (10), Wis 0 (10), Chr 0 (10)
Alignment: any
HD/level: d8
Weapon Prof.: 10+level/9
To Hit Table: +level*3/4
Save Table: War
Reference: PsiHB3-13
Groups: Warrior, Psionicist
 
Has Psi3 powers.
P3P calculation = (Level*Level+2*Level-3)/3+Stat/4.
Level 1: +1 feat.
Level 1: Gain two psionic combat modes. Gain 1 extra mode at each of the following levels: 3, 7, 9, 10, 12, 13, 15, 16.
Level 2: +1 feat. Gain another feat every 3 levels after level 2.
Level 6: Gain the Weapon Specialization feat.

[PC1] Warrior Group Classes


Quintessential Fighter6

Level KXP
Spells
1 0 (none)
2 6 (none)
3 18 (none)
4 36 (none)
5 60 (none)
6 90 (none)
7 126 (none)
8 168 (none)
9 216 (none)
10 486.4 (none)
11 729.6 (none)
12 972.8 (none)
13 1216 (none)
14 1459.2 (none)
15 1702.4 (none)
16 1945.6 (none)
17 2188.8 (none)
18 2432 (none)
19 2675.2 (none)
20 2918.4 (none)
21 3161.6 (none)
22 3404.8 (none)
23 3648 (none)
24 3891.2 (none)
25 4134.4 (none)
26 4377.6 (none)
27 4620.8 (none)
28 4864 (none)
29 5107.2 (none)
30 5350.4 (none)
31 5593.6 (none)
32 5836.8 (none)
33 6080 (none)
34 6323.2 (none)
35 6566.4 (none)
36 6809.6 (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 20
Alignment: any
HD/level: d20
Weapon Prof.: 9+level/6
To Hit Table: War
Save Table: War
Reference: Quintessential Fighter3
Groups: Warrior
 
Levels 1-5:
(2/level)
A. 0, 1/t: Ignore all damage from one source. {Berserker}
B. Backstab x(LVL+7)/4. {Brawler}
C. Can operate at negative hit points. {Knight of the Griffin}
D. Choose one specific weapon type. +LVL TH with that weapon. {Living Blade}
E. 1V: +LVL TH/dmg with one shot with a missile weapon {Master Bowman}
F. 1M, 1/effect: Target gets another save vs. a bad effect that's effecting him {Officer of War}
G. +1 TH in a specific weapon per level (can choose different weapons each level) {Peasant Hero}
H. 1M, 1/t: Summon Chr 1st level fighters, all of them together use 1 summon slot {Peasant Hero}
I. Additional +(LVL+1)/2 AC (round down) when using Armor Optimization {feats}
J. Barbarian Str bonus {DM}
Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3
Levels 7-11:
(2/level)
K. 0, 1/t: Reroll a die, and choose the result. {Legend}
L. 1 borrowed P, 1/r: Deny N attacks from occuring, where N is your #Att. {Living Blade}
M. All in party get +LVL*2 AC/saves/TH/dmg while at home {Noble Defender}
N. All in party gets +LVL" movement rate. {Officer of War}
O. +LVL AC/saves if you haven't used a V action on your last segment {Swashbuckler}
P. "Save for ½" and "Save for a set amount of damage" becomes "Save for 0" for you. {Swashbuckler}
Q. Held P: Make 1 attack in response to a cast spell. They RSW save (DC=your dmg) or spell disrupted {feat}
R. 1M: Switch places with someone in sight (unwilling PP save) {feat}
S. +LVL*2 AC, -LVL*2 TH (toggle using 1V) {feat}
Level 12: Pick two from: Quintessential level 1-11 or 5th edition level 1-7
Levels 13-17:
(2/level)
T. Putting on, taking off, or picking up items does not cost 1V {feat}
U. All of your attacks are Called Shots at no penalty {feat}
V. 1M: Target group gets -LVL AC/saves/TH/dmg {feat}
W. No limit to encumbrance. No armor penalties to rogue abilities {feat}
X. Immune Overbearing {feat}
Y. Your base # attacks is never worse than 1/1 {feat}
Z. No penalties in off-hand use, no matter how many arms {feat}
Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11

[PC1] Warrior Group Classes


Ranger1

Level KXP Druid Wizard
123   12
1 0 ---   --
2 2.25 ---   --
3 4.5 ---   --
4 10 ---   --
5 20 ---   --
6 40 ---   --
7 90 ---   --
8 150 1--   --
9 225 1--   1-
10 325 2--   1-
11 650 2--   2-
12 975 21-   2-
13 1300 21-   21
14 1625 22-   21
15 1950 22-   22
16 2275 221   22
17 2600 222   22
18 2925 322   22
19 3250 322   32
20 3575 332   32
21 3900 332   32
22 4225 333   33
23 4550 333   33
24 4875 433   33
25 5200 433   33
26 5525 443   43
27 5850 443   43
28 6175 444   43
29 6500 444   44
30 6825 544   44
31 7150 544   44
32 7475 554   44
33 7800 555   54
34 8125 655   54
35 8450 665   54
36 8775 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 13, Con 14, Int 13, Wis 14
Alignment: any G
HD/level: +d8
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: War
Reference: PH1-24
Groups: Warrior
 
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 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 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


Ranger2

Level KXP Druid
123
1 0 ---
2 2.25 ---
3 4.5 ---
4 9 ---
5 18 ---
6 36 ---
7 75 ---
8 150 1--
9 300 2--
10 600 21-
11 900 22-
12 1200 221
13 1500 321
14 1800 322
15 2100 332
16 2400 333
17 2700 333
18 3000 333
19 3300 433
20 3600 443
21 3900 444
22 4200 444
23 4500 444
24 4800 544
25 5100 554
26 5400 555
27 5700 555
28 6000 555
29 6300 655
30 6600 665
31 6900 666
32 7200 666
33 7500 666
34 7800 766
35 8100 776
36 8400 777
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 13, Dex 13, Con 14, Wis 14
Alignment: any G
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: War
Reference: PH2-28
Groups: Warrior
 
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 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 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


Ranger3

Level KXP Priest
123 4
1 0 --- -
2 10 --- -
3 30 --- -
4 60 0-- -
5 100 0-- -
6 150 1-- -
7 210 1-- -
8 280 10- -
9 360 10- -
10 450 11- -
11 550 110 -
12 660 111 -
13 780 111 -
14 910 211 0
15 1050 211 1
16 1200 221 1
17 1360 222 1
18 1530 322 1
19 1710 333 2
20 1900 333 3
21 2100 433 3
22 2310 443 3
23 2530 444 3
24 2760 444 4
25 3000 544 4
26 3250 554 4
27 3510 555 4
28 3780 555 5
29 4060 655 5
30 4350 665 5
31 4650 666 5
32 4960 666 6
33 5280 766 6
34 5610 776 6
35 5950 777 6
36 6300 777 7
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, Wis 0 (11)
Alignment: any
HD/level: d10
Weapon Prof.: 10+level/9
To Hit Table: +level
Save Table: War
Reference: PH3-44
Groups: Warrior
 
Level 1: Gain Track feat.
Level 1: Favored Enemy: Pick a type of creature. +1 dmg & proficiency checks vs. that enemy. Every 5 levels, gain another Favored Enemy and all previous Favored Enemy bonuses increase by +1.
Level 1: Can take Improved Two-Weapon Fighting feat even if doesn't have prerequisites.
Level 4: Can cast Priest spells; gets Wisdom bonus.

[PC1] Warrior Group Classes


Rarer3

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 270 (none)
10 337.5 (none)
11 412.5 (none)
12 495 (none)
13 585 (none)
14 682.5 (none)
15 787.5 (none)
16 900 (none)
17 1020 (none)
18 1147.5 (none)
19 1282.5 (none)
20 1425 (none)
21 1575 (none)
22 1732.5 (none)
23 1897.5 (none)
24 2070 (none)
25 2250 (none)
26 2437.5 (none)
27 2632.5 (none)
28 2835 (none)
29 3045 (none)
30 3262.5 (none)
31 3487.5 (none)
32 3720 (none)
33 3960 (none)
34 4207.5 (none)
35 4462.5 (none)
36 4725 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  5  3  8  2  3  1  0  1
& +2  6  4  8  3  4  2  0  2
& +3  6  5  8  3  4  2  1  3
& +4  6  6  9  4  5  3  1  4
& +5  7  6  9  4  5  3  2  4
& +6  7  7 10  5  6  4  2  5
& +7  7  8 10  5  6  4  3  6
& +8  8  9 10  6  7  5  3  7
& +9  8  9 11  6  7  6  4  7
& +10  9 10 11  7  8  6  4  8
& +11  9 11 11  7  8  7  5  9
& +12  9 12 12  8  9  8  5 10
& +13 10 12 12  8 10  8  6 10
& +14 10 13 13  9 11  9  6 11
& +15 11 14 13  9 11  9  7 12
& +16 11 14 13 10 12 10  7 13
& +17 12 14 14 11 13 10  8 13
& +18 14 15 14 13 14 11  8 14
Requisites: Chr 20
Alignment: any
HD/level: +++d4
Weapon Prof.: & 3+level*2
To Hit Table: & +level
Save Table: 1½xPsi
Reference: DM {Planeshifted Uncommoner3}
Groups: Warrior, Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be of the "Weird" group, with a random [M2] Monster Template added to it. You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
The progression for the DLs is as follows:
Levels 1-9 = 1, 1, 2, 2, 2, 3, 3, 4, 4
Levels 10-18 = 4, 5, 5, 6, 6, 6, 7, 7, 8
Levels 19-27 = 8, 8, 9, 9, 10, 10, 10, 11, 11
Levels 28-36 = 12, 12, 12, 13, 13, 14, 14, 14, 15
 
The "&" on the To Hit means this class adds it's to hit bonus to your highest other class.
 
Level 14: Divide the cost of Artifacts by (LVL-12) or it's multiplier, whichever is higher.

[PC1] Warrior Group Classes


Rebel5

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 76.8 (none)
7 153.6 (none)
8 307.2 (none)
9 614.4 (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  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Str 13, Dex 13, Chr 9
Alignment: C any
HD/level: 3d3
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 2xRog
Reference: DM
Groups: Warrior
 
Levels Pick Description
Level 1-3: A +LVL Initiative (or) Roll 2d12, choose the better
B LVL slots in Danger Sense, Trailing, Weather Sense
C Natural 1's do not automatically miss to hit
D Nonmagical non-weapon, non-armors are at half cost
E Immune to falling dmg
Level 4: Pick two from: Rebel Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)C minor
Level 5-7: F +LVL punch dmg
G +1 to all crit ranges
H Get +LVL/2 attacks vs. a target for each other person meleeing that target
I Magical non-weapon, non-armors are at half cost
J You and all you desire within 30' are immune to falling dmg, telekinesis, overbearing
Level 8: Pick two from: Rebel Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)C minor
Level 9-12: K 1M, 1/d: Summon LVL*2 Rebel5 NPCs (lvl = LVL*2-16, max=10)
L 1P: Attack each target only once this segment (can be >1 group). Your base # attacks per weapon/fist = LVL.
M Any save DC > 100 is considered to be 100 to you
N +LVL*5% WaWR; DR LVL*5/+LVL; intertial barrier cont.; displacement cont.; people need +LVL weapon to hit you
O Immune ground-based traps; ground movement rate = (LVL^2)*2"; Sustain actions; Immune inverse pick pockets
Level 13: Pick two from: Rebel Level 9-12, White/Black Hat Level 9-12, one Psi(-12)C major, or one other5 Level 1-3
Level 14-18: P  
Q  
R  
S  
T  
Level 18:  
Level 20-26: U  
V  
W  
X  
Y  
Z  
Level 27-36:  

[PC1] Warrior Group Classes


Rith Awakener (MTG G/R/W) (Boros/Gruul/Selesnya)

Level KXP Wiz/Pri
123 456 789
1 0 2-- --- ---
2 4.8 31- --- ---
3 9.6 430 --- ---
4 19.2 542 --- ---
5 38.4 543 0-- ---
6 76.8 754 2-- ---
7 153.6 764 30- ---
8 307.2 876 42- ---
9 614.4 876 530 ---
10 1228.8 A87 642 ---
11 1843.2 A98 642 0--
12 2457.6 AA9 754 1--
13 3072 AAA 975 2--
14 3686.4 BAA 975 30-
15 4300.8 BBB 975 41-
16 4915.2 CBB A97 52-
17 5529.6 CBB AA8 64-
18 6144 CBB BA9 76-
19 6758.4 CBB BAA 97-
20 7372.8 CBB BAA 981
21 7987.2 CCB BBA 982
22 8601.6 DCC CBA 992
23 9216 EDC CBB A92
24 9830.4 EEC CBB AA3
25 10444.8 EED CCB BA3
26 11059.2 EEE CCB BB4
27 11673.6 FFE CCC CB4
28 12288 FFE EDC CB5
29 12902.4 FFF EDD CC5
30 13516.8 FFF EED DC6
31 14131.2 GFF FFD DD6
32 14745.6 GGG FFF DD7
33 15360 GGG GFF EE7
34 15974.4 GGG GGG FE8
35 16588.8 GGG GGG GF8
36 17203.2 GGG GGG GG9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  7  5  3  6  1  1  2
+3  8  7  6  3  7  1  1  3
+4  9  8  6  4  7  2  2  3
+5  9  8  6  4  7  2  2  4
+6 10  9  7  5  8  3  2  4
+7 10  9  7  6  8  3  3  5
+8 11 10  8  7  9  4  3  5
+9 11 10  9  8  9  4  4  6
+10 12 10  9  9  9  5  4  6
+11 12 11 10 10 10  5  4  7
+12 13 11 10 11 10  6  5  7
+13 13 12 11 12 11  6  5  8
+14 13 12 12 13 11  7  6  8
+15 14 13 13 14 11  7  6  9
+16 14 13 13 14 12  8  6  9
+17 14 13 14 14 12  8  7 10
+18 15 14 14 14 13  9  7 10
+19 15 14 14 14 13  9  8 11
Requisites: Str 16, Dex 18, Con 18, Int 16,
  Wis 16, Chr 18, Class Slots 3
Alignment: CG or CN
HD/level: 3d8
Weapon Prof.: 6+level
To Hit Table: War +3 levels
Save Table: War/Wiz/Pri
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str, Int, Wis bonus.
Channeling. Casts Wizard and Priest spells (same SL for both). Gets Wis bonus to spells.
Specialized in Wizard Invocation school.
Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Has a "Familiar" slot.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Level 9: Free Action cont.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.

[PC1] Warrior Group Classes


Ronin1JG

Level KXP
Spells
1 0 (none)
2 1.8 (none)
3 3.6 (none)
4 7.2 (none)
5 14.4 (none)
6 28.8 (none)
7 57.6 (none)
8 115.2 (none)
9 230.4 (none)
10 590.4 (none)
11 950.4 (none)
12 1310.4 (none)
13 1670.4 (none)
14 2030.4 (none)
15 2390.4 (none)
16 2750.4 (none)
17 3110.4 (none)
18 3470.4 (none)
19 3830.4 (none)
20 4190.4 (none)
21 4550.4 (none)
22 4910.4 (none)
23 5270.4 (none)
24 5630.4 (none)
25 5990.4 (none)
26 6350.4 (none)
27 6710.4 (none)
28 7070.4 (none)
29 7430.4 (none)
30 7790.4 (none)
31 8150.4 (none)
32 8510.4 (none)
33 8870.4 (none)
34 9230.4 (none)
35 9590.4 (none)
36 9950.4 (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
Alignment: L any
HD/level: d10
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior
 
Level 1: Immune to Pain.
Level 1: Go without food or water for LVL extra days.
Level 1: Can break objects with bare hands (object makes save vs. crushing blow at -LVL).
Level 1: Gets "Ability to take Martial Arts" kit. Does not actually gain any Martial Arts styles or abilities (you need to purchase those).
Level 1: If Martial Arts is learned, on each level: One requirement of a style is considered "filled" (without actually filling it).
Level 2: +LVL/2 dmg.
Level 2: +LVL/2 AC.
Level 2: Open hand damage is (LVL/2)d2.
Level 3: One arrow/quarrel is automatically deflected per round. This increases by one per 3 levels.
Level 4: Feign Death.
Level 17: Can break energy fields and wall spells with bare hands (no damage to Ronin, effect gets no save but can roll ER).

[PC1] Warrior Group Classes


Sailor1JG

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 48 (none)
8 96 (none)
9 192 (none)
10 492 (none)
11 792 (none)
12 1092 (none)
13 1392 (none)
14 1692 (none)
15 1992 (none)
16 2292 (none)
17 2592 (none)
18 2892 (none)
19 3192 (none)
20 3492 (none)
21 3792 (none)
22 4092 (none)
23 4392 (none)
24 4692 (none)
25 4992 (none)
26 5292 (none)
27 5592 (none)
28 5892 (none)
29 6192 (none)
30 6492 (none)
31 6792 (none)
32 7092 (none)
33 7392 (none)
34 7692 (none)
35 7992 (none)
36 8292 (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: Dex 12
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: Rog
Reference: FGE1JG
Groups: Warrior
 
Level 1: Not at a fighting penalty on a rocking boat (or other moving surface, or during an earthquake on land).
Level 1: Predict Weather 25+LVL*5% (up to LVL/2 days in future)
Level 1: Legend Lore 5+LVL*2%
Level 1: Ride out Storm 60+LVL*2% (ship is assumed to have survived storm if roll made, severe storms may have penalty)
Level 2: +LVL/2 dmg.
Level 3: Determine true north (LVL-2)*10%
Level 4: +LVL/4 AC.
Level 7: Point in direction of desired location (LVL-6)*10%
Level 14: Locate Object (LVL-13)*10%

[PC1] Warrior Group Classes


Samurai1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 18 (none)
6 36.5 (none)
7 75 (none)
8 135 (none)
9 235 (none)
10 400 (none)
11 650 (none)
12 1000 (none)
13 1300 (none)
14 1600 (none)
15 1900 (none)
16 2200 (none)
17 2500 (none)
18 2800 (none)
19 3100 (none)
20 3400 (none)
21 3700 (none)
22 4000 (none)
23 4300 (none)
24 4600 (none)
25 4900 (none)
26 5200 (none)
27 5500 (none)
28 5800 (none)
29 6100 (none)
30 6400 (none)
31 6700 (none)
32 7000 (none)
33 7300 (none)
34 7600 (none)
35 7900 (none)
36 8200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Str 13, Con 13, Int 14, Wis 13
Alignment: L any
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: 2xRog
Reference: OA1
Groups: Warrior
 
Level 1: Gets Monk's progression in Psi0 powers.
Level 1: Gets a Martial Arts style and 1 maneuver slot per level.
Level 1: Focus Ki: Mouth's V, LVL/d: Str becomes 18 for 1 round.
Level 2: +(LVL+1)/3 dmg.
Level 3: Surprised only 1 in 6.
Level 5: Immune to fear.
Level 6: Gaze causes fear to all creatures of 1 HD or less.
Level 7: Gain 10 bushi and 1d4 samurai followers of level=1d3.
Level 8: Gain 10d10 bushi followers of level 1.
Level 9: Gain 2d10 samurai followers of level 1. Gain 1d6+1 specialist followers (armorers, weaponsmiths, etc.).
Level 9: Great Kiai (Paralyzing Shout): Mouth's V, 1/d: Str becomes 18 for 2 rounds; all enemies within 10' must save or be paralyzed for 1 round.

[PC1] Warrior Group Classes


Scarlet Huntsman (Anti-Ranger)

Level KXP Warrior  Rog
123 456  123 4
1 0 2-- ---  1-- -
2 3.3 31- ---  2-- -
3 6.6 41- ---  21- -
4 13.2 52- ---  31- -
5 26.4 621 ---  32- -
6 52.8 731 ---  321 -
7 105.6 832 ---  431 -
8 211.2 942 1--  432 -
9 422.4 A52 1--  432 1
10 700 B53 2--  443 1
11 1030 C63 21-  543 2
12 1360 D73 21-  544 2
13 1690 E74 32-  544 3
14 2020 F84 321  554 3
15 2350 G95 321  555 3
16 2680 H95 321  555 4
17 3010 IA6 321  655 4
18 3340 JB6 421  665 4
19 3670 KB7 421  666 4
20 4000 LC7 531  666 5
21 4330 MD8 532  766 5
22 4660 ND8 532  776 5
23 4990 OE9 642  777 5
24 5320 PF9 643  777 6
25 5650 QFA 743  777 7
26 5980 RGA 753  877 7
27 6310 SHB 753  887 7
28 6640 THB 854  888 7
29 6970 UIC 864  888 8
30 7300 VJC 964  988 8
31 7630 WJD 965  998 8
32 7960 XKD 975  999 8
33 8290 YLE A75  999 9
34 8620 ZLE A75  A99 9
35 8950 ZMF B86  AAA A
36 9280 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Str 16, Dex 16, Wis 16
Alignment: LE (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM
Groups: Warrior
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Barbarian Str and Exceptional Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 50+30*level Rogue points.
Level 1: 1M: Aura Alteration (you appear to be another alignment to Know Alignment etc.), you can be up to LVL steps removed from LE alignment (cannot use diagonals).
Level 1: Free Tracking proficiency, number of free slots = level * 2.
Level 1: Tailing, City Knowledge, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level N (every level): Choose a species enemy type (see list below). You get +LVL TH and +4 dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have a group of 100 Henchmen for free (this group gets restored each reset if they are slain). Each Henchman has maximum value LVL*LVL gp.
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level 2: 1M: Locate Object/Person
Level 3: aNR (LVL-2)*20%
Level 4: 1M: Fire Door (move from one fire to another you know of within 360 yards); 1F: Fire Gate
Level 5: Dust of Disappearance cont.
Level 6: Attract 3-30 followers, usually Hunstmen or DL VI+ Humanoids.
Level 7: Non-detection cont.
Level 8: 1M, 1/t: Maze; 1M, 1/t: Distance Distortion; 1M, 1/t: Mirage Arcana; 1M, 1/t: Massmorph.
Level 9: 1M: Find the Path
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[PC1] Warrior Group Classes


Scarlet Pimpernel / Liberator

Level KXP Rogue   War
123 456  123 4
1 0 2-- ---  1-- -
2 3.85 31- ---  2-- -
3 7.7 41- ---  21- -
4 15.4 52- ---  31- -
5 30.8 621 ---  32- -
6 61.6 731 ---  321 -
7 123.2 832 ---  431 -
8 246.4 942 1--  432 -
9 492.8 A52 1--  432 1
10 800 B53 2--  443 1
11 1170 C63 21-  543 2
12 1540 D73 21-  544 2
13 1910 E74 32-  544 3
14 2280 F84 321  554 3
15 2650 G95 321  555 3
16 3020 H95 321  555 4
17 3390 IA6 321  655 4
18 3760 JB6 421  665 4
19 4130 KB7 421  666 4
20 4500 LC7 531  666 5
21 4870 MD8 532  766 5
22 5240 ND8 532  776 5
23 5610 OE9 642  777 5
24 5980 PF9 643  777 6
25 6350 QFA 743  777 7
26 6720 RGA 753  877 7
27 7090 SHB 753  887 7
28 7460 THB 854  888 7
29 7830 UIC 864  888 8
30 8200 VJC 964  988 8
31 8570 WJD 965  998 8
32 8940 XKD 975  999 8
33 9310 YLE A75  999 9
34 9680 ZLE A75  A99 9
35 10050 ZMF B86  AAA A
36 10420 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Dex 18, Int 16, Chr 16
Alignment: CG (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM {Mirror Scarlet Huntsman}
Groups: Warrior, Rogue, Mirror
 
For Alignment, "(overwrite)" means this class requires CG alignment, but it overwrites all of your other alignment restrictions to be CG as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Exceptional Str and Barbarian Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 60+40*level Rogue points.
Level 1: 1M: Alter Appearance (cannot be seen through except by immunity to Mirage Arcana)
Level 1: 1M, 1/t: Locate Person or Object.
Level 1: Trailing, City Knowledge, Spying proficiencies.
Level N (every level): Choose a species type (see list below). You resist effects (not attacks) vs. that species type. You may pick the same species type more than once; each pick is cumulative.
Species choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 90% of time.
Level 1: 1V, spend X*Y^2 gp, make a Chr check at -Y^2: "Buy off" X Henchmen of DL=Y. They will not attack you or your allies. If you buy them off again (with another V action and gold), they join your side.
Level 1: May have a Familiar.
Level 1: May throw missile weapons with both hands.
Level 2: 1M, 1/t: Find the Path.
Level 3: NR (LVL-2)*20%
Level 4: 1M: Shadow Door (move from one shadow to another you know of within 360 yards); 1F: Shadow Gate
Level 5: Dust of Appearance 30'r cont.
Level 6: Attract 2-20 followers, usually DL V+ Humanoids.
Level 7: Ignore Non-detection cont.
Level 8: 1M, 1/t: Escape a Maze; 1M, 1/t: Ignore Distance Distortion; 1M, 1/t: Ignore Mirage Arcana; 1M, 1/t: Force Shapechange.
Level 9: 1M, 1/t: Find the Path across Planes and Time (but not Timelines/Loop).
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[PC1] Warrior Group Classes


Selesnya Sagittar (MTG G/W)

Level KXP Priest
123 456 78
1 0 a-- --- --
2 3.125 0-- --- --
3 6.25 0a- --- --
4 12.5 10- --- --
5 25 20a --- --
6 50 210 --- --
7 100 320 --- --
8 200 321 --- --
9 400 321 a-- --
10 800 321 0-- --
11 1200 432 0-- --
12 1600 432 1-- --
13 2000 432 1a- --
14 2400 432 10- --
15 2800 543 20- --
16 3200 543 21- --
17 3600 543 21a --
18 4000 543 210 --
19 4400 654 320 --
20 4800 654 321 --
21 5200 654 321 a-
22 5600 654 321 0-
23 6000 665 432 0-
24 6400 665 432 1-
25 6800 666 543 1-
26 7200 666 543 2-
27 7600 666 543 2a
28 8000 666 543 20
29 8400 666 543 21
30 8800 666 543 22
31 9200 666 543 32
32 9600 666 654 32
33 10000 666 654 33
34 10400 666 665 43
35 10800 666 665 44
36 11200 666 666 54
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  1  1  2
+1  8  4  6  3  4  1  1  3
+2  9  5  6  3  4  2  2  3
+3  9  5  6  4  4  2  2  4
+4 10  6  7  5  5  3  2  4
+5 10  6  7  6  5  3  3  5
+6 11  7  8  7  6  4  3  5
+7 11  7  9  8  6  4  4  6
+8 12  8  9  9  7  5  4  6
+9 12  8 10 10  7  5  4  7
+10 13  9 10 11  8  6  5  7
+11 13 10 11 12  9  6  5  8
+12 13 11 12 13 10  7  6  8
+13 14 11 13 14 10  7  6  9
+14 14 12 13 14 11  8  6  9
+15 14 12 14 14 11  8  7 10
+16 15 13 14 14 12  9  7 10
+17 15 13 14 14 12  9  8 11
Requisites: Str 14, Dex 14, Wis 16
Alignment: LG, NG, CG, or TN
HD/level: others +1d+0  (see note)
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: War/Pri
Reference: DM {Planeshifted Selesnya Druid22}
Groups: Warrior, Priest, Alternate
 
Hit Dice: "&+1d+0" means you add 1 to all your other classes' number of HD per level. This class directly gives 0 hp. Exception: If this is your only class, you get 2d0 per level. (You cannot take this option if you have more than one class.)
For "m" based classes (e.g. HD=2m0), just add 1d0 (so your HD becomes 2m0+1d0).
Example: Multiclassed Fighter1 level 1 / Selesnya Sagittar level 1, with +2 Con bonus. The fighter gives 24 hp (2d10+2*2). The Sagittar gives 0 hp. The character has 12 hp (24+0 divided by 2).
Exceptional Wis bonus.
Channeling.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Specialized in Animal, Plant, and War spheres. Spells of these spheres cost ½M to cast.
Level 1: You may have your spells (from the Selesnya Sagittar class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 1: Do double damage to creatures in your group when using a bow (this doubles everything, not just the arrow base damage).
Level 1: +LVL*2 TH with bows.
Level 1: Your bow attacks use the "Dagger" line for number of attacks.
Level 2: xLVL range with bows.
Level 14: +1 Animal Companion slot.
New spell:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).

[PC1] Warrior Group Classes


Sheriff0

Level KXP Priest
123 456
1 0 b-- ---
2 2 a-- ---
3 4 0-- ---
4 8 0-- ---
5 16 0-- ---
6 32 1-- ---
7 64 1b- ---
8 120 1a- ---
9 300 20- ---
10 600 20- ---
11 900 20- ---
12 1200 21- ---
13 1500 21b ---
14 1800 21a ---
15 2100 220 ---
16 2400 220 ---
17 2700 220 ---
18 3000 221 ---
19 3300 321 b--
20 3600 322 a--
21 3900 322 0--
22 4200 322 0--
23 4500 332 0--
24 4800 332 1--
25 5100 333 1b-
26 5400 333 2a-
27 5700 333 20-
28 6000 433 20-
29 6300 443 20-
30 6600 443 21-
31 6900 443 31b
32 7200 443 32a
33 7500 443 320
34 7800 443 320
35 8100 444 320
36 8400 444 321
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, Chr 9
Alignment: any
HD/level: d7
Weapon Prof.: 3+level/2
To Hit Table: Ftr0
Save Table: Half0
Reference: DM
Groups: Warrior
 
This class is considered a "Halfling" and a "Paladin" by name (in campaigns where Race=Class matters). This class doesn't get Rogue abilities like a Halfling0, though.
Gets +1 Henchmen slot, and can purchase special Henchmen (as per a Meat Helm or War Priest). Divide the cost of Henchmen by LVL.
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: +1 Hobby proficiency per level.
Level 1: Detect evil/good/non-balance continuous.
Level 4: Get a special Mount, like a Paladin.
Level 8 ¶: +10 HNCL
Level 9: Resist Magic and Breath Weapons.

[PC1] Warrior Group Classes


New Henchmen

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Hobbit (new to this list) 5 DL I They have the standard 8 Thief abilities (FRT, OL, etc.)
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.

Henchmen Adjectives

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

[PC1] Warrior Group Classes


Shifter1JG

Level KXP Psi14
mMG S
1 0 1-- -
2 1.8 2-- -
3 3.6 3-- -
4 7.2 4-- -
5 14.4 41- -
6 28.8 42- -
7 57.6 43- -
8 115.2 44- -
9 230.4 54- -
10 590.4 541 -
11 950.4 542 -
12 1310.4 543 -
13 1670.4 544 -
14 2030.4 554 -
15 2390.4 555 -
16 2750.4 655 -
17 3110.4 665 -
18 3470.4 666 -
19 3830.4 766 -
20 4190.4 766 1
21 4550.4 766 2
22 4910.4 766 3
23 5270.4 766 4
24 5630.4 766 5
25 5990.4 766 6
26 6350.4 776 6
27 6710.4 777 6
28 7070.4 777 7
29 7430.4 877 7
30 7790.4 887 7
31 8150.4 888 7
32 8510.4 888 8
33 8870.4 988 8
34 9230.4 998 8
35 9590.4 999 8
36 9950.4 999 9
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: 2d4
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior, Monster
 
Considered a Lycanthrope (pick a type, some are included in the Racial Adjective rules in [P3.5]). You can choose to not suffer the XP divisor penalty, but you also do not gain the lycanthrope's racial modifiers.
Has a Psi14 progression.
Level 1: Know normal animal abilities and weaknesses, and how to trap them.
Level 1: Gaze charms animals of the same type as your lycanthropy. Can control 2*LVL in HD of these animals at a time. The effect is permanent, but you can drop control as a 0 action. If you make a Control Animals check of 35+LVL*5%, the effect has no saving throw (the animal may still roll Charm Resistance).
Level 1: +LVL dmg.
Level 1: Tracking as per a Ranger1.
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 3: +LVL/3 AC.

[PC1] Warrior Group Classes


Shooter0


Level

KXP
Warrior/Rogue
123 456 789 AB

TH
1 0 0-- --- -- +5 ++1
2 3 10- --- -- +5 ++1
3 6 110 --- -- +5 ++1
4 10 210 --- -- +5 ++1
5 21 211 0-- -- +5 ++1
6 42 211 1-- -- +5 ++1
7 87 221 10- -- +5 ++1
8 173 222 11- -- +5 ++1
9 346 222 21- -- +5 ++1
10 600 322 210 -- +5 ++1
11 900 322 211 -- +5 ++1
12 1200 322 221 -- +5 ++1
13 1500 332 221 -- +5 ++1
14 1800 333 221 0- +5 ++1
15 2100 433 221 1- +5 ++1
16 2400 433 222 1- +5 ++1
17 2700 433 322 1- +5 ++1
18 3000 443 322 10 +5 ++1
19 3300 443 322 11 +5 ++1
20 3600 443 322 21 +5 ++1
21 3900 443 322 22 +5 ++1
22 4200 443 332 22 +5 ++1
23 4500 443 333 22 +5 ++1
24 4800 443 333 32 +5 ++1
25 5100 443 333 33 +5 ++1
26 5400 444 333 33 +5 ++1
27 5700 444 433 33 +5 ++1
28 6000 444 443 33 +5 ++1
29 6300 444 444 33 +5 ++1
30 6600 444 444 43 +5 ++1
31 6900 444 444 44 +5 ++1
32 7200 544 444 44 +5 ++1
33 7500 554 444 44 +5 ++1
34 7800 555 444 44 +5 ++1
35 8100 555 544 44 +5 ++1
36 8400 555 554 441 +5 ++1
37 16800 555 554 442 +5 ++1
38 25200 555 554 443 +5 ++2
39 33600 555 554 444 +5 ++3
45 84000 665 555 555 +5 ++4
54 159600 766 666 666 1 +5 ++5
63 235200 777 776 666 6 +5 ++6
72 310800 888 777 777 71 +5 ++7
Requisites: Dex 20, Con 14,
nbsp; Class Slots 2
Alignment: any
HD/level: +2d6
Weapon Prof.: 0+level*3
To Hit Table: +5 ++1
Reference: JF
Groups: Warrior, Rogue, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+2
PP: level+1
BW: level+4
Spell: level+2
Fort: level+4
Reflex: level+7
Will: level+3
 
++1 to hit means to adjust the true die roll by 1.
Attacking is ½P action.
Extra-Barbarian Dex bonus, Exceptional Con bonus.
Gets Dex bonus TH and dmg with missile weapons.
Gets Dex bonus to spell progression.
Gets 30 Rogue points per level.
Free double specialization in one weapon type.
Level 1: True Point Blank: If within 5' per level, double ALL of the damage for the arrow (including bonuses).
Level 1: No penalty for called shots with missile weapons.
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 N (every level): +1 Dex.
Level N (every level): One Dex-based Rogue ability.

[PC1] Warrior Group Classes


Shooter0 (All Dex-based Rogue Abilities)

Lvl Acrobat Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Counter Innate | Psionic | Magic | Radioactive 1bM -10 Dex-22 Dex-22
1 Disorder Objects | Mass Entropy V 10 Dex-8 Dex-10
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Feather Falling || Body Control V 20 Dex-12 Dex-14
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 Find/Remove Wizard Abjurations/Priest Protections VM 0 Dex-13 Dex-18
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Initiative (each 10% = +1 initiative) continuous - 0 Dex-9 Dex-18
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Mount |||| Nothing Happens (you and target do nothing for next segment) V 0 Dex-9 Dex-12
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 Open/Close Locks: (-5% per TechLvl of the Lock) (-10% per SL of the Lock) V 0 Dex-13 Dex-17
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Tumbling/Vaulting || Passwall V 40 Dex-13 Dex-17
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 Ventriloquism | Remote Spell-Casting (1' per 1% made) V 20 Dex-13 Dex-16
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
2 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
4 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
4 Song of Vines (save at -1/5% made or Entangled) (see Bard for notes about Songs) P*M 10 Dex-14 Dex-19
5 Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
5 Dispel a x1 effect | Instantaneous | Disjunct - 50 Dex-12 Dex-18
5 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
7 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
9 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
9 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) V 30 Dex-16 Dex-16
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
12 any 3rd level Illusion spell is cast | any 4th | any 5th | any 6th (#=SL-2) V#M 15 Dex-18 Dex-22
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
14 Speed: Each 50% is +1A action || B's instead || C's instead - 0 Dex-18 Dex-20
18 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
18 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
20 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
20 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54

[PC1] Warrior Group Classes


Sidekick

Level KXP Sidek. Hero
123 45 [1]
1 0 1-- -- [-]
2 3.5 2-- -- [-]
3 7 3-- -- [-]
4 14 4-- -- [-]
5 28 41- -- [-]
6 56 42- -- [-]
7 112 43- -- [-]
8 225 44- -- [-]
9 450 441 -- [-]
10 900 442 -- [-]
11 1800 443 -- [-]
12 3600 443 1- [-]
13 4000 444 1- [-]
14 4400 444 2- [-]
15 4800 444 3- [-]
16 5200 444 4- [-]
17 5600 544 4- [-]
18 6000 554 4- [-]
19 6400 555 4- [-]
20 6800 555 41 [-]
21 7200 555 51 [-]
22 7600 655 51 [-]
23 8000 655 52 [-]
24 8400 665 52 [-]
25 8800 666 52 [-]
26 9200 666 53 [-]
27 9600 666 63 [1]
28 10000 766 63 [1]
29 10400 766 64 [2]
30 10800 776 64 [2]
31 11200 777 64 [3]
32 11600 777 65 [3]
33 12000 777 75 [4]
34 12400 877 75 [4]
35 12800 887 76 [5]
36 13200 888 76 [5]
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 18, Int 16, Cml 7
Alignment: any G
HD/level: d16
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: War
Reference: DM {Reduced Hero}
Groups: Warrior, Concordant (x1)
 
Gets Exc Str. Can purchase Exc Dex for 3 weapon slots and Exc Con for 2 weapon slots.u
+1 extra Nonweapon Prof per level.
Uses the "Spec. Barbarian" line for number of attacks.
Has Overhit (like a 0th edition class) and Full number of attacks on off hand (like a 1st edition class).

[PC1] Warrior Group Classes


Sidekick Spells

Level # Spell
1 1 10*CL% IR (Innate resistance)
1 2 +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 3 Resist all Elements
1 4 Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
1 5 Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
1 6 +CL V actions
1 7 +1 CL in one class
1 8 x1.5 max PSPs in one psionic frequency
1 9 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
1 10 Pick a Level 1 Rogue Ability, you have 10*LVL points in it
1 11 Can combine Martial Arts & Specialization
1 12 +LVL to one ability score
1 13 xLVL Personality score (for Ego checks)
1 14 Duplicate a "Level 1:" ability of a Warrior class
1 15 Free wild talent in Psi72
2 1 10*CL% MR
2 2 1M, 1/d: Cureall
2 3 +CL-3 P actions
2 4 Pick a spell you have. It does not give a saving throw.
2 5 +1 spell in a spell progression (Wizard or Priest)
2 6 Free material componenting for range for your psionic powers
2 7 Resist effects that directly target you
2 8 10*CL% aER (anti-Effects resistance, defenses that hurt you when you hit someone)
2 9 0, 1/d: Counterspell
2 10 0, 1/r: Roll 2d20 choose the better for one saving throw.
2 11 0, 1/r: Roll 2d20 choose the better for one attack roll.
2 12 Two of your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
3 1 10*CL% PR (PsiR)
3 2 ++1 on to hit and save rolls.
3 3 0, 1/d: Reset
3 4 Resist all Elements (if you take this and the first level version, you are Double Resist all Elements)
3 5 Immune Incursion
3 6 +CL-7 M actions
3 7 1M: Dispel a x1 effect. 4M: Dispel a x2 effect.
3 8 Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
3 9 Immune to a [C] section effect
4 1 10*CL% aMR (anti-Magic resistance)
4 2 10*CL% IR (Innate resistance)
4 3 Pick a spell you have. It costs half the number of actions it normally requires.Y
4 4 Pick a psionic power you have. It costs half the number of actions it normally requires.>
4 5 +1 to number of segments per round (i.e. you get a segment 11)]
4 6 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% ER (Effects resistance)
5 2 +CL-19 Q0 (Infinitely Quick Zero) actions, one of them can be saved to use on opponent's half of segment
5 3 Pick an action type. You are immune to actions of that type being locked down.
Hero 1 (11) 1 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
Hero 1 (11) 2 +50% XP in one non-Concordant class
Hero 1 (11) 3 Immune to Inner Elements
Hero 1 (11) 4 Immune to Hold/Stun/Para/Summ.Sickness
Hero 1 (11) 5 Immune to Action/Memory/Other Stealing
Hero 1 (11) 6 +(Hero level) QV actions
Hero 1 (11) 7 +2*(Hero level) all non-Concordant memorization charts
Hero 1 (11) 8 Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
Hero 1 (11) 9 Avoid Fate @ x6 multiplier, (Hero level)/d
Hero 1 (11) 10 All Rogue Abilities at 10*(Hero level)%
Hero 1 (11) 11 Can combine Martial Arts & Specialization
Hero 1 (11) 12 +(Hero level) to all stats
Hero 1 (11) 13 Immune ego domination
Hero 1 (11) 14 Duplicate a Level: ability of a non-Concordant class
Hero 1 (11) 15 Free wild talent in Psi72, PPs=200*(Hero level)

[PC1] Warrior Group Classes


Sith19D

Level KXP Psi19D
mMG S
1 0 1-- -
2 6 2-- -
3 12 3-- -
4 24 4-- -
5 48 5-- -
6 96 51- -
7 192 61- -
8 384 62- -
9 768 72- -
10 1300 73- -
11 1900 83- -
12 2500 831 -
13 3100 841 -
14 3700 851 -
15 4300 852 -
16 4900 862 -
17 5500 872 -
18 6100 872 1
19 6700 873 1
20 7300 874 1
21 7900 875 1
22 8500 875 2
23 9100 876 2
24 9700 877 2
25 10300 887 2
26 10900 887 3
27 11500 888 3
28 12100 988 3
29 12700 998 3
30 13300 998 4
31 13900 999 4
32 14500 999 5
33 15100 999 6
34 15700 999 7
35 16300 999 8
36 16900 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  5  6  3  4  1  3  0
+5  6  5  7  3  5  1  4  1
+7  7  6  7  4  6  2  5  1
+9  7  7  7  4  6  3  5  2
+11  7  8  8  4  7  3  6  2
+13  8  8  8  5  8  4  7  3
+15  8  9  9  5  9  5  8  3
+17  8 10  9  5  9  5  8  4
+19  9 11  9  6 10  6  9  4
+21  9 11 10  6 11  6 10  5
+23 10 12 10  7 12  7 11  5
+25 10 13 10  7 12  7 11  6
+27 10 14 11  8 13  8 12  6
+29 11 14 11  8 14  9 13  7
+31 12 15 12  9 14  9 14  7
+33 12 15 13 10 14 10 14  8
+35 13 16 14 12 15 11 15  8
Requisites: Str 15, Wis 16
Alignment: any E
HD/level: d12
Weapon Prof.: & 6+level/2
To Hit Table: 2xWar
Save Table: 1½xRog
Reference: Star Wars
Groups: Warrior, Psionicist
 
Gets Barbarian Str and Con (but not Dex).
Uses the Barbarian line for number of attacks at double level.
Gets Psi19D powers, see progression.
PSPs = (Str+Con)*Level.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d16/1d16, and a crit range of 20 for x4. Your light-saber is "red"; it has +LVL/2 TH (round down) and +LVL*3/2 dmg (round down) in plusses. It has the sharpness flag with range 19-20, the range improves by 1 per 9 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 8: Immune to poison.
Level 9: If your Dex is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 16: Immune to gas.
Level 18: If your Dex is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "black" light-saber instead of "red". This has a crit range of 20 for x5; +LVL TH (round down) and +LVL*3/2 dmg (round down). It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC1] Warrior Group Classes


Slayer5

Level KXP
Spells
1 0 (none)
2 5 (none)
3 10 (none)
4 20 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 320 (none)
9 640 (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
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+13 14 11 13 14 10  7  6  4
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+19 15 14 15 15 13 10  8  6
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+25 15 15 15 15 15 13 11  8
+27 16 15 15 15 15 14 12  9
+29 16 15 16 15 15 15 12 10
+31 16 16 16 15 15 16 13 10
+33 16 16 16 16 16 17 14 11
+35 17 16 16 16 16 18 15 12
Requisites: Str 16, Dex 13, Con 9, Chr 13, Cml 13
Alignment: any (most G)
HD/level: 3d2
Weapon Prof.: 5+level/2
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
Gets Barbarian Str, Dex, and Con.
 
Levels Pick Description
Level 1-3: A Attractiveness: +LVL*2 Cml.
B Fast Reaction time: +LVL initiative (or) Roll 2d12 for initiative, choose the better.
C Hard to Kill: +LVL*3 hp, LVL slots in Survival proficiency.
D Acrobatics: Gain a level 1 Acrobat pick, with 50+5*LVL% rogue points in it.
E Wooden stakes (treat as a 1d4/1d3 dagger) have +LVL/+LVL magical plusses and no penalty for called shots.
Level 4: Pick two Soldier5 Level 1-3, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 1-3
Level 5-7: F Acute sense: Pick one of the 5 senses, have eagle vision/hearing (if sight/sound) or can use the sense 30' away.
G Natural Toughness: -LVL per attack (physical or energy).
H Psychic Visions: You see the future in visions or dreams.
I Resist poison. Death results become half your current hit points in damage (round damage down).
J Getting Medieval: Divide AC & save bonus by 2 for next hour: Starting next segment, get x2 TH & dmg for 1 hour.
Level 8: Pick one Soldier5 Level 5-7, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 5-7
Level 9-12: K x2/xx2 TH/dmg (double the die roll, double all damage) vs. undead
L Immune to innates and touch effects of undead; immune to Lich spells of SL 0 to LVL/6 (round down)
M Detect & Identify Undead, type and number, continuous within LVL*10' through walls
N Leadership: +LVL Chr
O Contact the Animal Spirit of the Slayers: 1M, 1/reset: +LVL/4 proficiencies (weapon or nonweapon, permanent)
Level 13: Pick one Soldier5 Level 9-12, one Watcher5 Level 5-7, one Psi(-18) major, or two Slayer5 Level 9-12
Level 14-18: P x2/xx2 TH/dmg (double the die roll, double all damage) vs. evil outer-planar (demons, devils, daemons, etc.)
Q Immune to innates and touch effects of evil outer-planar; immune to Psi6E & Psi(-6)E effects of SL 1 to LVL/4
R Detect & Identify Evil Outer-Planar, type and number, continuous within LVL*10' through walls
S Ignore the effects of high multiplier when you attempt to affect things (e.g. people defend as only your multiplier)
T Invoke the First Slayer: 1M, 1/reset: Precognition (that works) & Ask the DM a question
Level 19: Pick one Soldier5 Level 14-18, one Watcher5 Level 9-12, one Psi(-18) grand, or two Slayer5 Level 14-18
Level 20-26: U  
V  
W  
X  
Y  
Z  
Level 27-36:  

[PC1] Warrior Group Classes


Small Game Hunter

Level KXP S/BGH [[MH]]
123 4 [[M]]
1 0 2-- - [[-]]
2 6.5 3-- - [[-]]
3 13 4-- - [[-]]
4 26 41- - [[-]]
5 52 41- - [[-]]
6 104 42- - [[-]]
7 208 42- - [[-]]
8 416 43- - [[-]]
9 832 43- - [[-]]
10 1450 44- - [[-]]
11 2100 44- - [[-]]
12 2750 441 - [[-]]
13 3400 441 - [[-]]
14 4050 441 - [[-]]
15 4700 442 - [[-]]
16 5350 442 - [[-]]
17 6000 442 - [[-]]
18 6650 443 - [[-]]
19 7300 443 - [[-]]
20 7950 443 - [[-]]
21 8600 444 - [[-]]
22 9250 444 - [[-]]
23 9900 444 - [[-]]
24 10550 444 1 [[-]]
25 11200 444 1 [[-]]
26 11850 444 1 [[-]]
27 12500 444 1 [[-]]
28 13150 444 2 [[-]]
29 13800 444 2 [[-]]
30 14450 444 2 [[-]]
31 15100 444 2 [[-]]
32 15750 444 3 [[-]]
33 16400 444 3 [[-]]
34 17050 444 3 [[-]]
35 17700 444 3 [[-]]
36 18350 444 4 [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+13 14 11 13 14 10  7  6  4
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+19 15 14 15 15 13 10  8  6
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+25 15 15 15 15 15 13 11  8
+27 16 15 15 15 15 14 12  9
+29 16 15 16 15 15 15 12 10
+31 16 16 16 15 15 16 13 10
+33 16 16 16 16 16 17 14 11
+35 17 16 16 16 16 18 15 12
Requisites: Str 36, Dex 27, Con 18, Wis 16
Alignment: any
HD/level: & 2m0
Weapon Prof.: & 4+level
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM {Reduced Reduced Mortal Hunter}
Groups: Warrior, Demigod (x1)
 
Gets Barbarian Str. Uses Normal Con bonus for hit dice (this can't be overwritten).
Can weapon specialize using the Barbarian column.
Small Game Hunter class gets 1st, 2nd, 3rd, 4th, and 22nd level spells. The 2nd, 3rd, and 4th level spells are the same as Big Game Hunter. 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 12 level penalty (a Level 3: would become a Level 15:). May pick "lines of text" as if they were Level 27: abilities.

[PC1] Warrior Group Classes


Small Game Hunter Spells

Level # Spell
1 1 +LVL QQV Actions, or can lock down one action type that you have if desired.
1 2 You may be bound (with Healing/Herbalism proficiency) three times instead of once.
1 3 1F, 1/r: Halve a creature's current hp (PPD save)
1 4 1F+2bF, 1/r: Halve the current hp of a group of creatures (PPD save)
1 5 1F: One target gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
1 6 3bF, 1/r: Counter a x1 magic or psionic effect.
1 7 -LVL*3 to one stat in your group, has a hole in the middle (you aren't affected by it)
1 8 Resist all natural (NR based) and x0 effects. Get +LVL saves.
1 9 +LVL AC (this does stack with the 2nd level version)
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


Smith1

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 9 (none)
6 15 (none)
7 21 (none)
8 33 (none)
9 45 (none)
10 69 (none)
11 93 (none)
12 141 (none)
13 237 (none)
14 333 (none)
15 429 (none)
16 525 (none)
17 621 (none)
18 717 (none)
19 813 (none)
20 909 (none)
21 1005 (none)
22 1101 (none)
23 1197 (none)
24 1293 (none)
25 1389 (none)
26 1485 (none)
27 1581 (none)
28 1677 (none)
29 1773 (none)
30 1869 (none)
31 1965 (none)
32 2061 (none)
33 2157 (none)
34 2253 (none)
35 2349 (none)
36 2445 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
War  4  2  3  1  1  1  1  0
+0  5  2  4  2  1  1  1  0
+0  5  3  4  3  2  2  2  1
+1  6  4  5  4  3  2  2  1
+1  7  5  6  5  4  3  2  1
+2  8  5  7  6  4  3  3  2
+2  8  6  7  7  5  4  3  2
+3  9  7  8  8  6  4  4  2
+3 10  8  9  9  7  5  4  3
+4 11  8 10 10  7  5  4  3
+4 11  9 10 11  8  6  5  3
+5 12 10 11 12  9  6  5  4
+5 13 11 12 13 10  7  6  4
+6 14 11 13 14 10  7  6  4
+6 14 12 13 14 11  8  6  5
+7 14 12 14 14 11  8  7  5
+7 14 13 14 14 12  9  7  5
+8 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 13
Alignment: any
HD/level: d10,d4*
Weapon Prof.: 9+level
To Hit Table: ½xWar
Save Table: War
Reference: BoD4
Groups: Warrior
 
The Smith's first HD is a 1d10. Afterwards, the Smith gets 1d4 per level.
Level 1: +1 weapon proficiency per level, which can only be used to become proficient (not specialized) in a weapon.
Level 1: Build level^2 gp value of weapons or armor per day. There is a chance the item has a "half-plus" somewhere: Chance = (level)*5+(Dex-16)*3%
Level 1: Can work unusual materials (see section [E]) with "S" number equal to level or less.
Level 5: Can fashion mechanical locks.
Level 12: Identify raw ores on sight.
Level 13: Can fashion magical and/or combination locks.

[PC1] Warrior Group Classes


Smithie1JG

Level KXP Wizard
123 456 78
1 0 --- --- --
2 1.5 ½-- --- --
3 3 1-- --- --
4 6 2-- --- --
5 12 3½- --- --
6 24 31- --- --
7 48 32- --- --
8 96 33½ --- --
9 192 331 --- --
10 492 332 --- --
11 792 333 ½-- --
12 1092 333 1-- --
13 1392 333 2-- --
14 1692 333 3½- --
15 1992 333 31- --
16 2292 333 32- --
17 2592 333 33½ --
18 2892 333 331 --
19 3192 333 332 --
20 3492 333 333 ½-
21 3792 333 333 1-
22 4092 333 333 2-
23 4392 333 333 3½
24 4692 333 333 31
25 4992 333 333 32
26 5292 333 333 33
27 5592 433 333 33
28 5892 443 333 33
29 6192 444 333 33
30 6492 444 433 33
31 6792 444 443 33
32 7092 444 444 33
33 7392 444 444 43
34 7692 444 444 44
35 7992 544 444 44
36 8292 554 444 44
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+2  4  8  5  4  7  0  1  2
+3  4  8  6  4  7  1  2  2
+4  5  9  6  4  8  1  2  3
+5  5  9  7  5  8  2  3  3
+6  5 10  7  5  9  2  3  4
+7  6 10  7  6  9  2  3  4
+8  6 10  8  6  9  3  4  5
+9  6 11  8  6 10  3  4  5
+10  7 11  9  7 10  4  5  6
+11  7 12  9  7 11  4  5  6
+12  7 12  9  8 11  4  5  7
+13  7 13 10  8 11  5  6  7
+14  8 13 10  8 12  5  6  8
+15  8 13 11  9 12  6  7  8
+16  8 14 11  9 13  6  7  9
+17  9 14 11 10 13  6  7  9
Requisites: Str 15, Con 15, Wis 13
Alignment: any
HD/level: d8
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: Wiz
Reference: FGE1JG
Groups: Warrior
 
Level 1: Divide the cost of buying or making an object of unusual materials by LVL.
Level 1: Determine flaw in a weapon or armor.
Level 1: Identify weapon or armor LVL*5%.
Level 1: +LVL dmg.
Level 2: Can cast Wizard spells. Is specialized in Elemental school (the "spells cost half" version of specialization; the "+1 spell per level" version cannot be used). Has normal access to Alteration, Divination and Enchantment schools. All other schools are at double spell cost.
Level 4: Weapons and armor created are +0/+0. These are nonmagical plusses, but count versus creatures that require a "+0 weapon to hit".
Level 5: The "S" number (indicating which unusual materials are available, see [E5]) is increased by LVL/5.
Level 9: Weapons and armor created are +1/+1 nonmagical. This increases by +1/+1 every 5 additional levels

[PC1] Warrior Group Classes


Soldier5

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)
10 500 (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 17, Con 9
Alignment: L any
HD/level: 3d4
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: DM
Groups: Warrior
 
Gets Exceptional Str and Con.
Can specialize in weapons.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A +LVL*3" bonus to movement rate
B LVL slots each in Direction Sense, Tracking, Survival
C Add d+LVL to the damage dice with one weapon type
D Nonmagical weapons and armor are at half monetary cost for you
E Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Level 4: Pick two Soldier5 Level 1-3, one Mercenary5 Level 1-3, or one Psi(-5) minor
Level 5-7: F Bind wounds is LVL hp (can’t bind an already bound wound)
G Subtract 1 from what you need to roll to autohit target
H Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
I Magical weapons and armor (including individual flags) are at half cost for you
J Your mount and everyone within 30’ you instruct have the Level 1-3 E ability
Level 8: Pick two from: Soldier5 Level 5-7, Mercenary5 Level 1-3, Psi(-5) minor
Level 9-12: K 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)
L 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
M Any target with AC>100 is considered AC=100 to you
N Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn
O You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun
Level 13: Pick 2: Soldier5 Level 9-12, Mercenary5 Level 5-7, Psi(-5) major, other5 Level 1-3
Level 14-18: P 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)
Q Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class
R Always roll max to hit & damage with physical attacks
S Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +8 wpn
T Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)
Level 18: Pick 2: Mercenary5 Level 9-12, Psi(-5) grand, other5 level 5-7
Level 20-26: U 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)
V Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class
W For each 10 points of physical damage, you lower a random stat by 1. (no save)
X Ignore planar displacement & immunity to weapons / matter / physical attacks
Y Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC1] Warrior Group Classes


Strider1 / ArchRanger1

Level KXP Druid     Wiz
123 456  123 4
1 0 0-- ---  --- -
2 3.3 1-- ---  ½-- -
3 6.6 2-- ---  1-- -
4 13.2 30- ---  2-- -
5 26.4 41- ---  2½- -
6 52.8 51- ---  31- -
7 105.6 620 ---  32- -
8 211.2 730 ---  32½ -
9 422.4 831 ---  431 -
10 700 941 0--  432 -
11 1030 A52 0--  432 ½
12 1360 B52 1--  443 1
13 1690 C63 10-  543 2
14 2020 D73 10-  544 2
15 2350 E74 20-  544 3
16 2680 F84 210  554 3
17 3010 G95 310  555 3
18 3340 H95 310  555 4
19 3670 IA6 321  655 4
20 4000 JB6 421  665 4
21 4330 KB7 421  666 4
22 4660 LC7 531  666 5
23 4990 MD8 532  766 5
24 5320 ND8 532  776 5
25 5650 OE9 642  777 5
26 5980 PF9 643  777 6
27 6310 QFA 743  777 7
28 6640 RGA 753  877 7
29 6970 SHB 753  887 7
30 7300 THB 854  888 7
31 7630 UIC 864  888 8
32 7960 VJC 964  988 8
33 8290 WJD 965  998 8
34 8620 XKD 975  999 8
35 8950 YLE A75  999 9
36 9280 ZLE A75  A99 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+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
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Str 13, Dex 13, Con 9, Int 9,
Wis 13, Chr 9
Alignment: any G
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM
Groups: Warrior
 
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
Gets Wisdom bonus for Druid spells. Grand in Animal, Healing, Plant, Travellers.
Gets one specialty school; no opposite. Alternatively can be specialized in Alteration and Divination with no opposite.
Gets one "Any Rogue" pick per level. 35 Rogue points per level.
Level 1: Free Tracking proficiency, number of free slots = Strider's level * 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level N (every level): Choose a species enemy type (see list below). You get +4 TH and +LVL dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alternate Reality creatures, Animals, Avians, Beholders, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Demons/Devils, Dragons/Reptiles, Elementals, Fire-Using, Giant-Class, Golems (& Constructs), Group of Classes, Humans (& Demihumans), Insects, Lycanthropes, Magic-Using, Other Timeline/Multiverse, Plants, Psionic-Using, Regenerating, Size Class L+, Size Class S-, Slimes (& Oozes/Jellies), Undead, Water-dwelling creatures.
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have an Animal Companion (1/10th your XP)
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level 2: 1M: Locate Object/Animal/Plant
Level 3: NR (LVL-2)*20%
Level 4: 1M: Plant Door; 1F: Transport via Plants
Level 5: Can read priest/wizard scrolls of SL 0-5 with no chance of blowing head off. This increases to SL 0-6 at level 10 and SL 0-7 at level 15.
Level 6: Attract 3-30 followers, usually Rangers or DL VI+ Animals.
Level 7: True Sight cont.
Level 8: Immune to Maze, Distance Distortion, Mirage Arcana, and Massmorph.
Level 9: 1M: Find the Path
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[PC1] Warrior Group Classes


Sub-Block

Level KXP Abj/Pro
123 456
1 0 --- ---
2 3.5 1-- ---
3 7 2-- ---
4 14 21- ---
5 28 31- ---
6 56 32- ---
7 112 321 ---
8 224 331 ---
9 280 332 ---
10 350 332 1--
11 700 333 1--
12 1050 333 2--
13 1400 333 21-
14 1750 333 31-
15 2100 333 32-
16 2450 433 321
17 2800 443 331
18 3150 444 332
19 3500 444 432
20 3850 444 443
21 4200 444 444
22 4550 554 444
23 4900 555 444
24 5250 555 544
25 5600 555 554
26 5950 555 555
27 6300 665 555
28 6650 666 555
29 7000 666 655
30 7350 666 665
31 7700 666 666
32 8050 776 666
33 8400 777 666
34 8750 777 766
35 9100 777 776
36 9450 777 777
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 20
Alignment: any
HD/level: 5d3
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Block}
Groups: Warrior, Monster
 
Can cast Wizard Abjuration or Priest Protection spells, only on self.
Level 1: Regenerate Con score in hp per segment.
Level 1: +LVL*2 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[PC1] Warrior Group Classes


Super Barbarian1

Level KXP
Spells
1 0 (none)
2 8 (none)
3 16 (none)
4 32 (none)
5 64 (none)
6 106 (none)
7 200 (none)
8 366 (none)
9 700 (none)
10 1300 (none)
11 1900 (none)
12 2500 (none)
13 3100 (none)
14 3700 (none)
15 4300 (none)
16 4900 (none)
17 5500 (none)
18 6100 (none)
19 6700 (none)
20 7300 (none)
21 7900 (none)
22 8500 (none)
23 9100 (none)
24 9700 (none)
25 10300 (none)
26 10900 (none)
27 11500 (none)
28 12100 (none)
29 12700 (none)
30 13300 (none)
31 13900 (none)
32 14500 (none)
33 15100 (none)
34 15700 (none)
35 16300 (none)
36 16900 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  4  3  2  2  2  1
+3  8  5  7  6  4  3  3  2
+5 10  8  9  9  7  5  4  3
+7 12 10 11 12  9  6  5  4
+9 14 12 13 14 11  8  6  5
+11 15 13 14 14 12  9  8  6
+13 15 14 15 15 14 11  9  7
+15 15 14 15 15 15 12 10  8
+17 16 15 15 15 15 14 11  9
+19 16 15 16 15 15 15 12 10
+21 16 16 16 15 16 17 14 11
+23 17 16 16 16 16 18 15 12
+25 20 19 19 19 19 21 18 15
+27 23 22 22 22 22 24 21 18
+29 26 25 25 25 25 27 24 21
+31 29 28 28 28 28 30 27 24
+33 32 31 31 31 31 33 30 27
+35 35 34 34 34 34 36 33 30
Requisites: Str 25, Dex 22, Con 24; Class slots 2
Alignment: any T
HD/level: 2d20
Weapon Prof.: 8+level*2
To Hit Table: 2xWar
Save Table: 3xWar
Reference: DM
Groups: Warrior
 
Gets Super Barb Str, Dex, and Con [ bonus = (Stat-18)*3 ]
Attack rate is 2 brackets better than Barbarian (see below)
Level 1: +3*LVL" bonus to movement rate.
Level 1: Climb Walls/Cliffs/Trees = 30+15*level %; Hide in Natural Surroundings = 45+15*level % (as Hide in Shadows).
Level 1: 1M: Detect Illusion
Level 1: 1M: Detect Magic
Level 1: Free Wilderness Survival proficiency (LVL slots).
Level 1: First Aid: same as Healing proficiency except requires no Wis check and gives LVL hit points back.
Level 1: Free Tracking and Hunting proficiencies, each has slots equal to the Barbarian's level.
Level 1: Free proficiencies in Animal Handling, Signaling, Running, Small Water Craft, Sound Imitation, Wild Fighting, Jumping, Back Protection, Direction Sense, and Set Snares.
Level 1: Can hit targets that require a +LVL or better weapon to hit without such a magic weapon.
 
Super
Barb1
Extra
Barb1
Spec
Barb1
Cav1
Spec
War
Melee
Wpn
Light
X-Bow
Heavy
X-Bow
Dagger Dart Small
Shurik
Needle Bow Other
Wpn
Fast
Wpn
--- --- --- --- 1/1 1/1 1/2 2/1 3/1 4/1 5/1 2/1 1/1 1/1
1-3 1-4 1-5 1-6 3/2 1/1 1/2 3/1 4/1 5/1 6/1 2/1 3/2 2/1
4-6 5-8 6-10 7-12 2/1 3/2 1/1 4/1 5/1 6/1 7/1 3/1 2/1 3/1
7-9 9-12 11-15 13-18 5/2 2/1 3/2 5/1 6/1 7/1 8/1 4/1 2/1 4/1
10-12 13-16 16-20 19-24 3/1 2/1 3/2 6/1 7/1 8/1 9/1 4/1 5/2 5/1
13-15 17-20 21-25 25-30 7/2 5/2 2/1 7/1 8/1 9/1 10/1 5/1 3/1 6/1
16-18 21-24 26-30 31-36 4/1 3/1 2/1 8/1 9/1 10/1 11/1 6/1 3/1 7/1
19-21 25-28 31-35 --- 9/2 3/1 5/2 9/1 10/1 11/1 12/1 6/1 7/2 8/1
22-24 29-32 36-40 --- 5/1 7/2 5/2 10/1 11/1 12/1 13/1 7/1 4/1 9/1
25-27 33-36 41* --- 11/2 4/1 3/1 11/1 12/1 13/1 14/1 8/1 4/1 10/1
28-30 37-40* --- --- 6/1 9/2 7/2 12/1 13/1 14/1 15/1 8/1 9/2 11/1
31-33 41-44* --- --- 13/2 5/1 7/2 13/1 14/1 15/1 16/1 9/1 5/1 12/1
34-36 --- --- --- 7/1 11/2 4/1 14/1 15/1 16/1 17/1 10/1 5/1 13/1

[PC1] Warrior Group Classes


Survivalist

Level KXP Wizard/Priest
123 456 7
1 0 1-- --- -
2 4.5 2-- --- -
3 9 3-- --- -
4 18 31- --- -
5 36 32- --- -
6 72 33- --- -
7 144 331 --- -
8 288 332 --- -
9 500 333 --- -
10 900 333 1-- -
11 1350 333 2-- -
12 1800 333 3-- -
13 2250 333 31- -
14 2700 333 32- -
15 3150 333 33- -
16 3600 333 331 -
17 4050 333 332 -
18 4500 333 333 -
19 4950 333 333 1
20 5400 333 333 2
21 5850 333 333 3
22 6300 433 333 3
23 6750 443 333 3
24 7200 444 333 3
25 7650 444 433 3
26 8100 444 443 3
27 8550 444 444 3
28 9000 444 444 4
29 9450 544 444 4
30 9900 554 444 4
31 10350 555 444 4
32 10800 555 544 4
33 11250 555 554 4
34 11700 555 555 4
35 12150 555 555 5
36 12600 666 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+1  6  4  5  4  3  2  2  1
+2  8  5  7  6  4  3  3  2
+3  9  7  8  8  6  4  4  2
+4 11  8 10 10  7  5  4  3
+5 12 10 11 12  9  6  5  4
+6 14 11 13 14 10  7  6  4
+7 14 12 14 14 11  8  7  5
+8 15 13 14 14 12  9  8  6
+9 15 14 15 15 13 10  8  6
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  8
+12 15 15 15 15 15 13 11  8
+13 16 15 15 15 15 14 12  9
+14 16 15 16 15 15 15 12 10
+15 16 16 16 15 15 16 13 10
+16 16 16 16 16 16 17 14 11
+17 17 16 16 16 16 18 15 12
Requisites: Str 18, Int 12
Alignment: any
HD/level: +d10
Weapon Prof.: 4+level
To Hit Table: War
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
Gets Rogue abilities at 20 points per level; abilities are below.
Gets spells; these cost 1M to cast (no 1P needed) and cannot use material componenting.
Wizard Schools: Abjuration, Alteration, Divination. Priest Spheres: Astral, Divination, Elemental, Guardian, Healing, Protection, Travelers, Wards. All other spells are opposite (2 spells from memorization to cast).
Level 1: Does not suffer secondary target penalties.
Level 1: Does not suffer from secondary weapon/arm penalties.
Level 1: Is not hit by parting shots when leaving melee.
Level 1: Can affect creatures that require +1 or better weapons to hit.
Level 2: Troll-like Regeneration at (level/2) hp/r.
Level 2: Immune to fear.
Level 3: Immune to disease and curses.
Level 3: 1M: Sense Danger.
Level 4: Can affect creatures that require +2 or better weapons to hit.
Level 5: All-Around Attack: 1P: Attack every target within (level*2)' with one attack.
Level 7: Can affect creatures that require +3 or better weapons to hit.
Level 9: 1M: Your Efficiency, Balance, or Fitness becomes (level+9) for this round only.
Level 9: WR (Weapon Resistance) and various "Immunity to Weapon" spells/psi abilities have no effect versus your weapons.
Level 10: Can affect creatures that require +4 or better weapons to hit.
Level 15: 1V: Delay any (non-hp damaging) harmful effect by (level-14) segments. At the end of that time, the effect resolves.
 
Lvl Survivalist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
2 Hold Breath || Hold Life 0 50 Con-12 Con-15
4 Missile Deflection | Missile Reflection | Spell Deflection | Volley V 20 Dex-9 Dex-12
7 Dispel Exhaustion ||| Heal M 0 Con-14 Con-18
9 Any Rogue 9 ability - - - -
11 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
16 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
22 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12

[PC1] Warrior Group Classes


Survivor

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 5.5 2-- --- ---
3 11 21- --- ---
4 22 32- --- ---
5 44 421 --- ---
6 88 422 --- ---
7 176 432 1-- ---
8 352 433 2-- ---
9 600 433 21- ---
10 1100 443 22- ---
11 1650 444 33- ---
12 2200 444 441 ---
13 2750 555 442 ---
14 3300 555 442 1--
15 3850 555 552 1--
16 4400 555 553 21-
17 4950 555 553 32-
18 5500 555 553 321
19 6050 555 553 331
20 6600 555 554 332
21 7150 555 554 442
22 7700 555 555 443
23 8250 555 555 553
24 8800 555 555 554
25 9350 555 555 555
26 9900 666 655 555
27 10450 666 666 655
28 11000 666 666 666
29 11550 777 766 666
30 12100 777 777 766
31 12650 777 777 777
32 13200 888 877 777
33 13750 888 888 877
34 14300 888 888 888
35 14850 999 988 888
36 15400 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+2 10  4  8  4  2  2  2  0
+4 10  6  8  6  4  4  4  2
+6 12  8 10  8  6  4  4  2
+8 14 10 12 10  8  6  4  2
+10 16 10 14 12  8  6  6  4
+12 16 12 14 14 10  8  6  4
+14 18 14 16 16 12  8  8  4
+16 20 16 18 18 14 10  8  6
+18 22 16 20 20 14 10  8  6
+20 22 18 20 22 16 12 10  6
+22 24 20 22 24 18 12 10  8
+24 26 22 24 26 20 14 12  8
+26 28 22 26 28 20 14 12  8
+28 28 24 26 28 22 16 12 10
+30 28 24 28 28 22 16 14 10
+32 28 26 28 28 24 18 14 10
+34 30 26 28 28 24 18 16 12
Requisites: Str 26, Int 14, Wis 12
Alignment: any
HD/level: & 2d20
Weapon Prof.: 4+level*2
To Hit Table: War*2
Save Table: & War*2
Reference: DM
Groups: Warrior
 
Weapon specializes using the "Barbarian" line.
Gets Rogue abilities at 40 points per level; abilities are below.
Gets spells; these cost 1M to cast (no 1P needed) and cannot use material componenting.
Wizard Schools: Abjuration, Alteration, Divination. Priest Spheres: Astral, Divination, Elemental, Guardian, Healing, Protection, Travelers, Wards. All other spells are opposite (2 spells from memorization to cast).
Level 1: Does not suffer secondary target penalties.
Level 1: Does not suffer from secondary weapon/arm penalties.
Level 1: Is not hit by parting shots when leaving melee.
Level 1: Can affect creatures that require +LVL or better weapons to hit.
Level 2: Troll-like Regeneration at LVL/2 hp/s.
Level 2: Immune to fear.
Level 3: Immune to disease and curses.
Level 3: 1M: Sense Danger.
Level 5: All-Around Attack: 1P: Attack every target within (level*2)' with one attack.
Level 6: WR, aWR, and "Immunity to Weapons" has no effect versus your attacks.
Level 9: 1M: Your Efficiency, Balance, or Fitness becomes (LVL*2+9) for this round only.
Level 9: 0: Delay any (non-hp damaging) harmful effect by (LVL-8) segments. At the end of that time, the effect resolves.
 
Lvl Survivalist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Any Rogue 1 ability - - - -
2 Hold Breath || Hold Life 0 50 Con-12 Con-15
3 Any Rogue 3 ability - - - -
4 Missile Deflection | Missile Reflection | Spell Deflection | Volley V 20 Dex-9 Dex-12
7 Dispel Exhaustion ||| Heal M 0 Con-14 Con-18
9 Any Rogue 9 ability - - - -
11 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
16 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
22 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12

[PC1] Warrior Group Classes


Swashbuckler

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 384 (none)
10 600 (none)
11 900 (none)
12 1200 (none)
13 1500 (none)
14 1800 (none)
15 2100 (none)
16 2400 (none)
17 2700 (none)
18 3000 (none)
19 3300 (none)
20 3600 (none)
21 3900 (none)
22 4200 (none)
23 4500 (none)
24 4800 (none)
25 5100 (none)
26 5400 (none)
27 5700 (none)
28 6000 (none)
29 6300 (none)
30 6600 (none)
31 6900 (none)
32 7200 (none)
33 7500 (none)
34 7800 (none)
35 8100 (none)
36 8400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  4  2  3  1  1  1  1  0
+5  5  2  4  2  1  1  1  0
+8  5  3  4  3  2  2  2  1
+11  6  4  5  4  3  2  2  1
+14  7  5  6  5  4  3  2  1
+17  8  5  7  6  4  3  3  2
+20  8  6  7  7  5  4  3  2
+23  9  7  8  8  6  4  4  2
+26 10  8  9  9  7  5  4  3
+29 11  8 10 10  7  5  4  3
+32 11  9 10 11  8  6  5  3
+35 12 10 11 12  9  6  5  4
+38 13 11 12 13 10  7  6  4
+41 14 11 13 14 10  7  6  4
+44 14 12 13 14 11  8  6  5
+47 14 12 14 14 11  8  7  5
+50 14 13 14 14 12  9  7  5
+53 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14
Alignment: any
HD/level: d10
Weapon Prof.: 9+level
To Hit Table: 3xWar
Save Table: War
Reference: DM
Groups: Warrior
 
Gets Barbarian Str, Dex.
This class can mix with the Huntsman1 (Anti-Ranger1) class.
@ below = This "Level:" ability cannot be picked by another effect.
Level 1 @: Base # melee attacks = (LVL+2)/2.
Level 1 @: 0, LVL/d: +1 QP this round.
Level 1: 1 attack: Roll damage, an effect takes a dispel with CL=dmg.
Level 1: 1 martial arts maneuver per level, can be spent only on "movement" or "weapon" powers.
Level 3: Saves for ½ become saves for 0.
Level 4: Always at least double power score Dex checks.
Level 5: Immune to Slow, Web, Stop
Level 5 @: Abilities as per Acrobat of 4 levels lower; note you get your Level 9 Rogue pick at Swashbuckler level 13.
Level 6: 1 attack: Dispel an effect (automatic success)
Level 7 @: 0, (LVL-6)/d: +1 OppP this round.
Level 8 @: Get Dex & Str with melee attacks.
Level 11: Your Level 6 power ignores ER
Level 16: Your Level 6 power ignores iER
Level 21: Your Level 6 power ignores the fact it's a racial ability, even those that are instrinsic (always running)

[PC1] Warrior Group Classes


Tank / Damage Sponge


Level

KXP
Abj/Pro
123 456 789

TH
1 0 1-- --- --- +0
2 3.5 2-- --- --- +1
3 7 21- --- --- +2
4 14 22- --- --- +3
5 28 221 --- --- +4
6 56 222 --- --- +5
7 112 222 1-- --- +6
8 224 222 2-- --- +7
9 280 222 21- --- +8
10 350 222 22- --- +9
11 700 222 221 --- +10
12 1050 222 222 --- +11
13 1400 222 222 1-- +12
14 1750 222 222 2-- +13
15 2100 322 222 2-- +14
16 2450 332 222 2-- +15
17 2800 333 222 2-- +16
18 3150 333 322 2-- +17
19 3500 333 332 2-- +18
20 3850 333 333 2-- +19
21 4200 333 333 3-- +20
22 4550 333 333 31- +21
23 4900 333 333 32- +22
24 5250 333 333 33- +23
25 5600 433 333 33- +24
26 5950 443 333 33- +25
27 6300 444 333 33- +26
28 6650 444 433 33- +27
29 7000 444 443 33- +28
30 7350 444 444 33- +29
31 7700 444 444 43- +30
32 8050 444 444 44- +31
33 8400 444 444 441 +32
34 8750 444 444 442 +33
35 9100 444 444 443 +34
36 9450 444 444 444 1 +35
37 18900 444 444 444 2 +36
38 28350 444 444 444 3 +37
39 37800 444 444 444 4 +38
45 94500 555 555 444 4 +44
54 179550 666 655 555 51 +53
63 264600 666 666 666 55 +62
72 349650 777 777 666 661 +71
Requisites: Dex 11, Con 19
Alignment: any
HD/level: 2d12
Weapon Prof.: 2+level
To Hit Table: War
Reference: DM
Groups: Warrior
Complexity: CF=2
   
Saving Throws:  
PPD: level*3+3
RSW: level*3+1
PP: level*3+2
BW: level*3+1
Spell: level*3+0
Fort: level*3+7
Reflex: level*3+4
Will: level*3+0
   
Can cast Wizard Abjuration, Priest Protection, or Invigorator (Alljuvenator) spells.
Level 1 ¶: Regenerate Con score in hp per segment.
Level 1 ¶: DR LVL*5/+LVL.
Level 1 ¶: DT 100-LVL*3. Apply all other defenses before checking DT.
Level 1 ¶: Resist Magic.
Level 1 ¶: Immune Psionics and Radiation.
Level 1: +1bV action per round.
Level 1: 1bV, 1/s: Interpose in front of a physical attack sequence.
Level 1: 1bV, 1/s: Redirect one damaging or harmful effect so it targets yourself.
Level 7 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 13 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Protection spells (from the Protector0 class):
C-Resist (all SL's): You get SL instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
Earth Armor (all SL's): You get Earth Armor, it absorbs 10*SL^3 dmg (like an Armor spell, but doesn't count as your Armor spell).
Effects Resistance (SL=3): You get iER 28+CL*2%.
Ele-Resist (all SL's): You get SL instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
Magical Cloak (all SL's): You get a cloak (AC +CL) +SL/+SL, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
Original Ironskin (SL=5): This is an Ironskin that stops an entire attack sequence, and doesn't leak. (This can be cast on anyone.)

[PC1] Warrior Group Classes


Teneb Harvester (MTG B/G/W) (Golgari/Orzhov/Selesnya)

Level KXP Priest
123 456 789
1 0 1-g --- ---
2 3.975 11- f-- ---
3 7.95 210 e-- ---
4 15.9 321 -e- ---
5 31.8 321 0d- ---
6 63.6 432 1-d ---
7 127.2 432 10c ---
8 254.4 543 21- c--
9 508.8 543 210 b--
10 1017.6 654 321 a--
11 1526.4 654 321 0--
12 2035.2 665 432 1--
13 2544 666 543 2--
14 3052.8 666 543 20-
15 3561.6 666 543 21-
16 4070.4 666 654 32-
17 4579.2 666 665 43-
18 5088 666 666 54-
19 5596.8 666 666 65-
20 6105.6 666 666 66-
21 6614.4 666 666 66c
22 7123.2 766 666 66b
23 7632 766 666 66a
24 8140.8 776 666 660
25 8649.6 776 666 661
26 9158.4 777 666 661
27 9667.2 777 666 661
28 10176 777 766 661
29 10684.8 777 766 662
30 11193.6 777 776 662
31 11702.4 777 776 662
32 12211.2 777 777 662
33 12720 777 777 662
34 13228.8 777 777 762
35 13737.6 777 777 762
36 14246.4 777 777 772
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: Str 16, Con 15, Wis 22, Chr 15, 3 class slots
Alignment: T any (or) LE
HD/level: d30
Weapon Prof.: 7+level/2
To Hit Table: War +4 levels
Save Table: War/Pri/Mon
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str and Barbarian Wis bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Channeling.
Grand in Animal, Charm, Healing, Necromancy, and Plant spheres. Spells in Animal, Charm, and Plant cost ½M to cast.
May have 3+LVL "Revive slots" instead of the usual one "Summon slot".
Has an "Animal Companion" slot. (1/10 of your XP)
Has a "Familiar" slot.
Gets Rogue abilities: 1 at Level 1, plus 1 on every level divisible by 3. Doesn't get the level 9 pick (this class isn't a Rogue). Has 30+10*LVL Rogue points.
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 3: ½M: Cure LVL hp.
Level 3: ½M: Deal LVL negative energy dmg to one target (no save; aNR to avoid).
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 9: ½M: Cure LVL*(LVL-8) hp to a group or to 6 targets.
Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 10: 1M: Raise Dead Fully.
Level 14: +1 Animal Companion slot.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC1] Warrior Group Classes


Theradin

Level KXP Druid       Wiz
123 456     123 456 789
TH
1 0 0-- ---     --- --- --- +5
2 3.3 1-- ---     1-- --- --- +6
3 6.6 2-- ---     1-- --- --- +7
4 13.2 30- ---     2-- --- --- +8
5 26.4 41- ---     2-- --- --- +9
6 52.8 51- ---     21- --- --- +10
7 105.6 620 ---     31- --- --- +11
8 211.2 730 ---     32- --- --- +12
9 422.4 831 ---     42- --- --- +13
10 700 941 0--     421 --- --- +14
11 1030 A52 0--     421 --- --- +15
12 1360 B52 1--     422 --- --- +16
13 1690 C63 10-     432 --- --- +17
14 2020 D73 10-     432 1-- --- +18
15 2350 E74 20-     433 1-- --- +19
16 2680 F84 210     433 2-- --- +20
17 3010 G95 310     433 2-- --- +21
18 3340 H95 310     433 21- --- +22
19 3670 IA6 321     443 21- --- +23
20 3996 JB6 421     443 22- --- +24
21 4221 KB7 421     444 22- --- +25
22 4446 LC7 531     444 33- --- +26
23 4671 MD8 532     444 43- --- +27
24 4896 ND8 532     444 441 --- +28
25 5121 OE9 642     544 441 --- +29
26 5346 PF9 643     555 442 --- +30
27 5571 QFA 743     555 442 --- +31
28 5796 RGA 753     555 442 1-- +32
29 6021 SHB 753     555 542 1-- +33
30 6246 THB 854     555 552 1-- +34
31 6471 UIC 864     555 553 1-- +35
32 6696 VJC 964     555 553 21- +36
33 6921 WJD 965     555 553 31- +37
34 7146 XKD 975     555 553 32- +38
35 7371 YLE A75     555 553 32- +39
36 7596 ZLE A75 1   555 553 321 +40
37 15192 ZLE A75 2   555 553 321 +41
38 22788 ZLE A75 2   555 553 322 +42
39 30384 ZLE A75 3   555 553 322 +43
45 75960 ZLE A75 41  555 554 433 +49
54 144324 ZLE A75 54  555 555 444 1 +58
63 212688 ZLE A75 551 555 555 555 5 +67
72 281052 ZLE A75 555 666 655 555 51 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +3 +5 +4 +3 -3 +4 +16 +0 ÷1
 
Requisites: Str 19, Dex 13, Con 9, Int 17, Wis 13, Chr 9,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & ++‡‡d10
Weapon Prof.: & 5+level/2
To Hit Table: War +5 levels
Save Table: War +5 levels
Reference: DM
Groups: Warrior, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+5
PP: level+6
BW: level+5
Spell: level+4
Fort: level+3
Reflex: level+3
Will: level+2
   
Considered a "Minotaur" race.
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 3 HD at level 2).
Gets Wisdom bonus for Druid spells. Grand in Animal, Healing, Plant, Travellers.
Gets one specialty school; no opposite. Gets x2 CL with Illusion spells.
Gets one "Any Rogue" pick per level. 35 Rogue points per level.
Level 1: Free Tracking proficiency, number of free slots = Strider's level * 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Exceptional Str bonus. CF=4: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1 ¶: You get the "Frank" Cheat Code [X3]: Can throw any weapon without penalty, using the "Dart" line (assuming specialization).
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have an Animal Companion (1/10th your XP)
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level N (every level): Choose a species enemy type (see list below). You get +4 TH and +LVL dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alternate Reality creatures, Animals, Avians, Beholders, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Demons/Devils, Dragons/Reptiles, Elementals, Fire-Using, Giant-Class, Golems (& Constructs), Group of Classes, Humans (& Demihumans), Insects, Lycanthropes, Magic-Using, Other Timeline/Multiverse, Plants, Psionic-Using, Regenerating, Size Class L+, Size Class S-, Slimes (& Oozes/Jellies), Undead, Water-dwelling creatures.
Level N (each level): +1 Str.
Level 2: 1M: Locate Object/Animal/Plant
Level 3: NR (LVL-2)*20%
Level 4: 1M: Plant Door; 1F: Transport via Plants
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 5: Can read priest/wizard scrolls of SL 0-5 with no chance of blowing head off. This increases to SL 0-6 at level 10 and SL 0-7 at level 15.
Level 6: Attract 3-30 followers, usually Rangers or DL VI+ Animals.
Level 7: True Sight cont.
Level 8: Immune to Maze, Distance Distortion, Mirage Arcana, and Massmorph.
Level 9: 1M: Find the Path
Level 9: CF=5: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Your Frank Cheat Code uses Small Shuriken number of attacks.
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.
Level 15 ¶: +3 HNCL
Level 18: CF=6: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Needle number of attacks.

[PC1] Warrior Group Classes


Theradin (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


Thug5

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 384 (none)
10 750 (none)
11 1100 (none)
12 1450 (none)
13 1800 (none)
14 2150 (none)
15 2500 (none)
16 2850 (none)
17 3200 (none)
18 3550 (none)
19 3900 (none)
20 4250 (none)
21 4600 (none)
22 4950 (none)
23 5300 (none)
24 5650 (none)
25 6000 (none)
26 6350 (none)
27 6700 (none)
28 7050 (none)
29 7400 (none)
30 7750 (none)
31 8100 (none)
32 8450 (none)
33 8800 (none)
34 9150 (none)
35 9500 (none)
36 9850 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  3  1  2  0  0  0  0 -1
+2  4  2  3  1  1  1  1  0
+3  4  2  3  1  1  1  1  0
+5  5  2  4  2  1  1  1  0
+6  5  2  4  2  1  1  1  0
+8  5  3  4  3  2  2  2  1
+9  5  3  4  3  2  2  2  1
+11  6  4  5  4  3  2  2  1
+12  6  4  5  4  3  2  2  1
+14  7  5  6  5  4  3  2  1
+15  7  5  6  5  4  3  2  1
+17  8  5  7  6  4  3  3  2
+18  8  5  7  6  4  3  3  2
+20  8  6  7  7  5  4  3  2
+21  8  6  7  7  5  4  3  2
+23  9  7  8  8  6  4  4  2
+24  9  7  8  8  6  4  4  2
+26 10  8  9  9  7  5  4  3
Requisites: Str 15, Con 13
Alignment: C*
HD/level: d16
Weapon Prof.: 0+level
To Hit Table: 1½xWar
Save Table: ½xWar
Reference: DM
Groups: Warrior
 
May specialize a number of times equal to LVL. Each level of specialization is LVL*3 half-plusses.
Has Barbarian Str and Exceptional Con.
 
Levels Pick Description
Level 1-3: A +LVL damage
B +1 to # of attacks with all attack forms (weapon, natural, etc.)
C #Attacks = level if creatures being fought are less than LVL HD
D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
E Backstab = x(LVL+2)/2
Level 4: Pick any Warrior5 class level 1-3
Level 5-7: F Considered 1 size larger for what size weapons you can wield
G +LVL*100 item XP in Weapon flags per day
H +LVL to hit
I +LVL weapon proficiencies
J Can affect creatures that require a +LVL-1 weapon to hit
Level 8: Pick any Warrior5 class level 5-7
Level 9-12: K +LVL-8 crit range (even beyond the 11-20 limit)
L Immune parting shots
M +LVL-4 feats
N 1V, may borrow: Jump to other group (60'), deflect attacks to you
O Can operate at any negative hp total, cannot be offensive
Level 13: Pick any Warrior5 class level 9-12
Level 14-18: P +LVL-13 crit multiplier
Q
R
S
T
Level 18: Pick any Warrior5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Warrior5 class level 20-26

[PC1] Warrior Group Classes


Tracker1JG

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 48 (none)
8 96 (none)
9 192 (none)
10 492 (none)
11 792 (none)
12 1092 (none)
13 1392 (none)
14 1692 (none)
15 1992 (none)
16 2292 (none)
17 2592 (none)
18 2892 (none)
19 3192 (none)
20 3492 (none)
21 3792 (none)
22 4092 (none)
23 4392 (none)
24 4692 (none)
25 4992 (none)
26 5292 (none)
27 5592 (none)
28 5892 (none)
29 6192 (none)
30 6492 (none)
31 6792 (none)
32 7092 (none)
33 7392 (none)
34 7692 (none)
35 7992 (none)
36 8292 (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: Dex 10
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: Rog
Reference: FGE1JG
Groups: Warrior
 
Level 1: LVL slots distributed among Tracking and Trailing proficiencies.
Level 1: Identify Animals by sight.
Level 1: Identify Monster LVL*3%. Chance goes up to LVL*5% with an hour of research in a library.
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 2: +LVL/2 dmg.
Level 3: Determine true north (LVL-2)*10%
Level 4: +LVL/4 AC.
Level 7: Point in direction of desired location (LVL-6)*10%
Level 14: Locate Object (LVL-13)*10%

[PC1] Warrior Group Classes


Trainer1JG

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: Dex 14, Chr 16
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/2
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior
 
Level 1: LVL slots distributed among Animal Training and Animal Handling proficiencies.
Level 1: Identify Animals by sight.
Level 1: Calm Animal by gaze 25+LVL*5%
Level 1: Charm a calmed Animal by gaze 35+LVL*5% (can attempt to charm a non-calmed animal, suffer -50% penalty).
Level 1: Does full damage when subduing animals.
Level 4: Pick LVL/4 specific races (e.g. "White Dragons", not "Dragons"). Those races are considered "Animals" to you.
Level 8: You are considered all classes in the Collective for purposes of training others.
Level 9: Full reset of F actions: Target gains 1 weapon or nonweapon proficiency permanently. You may target yourself.
Level 10: Full reset of F actions: Target gains (LVL)^2 XP permanently. You may target yourself.

[PC1] Warrior Group Classes


Troll0

Level KXP
Spells
1 35.2 (owe) (none)
2 105.6 (none)
3 246.4 (none)
4 528 (none)
5 828 (none)
6 1128 (none)
7 1428 (none)
8 1728 (none)
9 2028 (none)
10 2328 (none)
11 2628 (none)
12 2928 (none)
13 3228 (none)
14 3528 (none)
15 3828 (none)
16 4128 (none)
17 4428 (none)
18 4728 (none)
19 5028 (none)
20 5328 (none)
21 5628 (none)
22 5928 (none)
23 6228 (none)
24 6528 (none)
25 6828 (none)
26 7128 (none)
27 7428 (none)
28 7728 (none)
29 8028 (none)
30 8328 (none)
31 8628 (none)
32 8928 (none)
33 9228 (none)
34 9528 (none)
35 9828 (none)
36 10128 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
Requisites: Str 16, Con 18
Alignment: T any (or) any N (or) any E
HD/level: & +++3d8
Weapon Prof.: & 6+level/3
To Hit Table: War +6 levels
Save Table: Mon +6 levels
Reference: 0D&D
Groups: Warrior, Monster
 
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: +2 Con per level. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC1] Warrior Group Classes


Uncommoner3

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

[PC1] Warrior Group Classes


Unholy SuperMonk1

Level KXP War,Wiz,Rog  Psi0
123 456 7 / mMG S
1 0 1-- --- - / 1-- -
2 2.85 20- --- - / 2-- -
3 6 21- --- - / 3-- -
4 12.6 320 --- - / 4-- -
5 28.2 331 --- - / 5-- -
6 59.5 332 0-- - / 6-- -
7 121.6 332 1-- - / 61- -
8 247 333 20- - / 62- -
9 431 443 21- - / 63- -
10 616 443 320 - / 64- -
11 862 544 321 - / 65- -
12 1180 655 322 - / 651 -
13 1565 666 422 0 / 652 -
14 2190 666 532 1 / 653 -
15 2815 666 642 1 / 654 -
16 3440 777 643 1 / 654 1
17 4065 777 753 2 / 654 2
18 4690 888 864 2 / 654 3
19 5320 998 864 2 / 654 4
20 5950 999 875 2 / 655 4
21 6580 999 986 2 / 655 5
22 7280 999 996 3 / 665 5
23 7980 999 997 3 / 666 5
24 8680 999 998 3 / 666 6
25 9380 999 998 4 / 766 6
26 10080 999 999 4 / 776 6
27 10780 999 999 5 / 777 6
28 11480 999 999 6 / 777 7
29 12180 999 999 7 / 877 7
30 12880 999 999 8 / 887 7
31 13580 999 999 9 / 888 7
32 14280 AAA A99 9 / 888 8
33 14980 AAA AAA 9 / 988 8
34 15680 AAA AAA A / 998 8
35 16380 BBB BAA A / 999 8
36 17080 BBB BBB B / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  5  6  3  4  1  3  3
+5  9  6  7  4  6  2  5  4
+8 10  8  8  6  7  3  6  5
+11 11  9  9  8  9  5  8  6
+14 12 11 10 10 10  6  9  7
+17 13 12 11 12 12  7 11  8
+20 14 14 13 14 13  8 12  9
+23 14 15 14 14 14  9 14 10
+26 15 16 14 14 15 11 15 11
+29 16 16 15 15 16 12 17 12
+32 16 16 16 16 16 13 18 13
+35 16 17 16 16 16 14 20 14
+38 17 18 17 17 17 15 21 15
+41 18 19 18 18 18 16 22 16
+44 19 20 19 19 19 17 23 17
+47 20 21 20 20 20 18 24 18
+50 21 22 21 21 21 19 25 19
+53 22 23 22 22 22 20 26 20
Requisites: Str 17, Dex 17, Con 13, Wis 19
Alignment: LE, LN, or NE
HD/level: & +d13
Weapon Prof.: & 3+level*2
To Hit Table: & 3xWar
Save Table: & (2xWar)/(2xPri)/(3xRog)
Reference: DM
Groups: Warrior, Priest, Rogue
 
Gets Barbarian Str and Dex, and Exceptional Con.
Gets Wis bonus to spell progression. Can cast Warrior, Priest, or Rogue spells.
Open Hands number of attacks = (LVL+2)/2. Open Hands base dmg = 1d((LVL+1)*2)
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d8 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: Open Hands are considered a +LVL weapon to hit.
Level 1: Natural AT is +level*2
Level 1: Base movement rate is (13+level*2)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: Two Martial Arts styles; +3 Martial Arts maneuver slots /level. This may used for Professional Wrestling instead.
Level 1: +LVL dmg with weapons.
Level 2: +1QV action.
Level 3: Speak with undead (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): LVL*LVL*2 hp, can be done once per turn.
Level 4: Immune falling damage.
Level 5: +1QP action.
Level 6: +1QQV action.
Level 7: Dust of Disappearance (psi freq. 0) level times per day.
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than twice the monk's level, if hp of target is equal to or less than 10 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: +1QM action.
Lvl Holy Monk 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 Curing/Causing (1 hp per 1% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Restore/Cause stat damage (1 per 5% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Restore/Cause level drains (1 per 10% made), self or other (PPD save:½) V 0 Wis-13 Wis-18
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
8 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
12 Disharmonic Blast (1 dmg per 1% made to area) P*M 10 Con-16 Con-22
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[PC1] Warrior Group Classes


Valkyrie1G

Level KXP Wiz/Pri
123 456 78
1 0 0-- --- --
2 1 1a- --- --
3 3 10- --- --
4 13 21b --- --
5 27 32a --- --
6 55 320 --- --
7 111 431 c-- --
8 223 542 b-- --
9 447 653 a-- --
10 700 653 0-- --
11 1000 764 1d- --
12 1300 775 2c- --
13 1600 776 3b- --
14 1900 777 4a- --
15 2200 777 40- --
16 2500 777 51e --
17 2800 777 62d --
18 3100 777 73c --
19 3400 777 74b --
20 3700 777 75a --
21 4000 777 750 --
22 4300 777 761 f-
23 4600 777 772 e-
24 4900 777 773 d-
25 5200 777 774 c-
26 5500 777 775 b-
27 5800 777 776 a-
28 6100 777 776 0-
29 6400 777 777 1g
30 6700 777 777 2f
31 7000 777 777 3e
32 7300 777 777 4d
33 7600 777 777 5c
34 7900 777 777 6b
35 8200 777 777 7a
36 8500 777 777 70
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (special)
+1 (special)
+2 (special)
+3 (special)
+4 (special)
+5 (special)
+6 (special)
+7 (special)
+8 (special)
+9 (special)
+10 (special)
+11 (special)
+12 (special)
+13 (special)
+14 (special)
+15 (special)
+16 (special)
+17 (special)
Requisites: Str 12, Con 13, Int 9, Wis 13, Chr 14
Alignment: L*
HD/level: 2d6
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Any: pick one (not Conc), change @ reset
Reference: Gauntlet II (video game)
Groups: Warrior
 
Level 1: Can cast Wizard Abjuration or Priest Protection spells.
Level 1: Gets Chr bonus to spells.
Level 1: Can throw any weapon without penalty; it's number of attacks uses the "Bow" line.
Level 1: 1P, destroy X doses of potions (any type): Turn Undead at CL=X (max CL=LVL*2)
Level 1: 1V, drink X doses of potions (any type): Regain X SLs in your memorization.
Level N (every level): +N AC (e.g. at level 10 you are +1+2+3+4+5+6+7+8+9+10 = +55 AC)
Level N (every level): +N saves (e.g. at level 10 you are +1+2+3+4+5+6+7+8+9+10 = +55 saves)
Level 3: Add a school or sphere.
Level 6: Add a school or sphere.
Level 10: Add a school or sphere.
Level 15: Add a school or sphere.
Level 21: Add a school or sphere.
Level 28: Add a school or sphere.
Level 36: Add a school or sphere.

[PC1] Warrior Group Classes


Vanguard

Level KXP Warrior
123 456 78
1 0 0-- --- --
2 8 1-- --- --
3 12 2a- --- --
4 17.6 30- --- --
5 26.4 41b --- --
6 39.2 52a --- --
7 58.4 630 c-- --
8 87.2 741 b-- --
9 130.4 852 a-- --
10 195.2 963 0-- --
11 292.8 974 1-- --
12 439.2 985 2d- --
13 658.4 996 3c- --
14 987.2 997 4b- --
15 1480.8 998 5a- --
16 2220.8 999 60- --
17 3331.2 999 71e --
18 5120 999 81d --
19 5440 999 92c --
20 5760 999 92b --
21 6080 999 93a --
22 6400 999 930 f-
23 6720 999 941 e-
24 7040 999 941 d-
25 7360 999 952 c-
26 7680 999 952 b-
27 8000 999 963 a-
28 8320 999 963 0-
29 8640 999 974 1-
30 8960 A99 974 1-
31 9280 AA9 985 1-
32 9600 AAA 985 2-
33 9920 AAA A96 2-
34 10240 AAA AA6 2-
35 10560 BBB AA7 3-
36 10880 BBB BB7 31
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+8 11  8 10 10  7  5  4  3
+9 12 10 11 12  9  6  5  4
+10 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
+13 15 14 15 15 13 10  8  6
+14 15 14 15 15 14 11  9  7
+15 15 14 15 15 15 12 10  8
+16 15 15 15 15 15 13 11  8
+17 16 15 15 15 15 14 12  9
+18 16 15 16 15 15 15 12 10
+19 16 16 16 15 15 16 13 10
+20 16 16 16 16 16 17 14 11
+21 17 16 16 16 16 18 15 12
Requisites: Str 15, Con 9, Chr 19
Alignment: any
HD/level: 2d10
Weapon Prof.: 0+2*level
To Hit Table: 2xCust
Save Table: 2xWar
Reference: MTG / DM
Groups: Warrior, Custom, Demigod (x1)
 
Gets Barbarian Str and Exceptional Con. Uses "Cavalier" line for number of attacks.
Str score is considered +5*LVL higher for purposes of size of weapons that can be wielded. Never has a Dex requirement for weapon size.
 
Gets Chr bonus to spell progression. Specialized in Warrior Paladin school. Can cast Priest All sphere spells as if they were Warrior spells.
 
You have 1 Vanguard Avatar per level. You cannot pick the same Vanguard Avatar more than once. Vanguard Avatars may be changed during reset.
Vanguard Avatars affect the ML for this class only. These ML adjustments are artificial and you will Twilight if you cast a spell with SL above your LVL. If your adjusted ML is 0 or less, your ML is considered to be 0 (and you have no spells). If your ML is greater than 36, gain 1 spell per level, keeping the progression decreasing, you get your first 9th level spell at ML=54.
Vanguard Avatars also affect your maximum hit points. If you somehow gain a Vanguard Avatar during combat, your current hp will increase by the same amount.
The Vanguard Avatar list is not complete. You may spend 1 research point to add an Avatar from the Magic Online list.
 
Some Vanguard Avatar abilities refer to spending spell slots. You may spend a spell slot which is already assigned to channel a spell, but then of course the spell is no longer being channeled. You could spend 1/2 of a 6th level spell to get 3 SL's, or 1/2 of a 1st and a 1/2 of a 5th, etc. (Please keep fractions to 1/2 only.)
 
New Warrior Spell:
Morningtide Summoning (SL=N, Paladin school): Summon 11-SL (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=N

[PC1] Warrior Group Classes


Vanguard Avatars

Source # Vanguard Avatar Effect ML max hp
MTG-VG4 1 Ashnod Damaging shield vs. melee or missile weapons (effect is lower case s slain, RSW save per attack) +1 -8*level
MTG-VG2 2 Barrin 0, sacrifice a summon: Dismiss a summon, or force a creature back to it's home plane (RSW save if your summon's DL is less than their DL) 0 +6*level
MTG-VG2 3 Crovax Whenever you or your summons attack and deal damage, gain 1 hp per attack. (You can go to at most triple max hp) +2 0
MTG-VG3 4 Eladamri 0: Redirect to yourself any amount of damage dealt to your summons. -1 +15*level
MTG-VG1 5 Ertai You and your summons can't be the target of enemies' spells or abilities. -1 +4*level
MTG-VG1 6 Gerrard +1F action per round. -4 0
MTG-VG4 7 Gix 1M, use 3 SLs of spell slots: Bring back one of your summons that was just killed in the past round. It is Capital F Fixed. -2 +18*level
MTG-VG2 8 Greven il-Vec You and your summons can Slay brand on one attack per P action (RSW save, lower case s slain) -1 +2*level
MTG-VG2 9 Hanna Your spells (from your Vanguard progression) cost 1 SL less (you are School Robed in everything). +1 -5*level
MTG-VG1 10 Karn You have an extra "Animated Objects" slot, with at most LVL objects in it. 1M: Animate Object as a DL=(LVL+1)/2 Golem. +1 +6*level
MTG-VG3 11 Lyna You and your summons gain phasing (they can pass though solid objects and walls). +2 -4*level
MTG-VG1 12 Maraxus Your summons get +1 offensive DL. +1 +2*level
MTG-VG1 13 Mirri You may cast Wizard, Priest, or Rogue spells as if they were Warrior spells. 0 +5*level
MTG-VG4 14 Mishra You and your summons deal double melee damage. 0 -3*level
MTG-VG3 15 Multani 0, use a spell slot of SL=N, 1/t: Your summons get +N to offensive DL for 1 turn. This does not stack with itself. -3 -2*level
MTG-VG3 16 Oracle 0, 1/r: Remove yourself and any number of your summons from a group (no parting shots; they move LVL*10' away) +1 +9*level
MTG-VG2 17 Orim You and your summons have +LVL*3' reach upwards. 0 +12*level
MTG-VG3 18 Rofellos Whenever one of your summons is killed, gain it's DL/10 of an A' action. (1A' -> 1V; 2A' -> 1P; 3A' -> 1M or 1QZ) -2 +4*level
MTG-VG2 19 Selenia Your summons can interpose in front of you to absorb attacks. +1 +7*level
MTG-VG4 20 Serra All creatures you control get +1 defensive DL or +2 rhp (choose one). +1 +level
MTG-VG3 21 Sidar Kondo 0, use 3 SLs of spell slots: Target gets +3 TH, dmg, AC, and saves for 1r. This ability does stack with itself. -1 +12*level
MTG-VG1 22 Sisay Double your spell progression (number of spells per level, including the Chr stat bonus) -2 -3*level
MTG-VG3 23 Sliver Queen, Brood Mother Extra summon slot, only for at most LVL*5 Slivers. 0, use N SLs of spell slots: Summon a DL N Sliver. It has no special abilities (it is "Vanilla"). 0 +8*level
MTG-VG1 24 Squee You have continuous ESP. 1M: Sense Motive or Detect Lie (no failure). 1M: Tap Psionic Link. +3 -4*level
MTG-VG2 25 Starke Whenever you lower (drop) one of your spells, you can get the spell slot back (it becomes an unassigned spell slot if you were channeling it). 0 -2*level
MTG-VG1 26 Tahngarth You and your summons are unaffected by summoning sickness. -1 +7*level
MTG-VG3 27 Takara 1N, sacrifice a summon: Deal X damage to one target (no save), where X is the DL of the summon. +3 -8*level
MTG-VG4 28 Tawnos You may convert 1M -> 1OppM only for casting spells. +3 -4*level
MTG-VG4 29 Titania 0, 1/r: An area effect spell you are casting affects an extra group. +2 -5*level
MTG-VG4 30 Urza 1M, use 3 SLs of spell slots: 10*LVL dmg to one target (no save). -1 +10*level
MTG-VG2 31 Volrath When summoning, you can get back the exact same subtype of summon that you last summoned. +2 -3*level
MTG-VG4 32 Xantcha 0, sacrifice a summon or magic item: Target is cured N hp, where N=(DL^2)*10 of summon, or N=XPV of item. +1 +3*level

[PC1] Warrior Group Classes


Warlord4

Level KXP Powers
A E D U
1 0 2 1 1 -
2 10 2 1 1 1
3 22.5 2 2 1 1
4 37.5 2 2 1 1
5 55 2 2 2 1
6 75 2 2 2 2
7 100 2 3 2 2
8 130 2 3 2 2
9 165 2 3 3 2
10 205 2 3 3 3
11 260 2 4 3 3
12 320 2 4 3 4
13 390 2 4 3 4
14 470 2 4 3 4
15 570 2 4 3 4
16 690 2 4 3 5
17 830 2 4 3 5
18 990 2 4 3 5
19 1190 2 4 3 5
20 1430 2 4 4 5
21 1750 2 4 4 5
22 2100 2 4 4 6
23 2550 2 4 4 6
24 3100 2 4 4 6
25 3750 2 4 4 6
26 4500 2 4 4 7
27 5500 2 4 4 7
28 6750 2 4 4 7
29 8250 2 4 4 7
30 10000 2 4 4 7
31 12000 3 4 4 7
32 14250 4 4 4 7
33 16750 4 5 4 7
34 19500 4 5 5 7
35 22500 5 5 5 7
36 25750 5 6 5 7
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, (Int or Chr) 0
Alignment: any
HD/level: 5 hp
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: War
Reference: PH4
Groups: Warrior
 
Powers are listed as follows:
A = At-will = no limit on how many times it can be used
E = Encounter = can be used 1/turn
D = Daily = can be used 1/day
U = Utility = see power (how often they can be used varies)
Level 1: +7+(Con score) hp.
Level 1: +1+LVL/2+LVL/11 Feats.
Level 1: Action Point: 1N, 1/t: +1QS action for 1 segment.
Level 1: Choose one of these. This choice also affects the results of some powers.
A. Inspiring Presence: Whenever a party member uses a Quick action, they are cured (your Chr bonus)+LVL/2 hp.
B. Tactical Presence: All party members get +(your Int modifier)/2 TH.
Level 1: Inspiring Word: 1V, 2/t: Cure (LVL+4)/5 d6 hp.
Level 4: +1 to two ability scores.
Level 8: +1 to two ability scores.
Level 11: +1 to all ability scores.
Level 14: +1 to two ability scores.
Level 18: +1 to two ability scores.
Level 21: +1 to all ability scores.
Level 24: +1 to two ability scores.
Level 28: +1 to two ability scores.
Level 31: +1 to all ability scores.
Level 34: +1 to two ability scores.

[PC1] Warrior Group Classes


Warlord4 Powers

Level Type Warlord4 Power Effect
1 At-Will Commander's Strike 1P: An ally of your choice makes a melee basic attack against the target with +(your Int mod) TH/dmg.
1 At-Will Furious Smash 1P: Deal (your Str mod) dmg, an ally in your group gets +(your Chr mod) TH/dmg with one attack.
1 At-Will Viper's Strike 1P: Roll TH, if hit, deal weapon dmg (x2 dmg at LVL=21), and an ally gets an attack on him.
1 At-Will Wolf Pack Tactics 1P: Roll TH, if hit, deal weapon dmg (x2 dmg at LVL=21), and an ally can leave this group without parting shots.
1 Encounter Guarding Attack 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and an ally gets +2 AC for 1t. If you have Inspiring Presence, AC is +1+(your Chr mod) instead.
1 Encounter Hammer and Anvil 1P, 1/t: Roll TH, if hit, deal weapon dmg, an ally in your group gets an attack on him at +(your Chr mod) TH/dmg.
1 Encounter Leaf on the Wind 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and you or an ally swap places with the target.
1 Encounter Warlord's Favor 1P, 1/t: Roll TH, if hit, deal weapon dmg, an ally gets +2 TH vs. that target for 1t. If you have Tactical Presence, the bonus is +1+(your Int mod) instead.
1 Daily Bastion of Defense 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, your allies get +1 AC/saves for 1t, and +5+(your Chr mod) temporary hp.
1 Daily Lead the Attack 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, your allies get +1+(your Int mod) TH vs. the target for 1t.
1 Daily Pin the Foe 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, the target cannot leave this group as long as at least 2 PCs there.
1 Daily White Raven Onslaught 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, an ally moves 10', whenever you or an ally in your group hit, you may move an ally 10'.
2 Utility Aid the Injured 1S, 1/t: Target is cured 7+(your Con mod) hp.
2 Utility Crescendo of Violence 0, an ally just critted, 1/t: Ally gains +(your Chr mod) temporary hp.
2 Utility Knight's Move 1V, 1/t: Target gets +1V and can use an extra 1V this segment instead of his 1Z action.
2 Utility Shake It Off 1V, 1/t: Target gets another save vs. an effect with +(your Chr mod) bonus.
3 Encounter Hold the Line 1P, 1/t: Roll TH, if hit, deal weapon dmg, allies in your group get +2 AC and are immobile for 1t (they can drop the immobility).
3 Encounter Inspiring War Cry 1bP, 1/t: Roll TH, if hit, deal weapon dmg, one ally makes a save.
3 Encounter Steel Monsoon 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, an ally can move 10'. If you have Tactical Presence, the number of allies who can shift = (your Int mod).
3 Encounter Warlord's Strike 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, all your allies get +2 dmg vs. that target for 1t. If you have Inspiring Presence, the bonus is +1+(your Chr mod) instead.
5 Daily Stand the Fallen 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, each ally is cured 7+(your Con mod)+(your Chr mod) hp.
5 Daily Turning Point 1bP, 1/d: Roll TH, if hit, deal x2 weapon dmg, an ally makes a save.
5 Daily Villain's Nightmare 1bP, 1/d: Roll TH, if hit, deal x3 weapon dmg, counter someone moving.
6 Utility Guide the Charge 0, an ally is charging, 1/t: Ally gets +(your Int mod) dmg and pushes the enemy 20'.
6 Utility Inspiring Reaction 0, you or someone in your group takes dmg, 1/t: Cure 7+(your Con mod)+(your Chr mod) hp
6 Utility Quick Step 0, 1/d: An ally gets +12" movement rate for 1t.
6 Utility Stand Tough 1V, 1/d: Allies in a group are cured 10+(your Chr mod) hp.
7 Encounter Lion's Roar 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, you or an ally is cured 7+(your Con mod) hp. If you have Inspiring Presence, cured an additional (your Chr mod) hp.
7 Encounter Sunder Armor 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, any attack on the target gets +2 crit range for 1t.
7 Encounter Surprise Attack 1P, 1/t: Roll TH, if hit, deal weapon dmg, an ally gets an attack to use right now. If you have Tactical Presence, he gets +(your Int mod) TH.
7 Encounter Surround Foe 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, a willing ally joins your group.
9 Daily Iron Dragon Charge 1P+1V, 1/d: Roll TH, if hit, deal x3 weapon dmg, for 1t an ally can spend 1V while attacking to deal x2 dmg with one attack to a target.
9 Daily Knock Them Down 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, target is prone, all allies may make a physical attack (for no damage, if hits, knocks their target prone).
9 Daily White Raven Strike 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, one or two allies gain 15 temporary hp. If you dropped the target with this attack, they get an additional (your Chr mod) temporary hp.
10 Utility Defensive Rally 1S, 1/d: Allies in a group are cured 7+(your Con mod) hp, can reroll a save, and get +2 AC/saves for 1t.
10 Utility Ease Suffering 1V, 1/d: Allies ignore ongoing damage (damage that occurs every round or segment) for 1t.
10 Utility Tactical Shift 0, a creature hits an ally, 1/d: The ally Blinks away (Blink Wounding). They are still hit the one time.
13 Encounter Beat Them into the Ground 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, target is prone, all allies may make a physical attack (for no damage, if hits, knocks their target prone). If you have Tactical Presence, your allies get +(your Int mod) TH with this.
13 Encounter Bolstering Blow 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, an ally gains 10 temporary hp. If you have Inspiring Presence, he gains an additional (your Chr mod) temporary hp.
13 Encounter Denying Smite 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, choose an ally, the target cannot attack that ally for 1t.
13 Encounter Fury of the Sirocco 1P, 1/t: Roll TH against everyone in a group, if hit, deal weapon dmg. (Whirl)
15 Daily Make Them Bleed 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, plus 5 dmg /s (Fort save ends) for 1t. For 1t, whenever anyone hits that target, they get 5 dmg /s (Fort save ends) for 1t.
15 Daily Renew the Troops 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, all allies is cured 7+(your Con mod)+(your Chr mod) hp.
15 Daily Warlord's Gambit 1P, 1/d: Roll TH, if hit, deal x4 weapon dmg, target gets +2 TH/dmg vs. you, whenever he attacks you, an ally can attack him.
16 Utility Hero's Defiance 1bS, 1/d: The target succeeds on a saving throw.
16 Utility Warlord's Banner 1S, 1/t: Allies in a group are cured 7+(your Con mod) hp, and get +2 TH for 1t.
16 Utility White Raven Formation 1S, 1/d: Each ally in a group get and can use +1V action this segment.
17 Encounter Battle On 1bP, 1/t: Roll TH, if hit, deal x3 weapon dmg, all allies that are saving make a saving throw.
17 Encounter Hail of Steel 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and all allies within 50' make a physical attack against him.
17 Encounter Thunderous Fury 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, target is dazed for 1t. If you have Tactical Presence, allies get +(your Int mod) TH against him.
17 Encounter Warlord's Rush 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, allies within sight can move at their movement rate.
19 Daily Break the Tempo 1P, 1/d: Roll TH, if hit, deal x4 weapon dmg, the next time the target attacks, you can spend 1Z and attack him once, if you hit, deal weapon dmg and he is at -(your Int mod) TH.
19 Daily Victory Surge 1P, 1/d: Roll TH, if hit, deal x2 weapon dmg, for 1t all allies get +1 attack per segment.
19 Daily Windmill of Doom 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, all allies in your group get an attack against the target.
22 Utility Heart of the Titan 1S, 1/d: Target gains 7+(your Con mod)+(your Chr mod) temporary hp. Until the target loses as many temporary hit points as he or she gained from this power, the target adds your Charisma modifier to damage rolls and can't be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
22 Utility Heroic Surge 0, you or any ally takes damage, 1/d: All allies in a group is cured 7+(your Con mod)+(your Chr mod) hp.
22 Utility Own the Battlefield 1S, 1/d: You move everyone in a group (you can merge two groups or split a group into smaller groups).
23 Encounter Great Dragon War Cry 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, and the target is weakened for 1t. If you have Inspiring Presence, allies gain +(your Chr mod) TH vs. him.
23 Encounter Pillar to Post 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, an ally in your group can attack him, if he hits, you get an extra attack against the target too.
23 Encounter Rabbits and Wolves 1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, one or two allies can move their movement rate.
23 Encounter Sudden Assault 1P, 1/t: Roll TH, if hit, deal weapon dmg, and an ally gets and can use +1S action this segment. If you have Tactical Presence, this ally gets +(your Int mod) TH vs. your group this segment.
25 Daily Relentless Assault 1P, 1/d: Roll TH, if hit, deal x5 weapon dmg, for 1 turn whenever you or an ally scores a crit, they get +1 attack.
25 Daily Stir the Hornet's Nest 1P, 1/d: Roll TH, if hit, deal x6 weapon dmg, your allies get +(your Int mod) ranged TH vs. that target for 1t.
25 Daily White Raven's Call 1P, 1/d: Roll TH, if hit, deal x6 weapon dmg, you and your allies each get an additional saving throw against a bad effect on them.
27 Encounter Chimera Battlestrike 1V, 1/t: Roll TH against everyone in a group, if hit, deal x3 weapon dmg.
27 Encounter Devastating Charge 1P+1V, 1/t: Roll TH, if hit, deal x4 weapon dmg, all allies get +(your Chr mod) dmg when charging.
27 Encounter Incite Heroism 1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, all allies get 20 temporary hp. If you have Inspiring Presence, each ally gets +(your Chr bonus) temporary hp.
27 Encounter Warlord's Doom 1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, target will fail his next save.
29 Daily Defy Death 0, a creature attacks an ally, 1/d: You are in their group, Roll TH, if hit, deal x7 weapon dmg, and the target's attack misses.
29 Daily Stand Invincible 1P, 1/d: Roll TH, if hit, deal x7 weapon dmg, allies in your group get +4 AC/saves and DR 5 for 1t.

[PC1] Warrior Group Classes


Warrior1JG

Level KXP
Spells
1 0 (none)
2 1 (none)
3 2 (none)
4 4 (none)
5 8 (none)
6 16 (none)
7 32 (none)
8 64 (none)
9 128 (none)
10 328 (none)
11 528 (none)
12 728 (none)
13 928 (none)
14 1128 (none)
15 1328 (none)
16 1528 (none)
17 1728 (none)
18 1928 (none)
19 2128 (none)
20 2328 (none)
21 2528 (none)
22 2728 (none)
23 2928 (none)
24 3128 (none)
25 3328 (none)
26 3528 (none)
27 3728 (none)
28 3928 (none)
29 4128 (none)
30 4328 (none)
31 4528 (none)
32 4728 (none)
33 4928 (none)
34 5128 (none)
35 5328 (none)
36 5528 (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 14, Con 14
Alignment: any
HD/level: d12
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 5: Berserker Option: 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 Berserker (see Level 5), can: 1M: Summon Aid LVL*5%
Level 6: Berserker State: 1M, 1/d: Double attacks on your next P action. Become Exhausted (see [C8]) for rest of round.
Level 8: Pick a Specialty God as if a Priest (see [PC3]) without Berserker restriction (see Level 5). Doesn't stack with Berserker.
Level 8: 1M: Summon Aid LVL*5%

[PC1] Warrior Group Classes


Warrior3

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
+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
Alignment: any
HD/level: d8
Weapon Prof.: 10+level/9
To Hit Table: +level
Save Table: War
Reference: DMG3-39
Groups: Warrior
 
Level 9: Pick any other Warrior class you could qualify for. You gain all abilities of that class as if you were 8 levels lower.

[PC1] Warrior Group Classes


Weaponmaster


Level

KXP

Spells

TH
1 0 (none) +1
2 4.75 (none) +3
3 9.5 (none) +5
4 19 (none) +7
5 38 (none) +9
6 72 (none) +11
7 140 (none) +13
8 275 (none) +15
9 450 (none) +17
10 900 (none) +19
11 1350 (none) +21
12 1800 (none) +23
13 2250 (none) +25
14 2700 (none) +27
15 3150 (none) +29
16 3600 (none) +31
17 4050 (none) +33
18 4500 (none) +35
19 4950 (none) +37
20 5400 (none) +39
21 5850 (none) +41
22 6300 (none) +43
23 6750 (none) +45
24 7200 (none) +47
25 7650 (none) +49
26 8100 (none) +51
27 8550 (none) +53
28 9000 (none) +55
29 9450 (none) +57
30 9900 (none) +59
31 10350 (none) +61
32 10800 (none) +63
33 11250 (none) +65
34 11700 (none) +67
35 12150 (none) +69
36 12600 (none) +71
37 25200 (none) +73
38 37800 (none) +75
39 50400 (none) +77
45 126000 (none) +89
54 239400 (none) +107
63 352800 (none) +125
72 466200 (none) +143
Requisites: Str 16, Dex 16, Con 12
Alignment: any
HD/level: d12
Weapon Prof.: 1+level*3
To Hit Table: 2xWar
Reference: DM
Groups: Warrior, Rogue
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+0
PP: level+1
BW: level+2
Spell: level+0
Fort: level+4
Reflex: level+6
Will: level+0
   
Gets Exceptional Str and Dex.
Gets 1 Rogue pick per level, and 50 Rogue points per level.
Divide the cost of non-magical weapons (in section [E2]) by LVL+1. Your sale value is also divided by this amount (you can't use this ability to gain money).
Level N (every level): +1 limb or wear location for an weapon type. You may use a pick to begin a new set of limbs.
Level 1: Your weapons may use +1 Weapon Adjective each.
Level 1: 0: Put on a weapon. 1N: Remove a weapon.
Level 1 ¶: Spend 500 gp: Buy one weapon off the (non-magical) [E2] weapon list regardless of it's cost. This does not affect costs that are variable.
Level 1 ¶: Spend 500 gp: Get a half-plus (+1 to hit or +1 damage) on an weapon item (no upper limit).
Level 2 ¶: Divide the cost of [E4.2] Weapon Flags by LVL.
Level 2 ¶: Multiply your "Personality Score" by LVL when dealing with Ego from intelligent weapon items.
Level 3 ¶: Divide the cost of [E4.4] Diablo Flags by LVL-1.

[PC1] Warrior Group Classes


Wyvern1

Level KXP Dragon Mage
123 456 78
1 2.5 (owe) 0-- --- --
2 5 1-- --- --
3 10 20- --- --
4 15 21- --- --
5 25 320 --- --
6 45 321 --- --
7 85 432 0-- --
8 165 432 1-- --
9 325 543 20- --
10 575 543 21- --
11 825 654 320 --
12 1075 654 321 --
13 1325 765 432 0-
14 1575 765 432 1-
15 1825 776 543 2-
16 2075 776 543 20
17 2325 776 543 21
18 2575 777 654 32
19 2825 777 654 32
20 3075 777 765 43
21 3325 777 776 54
22 3575 777 777 65
23 3825 777 777 76
24 4075 777 777 77
25 4325 777 777 77
26 4575 888 877 77
27 4825 888 888 87
28 5075 888 888 88
29 5325 988 888 88
30 5575 998 888 88
31 5825 999 888 88
32 6075 999 988 88
33 6325 999 998 88
34 6575 999 999 88
35 6825 999 999 98
36 7075 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  4  7  5  3  6  1  1  1
+6  4  7  5  3  7  2  2  2
+7  4  8  5  4  7  3  3  3
+8  4  8  6  4  7  4  4  4
+9  5  9  6  5  8  5  5  5
+10  6  9  7  6  8  6  6  6
+11  7 10  7  7  9  7  7  7
+12  8 10  8  8  9  8  8  8
+13  9 10  9  9  9  9  9  9
+14 10 11 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+19 15 15 15 15 15 15 15 15
+20 16 16 16 16 16 16 16 16
+21 17 17 17 17 17 17 17 17
+22 18 18 18 18 18 18 18 18
Requisites: Str 15, Dex 9, Con 12, Int 9
Alignment: not LG
HD/level: & ++++d5
Weapon Prof.: & 5+level/4
To Hit Table: Mon+4
Save Table: Wiz / (2xMon)
Reference: DM
Groups: Warrior, Rogue, Monster
 
Gets Int bonus to spells.
Gets Exc Str and Exc Con bonus.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Lvl Wyvern1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC1] Warrior Group Classes


Dragon Mage Spells

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC2] Wizard Group Classes


All Wizard Classes

Level 1: May material component a spell by spending 1V action. See [S0] for effects of material componenting. Generally, you will can pick from: double effect, double level for purposes of MR shift, double duration, or double range ("0" going to "touch" and "touch" going to 10 feet).
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level N: May cast spells of spell level N/3 (round down) without using a P action, if you are specialized in that school.
Level N: May cast spells of spell level N/4 (round down) without using a P action.

[PC2] Wizard Group Classes


Specialist Wizards

1st edition specialist wizards are usually custom classes with their own spell progressions and powers. You may choose either the 2nd edition or Collective system of specialization for your specialty schools.
2nd edition specialists gives 1 extra spell for each spell level the caster has. The extra spell must be from the selected specialty school. Their spell progression and XP table (and other data) are identical to Mage2 class, unless noted.
Collective specialists grant no extra spells, but the caster may cast spells from his specialty school for ½ of a spell. Their spell progression and XP table (and other data) are identical to Mage2 class, unless noted.
For both systems of specialist, you must select an opposite school. The school selected must be one of the 8 major schools. Spells in the opposite school cost 2 full spells to cast.
When casting a spell in your specialty school, all creatures get -1 on their save vs. the effect. When you are affected by a spell from your specialty school, you get +1 on your save.
 
School 1st ed. specialist 2nd ed. Specialist Collective specialist Requisites (Note)
Abjuration WRobe1 * Abjurer2 Thaumaturgist Int/Wis
Alteration (NA) Transmuter2 Alterationist Int/Dex
Conjuration Warlock1 * Conjurer2 Summoner Int/Chr
Divination Savant1 * Diviner2 Visionist, Sage * Int/Wis
Enchantment (NA) Enchanter2 Mesmeriser Int/Chr
Illusion Illusionist1 * Illusionist2 Phantasmist Int/Dex
Invocation RRobe1 Evoker2 Invoker Int/Con
Necromancy DeathMaster1*, BRobe1* Necromancer2 Apparitionist Int/Wis
Air (NA) (NA) Aeromancer Int/Dex/Wis
Chronomancy (NA) Chronomancer2 * Tempromancer * Int/Con/Con (need Con 18)
Cold (NA) (NA) Cryomancer Int/Con/Dex
Eelemental **** (NA) (NA) Eelementalist Con/Str (see also Psi(-15))
Elemental (NA) Elementalist2 Elemental Mage Int/Int/Con (need Int 18) (see also Psi15)
Earth (NA) (NA) Terramancer Int/Str/Con
Fire (NA) (NA) Pyromancer Int/Dex/Wis
Water (NA) (NA) Aquamancer Int/Str/Dex
Weird Element (NA) (Element)-ist2 (Element)-mancer Int/???/??? (??? determined by DM)
Alchemy Alchemist1 * (NA) (NA) Int/Con
Chemistry (NA) (NA) Chemist Int/Wis
Demonology ** (NA) (NA) Infernal Mage * Int/Str (see also Psi6)
Dracology (NA) Dracologist2 Dragon Mage Int/Str (see also Psi15)
Incantatrix Incantatrix1 * Defiler2*,Preserver2* Spellstealer * Int/Wis/Chr (see also Psi20)
Metamagic (NA) Metamagician2 (NA) Int/Int (need Int 18)
Metamorphics (NA) Metamorphicist2 (NA) Int/Dex
Numbers (NA) Numerologist2 (NA) Int (see also Psi12L)
Punomancy **** Punomancer1 Punomancer2 PunomancerDM Wis/Dex
Somniomancy (NA) (NA) Somniomancer * Int/Chr/Wis
Technology Tinker1 *** Spelljammer2 * Technologist * Int/Int/Dex (Int 18) (also Psi8/16)
Telekinetics (NA) Telekineticist2 (NA) Int/Dex (see also psionics)
Thought (NA) Thought Mage2 Mind Mage Int/Wis (see also psionics)
Wild Magic (NA) Wild Mage2 (NA) Int/Dex/Wis (see also Psi12C)
 
* This class does not use the standard Mage2 spell and XP progression. This class may also have different requisites than this table lists. See the individual class listing in the Class Table and further down in [P4.2] for details. If there is no such listing, just use Mage2 until the proper class is written.
** There is a Demonologist class in the Priest group.
*** This is a Rogue group class, see [PC4].
**** This may or may not exist depending on the campaign.
There is also a "Spellbinder" class, which is specialized in Illusion and Enchantment (see below). Basic data as per Mage2.

[PC2] Wizard Group Classes


Abjurer2 / Thaumaturgist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Wis 15
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH2-31
Groups: Wizard
 
See "Specialist Wizards"

[PC2] Wizard Group Classes


Alchemist1

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 1 --- --- ---
3 3.2 1-- --- ---
4 6 2-- --- ---
5 10 3-- --- ---
6 18.5 41- --- ---
7 30 421 --- ---
8 50 432 --- ---
9 75 433 1-- ---
10 110 443 21- ---
11 200 444 22- ---
12 380 444 221 ---
13 560 444 332 ---
14 640 444 443 ---
15 820 444 444 ---
16 1000 544 444 1--
17 1180 554 444 2--
18 1360 555 444 3--
19 1540 555 544 4--
20 1720 555 554 41-
21 1900 555 555 42-
22 2080 555 555 53-
23 2260 555 555 54-
24 2440 555 555 55-
25 2620 655 555 551
26 2800 665 555 552
27 2980 666 555 553
28 3160 666 655 554
29 3340 666 665 555
30 3520 666 666 555
31 3700 666 666 655
32 3880 666 666 665
33 4060 666 666 666
34 4240 777 666 666
35 4420 777 777 666
36 4600 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Str 9, Dex 9, Con 14, Int 10, Wis 6
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: BoD3
Groups: Wizard
 
Level 1: One occupation non-weapon proficiency per level (free).
Level 1: Read Languages (47+level*3)%.
Level 2: Identify minerals by sight.
Level 3: Identify potions and poisons by sight.
Level 3: Considered specialized in Enchantment/Charm (no opposite).
Level 4: Identify plants by sight.
Level 4: Can create potions in 1/(level-3) the normal time.
Level 5: Identify animals by sight.
Level 6: Can write scrolls in 1/(level-5) the normal time.
Level 6: Considered specialized in Alteration (no opposites still).
Level 7: Can create any expendible/charged item in 1/(level-6) the normal time.
Level 9: Predict miscibility (Level-8)*10%.
Level 9: Can create any non-artifact magic item in 1/(level-8) the normal time.
Level 9: Identify any non-artifact magic item by sight.
Level 9: Identify non-immortal monsters by sight.
Level 9: Can specialize in (third) school; if this is done, select an opposite.

[PC2] Wizard 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: 1½xWiz
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.

[PC2] Wizard Group Classes


Amulet Maker1JG

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 2 --- --- ---
3 4 1-- --- ---
4 8 2-- --- ---
5 16 3-- --- ---
6 32 41- --- ---
7 64 421 --- ---
8 128 432 --- ---
9 256 433 1-- ---
10 656 443 21- ---
11 1056 444 22- ---
12 1456 444 221 ---
13 1856 444 332 ---
14 2256 444 443 ---
15 2656 444 444 ---
16 3056 544 444 1--
17 3456 554 444 2--
18 3856 555 444 3--
19 4256 555 544 4--
20 4656 555 554 41-
21 5056 555 555 42-
22 5456 555 555 53-
23 5856 555 555 54-
24 6256 555 555 55-
25 6656 655 555 551
26 7056 665 555 552
27 7456 666 555 553
28 7856 666 655 554
29 8256 666 665 555
30 8656 666 666 555
31 9056 666 666 655
32 9456 666 666 665
33 9856 666 666 666
34 10256 777 666 666
35 10656 777 777 666
36 11056 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  8  5  4  7  0  1  2
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  5 10  7  5  9  2  3  4
+1  6 10  8  6  9  3  4  5
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+2  7 12  9  8 11  4  5  7
+3  8 13 10  8 12  5  6  8
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 14 12 10 13  7  8 10
+4 10 15 13 11 14  8  9 11
+4 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 11 16 14 12 15  9 10 13
+5 12 16 14 13 16 10 11 14
Requisites: Str 16
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/2
To Hit Table: Wiz
Save Table: 1½xWiz
Reference: FGE1JG
Groups: Wizard
 
Level 1: Can wear 1 amulet/necklace per level.
Level 1: Can make amulets of unusual materials (see [E5]). The maximum "S" factor is equal to your level. You must spend 25% of the cost of the unusual material, using a base cost of 10 gp per pound (minimum 1 pound). You get all the effects of the unusual material, as if you were wearing armor of that type. The amulet has a base AT of +0.
Level 1: Can create counterspell amulets. Choose one of the following:
(option a) When the amulet is created, choose a specific effect. 0, 1/reset: Counter an effect that you named.
(option b) All effects that directly target you must roll SR vs. (your CL)*2.
(option c) Gain MPIRR=(level*5%) vs. effects that directly target you.
You may own 1 such counterspell amulet per level (but you might not be able to wear them all at the same time, due to the 1 amulet per level restriction above). The SR and MPIRR amulets stack using the A/1+B/2+C/3+D/4+... formula.
Level 1: Can make a spell storing amulet. It stores your level in spell levels. You can have only one of these amulets.
Level 1: Unlike other JG classes, AmuletMaker gets no bonuses to AC, TH, or dmg. (This is here to tell you nothing is missing.)
Level 2: For each effect you cast that targets just you (even effects from other classes such as psionics), you may place the effect in an unused amulet. The effect works normally on you, but multiply the duration by your level. Each amulet can hold only one such effect. Artifact amulets cannot hold an effect.
Level 9: The MPIRR of the level 1 ability (option c) becomes AaAR (RMPIWEaRaMaPaIaWaER)
Level 18: Immune to the effects of ego from amulets or necklaces.

[PC2] Wizard Group Classes


Anti-Magic-User1

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

[PC2] Wizard Group Classes


Anti-Magic Spells

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

[PC2] Wizard Group Classes


Apothecary2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 10- --- ---
3 5 20- --- ---
4 10 200 --- ---
5 20 200 0-- ---
6 40 300 0-- ---
7 60 300 0-- ---
8 80 320 0-- ---
9 125 431 0-- ---
10 200 432 10- ---
11 350 433 20- ---
12 650 433 210 ---
13 950 443 220 ---
14 1250 444 330 ---
15 1550 444 431 0--
16 1850 554 442 0--
17 2150 555 442 10-
18 2450 555 543 20-
19 2750 555 554 210
20 3050 555 555 320
21 3350 555 555 321
22 3650 555 555 332
23 3950 555 555 443
24 4250 655 555 554
25 4550 666 665 555
26 4850 776 666 666
27 5150 777 777 777
28 5450 877 777 777
29 5750 887 777 777
30 6050 888 777 777
31 6350 888 877 777
32 6650 888 887 777
33 6950 888 888 777
34 7250 888 888 877
35 7550 888 888 887
36 7850 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Con 10, Int 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: S&S2
Groups: Wizard
 
Level 1: Does not require spellbooks, may cast any Wizard spell that is known. If this is done, there is a (101-Int*5-CL*2)% chance of spell failure.
Level 1: If Dex is 15 or more, can 2nd edition specialize in Alteration (pick an opposite school).
Level 1: Identify potions, medicines, poison.
Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your Apothecary2 level, treat it as your Apothecary2 level.
Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
Level 1: [If a lab is available] 1 hour of actions: Roll a (your CL)+(lab CL) check, if success: Make a concoction, some effects follow Aphrodisiac, Beauty Cream (+1 Chr for 1d), Chemical Light, Emetic (causes vomiting), Healing Salve (1d4), Painkiller, Poison (1 use, CLd4 damage or death at CL=9), Poison Antidote, Relaxant, Stimulant

[PC2] Wizard Group Classes


Arcane Wizard

Level KXP Arcane Wizard
123 456 789 A
1 0 1-- --- --- -
2 5 20- --- --- -
3 10 21- --- --- -
4 20 320 --- --- -
5 40 321 --- --- -
6 80 432 0-- --- -
7 120 432 1-- --- -
8 180 543 20- --- -
9 270 543 21- --- -
10 500 654 320 --- -
11 750 654 321 --- -
12 1500 765 432 0-- -
13 2250 765 432 1-- -
14 3000 776 543 20- -
15 3750 776 543 21- -
16 4500 777 654 320 -
17 5250 777 654 321 -
18 6000 777 765 432 -
19 6750 777 776 543 -
20 7500 777 777 654 -
21 8250 777 777 765 -
22 9000 777 777 776 -
23 9750 777 777 777 -
24 10500 888 877 777 -
25 11250 888 888 877 -
26 12000 888 888 888 -
27 12750 888 888 888 b
28 13500 888 888 888 0
29 14250 888 888 888 1
30 15000 888 888 888 2
31 15750 888 888 888 3
32 16500 888 888 888 4
33 17250 888 888 888 5
34 18000 888 888 888 6
35 18750 888 888 888 7
36 19500 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Gets Int bonus to spell progression.
Has access only to Wizard Minor Schools that have been written in the Collective. This class is 0.1 of a Collective edition "behind" in what Schools it knows, for example in Collective 3.9 this class knows Collective 3.8 minor Schools (and earlier). When Collective 4.0 comes out, this class will know Collective 3.9 minor Schools.
This class cannot cast normal Wizard spells at all. If you generate a "wishoid" effect that emulates a Wizard (or Priest) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Wizard spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
May specialize in a minor School, if you do, choose an opposite minor School.
Wizard Schools that are cross-listed with Concordant group (e.g. Aspirant, Henchman) can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
Does not get Wizard of the Coast class MTG G (Green) and MTG W (White) spells, since they are specifically noted to be Priest Spheres (not Wizard Schools).
 
As of Collective 3.9, this class knows the following Schools (number of spells in parentheses):
Anti-Magic (33), Aspirant/Lich (102), Bovinomancy (12), Chronomancy (54), Cthulhu (114), Delusion/Illusion (42), Eelemental (72), Force (54), Henchman/Villain (72), Incantatrix (42), Logic (10), Metamagic (6), MTG B (7), MTG U (15), MTG R (9), Ovinomancy (12), Poultrymancy (12), Quintessential (2), Technology (9)
Total number of spells = 668.

[PC2] Wizard Group Classes


Arcane Wizard Spells

SL # Spell School Effect
0 1 Candle Communication Cthulhu Can communicate to someone you know (across planes) if they are running this spell too
0 2 Detect Life Cthulhu Detect Life
0 3 Elder Sign Cthulhu Outer planar creatures cannot cross the line
0 4 Message Cthulhu Message
1 1 Anti-Magic Armor Anti-Magic Armor has +1/+1 AC/saves for 1t
1 2 Anti-Magic Missile Anti-Magic (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
1 3 Anti-Magic Mouth Anti-Magic Mouth that moves around (like Wizard Eye), can speak through it
1 4 Augury Cthulhu Augury
1 5 Bind Enemy Cthulhu Choose a target. You can't attack or target him, and vice versa.
1 6 Chant of Thoth Cthulhu +CL Int checks
1 7 Charm Chicken Poultrymancy Charm all chickens in a group (no save).
1 8 Charm Cow Bovinomancy Charm all cows in a group (no save).
1 9 Charm Eelemental N Eelemental, Enc. Charm a DL=1 Eelemental
1 10 Charm Sheep Ovinomancy Charm all sheep in a group (no save).
1 11 Chicken Person Poultrymancy Person becomes lethargic and loses all actions for CL rounds.
1 12 Chicken Swarm Summoning Poultrymancy Summons CL*10 chickens. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 13 Cloud Memory Cthulhu Forget (Will save)
1 14 Communication Logic Allows communication with any creature with Int 1+
1 15 Contact Human Cthulhu Contact a specific person
1 16 Control Weather Cthulhu Control Weather
1 17 Counter Wishoid Incantatrix 1bM: Counter a Wishoid or Miracle (need not be magical in nature)
1 18 Cow Person Bovinomancy Person becomes lethargic and loses all actions for CL rounds.
1 19 Cow Swarm Summoning Bovinomancy Summons CL*10 cows. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 20 Create Bad-Corpse Dust Cthulhu Create a line that Undead cannot cross
1 21 Create Technological Item 1 Technology Creates a technological item of TechL = 1 (duration 1 turns; material componenting may be used to double the TechL or duraton).
1 22 Darkness MTG B 1bM: Immune to a P attack from someone
1 23 Deflect Harm Cthulhu Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
1 24 Delay Image Chronomancy +2 AC, +1 saves
1 25 Detect Chaos Logic Detects all Chaotic creatures within 360'
1 26 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10 feet, ID within sight
1 27 Detect Magic Cthulhu Detect Magic
1 28 Detect Temporal Anomaly Chronomancy Detect Temporal Anomaly
1 29 Detect/Identify Anti-Magic Anti-Magic Detect/Identify Anti-Magic
1 30 Detect/Locate Chicken Poultrymancy Detects and Locates chickens within CL miles.
1 31 Detect/Locate Cow Bovinomancy Detects and Locates cows within CL miles.
1 32 Detect/Locate Sheep Ovinomancy Detects and Locates sheep within CL miles.
1 33 Determine Operation of Mechanism Logic Can use a tech level object of less than or equal to LVL
1 34 Dispel Abjuration/Protection Incantatrix Dispels an Abjuration or Protection effect
1 35 Dispel Illusion/Metamagic Incantatrix Dispels an Illusion or Metamagic effect
1 36 Dominate Animal Cthulhu Dominate Animal (save)
1 37 Eelemental Ball N Eelemental, Inv. CLd1 dmg to a group, no save, EE=1
1 38 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=1
1 39 Eelemental Summoning N Eelemental, Cnj. Summon a DL=1 Eelemental
1 40 Eelusionary Double N Eelemental, Ill. 1 Mirror Images, each has 1 hp to be detected as such
1 41 Eibon’s Wheel of Mist Cthulhu Your group is Invisible
1 42 Fly 3" Force Fly at 3" (F)
1 43 Force Ball 1 Force CL*2 force dmg to one group (no save)
1 44 Force Feather Fall Force Feather Fall (or) Immune to TK or falling dmg this segment (can cast using 1bM action)
1 45 Foul Potions Anti-Magic Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
1 46 Haste A1 Chronomancy +1A action
1 47 Heel N Eelemental, Nec. Cures 4% of max hp
1 48 Invisibility Purge Cthulhu Dispel Invisibility
1 49 Know Time Chronomancy Know date and day
1 50 Lightning Bolt MTG R Target takes 30 lightning dmg (Spell save for 0)
1 51 Magic Resistance Incantatrix MR CL*10%
1 52 Memory Protection Incantatrix Immune to one memory/action/spell stealing effect (lasts until used)
1 53 Mind Games MTG U Target loses his next action (Spell save)
1 54 Mirror of Tarkhun Atep Cthulhu Creates a mirror
1 55 Nightmare Cthulhu Target sleeping person has a nightmare
1 56 Nystul's Anti-Magic Aura Anti-Magic Makes an object radiate anti-magic; considered a +0 weapon on the damage side
1 57 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 25% (EE=1)
1 58 Order Objects Logic Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
1 59 Pose Mundane Cthulhu Illusion: Room appears to be normal/ordinary (x1 Trick)
1 60 Power of Nyambe Cthulhu +2d6 SL's added to your current progression for today; -1 Con (permanent)
1 61 Precognitive Sense Chronomancy Precognition
1 62 Remove Magical Snare Incantatrix Removes a Magical Snare, a Glyph, or a Symbol (does not cover Magical Traps in general, see SL 3)
1 63 Seal of Isis Cthulhu Object will make it's next item saving throw
1 64 Shatter x0 Force Destroys a x0 item
1 65 Sheep Person / Ovinize Ovinomancy Person becomes lethargic and loses all actions for CL rounds.
1 66 Sheep Swarm Summoning Ovinomancy, MTG U Summons CL*10 sheep. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 67 Slow Metabolism Chronomancy Need not eat/drink
1 68 Snare Dreamer Cthulhu Dispel a Somniomancy effect
1 69 TK Push 1 Force Size M target is pushed CL*10' (takes falling damage), ×/÷ 2 for each size difference
1 70 TK Shield 1 Force AC +8+CL; +1 saves vs. anything that causes damage
1 71 True Strike Cthulhu Next attack at +20 TH
1 72 Unmask Demon Cthulhu Dispel a Change Self or Alter Appearance effect
1 73 View Gate Cthulhu Can see through a Gate to other side clearly
1 74 Voice of Ra Cthulhu +1d6+1 Chr
1 75 Warding the Eye Cthulhu Immune to the "Evil Eye" spell (on this list)
2 1 Accelerate Plant Growth Chronomancy Plant Growth
2 2 Animate Dead MTG B Animates a dead monster as your summon (1 DL lower)
2 3 Anti-Magic Resistance Anti-Magic aMR 50+CL*5% [duration 2 hours]
2 (1+1) 4 Aspirant 1-1 Aspirant/Lich 1M, 1/r: Any 0th level Wizard spell
2 (1+1) 5 Aspirant 1-2 Aspirant/Lich 1M, 1/r: Any 0th level Priest spell
2 (1+1) 6 Aspirant 1-3 Aspirant/Lich 1M, 1/r: Any 0th level psionic effect (Psi1, Psi2, or Psi3 only)
2 (1+1) 7 Aspirant 1-4 Aspirant/Lich 1M: Turn Undead at CL=LVL
2 (1+1) 8 Aspirant 1-5 Aspirant/Lich 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
2 (1+1) 9 Aspirant 1-6 Aspirant/Lich +10*LVL% WR
2 (1+1) 10 Aspirant 1-7 Aspirant/Lich Mask Undead status; Turn as if double HD
2 (1+1) 11 Aspirant 1-8 Aspirant/Lich Detect Magic Items; 1M: Identify Magic Item
2 (1+1) 12 Aspirant 1-9 Aspirant/Lich 1M, 1/d: Gain +1 XP
2 (1+1) 13 Aspirant 1-10 Aspirant/Lich 1P: Create x1 Trap 15*LVL%
2 (1+1) 14 Aspirant 1-11 Aspirant/Lich Material componenting costs ½V action
2 (1+1) 15 Aspirant 1-12 Aspirant/Lich +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
2 (1+1) 16 Aspirant 1-13 Aspirant/Lich Cold LVL dmg by touch
2 (1+1) 17 Aspirant 1-14 Aspirant/Lich +1 Research Point (or drawn sheet) per reset (see [P12])
2 (1+1) 18 Aspirant 1-15 Aspirant/Lich 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 19 Aura of Dominion MTG U Target can use 2M this segment.
2 20 Blank Anti-Magic [1Z to cast] Counter a Blink effect
2 21 Bring Pestilence Cthulhu Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
2 22 Cast Out Shan Cthulhu Dismiss a DL I-II Insect or Undead
2 23 Cause Fear Cthulhu Fear (Will save)
2 24 Charm Eelemental N Eelemental, Enc. Charm a DL=2 Eelemental
2 25 Chickenskin Poultrymancy Get 6+CL chickenskins. Each chickenskin is a DL 20/- effect vs. one attack.
2 26 Circle of Nausea Cthulhu Nausea to one group (Fort save)
2 27 Command Logic As per priest spell but can use 2 words
2 28 Confusion Incantatrix One target is confused (save)
2 29 Contact Creature Cthulhu Contact a specific creature type
2 30 Countermagic Incantatrix 1bM: Counter a magical spell or magic item activation.
2 31 Cowskin Bovinomancy Get 6+CL cowskins. Each cowskin is a DL 20/- effect vs. one attack.
2 32 Create Technological Item 2 Technology Creates a technological item of TechL = 2 (duration 2 turns; material componenting may be used to double the TechL or duraton).
2 33 Darkness Cthulhu Darkness
2 34 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100 feet, ID within sight
2 35 Detect/Dispel Charm/Ego Incantatrix Detects/Dispels Charm or Ego Domination (for 1s, lets you drop the item)
2 36 Dismissal Cthulhu Dismiss an outer planar creature (save)
2 37 Dispel Magic Incantatrix Dispel Magic
2 38 Dispel Magic (one effect) Anti-Magic Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
2 39 Disrupt Concentration Incantatrix Target cannot heavy concentrate (no save)
2 40 Dominate Person Cthulhu Dominate Person (save)
2 41 Drain Charges Anti-Magic Target magic item loses 10*CL charges (no save)
2 42 Dread Curse of Azathoth Cthulhu 1d3 Chr dmg
2 43 Echoing Ruin MTG R Destroy all magic items of the same exact type (Disint. save each)
2 44 Eelemental Ball N Eelemental, Inv. CLd2 dmg to a group, no save, EE=2
2 45 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=2
2 46 Eelemental Summoning N Eelemental, Cnj. Summon a DL=2 Eelemental
2 47 Eelusionary Double N Eelemental, Ill. 2 Mirror Images, each has 4 hp to be detected as such
2 48 Enchant Item Cthulhu Add a half plus to an item (for 1 hour)
2 49 Evil Eye Cthulhu Curse: -4 TH, checks, saves (save)
2 50 Fast-Talking Logic All targets must save vs. spell at a penalty equal to 2*CL or believe what he is saying as true
2 51 Find Gate Cthulhu Detect Gates
2 52 Fist of Yog-Sothoth Cthulhu CLd6 force dmg to one target (no save)
2 53 Flesh Ward Cthulhu DR 10/+1
2 54 Fly 9" Force Fly at 9" (E)
2 55 Force Ball 2 Force CL*4 force dmg to one group (no save)
2 56 Force Spike Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
2 57 Frozen Tracks Cthulhu Stop (save)
2 58 Grasp of Cthulhu Cthulhu Target takes 2d6 dmg /r (save)
2 59 Haste A2 Chronomancy +2A or +1B actions
2 60 Healing Touch Cthulhu Touch to cure 1d8+CL hp and 1 stat point dmg
2 61 Heel N Eelemental, Nec. Cures 9% of max hp
2 (1+1) 62 Henchman 1-1 Henchman/Villain 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
2 (1+1) 63 Henchman 1-2 Henchman/Villain 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
2 (1+1) 64 Henchman 1-3 Henchman/Villain 1M: Monster Summoning (CL+1)/2
2 (1+1) 65 Henchman 1-4 Henchman/Villain You adjust all BlahR by -5*level%
2 (1+1) 66 Henchman 1-5 Henchman/Villain +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
2 (1+1) 67 Henchman 1-6 Henchman/Villain You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
2 (1+1) 68 Henchman 1-7 Henchman/Villain You ignore one level of Resist Hold/Stun/Para. on other people
2 (1+1) 69 Henchman 1-8 Henchman/Villain You ignore one level of Resist Action/Memory/Other Stealing on other people
2 (1+1) 70 Henchman 1-9 Henchman/Villain 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
2 (1+1) 71 Henchman 1-10 Henchman/Villain 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
2 (1+1) 72 Henchman 1-11 Henchman/Villain 1bF: Counter a counterspell effect.
2 (1+1) 73 Henchman 1-12 Henchman/Villain You can have two summons (same group).
2 74 Hide from the Eye Cthulhu Invisibility
2 75 Hypnotism Cthulhu Hypnosis (save)
2 76 Identify Spirit Cthulhu Detect Possession
2 77 Insect Plague Cthulhu Area effect 1 dmg /s insects
2 78 Levitate Cthulhu Levitate
2 79 Life Sounding Chronomancy Know target's age and how many years of natural lifespan is left
2 80 Locate Object Cthulhu Locate Object
2 81 Magic Weapon Cthulhu Weapon gets +1/+1 for 1 turn
2 82 Mass Feather Fall Force Feather Fall any number of targets within sight (each gets a save)
2 83 Mind Blank Incantatrix Mind Blank
2 84 Obscuring Mist Cthulhu Wall of Fog
2 85 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 50% (EE=1)
2 86 Preserve Chronomancy Target object is preserved and will not spoil/rot
2 87 Protection from Chaos Logic As per Pro.Evil but against Chaotic creatures
2 88 Rope Trap Anti-Magic Create a x1 magical trap of Maze
2 89 Sekhmenkenhep's Words Cthulhu Convince people that what you're saying is true (save)
2 90 Shatter x1 Force Destroys a x0 to x1 item
2 91 Sheepskin Ovinomancy Get 6+CL sheepskins. Each sheepskin is a DL 20/- effect vs. one attack.
2 92 Skin of Sedefkar Cthulhu +CL/5 AC
2 93 Song of Hastur Cthulhu Target takes 2d6 dmg /r (save)
2 94 Soul Trap Cthulhu Speak with Dead but you had to be the one who killed him
2 95 Spectral Mouth Anti-Magic Can have a breath effect start from a remote location
2 96 Spectral Razor Cthulhu Magical blade that's 2d6 dmg and counts as a +5 weapon
2 97 Suggestion Cthulhu Suggestion (save)
2 98 Time Stop Object Chronomancy Time stops an inanimate object for 1-3 rounds
2 99 Timeslip Chronomancy (can cast in response to being attacked) You disappear from the combat until next round.
2 100 TK Push 2 Force Size M target is pushed CL*20' (takes falling damage), ×/÷ 2 for each size difference
2 101 TK Shield 2 Force AC +7+CL*4/3; +3 saves vs. anything that causes damage
2 102 Voorish Sign Cthulhu The next spell you cast will be at +3 CL
2 103 Wandering Soul Cthulhu Dream Travel
2 104 Ward against Pyschics Cthulhu Psionic Feats cannot be used in the room (x1 Special)
3 1 Anti-Magic Circle Against T/N/S/J/A/Nil Anti-Magic As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
3 2 Articus's Melee Manager Chronomancy Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 (2+1) 3 Aspirant 2-1 Aspirant/Lich 1M, 1/r: Any 0th-1st level Wizard spell
3 (2+1) 4 Aspirant 2-2 Aspirant/Lich 1M, 1/r: Any 0th-1st level Priest spell
3 (2+1) 5 Aspirant 2-3 Aspirant/Lich 1M, 1/r: Any 0th-1st level psionic effect (Psi1, Psi2, or Psi3 only)
3 (2+1) 6 Aspirant 2-4 Aspirant/Lich Immune Turning
3 (2+1) 7 Aspirant 2-5 Aspirant/Lich 1M: Control Undead (as per Turn Undead)
3 (2+1) 8 Aspirant 2-6 Aspirant/Lich +10*LVL% RaRR
3 (2+1) 9 Aspirant 2-7 Aspirant/Lich Detect Concordant Beings; 1M: Legend Lore Concordant Being
3 (2+1) 10 Aspirant 2-8 Aspirant/Lich 1M: Create x1 Trick 15*LVL%
3 (2+1) 11 Aspirant 2-9 Aspirant/Lich Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
3 (2+1) 12 Aspirant 2-10 Aspirant/Lich +LVL/3 M actions
3 (2+1) 13 Aspirant 2-11 Aspirant/Lich 1M, Touch: Energy Drain 2 levels
3 (2+1) 14 Aspirant 2-12 Aspirant/Lich Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 15 Attrition MTG B Sacrifice a summon: Target is slain (PPD save)
3 16 Black Binding Cthulhu Animate a dead corpse as a DL III Undead
3 17 Breath of the Deep Cthulhu Target is drowning (Fort save per segment or 2d6 dmg)
3 18 Charisma MTG U Your attacks are charm branded (Will save)
3 19 Charm Eelemental N Eelemental, Enc. Charm a DL=3 Eelemental
3 20 Chromatic Blast Delusion/Illusion Chromatic Orb for a group, don't need to roll to hit
3 21 Contact Deity Cthulhu Contact a specific deity 50+CL%; caster becomes insane (Will save)
3 22 Create Technological Item 3 Technology Creates a technological item of TechL = 3 (duration 3 turns; material componenting may be used to double the TechL or duraton).
3 23 Curse of the Stone Cthulhu Target cannot act (save) as long as you heavy concentrate (can't use M actions)
3 24 Delay Life Anti-Magic [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
3 25 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000 feet, ID within sight
3 26 Displacement I Delusion/Illusion Displaced (AC +2, first attack misses)
3 27 Divination Cthulhu Divination
3 28 Drainheal Incantatrix Drain the local MF by 1: Heal self.
3 29 Eelemental Ball N Eelemental, Inv. CLd3 dmg to a group, no save, EE=3
3 30 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=3
3 31 Eelemental Summoning N Eelemental, Cnj. Summon a DL=3 Eelemental
3 32 Eelusionary Double N Eelemental, Ill. 3 Mirror Images, each has 9 hp to be detected as such
3 33 Fervor MTG R You and your summons are not summoning sick.
3 34 Flowform Anti-Magic Enter the nearby border Phlogiston plane
3 35 Fly 18" Force Fly at 18" (D)
3 36 Force Ball 3 Force CL*6 force dmg to one group (no save)
3 37 Fowl Play Poultrymancy, MTG U Target gets polymorphed into a chicken (PP save). If save missed target gains the mentality of a chicken (Will save).
3 38 Greater Anti-Magic Armor Anti-Magic Armor has +CL/3 AC and +CL/3 saves for 1t
3 39 Haste A3 Chronomancy +3A, +2B, or +1C actions
3 40 Heel N Eelemental, Nec. Cures 16% of max hp
3 (2+1) 41 Henchman 2-1 Henchman/Villain 1V: Twist (Remove an effect on a person)
3 (2+1) 42 Henchman 2-2 Henchman/Villain 1P, 1/d: Slay someone with the Sidekick class (PPD save)
3 (2+1) 43 Henchman 2-3 Henchman/Villain 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
3 (2+1) 44 Henchman 2-4 Henchman/Villain 1M, 1/r: Causeall one target.
3 (2+1) 45 Henchman 2-5 Henchman/Villain Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
3 (2+1) 46 Henchman 2-6 Henchman/Villain Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
3 (2+1) 47 Henchman 2-7 Henchman/Villain All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
3 (2+1) 48 Henchman 2-8 Henchman/Villain +1 minor in a psionic progression you have.
3 (2+1) 49 Henchman 2-9 Henchman/Villain 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
3 (2+1) 50 Henchman 2-10 Henchman/Villain 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
3 (2+1) 51 Henchman 2-11 Henchman/Villain 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
3 (2+1) 52 Henchman 2-12 Henchman/Villain May wear two suits of armor, your AT sources fully stack
3 53 Hold Monster Logic As per Enc/Cha spell, save at -2*CL
3 54 Illusion Summoning III Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
3 55 Imprison Mind Cthulhu Target spirit / life essence cannot leave the body it's in (save)
3 56 Life Tether Chronomancy You know when in time the target is at all times, when time travelling can use the target as anchor
3 57 Maladweomer Incantatrix Target has minimum effect with spells (others have +4 saves) for 1t, this can be reversed (Empradweomer)
3 58 Mana Leak Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
3 59 Mindblast Cthulhu Insanity (save)
3 60 Mini Globe of Invulnerability Incantatrix Immune to SL 0-2 spells
3 61 Minor Paradox Chronomancy Counter an effect that just occured last segment (it is undone)
3 62 Mirror Image III Delusion/Illusion 6 Mirror Images, can't be dispelled/disbelieved
3 63 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 75% (EE=1)
3 64 Personal Illusion Logic Makes an exact illusion (all senses) of a creature
3 65 Phantom Shield Delusion/Illusion AC +CL*2; saves +CL; MDeflection CL*10%
3 66 Polymorph to Cow Bovinomancy Target gets polymorphed into a cow (PP save). If save missed target gains the mentality of a cow (Will save).
3 67 Polymorph to Sheep Ovinomancy Target gets polymorphed into a sheep (PP save). If save missed target gains the mentality of a sheep (Will save).
3 68 Pro. from Magic Armor Anti-Magic You ignore the AC plusses from magic armor for 1t
3 69 Pro. from Shields Anti-Magic Ignore damaging shield effects
3 70 Raise Night Fog Cthulhu Fog
3 71 Red Sign of Shudde M'ell Cthulhu Group takes 1d6+LVL dmg (no save)
3 72 Remove Curse Incantatrix Remove Curse
3 73 Remove Magical Trap Incantatrix Removes a Magical Trap; you have 100+CL*5% chance in it (minus the usual FRTraps shift)
3 74 Shatter x2 Force Destroys a x0 to x2 item
3 75 Shriveling Cthulhu CLd4 dark energy dmg to one target (no save)
3 76 Siren's Song Cthulhu Charm 2*CL HD of creatures (save)
3 77 Slow Chronomancy Slow (save)
3 78 Steal Magical Enchantment Incantatrix Steal a magical effect someone is running; it is on you now, you need to maintain it
3 79 Summon/Bind Creature Cthulhu Summons a DL 1d4 Outer creature
3 80 Time Snare Chronomancy Target will do the same actions it did last time it acted (Spell save each round until made)
3 81 TK Push 3 Force Size M target is pushed CL*30' (takes falling damage), ×/÷ 2 for each size difference
3 82 TK Shield 3 Force AC +6+CL*5/3; +6 saves vs. anything that causes damage
3 83 True Darkness Delusion/Illusion Total Darkness, Infravision / See in Darkness / Truesight doesn't work
3 84 Wall of Force Force Wall of Force (not solid)
3 85 Wave of Oblivion Cthulhu If near a body of water, creates a large wave (CLd4 water dmg, no save)
3 86 Wither Limb Cthulhu Sharpness a random limb (save)
3 87 Wrack Cthulhu Pain (-2 all rolls) (save)
4 1 AEther Flash MTG R Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
4 2 Airskin Anti-Magic 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
4 3 Animal Form Cthulhu Polymorph Self into a specific animal
4 4 Anti-Chicken Shell Poultrymancy You are completely immune to anything a chicken might do to you. You can still affect them normally.
4 5 Anti-Cow Shell Bovinomancy You are completely immune to anything a cow might do to you. You can still affect them normally.
4 6 Anti-Magic Mirror Anti-Magic Like crystal ball but with sound and scent instead of sight
4 7 Anti-Sheep Shell Ovinomancy You are completely immune to anything a sheep might do to you. You can still affect them normally.
4 (3+1) 8 Aspirant 3-1 Aspirant/Lich 1M, 1/r: Any 0th-2nd level Wizard spell
4 (3+1) 9 Aspirant 3-2 Aspirant/Lich 1M, 1/r: Any 0th-2nd level Priest spell
4 (3+1) 10 Aspirant 3-3 Aspirant/Lich 1M, LVL/d: Grant Undead Status
4 (3+1) 11 Aspirant 3-4 Aspirant/Lich +10*LVL MR
4 (3+1) 12 Aspirant 3-5 Aspirant/Lich 1F: Create x1 Special 5*LVL%
4 (3+1) 13 Aspirant 3-6 Aspirant/Lich 0, Gaze: Life Trapping (as per Mirror) (save)
4 (3+1) 14 Aspirant 3-7 Aspirant/Lich Immune to Twilight
4 (3+1) 15 Aspirant 3-8 Aspirant/Lich 1M, touch: Imprisonment (save)
4 (3+1) 16 Aspirant 3-9 Aspirant/Lich 1M: LVLd10 Colorless Fire dmg to one target (no save)
4 (3+1) 17 Aspirant 3-10 Aspirant/Lich Troll-like Regen LVL hp /s
4 (3+1) 18 Aspirant 3-11 Aspirant/Lich Double the memorization of 1 SL (Wizard or Priest)
4 (3+1) 19 Aspirant 3-12 Aspirant/Lich Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 20 Bind Loup-Garou Cthulhu Force Shapechange and Dispel a Psi14 effect
4 21 Bind Soul Cthulhu Put someone's soul in a receptacle (Will save)
4 22 Blur Zone Delusion/Illusion Nothing can be targetting in the room (x1 Special)
4 23 Breeding Pit MTG B Once per round, get a DL I Thrull as a summon (limit=LVL)
4 24 Charm Eelemental N Eelemental, Enc. Charm a DL=4 Eelemental
4 25 Charm Lawful Creature Logic Target Lawful creature is charmed (no save)
4 26 Cloak of Fire Cthulhu +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
4 27 Coastal Piracy MTG U Whenever you kill a creature, restore 1 SL in memorization
4 28 Counterspell Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect.
4 29 Create Exhaustion Anti-Magic Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
4 30 Create Scrying Window Cthulhu Postcognition
4 31 Create Technological Item 4 Technology Creates a technological item of TechL = 4 (duration 4 turns; material componenting may be used to double the TechL or duraton).
4 32 Curse of the Putrid Husk Cthulhu Curse: Insanity (save)
4 33 Curse of the Rat-thing Cthulhu Animate a dead corpse as a DL IV Undead
4 34 Dark Resurrection Cthulhu Raise Dead
4 35 Deflection Incantatrix 1bM: Redirect a magical spell or magic item activation to hit a different target.
4 36 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10,000 feet, ID within sight
4 37 Disrupt Undead Incantatrix Each segment for 4 segments, choose a group of undead: <= Shadow is D(usted), <= Lich takes CLd6 dmg
4 38 Eelemental Ball N Eelemental, Inv. CLd4 dmg to a group, no save, EE=4
4 39 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=4
4 40 Eelemental Summoning N Eelemental, Cnj. Summon a DL=4 Eelemental
4 41 Eelusionary Double N Eelemental, Ill. 4 Mirror Images, each has 16 hp to be detected as such
4 42 Fly 30" Force Fly at 30" (C)
4 43 Force Ball 4 Force CL*8 force dmg to one group (no save)
4 44 Fork Metamagic, MTG R 1 bM or 1 OppM: Copy target magical/psionic effect.
4 45 Hands of Colubra Cthulhu Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
4 46 Haste A4 Chronomancy +4A, +3B, or +2C actions
4 47 Heel N Eelemental, Nec. Cures 25% of max hp
4 (3+1) 48 Henchman 3-1 Henchman/Villain You can have three summons (same group).
4 (3+1) 49 Henchman 3-2 Henchman/Villain You can have one familiar. This spell does the "Find Familiar" effect when you take it.
4 (3+1) 50 Henchman 3-3 Henchman/Villain 1M: Fascinate a group (Will save)
4 (3+1) 51 Henchman 3-4 Henchman/Villain 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
4 (3+1) 52 Henchman 3-5 Henchman/Villain 1M, 1/d: Set (reverse Reset) one target.
4 (3+1) 53 Henchman 3-6 Henchman/Villain You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
4 (3+1) 54 Henchman 3-7 Henchman/Villain 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
4 (3+1) 55 Henchman 3-8 Henchman/Villain 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 (3+1) 56 Henchman 3-9 Henchman/Villain 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
4 (3+1) 57 Henchman 3-10 Henchman/Villain 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
4 (3+1) 58 Henchman 3-11 Henchman/Villain Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
4 (3+1) 59 Henchman 3-12 Henchman/Villain 1F, 1/d: Multiply an effect you do by x1+LVL/10.
4 60 Hold Illusion Delusion/Illusion Next Illusion spell you cast requires no maintained, doesn't drop if you drop
4 61 Illusion Summoning IV Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
4 62 Locate Creature Cthulhu Locate a specific creature
4 63 Look to the Future Cthulhu Can see into the future
4 64 Maintain Dampen Incantatrix Everyone in the room gets -CL to their # of maintained effects (treat as a x1 Special), or affect just one target
4 65 Mind Transfer Cthulhu Switch bodies with someone (save)
4 66 Mirror Image IV Delusion/Illusion 8 Mirror Images, can't be dispelled/disbelieved
4 67 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 100% (EE=1)
4 68 Pipes of Madness Cthulhu Insanity to a group (save)
4 69 Prophecy Chronomancy Improved Precognition
4 70 Ray of Oblivion Incantatrix Target forgets how to cast CL spells by name (the spell slots are not regained until next reset)
4 71 Return to Rest Cthulhu Destroy an undead (save)
4 72 Rope Trap Delusion/Illusion Target is ejected to Astral and Heavily Stunned (PP save)
4 73 Shatter x3 Force Destroys a x0 to x3 item
4 74 Soul Singing Cthulhu Illusion: Target sees and hears what you wish, no one else affected (save)
4 75 Speak with Dead Cthulhu Speak with Dead
4 76 Steal Mental Incantatrix Target loses 1M from his remaining mentals (or owes one), you gain 1M (target saves vs. Spell)
4 77 Steal Summon Incantatrix Steal someone's summon (your summon slot needs to be open to do this)
4 78 Summon Time Elemental Chronomancy Summons a normal (non-special) DL IV Time Elemental
4 79 Teleport Force Teleport
4 80 Temporal Push Chronomancy Target is thrown CL+1 rounds into the future (Will save)
4 81 Timeheal Chronomancy Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 82 TK Push 4 Force Size M target is pushed CL*40' (takes falling damage), ×/÷ 2 for each size difference
4 83 TK Shield 4 Force AC +5+CL*2; +10 saves vs. anything that causes damage
4 84 Unspeakable Oath Cthulhu Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
4 85 Wesley's Temporal Disjunction Chronomancy -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
4 86 X-ray Vision Delusion/Illusion X-ray Vision
5 1 Accelerate Animal Growth Chronomancy Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Anti-Magic Jar Anti-Magic Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
5 3 Anti-Magic Shell (one SL) Anti-Magic Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
5 4 Anti-Magic Shell 5 Incantatrix Spells of SL 0-4 don't work in your group
5 5 Articus's Devolutionary Warrior Chronomancy Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 (4+1) 6 Aspirant 4-1 Aspirant/Lich 1M, 1/r: Any 0th-3rd level Wizard spell
5 (4+1) 7 Aspirant 4-2 Aspirant/Lich 1M, 1/r: Any 0th-3rd level Priest spell
5 (4+1) 8 Aspirant 4-3 Aspirant/Lich 1M, 1/r: Any psionic minor (Psi1, Psi2, or Psi3 only)
5 (4+1) 9 Aspirant 4-4 Aspirant/Lich +10*LVL PaPR
5 (4+1) 10 Aspirant 4-5 Aspirant/Lich 1M: Dispel Innate or Racial ability effect
5 (4+1) 11 Aspirant 4-6 Aspirant/Lich 1M, 1/d: Reset
5 (4+1) 12 Aspirant 4-7 Aspirant/Lich 1M, 1/d: Contact Alternate Reality
5 (4+1) 13 Aspirant 4-8 Aspirant/Lich 1M, 1/d: Create Any DL 4 Monster
5 (4+1) 14 Aspirant 4-9 Aspirant/Lich 1M, touch: Steal all spells (save)
5 (4+1) 15 Aspirant 4-10 Aspirant/Lich 1M, touch: Lose LVLd4 stat pts
5 (4+1) 16 Aspirant 4-11 Aspirant/Lich 1bF: Fork
5 (4+1) 17 Aspirant 4-12 Aspirant/Lich Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 18 Banishment of Yde Etad Cthulhu Banish an outer planar creature to home plane (Will save)
5 19 Blind/Deafen Cthulhu Blind and Deafen target (Fort save on each)
5 20 Cast Out Devil Cthulhu Exorcise
5 21 Charm Eelemental N Eelemental, Enc. Charm a DL=5 Eelemental
5 22 Chicken Life Poultrymancy 0 action to cast, consume a chicken in your group: Heal self.
5 23 Chickening Doom Poultrymancy Like a Creeping Doom, but it's Rabid Dire Chickens. You get CL*3 chickens, each with 10 hp/dmg.
5 24 Cow Life Bovinomancy 0 action to cast, consume a cow in your group: Heal self.
5 25 Cowing Doom Bovinomancy Like a Creeping Doom, but it's Rabid Dire Cows. You get CL*3 cows, each with 10 hp/dmg.
5 26 Create Barrier of Naach-Tith Cthulhu Wall: Spells cannot pass, Str check (DC 40) to pass
5 27 Create Slipgate Chronomancy Create a temporal gate
5 28 Create Technological Item 5 Technology Creates a technological item of TechL = 5 (duration 5 turns; material componenting may be used to double the TechL or duraton).
5 29 Deflection Metamagic, MTG U 1 bM or 1 OppM: Redirect target magical/psionic effect to another target.
5 30 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100,000 feet, ID within sight
5 31 Eelemental Ball N Eelemental, Inv. CLd5 dmg to a group, no save, EE=5
5 32 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=5
5 33 Eelemental Summoning N Eelemental, Cnj. Summon a DL=5 Eelemental
5 34 Eelusionary Double N Eelemental, Ill. 5 Mirror Images, each has 25 hp to be detected as such
5 35 Evacuation MTG U A group of summons is unsummoned
5 36 Extinction MTG B Slay all creatures of one race in a group (PPD save)
5 37 False Skin Delusion/Illusion CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
5 38 Fissure MTG R Slay target creature (RSW save), or Earthquake the floor
5 39 Fly 45" Force Fly at 45" (B)
5 40 Force Ball 5 Force CL*10 force dmg to one group (no save)
5 41 Gravity Wave Force Increase/decrease gravity in area by +/- CL G's (treat as a x1 Special)
5 42 Haste A5 Chronomancy +5A, +4B, or +3C actions
5 43 Heel N Eelemental, Nec. Cures 36% of max hp
5 (4+1) 44 Henchman 4-1 Henchman/Villain 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
5 (4+1) 45 Henchman 4-2 Henchman/Villain You can't be targetted until your summons are destroyed.
5 (4+1) 46 Henchman 4-3 Henchman/Villain 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
5 (4+1) 47 Henchman 4-4 Henchman/Villain Pick a spell you have. It costs ½M to use.
5 (4+1) 48 Henchman 4-5 Henchman/Villain Pick a psionic power you have. It costs ½M to use.
5 (4+1) 49 Henchman 4-6 Henchman/Villain Pick an innate ability you have. It costs ½M to use.
5 (4+1) 50 Henchman 4-7 Henchman/Villain 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
5 (4+1) 51 Henchman 4-8 Henchman/Villain +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
5 (4+1) 52 Henchman 4-9 Henchman/Villain 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
5 (4+1) 53 Henchman 4-10 Henchman/Villain 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
5 (4+1) 54 Henchman 4-11 Henchman/Villain -1 actions of all types to everyone in the room (x1 Special)
5 (4+1) 55 Henchman 4-12 Henchman/Villain 1F, 1/d: +1 to your multiplier for 1 round
5 56 Illusion Summoning V Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
5 57 Magic Jar Cthulhu Magic Jar
5 58 Mirror Image V Delusion/Illusion 10 Mirror Images, can't be dispelled/disbelieved
5 59 N-ray Vision Delusion/Illusion N-ray Vision (pick an element it's blocked by)
5 60 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 125% (EE=1)
5 61 Power Word Feeblemind Incantatrix Target with <= 80 hp is Feebleminded (no save)
5 62 Quash Incantatrix 1bM: Counter a magical spell or magic item activation. This cannot be responded to (except by Capital I Insist). This spell or item activation cannot be used again by that person for 1 turn.
5 63 Remove Magical Trap Incantatrix Removes a Magical Trap; you have 50+CL*10% chance in it (minus the usual FRTricks shift)
5 64 Shadow Anti-Magic Anti-Magic CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
5 65 Shadow Magic Delusion/Illusion Wishoid for a SL 0-5 Wizard spell, has only 50% effect
5 66 Shatter x4 Force Destroys a x0 to x4 item
5 67 Sheep Life Ovinomancy 0 action to cast, consume a sheep in your group: Heal self.
5 68 Sheeping Doom Ovinomancy Like a Creeping Doom, but it's Rabid Dire Sheep. You get CL*3 sheep, each with 10 hp/dmg.
5 69 Spell Shield Incantatrix +CL saves vs. magic effects; +CL saves vs. mental effects (they do stack)
5 70 Steal Enchantment Incantatrix Steal an effect (not necessarily magical) someone is running; it is on you now, you need to maintain it
5 71 Steal Illusion Delusion/Illusion Gain control of an Illusion effect (no save, ER to resist)
5 72 Temporal Wall Chronomancy Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 73 Tempus Fugit Chronomancy Tempus Fugit
5 74 TK Push 5 Force Size M target is pushed CL*50' (takes falling damage), ×/÷ 2 for each size difference
5 75 TK Shield 5 Force AC +4+CL*7/3; +15 saves vs. anything that causes damage
6 1 *Remove Curse* Incantatrix Remove Heavy Curse
6 2 Anti-Anti-Magic Shell Anti-Magic Turns off anti-magical spells and effects of spell levels 0-5
6 (5+1) 3 Aspirant 5-1 Aspirant/Lich 1M, 1/r: Any 0th-4th level Wizard spell
6 (5+1) 4 Aspirant 5-2 Aspirant/Lich 1M, 1/r: Any 0th-4th level Priest spell
6 (5+1) 5 Aspirant 5-3 Aspirant/Lich +10*LVL aMR
6 (5+1) 6 Aspirant 5-4 Aspirant/Lich 1M: Project Image
6 (5+1) 7 Aspirant 5-5 Aspirant/Lich 1M: Teleport
6 (5+1) 8 Aspirant 5-6 Aspirant/Lich 1M: Contact Other Plane
6 (5+1) 9 Aspirant 5-7 Aspirant/Lich Conduct M actions through psi link (range sight)
6 (5+1) 10 Aspirant 5-8 Aspirant/Lich 1M, touch: Drain all psionic pools (save)
6 (5+1) 11 Aspirant 5-9 Aspirant/Lich 1M, touch: Slay Living (save)
6 (5+1) 12 Aspirant 5-10 Aspirant/Lich 1F: Get 2M you can use this segment
6 (5+1) 13 Aspirant 5-11 Aspirant/Lich +LVL/5 QM actions
6 (5+1) 14 Aspirant 5-12 Aspirant/Lich Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 15 Become Spectral Hunter Cthulhu You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
6 16 Body Warping of Gorgoroth Cthulhu Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
6 17 Charm Eelemental N Eelemental, Enc. Charm a DL=6 Eelemental
6 18 Clutch of Nyogtha Cthulhu Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
6 19 Conceal Temporal Anomaly Chronomancy Hides an Anomaly and reduces it's effects
6 20 Cow Machine Bovinomancy Like Cow Person, but no save. You don't see anything if you look at the target.
6 21 Create DMZ Anti-Magic Create a DMZ (Dispel Magic Zone), a x1 Special on the room
6 22 Create Gate Cthulhu Gate
6 23 Create Monster VI Quintessential Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
6 24 Create Technological Item 6 Technology Creates a technological item of TechL = 6 (duration 6 turns; material componenting may be used to double the TechL or duraton).
6 25 Curse of the Chaugnar Faugn Cthulhu *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
6 26 Dark Offering MTG B Slay a creature (PPD save), you gain it's hp to current hp
6 27 Demi-Shadow Anti-Magic Anti-Magic CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
6 28 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000,000 feet, ID within sight
6 29 Disenchant an Item Incantatrix Item loses 1 multiplier; x(-1) means the item is destroyed
6 30 Dispel Possession Incantatrix Dispels possession, magic jar, control actions, etc.
6 31 Displacement II Delusion/Illusion Double Displaced (AC +4, first-second attacks miss)
6 32 Dragon Roost MTG R Once per round, get a DL V Dragon as a summon (limit=LVL/3)
6 33 Dust of Disappearance Delusion/Illusion Dust of Disappearance (AC +8)
6 34 Eelemental Ball N Eelemental, Inv. CLd6 dmg to a group, no save, EE=6
6 35 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=6
6 36 Eelemental Summoning N Eelemental, Cnj. Summon a DL=6 Eelemental
6 37 Eelusionary Double N Eelemental, Ill. 6 Mirror Images, each has 36 hp to be detected as such
6 38 Eldritch Fire Shield Quintessential Eldritch Fire damaging Shield (200% back) {Sun Mage}
6 39 Eyes of the Zombie Cthulhu See through the eyes of a zombie (that you control)
6 40 Fire Maze Delusion/Illusion Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
6 41 Fly 63" Force Fly at 63" (A)
6 42 Force Ball 6 Force CL*12 force dmg to one group (no save)
6 43 Haste A6 Chronomancy +6A, +5B, or +4C actions
6 44 Heel N Eelemental, Nec. Cures 49% of max hp
6 (5+1) 45 Henchman 5-1 Henchman/Villain You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
6 (5+1) 46 Henchman 5-2 Henchman/Villain You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
6 (5+1) 47 Henchman 5-3 Henchman/Villain 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
6 (5+1) 48 Henchman 5-4 Henchman/Villain You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
6 (5+1) 49 Henchman 5-5 Henchman/Villain 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
6 (5+1) 50 Henchman 5-6 Henchman/Villain 1F: Charm or Dominate target x0 or x1 creature (save)
6 (5+1) 51 Henchman 5-7 Henchman/Villain You adjust all AllR by -5*level% (this stacks with the lower level version of this)
6 (5+1) 52 Henchman 5-8 Henchman/Villain 1V, 1/d: Ignore an Immunity to something.
6 (5+1) 53 Henchman 5-9 Henchman/Villain 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
6 (5+1) 54 Henchman 5-10 Henchman/Villain 1M: All x1 and lower effects on one target are dispelled.
6 (5+1) 55 Henchman 5-11 Henchman/Villain Lockdown X actions continuous in your group
6 (5+1) 56 Henchman 5-12 Henchman/Villain 1V, LVL/d: You ignore one level of Resist to something
6 57 Illusion Summoning VI Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
6 58 Magic Manager Chronomancy May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 59 Mind's Desire MTG U You can cast 1d6 spells of SL=1d6 next segment as 1M
6 60 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 150% (EE=1)
6 61 Paradox Chronomancy Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 62 Power Drain Cthulhu Target loses 1d6 stat points (save), you temporarily gain the amount he lost
6 63 Quash Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
6 64 Rope Special Delusion/Illusion Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
6 65 Shatter x5 Force Destroys a x0 to x5 item
6 66 Sheep Machine Ovinomancy Like Sheep Person, but no save. You don't see anything if you look at the target.
6 67 Solid Wall of Force Force Wall of Force (solid)
6 68 Spell Reflection Incantatrix iMReflection CL*5%
6 69 Steal Item Incantatrix Pick Pockets CL*20% (-5% per LVL of target or -2% per HD of target)
6 70 Stealcharge Incantatrix Target item loses CL charges, one of your items gains 1 charge (you may reduce CL down to a minimum of 2)
6 71 Tempus Lawfulness Chronomancy Fixes temporal anomolies in area
6 72 Tempus Vere Fugit Delusion/Illusion Like Tempus Fugit but x10 speed
6 73 TK Push 6 Force Size M target is pushed CL*60' (takes falling damage), ×/÷ 2 for each size difference
6 74 TK Shield 6 Force AC +3+CL*8/3; +21 saves vs. anything that causes damage
6 75 Unaging Chronomancy You do not age this day (Duration 1 day)
6 76 Undead Robotic Chicken Poultrymancy True time travel across barriers
7 1 *Dispel Magic* Incantatrix Dispels a Prismatic Wall/Sphere (in one spell), an Anti-Dispel Magic Shell, or an entire Chain Contingency chain
7 (6+1) 2 Aspirant 6-1 Aspirant/Lich 1M, 1/r: Any 0th-5th level Wizard spell
7 (6+1) 3 Aspirant 6-2 Aspirant/Lich 1M, 1/r: Any 0th-5th level Priest spell
7 (6+1) 4 Aspirant 6-3 Aspirant/Lich 1M, 1/r: Any psionic major (Psi1, Psi2, or Psi3 only)
7 (6+1) 5 Aspirant 6-4 Aspirant/Lich 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
7 (6+1) 6 Aspirant 6-5 Aspirant/Lich 1M: Teleport without Error
7 (6+1) 7 Aspirant 6-6 Aspirant/Lich +10*LVL IR
7 (6+1) 8 Aspirant 6-7 Aspirant/Lich 1M, touch: Steal a random powers for 1 round (no save)
7 (6+1) 9 Aspirant 6-8 Aspirant/Lich 1M, touch: Erase Truename (must know their Truename first)
7 (6+1) 10 Aspirant 6-9 Aspirant/Lich Troll-like regen LVL hp (including vile) /s
7 (6+1) 11 Aspirant 6-10 Aspirant/Lich Conduct effects through psi link (within sight)
7 (6+1) 12 Aspirant 6-11 Aspirant/Lich +LVL/10 number of segments per round
7 (6+1) 13 Aspirant 6-12 Aspirant/Lich Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 14 Blatant Thievery MTG U Pick Pockets LVL*10% on each target in a group
7 15 Charm Eelemental N Eelemental, Enc. Charm a DL=7 Eelemental
7 16 Commune with Time of Legends Chronomancy Commune with Time of Legends
7 17 Create Self-Ward Cthulhu DR 10/+1; Resist Aging
7 18 Create Technological Item 7 Technology Creates a technological item of TechL = 7 (duration 7 turns; material componenting may be used to double the TechL or duraton).
7 19 Create Time Gate Cthulhu Create a Time Gate 10^(N-4) years
7 20 Delusion Delusion/Illusion Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
7 21 Demi-Shadow Door Delusion/Illusion Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
7 22 Demi-Shadow Magic Delusion/Illusion Wishoid for a SL 0-7 Wizard spell, has only 50% effect
7 23 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10,000,000 feet, ID within sight
7 24 Disjoin Exhaustion Delusion/Illusion Cure all damage taken; Get +1P and +1V action this round
7 25 Eelemental Ball N Eelemental, Inv. CLd7 dmg to a group, no save, EE=7
7 26 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=7
7 27 Eelemental Summoning N Eelemental, Cnj. Summon a DL=7 Eelemental
7 28 Eelusionary Double N Eelemental, Ill. 7 Mirror Images, each has 49 hp to be detected as such
7 29 First Level Anti-Magic-User Spells (DM1) Anti-Magic Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
7 30 First Level Anti-Magic-User Spells (DM2) Anti-Magic Can cast one 1st Level Anti-Magic spell per round as Z action
7 31 Flame Wave MTG R CL/3 groups each take 40 eldritch fire dmg (no save)
7 32 Fly 84" Force Fly at 84" (AA)
7 33 Force Ball 7 Force CL*14 force dmg to one group (no save)
7 34 Haste A7 Chronomancy +7A, +6B, or +5C actions
7 35 Heel N Eelemental, Nec. Cures 64% of max hp
7 36 Hyperkinetic Haste A Force CL A Action Haste (party); The caster (not everyone in the Haste) can convert 2V->1QV, 2P->1QP, 2QV->1QQV, 2QP->2QQP, etc.
7 37 Illusion Summoning VII Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
7 38 Incurse Chronomancy Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 39 Mordenkainen's Disjunction Incantatrix Mordenkainen's Disjunction
7 40 Nightmare Delusion/Illusion Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
7 41 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 175% (EE=1)
7 42 Remove Magical Special Incantatrix Removes a Magical Special; you have CL*15% chance in it (minus the usual FRSpecials shift)
7 43 Sands of Time Chronomancy Reverse the effect of time on objects.
7 44 Shatter x6 Force Destroys a x0 to x6 item
7 45 Steal Life Cthulhu Drain 1 stat point per segment from target and add to you temporarily (save per segment)
7 46 Stealspell Incantatrix Target loses CL unused spell slots in memorization, you gain 1 of them (target saves vs. Spell) (you may reduce CL down to a minimum of 2)
7 47 Temporal Eye Chronomancy Can scry into other times at this location
7 48 TK Push 7 Force Size M target is pushed CL*70' (takes falling damage), ×/÷ 2 for each size difference
7 49 TK Shield 7 Force AC +2+CL*3; +28 saves vs. anything that causes damage
7 50 Unbinding Incantatrix Hold, Stun, Guards and Wards, Temporal Stasis, Imprisonment, Time Stop, Wizard Lock, Wall of Force, Cube of Force, Forcecage, Maze all end immediately (no effect) if comes into contact with your group. Your group walks around as a mobile DMZ.
7 51 Unfamiliar Incantatrix Target loses a familiar (the familiar is returned to the Plane of Familiars) (save vs. Spells)
7 52 Wesley's Delayed Damage Chronomancy Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
7 53 Word of Recall Cthulhu Word of Recall
8 1 Accelerate Lifeline Chronomancy Target ages CL years (Spell save)
8 (7+1) 2 Aspirant 7-1 Aspirant/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 3 Aspirant 7-2 Aspirant/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 4 Aspirant 7-3 Aspirant/Lich +10*LVL EaER
8 (7+1) 5 Aspirant 7-4 Aspirant/Lich 1M, touch: Annihilation (save)
8 (7+1) 6 Aspirant 7-5 Aspirant/Lich 1M, touch: Incursion (save)
8 (7+1) 7 Aspirant 7-6 Aspirant/Lich Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
8 8 Beacon of Tomorrows MTG U You get an extra segment this round (segment 11 at end)
8 9 Charm Eelemental N Eelemental, Enc. Charm a DL=8 Eelemental
8 10 Consume Likeness Cthulhu Alter Appearance to someone specific who recently died (it's very convincing)
8 11 Continuous Illusion Delusion/Illusion Next Illusion spell you cast is Continuous
8 12 Create Technological Item 8 Technology Creates a technological item of TechL = 8 (duration 8 turns; material componenting may be used to double the TechL or duraton).
8 13 Death by Flames Cthulhu Target takes 1d10 fire dmg /s (no save)
8 14 Decree of Pain MTG B Slay all creatures in two groups (PPD save) or one group (no save)
8 15 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100,000,000 feet, ID within sight
8 16 Eelemental Ball N Eelemental, Inv. CLd8 dmg to a group, no save, EE=8
8 17 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=8
8 18 Eelemental Summoning N Eelemental, Cnj. Summon a DL=8 Eelemental
8 19 Eelusionary Double N Eelemental, Ill. 8 Mirror Images, each has 64 hp to be detected as such
8 20 Eye of Light & Darkness Cthulhu All outer planar creatures take 1 Wis dmg per segment (x1 Special)
8 21 First Level Priest Spells Delusion/Illusion 0, 1/r: Cast a 1st level Priest spell
8 22 Fly 108" Force Fly at 108" (SF)
8 23 Force Ball 8 Force CL*16 force dmg to one group (no save)
8 24 Haste A8 Chronomancy +8A, +7B, or +6C actions
8 25 Heel N Eelemental, Nec. Cures 81% of max hp
8 26 Hyperkinetic Haste B Force CL B Action Haste (party); The caster (not everyone in the Haste) cannot have his hV, hP, bV, bP actions locked down
8 27 Illusion Summoning VIII Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
8 28 Insurrection MTG R Charm a group (Will save, ignores immunity to Charm effects)
8 29 Item Supercharger Chronomancy A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 30 Mass Mirage Arcana Delusion/Illusion As Mirage Arcana but covers CL sq. miles
8 31 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 200% (EE=1)
8 32 Planar Displacement Delusion/Illusion Planar Displacement
8 33 Prismatic Beam Delusion/Illusion Like Prismatic Spray but they take all 7 colors
8 34 Protection from Time Chronomancy Immune to and can't use temporal effects
8 35 Shatter x7 Force Destroys a x0 to x7 item
8 36 Time/Reality Stability Chronomancy Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 37 Timereaver Chronomancy Time Travel Other +/- 5*CL years (Spell save)
8 38 TK Push 8 Force Size M target is pushed CL*80' (takes falling damage), ×/÷ 2 for each size difference
8 39 TK Shield 8 Force AC +1+CL*10/3; +36 saves vs. anything that causes damage
9 1 Change Reality Delusion/Illusion Wishoid for a SL 0-9 Wizard spell, has only 75% effect
9 2 Charm Eelemental N Eelemental, Enc. Charm a DL=9 Eelemental
9 3 Create Technological Item 9 Technology Creates a technological item of TechL = 9 (duration 9 turns; material componenting may be used to double the TechL or duraton).
9 4 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000,000,000 feet, ID within sight
9 5 Disbelieve Reality Delusion/Illusion Can disbelieve something that's real (Incursion - PP save)
9 6 Displacement III Delusion/Illusion Triple Displaced (AC +6, first-third attacks miss)
9 7 Eelemental Ball N Eelemental, Inv. CLd9 dmg to a group, no save, EE=9
9 8 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=9
9 9 Eelemental Summoning N Eelemental, Cnj. Summon a DL=9 Eelemental
9 10 Eelusionary Double N Eelemental, Ill. 9 Mirror Images, each has 81 hp to be detected as such
9 11 Effects Bubble Delusion/Illusion Your effects protect each other (and themselves); ER +CL*10%
9 12 Fly 135" Force Fly at 135" (SW)
9 13 Force Ball 9 Force CL*18 force dmg to one group (no save)
9 14 Haste A9 Chronomancy +9A, +8B, or +7C actions
9 15 Heel N Eelemental, Nec. Cures 100% of max hp
9 16 Hyperkinetic Haste C Force CL C Action Haste (party); The caster (not everyone in the Haste) cannot have his OppV, OppP actions locked down
9 17 Illusion Summoning IX Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
9 18 Major Paradox Chronomancy Wish (as spell)
9 19 Megaskin Anti-Magic CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
9 20 Moo Bovinomancy Does a Moo on one target ([C] section effect)
9 21 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 225% (EE=1)
9 22 Round Stop Anti-Magic The current round will end after the end of this segment (the rest of the segments this round will not occur)
9 23 Second Level Priest Spells Delusion/Illusion 0, 1/r: Cast a 2nd level Priest spell
9 24 Sever Lifeline Chronomancy You do not have or require a silver cord. Immune to aging.
9 25 Shatter x8 Force Destroys a x0 to x8 item
9 26 Stampede of Rabid Chickens Poultrymancy Like a Meteor Swarm, but damage is of type Chicken and Poison instead of Eldritch Earth and Eldritch Fire. "Chicken" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
9 27 Stampede of Rabid Sheep Ovinomancy Like a Meteor Swarm, but damage is of type Sheep and Poison instead of Eldritch Earth and Eldritch Fire. "Sheep" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
9 28 Temporal Shell Chronomancy Immune time
9 29 Temporal Stasis Chronomancy The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 30 Time Stop Chronomancy Stops time for 1d4 rounds
9 31 TK Push 9 Force Size M target is pushed CL*90' (takes falling damage), ×/÷ 2 for each size difference
9 32 TK Shield 9 Force AC +CL*11/3; +45 saves vs. anything that causes damage
10 1 Anti-Anti-Dispel Magic Shell Anti-Magic Lower an Anti-Dispel Magic Shell
10 2 Anti-Dispel Anti-Magic Shell Anti-Magic Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI
10 3 Aspirant 10-1 Aspirant/Lich 0, 1/r: Any 0th-5th level Wizard spell
10 4 Aspirant 10-2 Aspirant/Lich 0, 1/r: Any 0th-4th level Priest spell
10 5 Aspirant 10-3 Aspirant/Lich 0, 1/r: Any psionic cantrip (Psi1, Psi2, or Psi3 only)
10 6 Aspirant 10-4 Aspirant/Lich +5*(Lich level)% WR (not irreducible) that can't be ignored
10 7 Aspirant 10-5 Aspirant/Lich Resist Turning (you are double the rating)
10 8 Aspirant 10-6 Aspirant/Lich 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
11 1 Aspirant 11-1 Aspirant/Lich 0, 1/r: Any 1st-6th level Wizard spell
11 2 Aspirant 11-2 Aspirant/Lich 0, 1/r: Any 1st-5th level Priest spell
11 3 Aspirant 11-3 Aspirant/Lich 0, 1/r: Any psionic minor (Psi1, Psi2, or Psi3 only)
11 4 Aspirant 11-4 Aspirant/Lich 1M: Banish Undead
11 5 Aspirant 11-5 Aspirant/Lich Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
11 6 Aspirant 11-6 Aspirant/Lich +10*(Lich level)% iWR that can't be ignored
11 7 Aspirant 11-7 Aspirant/Lich Mask Undead status; Can't be turned
11 8 Aspirant 11-8 Aspirant/Lich Detect Artifacts; 1M: Legend Lore Artifact
11 9 Aspirant 11-9 Aspirant/Lich 1M, (lich level)/d: Gain +10 XP
11 10 Aspirant 11-10 Aspirant/Lich 0: Create Traps 15*(Lich level)%
11 11 Aspirant 11-11 Aspirant/Lich All spells cost 0 P actions; Material componenting does not cost 1 V action
11 12 Aspirant 11-12 Aspirant/Lich +(Lich level) OppV or QM actions
11 13 Aspirant 11-13 Aspirant/Lich Negative Cold (Lich level)d10 dmg by touch
11 14 Aspirant 11-14 Aspirant/Lich +(Lich level) Research Points per reset (see [P12])
11 15 Aspirant 11-15 Aspirant/Lich 1F or 1X: Duplicate any level 0 Concordant spell
11 16 Call Deity Cthulhu Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
11 17 Dismiss Deity Cthulhu Dismisses the material form of a god (remember this is only a x1 effect by itself)
11 18 Henchman 11-1 Henchman/Villain 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
11 19 Henchman 11-2 Henchman/Villain 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
11 20 Henchman 11-3 Henchman/Villain You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
11 21 Henchman 11-4 Henchman/Villain You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
11 22 Henchman 11-5 Henchman/Villain +10% XP in all your non-Concordant classes.
11 23 Henchman 11-6 Henchman/Villain You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
11 24 Henchman 11-7 Henchman/Villain You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
11 25 Henchman 11-8 Henchman/Villain You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
11 26 Henchman 11-9 Henchman/Villain 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
11 27 Henchman 11-10 Henchman/Villain The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
11 28 Henchman 11-11 Henchman/Villain NF, may borrow: Counter a level N Concordant ability.
11 29 Henchman 11-12 Henchman/Villain xVL number of henchmen, followers, summons, familiars

[PC2] Wizard Group Classes


Arch-Alchemist1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.5 2-- --- ---
3 4.8 3-- --- ---
4 9 41- --- ---
5 15 421 --- ---
6 27.75 432 --- ---
7 45 433 1-- ---
8 75 443 21- ---
9 112.5 444 22- ---
10 165 444 221 ---
11 300 444 332 ---
12 570 444 443 ---
13 840 444 444 ---
14 960 544 444 1--
15 1230 554 444 2--
16 1500 555 444 3--
17 1770 555 544 4--
18 2040 555 554 41-
19 2310 555 555 42-
20 2580 555 555 53-
21 2850 555 555 54-
22 3120 555 555 55-
23 3390 655 555 551
24 3660 665 555 552
25 3930 666 555 553
26 4200 666 655 554
27 4470 666 665 555
28 4740 666 666 555
29 5010 666 666 655
30 5280 666 666 665
31 5550 666 666 666
32 5820 777 666 666
33 6090 777 777 666
34 6360 777 777 777
35 6630 888 777 777
36 6900 888 888 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Str 10, Dex 11, Con 17, Int 14, Wis 11
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Level 1: +2 Non-weapon proficiencies per level.
Level 1: Read Languages.
Level 1: Identify minerals by sight.
Level 1: Identify potions and poisons by sight.
Level 1: Considered specialized in Enchantment/Charm (no opposite).
Level 1: Identify plants by sight.
Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your level, treat it as your level.
Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
Level 1: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 2: Identify animals by sight.
Level 3: Considered specialized in Alteration (no opposites still).
Level 4: Predict miscibility (Level-3)*10%.
Level 4: Identify any non-artifact magic item by sight.
Level 5: Identify non-immortal monsters by sight.
Level 6: Can specialize in (third) school; if this is done, select an opposite.
Level 9: Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
Known Spells:
Foul Potions (SL=1, Anti-Magic): Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
Potion Ball (SL=3, Invocation): Spend a potion while casting: Do a "ball" of that effect.

[PC2] Wizard Group Classes


Arch-Mage

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5 31½ --- --- --
3 10 421 --- --- --
4 20 532 ½-- --- --
5 40 643 1½- --- --
6 80 754 21- --- --
7 120 865 32½ --- --
8 180 976 43½ --- --
9 270 A87 541 ½-- --
10 500 A98 652 1-- --
11 750 AA9 763 2½- --
12 1500 AAA 874 3½- --
13 2250 AAA 985 4½- --
14 3000 AAA A96 51½ --
15 3750 AAA AA7 621 --
16 4500 AAA AA8 732 --
17 5250 AAA AA9 843 --
18 6000 AAA AAA 954 ½-
19 6750 AAA AAA A65 ½-
20 7500 AAA AAA A76 1-
21 8250 AAA AAA A87 1-
22 9000 AAA AAA A98 2-
23 9750 AAA AAA AA9 2-
24 10500 AAA AAA AAA 3-
25 11250 BBB BBB BBB 3-
26 12000 BBB BBB BBB 4-
27 12750 CCC CCC CCC 4½
28 13500 CCC CCC CCC 5½
29 14250 DDD DDD DDD 5½
30 15000 DDD DDD DDD 51
31 15750 DDD DDD DDD 61
32 16500 EEE EEE EEE 61
33 17250 EEE EEE EEE 71
34 18000 FFF FFF FFF 71
35 18750 FFF FFF FFF 81
36 19500 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Con 12, Int 18
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/9
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Mage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).
Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.

[PC2] Wizard Group Classes


Arch-Mentaler0

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 3.75 31½ --- --- --
3 7.5 421 --- --- --
4 15 532 ½-- --- --
5 30 643 1½- --- --
6 60 754 21- --- --
7 120 865 32½ --- --
8 225 976 43½ --- --
9 450 A87 541 ½-- --
10 675 A98 652 1-- --
11 900 AA9 763 2½- --
12 1125 AAA 874 3½- --
13 1350 AAA 985 4½- --
14 1575 AAA A96 51½ --
15 1800 AAA AA7 621 --
16 2025 AAA AA8 732 --
17 2250 AAA AA9 843 --
18 2475 AAA AAA 954 ½-
19 2700 AAA AAA A65 ½-
20 2925 AAA AAA A76 1-
21 3150 AAA AAA A87 1-
22 3375 AAA AAA A98 2-
23 3600 AAA AAA AA9 2-
24 3825 AAA AAA AAA 3-
25 4050 BBB BBB BBB 3-
26 4275 BBB BBB BBB 4-
27 4500 CCC CCC CCC 4½
28 4725 CCC CCC CCC 5½
29 4950 DDD DDD DDD 5½
30 5175 DDD DDD DDD 51
31 5400 DDD DDD DDD 61
32 5625 EEE EEE EEE 61
33 5850 EEE EEE EEE 71
34 6075 FFF FFF FFF 71
35 6300 FFF FFF FFF 81
36 6525 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 20, Dex 18
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Hold M actions. You may convert 2M -> 1QM.
Level N (every level): +1M action

[PC2] Wizard Group Classes


Arch-Sage0

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5 31½ --- --- --
3 10 421 --- --- --
4 20 532 ½-- --- --
5 40 643 1½- --- --
6 80 754 21- --- --
7 120 865 32½ --- --
8 180 976 43½ --- --
9 270 A87 541 ½-- --
10 500 A98 652 1-- --
11 750 AA9 763 2½- --
12 1050 AAA 874 3½- --
13 1350 AAA 985 4½- --
14 1650 AAA A96 51½ --
15 1950 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2550 AAA AA9 843 --
18 2850 AAA AAA 954 ½-
19 3150 AAA AAA A65 ½-
20 3450 AAA AAA A76 1-
21 3750 AAA AAA A87 1-
22 4050 AAA AAA A98 2-
23 4350 AAA AAA AA9 2-
24 4650 AAA AAA AAA 3-
25 4950 BBB BBB BBB 3-
26 5250 BBB BBB BBB 4-
27 5550 CCC CCC CCC 4½
28 5850 CCC CCC CCC 5½
29 6150 DDD DDD DDD 5½
30 6450 DDD DDD DDD 51
31 6750 DDD DDD DDD 61
32 7050 EEE EEE EEE 61
33 7350 EEE EEE EEE 71
34 7650 FFF FFF FFF 71
35 7950 FFF FFF FFF 81
36 8250 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  7  0  1  1
+1  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+2  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+3  7 13 10  8 11  5  6  7
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 15 12 10 14  7  8 10
+5 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 12 16 14 13 15 10 11 13
+5 12 16 14 14 16 10 11 14
+6 13 16 15 14 16 11 12 15
+7 14 16 15 15 16 12 13 16
+7 15 17 16 16 16 13 14 17
+7 16 17 16 16 17 14 15 18
Requisites: Con 12, Int 22
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: M-U0
Save Table: 2xWiz
Reference: DM {Planeshifted Arch-Mage}
Groups: Wizard
 
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Sage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Sage being too low level. If the Arch-Sage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
Level N (every level): +4 Nonweapon proficiencies.
Level 4: When modifying an existing spell using spell research [S5], the base time is in hours instead of weeks, and CL (Caster level) is 3 times Arch-Sage's level (for this rule only).
Level 5: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 11: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 12: Each level starting at 12th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 19: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 23: Each level starting at 23rd, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 29: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 34: Each level starting at 34th, pick one spell. That spell can be cast as a 0 action.
Level 41: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
Divination spells from Sage0 class:
True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.

[PC2] Wizard Group Classes


Artificer

Level KXP Wizard
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+2  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+3  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+5  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+6  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+7  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+8  9 14 11 10 13  6  7  9
Requisites: Str 9, Con 11, Int 20, Chr 9
Alignment: any
HD/level: d5
Weapon Prof.: 5+level/5
To Hit Table: Rog
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specialized in Enchantment; pick an opposite.
Level 1: All your items are considered x2 items.
Level 1: Identify Artifacts by sight.
Level 1: May material component a spell by spending 1V action. See [S0] for effects of material componenting. Generally, you will can pick from: double effect, double level for purposes of MR shift, double duration, or double range ("0" going to "touch" and "touch" going to 10 feet).
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level N: May cast spells of spell level N/3 (round down) without using a P action, if you are specialized in that school.
Level N: May cast spells of spell level N/4 (round down) without using a P action.
Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds.
Level 9: Know How to Destroy Artifacts by sight.
Artificers also have the following ability:
1F, (max of level times per day): Create a temporary artifact which lasts for level rounds. For each level, roll once on the table below (e.g. If the Artificer is level 10 you would roll 8 times on the first column and 2 times on the second column).
Then determine a random power of that type (Conc = Concordant Spell, Ioun = Ioun Stone, DMG1 Art = DMG1 Artifact Table,
Rog Abil = Rogue Ability at level*50%, MD&D = Master's Set Artifact Table). None of these rolls may be modified.
Caster Level
d12 1-8 9-17 18-26 27-35 36+
1 Wiz SL 1-3 Wiz SL 4-6 Wiz 7-9 Wiz 10-12 Wiz 13-15
2 Pri SL 1-2 Pri SL 3-5 Pri SL 6-7 Pri SL 8-10 Pri SL 11-12
3 Conc SL 1 Conc SL 2 Conc SL 3 Conc SL 4 Conc SL 5
4 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
5 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
6 Familiar Normal Familiar Super Familiar Super Familiar Ultra Familiar Ultra
7 Ioun Normal Ioun Don Ioun Don Ioun Super Ioun Super
8 DMG1 Art Minor DMG1 Art Major DMG1 Art Prime DMG1 Art Prime DMG1 Art Prime
9 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
10 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
11 Rog Abil 1-8 Rog Abil 9-17 Rog Abil 18-26 Rog Abil 27-35 Rog Abil 36
12 MD&D 0-25 PP MD&D 30-50 PP MD&D 55-75 PP MD&D 80-95 PP MD&D 100 PP
* For Psionics, roll 1d30 for frequency number.

[PC2] Wizard Group Classes


Artificer24

Level KXP Wizard/Psi24
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+0  5  4  8  2  3  1  1  2
+1  6  4  8  3  4  2  2  2
+1  6  5  8  4  4  2  2  3
+2  7  5  9  5  4  3  2  3
+2  8  6  9  6  5  3  3  4
+3  8  6  9  7  5  4  3  4
+3  9  7  9  8  6  4  4  5
+4 10  8 10  9  7  5  4  5
+4 11  8 10 10  7  5  4  6
+5 11  9 10 11  8  6  5  6
+5 12 10 11 12  9  6  5  7
+6 13 11 12 13 10  7  6  7
+6 14 11 13 14 10  7  6  8
+7 14 12 13 14 11  8  6  8
+7 14 12 14 14 11  8  7  9
+8 14 13 14 14 12  9  7  9
+8 15 13 14 14 12  9  8 10
Requisites: Str 8, Con 10, Int 25, Chr 8
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: Wiz/Psi
Reference: DM
Groups: Wizard, Psionicist, Technology
 
Specialized in Enchantment; pick an opposite.
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
For this class only, Psi24 minors are SL=1, majors are SL=3, grands are SL=5, supers are SL=8, and ultras are SL=11.
Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
Psi24 powers cost 1E action to use.
Level 1: All your items are considered x2 items.
Level 1: Identify Artifacts by sight.
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds (see table).
Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
Level 1 ¶: xLVL Personality score.
Level 9: Know How to Destroy Artifacts by sight.
Caster Level
d12 1-6 7-13 14-20 21-27 28+
1 Wiz SL 1-3 Wiz SL 4-6 Wiz 7-9 Wiz 10-12 Wiz 13-15
2 Pri SL 1-2 Pri SL 3-5 Pri SL 6-7 Pri SL 8-10 Pri SL 11-12
3 Conc SL 1 Conc SL 2 Conc SL 3 Conc SL 4 Conc SL 5
4 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
5 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
6 Familiar Normal Familiar Super Familiar Super Familiar Ultra Familiar Ultra
7 Ioun Normal Ioun Don Ioun Don Ioun Super Ioun Super
8 DMG1 Art Minor DMG1 Art Major DMG1 Art Prime DMG1 Art Prime DMG1 Art Prime
9 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
10 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
11 Rog Abil 1-8 Rog Abil 9-17 Rog Abil 18-26 Rog Abil 27-35 Rog Abil 36
12 MD&D 0-25 PP MD&D 30-50 PP MD&D 55-75 PP MD&D 80-95 PP MD&D 100 PP
* For Psionics, roll 1d50 for frequency number:
[1-10:] --2, -40, -17, -15, -12, -9, -6, -5, -3, -2,
[11-20:] -1, 0, 0.01, 1, 2, 3, 3.5, 5, 6, 7,
[21-30:] 8, 9, 10, 12, 14, 15, 16, 17, 18, 19,
[31-40:] 23, 27, 29, 30, 36, 45, 48, 54, 60, 72,
[41-50:] 81, 100, ∞, X-7, X4, X7, X14, X21, X24, roll 1d100-30

[PC2] Wizard Group Classes


Aspirant

Level KXP Wizard
123 456 789 AB
1 75 2½- --- --- --
2 550 31½ --- --- --
3 1025 421 --- --- --
4 1500 532 ½-- --- --
5 1975 643 1½- --- --
6 2450 754 21- --- --
7 2925 865 32½ --- --
8 3400 976 43½ --- --
9 3875 A87 541 ½-- --
10 4350 A98 652 1-- --
11 4825 AA9 763 2½- --
12 5300 AAA 874 3½- --
13 5775 AAA 985 4½- --
14 6250 AAA A96 51½ --
15 6725 AAA AA7 621 --
16 7200 AAA AA8 732 --
17 7675 AAA AA9 843 --
18 8150 AAA AAA 954 ½-
19 8625 AAA AAA A65 ½-
20 9100 AAA AAA A76 1-
21 9575 AAA AAA A87 1-
22 10050 AAA AAA A98 2-
23 10525 AAA AAA AA9 2-
24 11000 AAA AAA AAA 3-
25 11475 BBB BBB BBB 3-
26 11950 BBB BBB BBB 4-
27 12425 CCC CCC CCC 4½
28 12900 CCC CCC CCC 5½
29 13375 DDD DDD DDD 5½
30 13850 DDD DDD DDD 51
31 14325 DDD DDD DDD 61
32 14800 EEE EEE EEE 61
33 15275 EEE EEE EEE 71
34 15750 FFF FFF FFF 71
35 16225 FFF FFF FFF 81
36 16700 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
Mon  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
Requisites: Int 20, Wis 12, Chr 8
Alignment: any E
HD/level: +&d6
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: Mon
Reference: DM
Groups: Wizard, Concordant (x1)
 
This gets the abilities (and spell progression) of Death Master1 and ArchMage.
In addition, each level Aspirant gains 1 spell level for Lich spells. This spell level may be spent immediately (for a 1st level Lich spell) or saved for a larger spell. The Aspirant's Lich "progression" must be decreasing, so the soonest the Aspirant could gain a 6th level Lich spell would be level 21 (progression = 111111).
DM Note: Note that Aspirant is cheaper than ArchMage at high levels.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Mage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 1: Have their own language called "The Language of Death".
Level 1: +1 XP for each grave dug; +2 XP for each stolen body.
Level 1: Potion of Undead Control and Ring of Regeneration has double effect.
Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
Level 1: 5% per level resistance to Charm spells.
Level 2: +2 XP for putting a body to rest.
Level 3: +3 XP for a properly embalmed body.
Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 4: Speak with Undead at will.
Level 7: Speak with Dead 1/d.
Level 9: Immune to Paralysis, Hold, and any undead touch effect.
Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).
Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 11: Immune to all Energy/Stat drains.
Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.

[PC2] Wizard Group Classes


Astral PhysAdept

Level KXP Psi30 SL's
123 456 789 A
1 0 3-- --- --- -
2 10 6-- --- --- -
3 20 61- --- --- -
4 30 62- --- --- -
5 40 63- --- --- -
6 50 631 --- --- -
7 100 932 --- --- -
8 200 963 --- --- -
9 300 963 1-- --- -
10 400 993 2-- --- -
11 500 996 3-- --- -
12 1000 996 31- --- -
13 1500 999 32- --- -
14 2000 999 63- --- -
15 2500 999 631 --- -
16 3000 999 932 --- -
17 3500 999 963 --- -
18 4000 999 963 1-- -
19 4500 999 993 2-- -
20 5000 999 996 3-- -
21 5500 999 996 31- -
22 6000 999 999 32- -
23 6500 999 999 63- -
24 7000 999 999 631 -
25 7500 999 999 632 -
26 8000 999 999 963 -
27 8500 999 999 964 -
28 9000 999 999 965 -
29 9500 999 999 966 -
30 10000 999 999 976 -
31 10500 999 999 977 -
32 11000 999 999 987 -
33 11500 999 999 988 -
34 12000 999 999 998 -
35 12500 999 999 999 -
36 13000 999 999 999 1
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 12, Wis 12, Chr 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: Shadowrun
Groups: Wizard, Psionicist
 
This is a mage which casts Shadowrun powers as if they were spells. AstralPA cannot cast normal Wizard spells.
Take the Drain Code of the power, and convert it to a spell level, as follows:
Letter of Drain Code   (so an S5 is spell level 6)
L M S D X Spell Level AstralPA cannot use Material Componenting at all, instead, you may burn extra spells from your memorization to get that number of times effect (e.g. if you burn five 1st level spells for one spell, you get x5 effect). This costs no extra actions.
1 - - - - 0 (1/4 of a 1st level spell) Your number of "successes" equals your level (unless you multiply the effect, of course).
2-3 1 - - - 1 Level 1: May use astral perception.
4-6 2 1 - - 2 Level 9: May use astral projection.
7-10 3 2 1 - 3
11-15 4 3 2 1 4
16-21 5 4 3 - 5
22-28 6-7 5 4 2 6
29+ 8-9 6 3 - 7
- 10+ 7 6 3 8
- - 8+ 7 - 9
- - - 8+ 4 10
- - - - 5+ 11 (you can't normally get this because it's not on the spell progression)

[PC2] Wizard Group Classes


Astral Shaman

Level KXP Psi30 SL's
123 456 789
1 0 1-- --- ---
2 10 2-- --- ---
3 20 21- --- ---
4 30 22- --- ---
5 40 221 --- ---
6 50 222 --- ---
7 60 222 1-- ---
8 100 222 2-- ---
9 200 222 21- ---
10 300 222 22- ---
11 400 322 22- ---
12 500 332 221 ---
13 600 333 222 ---
14 1000 333 322 ---
15 1600 333 332 ---
16 2200 433 333 1--
17 2800 443 333 2--
18 3400 444 333 3--
19 4000 444 433 3--
20 4600 444 443 3--
21 5200 444 444 31-
22 5800 444 444 42-
23 6400 444 444 43-
24 7000 444 444 44-
25 7600 544 444 44-
26 8200 554 444 44-
27 8800 555 444 441
28 9400 555 544 442
29 10000 555 554 443
30 10600 555 555 444
31 11200 555 555 544
32 11800 555 555 554
33 12400 555 555 555
34 13000 666 555 555
35 13600 666 666 555
36 14200 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Int 9, Wis 9, Chr 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Psi
Reference: Shadowrun
Groups: Wizard, Psionicist
 
This is an Astral PA, with the following modifications:
Spell progression (for Shadowrun powers) uses the Witch Doctor table.
Cannot multiply effects by burning extra spells.
Level 1: 1M, level/d: Summon a (normal element) elemental of 4*level HD.
Level 1: 1V, sacrifice an elemental you control: Add (the elemental's HD)/4 spell levels to your memorization, or add (the elemental's HD)/2 to the caster level of your next spell.
Level 7: You may summon para elementals using the summon ability (Level 1).
Level 13: You may summon quasi elementals using the summon ability (Level 1).
Level 19: You may summon semi elementals using the summon ability (Level 1).
Level 25: You may summon chemical elementals using the summon ability (Level 1).

[PC2] Wizard Group Classes


Astrologer1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2 20- --- ---
3 4 21- --- ---
4 8 220 --- ---
5 16 221 --- ---
6 32 222 0-- ---
7 64 322 1-- ---
8 128 332 20- ---
9 256 333 21- ---
10 656 333 320 ---
11 1056 433 321 ---
12 1456 444 321 ---
13 1856 444 322 ---
14 2256 444 432 0--
15 2656 544 432 1--
16 3056 555 432 2--
17 3456 655 443 20-
18 3856 655 443 21-
19 4256 655 543 22-
20 4656 655 544 320
21 5056 655 544 321
22 5456 665 554 322
23 5856 666 654 332
24 6256 776 655 432
25 6656 776 655 443
26 7056 777 665 543
27 7456 777 665 554
28 7856 887 666 654
29 8256 887 776 655
30 8656 888 777 665
31 9056 888 777 766
32 9456 988 887 776
33 9856 999 888 777
34 10256 999 988 887
35 10656 999 999 888
36 11056 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 15, Wis 13
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
If you reset within real (not magical) sight of the sky, you get Wisdom bonus for spells.
Level 1: Fly at (level*3)" rate.
Level 1: If within sight of the sky, can cast spells as if the MF was 1 higher.
Level 1: 1 full reset: On the following reset, your spell progression in your Astrologer class is doubled.
Level 2: 1 full reset studying a person (who must be present): All spells you cast on that person are at x(level+1)/2 effect. You are assumed to have already "studied yourself" when you reach level 3.
Level 3: 1 full reset: Cast a spell you know; it has permanent duration.

[PC2] Wizard Group Classes


Beast Arch-Mage

Level KXP Wizard
123 456 789 ABC
1 0 0b- --- --- ---
2 4.5 00c --- --- ---
3 9 000 d-- --- ---
4 18 000 0e- --- ---
5 39 000 00f --- ---
6 82.5 000 000 g-- ---
7 165 000 000 0h- ---
8 330 111 111 1f- ---
9 675 111 111 10i ---
10 1350 111 111 100 j--
11 2025 222 222 211 h--
12 2700 222 222 211 0k-
13 3375 333 333 322 1i-
14 4050 444 444 433 2g-
15 4725 444 444 433 20l
16 5400 555 555 544 31j
17 6075 666 666 655 42h
18 6750 666 666 655 420
19 7425 777 777 766 531
20 8100 777 777 777 652
21 8775 777 777 777 763
22 9450 777 777 777 774
23 10125 777 777 777 775
24 10800 777 777 777 776
25 11475 777 777 777 777
26 12150 877 777 777 777
27 12825 887 777 777 777
28 13500 888 777 777 777
29 14175 888 877 777 777
30 14850 888 887 777 777
31 15525 888 888 777 777
32 16200 888 888 877 777
33 16875 888 888 887 777
34 17550 888 888 888 777
35 18225 888 888 888 877
36 18900 888 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+3  7 13 10  8 11  5  6  7
+3  8 13 11  9 12  6  7  8
+4  9 14 11 10 13  6  7  9
+4  9 15 12 10 14  7  8 10
+5 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+6 12 16 14 13 15 10 11 13
+6 12 16 14 14 16 10 11 14
+7 13 16 15 14 16 11 12 15
+7 14 16 15 15 16 12 13 16
+8 15 17 16 16 16 13 14 17
+8 16 17 16 16 17 14 15 18
Requisites: Dex 16, Int 26; Class slots 2
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/3
To Hit Table: Rog
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Gets Int bonus to spell progression.
Gets +1 familiar per level (including level 1).
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: Free material componenting. Can double material component if 1V is spent.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).
Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 15: That's an "l" (lower case "L") in 12th's, i.e. -12 (before bonus).
Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.

[PC2] Wizard Group Classes


Beast Mage

Level KXP Wizard
123 456 789
1 0 ½-- --- ---
2 2.5 ½½- --- ---
3 5 ½½½ --- ---
4 10 ½½½ ½-- ---
5 20 ½½½ ½½- ---
6 40 ½½½ ½½½ ---
7 80 ½½½ ½½½ ½--
8 160 ½½½ ½½½ ½½-
9 320 ½½½ ½½½ ½½½
10 570 1½½ ½½½ ½½½
11 820 11½ ½½½ ½½½
12 1070 111 ½½½ ½½½
13 1320 111 1½½ ½½½
14 1570 111 11½ ½½½
15 1820 111 111 ½½½
16 2320 111 111 1½½
17 2570 111 111 11½
18 3070 111 111 111
19 3570 221 111 111
20 4070 222 211 111
21 4570 222 222 111
22 5070 222 222 221
23 5570 222 222 222
24 6070 333 222 222
25 6570 333 333 222
26 7070 333 333 333
27 8070 444 433 333
28 9070 444 444 443
29 10070 444 444 444
30 11070 555 554 444
31 12070 555 555 555
32 13070 666 666 555
33 14070 666 666 666
34 15070 777 777 766
35 16070 777 777 777
36 18070 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specialization is allowed (and suggested due to all the ½'s on the spell progression).
This class does get the free Material Componenting of Mage.

[PC2] Wizard Group Classes


Black Robe1

Level KXP Wizard
123 456 789
1 2.5 1-- --- ---
2 5 2-- --- ---
3 10 21- --- ---
4 17 32- --- ---
5 35 421 --- ---
6 45 422 --- ---
7 80 432 1-- ---
8 135 433 2-- ---
9 290 433 21- ---
10 375 443 221 ---
11 500 444 321 ---
12 650 444 421 1--
13 800 555 432 111
14 1000 555 442 111
15 1200 555 552 111
16 1400 555 553 211
17 1650 555 554 321
18 1900 555 554 321
19 2150 555 554 322
20 2400 555 554 333
21 2650 555 554 444
22 2900 555 555 555
23 3150 666 666 666
24 3400 776 666 666
25 3650 777 766 666
26 3900 777 776 666
27 4150 777 777 666
28 4400 777 777 776
29 4650 777 777 777
30 4900 887 777 777
31 5150 888 777 777
32 5400 888 877 777
33 5650 888 887 777
34 5900 888 888 777
35 6150 888 888 877
36 6400 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 6, Int 9
Alignment: any E
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DLA1
Groups: Wizard
 
Specialized in Necromancy. Has Divination and Abjuration as opposite schools.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Blaster0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Dex 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Can specialize in Invocation, if you do, pick a major opposite school.
When you material component one of the new spells below, replace "One target" with "CL targets". You cannot material component to hit a group at all. You are allowed to hit 2 targets at level 1.
New Invocation spells for Blaster0 class:
Acid Blast (all SL's): One target takes CL*SL Vile Acid dmg (no save, cannot be regenerated)
Force Throw (all SL's): One target is thrown backwards 5*CL*SL feet (no save, takes falling dmg as normal, leaves it's group)
Glass Shards (all SL's): One target takes CL*SL Glass dmg (no save) and is Sharped (BW save)
Time Beam (all SL's): One target takes CL*SL Time dmg (no save) and is Slowed for SL s (RSW save)
Void Zone (all SL's): One target is disintegrated (PP save with DC=CL*SL, yes it's an easy save at low level)
Wood Spikes (all SL's): One target takes 2*CL*SL Wood dmg (no save)

[PC2] Wizard Group Classes


Boros Crossmage (MTG R/W)

Level KXP Wizard/PriHea
123 456 789
1 0 2-- --- ---
2 4.125 21- --- ---
3 8.25 22- --- ---
4 16.5 221 --- ---
5 33 222 --- ---
6 66 322 1-- ---
7 132 332 2-- ---
8 264 333 21- ---
9 528 333 32- ---
10 1056 433 321 ---
11 1584 444 321 ---
12 2112 444 322 ---
13 2640 444 432 ---
14 3168 544 432 1--
15 3696 555 432 2--
16 4224 655 443 2--
17 4752 655 443 21-
18 5280 655 543 22-
19 5808 655 544 32-
20 6336 655 544 321
21 6864 665 554 322
22 7392 666 654 332
23 7920 776 655 432
24 8448 776 655 443
25 8976 777 665 543
26 9504 777 665 554
27 10032 887 666 654
28 10560 887 776 655
29 11088 888 777 665
30 11616 888 777 766
31 12144 988 887 776
32 12672 999 888 777
33 13200 999 988 887
34 13728 999 999 888
35 14256 999 999 998
36 14784 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Int 16, Dex 14, Chr 14
Alignment: NG, CG, CN, or LE
HD/level: others +0d+4  (see note)
Weapon Prof.: 2+level/3
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: DM
Groups: Wizard
 
Hit Dice: "others +0d+4" means you add 4 to all your other classes' HD types. This class directly gives 0 hp. Exception: If this is your only class, you get 1d4 per level. (You cannot take this option if you have more than one class.)
Example: Multiclassed Fighter1 level 1 / Boros Crossmage11 level 1, with +2 Con bonus. The fighter gives 16 hp (1d14+2). The crossmage gives 0 hp. The character has 8 hp (16+0 divided by 2).
Exceptional Int bonus.
Channeling.
Specialized in Wizard Invocation school.
Turn Undead as a Priest of 3 levels lower.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.

[PC2] Wizard Group Classes


Cancer Mage3

Level KXP
Spells
1 Rog4/Pri2 (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  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+2  4  8  5  4  7  0  1  2
+3  4  8  6  4  7  1  2  2
+3  5  9  6  4  8  1  2  3
+4  5  9  7  5  8  2  3  3
+5  5 10  7  5  9  2  3  4
+6  6 10  7  6  9  2  3  4
+6  6 10  8  6  9  3  4  5
+7  6 11  8  6 10  3  4  5
+8  7 11  9  7 10  4  5  6
+9  7 12  9  7 11  4  5  6
+9  7 12  9  8 11  4  5  7
+10  7 13 10  8 11  5  6  7
+11  8 13 10  8 12  5  6  8
+12  8 13 11  9 12  6  7  8
+12  8 14 11  9 13  6  7  9
+13  9 14 11 10 13  6  7  9
Requisites:  
Alignment: any E
HD/level: d6
Weapon Prof.: 1+/9
To Hit Table: +level*3/4
Save Table: Wiz
Reference: BoVD3-52
Groups: Wizard
 

[PC2] Wizard Group Classes


Cartographer2

Level KXP
Spells
1 0 (special)
2 1.25 (special)
3 2.5 (special)
4 4.5 (special)
5 9 (special)
6 17.5 (special)
7 35 (special)
8 60 (special)
9 90 (special)
10 140 (special)
11 200 (special)
12 400 (special)
13 600 (special)
14 800 (special)
15 1000 (special)
16 1200 (special)
17 1400 (special)
18 1600 (special)
19 1800 (special)
20 2000 (special)
21 2200 (special)
22 2400 (special)
23 2600 (special)
24 2800 (special)
25 3000 (special)
26 3200 (special)
27 3400 (special)
28 3600 (special)
29 3800 (special)
30 4000 (special)
31 4200 (special)
32 4400 (special)
33 4600 (special)
34 4800 (special)
35 5000 (special)
36 5200 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+0  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+1  6  6  7  3  5  2  4  1
+1  7  6  7  4  6  2  5  1
+2  7  7  7  4  6  3  5  2
+2  7  7  8  4  7  3  6  2
+2  7  8  8  4  7  3  6  2
+3  8  8  8  5  8  4  7  3
+3  8  9  8  5  8  4  7  3
+3  8  9  9  5  9  5  8  3
+4  8 10  9  5  9  5  8  4
+4  9 10  9  6 10  5  9  4
+4  9 11  9  6 10  6  9  4
+5  9 11 10  6 11  6 10  5
+5  9 12 10  6 11  7 10  5
+5 10 12 10  7 12  7 11  5
Requisites: Dex 10, Int 12
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Save Table: Rog
Reference: S&S2
Groups: Wizard
 
Level 1: Gain your CL in spell levels in memorization. The maximum spell level = (your CL)/2, round up. All spell levels at maximum spell level or lower are assumed to be at least a "0" for purposes of specialization. You may put a "½ " in a spell level (it costs half). Example: A 10th level Cartographer can have a 0, 1½, 0, ½, 1 progression.
Level 1: May specialize (either edition) in Divination, pick an opposite school. May specialize in Divination using *both* editions at the same time, in this case, pick a total of three opposite schools.
Level 1: Free Cartography and Forgery proficiencies. A free Read/Write language proficiency per level.
Level 1: Detect False Maps. This lets you know if a map is generally (over 50%) correct. See "Know Detail on Map" below for abuses of this ability.
Level 1: Can map any area he's ever been to by memory.
Level 1: Distance Sense (can estimate the distance to anything, error is less than 1%).
Level 1: Can copy a non-magical map in 1 hour.
Level 1: There is a 5*CL% chance you "just happen to have" a rough map to any given location you go to, assuming your race has visited this place before. These maps are usually incomplete and crude, but may have a clue or two.
Level 1: Gain CL^2 gp per day you spend sitting around making maps for people. (DM Note: Lots of other classes should have a similar ability to this.)
Level 2: Know Detail on Map. If you make a Forgery roll, you can tell if a minor detail on a map is possible or not (if you don't specify which detail, the DM will point out something interesting about the map). This ability does not allow you to detect the future or whether an individual is in a specific place (e.g. if the map says "Blue Dragon Sizzle lives here", this ability says nothing other than whether a dragon *could* live here). You generally cannot sit down and imagine up maps (or have your friend do it), hoping that some random map you draw gives you information.
Level 4: Can map any area he's scrying into (via Crystal Ball or whatever).
Level 5: Gain one 1st level apprentice per level. (Two per level starting at level 9)
Level 9: May specialize (either edition) in a school of magic, pick an opposite school. If you pick Divination, you get an additional 2nd edition (+1 per SL) source, not 1st edition.
Level 9: 1M, 1/t: Map dungeon level. This maps the entire DL, up to 1 mile in diameter. Exact details are not given, just rooms, doors, stairs, and vague features. Major features such as statues, altars, and pools may or may not be included at the DM's whim. Individual isolated sections of underground (not connected to the current dungeon) at the same depth probably will not be included. Certain rooms might be shielded in various ways (generally x2 multiplier effects), and might get omitted. If the map cannot be drawn in a 2 dimensional space, the map will probably have errors. If the map cannot be drawn in a 3 dimensional space, it will probably be a jumble of uselessness in the non-mappable sections. This ability can be used in a building; it maps that level of the building.
Level 12: 1M, 1/h: Map wildnerness. This maps 100 yards diameter in wildnerness or 100 feet diameter in a town/city. Interiors of buildings and cliffs and such are given. This ability can be used underground, it maps 100 feet diameter even through solid rock (and to unconnected underground areas).
Level 12: Gain a level (CL/2, round down) apprentice per level.
Level 18: Once per day can modify a map into an Updating Map. Updating Maps change whenever the area they're mapping changes. The amount of detail on the map stays constant, as long as all details on the map when it was made Updating were true. Thus, if you know Blue Dragon Sizzle is sitting on 5 magic items, and make a Updating Map of his room, the map will change whenever Sizzle moves (and it will tell you where he is if he's still on the map). If he gains or loses any magic items, it will tell you how many. If you specifically gave the properties of each magic item, each new item would also be identified, unless it was of a multiplier higher than the person who created the Updating Map.
Level 27: Once per day can modify an Updating Map into a Temporal Map. Temporal Maps have a "date & time" indicator on them, this can be changed once per turn, and the map changes to reflect that date and time.
Level 36: Once per day can modify an Updating (or Temporal) Map into a Moving Map. Moving Maps can be "scrolled" in any of the 3 dimensions (up/down, north/south, east/west), the map changes to reflect the change. The Moving Map can "move" any amount of distance once per turn, but it suddenly changes to the new map (if you move the map 100 miles east, you don't get to see it scroll by real fast, it simply switches to the new location).

[PC2] Wizard Group Classes


Challenger

Level KXP Wizard
123 456 789
1 90 111 --- ---
2 180 222 --- ---
3 270 222 1-- ---
4 360 333 2-- ---
5 450 444 21- ---
6 540 444 31- ---
7 630 444 32- ---
8 720 444 321 ---
9 900 555 332 ---
10 1800 555 432 1--
11 2700 555 433 2--
12 3600 555 543 21-
13 4500 555 543 22-
14 5400 555 543 221
15 6300 555 544 222
16 7200 555 554 322
17 8100 555 555 322
18 9000 555 555 332
19 9900 555 555 432
20 10800 555 555 433
21 11700 555 555 543
22 12600 555 555 554
23 13500 555 555 555
24 14400 666 666 555
25 15300 666 666 666
26 16200 777 777 666
27 17100 777 777 777
28 18000 888 888 777
29 18900 888 888 888
30 19800 999 999 888
31 20700 999 999 999
32 21600 AAA AAA 999
33 22500 AAA AAA AAA
34 23400 BBB BBB AAA
35 24300 BBB BBB BBB
36 25200 CCC CCC CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  9 14 11 10 13  6  7  9
+6  9 14 12 10 13  7  8 10
+6 10 15 13 11 14  8  9 11
+7 10 15 13 11 15  8  9 11
+7 11 16 13 12 15  9 10 12
+8 11 16 14 12 15  9 10 13
+8 12 16 14 13 16 10 11 14
Requisites: Dex 11, Int 13, Chr 19
Alignment: non-L
HD/level: 2d2
Weapon Prof.: -1+level*2
To Hit Table: 1½xWiz
Save Table: 1½xWiz
Reference: DM
Groups: Wizard
 
This is a powerful version of Illusionist1.
Specialized in Illusion, pick an opposite.
Level 10: With a 7th level spell, you can create an illusion of a monster so real that persons fighting it actually gain XP from the "monster" if it is killed. Of course the illusion is capable of damaging it's enemy, as if it was a real version of the monster (any attempt to defeat this causes you to gain no XP from the encounter).
Level 20: With a 9th level spell, you can create illusionary potions which actually affect the persons drinking them. There is a 1% (non-adjustable) chance the drinker will somehow not be affected by the potion. In this case, the person will no longer be able to believe this power (or the Level 10 one, either). The person cannot control this in any way. The only way to avoid this result is with the Avoid Fate power. This power cannot be done earlier in the Challenger's career (even though he has 9th level spells at level 14).
Level 30: Any illusionary effect you create is in fact real. There is no way to distinguish the created item from a "real" one, except by using Psi14. Note that duplicating unique persons or items can be disastrous (due to Clone Insanity and Truename issues).

[PC2] Wizard Group Classes


Charm Crafter

Level KXP Wizard
123 456 789
1 0 ½-- --- ---
2 1 1-- --- ---
3 2.5 2½- --- ---
4 6.5 31- --- ---
5 15 42½ --- ---
6 40 531 --- ---
7 100 642 ½-- ---
8 250 753 1-- ---
9 600 864 2½- ---
10 1000 975 31- ---
11 1400 A86 42½ ---
12 1800 B97 531 ---
13 2200 CA8 642 ½--
14 2600 DB9 753 1--
15 3000 ECA 864 2½-
16 3400 FDB 975 31-
17 3800 GEC A86 42½
18 4200 HFD B97 531
19 4600 IGE CA8 642
20 5000 JHF DB9 753
21 5400 KIG ECA 864
22 5800 LJH FDB 975
23 6200 MKI GEC A86
24 6600 NLJ HFD B97
25 7000 OMK IGE CA8
26 7400 PNL JHF DB9
27 7800 QOM KIG ECA
28 8200 RPN LJH FDB
29 8600 SQO MKI GEC
30 9000 TRP NLJ HFD
31 9400 USQ OMK IGE
32 9800 VTR PNL JHF
33 10200 WUS QOM KIG
34 10600 XVT RPN LJH
35 11000 YWU SQO MKI
36 11400 ZXV TRP NLJ
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+1  6 11  8  6 10  3  4  5
+1  7 12  9  7 11  4  5  6
+2  7 13 10  8 11  5  6  7
+2  8 13 11  9 12  6  7  8
+2  9 14 11 10 13  6  7  9
+3  9 15 12 10 14  7  8 10
+3 10 15 13 11 15  8  9 11
+3 11 16 13 12 15  9 10 12
+4 12 16 14 13 15 10 11 13
+4 12 16 14 14 16 10 11 14
+4 13 16 15 14 16 11 12 15
+5 14 16 15 15 16 12 13 16
+5 15 17 16 16 16 13 14 17
+5 16 17 16 16 17 14 15 18
Requisites: Int 8, Chr 9
Alignment: any
HD/level: +d4
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Always 1M+1P to cast spells. The 1M action is used to set up the spell in a temporary item (called a Charm). Any number of spells of a single spell level may be placed into the Charm. The Charm may be saved until used up to 1 month later. Until then, the spell memorization put into the Charm is not regained, even at a Reset. The 1P is used to set off the Charm. The effect of the Charm is a cast spell of the appropriate level (determined when the spell is used). The magnitude of the spell is multiplied by the number of spells stored in the Charm.
Cannot use material componenting; they effectively use their own special form of that.
Level 1: May specialize in Enchantment/Charm; pick an opposite if you do this.
Level 1: Can use multiple charges at once from magic items; the effect is multiplied by the number of charges used.
Level 2: All of your items automatically make all item saving throws.
Level 4: May specialize in Abjuration; pick an opposite if you do this.
Level 9: Your magical effects do not turn off in Anti-Magic of any multiplier.
Level 9: 1M: Your Reason, Intuition, or Leadership becomes (level+9) for this round only.
Level 9: May specialize in a school of your choice; pick an opposite if you do this.
Level 18: Your magical effects cannot be dispelled by Dispel Magic of any multiplier.
Level 27: Any of your spells may have duration "Permanent" if desired.

[PC2] Wizard Group Classes


Chemist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 3 2½- --- ---
4 6 21- --- ---
5 10 22- --- ---
6 20 33- --- ---
7 30 33½ --- ---
8 50 331 --- ---
9 100 332 --- ---
10 150 332 ½-- ---
11 200 332 1-- ---
12 400 332 2-- ---
13 600 333 3-- ---
14 800 333 3½- ---
15 1000 333 31- ---
16 1200 333 32- ---
17 1400 333 32½ ---
18 1600 333 321 ---
19 1800 333 322 ---
20 2000 333 333 ---
21 2200 333 333 ½--
22 2400 333 333 1--
23 2600 333 333 2--
24 2800 333 333 2½-
25 3000 333 333 21-
26 3200 333 333 22-
27 3400 333 333 33-
28 3600 333 333 33½
29 3800 333 333 331
30 4000 333 333 332
31 4200 333 333 333
32 4400 444 443 333
33 4600 444 444 444
34 4800 555 554 444
35 5000 555 555 555
36 5200 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 14, Wis 13
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Technology
 
Level 1: Identify Psionic Items (level*10)%
Level 1: +1 Knowledge proficiency per level.
Level 1: Decipher Code (47+level*3)%
Level 2: Identify Object's chemical makeup by sight.
Level 3: Specialization in Alteration gained.
Level 3: Periodic Table elements are considered Semi for you.
Level 4: Create Chemical Mixture of (level) Complexity Level (see next page; also Tinker Gnome).
Level 5: Periodic Table elements are considered Quasi for you.
Level 6: Can write scrolls.
Level 7: Specialization in Conjuration gained.
Level 8: Identify Technological item, function, and (at a -50% penalty) function (level-7)*10%
Level 9: Identify non-unique monsters by sight.
Level 9: Periodic Table elements are considered Para for you.
Level 17: Periodic Table elements are considered normal for you.
Sample Complexity Levels of Chemicals:
Complexity Substance
1 Smoke Bombs, Low Glues (good old Elmer's), Simple Poisons (Class A/B)
2 Stink Bombs, Medium Glues (superglue), Alcohol, Matches
3 Poison Gas Bombs, High Glues, Acetone, Poison Antidote, Food Preservatives
4 Simple Medicinal Products (aspirin), Water Purification Products
5 Slippery Physical Liquids (oil), Simple SubAttribute Boosters, Flash Powder
6 Low Acids, Basic Fire Retardants, Greek Fire
7 Medium Acids, Ultimate Fire Retardants, Smoke Powder
8 Gunpowder, Chemical Welding Agents
9 Bombs (simple explosive), Stone Dissolving Agents
10 Highly Sophisticated Poisons (Class F), Metal Burning Agents
11 Potions, Cold Bombs, High Acids, Viruses of the order of the Common Cold
12 Combination Bombs, Lightning Bombs, Stone Gas Bombs
13 Potions of x2 strength, Liquid Electronics (!)
14 Dynamite, Combination Time Bombs, Viruses of the order of AIDS/Ebola
15 Rocket Propulsion (up to ½ the speed of light)
16 Plastic Explosives, Airborne versions of previous liquids
17 Real-burning Gasoline, Tornadium D-19
18 Nuclear Fission, Metal Dissolving Agents

[PC2] Wizard Group Classes


Chronomancer2

Level KXP Wizard
123 456 789
1 0 ½-- --- ---
2 3 1-- --- ---
3 6 2½- --- ---
4 12 21- --- ---
5 24 32½ --- ---
6 48 321 --- ---
7 72 332 ½-- ---
8 105 432 1-- ---
9 160 433 2½- ---
10 285 443 21- ---
11 425 443 32½ ---
12 850 544 321 ---
13 1235 544 332 ½--
14 1610 554 432 1--
15 1985 554 433 2½-
16 2370 555 443 21-
17 2755 655 443 32½
18 3140 655 544 321
19 3525 665 544 332
20 3910 665 554 432
21 4295 666 554 433
22 4680 666 555 443
23 5065 766 655 443
24 5450 766 655 544
25 5835 776 665 544
26 6220 776 665 554
27 6605 777 666 554
28 6990 777 666 555
29 7375 777 766 655
30 7760 877 766 655
31 8145 877 776 665
32 8530 887 776 665
33 8915 887 777 666
34 9300 888 777 666
35 9685 888 777 766
36 10070 888 877 766
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+2  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+3  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+5  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+6  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+7  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+8  9 14 11 10 13  6  7  9
Requisites: Int 17, Wis 16
Alignment: L any or T any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Rog
Save Table: Wiz
Reference: Chrono2
Groups: Wizard
 
Specialization in Chromancy; pick one opposite school.
Chronomancy spells are not generally available to regular Wizards. Even if a regular Wizard gets access to Chronomancy spells, each Chronomancy spell costs a regular Wizard two spell slots each.
Level 3: Time/Reality Stability.
Level 5: Immune to haste and slow (this immunity may be lowered).
Level 11: +LVL-10 segments per round. Thus a level 25 Chronomancer has 25 segments.

[PC2] Wizard Group Classes


Chronomancy Spells

Level # Spell Effect
1 1 Delay Image +2 AC, +1 saves
1 2 Detect Temporal Anomaly Detect Temporal Anomaly
1 3 Haste A1 +1A action
1 4 Know Time Know date and day
1 5 Precognitive Sense Precognition
1 6 Slow Metabolism Need not eat/drink
2 1 Accelerate Plant Growth Plant Growth
2 2 Haste A2 +2A or +1B actions
2 3 Life Sounding Know target's age and how many years of natural lifespan is left
2 4 Preserve Target object is preserved and will not spoil/rot
2 5 Time Stop Object Time stops an inanimate object for 1-3 rounds
2 6 Timeslip (can cast in response to being attacked) You disappear from the combat until next round.
3 1 Articus's Melee Manager Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 2 Haste A3 +3A, +2B, or +1C actions
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone)
3 5 Slow Slow (save)
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made)
4 1 Haste A4 +4A, +3B, or +2C actions
4 2 Prophecy Improved Precognition
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental
4 4 Temporal Push Target is thrown CL+1 rounds into the future (Will save)
4 5 Timeheal Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 6 Wesley's Temporal Disjunction -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Articus's Devolutionary Warrior Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 3 Create Slipgate Create a temporal gate
5 4 Haste A5 +5A, +4B, or +3C actions
5 5 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 6 Tempus Fugit Tempus Fugit
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects
6 2 Haste A6 +6A, +5B, or +4C actions
6 3 Magic Manager May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 4 Paradox Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 5 Tempus Lawfulness Fixes temporal anomolies in area
6 6 Unaging You do not age this day (Duration 1 day)
7 1 Commune with Time of Legends Commune with Time of Legends
7 2 Haste A7 +7A, +6B, or +5C actions
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 4 Sands of Time Reverse the effect of time on objects.
7 5 Temporal Eye Can scry into other times at this location
7 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Target ages CL years (Spell save)
8 2 Haste A8 +8A, +7B, or +6C actions
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 4 Protection from Time Immune to and can't use temporal effects
8 5 Time/Reality Stability Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 6 Timereaver Time Travel Other +/- 5*CL years (Spell save)
9 1 Haste A9 +9A, +8B, or +7C actions
9 2 Major Paradox Wish (as spell)
9 3 Sever Lifeline You do not have or require a silver cord. Immune to aging.
9 4 Temporal Shell Immune time
9 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 6 Time Stop Stops time for 1d4 rounds

[PC2] Wizard Group Classes


Companion Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 3-- --- ---
4 12 4½- --- ---
5 24 41- --- ---
6 48 42- --- ---
7 96 43- --- ---
8 192 44½ --- ---
9 384 441 --- ---
10 750 542 --- ---
11 1500 643 --- ---
12 2000 744 ½-- ---
13 2500 744 1-- ---
14 3000 754 2-- ---
15 3500 764 3-- ---
16 4000 774 4½- ---
17 4500 774 41- ---
18 5000 775 42- ---
19 5500 776 43- ---
20 6000 777 44½ ---
21 6500 777 441 ---
22 7000 777 542 ---
23 7500 777 643 ---
24 8000 777 744 ½--
25 8500 777 744 1--
26 9000 777 754 2--
27 9500 777 764 3--
28 10000 777 774 4½-
29 10500 777 774 41-
30 11000 777 775 42-
31 11500 777 776 43-
32 12000 777 777 44½
33 12500 777 777 441
34 13000 777 777 542
35 13500 777 777 643
36 14000 777 777 744
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Chr 19, Cml 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Pet Mage}
Groups: Wizard, Monster, Alternate
 
Specialized in Enchantment; Normal in Abjuration; all other schools are Opposite.
Can have 1 animal companion per level.
Your animal companions have (10+LVL)% of your base XP.

[PC2] Wizard Group Classes


Conjurer2 / Summoner

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Con 15, Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH2-31
Groups: Wizard
 
See "Specialist Wizards"

[PC2] Wizard Group Classes


Crosis Purger (MTG B/U/R) (Dimir/Izzet/Rakdos)

Level KXP Wizard
123 456 789
1 0 ½½- --- ---
2 4.375 11- --- ---
3 8.75 21½ --- ---
4 17.5 221 --- ---
5 35 321 ½-- ---
6 70 332 1-- ---
7 140 432 1½- ---
8 280 443 21- ---
9 560 543 21½ ---
10 1120 554 321 ---
11 1680 654 321 ½--
12 2240 665 432 1--
13 2800 765 432 1½-
14 3360 776 543 21-
15 3920 876 543 21½
16 4480 876 543 211
17 5040 876 543 221
18 5600 876 543 321
19 6160 876 544 321
20 6720 876 554 321
21 7280 876 654 321
22 7840 877 654 321
23 8400 887 654 321
24 8960 987 654 321
25 9520 987 654 322
26 10080 987 654 332
27 10640 987 654 432
28 11200 987 655 432
29 11760 987 665 432
30 12320 987 765 432
31 12880 988 765 432
32 13440 998 765 432
33 14000 998 765 433
34 14560 998 765 443
35 15120 998 765 543
36 15680 998 766 543
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  7  8  3  6  1  2  1
+2  6  7  8  3  7  1  3  2
+3  6  8  8  4  7  2  3  2
+3  6  8  8  4  7  2  4  3
+4  6  9  9  4  8  2  4  3
+4  7  9  9  5  8  3  5  4
+5  7 10  9  5  9  3  5  4
+5  7 10  9  6  9  4  6  5
+6  7 10 10  6  9  4  6  5
+6  8 11 10  6 10  4  7  6
+7  8 11 10  7 10  5  7  6
+7  8 12 10  7 11  5  8  7
+8  8 12 11  8 11  6  8  7
+8  9 13 11  8 11  6  9  8
+9  9 13 11  8 12  6  9  8
+9  9 13 11  9 12  7 10  9
+10  9 14 12  9 13  7 10  9
+10 10 14 12 10 13  8 11 10
Requisites: Dex 22, Int 21, Wis 15, 3 class slots
Alignment: LN
HD/level: d30
Weapon Prof.: 7+level/2
To Hit Table: Rog +4 levels
Save Table: Wiz/Rog/Psi
Reference: DM
Groups: Wizard, Rogue
 
Extra Barbarian Dex bonus [bonus = (Dex-16)*5/2]. Barbarian Int bonus.
Has 135+55*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
Moving costs you only ½V action. (This effectively doubles your movement rate.)
Level 1: +1 borrowed M action per round.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 5: +1 borrowed M action per round.
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
New spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
1 Do rating/50 physical attacks with one weapon ½P 50 Str-10 Str-18
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
2 Any Rogue Level 2 ability - - - -
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC2] Wizard Group Classes


Cross Mage

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 1 20- --- ---
3 3 21- --- ---
4 9 320 --- ---
5 27 421 --- ---
6 81 422 0-- ---
7 243 432 1-- ---
8 486 433 20- ---
9 972 433 21- ---
10 1458 443 22- ---
11 1944 444 330 ---
12 2430 444 441 ---
13 2916 555 442 0--
14 3402 555 442 1--
15 3888 555 552 10-
16 4374 555 553 21-
17 4860 555 553 320
18 5346 555 553 321
19 5832 555 553 331
20 6318 555 554 332
21 6804 555 554 442
22 7290 555 555 443
23 7776 555 555 553
24 8262 555 555 554
25 8748 555 555 555
26 9234 666 655 555
27 9720 666 666 655
28 10206 666 666 666
29 10692 777 766 666
30 11178 777 777 766
31 11664 777 777 777
32 12150 888 877 777
33 12636 888 888 877
34 13122 888 888 888
35 13608 999 988 888
36 14094 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Int 10, Wis 17
Alignment: any
HD/level: d4+d8
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: DM
Groups: Wizard, Priest
 
The save entry means "take the better of Wizard and Priest for each category".
You may cast either Wizard or Priest spells from your memorization.
Priest spells for this class use schools, not spheres, and any Priest spell falling under a school of your specialization (if any) is considered specialized.
Cross Mage also gets the Wisdom bonus to spells.
Gets "Channeling" [P4.9] for free.

[PC2] Wizard Group Classes


Cthulhu Investigator5

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 4.5 31½ --- --- --
3 14 421 --- --- --
4 33 532 ½-- --- --
5 70 643 1½- --- --
6 145 754 21- --- --
7 294 865 32½ --- --
8 593 976 43½ --- --
9 1001 A87 541 ½-- --
10 1410 A98 652 1-- --
11 1819 AA9 763 2½- --
12 2228 AAA 874 3½- --
13 2637 AAA 985 4½- --
14 3046 AAA A96 51½ --
15 3455 AAA AA7 621 --
16 3864 AAA AA8 732 --
17 4273 AAA AA9 843 --
18 4682 AAA AAA 954 ½-
19 5091 AAA AAA A65 ½-
20 5500 AAA AAA A76 1-
21 5909 AAA AAA A87 1-
22 6318 AAA AAA A98 2-
23 6727 AAA AAA AA9 2-
24 7136 AAA AAA AAA 3-
25 7545 BBB BBB BBB 3-
26 7954 BBB BBB BBB 4-
27 8363 CCC CCC CCC 4½
28 8772 CCC CCC CCC 5½
29 9181 DDD DDD DDD 5½
30 9590 DDD DDD DDD 51
31 9999 DDD DDD DDD 61
32 10408 EEE EEE EEE 61
33 10817 EEE EEE EEE 71
34 11226 FFF FFF FFF 71
35 11635 FFF FFF FFF 81
36 12044 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  7  0  1  1
+1  5  9  6  4  8  1  2  3
+2  5 10  7  5  9  2  3  4
+3  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+4  8 13 10  8 12  5  6  8
+5  8 14 11  9 13  6  7  9
+6  9 15 12 10 14  7  8 10
+7 10 15 13 11 15  8  9 11
+8 11 16 14 12 15  9 10 13
+8 12 16 14 13 16 10 11 14
+9 13 16 15 14 16 11 12 15
+10 14 16 15 15 16 12 13 16
+11 15 17 16 16 16 13 14 18
+11 16 17 16 16 17 15 15 18
+12 16 17 16 16 17 17 16 18
+13 17 17 17 17 17 17 16 18
+14 18 18 17 17 17 17 17 18
Requisites: Dex 12+level, Int 4+2*level
Alignment: L any (or) W any
HD/level: d10
Weapon Prof.: 6+level/6
To Hit Table: 2½xWiz
Save Table: 2½xWiz
Reference: CoC3 {Planeshifted Cthulhoid Horror5)
Groups: Wizard, Alternate, Planar
 
For abilities, see next page.

[PC2] Wizard Group Classes


Cthulhu Investigator5 Abilities

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

[PC2] Wizard Group Classes


Cthulhu School Spells

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

[PC2] Wizard Group Classes


Dancing Potion Bottle1


Level

KXP
Psi24
mMG SU

TH
1 0 1-- --
2 2.8 2-- --
3 5.6 2-- --
4 11.2 3-- --
5 22.4 3-- --
6 44.8 31- --
7 89.6 32- --
8 179.2 32- --
9 350 33- --
10 520 33- --
11 690 331 --
12 860 332 --
13 1030 332 --
14 1200 432 --
15 1370 433 --
16 1540 433 --
17 1710 443 --
18 1880 443 1-
19 2050 443 2-
20 2220 443 3-
21 2390 443 3-
22 2560 444 3-
23 2730 444 3-
24 2900 444 4-
25 3070 444 4-
26 3240 444 4-
27 3410 544 4-
28 3580 544 4-
29 3750 554 41
30 3920 554 42
31 4090 555 43
32 4260 555 44
33 4430 555 54
34 4600 555 54
35 4770 555 55
36 4940 665 551
37 5110 665 552
38 5280 665 553
39 5450 665 554
45 6470 766 666
54 8000 888 877
63 9530 A99 999
72 11060 BBB AAA 1
Requisites: Int 10, Wis 12
Alignment: non-L
HD/level: d6
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Reference: Wiz
Groups: Psionicist, Wizard, Monster, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level-1
Reflex: level+0
Will: level+0
   
You count as a potion for effects that refer to potions.
Divide the cost of potions by LVL.
Gets +1E action, can use 1S+1E+1V per segment.
Level 1: Identify potions by sight.
Level 1: For a potion, can increase duration by 100% or effect by 50%. Each potion may be improved only once.
Level 1: 1M: Otto's Irresistable Dance (1 creature, no save)
Level 1: 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
Level 3: 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Level 4: Can create potions in 1/(level-3) the normal time.
Level 5: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 5: Can "Frugal" potions (+50% to number of uses).
Level 5: 1M: Otto's Irresistable Dance (1 group, no save)
Level 5: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 5: 1M+1P: Cure a Potion effect that occured within the last round.
Level 5: 1M: Potion ball (of a potion you have, the potion is used)
Level 7: 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
Level 10: 1F, while drinking two potions, 1/reset: The mixing of the potions creates a special effect -- one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. The potions's effect becomes a spell-like abilitiy that is always on for the drinker.

[PC2] Wizard Group Classes


Death Master1

Level KXP Wizard
123 456
1 0 --- ---
2 1.33 --- ---
3 2.66 --- ---
4 5.33 1-- ---
5 13.3 2-- ---
6 26.6 21- ---
7 53.3 211 ---
8 113 221 1--
9 233 222 2--
10 466 333 2--
11 933 333 31-
12 1877 443 32-
13 3333 444 431
14 3666 444 432
15 3999 444 433
16 4333 444 444
17 4666 555 444
18 4999 555 554
19 5333 555 555
20 5666 666 555
21 5999 666 665
22 6333 666 666
23 6666 777 666
24 6999 777 776
25 7333 777 777
26 7666 888 777
27 7999 888 887
28 8333 888 888
29 8666 999 888
30 8999 999 998
31 9333 999 999
32 9666 AAA 999
33 9999 AAA AA9
34 10332 AAA AAA
35 10665 BBB AAA
36 10998 BBB BBB
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+5 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+8 15 11 12 10 11  6  6 11
Requisites: Str 9, Dex 12, Con 14, Int 15, Wis 13
Alignment: any E
HD/level: d4+1
Weapon Prof.: 1+level/4
To Hit Table: Rog
Save Table: Pri
Reference: BoD4
Groups: Wizard
 
Level 1: Have their own language called "The Language of Death".
Level 1: +1 XP for each grave dug; +2 XP for each stolen body.
Level 1: Potion of Undead Control and Ring of Regeneration has double effect.
Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
Level 1: 5% per level resistance to Charm spells.
Level 2: +2 XP for putting a body to rest.
Level 3: +3 XP for a properly embalmed body.
Level 4: Speak with Undead at will.
Level 7: Speak with Dead 1/d.
Level 9: Immune to Paralysis, Hold, and any undead touch effect.
Level 11: Immune to all Energy/Stat drains.

[PC2] Wizard Group Classes


Defiler2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.75 2-- --- ---
3 3.5 21- --- ---
4 7 32- --- ---
5 14 421 --- ---
6 28 422 --- ---
7 42 432 1-- ---
8 63 433 2-- ---
9 94.5 433 21- ---
10 180 443 221 ---
11 270 444 321 ---
12 540 444 421 1--
13 820 555 432 111
14 1080 555 442 111
15 1350 555 552 111
16 1620 555 553 211
17 1890 555 554 321
18 2160 555 554 321
19 2430 555 554 322
20 2700 555 554 333
21 2970 555 554 444
22 3240 555 555 555
23 3510 666 666 666
24 3780 776 666 666
25 4050 777 766 666
26 4320 777 776 666
27 4590 777 777 666
28 4860 777 777 776
29 5130 777 777 777
30 5400 887 777 777
31 5670 888 777 777
32 5940 888 877 777
33 6210 888 887 777
34 6480 888 888 777
35 6750 888 888 877
36 7020 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9
Alignment: any E
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DS2
Groups: Wizard
 
Gets Wisdom bonus as bonus Wizard spells. This bonus is in addition to any Wisdom bonus for Priests.
Level 1: 1M,1P: Steal Strength from the Land (100 yard radius). This gives you back 1 spell level and lowers the local PF and MF by 1 each.
[Spell progression as Black Robe for now, this may change]

[PC2] Wizard Group Classes


Delusionist1 / ArchIllusionist1

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 3.375 20- --- -
3 6.75 21- --- -
4 13.5 32a --- -
5 27 421 --- -
6 52.5 431 f-- -
7 90 432 b-- -
8 142.5 432 1-- -
9 217.5 533 2c- -
10 330 543 21- -
11 660 543 32d -
12 990 554 321 -
13 1320 554 322 e
14 1650 554 322 1
15 1980 554 422 2
16 2310 555 432 2
17 2640 555 532 2
18 2970 555 533 2
19 3300 555 543 2
20 3630 555 543 3
21 3960 555 554 3
22 4290 555 555 4
23 4620 555 555 5
24 4950 666 655 5
25 5280 666 666 6
26 5610 777 766 6
27 5940 777 777 7
28 6270 888 877 7
29 6600 888 888 8
30 6930 999 988 8
31 7260 999 999 9
32 7590 AAA A99 9
33 7920 AAA AAA A
34 8250 BBB BAA A
35 8580 BBB BBB B
36 8910 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 24, Int 23
Alignment: any
HD/level: d1
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
This class treats all spells listed for Illusionist1 in Unearthed Arcana (1st Edition) as Illusion spells.
Specialized in Illusion, no opposite.
Double Sphere Robed in Illusion: Illusion spells are 2 SL lower for you. This never causes Twilighting.
Illusion spells cost ½M to cast.
Free Material Componenting for Illusion spells. You may Double Material Component (x3 effect) for ½V action. You may Triple Material Component (x4 effect) for another ½V action.
Gets Dex bonus to spells.
Level 1: +LVL to number of maintained effects.
Level 1: You continuously disbelive all Illusions, and automatically power score your check.

[PC2] Wizard Group Classes


Delusionist1 / ArchIllusionist1 Spells

SL # Spell Effect
3 1 Chromatic Blast Chromatic Orb for a group, don't need to roll to hit
2 Displacement I Displaced (AC +2, first attack misses)
3 Illusion Summoning III Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
4 Mirror Image III 6 Mirror Images, can't be dispelled/disbelieved
5 Phantom Shield AC +CL*2; saves +CL; MDeflection CL*10%
6 True Darkness Total Darkness, Infravision / See in Darkness / Truesight doesn't work
4 1 Blur Zone Nothing can be targetting in the room (x1 Special)
2 Hold Illusion Next Illusion spell you cast requires no maintained, doesn't drop if you drop
3 Illusion Summoning IV Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
4 Mirror Image IV 8 Mirror Images, can't be dispelled/disbelieved
5 Rope Trap Target is ejected to Astral and Heavily Stunned (PP save)
6 X-ray Vision X-ray Vision
5 1 False Skin CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
2 Illusion Summoning V Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
3 Mirror Image V 10 Mirror Images, can't be dispelled/disbelieved
4 N-ray Vision N-ray Vision (pick an element it's blocked by)
5 Shadow Magic Wishoid for a SL 0-5 Wizard spell, has only 50% effect
6 Steal Illusion Gain control of an Illusion effect (no save, ER to resist)
6 1 Displacement II Double Displaced (AC +4, first-second attacks miss)
2 Dust of Disappearance Dust of Disappearance (AC +8)
3 Fire Maze Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
4 Illusion Summoning VI Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
5 Rope Special Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
6 Tempus Vere Fugit Like Tempus Fugit but x10 speed
7 1 Delusion Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
2 Demi-Shadow Door Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
3 Demi-Shadow Magic Wishoid for a SL 0-7 Wizard spell, has only 50% effect
4 Disjoin Exhaustion Cure all damage taken; Get +1P and +1V action this round
5 Illusion Summoning VII Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
6 Nightmare Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
8 1 Continuous Illusion Next Illusion spell you cast is Continuous
2 First Level Priest Spells 0, 1/r: Cast a 1st level Priest spell
3 Illusion Summoning VIII Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
4 Mass Mirage Arcana As Mirage Arcana but covers CL sq. miles
5 Planar Displacement Planar Displacement
6 Prismatic Beam Like Prismatic Spray but they take all 7 colors
9 1 Change Reality Wishoid for a SL 0-9 Wizard spell, has only 75% effect
2 Disbelieve Reality Can disbelieve something that's real (Incursion - PP save)
3 Displacement III Triple Displaced (AC +6, first-third attacks miss)
4 Effects Bubble Your effects protect each other (and themselves); ER +CL*10%
5 Illusion Summoning IX Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
6 Second Level Priest Spells 0, 1/r: Cast a 2nd level Priest spell

[PC2] Wizard Group Classes


Delusionist1 : Original Illusionist1 Spells

# 0th Level Spells
1 Colored Lights
2 Dim
3 Haze
4 Mask
5 Mirage
6 Noise
7 Rainbow
8 Two-D'lusion
# 1st Level Spells
1 Audible Glamer
2 Change Self
3 Chromatic Orb
4 Color Spray
5 Dancing Lights
6 Darkness
7 Detect Illusion
8 Detect Invisibility
9 Gaze Reflection
10 Hypnotism
11 Light
12 Nystul's Magic Aura
13 Phantasmal Force
14 Phantom Armor
15 Read Illusionist Magic
16 Spook
17 Ventriloquism
18 Wall of Fog
# 2nd Level Spells
1 Alter Self
2 Blindness
3 Blur
4 Deafness
5 Detect Magic
6 Fascinate
7 Fog Cloud
8 Fool's Gold
9 Hypnotic Patten
10 Improved Phantasmal Force
11 Invisibility
12 Leomund's Trap
13 Magic Mouth
14 Mirror Image
15 Misdirection
16 Ultravision
17 Ventriloquism
18 Whispering Wind
# 3rd Level Spells
1 Continual Darkness
2 Continual Light
3 Delude
4 Dispel Illusion
5 Fear
6 Hallucinatory Terrain
7 Illusionary Script
8 Invisibility 10' Radius
9 Non-Detection
10 Paralysis
11 Phantom Steed
12 Phantom Wind
13 Rope Trick
14 Spectral Force
15 Suggestion
16 Wraithform
 
 
 
 
# 4th Level Spells
1 Confusion
2 Dispel Exhaustion
3 Dispel Magic
4 Emotion
5 Fire Charm
6 Improved Invisibility
7 Massmorph
8 Minor Creation
9 Phantasmal Killer
10 Rainbow Pattern
11 Shadow Monsters
12 Solid Fog
13 Vacancy
# 5th Level Spells
1 Advanced Illusion
2 Chaos
3 Demi-Shadow Monsters
4 Dream
5 Magic Mirror
6 Major Creation
7 Maze
8 Projected Image
9 Shadow Door
10 Shadow Magic
11 Summon Shadow
12 Tempus Fugit
# 6th Level Spells
1 Conjure Animals
2 Death Fog
3 Demi-Shadow Magic
4 Mass Suggestion
5 Mass Invisibility
6 Mirage Arcane
7 Mislead
8 Permanent Illusion
9 Phantasmagoria
10 Project Image
11 Programmed Illusion
12 Shades
13 True Sight
14 Veil
# 7th Level Spells
1 Alter Reality
2 Astral Spell
3 First-Level Magic-User Spells
4 Mind Blank
5 Prismatic Spray
6 Prismatic Wall
7 Shadow Walk
8 Simulacrum
9 Vision
10 Weird

[PC2] Wizard Group Classes


Demonologist3

Level KXP Wizard
123 456
1 Wiz5 1-- ---
2 10 11- ---
3 30 211 ---
4 60 221 1--
5 100 322 1--
6 150 332 2--
7 210 333 2--
8 280 433 3--
9 360 443 3--
10 450 444 3--
11 550 444 4--
12 660 544 4--
13 780 544 41-
14 910 544 42-
15 1050 544 43-
16 1200 544 44-
17 1360 554 44-
18 1530 555 44-
19 1710 555 54-
20 1900 555 55-
21 2100 655 55-
22 2310 665 55-
23 2530 666 55-
24 2760 666 65-
25 3000 666 66-
26 3250 666 661
27 3510 666 662
28 3780 666 663
29 4060 666 664
30 4350 666 665
31 4650 666 666
32 4960 766 666
33 5280 776 666
34 5610 777 666
35 5950 777 766
36 6300 777 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites: Chr 0 (10)
Alignment: CE
HD/level: d4
Weapon Prof.: 1+/9
To Hit Table: +level/2
Save Table: Wiz
Reference: BoVD3-54
Groups: Wizard
 
Level 1: Charm Demon: 1M, 1/d: Charm a demon, ignores SR/MR.
Level 2: Quasit Familiar: Gain a Quasit as a familiar, will replace a previous familiar.
Level 3: Summoning Mastery: Whenever a summon monster spell is cast, it is 2 SL higher and will always get a CE monster.
Level 4: Acid resistance 10, Cold resistance 10, Fire resistance 10, Electricity resistance 20.
Level 5: Immune to Poison.
Level 6: Summoning Mastery (see Level 3) is 3 SL higher instead of 2.
Level 7: Hold Demon: 1M, 1/d: Hold a demon, ignores SR/MR.
Level 8: Can communicate telepathically with any creature within 100'.
Level 9: Summoning Mastery (see Level 3) is 4 SL higher instead of 2.
Level 10: Dominate Demon: 1M, 1/d: Dominate a demon, ignores SR/MR.

[PC2] Wizard Group Classes


Diabolist3

Level KXP Wizard
Spells
1 Wiz5 +1 ML
2 10 +2 ML
3 30 +3 ML
4 60 +4 ML
5 100 +5 ML
6 150 +6 ML
7 210 +7 ML
8 280 +8 ML
9 360 +9 ML
10 450 +10 ML
11 550 +11 ML
12 660 +12 ML
13 780 +13 ML
14 910 +14 ML
15 1050 +15 ML
16 1200 +16 ML
17 1360 +17 ML
18 1530 +18 ML
19 1710 +19 ML
20 1900 +20 ML
21 2100 +21 ML
22 2310 +22 ML
23 2530 +23 ML
24 2760 +24 ML
25 3000 +25 ML
26 3250 +26 ML
27 3510 +27 ML
28 3780 +28 ML
29 4060 +29 ML
30 4350 +30 ML
31 4650 +31 ML
32 4960 +32 ML
33 5280 +33 ML
34 5610 +34 ML
35 5950 +35 ML
36 6300 +36 ML
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites:  
Alignment: LE
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: +level/2
Save Table: Wiz
Reference: BoVD3-56
Groups: Wizard
 
Level 1: +1 to memorization level in another Wizard class per level. (Diabloist3 does not get a spell progression of it's own.)
Level 1: Diabolism: 0, 1+level/3 per day: A damaging spell you cast does +1d6 damage and is considered unholy.
Level 2: Imp Familiar: Gain an Imp as a familiar, will replace a previous familiar.
Level 5: The Diabolism power (see Level 1) does another +1d6 damage (total +2d6).
Level 8: Vile Diabolism: 0: Do half damage with a spell, all of the damage is Vile damage (cannot be healed until next reset).
Level 10: The Diabolism power (see Level 1) does another +1d6 damage (total +3d6).

[PC2] Wizard Group Classes


Disintegrator3


Level

KXP
Wizard
123 456 789 A

TH
1 9.2 (owe) 00- --0 --- - -1
2 12.8 10- --0 --- - +0
3 16.4 100 --0 --- - +0
4 23.6 110 --0 --- - +0
5 38 210 0-0 --- - +0
6 66 211 0-0 --- - +0
7 122 211 000 --- - +0
8 234 221 100 --- - +1
9 468 221 110 0-- - +1
10 920 222 111 0-- - +1
11 1380 222 111 00- - +1
12 1840 222 211 10- - +1
13 2300 222 221 100 - +1
14 2760 222 222 110 - +2
15 3220 222 222 211 - +2
16 3680 222 222 211 0 +2
17 4140 222 222 211 1 +2
18 4600 222 222 221 1 +2
19 5060 222 222 222 1 +2
20 5520 222 222 222 2 +3
21 5980 333 222 222 2 +3
22 6440 333 333 222 2 +3
23 6900 333 333 333 2 +3
24 7360 333 333 333 3 +3
25 7820 444 333 333 3 +3
26 8280 444 444 333 3 +4
27 8740 444 444 444 3 +4
28 9200 444 444 444 4 +4
29 9660 555 444 444 4 +4
30 10120 555 555 444 4 +4
31 10580 555 555 555 4 +4
32 11040 555 555 555 5 +5
33 11500 666 555 555 5 +5
34 11960 666 666 555 5 +5
35 12420 666 666 666 5 +5
36 12880 666 666 666 61 +5
37 25760 666 666 666 62 +5
38 38640 666 666 666 63 +6
39 51520 666 666 666 64 +6
45 128800 777 766 666 66 +7
54 244720 877 777 777 771 +8
63 360640 888 877 777 777 +10
72 476560 888 888 888 888 1 +11
Requisites: Int 20, Chr 14,
  Class Slots 2
Alignment: any
HD/level: 2d2
Weapon Prof.: 1+level/4
To Hit Table: ½xWiz
Reference: JF
Groups: Wizard, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+5
PP: level+2
BW: level+2
Spell: level+5
Fort: level+4
Reflex: level+4
Will: level+5
 
Barbarian Int bonus.
Simplified Int bonus to spell progression.
Free (0 action) Material Componenting for spells.
Knows the original Spellshaper5 spells.
+1 summon slot for Undead.
+1 Familiar slot.
Level N (each level): Pick a spell, it costs ½M to cast.
Level N (each level): +1 Int.
New spell:
Summon Undead (SL=N): Summon an Undead of DL=N.

[PC2] Wizard Group Classes


Disintegrator3 (Original Spellshaper spells)

SL Name School Effect
0 Charming 0 Enc Charms a monster, gets a new save every segment
0 Delayed Blast Meta You next spell has a chosen time delay (max 1 day)
0 Detect/Identify Radiation Div Detect Radiation; 1M, 1/t: Identify Radioative Item/Effect
0 Natural/Necromancy Resistance Abj NaNR 70+CL*5% [duration 15 minutes]
0 Ray of Heat {reverse: Ray of Ooze} Evo CLd2 heat {ooze} damage, area 1 target, no save
1 Charming I Enc Charms a monster, gets a new save every round
1 Create Item I Cnj Creates an item of <= CL gp value, lasts for 2 turns
1 Detect/Identify Magic Div Detect Magic; 1M, 1/t: Identify Magic Item/Effect
1 Inaudibility Ill Make no sound when walking (reduces wandering monsters)
1 Monster Swarm Summoning I Cnj Summons CL*4.5 (round down) DL 0 monsters
1 Poisonous Claws Nec Natural fighting has poison (CL*4 dmg, save for CL)
1 Prepared Blast Meta Your next spell has -CL saves, -CL*5% MR +CL/2 to CL
1 Radiation Resistance Abj RR 60+CL*5% [duration 1 hour]
1 Scales Abj DR (CL*2)/+(CL/2) [duration 1 day]
1 Shock Bolt {reverse: Grave Bolt} Evo CLd4 lightning {grave} damage, area 30' line, no save
2 Charming II Enc Charms up to 2 monsters, gets a new save every turn
2 Cone of Eldritch Shards {Acid} Evo CLd6 eldritch shards {acid} damage, area 40' cone, no save
2 Create Item II Cnj Creates an item of <= CL^2 gp value, lasts for 4 turns
2 Detect/Identify Psionics Div Detect Psionics; 1M, 1/t: Identify Psionic Item/Effect
2 Fluid Movement Abj +CL Reflex saves
2 Magic Resistance Abj MR 50+CL*5% [duration 2 hours]
2 Mask Alignment & Blend In Ill You appear to be another alignment / part of enemy's group
2 Monster Swarm Summoning II Cnj Summons CL*4 DL I monsters
2 Notched Blast Meta Your next spell is "held" (release as 0), no spells until released
2 Remove Scent Ill You (or 1 target) has no scent (reduces wandering monsters)
2 Tail Alt Grow an extra tail [lose spell slot while running]
3 Charming III Enc Charms up to 3 monsters, gets a new save every hour
3 Create Item III Cnj Creates an item of <= CL^3 gp value, lasts for 8 turns
3 Detect/Identify Innates Div Detect Innates; 1M, 1/t: Identify Innate Item/Effect
3 Monster Swarm Summoning III Cnj Summons CL*3.5 (round down) DL II monsters
3 Psionic Resistance Abj PsiR 40+CL*5% [duration 3 hours]
3 Skullcap Abj +CL Will saves; +CL*2 Personality/Ego score
3 Spellshaping I Meta Move a spell effect on target to yourself (they get save)
3 Sphere of Composition Evo CLd8 dmg, picks normal/para/quasi most vuln to, 50' sphere
3 Steal Breath Nec Target living creature loses 50% hp (save to lose 10% hp)
3 Third Arm Growth Alt Grow an extra arm or leg [lose spell slot while running]

[PC2] Wizard Group Classes


Diviner2 / Visionist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Wis 16
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH2-31
Groups: Wizard
 
See "Specialist Wizards"

[PC2] Wizard Group Classes


Doomdoctor3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +1 & +3 (all)
& +1 & +4 (all)
& +2 & +5 (all)
& +2 & +6 (all)
& +2 & +7 (all)
& +2 & +8 (all)
& +3 & +9 (all)
& +3 & +10 (all)
& +3 & +11 (all)
& +3 & +12 (all)
& +4 & +13 (all)
& +4 & +14 (all)
& +4 & +15 (all)
& +4 & +16 (all)
& +5 & +17 (all)
& +5 & +18 (all)
Requisites: Int 0, (Wizard 7)
Alignment: any
HD/level: & d5
Weapon Prof.: & (3+level)/4
To Hit Table: & +(3+level)/4
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Wizard, Planar, Alternate
 
Gets Exceptional Int.
Level 1 ¶: +1 Research point per Reset for new spells.
Level 1 ¶: +1 Specialty school.
Level 1 ¶: +LVL to your Wizard CL (in your other Wizard classes)
Level 1: Blasting: x2 effect with Invocation spells and effects (this becomes x3 total when material componenting).
Level 2: Arcane Expertise: LVL-1 slots in Spellcraft proficiency; 1M, 1/d: Legend Lore
Level 3: Shadow Adaptation: Immune Shadow. (You can pick Positive or Negative instead if you prefer.)
Level 4: Snap or Reply: +LVL-3 stat points distributed among Dex or Int.
Level 7: Unmaking Natural: 1 attack or ½M: Dispel Natural
Level 9: Spell Gate: 1M: Spell Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC2] Wizard Group Classes


Dragon Mage

Level KXP Dragon Mage
123 456 789 A
1 0 1-- --- --- -
2 5 20- --- --- -
3 10 21- --- --- -
4 20 320 --- --- -
5 40 321 --- --- -
6 80 432 0-- --- -
7 120 432 1-- --- -
8 180 543 20- --- -
9 270 543 21- --- -
10 500 654 320 --- -
11 750 654 321 --- -
12 1500 765 432 0-- -
13 2250 765 432 1-- -
14 3000 776 543 20- -
15 3750 776 543 21- -
16 4500 777 654 320 -
17 5250 777 654 321 -
18 6000 777 765 432 -
19 6750 777 776 543 -
20 7500 777 777 654 -
21 8250 777 777 765 -
22 9000 777 777 776 -
23 9750 777 777 777 -
24 10500 888 877 777 -
25 11250 888 888 877 -
26 12000 888 888 888 -
27 12750 888 888 888 b
28 13500 888 888 888 0
29 14250 888 888 888 1
30 15000 888 888 888 2
31 15750 888 888 888 3
32 16500 888 888 888 4
33 17250 888 888 888 5
34 18000 888 888 888 6
35 18750 888 888 888 7
36 19500 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  6  0  1  1
+2  4  7  5  3  7  0  1  1
+3  4  8  5  4  7  0  1  2
+4  4  8  6  4  7  1  2  2
+5  5  9  6  4  8  1  2  3
+6  5  9  7  5  8  2  3  3
+7  5 10  7  5  9  2  3  4
+8  6 10  7  6  9  2  3  4
+9  6 10  8  6  9  3  4  5
+10  6 11  8  6 10  3  4  5
+11  7 11  9  7 10  4  5  6
+12  7 12  9  7 11  4  5  6
+13  7 12  9  8 11  4  5  7
+14  7 13 10  8 11  5  6  7
+15  8 13 10  8 12  5  6  8
+16  8 13 11  9 12  6  7  8
+17  8 14 11  9 13  6  7  9
+18  9 14 11 10 13  6  7  9
Requisites: Str 13, Int 15
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/2
To Hit Table: Mon
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Gets your choice of Str or Int bonus to spell progression.
Specialized in Dragon Magic (AKA Dracomancy) minor school (see next page). Can cast normal Wizard spells. May specialize in Elemental school, if you do, pick an opposite major school.
Level 1: 2V: You may ride a charmed, subdued, or summoned dragon as your mount. In this case, it functions as a Beast Rider mount. If it is a summon, it is no longer a summon and doesn't use a summon slot (it uses your "mount" slot).

[PC2] Wizard Group Classes


Dragon Mage Spells

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC2] Wizard Group Classes


Eelementalist(-15)

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 3 --- --- ---
3 6 1-- --- ---
4 12 2-- --- ---
5 24 3-- --- ---
6 48 41- --- ---
7 96 421 --- ---
8 192 432 --- ---
9 350 433 1-- ---
10 700 443 21- ---
11 1050 444 22- ---
12 1400 444 221 ---
13 1750 444 332 ---
14 2100 444 443 ---
15 2450 444 444 ---
16 2800 544 444 1--
17 3150 554 444 2--
18 3500 555 444 3--
19 3850 555 544 4--
20 4200 555 554 41-
21 4550 555 555 42-
22 4900 555 555 53-
23 5250 555 555 54-
24 5600 555 555 55-
25 5950 655 555 551
26 6300 665 555 552
27 6650 666 555 553
28 7000 666 655 554
29 7350 666 665 555
30 7700 666 666 555
31 8050 666 666 655
32 8400 666 666 665
33 8750 666 666 666
34 9100 777 666 666
35 9450 777 777 666
36 9800 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 15, Int 15
Alignment: any
HD/level: d5-1
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specialized in Eelemental school, pick an opposite.
 
Eelemental spells:
 
Spell Schools Effect
Ooze Shieeld N Abj/Eel Eelemental damage shield 25*N% (EE=1)
Eelemental Form N Alt/Eel Become an Eelemental of EE=N
Eelemental Summoning N Cnj/Eel Summon a DL=N Eelemental
Detect Eelementals N Div/Eel Detect all Elementals within 10^N feet, ID within sight
Charm Eelemental N Enc/Eel Charm a DL=N Eelemental
Eelusionary Double N Ill/Eel N Mirror Images, each has N^2 hp to be detected as such
Eelemental Ball N Inv/Eel CLdN dmg to a group, no save, EE=N
Heel N Nec/Eel Cures (N+1)^2% of max hp

[PC2] Wizard Group Classes


Elemental Wizard1JG

Level KXP Wizard
123 456 7
1 0 2-- --- -
2 2 21- --- -
3 4 321 --- -
4 8 422 --- -
5 16 432 --- -
6 32 432 1-- -
7 64 443 1-- -
8 128 443 2-- -
9 256 543 21- -
10 656 543 32- -
11 1056 553 321 -
12 1456 554 432 1
13 1856 655 543 2
14 2256 666 654 3
15 2656 666 666 6
16 3056 666 666 6
17 3456 666 666 6
18 3856 666 666 6
19 4256 666 666 6
20 4656 666 666 6
21 5056 666 666 6
22 5456 666 666 6
23 5856 666 666 6
24 6256 766 666 6
25 6656 776 666 6
26 7056 777 666 6
27 7456 777 766 6
28 7856 777 776 6
29 8256 777 777 6
30 8656 777 777 7
31 9056 888 777 7
32 9456 888 887 7
33 9856 888 888 8
34 10256 999 888 8
35 10656 999 998 8
36 11056 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Wis 12
Alignment: any
HD/level: +d6
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
Spell progression as per Druid1, with Wisdom bonus, but casts Wizard spells (not Priest).
Specialized in Elemental spells.
Level 1: 1F, 2/d: Polymorph into a normal or para elemental for (level) rounds. Your punching damage is (level)d4.
Level 1: 1V, 2/d: Fly for (level) rounds.
Level 1: 1V, 2/d: Pass Earth for (level) rounds.
Level 1: 1V, 2/d: Water Breathing and no hampered movement in water for (level) rounds.
Level 1: 1V, 2/d: Immune to fire for (level) rounds.
Level 1: 1M, 1/d: Summon Normal or Para Elemental, (Int+Wis+Con)% chance, has (level*4) or 32 HD (whichever is lower).
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Speak Druid language
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 7: Immunity to woodland Charms.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
Level 12: Gain three 1st to 9th level followers.
Level 13: Only 3 druids of this level in any region.
Level 14: Only 1 druid of this level in any region.
Level 14: Gain nine 11th level followers.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Immunity to all poisons.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.

[PC2] Wizard 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.

[PC2] Wizard Group Classes


Enchanter2 / Mesmeriser

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Chr 16
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH2-31
Groups: Wizard
 
See "Specialist Wizards"

[PC2] Wizard Group Classes


Ethereal Shaman60

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

[PC2] Wizard Group Classes


Evoker2 / Invoker

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Con 16, Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH2-31
Groups: Wizard
 
See "Specialist Wizards"

[PC2] Wizard Group Classes


Familiar Mage / Petmaster


Level

KXP
Wizard
123 456 789 ABC

TH
1 0 1-- --- --- +0
2 3 2-- --- --- +0
3 6 21- --- --- +0
4 12 32- --- --- +1
5 24 421 --- --- +1
6 48 422 --- --- +1
7 96 432 1-- --- +2
8 192 433 2-- --- +2
9 384 433 21- --- +2
10 750 443 22- --- +3
11 1500 444 33- --- +3
12 2000 444 441 --- +3
13 2500 555 442 --- +4
14 3000 555 442 1-- +4
15 3500 555 552 1-- +4
16 4000 555 553 21- +5
17 4500 555 553 32- +5
18 5000 555 553 321 +5
19 5500 555 553 331 +6
20 6000 555 554 332 +6
21 6500 555 554 442 +6
22 7000 555 555 443 +7
23 7500 555 555 553 +7
24 8000 555 555 554 +7
25 8500 555 555 555 +8
26 9000 666 655 555 +8
27 9500 666 666 655 +8
28 10000 666 666 666 +9
29 10500 777 766 666 +9
30 11000 777 777 766 +9
31 11500 777 777 777 +10
32 12000 888 877 777 +10
33 12500 888 888 877 +10
34 13000 888 888 888 +11
35 13500 999 988 888 +11
36 14000 999 999 999 1 +11
37 28000 999 999 999 2 +12
38 42000 999 999 999 3 +12
39 56000 999 999 999 4 +12
45 140000 A99 999 999 9 +14
54 266000 AAA AAA AAA 91 +17
63 392000 AAA AAA AAA A9 +20
72 518000 BBB BBB BAA AA1 +23
Requisites: Int 13, Chr 19, Cml 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Reference: DM
Groups: Wizard
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Specialized in Conjuration; Normal in Abjuration; all other schools are Opposite.
Gets Int bonus to spell progression.
Can have 1 familiar per level. These function like "Wand of Find Familiar". You may cast it normally or at a (non-hostile) monster. In either case you will get a familiar type which has not existed before. You cannot generate familiars that are actually on the [S10] Familiar List.
1/reset: Add a familiar type you have permanently to the [S10] Familiar List.
Level 9: As a 5th level spell, you can find a special Mount, which will be a new type. Each such mount occupies one familiar slot.

[PC2] Wizard Group Classes


Force Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 21- --- ---
4 12 32- --- ---
5 27 421 --- ---
6 48 422 --- ---
7 72 432 1-- ---
8 108 433 2-- ---
9 162 433 21- ---
10 300 443 22- ---
11 450 444 33- ---
12 900 444 441 ---
13 1350 555 442 ---
14 1800 555 442 1--
15 2250 555 552 1--
16 2700 555 553 21-
17 3150 555 553 32-
18 3600 555 553 321
19 4050 555 553 331
20 4500 555 554 332
21 4950 555 554 442
22 5400 555 555 443
23 5850 555 555 553
24 6300 555 555 554
25 6750 555 555 555
26 7200 666 655 555
27 7650 666 666 655
28 8100 666 666 666
29 8550 777 766 666
30 9000 777 777 766
31 9450 777 777 777
32 9900 888 877 777
33 10350 888 888 877
34 10800 888 888 888
35 11250 999 988 888
36 11700 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  8  5  4  7  0  1  2
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  5 10  7  5  9  2  3  4
+1  6 10  8  6  9  3  4  5
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+2  7 12  9  8 11  4  5  7
+3  8 13 10  8 12  5  6  8
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 14 12 10 13  7  8 10
+4 10 15 13 11 14  8  9 11
+4 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 11 16 14 12 15  9 10 13
+5 12 16 14 13 16 10 11 14
Requisites: Con 10, Int 15, Wis 10
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: 1½xWiz
Reference: DM
Groups: Wizard
 
Specializated in Force Magic (see list on next page); no opposite.
Gets Con or Wis bonus to spells (your choice).
 
Note the TK Push spells can be reversed, to bring someone towards you.
Similarly, the TK Shield spells can be reversed to lower someone's AC.

[PC2] Wizard Group Classes


Force Mage Spells

SL # Spell Effect
1 1 Fly 3" Fly at 3" (F)
2 Force Feather Fall Feather Fall (or) Immune to TK or falling dmg this segment (can cast using 1bM action)
3 Force Ball 1 CL*2 force dmg to one group (no save)
4 Shatter x0 Destroys a x0 item
5 TK Push 1 Size M target is pushed CL*10' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 1 AC +8+CL; +1 saves vs. anything that causes damage
2 1 Fly 9" Fly at 9" (E)
2 Force Ball 2 CL*4 force dmg to one group (no save)
3 Mass Feather Fall Feather Fall any number of targets within sight (each gets a save)
4 Shatter x1 Destroys a x0 to x1 item
5 TK Push 2 Size M target is pushed CL*20' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 2 AC +7+CL*4/3; +3 saves vs. anything that causes damage
3 1 Fly 18" Fly at 18" (D)
2 Force Ball 3 CL*6 force dmg to one group (no save)
3 Shatter x2 Destroys a x0 to x2 item
4 TK Push 3 Size M target is pushed CL*30' (takes falling damage), ×/÷ 2 for each size difference
5 TK Shield 3 AC +6+CL*5/3; +6 saves vs. anything that causes damage
6 Wall of Force Wall of Force (not solid)
4 1 Fly 30" Fly at 30" (C)
2 Force Ball 4 CL*8 force dmg to one group (no save)
3 Shatter x3 Destroys a x0 to x3 item
4 TK Push 4 Size M target is pushed CL*40' (takes falling damage), ×/÷ 2 for each size difference
5 TK Shield 4 AC +5+CL*2; +10 saves vs. anything that causes damage
6 Teleport Teleport
5 1 Fly 45" Fly at 45" (B)
2 Force Ball 5 CL*10 force dmg to one group (no save)
3 Gravity Wave Increase/decrease gravity in area by +/- CL G's (treat as a x1 Special)
4 Shatter x4 Destroys a x0 to x4 item
5 TK Push 5 Size M target is pushed CL*50' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 5 AC +4+CL*7/3; +15 saves vs. anything that causes damage
6 1 Fly 63" Fly at 63" (A)
2 Force Ball 6 CL*12 force dmg to one group (no save)
3 Shatter x5 Destroys a x0 to x5 item
4 Solid Wall of Force Wall of Force (solid)
5 TK Push 6 Size M target is pushed CL*60' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 6 AC +3+CL*8/3; +21 saves vs. anything that causes damage
7 1 Fly 84" Fly at 84" (AA)
2 Force Ball 7 CL*14 force dmg to one group (no save)
3 Hyperkinetic Haste A CL A Action Haste (party); The caster (not everyone in the Haste) can convert 2V->1QV, 2P->1QP, 2QV->1QQV, 2QP->2QQP, etc.
4 Shatter x6 Destroys a x0 to x6 item
5 TK Push 7 Size M target is pushed CL*70' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 7 AC +2+CL*3; +28 saves vs. anything that causes damage

[PC2] Wizard Group Classes


Force Mage Spells (continued)

SL # Spell Effect
8 1 Fly 108" Fly at 108" (SF)
2 Force Ball 8 CL*16 force dmg to one group (no save)
3 Hyperkinetic Haste B CL B Action Haste (party); The caster (not everyone in the Haste) cannot have his hV, hP, bV, bP actions locked down
4 Shatter x7 Destroys a x0 to x7 item
5 TK Push 8 Size M target is pushed CL*80' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 8 AC +1+CL*10/3; +36 saves vs. anything that causes damage
9 1 Fly 135" Fly at 135" (SW)
2 Force Ball 9 CL*18 force dmg to one group (no save)
3 Hyperkinetic Haste C CL C Action Haste (party); The caster (not everyone in the Haste) cannot have his OppV, OppP actions locked down
4 Shatter x8 Destroys a x0 to x8 item
5 TK Push 9 Size M target is pushed CL*90' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 9 AC +CL*11/3; +45 saves vs. anything that causes damage

[PC2] Wizard Group Classes


Fortune Teller10

Level KXP Wizard++Psi10
123 456 789 A
1 0 1-- --- --- -
2 2.5 20- --- --- -
3 5 21- --- --- -
4 10 320 --- --- -
5 25 321 --- --- -
6 50 432 0-- --- -
7 100 432 1-- --- -
8 250 543 20- --- -
9 500 543 21- --- -
10 1000 654 320 --- -
11 1500 654 321 --- -
12 2000 765 432 0-- -
13 2500 765 432 1-- -
14 3000 776 543 20- -
15 3500 776 543 21- -
16 4000 777 654 320 -
17 4500 777 654 321 -
18 5000 777 765 432 0
19 5250 777 776 543 1
20 5500 777 777 654 2
21 5750 777 777 765 3
22 6000 777 777 776 4
23 6250 777 777 777 5
24 6500 777 777 777 6
25 6750 777 777 777 7
26 7000 888 877 777 7
27 7250 888 888 877 7
28 7500 888 888 888 7
29 7750 888 888 888 8
30 8000 999 988 888 8
31 8250 999 999 988 8
32 8500 999 999 999 8
33 8750 999 999 999 9
34 9000 AAA A99 999 9
35 9250 AAA AAA A99 9
36 9500 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  1  1
-1  5  4  8  2  3  1  1  2
-1  6  4  8  3  4  2  2  2
-1  6  5  8  4  4  2  2  3
+0  7  5  9  5  4  3  2  3
+0  8  6  9  6  5  3  3  4
+0  8  6  9  7  5  4  3  4
+0  9  7  9  8  6  4  4  5
+1 10  8 10  9  7  5  4  5
+1 11  8 10 10  7  5  4  6
+1 11  9 10 11  8  6  5  6
+1 12 10 11 12  9  6  5  7
+2 13 11 12 13 10  7  6  7
+2 14 11 13 14 10  7  6  8
+2 14 12 13 14 11  8  6  8
+2 14 12 14 14 11  8  7  9
+3 14 13 14 14 12  9  7  9
+3 15 13 14 14 12  9  8 10
Requisites: Int 15, Wis 10, Chr 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Psi
Save Table: Wiz/Psi
Reference: DM, Roger
Groups: Wizard, Psionicist, PCDesigned
 
Casts Wizard spells or Psi10 powers. You get this progression twice, once for Wizard, once for Psi10. It is not one shared progression.
 
The Wizard progression gets Int bonus. Specialized in Enchantment/Charm (no opposite). Can cast Priest Numbers or Thought spells as if they were Wizard spells.
 
The Psi10 progression gets Chr bonus. Specialized in Empathy discipline. Psi10 PSPs = (LVL+Int+Wis+Chr-25)*5. Can "material component" Psi10 powers, by using 1V action.

[PC2] Wizard Group Classes


Frost Wizard1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.2 2-- --- ---
3 2.4 3-- --- ---
4 4.8 31- --- ---
5 9.6 32- --- ---
6 19.2 33- --- ---
7 38.4 331 --- ---
8 76.8 332 --- ---
9 153.6 333 --- ---
10 393.6 333 1-- ---
11 633.6 333 2-- ---
12 873.6 333 3-- ---
13 1113.6 333 31- ---
14 1353.6 333 32- ---
15 1593.6 333 33- ---
16 1833.6 333 331 ---
17 2073.6 333 332 ---
18 2313.6 333 333 ---
19 2553.6 333 333 1--
20 2793.6 333 333 2--
21 3033.6 333 333 3--
22 3273.6 333 333 31-
23 3513.6 333 333 32-
24 3753.6 333 333 33-
25 3993.6 333 333 331
26 4233.6 333 333 332
27 4473.6 333 333 333
28 4713.6 444 333 333
29 4953.6 444 444 333
30 5193.6 444 444 444
31 5433.6 555 444 444
32 5673.6 555 555 444
33 5913.6 555 555 555
34 6153.6 666 555 555
35 6393.6 666 666 555
36 6633.6 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+2  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+3  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+5  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+6  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+7  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+8  9 14 11 10 13  6  7  9
Requisites: Con 14, Wis 14
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Rog
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
Level 1: May choose a specialty god as if a priest (see [PC3]). The god chosen must be of weather, travellers, or some other connection to cold.
Level 1: Cold Flame: 1M, 3+LVL /week: Reverse Burning Hands for LVLd8 (save:½), "Immunity to Cold" is reduced to "Resist Cold" (Resist Cold is not reduced).
Level 1: Resist cold continuous. 1M, 1/d: Immune to cold for 1 turn.
Level 1: Any weapon does double damage/effect with a cold-based attack (e.g. Frost Brand).
Level 2: +LVL/2 damage.
Level 3: +LVL/3 AC.

[PC2] Wizard Group Classes


Generic Wizard (page 1)

Overall
Level
KXP
1 0
2 2.5
3 5
4 10
5 20
6 40
7 60
8 90
9 135
10 250
11 375
12 750
13 1125
14 1500
15 1875
16 2250
17 2625
18 3000
19 3375
20 3750
21 4125
22 4500
23 4875
24 5250
25 5625
26 6000
27 6375
28 6750
29 7125
30 7500
31 7875
32 8250
33 8625
34 9000
35 9375
36 9750
ML Wizard
123 456 789
KXP
1 1-- --- --- 0
2 2-- --- --- 1.25
3 21- --- --- 2.5
4 32- --- --- 5
5 321 --- --- 10
6 332 --- --- 20
7 432 1-- --- 30
8 433 2-- --- 45
9 443 21- --- 67.5
10 443 32- --- 125
11 444 321 --- 187.5
12 444 332 --- 375
13 444 432 1-- 562.5
14 444 433 2-- 750
15 444 443 21- 937.5
16 444 443 32- 1125
17 444 444 321 1312.5
18 444 444 332 1500
19 444 444 433 1687.5
20 444 444 444 1875
21 544 444 444 2062.5
22 554 444 444 2250
23 555 444 444 2437.5
24 555 544 444 2625
25 555 554 444 2812.5
26 555 555 444 3000
27 555 555 544 3187.5
28 555 555 554 3375
29 555 555 555 3562.5
30 655 555 555 3750
31 665 555 555 3937.5
32 666 555 555 4125
33 666 655 555 4312.5
34 666 665 555 4500
35 666 666 555 4687.5
36 666 666 655 4875
 
CL
KXP
1 0
2 1
3 2
4 4
5 8
6 16
7 24
8 36
9 54
10 100
11 150
12 300
13 450
14 600
15 750
16 900
17 1050
18 1200
19 1350
20 1500
21 1650
22 1800
23 1950
24 2100
25 2250
26 2400
27 2550
28 2700
29 2850
30 3000
31 3150
32 3300
33 3450
34 3600
35 3750
36 3900
Stat
Pts
KXP
1 0
2 0.5
3 1
4 2
5 4
6 8
7 12
8 18
9 27
10 50
11 75
12 150
13 225
14 300
15 375
16 450
17 525
18 600
19 675
20 750
21 825
22 900
23 975
24 1050
25 1125
26 1200
27 1275
28 1350
29 1425
30 1500
31 1575
32 1650
33 1725
34 1800
35 1875
36 1950

[PC2] Wizard Group Classes


Generic Wizard (page 2)

Turn
Lvl
HD TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 1d4 +0 1+0 / 1  4  7  5  3  6  0  1  1 0
2 2d4 +0 1+0 / 2  4  7  5  3  7  0  1  1 0.25
3 3d4 +0 1+0 / 3  4  8  5  4  7  0  1  2 0.5
4 4d4 +1 1+0 / 4  4  8  6  4  7  1  2  2 1
5 5d4 +1 1+1 / 5  5  9  6  4  8  1  2  3 2
6 6d4 +1 1+1 / 6  5  9  7  5  8  2  3  3 4
7 7d4 +2 1+1 / 7  5 10  7  5  9  2  3  4 6
8 8d4 +2 1+1 / 8  6 10  7  6  9  2  3  4 9
9 9d4 +2 1+1 / 9  6 10  8  6  9  3  4  5 13.5
10 10d4 +3 1+2 / 10  6 11  8  6 10  3  4  5 25
11 11d4 +3 1+2 / 11  7 11  9  7 10  4  5  6 37.5
12 12d4 +3 1+2 / 12  7 12  9  7 11  4  5  6 75
13 13d4 +4 1+2 / 13  7 12  9  8 11  4  5  7 112.5
14 14d4 +4 1+2 / 14  7 13 10  8 11  5  6  7 150
15 15d4 +4 1+3 / 15  8 13 10  8 12  5  6  8 187.5
16 16d4 +5 1+3 / 16  8 13 11  9 12  6  7  8 225
17 17d4 +5 1+3 / 17  8 14 11  9 13  6  7  9 262.5
18 18d4 +5 1+3 / 18  9 14 11 10 13  6  7  9 300
19 19d4 +6 1+3 / 19  9 14 12 10 13  7  8 10 337.5
20 20d4 +6 1+4 / 20  9 15 12 10 14  7  8 10 375
21 21d4 +6 1+4 / 21 10 15 13 11 14  8  9 11 412.5
22 22d4 +7 1+4 / 22 10 15 13 11 15  8  9 11 450
23 23d4 +7 1+4 / 23 10 15 13 12 15  8  9 12 487.5
24 24d4 +7 1+4 / 24 11 16 13 12 15  9 10 12 525
25 25d4 +8 1+5 / 25 11 16 14 12 15  9 10 13 562.5
26 26d4 +8 1+5 / 26 12 16 14 13 15 10 11 13 600
27 27d4 +8 1+5 / 27 12 16 14 13 16 10 11 14 637.5
28 28d4 +9 1+5 / 28 12 16 14 14 16 10 11 14 675
29 29d4 +9 1+5 / 29 13 16 15 14 16 11 12 15 712.5
30 30d4 +9 1+6 / 30 13 16 15 14 16 11 12 15 750
31 31d4 +10 1+6 / 31 14 16 15 15 16 12 13 16 787.5
32 32d4 +10 1+6 / 32 14 16 15 15 16 12 13 16 825
33 33d4 +10 1+6 / 33 14 17 16 15 16 12 13 17 862.5
34 34d4 +11 1+6 / 34 15 17 16 16 16 13 14 17 900
35 35d4 +11 1+7 / 35 15 17 16 16 16 13 14 18 937.5
36 36d4 +11 1+7 / 36 16 17 16 16 17 14 15 18 975
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Custom
 
Gets Int bonus to spell progression.
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
50% category: ML
40% category: CL
20% category: Stat Points *
10% categories: Hit Dice **, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Wizard class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Wizard class.

[PC2] Wizard Group Classes


Geo-Sage1JG

Level KXP Ioun Stones
nds cu
1 0 1-- --
2 1.8 2-- --
3 3.6 3-- --
4 7.2 31- --
5 14.4 32- --
6 28.8 33- --
7 57.6 44- --
8 115.2 441 --
9 230.4 442 --
10 590.4 443 --
11 950.4 444 --
12 1310.4 555 --
13 1670.4 555 1-
14 2030.4 555 2-
15 2390.4 555 3-
16 2750.4 555 4-
17 3110.4 555 5-
18 3470.4 666 6-
19 3830.4 666 61
20 4190.4 666 62
21 4550.4 666 63
22 4910.4 666 64
23 5270.4 666 65
24 5630.4 666 66
25 5990.4 766 66
26 6350.4 776 66
27 6710.4 777 66
28 7070.4 777 76
29 7430.4 777 77
30 7790.4 877 77
31 8150.4 887 77
32 8510.4 888 77
33 8870.4 888 87
34 9230.4 888 88
35 9590.4 988 88
36 9950.4 998 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 13
Alignment: any
HD/level: +++d4
Weapon Prof.: 1+level/2
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
Geo-Sages create Ioun Stones. Geo-Sages get no actual spells. The "spell progression" shows which "Open Stone" slots you have each reset:
n = Normal ioun stone, or stone-based item of 300 XP or less value, or a stone which holds 1 SL 0-1 spell (use once).
d = Don ioun stone, or stone-based item of 1000 XP or less value, or a stone which holds 1 SL 2-3 spell (use once).
s = Super ioun stone, or stone-based item of 3000 XP or less value, or a stone which holds 1 SL 4-5 spell (use once).
c = Congenio ioun stone, or stone-based item of 10000 XP or less value, or a stone which holds 1 SL 6-7 spell (use once).
u = Ultra ioun stone, or stone-based item of 30000 XP or less value, or a stone which holds 1 SL 8-9 spell (use once).
The ioun stone progression is downgradable at 2 per 1 (so 1u ® 2c ® 4s ® 8d ® 16n), so you can have a lot of normals.
If spell-storing stones are used, the spell effect must be a Wizard spell and cannot be material componented.
Once a stone is filled (no longer an Open Slot), that stone is fixed until the next reset. All stones "empty" at next reset (none of these stones are permanent). It is possible to "use up" an ioun stone (or spell stone), it then reverts to a dull grey stone (holding psionic PSPs) until next reset.
Level 1: Can use +LVL ioun stones at the same time, beyond the normal limit. (DM note: If you exceed this limit, remember you can create "Y-cable" ioun stones on the fly with "d" picks)
Level 1: 1M: Identify an item constructed of stone.
Level 1: 1M, 1/d: Locate a specific ioun stone type 5*LVL%.
Level 3: +LVL/3 damage.
Level 9: Can create one normal ioun stone per day, which is permanent.
Level 18: Can create one ioun Don stone per day, which is permanent.
Level 27: Can create one super ioun stone per day, which is permanent.
Level 36: Can create one Congenio ioun stone per day, which is permanent.
Level 45: Can create one Ultra ioun stone per day, which is permanent.

[PC2] Wizard Group Classes


Gruul Grave-Troll (MTG G/R)

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

[PC2] Wizard Group Classes


Hag0

Level KXP Wizard++Priest
123 456 789
1 3.6 (owe) 1-- --- ---
2 7.2 20- --- ---
3 10.8 21- --- ---
4 14.4 220 --- ---
5 28.8 221 --- ---
6 57.6 222 0-- ---
7 115.2 322 1-- ---
8 216 332 20- ---
9 432 333 21- ---
10 648 333 320 ---
11 864 433 321 ---
12 1080 444 321 ---
13 1296 444 322 ---
14 1512 444 432 0--
15 1728 544 432 1--
16 1944 555 432 2--
17 2160 655 443 20-
18 2376 655 443 21-
19 2592 655 543 22-
20 2808 655 544 320
21 3024 655 544 321
22 3240 665 554 322
23 3456 666 654 332
24 3672 776 655 432
25 3888 776 655 443
26 4104 777 665 543
27 4320 777 665 554
28 4536 887 666 654
29 4752 887 776 655
30 4968 888 777 665
31 5184 888 777 766
32 5400 988 887 776
33 5616 999 888 777
34 5832 999 988 887
35 6048 999 999 888
36 6264 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+8  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  7  7  7  7  7  7  7  7
+13  8  8  8  8  8  8  8  8
+14  8  8  8  8  8  8  8  8
+15  9  9  9  9  9  9  9  9
+16  9  9  9  9  9  9  9  9
+17 10 10 10 10 10 10 10 10
+18 10 10 10 10 10 10 10 10
Requisites: Int 12, Wis 16
Alignment: any E
HD/level: ++d6
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon +3 levels
Reference: DM
Groups: Wizard, Priest, Monster
 
Gets Barbarian Int and Wis.
Level N (each level) ¶: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
Casts Wizard and Priest spells. Gets the listed progression twice, once for Wizard (with Int bonus), and once for Priest (with Wis bonus).
Level 1 ¶: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
Level 1: Sorcery: Can spend ½M+½V instead of 1M to cast spells
Level 1: (Green Hag) MPIRR LVL*10%.
Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
Level 4: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Ogre0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get x2 CL vs. that enemy.
Bloodmaul: The "LVL*3 gp costing 0" power becomes LVL*12 gp instead.
Boulderfist: MPIRR +LVL*5%.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become a Scarwood Hag the Unsummon ability costs 1V instead of 1M.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Int bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Mouth's P or Mouth's M, 3/d: Breathe Darkness (1 group, dmg = half current hp, no save)
Dustbelcher: Mouth's P or Mouth's M, 1/h: Breathe Dust (1 group, dmg = half current hp, no save)
Firegut: +1 Henchman slot that you can fill will 3 DL=(LVL+3)/2 Ogres during reset time for free.
Gordok: +3 Int; Sustain Int.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 30 DL=(LVL+4)/3 Ogres during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore MR, SR, MReflection.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Brine Hag you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: x2 CL with Invocation spells.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: When you read a scroll, if it has more than one spell on it, they all resolve at once.
Urok: Use d10's instead of d6's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC2] Wizard Group Classes


Henchman

Level KXP Hench. Villain
123 45 [1]
1 0 1-- -- [-]
2 6.5 2-- -- [-]
3 13 3-- -- [-]
4 26 31- -- [-]
5 52 32- -- [-]
6 104 42- -- [-]
7 208 421 -- [-]
8 416 431 -- [-]
9 825 432 -- [-]
10 1650 432 1- [-]
11 3300 542 1- [-]
12 3800 543 2- [-]
13 4300 543 21 [-]
14 4800 543 22 [-]
15 5300 543 32 [-]
16 5800 543 33 [-]
17 6300 544 33 [-]
18 6800 544 43 [-]
19 7300 544 44 [-]
20 7800 554 44 [-]
21 8300 555 44 [-]
22 8800 555 54 [-]
23 9300 555 55 [-]
24 9800 655 55 [-]
25 10300 665 55 [-]
26 10800 666 55 [-]
27 11300 666 65 [1]
28 11800 666 66 [1]
29 12300 766 66 [2]
30 12800 776 66 [2]
31 13300 777 66 [3]
32 13800 777 76 [3]
33 14300 777 77 [4]
34 14800 877 77 [4]
35 15300 887 77 [5]
36 15800 888 77 [5]
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: Dex 19, Int 17
Alignment: any E
HD/level: 3d6 (no Con bonus)
Weapon Prof.: 6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: MTG {Reduced Villain}
Groups: Wizard, Concordant (x1)
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.

[PC2] Wizard Group Classes


Henchman Spells

Level # Spell
1 1 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
1 2 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
1 3 1M: Monster Summoning (CL+1)/2
1 4 You adjust all BlahR by -5*level%
1 5 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 6 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
1 7 You ignore one level of Resist Hold/Stun/Para. on other people
1 8 You ignore one level of Resist Action/Memory/Other Stealing on other people
1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
1 10 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
1 11 1bF: Counter a counterspell effect.
1 12 You can have two summons (same group).
2 1 1V: Twist (Remove an effect on a person)
2 2 1P, 1/d: Slay someone with the Sidekick class (PPD save)
2 3 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
2 4 1M, 1/r: Causeall one target.
2 5 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
2 6 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
2 7 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
2 8 +1 minor in a psionic progression you have.
2 9 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
2 10 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
2 11 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
2 12 May wear two suits of armor, your AT sources fully stack
3 1 You can have three summons (same group).
3 2 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
3 3 1M: Fascinate a group (Will save)
3 4 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
3 5 1M, 1/d: Set (reverse Reset) one target.
3 6 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
3 7 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
3 8 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
3 9 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
3 11 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
3 12 1F, 1/d: Multiply an effect you do by x1+LVL/10.
4 1 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
4 2 You can't be targetted until your summons are destroyed.
4 3 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 4 Pick a spell you have. It costs ½M to use.
4 5 Pick a psionic power you have. It costs ½M to use.
4 6 Pick an innate ability you have. It costs ½M to use.
4 7 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 8 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
4 9 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 10 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
4 11 -1 actions of all types to everyone in the room (x1 Special)
4 12 1F, 1/d: +1 to your multiplier for 1 round
5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 2 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
5 4 You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
5 5 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
5 6 1F: Charm or Dominate target x0 or x1 creature (save)
5 7 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
5 8 1V, 1/d: Ignore an Immunity to something.
5 9 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
5 10 1M: All x1 and lower effects on one target are dispelled.
5 11 Lockdown X actions continuous in your group
5 12 1V, LVL/d: You ignore one level of Resist to something
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC2] Wizard Group Classes


High Mage


Level

KXP
Wizard
123 456 789 ABC DEF

TH
1 0 111 --- --- --- -1
2 2.5 111 1-- --- --- +0
3 5 111 11- --- --- +0
4 10 111 111 --- --- +0
5 20 211 111 --- --- +0
6 40 221 111 1-- --- +0
7 60 222 111 1-- --- +0
8 90 222 211 11- --- +1
9 135 222 221 11- --- +1
10 250 222 222 111 --- +1
11 375 322 222 211 --- +1
12 750 332 222 221 --- +1
13 1125 333 222 222 1-- +1
14 1500 333 322 222 2-- +2
15 1875 333 332 222 2-- +2
16 2250 333 333 222 21- +2
17 2625 433 333 322 22- +2
18 3000 443 333 332 22- +2
19 3375 444 333 333 22- +2
20 3750 444 433 333 321 +3
21 4125 444 433 333 322 +3
22 4500 444 433 333 332 +3
23 4875 444 433 333 333 +3
24 5250 444 443 333 333 +3
25 5625 444 444 333 333 +3
26 6000 444 444 433 333 +4
27 6375 444 444 443 333 +4
28 6750 444 444 444 333 +4
29 7125 444 444 444 433 +4
30 7500 444 444 444 443 +4
31 7875 444 444 444 444 +4
32 8250 544 444 444 444 +5
33 8625 554 444 444 444 +5
34 9000 555 444 444 444 +5
35 9375 555 544 444 444 +5
36 9750 555 554 444 444 1 +5
37 19500 555 554 444 444 2 +5
38 29250 555 554 444 444 3 +6
39 39000 555 554 444 444 4 +6
45 97500 555 555 555 554 4 +7
54 185250 666 666 555 555 51 +8
63 273000 666 666 666 665 55 +10
72 360750 777 776 666 666 661 +11
Requisites: Int 25
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/11
To Hit Table: ½xWiz
Reference: DM
Groups: Wizard
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Can never specialize in a school of magic.
Cannot use "weird list" or "weird sheet" or "sheets that you know" spells at all, unless you spend 1 research point per spell on them. If you do, the spell is 1 spell slot (not the normal 2 or 3).
Can never get a stat bonus to spell progression.
Can never use ML adders, even "Limited ML". Level books (and other sources of full levels) do function normally.
Level 1: Gets Int bonus as an additional save penalty.
Level 1: 0, 1/d: Reset your spell memorization in High Mage.

[PC2] Wizard Group Classes


Historian1JG

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 1.5 ½-- --- ---
3 3 1-- --- ---
4 6 2-- --- ---
5 12 3½- --- ---
6 24 41- --- ---
7 48 52- --- ---
8 96 63½ --- ---
9 192 741 --- ---
10 492 852 --- ---
11 792 963 ½-- ---
12 1092 A74 1-- ---
13 1392 B85 2-- ---
14 1692 C96 3½- ---
15 1992 DA7 41- ---
16 2292 EB8 52- ---
17 2592 FC9 63½ ---
18 2892 GDA 741 ---
19 3192 HEB 852 ---
20 3492 IFC 963 ½--
21 3792 JGD A74 1--
22 4092 KHE B85 2--
23 4392 LIF C96 3½-
24 4692 MJG DA7 41-
25 4992 NKH EB8 52-
26 5292 OLI FC9 63½
27 5592 PMJ GDA 741
28 5892 QNK HEB 852
29 6192 ROL IFC 963
30 6492 SPM JGD A74
31 6792 TQN KHE B85
32 7092 URO LIF C96
33 7392 VSP MJG DA7
34 7692 WTQ NKH EB8
35 7992 XUR OLI FC9
36 8292 YVS PMJ GDA
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 12, Int 13
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
Level 1: Gets the Bard rogue ability table, with 40 points per level.
Level 1: +LVL Nonweapon proficiencies, must be Int-based.
Level 3: +LVL-2 Secondary skills, must be Int-based.
Level 3: +LVL/3 damage.
Level 6: +LVL-5 Feats, must be Int-based.
Level 9: +LVL-8 Kits, must be Int-based.

[PC2] Wizard Group Classes


Historian2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.2 1-- --- ---
3 2.4 2-- --- ---
4 4.8 2-- --- ---
5 9.5 21- --- ---
6 19 21- --- ---
7 38 32- --- ---
8 76 32- --- ---
9 150 421 --- ---
10 300 421 --- ---
11 450 422 --- ---
12 600 422 --- ---
13 750 432 1-- ---
14 900 432 1-- ---
15 1050 433 2-- ---
16 1200 433 2-- ---
17 1350 433 21- ---
18 1500 433 21- ---
19 1650 443 22- ---
20 1800 443 22- ---
21 1950 444 33- ---
22 2100 444 33- ---
23 2250 444 441 ---
24 2400 444 441 ---
25 2550 555 442 ---
26 2700 555 442 ---
27 2850 555 442 1--
28 3000 555 442 1--
29 3150 555 552 1--
30 3300 555 552 1--
31 3450 555 553 21-
32 3600 555 553 21-
33 3750 555 553 32-
34 3900 555 553 32-
35 4050 555 553 321
36 4200 555 553 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Int 12, Wis 10
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: S&S2
Groups: Wizard
 
Level 1: +1 slot in every "History" proficiency per level.
Level 2: Legend Lore | Identify Magic/Psi item | Identify Innate item | Identify Technological Item | Identify Artifact = 50*(LVL-1)%.
Level 3: Time-Reality Stability.
Level 4: Resist Time/Chronomancy and Anti-Time.
Level 5: 1M, 1/t: Locate a specific history book (same plane).
Level 9: 1M, 1/d: Summon a Time Elemental (any existant type).
Level 12: 1M, 1/t: Locate a specific history book (same multiverse).
Level 16: 1M, 1/t: Time Travel any distance (up to a temporal barrier).
Level 17: Immune Time/Chronomancy and Anti-Time.
Level 18: 1M, 1/d: Summon a Time Elemental, Anti-Time Elemental, or Time Elemental Grue (any existant or non-existant type).
Level 21: 1M, 1/t: Locate a specific history book (same omniverse).
Level 25: 1M, 1/t: Time Travel any distance (can cross one natural temporal barrier).

[PC2] Wizard Group Classes


Illogician-17

Level KXP Wizard       Psi-17
123 456 789  mMG S
1 0 1-- --- ---  1-- -
2 2 2-- --- ---  2-- -
3 14 21- --- ---  3-- -
4 36 32- --- ---  4-- -
5 68 421 --- ---  5-- -
6 110 422 --- ---  51- -
7 162 432 1-- ---  52- -
8 224 433 2-- ---  53- -
9 296 433 21- ---  54- -
10 378 443 22- ---  55- -
11 470 444 33- ---  65- -
12 572 444 441 ---  651 -
13 684 555 442 ---  652 -
14 806 555 442 1--  653 -
15 938 555 552 1--  654 -
16 1080 555 553 21-  655 -
17 1232 555 553 32-  665 -
18 1394 555 553 321  666 -
19 1566 555 553 331  766 -
20 1748 555 554 332  776 -
21 1940 555 554 442  777 -
22 2142 555 555 443  877 -
23 2354 555 555 553  887 -
24 2576 555 555 554  887 1
25 2808 555 555 555  887 2
26 3050 666 655 555  887 3
27 3302 666 666 655  887 4
28 3564 666 666 666  887 5
29 3836 777 766 666  887 6
30 4118 777 777 766  887 7
31 4410 777 777 777  888 7
32 4712 888 877 777  888 8
33 5024 888 888 877  988 8
34 5346 888 888 888  998 8
35 5678 999 988 888  999 8
36 6020 999 999 999  999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-12 -10-10-10-10-10-10-10-10
-11 -9 -9 -9 -9 -9 -9 -9 -9
-10 -8 -8 -8 -8 -8 -8 -8 -8
-9 -7 -7 -7 -7 -7 -7 -7 -7
-8 -6 -6 -6 -6 -6 -6 -6 -6
-7 -5 -5 -5 -5 -5 -5 -5 -5
-6 -4 -4 -4 -4 -4 -4 -4 -4
-5 -3 -3 -3 -3 -3 -3 -3 -3
-4 -2 -2 -2 -2 -2 -2 -2 -2
-3 -1 -1 -1 -1 -1 -1 -1 -1
-2  0  0  0  0  0  0  0  0
-1  1  1  1  1  1  1  1  1
+0  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
Requisites: Wis 18
Alignment: C*
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: +level-13 (d30)
Save Table: +level-11 (d30)
Reference: DM {Planeshifted Logician17}
Groups: Wizard, Psionicist, Alternate
 
Rolls d30's to hit and saves. Automakes (autohits) on 27-30. Automisses on 1-3.
Spec. Schools: Invocation, Reversed Logic (see below)
Opp. Schools: Abjuration, Divination
Can cast spells from Priest Chaos and Priest Astral Spheres
Level 1: +½M Action
Level 1: +1 extra Knowledge Prof/level
Level 1: Specialized spells cost only ½M to cast
Level 1: Can "burn" 1 hp/spell level to cast extra spells
Here's some sample "Logic" spells, until a better version is added to the Collective.
This class would cast the opposite of these.
Logic Spells, Level 1:
Communication: Allows communication with any creature with Int 1+
Detect Chaos: Detects all Chaotic creatures within 360'
Determine Operation of Mechanism: Can use a tech level object of less than or equal to Logician's level
Order Objects: Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
Logic Spells, Level 2:
Command: As per priest spell but can use 2 words
Fast-Talking: All targets must save vs. spell at a penalty equal to double of Logician's level or believe what he is saying as true
Protection from Chaos: As per Pro.Evil but against Chaotic creatures
Logic Spells, Level 3:
Hold Monster: As per Enc/Cha spell, save at -(2*Logician's level)
Personal Illusion: Makes an exact illusion (all senses) of a creature
Logic Spells, Level 4:
Charm Lawful Creature: Target Lawful creature is charmed (no save)

[PC2] Wizard Group Classes


Illusionist1

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 2.25 2-- --- -
3 4.5 21- --- -
4 9 32- --- -
5 18 421 --- -
6 35 431 --- -
7 60 432 --- -
8 95 432 1-- -
9 145 533 2-- -
10 220 543 21- -
11 440 543 32- -
12 660 554 321 -
13 880 554 322 -
14 1100 554 322 1
15 1320 554 422 2
16 1540 555 432 2
17 1760 555 532 2
18 1980 555 533 2
19 2200 555 543 2
20 2420 555 543 3
21 2640 555 554 3
22 2860 555 555 4
23 3080 555 555 5
24 3300 666 655 5
25 3520 666 666 6
26 3740 777 766 6
27 3960 777 777 7
28 4180 888 877 7
29 4400 888 888 8
30 4620 999 988 8
31 4840 999 999 9
32 5060 AAA A99 9
33 5280 AAA AAA A
34 5500 BBB BAA A
35 5720 BBB BBB B
36 5940 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 16, Int 15
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH1-26
Groups: Wizard
 
See "Specialist Wizards"
Level 1: Can consider any 1st edition illusionist spell (in PH1, UA1, etc.) as "Illusion" school.

[PC2] Wizard Group Classes


Illusionist2 / Phantasmist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 16, Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH2-31
Groups: Wizard
 
See "Specialist Wizards"

[PC2] Wizard Group Classes


Incantatrix1

Level KXP Wizard
123 456 7+
1 0 2-- --- -
2 3 21- --- -
3 6 22- --- -
4 12 32½ --- -
5 24 421 --- -
6 48 531 --- -
7 96 542 --- -
8 200 652 ½-- -
9 400 663 ½½- -
10 600 664 1½- -
11 800 665 2½½ -
12 1000 666 31½ ½
13 1200 666 42½ ½
14 1400 666 53½ ½
15 1600 666 641 ½
16 1800 666 652 ½
17 2200 666 663 1
18 2600 666 664 2
19 3000 666 665 3
20 3400 666 666 4
21 3800 666 666 5
22 4200 666 666 6
23 4600 766 666 6
24 5000 776 666 6
25 5400 777 666 6
26 5800 777 766 6
27 6200 777 776 6
28 6600 777 777 6
29 7000 777 777 7
30 7400 877 777 7
31 7800 887 777 7
32 8200 888 777 7
33 8600 888 877 7
34 9000 888 887 7
35 9400 888 888 7
36 9800 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Wis 9
Alignment: non-L
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: Dragon
Groups: Wizard
 
Specialized in Incantatrix. Opposite schools are Conjuration and Invocation (you may instead choose 3 opposites).
Can cast normal Wizard spells. Anti-Magic-User spells cost 2 slots each for you. Other specialist Wizard spells cost 4 slots each for you.
Anti-Magic-Users may cast Incantatrix spells for 2 slots each. Other Wizards may cast Incantatrix spells for 4 (not 2) slots each.
 
Incantatrix spells are Anti-Magical in nature, and are resisted using aMR instead of MR.
Level 3: Can see ethereal, astral, and out-of-phase creatures.
Level 4: Can attack ethereal, astral, and out-of-phase creatures as if they were on the same plane (including spells). This ability may reduce the number of plusses needed to hit that creature.
Level 5: 1V: Remove LVL-4 plusses of a "need +N weapon to hit" requirement.
Level 6: Hold Life. Immune Negative.
Level 8: Continuous Spellcraft and Dwoemercraft checks (assumed die roll is "1").
Level 14: 1M+1V, drain N charges from items you are touching: Heal (2*N)d4 hp, even above max.
Level 18: You may cast SL 8 spells out of your SL 7 spell slots.
Level 27: You may cast SL 9 spells out of your SL 7 spell slots.
Level 36: You may cast SL 10 spells out of your SL 7 spell slots, and SL 11 spells out of your SL 8 slots.

[PC2] Wizard Group Classes


Incantatrix1 Spells

SL # Spell Effect
1 1 Counter Wishoid 1bM: Counter a Wishoid or Miracle (need not be magical in nature)
2 Dispel Abjuration/Protection Dispels an Abjuration or Protection effect
3 Dispel Illusion/Metamagic Dispels an Illusion or Metamagic effect
4 Magic Resistance MR CL*10%
5 Memory Protection Immune to one memory/action/spell stealing effect (lasts until used)
6 Remove Magical Snare Removes a Magical Snare, a Glyph, or a Symbol (does not cover Magical Traps in general, see SL 3)
2 1 Confusion One target is confused (save)
2 Countermagic 1bM: Counter a magical spell or magic item activation.
3 Detect/Dispel Charm/Ego Detects/Dispels Charm or Ego Domination (for 1s, lets you drop the item)
4 Dispel Magic Dispel Magic
5 Disrupt Concentration Target cannot heavy concentrate (no save)
6 Mind Blank Mind Blank
3 1 Drainheal Drain the local MF by 1: Heal self.
2 Maladweomer Target has minimum effect with spells (others have +4 saves) for 1t, this can be reversed (Empradweomer)
3 Mini Globe of Invulnerability Immune to SL 0-2 spells
4 Remove Curse Remove Curse
5 Remove Magical Trap Removes a Magical Trap; you have 100+CL*5% chance in it (minus the usual FRTraps shift)
6 Steal Magical Enchantment Steal a magical effect someone is running; it is on you now, you need to maintain it
4 1 Deflection 1bM: Redirect a magical spell or magic item activation to hit a different target.
2 Disrupt Undead Each segment for 4 segments, choose a group of undead: <= Shadow is D(usted), <= Lich takes CLd6 dmg
3 Maintain Dampen Everyone in the room gets -CL to their # of maintained effects (treat as a x1 Special), or affect just one target
4 Ray of Oblivion Target forgets how to cast CL spells by name (the spell slots are not regained until next reset)
5 Steal Mental Target loses 1M from his remaining mentals (or owes one), you gain 1M (target saves vs. Spell)
6 Steal Summon Steal someone's summon (your summon slot needs to be open to do this)
5 1 Anti-Magic Shell 5 Spells of SL 0-4 don't work in your group
2 Power Word Feeblemind Target with <= 80 hp is Feebleminded (no save)
3 Quash 1bM: Counter a magical spell or magic item activation. This cannot be responded to (except by Capital I Insist). This spell or item activation cannot be used again by that person for 1 turn.
4 Remove Magical Trap Removes a Magical Trap; you have 50+CL*10% chance in it (minus the usual FRTricks shift)
5 Spell Shield +CL saves vs. magic effects; +CL saves vs. mental effects (they do stack)
6 Steal Enchantment Steal an effect (not necessarily magical) someone is running; it is on you now, you need to maintain it
6 1 Disenchant an Item Item loses 1 multiplier; x(-1) means the item is destroyed
2 Dispel Possession Dispels possession, magic jar, control actions, etc.
3 *Remove Curse* Remove Heavy Curse
4 Spell Reflection iMReflection CL*5%
5 Steal Item Pick Pockets CL*20% (-5% per LVL of target or -2% per HD of target)
6 Stealcharge Target item loses CL charges, one of your items gains 1 charge (you may reduce CL down to a minimum of 2)
7 1 *Dispel Magic* Dispels a Prismatic Wall/Sphere (in one spell), an Anti-Dispel Magic Shell, or an entire Chain Contingency chain
2 Mordenkainen's Disjunction Mordenkainen's Disjunction
3 Remove Magical Special Removes a Magical Special; you have CL*15% chance in it (minus the usual FRSpecials shift)
4 Stealspell Target loses CL unused spell slots in memorization, you gain 1 of them (target saves vs. Spell) (you may reduce CL down to a minimum of 2)
5 Unbinding Hold, Stun, Guards and Wards, Temporal Stasis, Imprisonment, Time Stop, Wizard Lock, Wall of Force, Cube of Force, Forcecage, Maze all end immediately (no effect) if comes into contact with your group. Your group walks around as a mobile DMZ.
6 Unfamiliar Target loses a familiar (the familiar is returned to the Plane of Familiars) (save vs. Spells)

[PC2] Wizard Group Classes


Instantaneous Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 ½c- --- --- -
2 7 10e --- --- -
3 14 2½c g-- --- -
4 28 310 ei- --- -
5 56 42½ cgk --- -
6 112 531 0ei m-- -
7 168 642 ½cg ko- -
8 252 753 10e imq -
9 378 864 2½c gko -
10 700 975 310 eim -
11 1050 986 42½ cgk -
12 2100 997 531 0ei -
13 3150 998 642 ½cg z
14 4200 999 753 10e x
15 5250 999 864 2½c v
16 6300 999 975 310 t
17 7350 A99 986 42½ r
18 8400 A99 997 531 p
19 9450 AA9 998 642 n
20 10500 AA9 999 753 l
21 11550 AAA 999 864 j
22 12600 AAA 999 975 h
23 13650 AAA A99 986 f
24 14700 BAA A99 997 d
25 15750 BAA AA9 998 b
26 16800 BBA AA9 999 ½
27 17850 BBA AAA 999 1
28 18900 BBB AAA 999 2
29 19950 BBB AAA A99 3
30 21000 BBB BAA A99 4
31 22050 CBB BAA AA9 5
32 23100 CBB BBA AA9 6
33 24150 CCB BBA AAA 7
34 25200 CCB BBB AAA 8
35 26250 CCC BBB AAA 9
36 27300 CCC BBB BAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
-1  4  8  6  4  7  1  2  2
-1  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+0  8 13 11  9 12  6  7  8
+0  9 14 11 10 13  6  7  9
+0  9 15 12 10 14  7  8 10
+0 10 15 13 11 15  8  9 11
+0 11 16 13 12 15  9 10 12
+0 12 16 14 13 15 10 11 13
+0 12 16 14 14 16 10 11 14
+0 13 16 15 14 16 11 12 15
+1 14 16 15 15 16 12 13 16
+1 15 17 16 16 16 13 14 17
+1 16 17 16 16 17 14 15 18
Requisites: Dex 20, Int 35, Wis 20
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: ¼xWiz
Save Table: 2xWiz
Reference: DM {Planeshifted Quick Chaining Wizard}
Groups: Wizard, Concordant (x1)
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Instantaneous Chaining": Whenever you cast a spell, you get 1IM (Instantaneous Mental) action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ½M to cast the spell, you get ½IM back.
DM Note: IM actions are not "Quick"; if you use an IM in a segment, you cannot use an M in the same segment. If you material component a spell using 1IM+1V as your actions, the resultant spell is not Instantaneous and can be responded to.
Level 1: You may specialize in Red, and you "know" the Red Wizard class spells. If you do this, pick a major opposite school.
Level 3: You can convert 1IM -> 1IV action, as often as you like.
Level 4: Whenever you use 1M action to activate a wand, you get 1M action (not 1IM) to use before the end of the round.
Level 5: 0, lose 1 of your remaining IM actions, 1/t: Fork.
Level 9: +LVL-8 IZ actions.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
Level 27: Instantaneous Instantaneous Chaining: For SL=1 to (LVL-27)/2 spells, you get 1JM back instead of 1IM. J actions are instantaneous even to I, X, and G actions (they are the "same level" as H actions).
New spell:
Lend Instantaneous Mental (SL=7): You lose 1IM action, target gains 1IM for this round.
MTG Red spells from Red Wizard class:
Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
Old MTG Red spells from Wizard of the Coast class (you can use these):
Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
Fervor (SL=3): You and your summons are not summoning sick.
AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)

[PC2] Wizard Group Classes


Itemizer0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Wis 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Can specialize in Enchantment, if you do, pick a major opposite school.
Each reset (including the first reset before the game starts), you create 1 magic item of your choice from the list on the following pages.
Potions you create have LVL doses each. Scrolls you create have double your CL, but do not "Blow Your Head Off".
These are normal magic items in every way, and can be sold (at half value), or given to other PCs at no penalty.
You may "split your level up" into several items, for example at level 8 you could make a level 5, a level 2, and a level 1 item.

[PC2] Wizard Group Classes


Itemizer0 Items

Level Item gp Value XP Value
1 Potion of Poison (save @ -6 for Death/40) 1000 100
1 Potion of Healing (70 hp total of healing) 2000 200
2 Potion of Agility (Dex becomes 18, or +1 to Dex) 3000 300
2 Potion of Bug Repellant (Resist Bugs) 3000 300
2 Potion of Ethereality (Become ethereal at will) 3000 300
2 Potion of Flying 3000 300
2 Potion of Human Control (Human Control) 3000 300
2 Potion of Speed (+1 P, +1 V) 3000 300
2 Potion of Water Breathing 3000 300
2 Scroll of Pro.Elementals 3000 300
2 Scroll of Pro.Lycanthropes 3000 300
3 Potion of Dragon Control (Dragon Control (any type)) 4000 400
3 Potion of Fortitude (Con becomes 18 or +1 to Con) 4000 400
3 Potion of Giant Control (Giant Control (any type)) 4000 400
3 Potion of Growth (Double base damage) 4000 400
3 Potion of Invulnerability (+2/+2 protection) 4000 400
3 Potion of Polymorph Self 4000 400
3 Potion of Antidote (Neutralize Poison, Immune to Poison) 5000 500
3 Potion of Defense (+5/+0 protection) 5000 500
3 Potion of Freedom (Free Action) 5000 500
3 Potion of Heroism (+(11-(highest War level))/3,round up War lvl) 5000 500
3 Scroll of Pro.Magic 5000 500
3 Staff/Command (Command) 5000 500
3 Potion of Elemental Form (Normal elements only) 6000 600
3 Potion of Giant Strength (Str becomes 24) 6000 600
3 Potion of Undead Control 6000 600
3 Scroll of Pro.Undead 6000 600
3 Scroll of Shelter (1 M, 1/d: Rope Trick) 6000 600
4 Potion of Merging (Can merge up to 7 PCs into 1 body) 7000 700
4 Potion of Sight (Immune Blindness; True Sight) 7000 700
4 Potion of Super-Healing (580 hp total of healing) 7000 700
4 Ring of Holiness (+1 Turn Undead roll; +1 Clr spell of SLs 1-3) 7000 700
5 Bag of Holding (10000 lbs.) 10000 1000
5 Elven Cloak (can backstab 1/r) 10000 1000
5 Potion of Longevity (-10 yrs to age) 10000 1000
5 Potion of Luck (Choose 1 die roll) 10000 1000
5 Ring of Plant Control (Plant Control) 10000 1000
5 Ring of Regeneration (Troll-like regen 1 hp/r) 10000 1000
5 Ring of Spell Storing (N=10= # SL's, max N = 54, max SL = 9) 10000 1000
5 Rod/Domination (Psi1 Domination) 10000 1000
5 Scroll of Trapping (2V: Create 1 mechanical trap) 10000 1000
5 Slate of Identification (1 V,1 M: Identify) 10000 1000
5 Scroll of Mages (1V: Spellcraft & Dweomercraft 1 effect) 12000 1200
5 Scroll of Seeing (1V, 1/d: Detect Life (type & number) 100'r) 12000 1200
6 Gauntlets of Ogre Power (Str 18; +3 TH when unarmed) 13000 1300
6 Scroll of Questioning (1 M, 3/d: Ask inanimate object a question) 13000 1300
6 Scroll of Repetition (1 M, 1/d: Repeat a spell cast last segment) 15000 1500
6 Wand/Negation (Dispel Magic @ 24th CL) 15000 1500
7 Scroll of Portals (1V, 2/d: Passwall) 16000 1600
7 Staff/Snake (+1/+1; staff can turn into snake) 16000 1600
7 Ring of Quickness (0, 1/d: +1 P, +1V for it, stacks with Haste) 18000 1800
7 Scroll of Creation (1V, 1/d: Major Creation) 18000 1800
7 Ring of Life Protection (+1/+1 pro; 1M,l/d: Neg.Plane Prot) 19000 1900
7 Boots of Speed (x2 move rate. +1 V) 20000 2000
7 Girdle of Giant Strength (Str 19) 20000 2000
7 Ring of Animal Control 20000 2000
7 Ring of Safety (0,1 ch: Make a save you missed [has 4 ch]) 20000 2000
7 Ring of Telekinesis (1 M: TK 2000 lbs.) 20000 2000
7 Scroll of Communication (2 Scrolls: message on one appears on other) 20000 2000
7 Scroll of Delay (1M, 1/d: Delay the next spell for 1r.) 20000 2000
7 Wand/Polymorph (Poly Self or Other) 20000 2000
8 Ring of Remedies (0,1 ch: Do any 'cure' or 'remove' spell) 21000 2100
8 Scroll of Mapping (1V, lid: Map current dungeon level) 21000 2100
8 Ring of Djinni Summ. (1M,1/d: Summon 1 Djinni; Resist 1 Ele.; Breathe & Free Action in Ele.) 24000 2400
9 Wand/Cold (Cone of cold 12d12 dmg (save: 1/2)) 25000 2500
9 Wand/Fireballs (Fireball 24d6 dmg (save: 1/2)) 25000 2500
9 Wand/L.Bolts (Lightning bolt 18d8 dmg (save: 1/2)) 25000 2500
9 Wand/Trap Det. (Detect ALL traps within 20') 25000 2500
9 Scroll of Spell Catching (1V (can borrow): Catch a spell cast at you) 26000 2600
9 Potion of Create Any Monster 30000 3000
9 Scroll of Spell Catching 30000 3000
9 Amulet of Protection vs. Crystal Balls and ESP (& Scyring) 30000 3000
9 Flying Carpet 30000 3000
9 Ring of Human Control 30000 3000
9 Ring of Memory (1M,1/d: Recast a spell you cast within last t) 30000 3000
9 Ring of Wishes (N=#ofwishes,maxN=4) 30000 3000
9 Staff/Withering (Age target by 10 yrs) 30000 3000
11 Displacer Cloak (1st attack misses. +2/+2 protection) 40000 4000
11 Ring of Fire Resistance (Resist Fire; -1 per die from Fire) 40000 4000
11 Ring of Survive (Don't need food, water, air) 40000 4000
11 Staff/Dispelling (Dispel Magic/Psi/Innate @ 15th CL) 40000 4000
12 Rod/Cancellation (Mordenkainen's Disjunction) 45000 4500
13 Bowl Commanding Water Elementals 50000 5000
13 Ring of Seeing (True Sight) 50000 5000
13 Scarab of Protection (Immune Curse; Immune Finger/Death) 50000 5000
13 Rod/Inertia (+3/+3; Stop one target) 55000 5500
13 Staff/Power (TK 2400 lbs. or CL 24 SL 6 wacky ball) 55000 5500
14 Staff/Druids (+3/+3: +1 Druid spell per SL) 58000 5800
14 Crystal Ball with Clairaudience, Clairnasience, ESP 60000 6000
14 Rod/Health (heal 100 hp + restore all stats and XP) 60000 6000
14 Staff/Striking (+1/+1; 1 ch: +3/+3) 60000 6000
14 Wheel of Fortune (similar to Deck of Many Things) 60000 6000
15 Quill of Copying (copy 1 scroll per day) 70000 7000
15 Ring of Spell Turning (50% iMReflection) 70000 7000
15 Staff/Element (Resist 1 Ele; Summ.8 HD Ele; 16d6 Ele ball) 70000 7000
16 Rod/Wyrm (+5/+5: staff can turn into age 1 dragon) 74000 7400
16 Rod/Parrying (+5/+5; +5/+0 protection) 75000 7500
17 Staff/Harming (70 dmg + Blindness, Disease, Poison) 85000 8500
17 Staff/Healing (heal 70 hp + Blindness. Disease, Poison) 85000 8500
18 Staff/Wizardry (+1/+1; passwall; conjure 24 HD elemental or CL 27 SL7 wacky ball) 95000 9500

[PC2] Wizard Group Classes


Izzet Evoker (MTG U/R)

Level KXP Spells
123 456 789
1 0 ½½- --- ---
2 3.875 11- --- ---
3 7.75 21½ --- ---
4 15.5 221 --- ---
5 31 321 ½-- ---
6 62 332 1-- ---
7 124 432 1½- ---
8 248 443 21- ---
9 496 543 21½ ---
10 992 554 321 ---
11 1488 654 321 ½--
12 1984 665 432 1--
13 2480 765 432 1½-
14 2976 776 543 21-
15 3472 876 543 21½
16 3968 876 543 211
17 4464 876 543 221
18 4960 876 543 321
19 5456 876 544 321
20 5952 876 554 321
21 6448 876 654 321
22 6944 877 654 321
23 7440 887 654 321
24 7936 987 654 321
25 8432 987 654 322
26 8928 987 654 332
27 9424 987 654 432
28 9920 987 655 432
29 10416 987 665 432
30 10912 987 765 432
31 11408 988 765 432
32 11904 998 765 432
33 12400 998 765 433
34 12896 998 765 443
35 13392 998 765 543
36 13888 998 766 543
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+0  5  4  8  2  3  1  1  2
+0  6  4  8  3  4  2  2  2
+1  6  5  8  4  4  2  2  3
+1  7  5  9  5  4  3  2  3
+1  8  6  9  6  5  3  3  4
+2  8  6  9  7  5  4  3  4
+2  9  7  9  8  6  4  4  5
+2 10  8 10  9  7  5  4  5
+3 11  8 10 10  7  5  4  6
+3 11  9 10 11  8  6  5  6
+3 12 10 11 12  9  6  5  7
+4 13 11 12 13 10  7  6  7
+4 14 11 13 14 10  7  6  8
+4 14 12 13 14 11  8  6  8
+5 14 12 14 14 11  8  7  9
+5 14 13 14 14 12  9  7  9
+5 15 13 14 14 12  9  8 10
Requisites: Int 20, Dex 14
Alignment: CG, CN, CE, or LN
HD/level: copy other class  (see note)
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz/Psi
Reference: DM
Groups: Wizard
 
Hit Dice: "copy other class" means you exactly copy the HD/level of one of your other classes (including bonuses). This class does not copy the "cumulative" (&) modifier. If you have no other classes, this class gets 1d2 per level.
You may copy a class that itself is a modifier (such as Boros Crossmage11). If all your classes are just modifiers, use the "no other classes" rule for each, then apply mods afterwards.
Barbarian Int bonus.
Channeling.
Int bonus to spells.
Specialized in Wizard Metamagic school.
Level 1: +1 borrowed M action per round.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 5: +1 borrowed M action per round.
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
New spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.

[PC2] Wizard Group Classes


Jedi0 / Sith0

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 2.5 1-- --- ---
3 5 2-- --- ---
4 10 21- --- ---
5 20 22- --- ---
6 40 221 --- ---
7 80 322 --- ---
8 160 322 1-- ---
9 320 332 2-- ---
10 500 332 21- ---
11 875 433 22- ---
12 1250 433 221 ---
13 1625 443 322 ---
14 2000 443 322 1--
15 2375 544 332 2--
16 2750 544 332 21-
17 3125 554 433 22-
18 3500 554 433 221
19 3875 655 443 322
20 4250 655 443 322
21 4625 665 544 332
22 5000 665 544 332
23 5375 766 554 433
24 5750 766 554 433
25 6125 776 655 443
26 6500 776 655 443
27 6875 877 665 544
28 7250 877 665 544
29 7625 887 766 554
30 8000 887 766 554
31 8375 988 776 655
32 8750 988 776 655
33 9125 998 877 665
34 9500 998 877 665
35 9875 999 887 766
36 10250 999 887 766
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+2  5  4  5  3  4  0  1  2
+3  5  5  5  3  4  1  2  2
+3  6  5  5  3  4  1  2  3
+4  7  6  7  4  6  2  3  3
+5  7  6  7  5  6  2  3  4
+5  7  7  7  5  6  2  3  4
+6  7  7  7  5  7  3  4  5
+7  8  7  7  5  7  3  4  5
+7  9  8  9  6  9  4  5  6
+8  9  8  9  7  9  4  5  6
+9  9  9  9  7  9  4  5  7
+9 10  9  9  7  9  5  6  7
+10 10  9 10  7  9  5  6  8
+11 11 10 11  8 12  6  7  8
+11 11 10 11  9 12  6  7  9
+12 11 11 11  9 12  6  7  9
Requisites: Str 18, Dex 9, Con 14, Int 20, Wis 20, Chr 25
Alignment: any G (Jedi0) (or) any E (Sith0)
HD/level: d20
Weapon Prof.: 4+level/2
To Hit Table: Ftr0
Save Table: M-U0
Reference: Star Wars
Groups: Warrior, Wizard
 
Generic "Level:" abilities as per Warrior. Note this class is Wizard group, not Warrior group.
 
Gets Wizard spells; there is a SL adjustment (positive numbers are bad), as follows:
Abj=+1, Alt=+0, Cnj=+3, Div=-1, Enc=+0, Ill=+2, Inv=+2, Nec=+2
 
For example, a Jedi0 can use a SL=5 slot to cast a SL=2 Conjuration spell (it's a +3 penalty "School Robe").
 
Level 1: Assumed to always have a light-saber. Base light-saber damage is 1d20.
Level 9: Base light-saber damage is 2d20.
Level 18: Base light-saber damage is 3d20.
Level 27: Base light-saber damage is 4d20.
Level 36+: Base light-saber damage is (LVL/36, round down)d100.

[PC2] Wizard Group Classes


Lex Luthor

Level KXP Hen/GR Villain
123 45 [1]
TH
1 0 1-- -- [-] +1
2 3.3 2-- -- [-] +2
3 6.6 21- -- [-] +3
4 13.2 31- -- [-] +4
5 26.4 32- -- [-] +5
6 52.8 321 -- [-] +6
7 106 322 -- [-] +7
8 212 332 -- [-] +8
9 424 332 1- [-] +9
10 660 432 1- [-] +10
11 990 532 2- [-] +11
12 1320 542 21 [-] +12
13 1650 543 21 [-] +13
14 1980 543 22 [-] +14
15 2310 543 32 [-] +15
16 2640 543 33 [-] +16
17 2970 544 33 [-] +17
18 3300 544 43 [-] +18
19 3630 544 44 [-] +19
20 3960 554 44 [-] +20
21 4290 555 44 [-] +21
22 4620 555 54 [-] +22
23 4950 555 55 [-] +23
24 5280 655 55 [-] +24
25 5610 665 55 [-] +25
26 5940 666 55 [1] +26
27 6270 666 65 [1] +27
28 6600 666 66 [1] +28
29 6930 766 66 [2] +29
30 7260 776 66 [2] +30
31 7590 777 66 [3] +31
32 7920 777 76 [3] +32
33 8250 777 77 [4] +33
34 8580 877 77 [4] +34
35 8910 887 77 [5] +35
36 9240 888 77 [51] +36
37 18480 888 77 [52] +37
38 27720 888 77 [53] +38
39 36960 888 77 [54] +39
45 92400 888 87 [77] +45
54 175560 999 99 [881] +54
63 258720 999 99 [998] +63
72 341880 AAA AA [AA9 1] +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-1 -1 +3 +8 +0 +3 +0 +0 +0 +0 ÷1
 
Requisites: Con 10, Int 24, Chr 10,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: 4d6 (no Con bonus)
Weapon Prof.: 6+level/2
To Hit Table: Mon
Save Table: 4xMon
Reference: DM {Reduced Villain}
Groups: Wizard, Concordant (x1), Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Considered a "Human" race.
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
Can manipulate an object with TechF equal to your level or less.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).

[PC2] Wizard Group Classes


Lex Luthor (Henchman / Giant Robot Spells)

Level # Spell
1 1 +10% XP in Lex Luthor, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 2 +10% XP in Lex Luthor, if this is your only class [Yes there are two of the same spell here]
1 3 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
1 4 1bF: Counter a counterspell effect.
1 5 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
1 6 1M: Monster Summoning (CL+1)/2
1 7 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
1 8 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
1 10 MPIRR 5*LVL%
1 11 Resist Action/Memory/Ability Stealing
1 12 Resist all Elements
1 13 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 14 You adjust all BlahR by -5*level%
1 15 You can have two summons (same group).
1 16 You ignore one level of Resist Action/Memory/Other Stealing on other people
1 17 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
1 18 You ignore one level of Resist Hold/Stun/Para. on other people
2 1 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
2 2 +1 minor in a psionic progression you have.
2 3 +1 minor in a psionic progression you have.
2 4 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
2 5 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
2 6 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
2 7 1M, 1/r: Causeall one target.
2 8 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 9 1P, 1/d: Slay someone with the Sidekick class (PPD save)
2 10 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
2 11 1V: Twist (Remove an effect on a person)
2 12 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
2 13 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 14 ER 5*LVL%
2 15 May wear two suits of armor, your AT sources fully stack
2 16 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
2 17 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 18 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
3 1 +LVL C Actions
3 2 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
3 3 0, 1/t: Reroll a die roll
3 4 1F, 1/d: Multiply an effect you do by x1+LVL/10.
3 5 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 6 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
3 7 1M, 1/d: Set (reverse Reset) one target.
3 8 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
3 9 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
3 11 1M: Fascinate a group (Will save)
3 12 1M: Hypnotize a group (Will save)
3 13 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
3 14 Resist all Eelements and Unusual Materials
3 15 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
3 16 You can have three summons (same group).
3 17 You get +1 segment per round (starting at segment 11).
3 18 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
4 1 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 2 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
4 3 -1 actions of all types to everyone in the room (x1 Special)
4 4 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
4 5 1F, 1/d: +1 to your multiplier for 1 round
4 6 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 7 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
4 8 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 9 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 10 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 11 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 12 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
4 13 Pick a psionic power you have. It costs ½M to use.
4 14 Pick a spell you have. It costs ½M to use.
4 15 Pick an innate ability you have. It costs ½M to use.
4 16 You can convert 1M -> 1QM only for psionic powers.
4 17 You can't be targetted until your summons are destroyed.
4 18 Your summons can't be targetted.
5 1 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
5 2 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
5 4 1F: Charm or Dominate target x0 or x1 creature (save)
5 5 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 6 1M: All x1 and lower effects on one target are dispelled.
5 7 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
5 8 1V, 1/d: Ignore an Immunity to something.
5 9 1V, LVL/d: You ignore one level of Resist to something
5 10 AllR 5*LVL%
5 11 Lockdown X actions continuous in your group
5 12 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
5 13 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
5 14 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 15 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 16 You have and may use 2Z actions per half-segment.
5 17 You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Brass Gnat with x1.5 your Lex Luthor XP.
5 18 You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Sidekick with x1.5 your Lex Luthor XP.
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC2] Wizard Group Classes


Life Master1

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

[PC2] Wizard Group Classes


Logician17

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2 2-- --- ---
3 14 21- --- ---
4 36 32- --- ---
5 68 421 --- ---
6 110 422 --- ---
7 162 432 1-- ---
8 224 433 2-- ---
9 296 433 21- ---
10 378 443 22- ---
11 470 444 33- ---
12 572 444 441 ---
13 684 555 442 ---
14 806 555 442 1--
15 938 555 552 1--
16 1080 555 553 21-
17 1232 555 553 32-
18 1394 555 553 321
19 1566 555 553 331
20 1748 555 554 332
21 1940 555 554 442
22 2142 555 555 443
23 2354 555 555 553
24 2576 555 555 554
25 2808 555 555 555
26 3050 666 655 555
27 3302 666 666 655
28 3564 666 666 666
29 3836 777 766 666
30 4118 777 777 766
31 4410 777 777 777
32 4712 888 877 777
33 5024 888 888 877
34 5346 888 888 888
35 5678 999 988 888
36 6020 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 18
Alignment: L*
HD/level: d0+10
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: StarTrek
Groups: Wizard
 
(spell progression may change later)
Spec. Schools: Divination, Logic (see below)
Opp. Schools: Necromancy, Wild Magic
Can cast spells from Priest Law and Priest Numbers Spheres
Level 1: +½M Action
Level 1: +1 extra Knowledge Prof/level
Level 1: All spells cost only 1M to cast
Level 1: Can "burn" 1 hp/spell level to cast extra spells
Here's some sample "Logic" spells, until a better version is added to the Collective.
Logic Spells, Level 1:
Communication: Allows communication with any creature with Int 1+
Detect Chaos: Detects all Chaotic creatures within 360'
Determine Operation of Mechanism: Can use a tech level object of less than or equal to Logician's level
Order Objects: Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
Logic Spells, Level 2:
Command: As per priest spell but can use 2 words
Fast-Talking: All targets must save vs. spell at a penalty equal to double of Logician's level or believe what he is saying as true
Protection from Chaos: As per Pro.Evil but against Chaotic creatures
Logic Spells, Level 3:
Hold Monster: As per Enc/Cha spell, save at -(2*Logician's level)
Personal Illusion: Makes an exact illusion (all senses) of a creature
Logic Spells, Level 4:
Charm Lawful Creature: Target Lawful creature is charmed (no save)

[PC2] Wizard Group Classes


Loremaster3

Level KXP Wizard
Spells
1 Wiz5 +1 ML
2 10 +2 ML
3 30 +3 ML
4 60 +4 ML
5 100 +5 ML
6 150 +6 ML
7 210 +7 ML
8 280 +8 ML
9 360 +9 ML
10 450 +10 ML
11 550 +11 ML
12 660 +12 ML
13 780 +13 ML
14 910 +14 ML
15 1050 +15 ML
16 1200 +16 ML
17 1360 +17 ML
18 1530 +18 ML
19 1710 +19 ML
20 1900 +20 ML
21 2100 +21 ML
22 2310 +22 ML
23 2530 +23 ML
24 2760 +24 ML
25 3000 +25 ML
26 3250 +26 ML
27 3510 +27 ML
28 3780 +28 ML
29 4060 +29 ML
30 4350 +30 ML
31 4650 +31 ML
32 4960 +32 ML
33 5280 +33 ML
34 5610 +34 ML
35 5950 +35 ML
36 6300 +36 ML
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites:  
Alignment: any
HD/level: d4
Weapon Prof.: 0+level/3
To Hit Table: +level/2
Save Table: Wiz
Reference: DMG3-34
Groups: Wizard
 
No spell progression; gives "+1 memorization level to a Wizard class" per level. If you have no other Wizard classes, use Wizard3 progression with base level 0 (i.e. use your Loremaster3 level on the Wizard3 chart).
Level 1: Instant mastery: 4 ranks of a skill in which the character has no ranks
Level 2: Secret health: +3 hp
Level 2: Legend Lore | Identify Magic/Psi item | Identify Innate item | Analyze Dweomer | Identify Artifact = 40*LVL%.
Level 3: Secrets of inner strength: +1 Will saves
Level 4: Lore of true stamina: +1 Fort saves
Level 4: +1 language slot
Level 5: Secret knowledge of avoidance: +1 Reflex saves
Level 6: Weapon trick: +1 to hit
Level 7: Dodge trick: +1 AC
Level 8: Applicable knowledge: +1 feat
Level 8: +1 language slot
Level 9: Newfound arcana: +1 first level spell in any one memorization (even non-Wizard) per day
Level 10: More newfound arcana: +1 second level spell in any one memorization (even non-Wizard) per day

[PC2] Wizard Group Classes


Mage2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH2-31
Groups: Wizard
 
May specialize as seen in the beginning of the [PC2] section.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Magic-User0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: RC0-19
Groups: Wizard
 
Cannot specialize.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Magic-User1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 22.5 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 6, Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH1-25
Groups: Wizard
 
May specialize as seen in the beginning of the [PC2] section.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Magic-User30

Level KXP Wizard
123 456 789 AB
1 0 20a c-- --- --
2 6 310 bc- --- --
3 24 421 ab- --- --
4 60 532 0ac --- --
5 120 643 10b --- --
6 210 754 21a c-- --
7 336 865 320 b-- --
8 504 976 430 ac- --
9 720 A87 541 0b- --
10 990 A98 652 1a- --
11 1320 AA9 763 20c --
12 1716 AAA 874 30b --
13 2184 AAA 985 40a --
14 2730 AAA A96 510 --
15 3360 AAA AA7 621 c-
16 4080 AAA AA8 732 b-
17 4880 AAA AA9 843 a-
18 5680 AAA AAA 954 0-
19 6480 AAA AAA A65 0-
20 7280 AAA AAA A76 1-
21 8080 AAA AAA A87 1-
22 8880 AAA AAA A98 2-
23 9680 AAA AAA AA9 2-
24 10480 AAA AAA AAA 3c
25 11280 BBB BBB BBB 3b
26 12080 BBB BBB BBB 4a
27 12880 CCC CCC CCC 40
28 13680 CCC CCC CCC 50
29 14480 DDD DDD DDD 50
30 15280 DDD DDD DDD 51
31 16080 DDD DDD DDD 61
32 16880 EEE EEE EEE 61
33 17680 EEE EEE EEE 71
34 18480 FFF FFF FFF 71
35 19280 FFF FFF FFF 81
36 20080 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 10, Int 20, Wis 10
Alignment: any
HD/level: d30/4
Weapon Prof.: 0+level*2
To Hit Table: Wiz(d30)
Save Table: Wiz(d30)
Reference: (wizards)
Groups: Wizard, Futureshifted
 
Gets only 1/4 of a HD per level, so you get only 1/4 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/4, round up.
Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Gets Int bonus to spell progression.
Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
All dice in all spells is replaced by d30 (so Magic Missile is 1d30+1, wacky balls are always d30 regardless of SL, etc.)
Rolls 1d30-10 for proficiency checks.
Level N (every level): +1 school of specialization (no opposite)

[PC2] Wizard Group Classes


Magical Pool Mage

Level KXP Wizard
123 456 789 A
1 0 1-- --- --- -
2 2.25 20- --- --- -
3 4.5 21- --- --- -
4 9 320 --- --- -
5 18 421 --- --- -
6 35 431 a-- --- -
7 60 432 0b- --- -
8 95 432 1ac --- -
9 145 533 20b d-- -
10 220 543 21a ce- -
11 440 543 320 bdf -
12 660 554 321 ace -
13 880 554 322 0bd -
14 1100 554 322 1ac -
15 1320 554 422 20b -
16 1540 555 432 21a -
17 1760 555 532 210 -
18 1980 555 533 211 g
19 2200 555 543 221 f
20 2420 555 543 321 e
21 2640 555 554 321 d
22 2860 555 555 432 c
23 3080 555 555 532 b
24 3300 666 655 532 a
25 3520 666 666 642 0
26 3740 777 766 643 1
27 3960 777 777 743 1
28 4180 888 877 753 1
29 4400 888 888 853 1
30 4620 999 988 854 1
31 4840 999 999 964 2
32 5060 AAA A99 964 2
33 5280 AAA AAA A64 2
34 5500 BBB BAA A75 2
35 5720 BBB BBB B75 2
36 5940 CCC CCC C75 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 14, Con 9, Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Mirror, Planar
 
Specialized in Magical Pools, no opposite.
Gets Int bonus to spells.
Level 1: Identify Tricks and Magical Pools by sight.
Level 1: Swimming proficiency. Free Action underwater.
Level 4: 1F: Restore the local MF by 1. (This may be done multiple times.)
Level 9 ¶: When drinking from a magical pool, roll 2 results and pick the better.
Level 9: 1F: Restore the local PF by 1. (This may be done multiple times.)
Level 12: 1F, 1/reset: Make a Magical Pool permanent, infinite charges, and it's effects no longer count against your limit of maintains.
Level 16: 1F: Restore the local TF by 1. (This may be done multiple times.)
Level 25: 1F: Restore the local LoopF by 1. (This may be done multiple times.)
   
Magical Pool spells:
Note 1: Magical Pools have CL charges, each charge being a "drink" from the pool. Each person may drink from a Magical Pool only once (using 1V action). If at least one person drinks from a pool, all of that pool's effects together count as 1 effect against your limit of maintains until the next reset. If the pool effect is permanent, after the reset you no longer need to maintain the effect. Only 1 magical pool may be created in a room each reset.
Note 2: These spells are only a start. There are likely variants to these spells, such as a high level Healing Pool. Research Points may be spent here.
Abjuration Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC1] Monster Collective, Spells.
Create Water (SL=1): Creates a non-magical pool of ordinary water.
Healing Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 Priest Healing spell.
Protection Pool (SL=2): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC2] Monster Collective, Psionics.
Reflecting Pool (SL=2): Magical Pool. Acts as a scrying device. Has only 1 charge, if drank, gives a random Divination effect of SL=1d6.
Wonder (SL=2): Does the Wand of Wonder effect on one target.
Acid Pool (SL=3): Creates a non-magical pool of nasty acid (1d100 dmg, no save). Can be left behind as a (-50%) Trap. Can be created "through" someone (damaging them).
Exploding Pool (SL=3): Hits a group, does a random SL=1d6+1 Invocation effect to the group. Does not count as a Magical Pool.
Remove Trick (SL=3): Removes a Trick in the room (can be reversed to create a random Trick).
Defensive Pool (SL=4): Magical Pool. The effect (when drank) is a random SL=1d8 defensive effect from [MC1] Monster Collective, Spells.
Transport via Water (SL=4): Teleport from one body of water to another.
Remove Special (SL=5): Removes a Special in the room (can be reversed to create a random Special).
Color Pool (SL=5): Creates a temporary Color Pool (treat as a Gate spell). Does not count as a Magical Pool.
Enhance Pool (SL=6): Adds CL charges to an existing Magical Pool. The reverse will destroy a Magical Pool.
Monster Pool (SL=6): Magical pool. Each segment, 1 charge is automatically used, and a DL=1d6+4 monster appears. The monster is not a summon, but will not attack the party, and will attack the party's enemies.
Enhancement Pool (SL=7): Magical Pool. Items put into the pool (using a charge) gain a small benefit (DM will roll a random 1d1000 item XP flag, or a half-plus). These effects are permanent but each item can be enhanced only once per reset.
Disjuncting Pool (SL=8): Magical Pool. An item placed in the pool is Disjuncted, with no Artifact Destruction or Retributive Strike effect. The item will absorb N*N charges from the pool, where N is it's multiplier. If the pool has insufficient charges, the item is unaffected. Can alternatively remove a x1 Terrain Feature completely.
Escape Pool (SL=9): Magical Pool. The effect (when drank) is to Escape to a safe location (home or a safe city/town). The effect is instantaneous (no delay).
Concordant Sampler Pool (SL=10): Magical Pool. The effect (when drank) is a random CSL=1d4-1 Concordant spell.

[PC2] Wizard Group Classes


Magus1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2 2-- --- ---
3 4 21- --- ---
4 8 32- --- ---
5 16 421 --- ---
6 32 422 --- ---
7 64 432 1-- ---
8 128 433 2-- ---
9 256 433 21- ---
10 656 443 22- ---
11 1056 444 33- ---
12 1456 444 441 ---
13 1856 555 442 ---
14 2256 555 442 1--
15 2656 555 552 1--
16 3056 555 553 21-
17 3456 555 553 32-
18 3856 555 553 321
19 4256 555 553 331
20 4656 555 554 332
21 5056 555 554 442
22 5456 555 555 443
23 5856 555 555 553
24 6256 555 555 554
25 6656 555 555 555
26 7056 666 655 555
27 7456 666 666 655
28 7856 666 666 666
29 8256 777 766 666
30 8656 777 777 766
31 9056 777 777 777
32 9456 888 877 777
33 9856 888 888 877
34 10256 888 888 888
35 10656 999 988 888
36 11056 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
Cannot specialize.
Level 12: Each level, roll an INT*2% check with no modifiers. If you make it, your familiar (if any) has it's familiar abilities of all levels (i.e. you get Level 18 and 27 abilities now).

[PC2] Wizard Group Classes


Master Wizard

Level KXP Wizard
123 456 789 A.:
1 0 20- --- --- ---
2 4 31- --- --- ---
3 8 320 --- --- ---
4 16 431 --- --- ---
5 32 432 0-- --- ---
6 64 443 1-- --- ---
7 128 543 20- --- ---
8 256 544 31- --- ---
9 512 554 320 --- ---
10 800 654 431 --- ---
11 1200 655 432 0-- ---
12 1600 665 443 1-- ---
13 2000 765 543 20- ---
14 2400 766 544 31- ---
15 2800 776 554 32- ---
16 3200 876 654 430 ---
17 3600 877 655 431 ---
18 4000 887 665 442 ---
19 4400 987 765 543 ---
20 4800 988 766 543 0--
21 5200 998 776 554 1--
22 5600 A98 876 654 2--
23 6000 A99 877 654 3--
24 6400 AA9 887 665 3--
25 6800 BA9 987 765 40-
26 7200 BAA 988 765 41-
27 7600 BBA 998 776 42-
28 8000 CBA A98 876 53-
29 8400 CBB A99 876 53-
30 8800 CCB AA9 887 54-
31 9200 DCB BA9 987 640
32 9600 DCC BAA 987 641
33 10000 DDC BBA 998 652
34 10400 EDC CBA A98 753
35 10800 EDD CBB A98 753
36 11200 EED CCB AA9 764
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+1  3  3  3  3  3  3  3  3
+1  4  4  4  4  4  4  4  4
+2  5  5  5  5  5  5  5  5
+2  6  6  6  6  6  6  6  6
+2  6  6  6  6  6  6  6  6
+3  7  7  7  7  7  7  7  7
+3  8  8  8  8  8  8  8  8
+3  9  9  9  9  9  9  9  9
+4  9  9  9  9  9  9  9  9
+4 10 10 10 10 10 10 10 10
+4 11 11 11 11 11 11 11 11
+5 12 12 12 12 12 12 12 12
+5 12 12 12 12 12 12 12 12
+5 13 13 13 13 13 13 13 13
Requisites: Str 9, Con 9, Int 12, Wis 9, Chr 16
Alignment: any
HD/level: d4+1
Weapon Prof.: 5+level/6
To Hit Table: Wiz
Save Table: 1½xMon
Reference: DM
Groups: Wizard
 
In the spell progression, "." means SL=10+1 (level 10 plus 1 level of feats) and ":" means 10+2 (level 10 plus 2 levels of feats).
 
Get Int bonus to spell progression. Can specialize in a school; pick an opposite.
 
Every Level: This class gets a "Level:" pick from other Wizard classes. Take the XP for that Master Wizard-DM level, look it up on the other class's XP chart, and that is the level of the pick you get in the other class. See LordDM for an example.
If the other class has a level requirement, treat it as an additional 2^(L-1) KXP requirement, where L is the level needed. For example, if a class requires level 5 in another class, that would be treated as an additional 16 KXP requirement.
You may combine two (or more) picks together to get one pick, in which case you add the XP values together before referencing the other class. Again the pick cannot exceed your Master Wizard-DM level. This lets you pick from a very expensive class.
 
Level 9: Choose "Priest", "Psionicist", or "Custom". You may now use picks on classes from that group, but your picks of that group get only half the KXP.
Level 18: Choose "Priest", "Psionicist", or "Custom" with effects as per Level 9. If you choose the same group twice, your picks of that group are at full KXP instead of halving.
Level 27: Choose any group other than "Concordant" with effects as per Level 9. Choosing a group three times or choosing "Wizard" has no effect.
Level 36: Choose any group other than "Concordant" with effects as per Level 9. With this choice only, if you choose a group three times or choose "Wizard", your picks in that group are at double KXP (limited still by your Master Wizard-DM level).
 
Now to *really* confuse things, note that Master Wizard-DM can pick "Level:" abilities from it's own class, which would give it more group choices (did you follow that?).
 
If you end up with one Rogue ability, you get 10*LVL rogue points. If you end up with two, you get 20*LVL points. If you end up with three or more, you get 30*LVL points (the maximum).
 
Level 9: All other people in your group get a "256 KXP" Wizard pick, using the Master Wizard-DM rules above. (You do not get this in addition to your normal Level 9 pick). This ability cannot itself be picked.
Level 9: 0, 1/r: Lend Action (any type)
Level 9: Gets Chr bonus to spells in addition to Int bonus.
Level 18: All other people in your group get a "3600 KXP" Wizard pick, using the Master Wizard-DM rules above. (You do not get this in addition to your normal Level 18 pick). This ability cannot itself be picked.
Level 18: Free wild talent in one of the following psi frequencies: -12L/T, -9, -6 (any), 6 (any), 10, 11W, 12L/T, 18, 19 (any)
Level 18: 1F, 1/reset: Choose a (willing) ally. You can see/speak/hear through that ally's eyes. At double action cost, you may use your abiltiies through that person (e.g. you can cast a material componented spell through him with 2M+2V). When you use an action through him, he cannot use actions of the same type that segment.

[PC2] Wizard Group Classes


Mastermind5

Level KXP Wizard
123 456 789 AB
1 0 --½ --- --- --
2 3.125 --1 --- --- --
3 6.25 --1 ½-- --- --
4 12.5 -½2 1-- --- --
5 25 -12 1½- --- --
6 50 ½23 21- --- --
7 100 123 21½ --- --
8 200 123 321 --- --
9 400 234 321 ½-- --
10 700 334 432 1-- --
11 1100 444 432 1½- --
12 1500 544 432 21- --
13 1900 554 432 21½ --
14 2300 555 432 221 --
15 2700 555 433 221 --
16 3100 555 433 321 --
17 3500 555 433 322 --
18 3900 555 433 332 ½-
19 4300 555 443 332 ½-
20 4700 555 444 332 ½-
21 5100 555 444 432 ½-
22 5500 555 544 432 1-
23 5900 555 554 432 1-
24 6300 555 555 432 1-
25 6700 555 555 432 2-
26 7100 555 555 433 2-
27 7500 555 555 443 2½
28 7900 555 555 543 2½
29 8300 555 555 543 3½
30 8700 555 555 544 3½
31 9100 555 555 554 3½
32 9500 555 555 554 41
33 9900 555 555 555 41
34 10300 555 555 555 42
35 10700 555 555 555 43
36 11100 555 555 555 44
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 17
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specializes in a school; you do not pick an opposite.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A +LVL nonweapon proficiencies
B +LVL AC
C +LVL*2 stat points for purposes of qualifying for classes
D Can trade nonweapon <-> weapon proficiencies 1 per 1
E +1 specialty school
Level 4: Pick any Wizard5 class level 1-3
Level 5-7: F +LVL-4 kits
G Can have 2 groups of the same summon
H Can have 2 of the same familiar using only 1 familiar slot
I +LVL saves
J Can convert 3M -> 1 OppM
Level 8: Pick any Wizard5 class level 5-7
Level 9-12: K
L Can have 3 groups of the same summon
M Can have 3 of the same familiar using only 1 familiar slot
N 0, 1/d: Immune to one [C] section effect for this day
O
Level 13: Pick any Wizard5 class level 9-12
Level 14-18: P
Q
R
S
T
Level 18: Pick any Wizard5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Wizard5 class level 20-26

[PC2] Wizard Group Classes


Meat Head

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

[PC2] Wizard Group Classes


Mega-Channeler

Level KXP
Spells
1 0 (none)
2 25 (none)
3 50 (none)
4 100 (none)
5 200 (none)
6 400 (none)
7 800 (none)
8 1600 (none)
9 3200 (none)
10 4000 (none)
11 4800 (none)
12 5600 (none)
13 6400 (none)
14 7200 (none)
15 8000 (none)
16 8800 (none)
17 9600 (none)
18 10400 (none)
19 11200 (none)
20 12000 (none)
21 12800 (none)
22 13600 (none)
23 14400 (none)
24 15200 (none)
25 16000 (none)
26 16800 (none)
27 17600 (none)
28 18400 (none)
29 19200 (none)
30 20000 (none)
31 20800 (none)
32 21600 (none)
33 22400 (none)
34 23200 (none)
35 24000 (none)
36 24800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  8  5  4  7  0  1  2
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  5 10  7  5  9  2  3  4
+1  6 10  8  6  9  3  4  5
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+2  7 12  9  8 11  4  5  7
+3  8 13 10  8 12  5  6  8
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 14 12 10 13  7  8 10
+4 10 15 13 11 14  8  9 11
+4 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 11 16 14 12 15  9 10 13
+5 12 16 14 13 16 10 11 14
Requisites: Str 9, Dex 20, Int 20
Alignment: any
HD/level: 2dLVL
Weapon Prof.: 1+level/9
To Hit Table: Wiz
Save Table: 1½xWiz
Reference: DM
Groups: Wizard
 
This is a normal Mage using [P4.9] Channeling, except you do not have to pick which spells you have memorized until you cast them.
Level 9: 1M, 1/t: Mental Fury: Cast 1 instance of each spell you have all at the same time.
Level 18: 1M, 1/t: Step Out of It: Cast any number of instances of 1 spell you have all at the same time. You must select targets for all your effects before you resolve any of them (the effect isn't "deep" in any way). After the effect resolves, you lose that spell from your memorization until next reset, and you suffer 1 damage for each instance you cast.

[PC2] Wizard Group Classes


Mentaler0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 15, Dex 14
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Hold M actions. You may convert 2M -> 1QM.
Level 3: +1M action (total +1)
Level 6: +1M action (total +2)
Level 9: +1M action (total +3)
Level 12: +1M action (total +4)
Level 15: +1M action (total +5)
Level 18: +1M action (total +6)
Level 21: +1M action (total +7)
Level 24: +1M action (total +8)
Level 27: +1M action (total +9)

[PC2] Wizard Group Classes


Minion (Arch-Henchman)

Level KXP Hench./Acc.
123 45 [1]
1 0 1-- -- [-]
2 7.5 2-- -- [-]
3 15 21- -- [-]
4 30 31- -- [-]
5 60 32- -- [-]
6 120 321 -- [-]
7 240 421 -- [-]
8 480 431 -- [-]
9 960 431 1- [-]
10 1560 432 1- [-]
11 2160 542 1- [-]
12 2760 542 21 [-]
13 3360 543 21 [-]
14 3960 543 22 [-]
15 4560 543 32 [-]
16 5160 543 33 [-]
17 5760 544 33 [-]
18 6360 544 43 [-]
19 6960 544 44 [-]
20 7560 554 44 [-]
21 8160 555 44 [-]
22 8760 555 54 [-]
23 9360 555 55 [-]
24 9960 655 55 [-]
25 10560 665 55 [1]
26 11160 666 55 [1]
27 11760 666 65 [2]
28 12360 666 66 [2]
29 12960 766 66 [3]
30 13560 776 66 [3]
31 14160 777 66 [4]
32 14760 777 76 [4]
33 15360 777 77 [5]
34 15960 877 77 [5]
35 16560 887 77 [6]
36 17160 888 77 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  5  5  5  5  5  5  5  5
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+19 15 15 15 15 15 15 15 15
+20 16 16 16 16 16 16 16 16
+21 17 17 17 17 17 17 17 17
+22 18 18 18 18 18 18 18 18
Requisites: Str 16, Dex 19, Int 25, Logic 7; Class slots 3
Alignment: any E
HD/level: 2d13 (no Con bonus)
Weapon Prof.: 6+level
To Hit Table: 4+level
Save Table: 2xMon
Reference: DM {Reduced Villain/Anti-Hero}
Groups: Wizard, Rogue, Concordant (x1)
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
Can cast Henchman or Accomplice spells.
Gets Exc Str, Dex, and Int.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level. Gets an "Any Rogue" pick each level.
Level 25: Can cast Villain or Anti-Hero spells. Your CCL is your (CL-23)/2.

[PC2] Wizard Group Classes


Minion (Arch-Henchman) Spells

Class Level # Spell
Henchman 1 1 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 1 2 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 1 3 1M: Monster Summoning (CL+1)/2
Henchman 1 4 You adjust all BlahR by -5*level%
Henchman 1 5 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Henchman 1 6 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 1 7 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 1 8 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 1 10 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 1 11 1bF: Counter a counterspell effect.
Henchman 1 12 You can have two summons (same group).
Accomplice 1 13 10*CL% iaIR
Accomplice 1 14 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Accomplice 1 15 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 1 16 1M: Target is paralyzed (PPD save)
Accomplice 1 17 1M: Steal an action or memory (Will save)
Accomplice 1 18 +CL/2 QV actions
Accomplice 1 19 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 1 20 +2 CL with psionics
Accomplice 1 21 +1 Str, Dex, Con, Int, Wis, and Chr
Henchman 2 1 1V: Twist (Remove an effect on a person)
Henchman 2 2 1P, 1/d: Slay someone with the Sidekick class (PPD save)
Henchman 2 3 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
Henchman 2 4 1M, 1/r: Causeall one target.
Henchman 2 5 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
Henchman 2 6 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
Henchman 2 7 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
Henchman 2 8 +1 minor in a psionic progression you have.
Henchman 2 9 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
Henchman 2 10 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
Henchman 2 11 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
Henchman 2 12 May wear two suits of armor, your AT sources fully stack
Accomplice 2 13 10*CL% iaMR
Accomplice 2 14 1M, 2/d: Causeall
Accomplice 2 15 +CL/3 QP actions
Accomplice 2 16 Pick a psionic power you have. It does not give a saving throw.
Accomplice 2 17 1M: Remove one Resist to something (no save, use ER)
Accomplice 2 18 10*CL% ER
Accomplice 2 19 0, 3/d: Counter a counterspell
Accomplice 2 20 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
Accomplice 2 21 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
Henchman 3 1 You can have three summons (same group).
Henchman 3 2 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
Henchman 3 3 1M: Fascinate a group (Will save)
Henchman 3 4 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
Henchman 3 5 1M, 1/d: Set (reverse Reset) one target.
Henchman 3 6 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
Henchman 3 7 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
Henchman 3 8 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 3 9 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
Henchman 3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
Henchman 3 11 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
Henchman 3 12 1F, 1/d: Multiply an effect you do by x1+LVL/10.
Accomplice 3 13 10*CL% iaPR
Accomplice 3 14 +1 per damage die on your physical attacks; Enemies get --1 to hit you
Accomplice 3 15 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
Accomplice 3 16 1M: LVLd12 dmg, E=3 element, one target, no save
Accomplice 3 17 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
Accomplice 3 18 +CL/4 QM actions
Accomplice 3 19 1M: Sporacle a group (a random [C] section effect)
Accomplice 3 20 1V: Lend a V action to someone
Henchman 4 1 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
Henchman 4 2 You can't be targetted until your summons are destroyed.
Henchman 4 3 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
Henchman 4 4 Pick a spell you have. It costs ½M to use.
Henchman 4 5 Pick a psionic power you have. It costs ½M to use.
Henchman 4 6 Pick an innate ability you have. It costs ½M to use.
Henchman 4 7 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 4 8 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
Henchman 4 9 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
Henchman 4 10 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
Henchman 4 11 -1 actions of all types to everyone in the room (x1 Special)
Henchman 4 12 1F, 1/d: +1 to your multiplier for 1 round
Accomplice 4 13 Pick a spell you have. It costs half the number of actions it normally requires.
Accomplice 4 14 Pick a psionic power you have. It costs half the number of actions it normally requires.
Accomplice 4 15 +1 to number of segments per round (i.e. you get a segment 11)]
Accomplice 4 16 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
Henchman 5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Henchman 5 2 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
Henchman 5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
Henchman 5 4 You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
Henchman 5 5 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
Henchman 5 6 1F: Charm or Dominate target x0 or x1 creature (save)
Henchman 5 7 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
Henchman 5 8 1V, 1/d: Ignore an Immunity to something.
Henchman 5 9 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
Henchman 5 10 1M: All x1 and lower effects on one target are dispelled.
Henchman 5 11 Lockdown X actions continuous in your group
Henchman 5 12 1V, LVL/d: You ignore one level of Resist to something
Accomplice 5 13 10*CL% aER
Accomplice 5 14 +CL/5 Q0 actions
Accomplice 5 15 Pick an action type. You are immune to actions of that type being locked down.
Villain CSL 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain CSL 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain CSL 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain CSL 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain CSL 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain CSL 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain CSL 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain CSL 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain CSL 1 (11) 12 xVL number of henchmen, followers, summons, familiars
Anti-Hero CSL 1 (11) 13 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero CSL 1 (11) 14 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero CSL 1 (11) 15 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero CSL 1 (11) 16 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero CSL 1 (11) 17 +1 QX action
Anti-Hero CSL 1 (11) 18 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero CSL 1 (11) 19 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero CSL 1 (11) 20 Duplicate a Level: ability of a non-Concordant class
Anti-Hero CSL 1 (11) 21 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC2] Wizard Group Classes


Myrmecologist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2½- --- ---
3 5 21- --- ---
4 10 32½ --- ---
5 20 421 --- ---
6 40 422 ½-- ---
7 60 432 1-- ---
8 90 433 2½- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33½ ---
12 750 444 441 ---
13 1125 555 442 ½--
14 1500 555 442 1--
15 1875 555 552 1½-
16 2250 555 553 21-
17 2625 555 553 32½
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Str 7, Dex 5, Con 6, Int 9
Alignment: L any
HD/level: d6
Weapon Prof.: 3+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Myrmecologist:
Specialized and School Robed (-1 SL) in Myrmecology (Ants).
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: +1+(LVL/3) summon slots, only for Ants, Formians, or Myr.
Level 4: +1 Familiar, Animal Companion, or Beast Rider Mount slot in Giant Ant. (Level 1: +1 Str; Level 9: x2 PSPs for Psi2; Level 18: 1F: Heal.)
Level 8: You are considered a WereAnt and may polymorph yourself into a Giant Ant for 1V action. You have 6 limbs (the 2 extra limbs can be considered either arms or legs).
Myrmecology Spells:
Ant Doom N (SL=N): Creeping Doom of Ants, (1d4+6)*(SL^3) dmg
Ant Shield N (SL=N): Damaging shield of type Ant (Insect), SL*25%
Fire Ant N (SL=N): Deals CLd(SL*2) Fiery Insect dmg (no save) plus Blindness (Reflex save) to a group
Summon Ant N (SL=N): Summon a DL=SL+1 Giant Winged Ant or (11-SL)^2 DL=SL Giant Ants (type Insect)
Summon Formian N (SL=N): Summon a DL=SL Formian (type Outer from Arcadia/Nirvana). They count as Ants for other spells.
Summon Myr N (SL=N): Summon a DL=SL Myr (type Golem from MTG). These do not count as Ants. See list below.
Wall of Ants (SL=N): Creates a Wall of Ants, anyone passing through takes (SL*2)d(SL*2) dmg.
Ant (SL=0): Summons a normal DL 0 Ant.
Speak with Ants (SL=1): You can speak with Ants and ask them questions, which they will give reasonable answers to.
Army Ants (SL=3): Earthquake (as spell)
Construction (SL=3): Your Ant summons can build a large building/structure or tunnel in a short amount of time. Every DL of Ants is 1 Hull point per S action they have.
Polymorph into Ant (SL=3): Polymorphs target into a (normal) Ant (PP save)
Carrion Ants (SL=4): Add +1 DL to your Ant summons (can repeat this spell up to DL X)
Saber Ants (SL=4): Whenever one of your Ant summons is killed by damage, get another Ant to replace it.
Yavimaya Ants (SL=4): Your Ant summons have haste.
Queen Ant (SL=6): Summons a DL VI Queen Ant. It adds a DL I Ant every segment to it's summon group (up to a max of 100).
Giant Ant Colony (SL=9): Summons a Fuckton (1000000) of DL I Giant Ants. They are in 100 groups of Plenty (10000) Giant Ants, but all together it counts as only one summon slot.
Giant Ant Empire (SL=10): Summons CL Fucktons (CL*1000000) of DL II Giant Flying Ants. They are in CL*100 groups of Plenty (10000) Giant Flying Ants, but all together it counts as only one summon slot. Alternatively, you can have a single group of 1 Metric Fuckton (100000000) of DL III Giant Flying Saber Ants.
(More spells will be added if this class is actively being played.)
Myr Types (for reference; this doesn't count monster templates):
DL=1: Myr Mindservant, Myr Moonvessel, Myr Servitor; DL=2: Alpha Myr, Copper Myr, Coretapper, Gold Myr, Iron Myr, Leaden Myr, Myr Retriever, Omega Myr, Silver Myr; DL=3: Myr Adapter, Myr Landshaper, Suntouched Myr; DL=4: Lodestone Myr, Myr Quadropod, Sarcomite Myr; DL=5: Myr Prototype; DL=7: Myr Enforcer

[PC2] Wizard Group Classes


Necromancer1JG

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 1.8 2-- --- -
3 3.6 21- --- -
4 7.2 32- --- -
5 14.4 421 --- -
6 28.8 431 --- -
7 57.6 432 --- -
8 115.2 432 1-- -
9 230.4 533 2-- -
10 590.4 543 21- -
11 950.4 543 32- -
12 1310.4 554 321 -
13 1670.4 554 322 -
14 2030.4 554 322 1
15 2390.4 554 422 2
16 2750.4 555 432 2
17 3110.4 555 532 2
18 3470.4 555 533 2
19 3830.4 555 543 2
20 4190.4 555 543 3
21 4550.4 555 554 3
22 4910.4 555 555 4
23 5270.4 555 555 5
24 5630.4 666 655 5
25 5990.4 666 666 6
26 6350.4 777 766 6
27 6710.4 777 777 7
28 7070.4 888 877 7
29 7430.4 888 888 8
30 7790.4 999 988 8
31 8150.4 999 999 9
32 8510.4 AAA A99 9
33 8870.4 AAA AAA A
34 9230.4 BBB BAA A
35 9590.4 BBB BBB B
36 9950.4 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Dex 14, Int 15
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: FGE1JG
Groups: Wizard
 
Specialized in Necromancy; pick an opposite.
Level 1: 1F, LVL /week: Animate a dead body; it becomes a type of undead equal to the HD/Level of the original creature (referencing the chart in [C6] Turning Undead; so a 9 HD creature animates as a Spectre). Your chance of control is 100% + LVL*5% - (HD of Undead)*5%. Even if you don't control it, the undead will not attack you or your party.
Level 5: 1V, (LVL-4)/d: Cure LVLd4 hp.
Level 8: 1M, (LVL-7)/d: Summon a spirit, it is a DL = (LVL/2) creature.
Level 10: +(LVL-9) AC.
Level 10: Detect Undead continuous. Detect Life continuous.
Level 13: May pick a specialty god as per a priest, must be of death, undeath, necromancy, etc.
Level 15: Detect Unlive continuous.
Level 17: 1M: Raise Dead or Slay Living
Level 23: 1M: Raise Dead Fully or Slay Living Fully

[PC2] Wizard Group Classes


Necromancer2 / Apparitionist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Wis 16
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH2-31
Groups: Wizard
 
See "Specialist Wizards"

[PC2] Wizard Group Classes


Nicol Bolas (MTG B/U/R) (Dimir/Izzet/Rakdos)

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5.625 31½ --- --- --
3 11.25 421 --- --- --
4 22.5 532 ½-- --- --
5 45 643 1½- --- --
6 90 754 21- --- --
7 180 865 32½ --- --
8 360 976 43½ --- --
9 720 A87 541 ½-- --
10 1440 A98 652 1-- --
11 2160 AA9 763 2½- --
12 2880 AAA 874 3½- --
13 3600 AAA 985 4½- --
14 4320 AAA A96 51½ --
15 5040 AAA AA7 621 --
16 5760 AAA AA8 732 --
17 6480 AAA AA9 843 --
18 7200 AAA AAA 954 ½-
19 7920 AAA AAA A65 ½-
20 8640 AAA AAA A76 1-
21 9360 AAA AAA A87 1-
22 10080 AAA AAA A98 2-
23 10800 AAA AAA AA9 2-
24 11520 AAA AAA AAA 3-
25 12240 BBB BBB BBB 3-
26 12960 BBB BBB BBB 4-
27 13680 CCC CCC CCC 4½
28 14400 CCC CCC CCC 5½
29 15120 DDD DDD DDD 5½
30 15840 DDD DDD DDD 51
31 16560 DDD DDD DDD 61
32 17280 EEE EEE EEE 61
33 18000 EEE EEE EEE 71
34 18720 FFF FFF FFF 71
35 19440 FFF FFF FFF 81
36 20160 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 10 14 16  6 12  2  4  2
+3 12 14 16  6 14  2  6  4
+3 12 16 16  8 14  4  6  4
+4 12 16 16  8 14  4  8  6
+4 12 18 18  8 16  4  8  6
+5 14 18 18 10 16  6 10  8
+5 14 20 18 10 18  6 10  8
+6 14 20 18 12 18  8 12 10
+6 14 20 20 12 18  8 12 10
+7 16 22 20 12 20  8 14 12
+7 16 22 20 14 20 10 14 12
+8 16 24 20 14 22 10 16 14
+8 16 24 22 16 22 12 16 14
+9 18 26 22 16 22 12 18 16
+9 18 26 22 16 24 12 18 16
+10 18 26 22 18 24 14 20 18
+10 18 28 24 18 26 14 20 18
+11 20 28 24 20 26 16 22 20
Requisites: Dex 28, Int 26, Wis 17, 4 class slots
Alignment: LN
HD/level: d40
Weapon Prof.: 8+level
To Hit Table: Rog +5 levels
Save Table: (Wiz/Rog/Psi)*2
Reference: DM {Arch- Crosis Purger}
Groups: Wizard, Rogue, Monster
 
Super Barbarian Dex bonus [bonus = (Dex-18)*3]. Extra-Barbarian Int bonus.
Has 155+65*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
Moving costs you only ½V action. (This effectively doubles your movement rate.)
Level 1: +1 borrowed M action per round.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 5: +1 borrowed M action per round.
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
New spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
1 Do rating/50 physical attacks with one weapon ½P 50 Str-10 Str-18
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
2 Any Rogue Level 2 ability - - - -
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC2] Wizard Group Classes


Numot Devastator (MTG U/R/W) (Azorius/Boros/Izzet)

Level KXP Wizard      / Psi
123 456 789 / mMGS
1 0 2½- --- --- / 2---
2 5.175 32- --- --- / 3---
3 10.35 43½ --- --- / 40--
4 20.7 442 --- --- / 41--
5 41.4 543 ½-- --- / 42--
6 82.8 654 2-- --- / 43--
7 165.6 764 3½- --- / 53a-
8 331.2 776 42- --- / 540-
9 662.4 876 53½ --- / 541-
10 1324.8 987 642 --- / 542-
11 1987.2 A98 642 ½-- / 543-
12 2649.6 AA9 754 1-- / 544-
13 3312 BA9 864 1½- / 554-
14 3974.4 CBA 975 31- / 555-
15 4636.8 DCB 975 41½ / 655b
16 5299.2 ECB 986 411 / 665a
17 5961.6 ECB 986 431 / 6660
18 6624 ECB A86 541 / 6661
19 7286.4 ECB A88 641 / 6662
20 7948.8 ECB A98 642 / 6663
21 8611.2 EDB BA8 643 / 6664
22 9273.6 EDD CA8 653 / 6665
23 9936 FFD CA9 753 / 6666
24 10598.4 GFD CA9 764 / 7666
25 11260.8 GFE CB9 865 / 7766
26 11923.2 GFE CB9 886 / 7776
27 12585.6 HGE CBA A86 / 7777
28 13248 HGE DCB A87 / 8777
29 13910.4 HGF DDC A97 / 8877
30 14572.8 HGF EDC B98 / 8887
31 15235.2 IGG FEC BA8 / 8888
32 15897.6 IIH FED BA9 / 9888
33 16560 IIH GED CBA / 9988
34 17222.4 IIH GFE CCB / 9998
35 17884.8 IIH GFE EDB / 9999
36 18547.2 IIH GFF EDC / A999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 18, Int 30, Chr 24,
Class Slots 3
Alignment: LN, NG, CG, or CN
HD/level: 3d4 (Normal Chr bonus)
Weapon Prof.: 4+level
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: DM
Groups: Wizard, Psionicist, Monster
 
Extra-Barbarian Int bonus; stat bonus=(Int-16)*5/2. Barbarian Chr bonus (except for hit points, which uses Normal Chr bonus).
Channeling.
Int bonus to spell progression. Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Specialized in Wizard Invocation and Wizard Metamagic schools.
Has access to any 2 psionic frequencies.
PSPs = (Chr*2+Int)*LVL
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
Turn Undead as a Priest of 3 levels lower.
   
Level 1: +1 borrowed M action per round.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: Has access to another psionic frequency (pick one).
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 5: +1 borrowed M action per round.
Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: NM: Counter an effect from a xN item. This is a xN effect.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Izzet Metamagic spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.

[PC2] Wizard Group Classes


Ovinomancer / Bovinomancer / Poultrymancer

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 22.5 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Con 7, Int 9, Chr 8
Alignment: T any (or) any N
HD/level: d5
Weapon Prof.: 2+level/7
To Hit Table: Wiz
Save Table: Wiz
Reference: MTG, DM
Groups: Wizard
 
Ovinomancer:
Specialized in Ovinomancy.
Level 1: May use 1 material component effect per spell as a zero action.
Level 3: +1 Familiar, Animal Companion, or Beast Rider Mount slot in Sheep. (The Sheep Familiar and Mount's abilities aren't currently defined, but will be, as need warrants.)
Level 5: You are considered a WereSheep and may polymorph yourself into a sheep for 1V action.
Level 9: Has knowledge of and may specialize in Bovinomancy or Poultrymancy (see below).
Ovinomancy Spells:
Charm Sheep (SL=1): Charm all sheep in a group (no save).
Detect/Locate Sheep (SL=1): Detects and Locates sheep within CL miles.
Sheep Person (SL=1): Person becomes lethargic and loses all actions for CL rounds.
Sheep Swarm Summoning (SL=1): Summons CL*10 sheep. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
Sheepskin (SL=2): Get 6+CL sheepskins. Each sheepskin is a DL 20/- effect vs. one attack.
Polymorph to Sheep (SL=3): Target gets polymorphed into a sheep (PP save). If save missed target gains the mentality of a sheep (Will save).
Anti-Sheep Shell (SL=4): You are completely immune to anything a sheep might do to you. You can still affect them normally.
Sheep Life (SL=5): 0 action to cast, consume a sheep in your group: Heal self.
Sheeping Doom (SL=5): Like a Creeping Doom, but it's Rabid Dire Sheep. You get CL*3 sheep, each with 10 hp/dmg.
Sheep Machine (SL=6): Like Sheep Person, but no save. You don't see anything if you look at the target.
Stampede of Rabid Sheep (SL=9): Like a Meteor Swarm, but damage is of type Sheep and Poison instead of Eldritch Earth and Eldritch Fire. "Sheep" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
(More spells will be added if this class is actively being played.)
Bovinomancer:
Specialized in Bovinomancy.
Requires Str 7 instead of Con 7. Other data same as Ovinomancer.
Bovinomancy:
Replace "Sheep" with "Cow" in all the spell descriptions.
There is no "Stampede of Rabid Cow", add "Moo" as a 9th level spell, does a Moo on one target ([C] section effect).
Poultrymancer:
Specialized in Poultrymancy.
Requires Dex 7 instead of Con 7. Other data same as Ovinomancer.
Poultrymancy:
Replace "Sheep" with "Chicken" in all the spell descriptions.
There is no "Chicken Machine", add "Undead Robotic Chicken" as a 6th level spell, which allows true time travel across barriers.
Replace "Polymorph to Chicken" with "Fowl Play" (same effect, it's just renamed).

[PC2] Wizard Group Classes


Ozla

Level KXP Wizard/Psi19
123 456 789 ABC
TH
1 0 0-- --- --- +1
2 2.5 1-- --- --- +3
3 5 2a- --- --- +5
4 10 21- --- --- +7
5 20 22b --- --- +9
6 40 221 --- --- +11
7 80 322 c-- --- +13
8 160 322 1-- --- +15
9 320 332 2d- --- +17
10 500 332 21- --- +19
11 875 433 22e --- +21
12 1250 433 221 --- +23
13 1625 443 322 f-- +25
14 2000 443 322 1-- +27
15 2375 544 332 2g- +29
16 2750 544 332 21- +31
17 3125 554 433 22h +33
18 3500 554 433 221 +35
19 3875 655 443 322 +37
20 4250 655 443 322 +39
21 4625 665 544 332 +41
22 5000 665 544 332 +43
23 5375 766 554 433 +45
24 5750 766 554 433 +47
25 6125 776 655 443 +49
26 6500 776 655 443 +51
27 6875 877 665 544 +53
28 7250 877 665 544 +55
29 7625 887 766 554 +57
30 8000 887 766 554 +59
31 8375 988 776 655 +61
32 8750 988 776 655 +63
33 9125 998 877 665 +65
34 9500 998 877 665 +67
35 9875 999 887 766 +69
36 10250 999 887 766 1 +71
37 6 999 887 766 2 +73
38 7 999 887 766 3 +75
39 8 999 887 766 4 +77
45 14 999 888 777 7 +89
54 23 999 999 988 81 +107
63 32 999 999 999 88 +125
72 41 AAA AAA 999 991 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +3 +4 +5 +6 +7 +4 +0 +0 +0 ÷1
 
Requisites: Str 18, Dex 9, Con 14, Int 20, Wis 21, Chr 26,
  Race Slots 1, Class Slots 2
Alignment: any G (or) any E
HD/level: d20
Weapon Prof.: & 7+level/2
To Hit Table: 2xWar
Save Table: 2xPri
Reference: DM
Groups: Warrior, Wizard, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+6
RSW: level*2+2
PP: level*2+4
BW: level*2+1
Spell: level*2+2
Fort: level*2-2
Reflex: level*2-2
Will: level*2+1
   
Is a "1st Edition" class and doesn't double XP cost beyond level 36.
Gets Exceptional Dex and Con. CF=4: Gets Barbarian Dex and Con.
Uses the Barbarian line for number of attacks. CF=4: Uses the Barbarian line for number of attacks at double level.
Can cast Wizard spells or Psi19 powers. For this class, Psi19 uses the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Chronomancy (no opposite).
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: There is also the 0 edition light-saber you can have instead. It is 1d20 dmg at level 1, 2d20 at level 9, plus an additional 1d20 dmg every 9 levels after that. It has the normal 20+/x2 critical and no special powers.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 3: Time/Reality Stability.
Level 5: Immune to haste and slow (this immunity may be lowered).
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 11: +LVL-10 segments per round.
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC2] Wizard Group Classes


Ozla (Chronomancy Spells)

Level # Spell Effect
1 1 Delay Image +2 AC, +1 saves
1 2 Detect Temporal Anomaly Detect Temporal Anomaly
1 3 Haste A1 +1A action
1 4 Know Time Know date and day
1 5 Precognitive Sense Precognition
1 6 Slow Metabolism Need not eat/drink
2 1 Accelerate Plant Growth Plant Growth
2 2 Haste A2 +2A or +1B actions
2 3 Life Sounding Know target's age and how many years of natural lifespan is left
2 4 Preserve Target object is preserved and will not spoil/rot
2 5 Time Stop Object Time stops an inanimate object for 1-3 rounds
2 6 Timeslip (can cast in response to being attacked) You disappear from the combat until next round.
3 1 Articus's Melee Manager Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 2 Haste A3 +3A, +2B, or +1C actions
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone)
3 5 Slow Slow (save)
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made)
4 1 Haste A4 +4A, +3B, or +2C actions
4 2 Prophecy Improved Precognition
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental
4 4 Temporal Push Target is thrown CL+1 rounds into the future (Will save)
4 5 Timeheal Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 6 Wesley's Temporal Disjunction -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Articus's Devolutionary Warrior Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 3 Create Slipgate Create a temporal gate
5 4 Haste A5 +5A, +4B, or +3C actions
5 5 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 6 Tempus Fugit Tempus Fugit
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects
6 2 Haste A6 +6A, +5B, or +4C actions
6 3 Magic Manager May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 4 Paradox Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 5 Tempus Lawfulness Fixes temporal anomolies in area
6 6 Unaging You do not age this day (Duration 1 day)
7 1 Commune with Time of Legends Commune with Time of Legends
7 2 Haste A7 +7A, +6B, or +5C actions
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 4 Sands of Time Reverse the effect of time on objects.
7 5 Temporal Eye Can scry into other times at this location
7 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Target ages CL years (Spell save)
8 2 Haste A8 +8A, +7B, or +6C actions
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 4 Protection from Time Immune to and can't use temporal effects
8 5 Time/Reality Stability Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 6 Timereaver Time Travel Other +/- 5*CL years (Spell save)
9 1 Haste A9 +9A, +8B, or +7C actions
9 2 Major Paradox Wish (as spell)
9 3 Sever Lifeline You do not have or require a silver cord. Immune to aging.
9 4 Temporal Shell Immune time
9 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 6 Time Stop Stops time for 1d4 rounds

[PC2] Wizard Group Classes


Permission Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.75 2-- --- ---
3 7.5 21- --- ---
4 15 32- --- ---
5 33.75 421 --- ---
6 60 422 --- ---
7 90 432 1-- ---
8 135 433 2-- ---
9 202.5 433 21- ---
10 375 443 22- ---
11 562.5 444 33- ---
12 1125 444 441 ---
13 1687.5 555 442 ---
14 2250 555 442 1--
15 2812.5 555 552 1--
16 3375 555 553 21-
17 3937.5 555 553 32-
18 4500 555 553 321
19 5062.5 555 553 331
20 5625 555 554 332
21 6187.5 555 554 442
22 6750 555 555 443
23 7312.5 555 555 553
24 7875 555 555 554
25 8437.5 555 555 555
26 9000 666 655 555
27 9562.5 666 666 655
28 10125 666 666 666
29 10687.5 777 766 666
30 11250 777 777 766
31 11812.5 777 777 777
32 12375 888 877 777
33 12937.5 888 888 877
34 13500 888 888 888
35 14062.5 999 988 888
36 14625 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 18, Wis 13
Alignment: any
HD/level: d4+1
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specialization in Permission school (Counter-Magic); no opposite.
In combat, you act on the bottom of the segment (with the monsters) instead of the top of the segment with the rest of the PCs. If the party isn't in combat, is moving (using V actions) and encounters monsters, you cannot act again (beyond finishing moving your V action) until the bottom of the segment.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Permission Mage Spells

Level # Spell Effect
1 1 Foul Charges Foul (Destroy) 5*CL doses of potions or charges on items in someone's inventory (no save), the items can be fixed out of combat if done within the hour
1 2 Lapse Effect is countered unless they lose an additional action from their remaining actions this round (action must be of same type used to cast the effect).
1 3 Specific Counter When you choose this spell, choose a specific spell/power by name. This spell counters that spell or power.
2 1 Fast Specific Counter [1Z to cast] When you choose this spell, choose a specific spell/power by name. This spell counters that spell or power.
2 2 Counterspell Counterspell
2 3 Twist Dispels one effect
3 1 Absorb/Undermine [you may cast this spell even if you are as low as -29 hp] Counterspell, you are cured 30 hp, caster takes 30 dmg
3 2 Borrowed Borrowed Haste +1bbS action per round (counts as your Haste). bbS actions may be used during the PC's half of the segment.
3 3 Fork Fork
4 1 Deflection Deflects an effect so it hits a different target than what the caster intended
4 2 Mana Drain Counterspell, you gain a spell slot equal to the SL of the countered effect (Twilighting still applies)
4 3 Splice Cast four SL's of Permission Mage spells this segment (max SL=3, each costs 1N to use).
5 1 Anti-Magic Shell Turns off magical spells and effects of SL 0 to CL/2 in your group, Hole in the Middle for you.
5 2 Mass Twist Twist up to CL effects on one target, or twist every instance of one effect in a group.
5 3 Radiate An effect just cast hits every other target it could possibly target. You and the original caster both get your Head Blown Off.
6 1 Create D_Z Create a DMZ, DPZ, DIZ, DRZ, DTechZ, or DNZ (treat as a x1 Special on the room, cannot be dispelled, must be Remove Special-ed at)
6 2 Erase Symbol Erases a "?", "!", or other symbol in the dungeon, or makes the party immune to the next segment's Wandering Monster check, or counter someone's moving (with a V) action.
6 3 Quick Borrowed Borrowed Haste +1bbQS action per round (counts as your Haste, but can be combined with Borrowed Borrowed Haste). bbQS actions may be used during the PC's half of the segment.
7 1 Capital O Object Capital O Object (this spell cannot be channeled unless you are a Permission Mage)
7 2 Look at Me I'm the DCI Banhammer one effect in the room (treat this as a x1 Special on the room, cannot be dispelled, must be Remove Special-ed at)
7 3 Split Second Your next action that you use for a Permission school effect gets the "I" (Instantaneous, cannot be responded to) flag.
8 1 Capital I Insist Capital I Insist (this spell cannot be channeled unless you are a Permission Mage)
8 2 Multiply Your next Permission school effect will be at xCL^(1/2) multiplier.
8 3 Mutual Lockdown You and one target have all actions locked down for CL segments
9 1 Quick Quick Borrowed Borrowed Haste +1bbQQS action per round (counts as your Haste, but can be combined with the lower versions). bbQQS actions may be used during the PC's half of the segment.
9 2 Really O Object Really O Object (this spell cannot be channeled unless you are a Permission Mage)
9 3 Round Stop The current round will end after the end of this segment (the rest of the segments this round will not occur)

[PC2] Wizard Group Classes


Pet MageDM

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 3-- --- ---
4 12 4½- --- ---
5 24 41- --- ---
6 48 42- --- ---
7 96 43- --- ---
8 192 44½ --- ---
9 384 441 --- ---
10 750 542 --- ---
11 1500 643 --- ---
12 2000 744 ½-- ---
13 2500 744 1-- ---
14 3000 754 2-- ---
15 3500 764 3-- ---
16 4000 774 4½- ---
17 4500 774 41- ---
18 5000 775 42- ---
19 5500 776 43- ---
20 6000 777 44½ ---
21 6500 777 441 ---
22 7000 777 542 ---
23 7500 777 643 ---
24 8000 777 744 ½--
25 8500 777 744 1--
26 9000 777 754 2--
27 9500 777 764 3--
28 10000 777 774 4½-
29 10500 777 774 41-
30 11000 777 775 42-
31 11500 777 776 43-
32 12000 777 777 44½
33 12500 777 777 441
34 13000 777 777 542
35 13500 777 777 643
36 14000 777 777 744
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 10, Chr 18, Cml 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specialized in Conjuration; Normal in Abjuration; all other schools are Opposite.
Can have 1 familiar per level, and what types of familiars you can have are accelerated (see Familiars in section [S]).

[PC2] Wizard Group Classes


Physicist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 3 2½- --- ---
4 6 21- --- ---
5 10 22- --- ---
6 20 33- --- ---
7 30 33½ --- ---
8 50 331 --- ---
9 100 332 --- ---
10 150 332 ½-- ---
11 200 332 1-- ---
12 400 332 2-- ---
13 600 333 3-- ---
14 800 333 3½- ---
15 1000 333 31- ---
16 1200 333 32- ---
17 1400 333 32½ ---
18 1600 333 321 ---
19 1800 333 322 ---
20 2000 333 333 ---
21 2200 333 333 ½--
22 2400 333 333 1--
23 2600 333 333 2--
24 2800 333 333 2½-
25 3000 333 333 21-
26 3200 333 333 22-
27 3400 333 333 33-
28 3600 333 333 33½
29 3800 333 333 331
30 4000 333 333 332
31 4200 333 333 333
32 4400 444 443 333
33 4600 444 444 444
34 4800 555 554 444
35 5000 555 555 555
36 5200 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Con 10, Int 17
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Chemist}
Groups: Wizard, Alternate, Technology
 
Level 1: Identify Technological Items and how to use them (level*10)%
Level 1: +1 Knowledge proficiency per level.
Level 1: Resist Gravity, Telekinesis, falling damage
Level 2: Identify Object/Person's weight, home plane, home multiverse (quantum signature) by sight.
Level 3: Specialization in Enchantment gained.
Level 3: Immune distance distortion, teleport/plane-shifting traps/tricks/specials
Level 4: 1/d: Create Technological item of TechL=LVL
Level 5: Unusual materials are considered elements of E=S for your spells.
Level 6: Can create ioun stones as a GeoSage of 5 levels lower.
Level 7: Specialization in Alteration gained.
Level 8: Identify Alchemical/Chemical item and (at a -50% penalty) function (level-7)*10%
Level 9: Identify plane and multiverse by sight.
 
Sample Technology Levels (copied from [A10]):
 
TechF SFB
TechL
Examples
0 -10X No basic tools
1 -9X Basic tools; Basic shelter; Basic herbal medicine; Cultivation of plants; Recognition of seasons
2 -8Xe Wheel; Use of fire; Star recognition; Constellations; Basic metallurgy; Pulleys; Levers; Basic anatomy; Alchemy
3 -8Xs Basic astronomy and navigation; Windmills; Water wheels; Microscope/Magnifying Lens; Animal husbandry
4 -8Xl Recognition of other planets; Basic mechanics; Flood control; Cell theory; Classification of compounds
5 -7X Solar system mechanics; Steam power; Crude weather prediction; Geologic history; Fossils
6 -6Xe Detailed anatomy; Crude surgery (leeches!)
7 -6Xs Simple chemistry
8 -6Xl Simple atomic theory; Organic chemistry
9 -5X Hydroelectric power; Light-bulbs; Radio; X-rays
10 -4Xe Celestial mechanics; Heating and cooling systems; Heavy machinery; Tanks; Basic genetics/microbiology
11 -4Xs Stellar evolution; Transistors and Basic electronics; Theory of diseases (bacteriology); Earthquake prediction
12 -4Xl Radio astronomy; Solid state electronics; Telephones; Basic artificial limbs; Microwave theory
13 -3X Relativity; Internal combustion; Simple Computers; DNA/gene research; Basic artificial organs; Organ transplants
14 -2Xe Basic astronautics (planet to moon); Unmanned space probes; Simple internet; Fission; Lasers
15 -2Xs Manned spaceflight (planet to planet); Environmental suits; Simple cyberware/bioware; Fusion
16 -2Xl Unmanned interstellar probes; Advanced cyberware/bioware; Clones; Cold fusion
17 -1X Impulse; Manner interstellar travel; Gene surgery; Weather modification; Antimatter reactors
18 0Xe SemiWarp; Basic subspace mechanics; Micromolecular circuitry; Gravity control; Replicators; Phasers
19 0Xs Warp; Dilithium; Deflector shields; Transporters; Tractor beams; Tricorders; Positional Stabilizer
20 0Xl MicroWarp; Automation control systems; SFG; Cloaking Device; Temporal / alternate timeline theory

[PC2] Wizard Group Classes


Planeswalker Artificer

Level KXP Wizard
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Str 9, Con 12, Int 18
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: Wiz
Save Table: 2xWiz
Reference: MTG / DM
Groups: Wizard, Lost, Demigod (x1)
 
Gets Int bonus to progression. Specialized in Enchantment/Charm and Conjuration/Summoning.
Casts normal Wizard spells, not MTG spells. Could cast MTG spells at 2 slots each if they are known.
Can have up to LVL MTG magic items. The maximum CC (Casting Cost, treat as SL) for each is (LVL+2)/3.

[PC2] Wizard Group Classes


Planeswalker Artificer Items

CC (SL) # Magic Item Effect
1 1 AEther Vial 0, 1/r: Cast a Conjuration/Summoning spell.
1 2 Ivory Tower Regenerate 3 hp/s.
1 3 Skullclamp Your summons get +CL TH/dmg, -CL AC/saves/rhp
1 4 Sol Ring +2 SL in progression.
1 5 Soul Net Whenever you kill someone with a spell, cure 1 hp.
1 6 Voltaic Key 1V: An item gets 1E action this segment.
2 1 Chaos Orb 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
2 2 Helm of Awakening All spells in the room are school/sphere robed (x1 Special)
2 3 Illusionary Mask Your summons are Dust of Disappearanced
2 4 Lightning Greaves Your summons are not summoning sick
2 5 Scythe of the Wretched +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
2 6 Sun Droplet Regenerate 10 hp/s.
3 1 Ashnod's Altar 0, sacrifice a summon: Get back 2 SL in progression
3 2 Blasting Station 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
3 3 Caltrops 10 damage damaging shield (no save, TechR to resist)
3 4 Fireshrieker One of your summons deals double damage
3 5 Forcefield Damage Threshold 10 from physical attacks
3 6 Loxodon Warhammer Vampiric Regen. (can be used on one of your summons)
4 1 Giant Fan 1V: Move an effect from one person to another (aER to resist)
4 2 Icy Manipulator 1S: Target loses his next action.
4 3 Jester's Cap Target forgets how to cast 3 spells or effects by name
5 1 Al-Abara's Carpet Immune to attackers unless they are flying
5 2 Coat of Arms Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
5 3 Mirari 1bM, lose a SL=5 spell in memorization: Fork
6 1 Joven's Tools 1M: Target creature ignores all defenses with one attack
6 2 Mindslaver 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
6 3 Mirror Universe 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
7 1 Legacy Weapon 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
8 1 Aladdin's Ring 1M: 40 damage to one target (no resistance)
9 1 Darksteel Forge Your items are indestructible.

[PC2] Wizard Group Classes


Plator

Level KXP MTG Wiz/Pri
123 456 789
TH
1 0 1-- --- --- +0
2 5 20- --- --- +1
3 10 21- --- --- +1
4 20 320 --- --- +2
5 40 421 --- --- +3
6 80 422 0-- --- +3
7 160 432 1-- --- +4
8 250 433 20- --- +5
9 500 433 21- --- +5
10 700 443 22- --- +6
11 900 444 330 --- +7
12 1100 444 441 --- +7
13 1300 555 442 0-- +8
14 1500 555 442 1-- +9
15 1700 555 552 10- +9
16 1900 555 553 21- +10
17 2100 555 553 320 +11
18 2300 555 553 321 +11
19 2500 555 553 331 +12
20 2700 555 554 332 +13
21 2900 555 554 442 +13
22 3100 555 555 443 +14
23 3300 555 555 553 +15
24 3500 555 555 554 +15
25 3700 555 555 555 +16
26 3900 666 655 555 +17
27 4100 666 666 655 +17
28 4300 666 666 666 +18
29 4500 777 766 666 +19
30 4700 777 777 766 +19
31 4900 777 777 777 +20
32 5100 888 877 777 +21
33 5300 888 888 877 +21
34 5500 888 888 888 +22
35 5700 999 988 888 +23
36 5900 999 999 999 1 +23
37 11800 999 999 999 2 +24
38 17700 999 999 999 3 +25
39 23600 999 999 999 4 +25
45 59000 A99 999 999 9 +29
54 112100 AAA AAA AAA 91 +35
63 165200 AAA AAA AAA A9 +41
72 218300 BBB BBB BAA AA1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-5 +0 +0 +7 +3 +0 +0 +0 +0 +0 ÷1
 
Requisites: Int 25, Wis 9,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: MTG / DM
Groups: Wizard, Priest, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Gets Int bonus to progression.
Has access to the following Schools/Spheres:
Artifact (Wizard School and Concordant School)
Black (Wizard School and Priest Sphere)
Blue (Wizard School and Psionic Discipline)
Gold (Wizard School, Priest Sphere, and Psionic Discipline)
Green (Priest Sphere)
Red (Wizard School)
White (Priest Sphere)
Spells are on the following pages. Can cast normal Wizard or Priest spells; they cost 2 spells each.
Artifact spells are generally cast once, then the effect lasts for the day.

[PC2] Wizard Group Classes


Plator (MTG Spells)

School/Sphere SL # Spell Effect
Artifact 1 1 AEther Vial 0, 1/r: Cast a Conjuration/Summoning spell.
Artifact 1 2 Ivory Tower Regenerate 3 hp/s.
Artifact 1 3 Skullclamp Your summons get +CL TH/dmg, -CL AC/saves/rhp
Artifact 1 4 Sol Ring +2 SL in progression.
Artifact 1 5 Soul Net Whenever you kill someone with a spell, cure 1 hp.
Artifact 1 6 Summon Myr 1 Summon a DL=1 Myr
Artifact 1 7 Voltaic Key 1V: An item gets 1E action this segment.
Black 1 1 Darkness 1bM: Immune to a P attack from someone
Black 1 2 Paralyze Target is paralyzed (PP save)
Black 1 3 Unholy Strength Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
Blue 1 1 Ancestral Recall This spell can be cast only once per turn. Target regains 3 SL's in memorization.
Blue 1 2 Flight Target flies at 12" (C).
Blue 1 3 Mind Games Target loses his next action (Spell save)
Green 1 1 Awaken Removes sleep/fatigue effect on up to CL targets
Green 1 2 Berserk Attacking creature does x2 dmg and is slain this segment (not 1bM)
Green 1 3 Force of Nature I Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Green 1 4 Giant Growth Target gets +3 TH, dmg, AC, and saves this round.
Green 1 5 Instill Energy You get +1S action per round for CL r (counts as your haste).
Green 1 6 Natural Healing Target is cured equal to his Con score in hp
Green 1 7 Nature’s Lore Know direction & distance to an object or person (if they are touching the ground)
Red 1 1 Earthbind Target loses flying and takes double normal falling damage (no save).
Red 1 2 False Orders (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Red 1 3 Lightning Bolt Target takes 30 lightning dmg (Spell save for 0)
White 1 1 Angel's Grace 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
White 1 2 Death Ward 1bM, cannot act next segment: Avoid a slay effect on someone.
White 1 3 Healing Salve One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Artifact 2 1 Chaos Orb 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
Artifact 2 2 Helm of Awakening All spells in the room are school/sphere robed (x1 Special)
Artifact 2 3 Illusionary Mask Your summons are Dust of Disappearanced
Artifact 2 4 Lightning Greaves Your summons are not summoning sick
Artifact 2 5 Scythe of the Wretched +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
Artifact 2 6 Summon Myr 2 Summon a DL=2 Myr
Artifact 2 7 Sun Droplet Regenerate 10 hp/s.
Black 2 1 Animate Dead Animates a dead monster as your summon (1 DL lower)
Black 2 2 Simulacrum 1bM: Redirect any amount of damage from you to one of your subordinates.
Black 2 3 Terror Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
Blue 2 1 Aura of Dominion Target can use 2M this segment.
Blue 2 2 Force Spike 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Blue 2 3 Invisibility Improved Invisibility.
Blue 2 4 Time Walk This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
Gold 2 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
Gold 2 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
Gold 2 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
Gold 2 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
Gold 2 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
Gold 2 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
Gold 2 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
Gold 2 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
Gold 2 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
Gold 2 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
Gold 2 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
Gold 2 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
Gold 2 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
Green 2 1 Bind 1bM: Counter an item ability.
Green 2 2 Earth Bolt Deal CLd10 Eldritch Earth dmg to one target (no save)
Green 2 3 Gaea’s Bounty Regain one first-level Plant/Animal spell to memorization
Green 2 4 Gaea’s Cradle One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
Green 2 5 Gaea’s Might Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Green 2 6 Lifeforce 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Green 2 7 Naturalize Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Green 2 8 Regeneration You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Green 2 9 Soothing Word Removes fear/horror effect on up to CL targets
Green 2 10 Spiritual Energy +LVL Con
Red 2 1 Echoing Ruin Destroy all magic items of the same exact type (Disint. save each)
Red 2 2 Raging River Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Red 2 3 Shatter Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
White 2 1 Abeyance Target cannot use M actions this segment (Will save)
White 2 2 Circle of Protection When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
White 2 3 Disenchant Dispel an effect.
Artifact 3 1 Ashnod's Altar 0, sacrifice a summon: Get back 2 SL in progression
Artifact 3 2 Blasting Station 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
Artifact 3 3 Brass Gnat 3-1 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
Artifact 3 4 Brass Gnat 3-2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
Artifact 3 5 Brass Gnat 3-3 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
Artifact 3 6 Brass Gnat 3-4 Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
Artifact 3 7 Brass Gnat 3-5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 3 8 Brass Gnat 3-6 Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
Artifact 3 9 Brass Gnat 3-7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
Artifact 3 10 Brass Gnat 3-8 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
Artifact 3 11 Brass Gnat 3-9 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
Artifact 3 12 Brass Gnat 3-10 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
Artifact 3 13 Brass Gnat 3-11 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 3 14 Brass Gnat 3-12 "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
Artifact 3 15 Brass Gnat 3-13 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
Artifact 3 16 Brass Gnat 3-14 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
Artifact 3 17 Brass Gnat 3-15 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
Artifact 3 18 Caltrops 10 damage damaging shield (no save, TechR to resist)
Artifact 3 19 Fireshrieker One of your summons deals double damage
Artifact 3 20 Forcefield Damage Threshold 10 from physical attacks
Artifact 3 21 Loxodon Warhammer Vampiric Regen. (can be used on one of your summons)
Artifact 3 22 Summon Myr 3 Summon a DL=3 Myr
Black 3 1 Attrition Sacrifice a summon: Target is slain (PPD save)
Black 3 2 Gloom [x1 Special] Priest spells cost triple spell slots to cast.
Blue 3 1 Charisma Your attacks are charm branded (Will save)
Blue 3 2 Mana Leak 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Blue 3 3 Psionic Blast Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
Gold 3 1 Absorb 1bM: Counterspell, and be cured 30 hp.
Gold 3 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
Gold 3 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
Gold 3 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
Gold 3 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
Gold 3 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
Gold 3 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
Gold 3 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
Gold 3 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
Gold 3 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
Gold 3 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
Gold 3 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
Gold 3 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
Gold 3 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
Gold 3 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
Gold 3 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
Gold 3 17 Sky Spirit Summon a DL III Spirit, it flies.
Gold 3 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
Gold 3 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
Green 3 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Green 3 2 Ancestral Mask Target gets +LVL/+LVL TH/dmg for each other of same race in room
Green 3 3 Force of Nature II Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Green 3 4 Gaea’s Skyfolk Winged flight CL^2"
Green 3 5 Nature’s Chosen +1S action
Green 3 6 Tranquility Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Red 3 1 Fervor You and your summons are not summoning sick.
Red 3 2 Stone Rain Deal CL Hull dmg to one inanimate object (no save)
White 3 1 Arenson's Aura 0, sacrifice a maintained effect: Dispel a maintained effect.
White 3 2 Reverse Damage 1bM: One effect that's damaging you heals you for that amount instead.
Artifact 4 1 Giant Fan 1V: Move an effect from one person to another (aER to resist)
Artifact 4 2 Icy Manipulator 1S: Target loses his next action.
Artifact 4 3 Jester's Cap Target forgets how to cast 3 spells or effects by name
Artifact 4 4 Summon Myr 4 Summon a DL=4 Myr
Black 4 1 Breeding Pit Once per round, get a DL I Thrull as a summon (limit=LVL)
Black 4 2 Lich Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
Blue 4 1 Coastal Piracy Whenever you kill a creature, restore 1 SL in memorization
Blue 4 2 Control Magic Charm Monster (Will save)
Blue 4 3 Counterspell 1bM or 1 OppM: Counter target magical/psionic effect.
Gold 4 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
Gold 4 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
Gold 4 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
Gold 4 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
Gold 4 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
Gold 4 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
Gold 4 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
Gold 4 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
Gold 4 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
Gold 4 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
Gold 4 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
Gold 4 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
Gold 4 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
Gold 4 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
Gold 4 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
Green 4 1 Aluren You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Green 4 2 Earth Storm Deal CLd12 Eldritch Earth dmg 40' radius (no save)
Green 4 3 Gaea’s Balance You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Green 4 4 Gaea’s Blessing Reconstruct up to three effects which were dispelled/twisted within the last turn
Green 4 5 Gaea’s Touch +1QM only for Pixie Queen spells
Green 4 6 Harmony of Nature 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Green 4 7 Living Lands Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Green 4 8 Nature’s Blessing +CL distributed among AC/saves/TH/dmg as you like
Red 4 1 AEther Flash Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Red 4 2 Fork 1bM or 1 OppM: Copy target magical/psionic effect.
Red 4 3 Orcish Oriflamme All your subordinates get +1 offensive DL.
White 4 1 Congregate Target gains 10*N hp, where N is the number of people in the party+summons
White 4 2 Resurrection Resurrect someone who's been killed within the past CL s.
Artifact 5 1 Al-Abara's Carpet Immune to attackers unless they are flying
Artifact 5 2 Coat of Arms Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
Artifact 5 3 Mirari 1bM, lose a SL=5 spell in memorization: Fork
Artifact 5 4 Summon Myr 5 Summon a DL=5 Myr
Black 5 1 Extinction Slay all creatures of one race in a group (PPD save)
Blue 5 1 Deflection 1bM or 1 OppM: Redirect target magical/psionic effect to another target.
Blue 5 2 Evacuation A group of summons is unsummoned
Gold 5 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
Gold 5 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
Gold 5 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
Gold 5 4 Ordered Migration Summon CL/6 DL I Birds
Gold 5 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
Gold 5 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
Gold 5 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
Gold 5 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
Gold 5 9 Tobias Andrion Summon a DL V Human, he beats things.
Gold 5 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
Green 5 1 Brute For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Green 5 2 Call of the Wild Summon any real-world animal (your choice), you get CL/DL of them (round up)
Green 5 3 Doubling Season Whenever you summon a creature, you get 2 instead (+1 slot too)
Green 5 4 Force of Nature III Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Green 5 5 Gaea’s Embrace Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Green 5 6 Life Essence If target has less than CL*CL current hp, it is cured so it has CL*CL hp
Red 5 1 Fissure Slay target creature (RSW save), or Earthquake the floor
White 5 1 Angelic Chorus Whenever you summon a creature, cure it's hp on yourself
Artifact 6 1 Brass Gnat 6-1 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
Artifact 6 2 Brass Gnat 6-2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
Artifact 6 3 Brass Gnat 6-3 Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
Artifact 6 4 Brass Gnat 6-4 Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
Artifact 6 5 Brass Gnat 6-5 Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
Artifact 6 6 Brass Gnat 6-6 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
Artifact 6 7 Brass Gnat 6-7 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
Artifact 6 8 Brass Gnat 6-8 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
Artifact 6 9 Brass Gnat 6-9 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
Artifact 6 10 Brass Gnat 6-10 You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
Artifact 6 11 Joven's Tools 1M: Target creature ignores all defenses with one attack
Artifact 6 12 Mindslaver 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
Artifact 6 13 Mirror Universe 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
Black 6 1 Dark Offering Slay a creature (PPD save), you gain it's hp to current hp
Blue 6 1 Mind's Desire You can cast 1d6 spells of SL=1d6 next segment as 1M
Blue 6 2 Quash 1bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Gold 6 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
Gold 6 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
Gold 6 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
Green 6 1 Desert Twister Destroy something (PP save, like a Disintegrate spell)
Green 6 2 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Green 6 3 Nature’s Cloak +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Red 6 1 Dragon Roost Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Red 6 2 Gravity Sphere No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
White 6 1 Beacon of Immortality Double current hp (like a Tenser's, but a different source)
Artifact 7 1 Legacy Weapon 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
Artifact 7 2 Summon Myr 7 Summon a DL=7 Myr
Blue 7 1 Blatant Thievery Pick Pockets LVL*10% on each target in a group
Gold 7 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
Gold 7 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
Gold 7 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
Gold 7 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.
Green 7 1 Force of Nature IV Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Green 7 2 Nature’s Wrath Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Green 7 3 One with Nature For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
Green 7 4 Seeds of Life 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
Green 7 5 Tooth and Nail Summon DL VII, can pick type, or can pick creature within type
Red 7 1 Flame Wave CL/3 groups each take 40 eldritch fire dmg (no save)
White 7 1 Look at Me, I'm the DCI An effect is banned from the room (x1 Special)
Artifact 8 1 Aladdin's Ring 1M: 40 damage to one target (no resistance)
Black 8 1 Decree of Pain Slay all creatures in two groups (PPD save) or one group (no save)
Blue 8 1 Beacon of Tomorrows You get an extra segment this round (segment 11 at end)
Green 8 1 Biorhythm Each person in a group's current hp = (Number of summons)*10
Green 8 2 Dual Nature Whenever you summon or create creatures, you get twice as many of them
Green 8 3 Force of Nature V Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Green 8 4 Gaea’s Avenger Immune to x5 and lower artifact effects that you (or your party) do not control
Red 8 1 Insurrection Charm a group (Will save, ignores immunity to Charm effects)
White 8 1 Reverse the Sands Switch current hp totals with someone (no save)
Artifact 9 1 Brass Gnat 9-1 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
Artifact 9 2 Brass Gnat 9-2 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
Artifact 9 3 Brass Gnat 9-3 Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
Artifact 9 4 Brass Gnat 9-4 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
Artifact 9 5 Brass Gnat 9-5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 9 6 Brass Gnat 9-6 You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
Artifact 9 7 Brass Gnat 9-7 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
Artifact 9 8 Darksteel Forge Your items are indestructible.
Green 9 1 Child of Gaea Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Green 9 2 Everhome Your home plane is every plane; when this effect ends, your home plane = current plane
Green 9 3 Force of Nature VI Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
Green 9 4 Gaea’s Liege Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
White 9 1 Blessed Wind Target's current hp becomes 200.

[PC2] Wizard Group Classes


Ponnet

Level KXP Wizard/Psi30
123 456 789 ABC
TH
1 0 1-- --- --- +0
2 2.25 2½- --- --- +0
3 4.5 21- --- --- +0
4 9 32½ --- --- +1
5 18 421 --- --- +1
6 36 422 ½-- --- +1
7 54 432 1-- --- +2
8 81 433 2½- --- +2
9 121.5 433 21- --- +2
10 225 443 22- --- +3
11 337.5 444 33½ --- +3
12 675 444 441 --- +3
13 1000 555 442 ½-- +4
14 1325 555 442 1-- +4
15 1650 555 552 1½- +4
16 1975 555 553 21- +5
17 2300 555 553 32½ +5
18 2625 555 553 321 +5
19 2950 555 553 331 +6
20 3275 555 554 332 +6
21 3600 555 554 442 +6
22 3925 555 555 443 +7
23 4250 555 555 553 +7
24 4575 555 555 554 +7
25 4900 555 555 555 +8
26 5225 666 655 555 +8
27 5550 666 666 655 +8
28 5875 666 666 666 +9
29 6200 777 766 666 +9
30 6525 777 777 766 +9
31 6850 777 777 777 +10
32 7175 888 877 777 +10
33 7500 888 888 877 +10
34 7825 888 888 888 +11
35 8150 999 988 888 +11
36 8475 999 999 999 1 +11
37 16950 999 999 999 2 +12
38 25425 999 999 999 3 +12
39 33900 999 999 999 4 +12
45 84750 A99 999 999 9 +14
54 161025 AAA AAA AAA 91 +17
63 237300 AAA AAA AAA A9 +20
72 313575 BBB BBB BAA AA1 +23
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+2 +1 +2 +4 -1 -1 -2 +0 +0 +0 ÷1
 
Requisites: Str 7, Dex 5, Con 6, Int 12,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & d6
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz+1
Reference: DM
Groups: Wizard, PC Designed, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Counts as a "Human" race.
Specialized in Alteration and Myrmecology.
May use Psi30 powers as if they were spells with the following SL's: 2=Minor, 4=Major, 6=Grand, 8=Super, 10=Ultra. Your "successes" are equal to your CL.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1 ¶: "Polymorph Other" is a 1st level spell for you. You may choose the general summon type (1-40) of what the target will turn into.
Level 1 ¶: May use Astral Perception and Astral Projection.
Level 9 ¶: 1F, 1/d: Target x0 being becomes a x1 being permanently.
Myrmecology Spells:
Ant Doom N (SL=N): Creeping Doom of Ants, (1d4+6)*(SL^3) dmg
Ant Shield N (SL=N): Damaging shield of type Ant (Insect), SL*25%
Fire Ant N (SL=N): Deals CLd(SL*2) Fiery Insect dmg (no save) plus Blindness (Reflex save) to a group
Summon Ant N (SL=N): Summon a DL=SL+1 Giant Winged Ant or (11-SL)^2 DL=SL Giant Ants (type Insect)
Summon Formian N (SL=N): Summon a DL=SL Formian (type Outer from Arcadia/Nirvana). They count as Ants for other spells.
Summon Myr N (SL=N): Summon a DL=SL Myr (type Golem from MTG). These do not count as Ants. See list below.
Wall of Ants (SL=N): Creates a Wall of Ants, anyone passing through takes (SL*2)d(SL*2) dmg.
Ant (SL=0): Summons a normal DL 0 Ant.
Speak with Ants (SL=1): You can speak with Ants and ask them questions, which they will give reasonable answers to.
Army Ants (SL=3): Earthquake (as spell)
Construction (SL=3): Your Ant summons can build a large building/structure or tunnel in a short amount of time. Every DL of Ants is 1 Hull point per S action they have.
Polymorph into Ant (SL=3): Polymorphs target into a (normal) Ant (PP save)
Carrion Ants (SL=4): Add +1 DL to your Ant summons (can repeat this spell up to DL X)
Saber Ants (SL=4): Whenever one of your Ant summons is killed by damage, get another Ant to replace it.
Yavimaya Ants (SL=4): Your Ant summons have haste.
Queen Ant (SL=6): Summons a DL VI Queen Ant. It adds a DL I Ant every segment to it's summon group (up to a max of 100).
Giant Ant Colony (SL=9): Summons a Fuckton (1000000) of DL I Giant Ants. They are in 100 groups of Plenty (10000) Giant Ants, but all together it counts as only one summon slot.
Giant Ant Empire (SL=10): Summons CL Fucktons (CL*1000000) of DL II Giant Flying Ants. They are in CL*100 groups of Plenty (10000) Giant Flying Ants, but all together it counts as only one summon slot. Alternatively, you can have a single group of 1 Metric Fuckton (100000000) of DL III Giant Flying Saber Ants.
(More spells will be added if this class is actively being played.)
Myr Types (for reference; this doesn't count monster templates):
DL=1: Myr Mindservant, Myr Moonvessel, Myr Servitor; DL=2: Alpha Myr, Copper Myr, Coretapper, Gold Myr, Iron Myr, Leaden Myr, Myr Retriever, Omega Myr, Silver Myr; DL=3: Myr Adapter, Myr Landshaper, Suntouched Myr; DL=4: Lodestone Myr, Myr Quadropod, Sarcomite Myr; DL=5: Myr Prototype; DL=7: Myr Enforcer

[PC2] Wizard Group Classes


Preserver2

Level KXP Wizard
123 456 789
1 0 20- --- ---
2 2.5 21- --- ---
3 5 220 --- ---
4 10 321 --- ---
5 15 432 0-- ---
6 25 432 1-- ---
7 50 543 20- ---
8 75 543 21- ---
9 100 654 320 ---
10 150 654 321 ---
11 200 665 432 0--
12 300 665 432 1--
13 750 666 543 2--
14 1000 666 654 3--
15 1250 666 665 4--
16 1500 666 666 5--
17 1750 666 666 60-
18 2000 666 666 61-
19 2500 666 666 62-
20 3000 666 666 63-
21 3500 666 666 640
22 4000 666 666 651
23 4500 666 666 662
24 5000 666 666 663
25 5500 666 666 664
26 6000 666 666 665
27 6500 666 666 666
28 7000 766 666 666
29 7500 776 666 666
30 8000 777 666 666
31 8500 777 766 666
32 9000 777 776 666
33 9500 777 777 666
34 10000 777 777 766
35 10500 777 777 776
36 11000 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Chr 9
Alignment: any G
HD/level: d5
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DS2
Groups: Wizard
 
Gets Wisdom bonus as bonus Wizard spells. This bonus is in addition to any Wisdom bonus for Priests.
Level 1: 1M,1P: Give Strength to a Land (level/6 mile radius). This allows Druids to recover their spells, animals to live there, etc. It may take several uses of this ability if the local land is particularly hostile or has been completely drained.
Level 3: May cast Priest spells of Necromancy & Healing spheres as if they are 2 spell levels higher.
Level 4: 3M,3P: Restore PF of local area by 1 to a maximum of 10.
Level 9: 6M,6P: Restore MF of local area by 1 to a maximum of 10.
Level 9: May cast Priest spells of Necromancy & Healing spheres as if they are 1 spell level higher.
Level 16: 10M,10P: Restore TF of local area by 1 to a maximum of 10.
Level 27: May cast Priest spells of Necromancy & Healing spheres at the same spell level.

[PC2] Wizard Group Classes


Protector Mage

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

[PC2] Wizard Group Classes


Quick Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 ½a- --- --- -
2 5 10c --- --- -
3 10 2½a e-- --- -
4 20 310 cg- --- -
5 40 42½ aei --- -
6 80 531 0cg k-- -
7 120 642 ½ae im- -
8 180 753 10c gko -
9 270 864 2½a eim -
10 500 975 310 cgk -
11 750 A86 42½ aei -
12 1500 B97 531 0cg z
13 2250 CA8 642 ½ae x
14 3000 DB9 753 10c v
15 3750 ECA 864 2½a t
16 4500 FDB 975 310 r
17 5250 GEC A86 42½ p
18 6000 HFD B97 531 n
19 6750 IGE CA8 642 l
20 7500 JHF DB9 753 j
21 8250 KIG ECA 864 h
22 9000 LJH FDB 975 f
23 9750 MKI GEC A86 d
24 10500 NLJ HFD B97 b
25 11250 OMK IGE CA8 0
26 12000 PNL JHF DB9 ½
27 12750 QOM KIG ECA 1
28 13500 RPN LJH FDB 2
29 14250 SQO MKI GEC 3
30 15000 TRP NLJ HFD 4
31 15750 USQ OMK IGE 5
32 16500 VTR PNL JHF 6
33 17250 WUS QOM KIG 7
34 18000 XVT RPN LJH 8
35 18750 YWU SQO MKI 9
36 19500 ZXV TRP NLJ A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Dex 15, Int 30, Wis 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/7
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Quick Chaining": Whenever you cast a spell, you get 1QM action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ½M to cast the spell, you get ½QM back.
DM Note: While you are using this 1QM action to cast a spell, you probably won't be able to material component it, unless you have QV actions, or a source of free material componenting (with QZ actions!).
Level 1: You may specialize in Chronomancy, and you "know" the Chronomancer class spells. If you do this, pick a major opposite school.
Level 2: During the normal (non-quick) half of the segment: 1M+1QM: Cast a spell at x2 CL. You get no actions back from this casting. You may material component this (going to x3 CL if you material component for CL).
Level 3: You can convert 1QM -> 1QV action, as often as you like.
Level 4: Whenever you use 1M action to read a scroll, you get 1M action (not 1QM) to use before the end of the round. (Before level 5 you get nothing because reading a scroll is not casting a spell in the normal sense.)
Level 5: 0, lose 1 of your remaining QM actions, 1/t: Counterspell.
Level 6: You may material component spells for a Z action. (You can use 1M+1V for the first spell, then 1QM+1Z for the second spell, if you haven't used your zero action; or alternatively you could do 1M+1Z then 1QM+1QV).
Level 7: +LVL-6 QZ actions.
Level 8: Whenever you use 1M to use a wand/rod/staff and the effect used charges, you get 1M action (not 1QM) to use before the end of the round. If the wand fired itself using it's 1E action, the wand gets 1E action instead of the 1M.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 10: During the normal (non-quick) half of the segment: 1M+1QM+1V+1Z: Cast a spell at x5 CL. You get no actions back from this casting. You cannot material component this.
Level 11: If one of your spells is countered, and if you have the same action type available (either 1M or 1QM), you can spend that action and cast the spell again immediately (ignoring the rules about how often you can use actions on a given partial segment).
Level 12: You may material component spells for an N action (i.e. it costs no actions at all to material component).
Level 18: Quick Quick Chaining: For SL=1 to LVL-17 spells, you get 1QQM back instead of 1QM.
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
New spell:
Lend Quick Mental (SL=5): You lose 1QM action, target gains 1QM for this round.

[PC2] Wizard Group Classes


Quintessential Mage6

Level KXP Wizard
123 456 789 A.:
1 0 20- --- --- ---
2 6 31- --- --- ---
3 18 320 --- --- ---
4 36 431 --- --- ---
5 60 432 0-- --- ---
6 90 443 1-- --- ---
7 126 543 20- --- ---
8 168 544 31- --- ---
9 216 554 320 --- ---
10 486.4 654 431 --- ---
11 729.6 655 432 0-- ---
12 972.8 665 443 1-- ---
13 1216 765 543 20- ---
14 1459.2 766 544 31- ---
15 1702.4 776 554 32- ---
16 1945.6 876 654 430 ---
17 2188.8 877 655 431 ---
18 2432 887 665 442 ---
19 2675.2 987 765 543 ---
20 2918.4 988 766 543 0--
21 3161.6 998 776 554 1--
22 3404.8 A98 876 654 2--
23 3648 A99 877 654 3--
24 3891.2 AA9 887 665 3--
25 4134.4 BA9 987 765 40-
26 4377.6 BAA 988 765 41-
27 4620.8 BBA 998 776 42-
28 4864 CBA A98 876 53-
29 5107.2 CBB A99 876 53-
30 5350.4 CCB AA9 887 54-
31 5593.6 DCB BA9 987 640
32 5836.8 DCC BAA 987 641
33 6080 DDC BBA 998 652
34 6323.2 EDC CBA A98 753
35 6566.4 EDD CBB A98 753
36 6809.6 EDD CBB A98 764
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 20
Alignment: any
HD/level: d10
Weapon Prof.: 6+level/9
To Hit Table: Wiz
Save Table: Wiz
Reference: Quintessential Wizard3
Groups: Wizard
 
Gets Int bonus to spells.
In the spell progression, "." means SL=10+1 (level 10 plus 1 level of feats) and ":" means 10+2 (level 10 plus 2 levels of feats).
Levels 1-5:
(2/level)
A. Add your Chr bonus to your saves, or to the DC of your spells' saves {Knight of the Staff}
B. All magic items cost x0.9 normal price for you {Arcane Craftsman}
C. Can cast Priest Animal and Plant sphere spells {Hedge Wizard}
D. Can cast Priest Divination sphere spells {Investigator}
E. Detect possession, magic jar, ego domination, etc. {Exorcist}
F. 1F: Duplicate a 1st level Rogue ability at LVL*10% {Entertainer}
G. Extra summon slot only for Air Elementals; "Summon Air Elemental N" is a spell. {Wind Mage}
H. Legend Lore / Sage Knowledge LVL*10% {Academic}
I. 0: Shift the elemental composition of a spell you're casting to Earth {Geomancer}
J. +1 spell per SL, only for fire-based spells {Pyromancer}
K. 1 attack that hits: Steal a spell from memorization, add to yours (Spell save, aMR) {Spelleater}
L. Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}
Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3
Levels 7-11:
(2/level)
M. Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions. {Alchemist}
N. Choose species enemy (see Strider1), your spells do x2 effect vs. them {Arcane Avenger}
O. Contingency is a SL=4 spell for you; can have 2 Contingencies at same time {Tattoo Mage}
P. 1F: Duplicate a Psi10 1st-3rd level ability {Fortune Teller}
Q. Dust of Disappearance cont. {Gutter Mage}
R. Get a Specialty Priest pick {Theologian}
S. +1 Research Point per day; 0,1/r: Add +1 SL metamagic to a spell for free {Theoretician}
T. Resist Priest spells {Society of Atheists}
U. Write Scrolls: 10F, 1/reset: Create 100*LVL XP value in scrolls. {normal ability}
Level 12: Pick two from: Quintessential level 1-11 or 5th edition level 1-7
Levels 13-17:
(2/level)
V. Affect +1 group with area damaging spells; Material componenting is ½V {War Mage}
W. Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
X. Eldritch Fire Shield (SL=6): Eldritch Fire damaging Shield (200% back) {Sun Mage}
Y. iMR LVL*5%; 1bM: Counter a Wizard spell {Wizard Hunter}
Z. "Power Word" spells have double hp range and affect an entire group {Wordbearer}
AA. Spells on "weird lists" are only 1 spell slot each (still need to know them) {Arcane Avatar}
Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11

[PC2] Wizard Group Classes


Red Robe1

Level KXP Wizard
123 456 789
1 2.5 1-- --- ---
2 5 2-- --- ---
3 10 21- --- ---
4 18 321 --- ---
5 36 431 --- ---
6 50 432 --- ---
7 90 432 1-- ---
8 180 433 2-- ---
9 350 433 21- ---
10 500 543 221 ---
11 700 544 332 ---
12 900 544 342 1--
13 1100 555 442 11-
14 1300 555 442 21-
15 1500 655 452 211
16 1750 655 553 211
17 2000 655 553 321
18 2250 665 553 322
19 2500 665 554 332
20 2750 665 554 433
21 3000 665 554 444
22 3250 665 555 544
23 3500 665 555 555
24 3750 666 655 555
25 4000 666 666 555
26 4250 666 666 665
27 4500 666 666 666
28 4750 776 666 666
29 5000 777 766 666
30 5250 777 777 666
31 5500 777 777 776
32 5750 777 777 777
33 6000 887 777 777
34 6250 888 877 777
35 6500 888 888 777
36 6750 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 6, Int 9
Alignment: C* or *N
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DLA1
Groups: Wizard
 
Specialized in Invocation. Has Enchantment and Necromancy as opposite schools.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Red Wizard

Level KXP Wizard/Red
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Dex 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM, MTG
Groups: Wizard
 
May specialize in MTG Red school, if you do, pick a major opposite school.
Can cast Wizard or MTG Red spells.
New MTG Red spells for Red Wizard class:
Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
Old MTG Red spells from Wizard of the Coast class (you can use these):
Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
Fervor (SL=3): You and your summons are not summoning sick.
AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)

[PC2] Wizard Group Classes


Sage

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 2.75 ½-- --- ---
3 5.5 1-- --- ---
4 11 2-- --- ---
5 22 3½- --- ---
6 44 41- --- ---
7 88 52- --- ---
8 176 63½ --- ---
9 352 741 --- ---
10 627 852 --- ---
11 902 963 ½-- ---
12 1177 A74 1-- ---
13 1452 B85 2-- ---
14 1727 C96 3½- ---
15 2002 DA7 41- ---
16 2552 EB8 52- ---
17 2827 FC9 63½ ---
18 3377 GDA 741 ---
19 3927 HEB 852 ---
20 4477 IFC 963 ½--
21 5027 JGD A74 1--
22 5577 KHE B85 2--
23 6127 LIF C96 3½-
24 6677 MJG DA7 41-
25 7227 NKH EB8 52-
26 7777 OLI FC9 63½
27 8877 PMJ GDA 741
28 9977 QNK HEB 852
29 11077 ROL IFC 963
30 12177 SPM JGD A74
31 13277 TQN KHE B85
32 14377 URO LIF C96
33 15477 VSP MJG DA7
34 16577 WTQ NKH EB8
35 17677 XUR OLI FC9
36 19877 YVS PMJ GDA
TH Saves
PD RS PP BW Sp Fo Re Wi
Wiz  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Int 12, Wis 9
Alignment: any
HD/level: 2d1
Weapon Prof.: 1+level/8
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Level 1: +1 Knowledge nonweapon proficiency per level, and another +1 nonweapon proficiency per level.
Level 1: Legend Lore (as the spell). This takes (XP value of item or creature) / (your level) rounds to research, but the result is always 100% correct (assuming the knowledge can be known at all).
Level 2: Divination spells are 1 spell level lower for you.
Level 9: Spell research [S5] takes half the normal amount of time, and has +level% to the chance of success.

[PC2] Wizard Group Classes


Sage0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 1½- --- ---
3 5 21- --- ---
4 10 21½ --- ---
5 20 221 --- ---
6 40 221 ½-- ---
7 80 322 1-- ---
8 150 322 1½- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 322 ½--
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 555 432 2½-
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 543 22½
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 18
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/4
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
Level N (every level): +3 Nonweapon proficiencies.
New Divination spells for Sage0 class:
True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.

[PC2] Wizard Group Classes


Savant1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 3-- --- ---
4 10 31- --- ---
5 25 32- --- ---
6 50 43- --- ---
7 80 431 --- ---
8 115 532 --- ---
9 155 543 --- ---
10 205 543 1-- ---
11 280 553 2-- ---
12 380 654 3-- ---
13 500 654 31- ---
14 700 755 32- ---
15 900 765 43- ---
16 1100 765 431 ---
17 1300 775 532 ---
18 1500 875 543 ---
19 1700 876 543 1--
20 1900 976 553 2--
21 2100 987 654 3--
22 2300 987 654 31-
23 2500 997 755 32-
24 2700 997 765 43-
25 2900 998 765 431
26 3100 998 775 532
27 3300 999 876 543
28 3500 999 877 553
29 3700 999 987 654
30 3900 999 988 664
31 4100 999 998 765
32 4300 999 999 765
33 4500 999 999 876
34 4700 999 999 887
35 4900 999 999 998
36 5100 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 16, Int 15, Wis 14
Alignment: any
HD/level: &0
Weapon Prof.: 0+level/9
To Hit Table: Wiz
Save Table: Wiz
Reference: Dragon
Groups: Wizard
 
Level 1: Read Languages (25+5*level)%.
Level 1: Legend Lore (15+5*level)%.
Level 1: Immune to detrimental effects from reading magical/psionic tomes.
Level 1: Read/Write/Speak 1 language, plus 1 more every 4 levels.
Level 1: One knowledge non-weapon proficiency per level for free. Can instead (for each slot) add 20% to Read Languages or 10% to Legend Lore.
Level 1: +(level/2, round up) on all knowledge-based proficiency checks.
Level 1: Considered specialized in the school of Divination. You may select an additional school to be specialized; in this case, you must also select an opposite school.
Level 9: Object Reading 1/d.
Level 10: Truename 1/w.
Level 12: Contact Other Plane 1/d.

[PC2] Wizard Group Classes


Scarlet Necromancer

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.7 20- --- ---
3 5.4 21- --- ---
4 10.8 320 --- ---
5 21.6 421 --- ---
6 43.2 422 0-- ---
7 86.4 432 1-- ---
8 172.8 433 20- ---
9 345.6 433 210 ---
10 885.6 443 221 ---
11 1425.6 444 321 0--
12 1965.6 444 421 10-
13 2505.6 555 432 110
14 3045.6 555 442 111
15 3585.6 555 552 111
16 4125.6 555 553 211
17 4665.6 555 554 321
18 5205.6 555 554 321
19 5745.6 555 554 322
20 6285.6 555 554 333
21 6825.6 555 554 444
22 7365.6 555 555 555
23 7905.6 666 666 666
24 8445.6 776 666 666
25 8985.6 777 766 666
26 9525.6 777 776 666
27 10065.6 777 777 666
28 10605.6 777 777 776
29 11145.6 777 777 777
30 11685.6 887 777 777
31 12225.6 888 777 777
32 12765.6 888 877 777
33 13305.6 888 887 777
34 13845.6 888 888 777
35 14385.6 888 888 877
36 14925.6 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Dex 10, Int 15, Wis 13
Alignment: LE (overwrite)
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Wizard
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Specialized in Necromancy; pick an opposite.
Has Barbarian Int bonus. Gets (Barbarian) Int bonus to spell progression.
Gets (Normal) Wis bonus to this class's Caster Level (CL). This cannot be improved to Exceptional or Barbarian (or higher).
May have 1.5*LVL (round up) "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: iNaNR 10*LVL%.
Level N (every level): Pick one Necromancy spell. That spell requires only ½ the number of Mental actions to cast.
Level 5: Detect Undead continuous. Detect Life continuous.
Level 8: Detect Unlive continuous.
New spells:
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC2] Wizard Group Classes


Scribe1

Level KXP
Spells
1 0 (special)
2 2.25 (special)
3 4.5 (special)
4 9 (special)
5 18 (special)
6 35 (special)
7 60 (special)
8 95 (special)
9 145 (special)
10 220 (special)
11 400 (special)
12 600 (special)
13 800 (special)
14 1000 (special)
15 1200 (special)
16 1400 (special)
17 1600 (special)
18 1800 (special)
19 2000 (special)
20 2200 (special)
21 2400 (special)
22 2600 (special)
23 2800 (special)
24 3000 (special)
25 3200 (special)
26 3400 (special)
27 3600 (special)
28 3800 (special)
29 4000 (special)
30 4200 (special)
31 4400 (special)
32 4600 (special)
33 4800 (special)
34 5000 (special)
35 5200 (special)
36 5400 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
Wiz  4  2  3  1  1  1  1  0
+0  5  2  4  2  1  1  1  0
+0  5  3  4  3  2  2  2  1
+0  6  4  5  4  3  2  2  1
+0  7  5  6  5  4  3  2  1
+0  8  5  7  6  4  3  3  2
+0  8  6  7  7  5  4  3  2
+1  9  7  8  8  6  4  4  2
+1 10  8  9  9  7  5  4  3
+1 11  8 10 10  7  5  4  3
+1 11  9 10 11  8  6  5  3
+1 12 10 11 12  9  6  5  4
+1 13 11 12 13 10  7  6  4
+2 14 11 13 14 10  7  6  4
+2 14 12 13 14 11  8  6  5
+2 14 12 14 14 11  8  7  5
+2 14 13 14 14 12  9  7  5
+2 15 13 14 14 12  9  8  6
Requisites: Dex 15, Int 16, Wis 10
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/9
To Hit Table: ½xWiz
Save Table: War
Reference: BoD4
Groups: Wizard
 
Spell Memorization = level*2+Int-35 spells;
if this result is negative, you cannot memorize spells yet.
Spells allowed to Scribes: Comprehend Languages, Erase, Explosive Runes, Glyph of Warding, Illusionary Script, Legend Lore, Read Magic, Symbol. The DM may add additional spells. There are no "spell levels", all spells allowed are treated the same to you (each costs 1 spell to cast).
Level 1: 1M, 1V: Write (as spell)
Level 1: 1M, 1F: Copy (as spell)
Level 1: +Intelligence score in Language proficiencies.
Level 1: Can accurately depit someone (or something's) image as a drawn illustration.
Level 1: Weight Sense and Volume Sense.
Level 1: Detect Magical Writings.
Level 2: Can read scrolls without "blowing your head off". You are not immune to it's effect, so if it's a Cursed Scroll, you're still cursed.
Level 3: 1M: Identify Scroll.
Level 4: Can read books without "blowing your head off". You are not immune to what the book does to you, however.
Level 5: 2M, 2F: Copy (as spell) something non-magical you saw within the last hour, from memory.
Level 6: 1M: Identify Book.
Level 8: Immune to negative effects from Scrolls or Books.

[PC2] Wizard Group Classes


Scribe2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.2 2-- --- ---
3 2.4 3-- --- ---
4 4.8 31- --- ---
5 9.5 32- --- ---
6 19 43- --- ---
7 38 431 --- ---
8 76 532 --- ---
9 150 543 --- ---
10 300 543 1-- ---
11 450 553 2-- ---
12 600 654 3-- ---
13 750 654 31- ---
14 900 755 32- ---
15 1050 765 43- ---
16 1200 765 431 ---
17 1350 775 532 ---
18 1500 875 543 ---
19 1650 876 543 1--
20 1800 976 553 2--
21 1950 987 654 3--
22 2100 987 654 31-
23 2250 997 755 32-
24 2400 997 765 43-
25 2550 998 765 431
26 2700 998 775 532
27 2850 999 876 543
28 3000 999 877 553
29 3150 999 987 654
30 3300 999 988 664
31 3450 999 998 765
32 3600 999 999 765
33 3750 999 999 876
34 3900 999 999 887
35 4050 999 999 998
36 4200 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 15
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: S&S2
Groups: Wizard
 
(spell progression may change later)
Level 1: +LVL language proficiencies
Level 1: 1F: Copy document (1 page per F action)
Level 1: 1M: Proofread document (1 page per M action)
Level 1: 2F: Translate document to a blank sheet (1 page per 2F actions) (both must be languages you know)
Level 1: 0, 1/s: Take dictation (1 page per 0 action)
Level 1: 1M: Write (as per spell)
Level 2: 1F: Forge document (1 page per F action)
Level 3: 1M: Identify forged document (1 page per F action) = 100% + (LVL)*5% - (forger's LVL)*5%
Level 4: 1M, 1/t: Illuminate document (it glows and can be read at night)
Level 5: 1 reset: Duplicate LVL in SLs of scrolls
Level 9: 2M: Read document of any language (1 page per 2M actions). This does not give you the read language proficiency.

[PC2] Wizard Group Classes


Seer2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 1-- --- ---
3 5 2-- --- ---
4 10 2-- --- ---
5 20 21- --- ---
6 40 31- --- ---
7 60 32- --- ---
8 80 321 --- ---
9 125 431 --- ---
10 200 432 1-- ---
11 350 433 2-- ---
12 650 433 21- ---
13 950 443 22- ---
14 1250 444 33- ---
15 1550 444 431 ---
16 1850 554 442 ---
17 2150 555 442 1--
18 2450 555 543 2--
19 2750 555 554 21-
20 3050 555 555 32-
21 3350 555 555 321
22 3650 555 555 322
23 3950 555 555 332
24 4250 555 555 333
25 4550 555 555 433
26 4850 555 555 443
27 5150 555 555 444
28 5450 555 555 544
29 5750 555 555 554
30 6050 555 555 555
31 6350 665 555 555
32 6650 666 655 555
33 6950 666 666 555
34 7250 666 666 665
35 7550 766 666 666
36 7850 777 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 15, Wis 15, Chr 13
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: S&S2
Groups: Wizard
 
Level 1: Specialized (2nd edition version) in Divination; pick an opposite.
Level 1: Can cast Priest Divination sphere spells as if they were Wizard Divination school spells.
Level 3: 1M: Message
Level 5: Can cast Psi2 Clairsentient powers as if they were spells (Minor = SL2, Major = SL5, Grand = SL8, Super = SL11). You do not get the Divination specialization bonus for this. These powers do not cost PSPs, they require no roll, and cannot power-score.
Level 6: 1M: Sending
Level 9: 1M: Demand
Level 18: 1M, 1/t: Avoid an Avoid Fate (only if the results of the Avoid Fate would harm you)

[PC2] Wizard Group Classes


Shadow Elf0

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

[PC2] Wizard Group Classes


Shastack

Level KXP Wizard (Ill +2)
123 456 789 A
TH
1 0 1-- --- - +0
2 3 20- --- - +0
3 6 21- --- - +1
4 12 32a --- - +1
5 24 421 --- - +2
6 48 431 f-- - +2
7 90 432 b-- - +3
8 135 432 1-- - +3
9 200 533 2c- - +4
10 300 543 21- - +4
11 500 543 32d - +5
12 800 554 321 - +5
13 1100 554 322 e +6
14 1400 554 322 1 +6
15 1700 554 422 2 +7
16 2000 555 432 2 +7
17 2300 555 532 2 +8
18 2600 555 533 2 +8
19 2900 555 543 2 +9
20 3200 555 543 3 +9
21 3500 555 554 3 +10
22 3800 555 555 4 +10
23 4100 555 555 5 +11
24 4400 666 655 5 +11
25 4700 666 666 6 +12
26 5000 777 766 6 +12
27 5300 777 777 7 +13
28 5600 888 877 7 +13
29 5900 888 888 8 +14
30 6200 999 988 8 +14
31 6500 999 999 9 +15
32 6800 AAA A99 9 +15
33 7100 AAA AAA A +16
34 7400 BBB BAA A +16
35 7700 BBB BBB B +17
36 8000 CCC CCC C1 +17
37 16000 CCC CCC C2 +18
38 24000 CCC CCC C3 +18
39 32000 CCC CCC C4 +19
45 80000 CCC CCC CA +22
54 152000 DDD DDD CC1 +26
63 224000 DDD DDD CCA +31
72 296000 EEE DDD DDD 1 +35
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-4 +7 -2 +6 -3 +5 +4 +4 +0 -1 ÷1
 
Requisites: Dex 25, Int 24, Chr 19,
  Race Slots 1, Class Slots 2
Alignment: T any (or) C any
HD/level: 2d2
Weapon Prof.: -1+level*2
To Hit Table: 1½xWiz
Save Table: Wiz+1
Reference: DM
Groups: Wizard, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Specialized in Illusion, no opposite.
Double School Robed in Illusion: Illusion spells are 2 SL lower for you. This never causes Twilighting.
Illusion spells cost ½M to cast.
Free Material Componenting for Illusion spells. You may Double Material Component (x3 effect) for ½V action. You may Triple Material Component (x4 effect) for another ½V action.
Gets Dex bonus to spell progression. Gets Int bonus to CL with spells from this class (max limit = +LVL).
This class treats all spells listed for Illusionist1 in Unearthed Arcana (1st Edition) as Illusion spells.
Level 1: +LVL to number of maintained effects.
Level 1: You continuously disbelive all Illusions, and automatically power score your check.
Level 1 ¶: +1 "illusionary" summon slot for illusionary monsters only.
Level 9: With a 7th level spell, you can create an illusion of a monster so real that persons fighting it actually gain XP from the "monster" if it is killed. Of course the illusion is capable of damaging it's enemy, as if it was a real version of the monster (any attempt to defeat this causes you to gain no XP from the encounter).
Level 18: With a 9th level spell, you can create illusionary potions which actually affect the persons drinking them. There is a 1% (non-adjustable) chance the drinker will somehow not be affected by the potion. In this case, the person will no longer be able to believe this power (or the Level 9 one, either). The person cannot control this in any way. The only way to avoid this result is with the Avoid Fate power.
Level 27: Any illusionary effect you create is in fact real. There is no way to distinguish the created item from a "real" one, except by using X14 or X21. Note that duplicating unique persons or items can be disastrous (due to Clone Insanity and Truename issues).

[PC2] Wizard Group Classes


Shastack (Delusionist1 Spells)

SL # Spell Effect
3 1 Chromatic Blast Chromatic Orb for a group, don't need to roll to hit
2 Displacement I Displaced (AC +2, first attack misses)
3 Illusion Summoning III Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
4 Mirror Image III 6 Mirror Images, can't be dispelled/disbelieved
5 Phantom Shield AC +CL*2; saves +CL; MDeflection CL*10%
6 True Darkness Total Darkness, Infravision / See in Darkness / Truesight doesn't work
4 1 Blur Zone Nothing can be targetting in the room (x1 Special)
2 Hold Illusion Next Illusion spell you cast requires no maintained, doesn't drop if you drop
3 Illusion Summoning IV Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
4 Mirror Image IV 8 Mirror Images, can't be dispelled/disbelieved
5 Rope Trap Target is ejected to Astral and Heavily Stunned (PP save)
6 X-ray Vision X-ray Vision
5 1 False Skin CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
2 Illusion Summoning V Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
3 Mirror Image V 10 Mirror Images, can't be dispelled/disbelieved
4 N-ray Vision N-ray Vision (pick an element it's blocked by)
5 Shadow Magic Wishoid for a SL 0-5 Wizard spell, has only 50% effect
6 Steal Illusion Gain control of an Illusion effect (no save, ER to resist)
6 1 Displacement II Double Displaced (AC +4, first-second attacks miss)
2 Dust of Disappearance Dust of Disappearance (AC +8)
3 Fire Maze Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
4 Illusion Summoning VI Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
5 Rope Special Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
6 Tempus Vere Fugit Like Tempus Fugit but x10 speed
7 1 Delusion Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
2 Demi-Shadow Door Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
3 Demi-Shadow Magic Wishoid for a SL 0-7 Wizard spell, has only 50% effect
4 Disjoin Exhaustion Cure all damage taken; Get +1P and +1V action this round
5 Illusion Summoning VII Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
6 Nightmare Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
8 1 Continuous Illusion Next Illusion spell you cast is Continuous
2 First Level Priest Spells 0, 1/r: Cast a 1st level Priest spell
3 Illusion Summoning VIII Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
4 Mass Mirage Arcana As Mirage Arcana but covers CL sq. miles
5 Planar Displacement Planar Displacement
6 Prismatic Beam Like Prismatic Spray but they take all 7 colors
9 1 Change Reality Wishoid for a SL 0-9 Wizard spell, has only 75% effect
2 Disbelieve Reality Can disbelieve something that's real (Incursion - PP save)
3 Displacement III Triple Displaced (AC +6, first-third attacks miss)
4 Effects Bubble Your effects protect each other (and themselves); ER +CL*10%
5 Illusion Summoning IX Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
6 Second Level Priest Spells 0, 1/r: Cast a 2nd level Priest spell

[PC2] Wizard Group Classes


Shastack (Original Illusionist1 Spells)

# 0th Level Spells
1 Colored Lights
2 Dim
3 Haze
4 Mask
5 Mirage
6 Noise
7 Rainbow
8 Two-D'lusion
# 1st Level Spells
1 Audible Glamer
2 Change Self
3 Chromatic Orb
4 Color Spray
5 Dancing Lights
6 Darkness
7 Detect Illusion
8 Detect Invisibility
9 Gaze Reflection
10 Hypnotism
11 Light
12 Nystul's Magic Aura
13 Phantasmal Force
14 Phantom Armor
15 Read Illusionist Magic
16 Spook
17 Ventriloquism
18 Wall of Fog
# 2nd Level Spells
1 Alter Self
2 Blindness
3 Blur
4 Deafness
5 Detect Magic
6 Fascinate
7 Fog Cloud
8 Fool's Gold
9 Hypnotic Patten
10 Improved Phantasmal Force
11 Invisibility
12 Leomund's Trap
13 Magic Mouth
14 Mirror Image
15 Misdirection
16 Ultravision
17 Ventriloquism
18 Whispering Wind
# 3rd Level Spells
1 Continual Darkness
2 Continual Light
3 Delude
4 Dispel Illusion
5 Fear
6 Hallucinatory Terrain
7 Illusionary Script
8 Invisibility 10' Radius
9 Non-Detection
10 Paralysis
11 Phantom Steed
12 Phantom Wind
13 Rope Trick
14 Spectral Force
15 Suggestion
16 Wraithform
 
 
 
 
# 4th Level Spells
1 Confusion
2 Dispel Exhaustion
3 Dispel Magic
4 Emotion
5 Fire Charm
6 Improved Invisibility
7 Massmorph
8 Minor Creation
9 Phantasmal Killer
10 Rainbow Pattern
11 Shadow Monsters
12 Solid Fog
13 Vacancy
# 5th Level Spells
1 Advanced Illusion
2 Chaos
3 Demi-Shadow Monsters
4 Dream
5 Magic Mirror
6 Major Creation
7 Maze
8 Projected Image
9 Shadow Door
10 Shadow Magic
11 Summon Shadow
12 Tempus Fugit
# 6th Level Spells
1 Conjure Animals
2 Death Fog
3 Demi-Shadow Magic
4 Mass Suggestion
5 Mass Invisibility
6 Mirage Arcane
7 Mislead
8 Permanent Illusion
9 Phantasmagoria
10 Project Image
11 Programmed Illusion
12 Shades
13 True Sight
14 Veil
# 7th Level Spells
1 Alter Reality
2 Astral Spell
3 First-Level Magic-User Spells
4 Mind Blank
5 Prismatic Spray
6 Prismatic Wall
7 Shadow Walk
8 Simulacrum
9 Vision
10 Weird

[PC2] Wizard Group Classes


Sorcerer3

Level KXP Wizard
123 456 789
1 0 2-- --- ---
2 10 2-- --- ---
3 30 3-- --- ---
4 60 31- --- ---
5 100 42- --- ---
6 150 421 --- ---
7 210 532 --- ---
8 280 532 1-- ---
9 360 543 2-- ---
10 450 543 21- ---
11 550 554 32- ---
12 660 554 321 ---
13 780 554 432 ---
14 910 554 432 1--
15 1050 554 443 2--
16 1200 554 443 21-
17 1360 554 443 32-
18 1530 554 443 321
19 1710 554 443 332
20 1900 554 443 333
21 2100 554 444 333
22 2310 554 444 433
23 2530 554 444 443
24 2760 554 444 444
25 3000 555 444 444
26 3250 555 544 444
27 3510 555 554 444
28 3780 555 555 444
29 4060 555 555 544
30 4350 555 555 554
31 4650 555 555 555
32 4960 655 555 555
33 5280 665 555 555
34 5610 666 555 555
35 5950 666 655 555
36 6300 666 665 555
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites: Dex 0, Con 0, Chr 0 (10)
Alignment: any
HD/level: d4
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Wiz
Reference: PH3-48
Groups: Wizard
 
Level 1: Charisma bonus in spells.

[PC2] Wizard Group Classes


Spellbinder

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 12, Int 9, Wis 6, Chr 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
A spellbinder is a double (Collective) specialist in Illusion and Enchantment. Spells from either school cost ½ of a spell.
You must select 2 opposite schools (must be major schools).

[PC2] Wizard Group Classes


Spellshaper5

Level KXP Wizard
123 456 789
1 0 2-- --- ---
2 3 3-- --- ---
3 6 31- --- ---
4 12 32- --- ---
5 24 321 --- ---
6 48 422 --- ---
7 96 422 1-- ---
8 192 432 2-- ---
9 384 432 21- ---
10 576 533 22- ---
11 750 533 221 ---
12 1000 543 322 ---
13 1250 543 322 1--
14 1500 544 332 2--
15 1750 544 332 21-
16 2000 554 433 22-
17 2250 554 433 221
18 2500 555 443 322
19 2750 555 443 322
20 3000 555 544 332
21 3250 555 544 333
22 3500 555 554 433
23 3750 555 554 443
24 4000 555 555 443
25 4250 555 555 544
26 4500 555 555 554
27 4750 555 555 555
28 5000 655 555 555
29 5250 665 555 555
30 5500 666 555 555
31 5750 666 655 555
32 6000 666 665 555
33 6250 666 666 555
34 6500 666 666 655
35 6750 666 666 665
36 7000 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 9, Int 17
Alignment: any
HD/level: 2d2
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Spellshapers may specialize in a school of magic, if they do, pick an opposite major school. This specialization may be of the "+1 spell per SL" or the "spells cost ½ a spell slot" variety.
Spellshaper spells cannot be material componented. Spellshapers can cast normal Wizard spells.
To “Frugal” something means to give it one extra charge. An item can never gain more frugaled charges than it’s total number of charges when found (if you have the ability to recharge the item, the item can never gain more frugaled charges than it’s full charge count).
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A 60F,1/d: Create a potion of <= LVL*100 XP value
B Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
C Your SL=0 spells have double effect
D Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
E Gain a minor familiar (this is in addition to the Find Familiar spell if you have it)
Level 4: Pick two Spellshaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3
Level 5-7: F 120F,1/d: Create a scroll of <= LVL*200 XP value
G +1M action per round, only for Spellshaper spells
H Your SL=0 and SL=1 spells have double effect (if already have 1-3 C, SL=0 is triple)
I Immune to head blown off; 1M: Know contents of scroll/book; 60F,1/d: Frugal a scroll
J Gain an extra minor familiar [this was major in Summer 2004 campaign]
Level 8: Pick two from: Spellshaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3
Level 9-12: K 180F,1/d: Create ring or staff of <= LVL*300 XP value
L Add up your SLs together into one "mana pool"; spell of SL=X is X mana; max SL=(LVL+1)/2
M Your SL=0, SL=1, and SL=2 spells have double effect (each similar instance adds x[+1] )
N Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
O Gain an extra major familiar
Level 13: Pick 2: Spellshaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3
Level 14-18: P 240F,1/d: Create weapon or armor flag of <= LVL*400 XP value
Q +1QM action per round, only for Spellshaper spells
R Your SL=0 through SL=4 spells have double effect (each similar instance adds x[+1] )
S Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
T Gain an extra major familiar [this was grand in Summer 2004 campaign]
Level 18: Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7
Level 20-26: U 300F,1/d: Create any magic item (of a type not listed in A,F,K,P above) of <= LVL*500 XP value
V You may "channel" spells by spending 2 spell slots each on them
W Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
X You may cast anti-magical spells by spending 2 spell slots each, these are resisted used aMR instead of MR
Y Gain an extra grand familiar
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC2] Wizard Group Classes


Status Effect Mage

Level KXP Status Effects
123 456 789 AB
1 0 2½- --- --- --
2 2.5 31½ --- --- --
3 5 421 --- --- --
4 10 532 ½-- --- --
5 20 643 1½- --- --
6 40 754 21- --- --
7 60 865 32½ --- --
8 90 976 43½ --- --
9 135 A87 541 ½-- --
10 250 A98 652 1-- --
11 375 AA9 763 2½- --
12 750 AAA 874 3½- --
13 1125 AAA 985 4½- --
14 1500 AAA A96 51½ --
15 1875 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2625 AAA AA9 843 --
18 3000 AAA AAA 954 ½-
19 3375 AAA AAA A65 ½-
20 3750 AAA AAA A76 1-
21 4125 AAA AAA A87 1-
22 4500 AAA AAA A98 2-
23 4875 AAA AAA AA9 2-
24 5250 AAA AAA AAA 3-
25 5625 BBB BBB BBB 3-
26 6000 BBB BBB BBB 4-
27 6375 CCC CCC CCC 4½
28 6750 CCC CCC CCC 5½
29 7125 DDD DDD DDD 5½
30 7500 DDD DDD DDD 51
31 7875 DDD DDD DDD 61
32 8250 EEE EEE EEE 61
33 8625 EEE EEE EEE 71
34 9000 FFF FFF FFF 71
35 9375 FFF FFF FFF 81
36 9750 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Int 18, Wis 12
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/8
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Specialized in Status Effects (aka "[C] section effects") school. Opposite to everything else except Aburation and Invocation (which it's Normal to).
On the following page is the Status Effects sorted by SL.
Currently, all Status Effects school spells are crosslisted with either Invocation or Abjuration. All of these spells are considered "Minor School" spells, however, so other wizards must spend 2 spells each to cast one of these spells.
Status Effects + Invocation spells:
[Status Name] Bolt (Invocation, SL=SEL): Do this Status Effect to one target (Spell save: 0)
[Status Name] Ball (Invocation, SL=SEL+1): Do this Status Effect to one group (Spell save: 0)
[Status Name] Beam (Invocation, SL=SEL+2): Do this Status Effect to one target (no save)
[Status Name] Blast (Invocation, SL=SEL+3): Do this Status Effect to one group (no save)
DM Example: So with a 5th level slot, you can do an SEL=5 Bolt, an SEL=4 Ball, an SEL=3 Beam, or an SEL=2 Blast.
Each individual Status Effect and area type is a different spell (so Blind Bolt is a different spell than Deafness Bolt and Blind Beam).
Material Componenting a Bolt or Beam gives 2 targets, not a group.
Status Effects + Abjuration spells:
Immune [Status Name] (Abjuration, SL=SEL): You are immune to this status. Double Resist is SEL-1 and Resist is SEL-2. So Double Resist Charm (SEL=3) is a 2nd level spell (SL=SEL-1=3-1).
Remove [Status Name] (Abjuration, SL=SEL): You can remove this status. Double Resist is SEL-1 and Resist is SEL-2. So Double Resist Charm (SEL=3) is a 2nd level spell (SL=SEL-1=3-1).
[Status Name] Shield (Abjuration, SL=SEL): Whenever someone hits you with a melee attack, they suffer that Status Effect unless they make a save vs. Spell.

[PC2] Wizard Group Classes


Status Effects

SEL=1
1 Berserk
2 Dazed/Disoriented
3 Deaf
4 Diseased
5 Drunk
6 Enraged
7 Fumble
8 Immovable/Stopped
9 Insane
10 Lycanthropy
11 Nauseated
12 Pain
13 Prone
14 Reduced/Diminished (reverse Enlarge)
15 Silenced/Mute
SEL=2
1 Blind
2 Cannot Move
3 Cursed
4 Dispel (effect)
5 Drowning
6 Enfeeblement
7 Falling (takes CL*10' falling dmg)
8 Fascinated
9 Fear
10 Hypnotized
11 Panic
12 Plagued
13 Taunted
SEL=3
1 Charm
2 Confused
3 Exhausted/Fatigued
4 Gravity (Zero/High) (CL*20' falling dmg)
5 Held
6 Morale (failed Morale)
7 Paralyzed
8 Slowed
9 Stunned
10 Summoning Sickness
11 Vulnerable Radiation
12 Wounded (as in the weapon effect)
SEL=4
1 Disjunct (effect)
2 DNA Scrambled
3 Dominated (Physically)
4 Drained MF
5 Drained PF
6 Extract
7 Feebleminded
8 Immune (can't drop) Psionic Link
9 Pissed
10 Sleep
11 Vulnerable Magic
SEL=5
1 *Cursed*
2 Burned Out
3 Disintegrated
4 Dominated (Mentally)
5 Harmed (reverse Heal)
6 Head Blown Off
7 Immune (can't drop) Hastes
8 Magic Jar/Possessed
9 Slain/Killed/Dead
10 Twilight
11 Unaware
12 Unconscious
13 Vulnerable Psionics
SEL=6
1 Alley Effect (summon DL=CL/2 Alley vs. you)
2 Capital S Stun
3 Causeall
4 Coma
5 Ego-Dominated
6 Enslaved
7 Immune (can't drop) Healing
8 Petrified
9 Spent
10 Vulnerable Innates
SEL=7
1 **Cursed** (Ancient Foul Cursed)
2 Anti-stats (CLd6 stat dmg)
3 Capital B Blasted
4 Capital S Slain
5 Clone-Insane
6 Crapped
7 Down a Hole
8 Flattened
9 Time Stop/Temporal Stasis
10 Vulnerable Weapons
SEL=8
1 Annihilated
2 As You Are
3 Capital M Mauled
4 Destructed (reverse Resurrected)
5 Imprisoned
6 Set
7 Temporally Incursed / Rewritten Out of Time
8 Trap the Soul
9 Truename Dominated
SEL=9
1 Capital F Folded
2 Erased Forwards and Backwards in Time
3 Loop Incursed
4 Lower Multiplier
5 Pawned
6 Pixelated
7 Truename Erased

[PC2] Wizard Group Classes


Summoner Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.5 2-- --- ---
3 7 21- --- ---
4 14 32- --- ---
5 28 421 --- ---
6 56 422 --- ---
7 84 432 1-- ---
8 126 433 2-- ---
9 189 433 21- ---
10 350 443 22- ---
11 525 444 33- ---
12 1050 444 441 ---
13 1575 555 442 ---
14 2100 555 442 1--
15 2625 555 552 1--
16 3150 555 553 21-
17 3675 555 553 32-
18 4200 555 553 321
19 4725 555 553 331
20 5250 555 554 332
21 5775 555 554 442
22 6300 555 555 443
23 6825 555 555 553
24 7350 555 555 554
25 7875 555 555 555
26 8400 666 655 555
27 8925 666 666 655
28 9450 666 666 666
29 9975 777 766 666
30 10500 777 777 766
31 11025 777 777 777
32 11550 888 877 777
33 12075 888 888 877
34 12600 888 888 888
35 13125 999 988 888
36 13650 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+4  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
Requisites: Con 12, Int 12, Chr 15
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Mon
Reference: DM
Groups: Wizard
 
Spell progression as per Mage2.
Level 1: May control 2 summons (same type).
Level 1: May material component summoning spells for 2 creatures of the same type.
Level 1: Specialized in conjuration with no opposite school.
Level 1: School robed in conjuration (each conjuration/summoning spell is 1 SL lower for you)
Level 1: 0, LVL/d: Your summons are not summoning sick.
Level 3: Your summons can't turn against you even if they become uncontrolled.
Level 5: May control 2 summons (different types).
Level 5: (Single) material componenting for summoning spells is free.
Level 9: May control 3 summons (same type).
Level 9: May double material component summoning spells (costing a total of 1M+1V) for 3 creatures of the same type.
Level 9: Can hold summons across resets between sessions.
Level 10: Your summons can do "1S: Lend an S to you.".
Level 12: If a monster randomly rolls to attack you, you can have your summons be attacked instead.
Level 13: May control 4 summons (same type).
Level 13: May triple material component summoning spells (costing a total of 1M+2V) for 4 creatures of the same type.
Level 13: 1M: Steal someone else's summon. The other spellcaster (not the summon) makes a Will save to resist this.
Level 16: Your summons do not immediately disappear when slain / dropped below -10 hp. You have 1 turn to heal or repair the summon if you want to keep him. You can ignore this power and have him disappear anyway if desired.
Level 17: May control 2 groups of 2 summons (each group is the same type, but the groups don't have to be the same)
Level 18: Each of your summons may have 1 summon of their own.
Level 18: Your summons gain XP during the adventure and may "level up" in combat (if using "XP on the fly")
Level 21: May control 5 summons (same type).
Level 21: May quadruple material component summoning spells (costing a total of 1M+3V) for 5 creatures of the same type. You can save up the V actions, or use 1M+1V+1P+1QV in one segment.
Level 27: Your summons cannot be unsummoned by unsummon effects.

[PC2] Wizard Group Classes


Technologist

Level KXP Wizard/Psi8
123 456 789
1 0 ½½½ --- ---
2 8 1½½ --- ---
3 12 1½½ ½-- ---
4 18 2½½ ½-- ---
5 27 21½ ½-- ---
6 41 21½ ½½- ---
7 61 211 ½½- ---
8 92 221 ½½- ---
9 137 221 1½½ ---
10 206 222 1½½ ---
11 308 222 11½ ---
12 462 222 11½ ½--
13 692 222 111 ½--
14 1038 322 211 ½--
15 1557 322 211 1½-
16 2336 332 221 1½-
17 3000 332 221 11-
18 4000 332 221 11½
19 5000 333 222 111
20 6000 433 322 211
21 7000 443 332 221
22 8000 444 333 222
23 9000 544 433 322
24 10000 554 443 332
25 11000 555 444 333
26 12000 655 544 433
27 13000 665 554 443
28 14000 666 555 444
29 15000 766 655 544
30 16000 776 665 554
31 17000 777 666 555
32 18000 877 766 655
33 19000 887 776 665
34 20000 888 777 666
35 21000 988 877 766
36 22000 998 887 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 10, Int 10
Alignment: any
HD/level: d6
Weapon Prof.: 7+level
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Technology
 
Specialized in Technology school; pick an opposite.
There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
Note that creating a temporary machine which creates a real machine is perfectly legal.
Level 1: +1 technological proficiency per level, see Psi8.
Level 1: May use Psi8 minors as if they were 2nd level spells.
Level 6: May use Psi8 majors as if they were 5th level spells.
Level 15: May use Psi8 grands as if they were 8th level spells.
Level 54: May use Psi8 supers as if they were 11th level spells.

[PC2] Wizard Group Classes


Tougher (Random Wizard #231172)

Level KXP Wizard
123 456 789
1 2 ½-- --- ---
2 20 ½½- --- ---
3 40 ½½½ --- ---
4 62 ½½½ ½-- ---
5 89 ½½½ ½½- ---
6 126 ½½½ ½½½ ---
7 178 ½½½ ½½½ ½--
8 261 ½½½ ½½½ ½½-
9 395 ½½½ ½½½ ½½½
10 610 1½½ ½½½ ½½½
11 872 11½ ½½½ ½½½
12 1189 111 ½½½ ½½½
13 1596 111 1½½ ½½½
14 1843 111 11½ ½½½
15 2105 111 111 ½½½
16 2409 111 111 1½½
17 2671 111 111 11½
18 2975 111 111 111
19 3280 221 111 111
20 3585 222 211 111
21 3890 222 222 111
22 4196 222 222 221
23 4502 222 222 222
24 4808 333 222 222
25 5114 333 333 222
26 5421 333 333 333
27 5812 444 433 333
28 6203 444 444 443
29 6524 444 444 444
30 6986 555 554 444
31 7378 555 555 555
32 7770 666 666 555
33 8163 666 666 666
34 8556 777 777 766
35 8949 777 777 777
36 9509 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+2  4  8  5  4  7  0  1  2
+3  4  8  6  4  7  1  2  2
+3  5  9  6  4  8  1  2  3
+4  5  9  7  5  8  2  3  3
+5  5 10  7  5  9  2  3  4
+6  6 10  7  6  9  2  3  4
+7  6 10  8  6  9  3  4  5
+8  6 11  8  6 10  3  4  5
+8  7 11  9  7 10  4  5  6
+9  7 12  9  7 11  4  5  6
+10  7 12  9  8 11  4  5  7
+11  7 13 10  8 11  5  6  7
+11  8 13 10  8 12  5  6  8
+12  8 13 11  9 12  6  7  8
+13  8 14 11  9 13  6  7  9
+14  9 14 11 10 13  6  7  9
Requisites: Dex 15, Int 9
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/6
To Hit Table: 2½xWiz
Save Table: Wiz
Reference: DM Random, Jason 12/08/07
Groups: Wizard, Random
 
Turn Undead as a Priest of 3 levels lower.
Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
Level 1: Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}
Level 2: 1bF: Counter a counterspell effect.
Level 4: Can map any area he's scrying into (via Crystal Ball or whatever).
Level 4: Lore of true stamina: +1 Fort saves
Level 4: Speak with anyone with Int > 10 at will.
Level 4: Speak with anyone with Int > 10 at will.
Level 6: 1M: Identify Book.
Level 10: You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Level 11: Immune to all Energy/Stat drains.
Level 13: Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
Level 14: +1QM action per round, only for Spellshaper spells
Level 14: Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
Level 20: Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
Level 22: 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).

Gets 10 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
4 Any Rogue 3 ability - - - -

[PC2] Wizard Group Classes


Translator1JG

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 1.2 2-- --- -
3 2.4 21- --- -
4 4.8 32- --- -
5 9.6 421 --- -
6 19.2 431 --- -
7 38.4 432 --- -
8 76.8 432 1-- -
9 153.6 533 2-- -
10 393.6 543 21- -
11 633.6 543 32- -
12 873.6 554 321 -
13 1113.6 554 322 -
14 1353.6 554 322 1
15 1593.6 554 422 2
16 1833.6 555 432 2
17 2073.6 555 532 2
18 2313.6 555 533 2
19 2553.6 555 543 2
20 2793.6 555 543 3
21 3033.6 555 554 3
22 3273.6 555 555 4
23 3513.6 555 555 5
24 3753.6 666 655 5
25 3993.6 666 666 6
26 4233.6 777 766 6
27 4473.6 777 777 7
28 4713.6 888 877 7
29 4953.6 888 888 8
30 5193.6 999 988 8
31 5433.6 999 999 9
32 5673.6 AAA A99 9
33 5913.6 AAA AAA A
34 6153.6 BBB BAA A
35 6393.6 BBB BBB B
36 6633.6 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 13, Chr 16
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
May specialize in Divination and/or Enchantment, if this is done, pick 1 opposite per specialty.
Level 1: +3 language slots per level (DM note: Note you need 2 slots to completely cover a language, one is "speak", the other is "read/write".)
Level 1: +1 beast language per level. This allows speaking with animals such as birds, rabbits, etc.
Level 1: 1M, 1/t: Charm Person.
Level 6: 1M, 1/t: Charm Monster.
Level 9: Detect Lie continuous.
Level 9: 1M, 1/d: Undetectable Lie for 1 turn.
Level 11: 1M, 1/t: Mass Charm.

[PC2] Wizard Group Classes


Transmuter2 / Alterationist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 15, Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH2-31
Groups: Wizard
 
See "Specialist Wizards"

[PC2] Wizard Group Classes


Virologist / Virus Mage


Level

KXP
Wizard
123 456 789 ABC

TH
1 0 1-- --- --- -1
2 1 2-- --- --- +0
3 3 21- --- --- +0
4 6 32- --- --- +0
5 10 421 --- --- +0
6 20 422 --- --- +0
7 30 432 1-- --- +0
8 50 433 2-- --- +1
9 100 433 21- --- +1
10 150 443 22- --- +1
11 200 444 33- --- +1
12 400 444 441 --- +1
13 600 555 442 --- +1
14 800 555 442 1-- +2
15 1000 555 552 1-- +2
16 1200 555 553 21- +2
17 1400 555 553 32- +2
18 1600 555 553 321 +2
19 1800 555 553 331 +2
20 2000 555 554 332 +3
21 2200 555 554 442 +3
22 2400 555 555 443 +3
23 2600 555 555 553 +3
24 2800 555 555 554 +3
25 3000 555 555 555 +3
26 3200 666 655 555 +4
27 3400 666 666 655 +4
28 3600 666 666 666 +4
29 3800 777 766 666 +4
30 4000 777 777 766 +4
31 4200 777 777 777 +4
32 4400 888 877 777 +5
33 4600 888 888 877 +5
34 4800 888 888 888 +5
35 5000 999 988 888 +5
36 5200 999 999 999 1 +5
37 10400 999 999 999 2 +5
38 15600 999 999 999 3 +6
39 20800 999 999 999 4 +6
45 52000 A99 999 999 9 +7
54 98800 AAA AAA AAA 91 +8
63 145600 AAA AAA AAA A9 +10
72 192400 BBB BBB BAA AA1 +11
Requisites: Con 11, Int 15, Wis 15
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/4
To Hit Table: ½xWiz
Reference: DM
Groups: Wizard
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+4
Reflex: level+0
Will: level+5
   
Specialized in Virus Magic.
Gets Wis bonus to spell progression.
Level 1: Immune to Diseases, Viruses, Lycanthropy.
Level 2: Immune to becoming Undead or Unlive.
Level 3: Identify Object's chemical makeup by sight.
Level 4: Periodic Table elements are considered Semi for you.
Level 6: Periodic Table elements are considered Quasi for you.
Level 10: Periodic Table elements are considered Para for you.
Level 18: Periodic Table elements are considered normal for you.
A list of diseases follows on the next page. These are not described in game terms, but will be as they are used. Each disease uses a spell slot (so a Cause Disease 1 that does "Andromeda Strain" is a different spell slot than a Cause Disease 1 that does "Berserker Plague").
Virus School Spells:
Detect [Disease] (SL=0): Detects diseases of one particular type
Detect Disease (SL=1): Detects diseases of any type
Cause [Disease] 1 (SL=1): Cure/cause disease in one target (PPD save), material componenting does two targets (or the same target twice, but not a group)
Virus Summoning N (SL=N): Summons a DL=N Virus
Cause [Disease] 2 (SL=2): Cure/cause disease in one target (PPD save), material componenting does a group
Cure Disease (SL=3)
Contagion (SL=3)
Cause [Disease] N (SL=N, starting at SL=3): Cure/cause disease in N-2 groups (PPD save), material componenting does N-1 groups (can hit same group multiple times)
Virus [Disease] N (SL=N, starting at SL=3): As per Cure or Inflict Disease N-2; for each infected person, check CL% per segment, if made, travels to another person in the room
Inflict [Disease] 4 (SL=4): Cure/cause disease in one target (no save, aNR to resist), material componenting does two targets (or the same target twice, but not a group)
Inflict [Disease] 5 (SL=5): Cure/cause disease in one target (no save, aNR to resist), material componenting does a group
Cause [Lycanthropy] 5 (SL=5): Cure/cause lycanthropy in one target (PPD save, even when curing), material componenting does two targets, each type of Lycanthropy is a spell slot
Mummy Rot (SL=5): Your touch is Mummy Rot branded
Cause [Undead status] 6 (SL=6): Cure/cause undead status in one target (PPD save, even when curing), material componenting does two targets, each type of Undead is a spell slot
Heal (SL=6)
Inflict [Disease] N (SL=N, starting at SL=6): Cure/cause disease in N-5 groups (no save, aNR to resist), material componenting does N-4 groups (can hit same group multiple times)
Cureall (SL=7)
Cause [Unlive status] 8 (SL=8): Cure/cause unlive status in one target (PPD save, even when curing), material componenting does two targets, each type of Unlive is a spell slot
Virus Charm (SL=9)
Magical Plague (SL=10): [x2 Terrain Feature] Does a random SL 0-9 Virus spell /segment

[PC2] Wizard Group Classes


Viruses

Virus Source Description
Ancient virus Resident Evil series A rare viral strain found in queen ant genes. It was discovered by Alexia Ashford, while she was studying ants. When combined with Mother Virus (or Progenitor Virus) it creates the powerful T-Veronica virus. Probably the control power of it is due the Ancient virus.
Andromeda Strain The Andromeda Strain (Michael Crichton) A deadly, green, crystalline, extra-terrestrial agent of indeterminate origin. It erodes the vessel walls of the vascular system, causing death by either triggering the body's coagulation response (resulting in the entire system clotting in a few seconds), or by cerebral hematomas (accompanied by dementia) if clotting is prevented. It evolves at a rapid rate, is spread by airborne transmission, and is extremely contagious.
Angel Toxicosis Tales of Symphonia A disease that cannot be transmitted, and affects only those with an unmounted Cruxis Crystal. Causes victim to eventually lose ability to taste,sleep,cry, feel pain, and talk. Also increases the victim's hearing, strength and sight abilities, as well as eliminating the need to eat and sleep. In early beginnings it allows the victim to gain crystal-like wings and fly until the disease is destroyed. The final stage of this diseases causes the victim to give up his/her heart and memory, and ultimately their life. The disease lasts for an unknown time , those afflicted are slowly 'given' the symptoms via blessings of a person with a mounted Cruxis Crystal.A major example is Collette, one of the 8 protagonists of the game.}
Apathy Syndrome Persona-Trinity Soul- ?
Berserker plague Berserk (Tim Lebbon Novel) A pathogen that creates revenants-intelligent zombies. Tested by the UK as a bioweapon,presumably to make the subject immune to bullets. The infected-"Berserkers"-can stay alive for at least ten years without food, water, or oxygen. Some may manifest psionic tendencies. It has some supernatural attributes, such as a sensitivity to silver. Transmitted by bite.
Bliss Virus Doctor Who: Gridlock Appeared around 1-3 billion years into the future on New Earth. it began when new Earthians developed a new mood-drug called Bliss. the world became addicted to it and, in Novice hame's words; "a virus mutated inside the compound and became airborne. everything died. even the virus in the end. it killed the world in seven minuites flat."
Bloodfire Blood Nation A virus that gestated in wolves two thousand years ago. The first to be infected was Genghis Khan It causes the symptoms usually associated with Vampirism; Photosensitivity and invinibility. The entire nation of Russia in infected, exept for a few feral children. The virus can cause extreme mutation, for example the snakes tail present in the Khan's head scientist.
Bone-itis Futurama In the Future Stock episode, That Guy suffers from bone-itis and claims that it is the only thing he regrets. It is a disease that causes the bones to twist and collapse very rapidly and is not to be confused with osteitis.
Bonerplasia Saturday Night Live In the October 4, 2008 episode, Bonerplasia is a fictional condition which is allegedly a kind of chronic priapism. A man (played by Jason Sudeikis) used it as a fake explanation for why he constantly got erections around a woman, Amber (played by Anne Hathaway), he was secretly attracted to though claiming to be gay. However, she honestly believed him, because she "read the Bonerplasia article on Wikipedia", only for the man to then reveal "I actually wrote that article".
Brain Cloud Joe Versus the Volcano The brain cloud has no symptoms—apart from quickly and painlessly killing in about six months.
Captain Trips The Stand (Stephen King) A deadly, flu-based virus. Created as a biological weapon codenamed Blue. Causes a lethally high fever and is highly contagious. So deadly because as the body fights off the disease, it mutates into different strains of influenza, making immunity next to impossible. Also called Superflu.
Chimera Virus Resistance: Fall of Man It mutates the infected into the enemies of the series
Closed Shell Syndrome Ghost in the Shell: Stand Alone Complex A type of autism caused by cyberbrain implants.
Cobra Event the Cobra Event A geneticly-engineered virus that causes nightmares, fever, chills, runny nose, encephilitus (brain swelling), and herpes-like boils in the mouth and genitals. Used as a bioterror weapon.
ComaThe Coma Clive Barker's The Plague Affecting all children. Causing to fall into a coma for ten years then unanimously waking up and causing the children to kill all adults.
Cooties[citation needed] Various A presumably fatal disease affecting males, leaving females mostly unaffected. The disease is known to feast on the souls of unsuspecting children (those unfamiliar with the "Cootie Lock") and incur embarrassing misfortune upon its host.[citation needed].
Corprus Elder Scrolls III: Morrowind Corprus causes incredible mutations in humanoids, but it is an almost non-communicable disease. People infected with blight are often sent to a special institution called the Corprusarium, which was made for researching corprus. Corprus is caused by the volcanic ash that emanates from Red Mountain, but, as a positive side effect, grants 100% disease immunity. The only known antidote is proven to destroy corprus, but ends up killing the victim as well. However, the player is able to take the antidote without any adverse effects, presumably because he is the reincarnation of the demi-god Nerevar.
Corrupted Blood World of Warcraft Initially contracted from fighting Hakkar, the God of Blood, in the dungeon of Zul'Gurub. Highly infectious, with an incubation period of 2 seconds and can infect any person in the immediate area. Referred to WoW players as "the Plague", "Hakkar's SARS" or "WoW AIDS" for a major outbreak of the virtual plague in the game due to a design oversight.
Creeping Derangea Advance Wars: Days of Ruin An artificial virus that initially infects those under the age of 20. The outbreak is attributed to the post-Apocalyptic setting in which the game is set. The Virus is revealed as a failed Bio-Weapon by IDS, created to test the extent of IDS technology. The virus mutates into a strain that can infect older hosts over time. Causes flowers to grow inside a person and break out of the skin. A beautiful, albeit excruciatingly painful, way to die.
Cyberbrain Sclerosis Ghost in the Shell: Stand Alone Complex Cyberbrain implant malady resembling multiple sclerosis, eventually fatal.
Dark Gundam Cells G Gundam (anime) Nanomachines from the Devil Gundam (Dark Gundam in North American dub) infect living organisms and undergo mitosis, allowing the Devil Gundam to control the victim. The victim will gain super-strength and self-recovery abilities and if inside a Mobile Fighter, will spread the cells to the Mobile Fighter and give it the abilities of the Devil Gundam, often mutating the Mobile Fighter into a stronger robot. If the cells have not reached the brain, the victim can be cured.
Dave's Syndrome Black Books A condition which is known to affect Manny, it is triggered by being exposed to a temperature of at least 88°F (31°C). While the exact effects of the disease are not described, a scene at the end of the episode shows the results - The area outside the shop has been completely ransacked, and a half-dressed Manny is jumping on top of a car yelling and holding a torch.
Descolada Speaker for the Dead (Orson Scott Card) A quasi-conscious self-modifying organism capable of infecting any form of life."Descolada" is also the Portuguese word for "unglued". In the context of the book, this refers to the Descolada virus's effects; it breaks the link of the DNA double helix (ungluing it) and induces mutations.
Desperation Disease Eureka 7 (anime) A disease that strikes randomly and has no known vector of contagion. Individuals gradually become detached from the world until they are completely catatonic. The name of the disease doesn't come from the victims' state, who seem to be communing with something metaphysical, but rather, from their families who despair of trying to wake them.
Diathronitis Larn Afflicts daughter of player character; serves as primary motivation for gameplay.
Doll Syndrome hack GU.hack//G.U. A mysterious medical condition in which a person falls into a completely unresponsive state. Doll Syndrome is in fact a physical side effect to an infection by AIDA. Salvador Aihara tries to do an undercover investigation regarding Doll Syndrome in especially young children for his show "Online Jack".
Drafa Plague Babylon 5 Neutralizes chemicals in the synaptic gap, thus inhibiting nerve signals from the brain to the rest of the body. Without clear direction from the brain as a result of the signals being blocked, the organs lose their ability to function correctly. For those that can be affected, the disease is 100% contagious, and if left untreated 100% terminal.
Dryditch Fever Salamandastron (Brian Jacques) ?
DX The Lost World (Michael Crichton) An unknown prion dubbed "DX" by scientists on Isla Sorna. It is similar to mad cow disease and was the result of feeding ground-up sheep to carnivorous dinosaurs. DX increased the mortality rate of newborn dinosaurs and is eventually fatal to adult dinosaurs. In order to combat DX, InGen scientists released animals into the wild of Isla Sorna. The virus initially infected carnivorous dinosaurs such as velociraptors and procompsognathus, which would then spread the disease to herbivores such as apatosaurus, and the apatosaur carcasses would be eaten by compys, which would then spread the disease to other carcasses, and the cycle would repeat. Ian Malcolm said at the end of the novel that, because of the imbalance of carnivores and herbivores due to DX, the dinosaurs were doomed to die out.
Electrogonnorhea Futurama An STD humans can contract from robots. Called the "Noisy Killer."
Fever"The Fever" Cabin Fever A flesh eating disease which causes massive hemorrhage and tissue necrosis. Victims typically bleed directly through the skin in early stages. In later stages, tissues become soft and slough away. It is known to be transmitted through drinking contaminated water.
Forced Evolutionary Virus Fallout Originally known as the Pan-Immunity Viron Project, FEV, along with radiation, is responsible for many mutations in the wastelands. The most visible of these are the super mutants, former humans granted incredible strength and endurance as result of being infected. Exposure to the virus is also known to be fatal in many cases. FEV serves as a major plot element in both Fallout and Fallout 2.
Foul-Drought Heir of Mistmantle (M. I. McAllister) Disease caused from drinking poisoned water. Animals who have it will have pain, blurry sight and some will eventually die.
FoxDie Metal Gear Solid FoxDie is a virus responsible for killing people with certain genetic markers via cardiac arrest. FoxDie is given to protagonist Solid Snake by Dr. Naomi Hunter, only it is engineered to go off at an indeterminate time. FoxDie was also the cause of death of Liquid Snake, Decoy Octopus (impersonating DARPA chief Donald Anderson), and the Armstech President.
Gangliated Utrophin Immuno Latency Toxin (GUILT) Trauma Center: Under the Knife A series of eight pathogens created by the medical-terrorist group Delphi. During ingame sequences where the player operates on patients, GUILT diseases are normally shown as a pseudo-sentient core that attacks the patient from within, using lacerations, tumors and other ailments. Individual strains are named after Greek days of the week (Kyriaki, Deftera, Triti, Tetarti, Pempti, Paraskevi, Savato), the only exception being the eighth strain, called "Bliss".
Genie Flu Genie in the House A disease of Genies which causes them to change colours, become invisible and have squeaky voices.
Gray Death Deus Ex A global plague engineered using nanotechnology within a Universal Constructor by Majestic-12, the Gray Death virus is actually a hybrid (cyborganic) disease of biological and mechanical structures. It is based on the adverse and ultimately lethal effects of nanotechnology on an unmodified human body. Named the Gray Death because of the gray patches of discolored scar tissue that cover its victims' skins, if and when the disease is cured. Symptoms include the aforementioned discoloration of the skin, coughing, physical pain and death.
Gray DeathThe Gray Death Gail Carson Levine's The Two Princesses of Bamarre Disease created from the noxious gas from the defeated dragon Yune's stomach. It comes on with no warning and is not contagious. There are three stages of the disease. The first stage is the weakness, and it can last anywhere from a week to six months. The second stage is the sleeping, and it always lasts nine days. The last stage is fever, and it always lasts three days. At the end of the fever stage, the victim will die. The only cure is water sent down from the fairies' Mount Ziriat. The cure will only be discovered when cowards find courage and rain falls over all Bamarre.
G-Virus Resident Evil 2 A mutagenic pathogen which causes the host to become a big, constantly evolving, practically unstoppable killing machine, with exceedingly high attack power and immense vitality, in addition to the ability to regenerate and mutate so quickly the carrier virtually loses its mortality. The purified virus can be injected directly into the host, or a mutated host can implant a small larvae, called a G-embryo into another host. The latter mode of transmission is most successful when the host and the new victim are genetically similar. The virus would later merge with the T-Virus, creating an extremely dangerous, electromagnetic-capable variant called T/G Virus
Hate Plague Transformers Bacterial spore of unknown origin transmitted by touch. Induces extreme paranoia and aggression in the infected, causing them to strike out against anyone or anything in an increasingly maddening desire to destroy. Symptoms include a deep reddish glow emanating from the infected. The only curative is intense logic and wisdom, which presumably counters the extreme irrationality the disease causes in its victims. First appearing during the Autobot-Decepticon wars (which necessitated the second resurrection of Optimus Prime), a relatively milder strain is seen again during the events of Beast Machines; Megatron triggers a pre-planted virus in Silverbolt, infecting him and the rest of the Maximals. The strain is cured, again, by intense logic and wisdom.
Hemoglophagia (HGV) Ultraviolet Disease responsible for turning many humans into vampire-like creatures.
Hyper-evolutionary virus StarCraft The Hyper-evolutionary virus is a retrovirus produced by Zerg Queens. It is used to mutate "lesser" creatures into zerg warrior breeds. Only a small percent of humanity is fully compatible, who retain personality, intelligence, and psionics. Others mutate into living bombs, utterly dominated by the Overmind. It has a re-animation side-effect. It is transmissible through fluid transfer only, much like Solanum.
Incuritis Apollo Justice: Ace Attorney A rare, but lethal disease, curable only through the use of a medicine made from the Borginian Cocoon. The cure is very difficult to make, and if made incorrectly, it is a deadly poison, and thus the exportation of such a cocoon is illegal. The Chief Justice's son is afflicted with the disease.
Jason Strain Friday the 13th: The Jason Strain (Christa Faust) A virus created when an artificial virus was exposed to undead killer Jason Voorhees, it was originally meant to be a cure-all and age retarding super drug. Those infected by the virus gain some of powers of Jason Voorhees, including superhuman strength and the inability to feel pain, but intelligence is severely reduced. Those infected with the virus can only be killed via decapitation. A cure for the virus is developed and released into the air and the original carrier, Jason (who was not affected by the airborne cure due to unique physiology) is rid of it when a heavy dosage of the cure is injected directly into his brain.
Krippin Virus (KV) I Am Legend A genetically reengineered measles virus originally created as a "miracle cure" for cancer, but mutated into a lethal, highly-pathogenic strain. KV has a 90% mortality rate; less than 1% of humans are immune. Two transmission vectors for the pathogen are inhalation and infected blood, with two corresponding immunity profiles. Infected humans who did not die began exhibiting early symptoms of rabies and degenerated into a state driven by rage. A major symptom is that the adrenal glands are "permanently open", giving victims increased strength, speed and agility but also a faster metabolism. This results in increased body temperature, heart rate, and breathing speed, making those infected hyperventilate constantly. Pupils became permanently dilated and skin became hypersensitive to UV radiation, forcing infected hosts into a nocturnal life cycle. Loss of body hair is another symptom. Non-humans such as rats and dogs are also susceptible to KV. They are sensitive to blood. These infected are similar to vampires.
Krytos virus Star Wars Expanded Universe The Krytos virus was a deadly and highly contagious virus that only attacked non-human species. It could spread via a number of avenues, including by water supplies and air. The virus often killed its host in less than two weeks, resulting in a painful death.
Lampingtons Disease Last Holiday A rare neurological disease causing multiple brain tumors rapidly progressing to death within a few weeks if not treated with an exorbitantly expensive operation. The lead character is diagnosed with this disease by a faulty CAT scan machine, consequently spending her life's savings on a dream vacation.
Las Plagas Resident Evil 4 A parasitic, organism which can infect a variety of hosts, including humans. It has the ability to control its host's behavior, inducing a hive-like mentality among the infected and extreme hostility towards uninfected individuals. The infected retain most of the characteristics of humans such as fine motor skills as seen through their use of simple weapons such as scythes and axes, and more complicated weapons such as chainsaws and chainguns. The are seen to obey "Queen" parasites, much like ants.
Lazar's Disease Doctor Who: Terminus A leprosy-like disease.
Legacy Virus Marvel Multiverse A disease that targets only mutants.
Life-Eater Virus Warhammer 40,000 (novels) The Life-eater virus is a flesh-eating disease that causes all biological matter to break down into it's componet parts, releasing toxic, flammable gas that can be ignited with a single explosion. The virus eats itself when there is nothing else to attack. It is quite effecive against Tyrranids. In the short-story anthology Planetkill, an updated strain goes after the soul, turning the population into zombies, created by a Techpreist inhabited by an Unclean One.
Lurgy (The Dreaded Lurgi) The Goon Show A disease that causes anyone who catches it to say nothing but 'Eeee-yakkaboo!'.
MacGregor's Disease Batman & Robin The disease that Mr. Freeze's wife Nora was suffering from and placed in cryogenic stasis for. The film also revealed that Batman's butler, Alfred Pennyworth, was also suffering from MacGregor's. Mr. Freeze successfully created the antidote for the disease, and gave some of it to Batman as an apology for thinking that Batman killed Nora (really Poison Ivy's doing).
Macrovirus Star Trek: Voyager An airborne pathogen-by-proxy that infects endothermic humanoids with a virus, causing the host to get lethargic and churn out more macroviruses until he/she/it wastes away and dies. When some of the bugs invaded Voyager, the EMH was able to synthesize a cure.
Madoba-2 Whiteout Virus related to Ebola, causes the victim to receive fever and eventually bleed to death from all body openings.
Moon Fever H2O,Just add Water a Mermaid disease that affects them when they see a full moon. This illness makes them catatonic and draws them to water like a magnet
Motaba Outbreak A deadly, virulent virus from the jungles of Zaire. Early stages resemble the flu, with pink eyes, coughing and fever. In later stages, the fever rises as high as 108, and victims seize violently, break out in skin lesions and bleed internally, causing a dark rash on the skin. Motaba incubates in 24 hours and kills in 48. The virus is 100% fatal. There is an airborne strain of Motaba. There is no treatment, but a large outbreak in a small California town was stopped when antibodies were taken from a carrier.
NAM37 PatriotThe Patriot (1998) A highly contagious airborne virus which has been stolen from a government biological warfare laboratory. Its early symptoms include a rash, and it is quickly fatal. It is not clear in the film whether the virus was supposed to have been harvested from the wild (such as Ebola) and then grown as a weapon, or whether the laboratory first engineered it in some way. In the film, the leader of a local militia has obtained both the virus and what he believes to be a vaccine for it, and decides to start an epidemic with the virus, believing that he will be safe because he has taken the vaccine. A local doctor of Indian (Native American) ancestry fights to find a cure for it.
NE_Alpha Parasite Resident Evil The NE-Alpha Parasite has an immunity to the T-virus, and is used to protect the higher brain functions of B.O.W.'s
Petriold Regression Doctor Who: New Earth A condition that causes the sufferer to become stone (similar to petrification). Unknown origins.
PhageThe Phage Star Trek: Voyager A necrotizing plague that affects members of the Vidiian species. Organ transplants are required for survival. Klingon DNA seems to be highly resistant to the phage. It was cured by the Think Tank.
Plague of Insomnia One Hundred Years of Solitude (García Márquez) An epidemic brought into the Buendía household and the town of Macondo by Rebeca; the adopted daughter of José Arcadio Buendía and Úrsula Iguarán. This plague, originally coming from the northern indian kingdoms in La Guajira (Colombia), is identified by the symptoms of wide-open, glowing eyes like those of a cat, and the impossibility of sleeping. Those infected (in the novel consisting of the entire town of Macondo) feel no tiredness or sleepiness whatsoever and hence can work all day and night. However, as time advances, those infected begin to loose all their memories and knowledge of the world; ultimately leaving them in a state in which they have forgotten the names and uses of all things and their own identities. The plague is generally seen as one of the most prominent demonstrations of magical realism in García Márquez's literary works.
Porphyric Hemophilia Elder Scrolls IV: OblivionThe Elder Scrolls IV: Oblivion Causes vampirism after an incubation period of three days. If the player is infected, they can go through a quest to cure the disease, however it is not necessary to be cured to complete the quest.
Progenitor Virus Resident Evil In the back-story of the series, the Progenitor virus is the primary virus created by the Umbrella Corporation, a mutagen based on ebola. Successor viruses include the T-Virus, the G-Virus, and T-Veronica Virus.
Psi-2000 Virus Star Trek A mutated form of water that spreads by touch which causes its victims to act in a way similar to being drunk. However, the effects do not wear off and eventually will cause victims to make dangerous decisions.
Rage 28 Days Later and 28 Weeks Later Rage causes extreme aggression in a victim only seconds after being infected with the disease. The disease is easily transmissible through any bodily fluid. Because of this extreme contagiousness and very short incubation time, a crowd of hundreds could be infected by one single individual in a manner of minutes. A graphic novel based on the films purports that Rage is a recombinant strain of Ebola, though its symptoms are similar to that of rabies. Animal testing was being performed on the disease but one animal was released by activists unaware of the virus. The infection soon spread to eliminate the entire population of Britain save a few lucky individuals who managed to survive. Infected organisms die out in a few months, succumbing to starvation, since they do not actually eat their victims.
Reaper Doomsday Reaper causes effects similar to black plague. It appears in Scotland in year 2008 and kills most of it inhabitants. Scotland is put under quarantine. Some decades later, Reaper reappears in London. A cure is found several days later, but it is unknown whether or not it will be given to the population.
Red DeathThe Red Death Masque of the Red Death (Edgar Allan Poe) Victims bleed from their pores before eventually dying. (See also Scarlet Plague.)
Re-vitiligo BoondocksThe Boondocks A disease that turns a white persons skin black over time. Uncle Ruckus claims to have it, though every flashback in which he appears, features him as black as he's in 2005-2008. He regards Michael Jackson as a "lucky bastard", as his skin turned from black to white.
RipleyThe Ripley Dreamcatcher (Stephen King) An alien parasitoid macrovirus. The adult aliens resemble deformed potato beings with legs, while the younger aliens - nicknamed "shit-weasels" because they can be created in a host organism's stomach and escape by eating their host's body between the stomach and anus - are legless, smaller versions of the adult alien. Both adult and young aliens have a mouth consisting of a slit on the underside of the head that goes down the length of the worm. The lips separate to reveal hundreds of teeth that can bite through steel.
Rust Lung Gears of War 2 When the Lightmass bomb that killed the multitude of Locust monsters in the 1st game subliminated the liquid element "Imulsion", the gas seeped into the atmosphere of planet Sera, resulting into 'Rust Lung', a disease that spreads quickly and deadly.
Scarlet Plague Scarlet Plague (Jack London) This 1912 novella, also known as the Scarlet Death, is a work of post-apocalyptic fiction treating the world after civilization has been destroyed by this fictional disease.
Scurge Scurge: Hive A parasite that can infect biologincal, technological, or coherent energy systems. It takes about one minute to overwhelm the special filters designed to ward off it's infection.
Shanti Virus Heroes A virus that only affects individuals with superhuman abilities or powers, deactivating those powers and slowly killing the infected. At least one strain exists which affects humans without superhuman powers, which is simply lethal.
Snow Crash Snow Crash (Neal Stephenson) A dangerous drug which is both a computer virus capable of infecting the brains of unwary hackers in the Metaverse and a mind-altering virus distributed by a network of Pentecostal churches via its infrastructure and belief system. Both forms cause glossolalia, and the computer virus form appears as a snowy pattern of pixels.
Solanum Zombie Survival Guide, World War Z Solanum is a virus that is transmitted through fluidic contact, such as a bite, transplant of infected biological matter, or pressing an open wound against a zombie. Once these situations occur, it is 100% communicable. It is only contagious in humans, however it is instantly fatal to other living creatures, whose bodies then become biohazardous. There are almost no known cases of survival, with no treatment to delay onset and no cure. Rarely, people have managed to survive by an immediate emergency field amputation of the limb where contact occurred, but even this is unlikely to work. It can be a sexually transmitted disease, but only if the sexual parter is in the very early stage of infection -- once reanimated, victims become infertile (and totally uninterested in sex). The virus travels to the brain and rapidly dissolves the frontal lobes, with effects akin to lobotomy. The brain changes, over 23 hours, into an organ that does not need oxygen. Tissues become toxic. The virus causes all life processes to stop, except for musculature and nervous systems. Tested as a bioweapon by Japan and the USSR with dismal results.
SP-43 Derailed (2002) SP-43 is a modified form of smallpox (variola) that has an extremely short incubation period. Its development is part of the backstory, which is not completely clear, but given the fact that it appears to have been stolen in Slovakia and is being transported to Munich by a NATO agent, it appears to have been developed by the Slovak government or some other Eastern Block country during the Cold War.
Spectrox Toxaemia Doctor Who: The Caves of Androzani A fatal condition caused by touching the raw form of Spectrox, a residue from the saliva of bats found on the planet Androzani Minor, that contained a chemical similar to nitrogen mustard. The lifespan of the sufferer is then reduced to between two and three days; symptoms include a rash and/or cramp, followed by spasms, paralysis and finally Thermal Death Point. The only known cure was the milk of the Queen Bats.
St. Mary's V for Vendetta A biological weapon engineered and released by the Norsefire party as a means of clandestinely gaining control over their own country.
SuddsThe Sudds Spongebob Squarepants The sudds is an illness that only sponges can catch, which makes them sneeze out bubbles constantly. It is essentially a common cold.
Technocyte Virus Dark Sector The metabolism of victims are increased and the surface of their skin hardens and forms a metallic exterior. The infection continues to mutate the host, driving them insane from the intense pain. The infected then become wildly aggressive and unpredictable, attacking anyone that is not infected on sight. The disease can be spread by physical contact and can affect animals as well as humans.
The Host's Disease The Host The unnamed disease carried by the giant monster terrorizing South Korea. In actuality, there was no virus; the government claimed the monster was spreading a disease just to save face.
The Ick SpongeBob SquarePants More of a fungus than a disease, the Ick is a green moss like form that spreads over the body, resulting in welts that shoot puss. Though it may not be fatal, it can be eliminated by feeding it to a bottom-feeder, such as Gary the Snail.
Thing cells The Thing Triangle-pyramid viruses that makes up Thing monsters. If it enters another animal, it fuses with the host, imparting shape-shifting and unholy durability, at the cost of pyrosensitivity, and possession by the Alien.
Tiberium poisoning Command & Conquer Tiberium crystals start to grow on a person's skin. These skin crystals eventually force their way through the persons vital organs, killing them. If the infestation is in a certain proportion, the victim mutates into a living bag of rotten skin and organs, called a visceroid.
Torsonic Polarity Syndrome (TPS) South Park A genetic condition wich causes humans to be born with a set of buttocks over their facial organs. TPS is seen in South Park Ep.510 "How To Eat With Your Butt"
T-Virus Resident Evil movies An artificial virus created by Umbrella. When a human is infected by it, the virus will destroy all cells, killing the host. Among two and four hours, all cells will be revitalized. But the virus will only activate one brain function: the hypothalamus, where feeding is controlled. The host becomes a violent mindless cannibal, and can infect other people by biting. Because of this effect, the virus was called the "cannibal disease".
T-Virus Resident Evil A virus that causes dementia and cellular necrosis. It can easily mutate into other strains, some of which have mutagenic effects on the host. In insects or amphibians, the resulting mutation often involves increased aggressiveness, increased size, and (almost always) the development of poisonous traits. In mammals, the results include aggressiveness, physiological changes of varying degrees, and an extremely increased evolutionary rate. Variants include the NE-T virus, T-G Virus, the T-JCCC203 (used for pharmaceutical, but killed two people) and much other variants.
Unnamed virus Transporter 2 Created by scientists working for an assassin named Gianni, this unnamed virus kills everyone it infects within 48 hours. Whoever the infected person breathes on contracts the virus, and whoever they breathes on contracts it, ect. The Colombian drug cartel hires Gianni and his minions to use the virus to assassinate Jefferson Billings, the director of the National Drug Control Policy and all of the attendees of a major anti-drug conference. An antidote was also created, just in case, but was retrieved by the Billing Family's personal driver, Frank Martin.
Vampiris I Am Legend (Richard Matheson) A bacillus (rod-shaped) bacterium that causes photosensitivity, hysterical blindness near mirrors, overdevelopment of canine teeth, and production of a bulletproof adhesive. Victims feed on blood. While in the body, it is anaerobic, and causes the victim to exhibit zombie-like behavior. Outside the body, it sporulates into dust. If an infected person is cut deep enough, the bacteria turns them into powder. Can be treated, but not cured, with a pill containing a fusion inhibitor and dehydrated blood.
V-CIDS The Immortals An AIDS-like virus.
Venus Particle Tyrannosaur Canyon An extraterrestrial infectious particle found in a lunar rock sample and within a fantastically well-preserved tyrannosaur fossil in the New Mexico desert. It is later revealed that the organism came to Earth via the Chicxulub asteroid which wiped out the dinosaurs. The particle, which was named for its resemblance to the symbol of Venus and femininity, causes rapid mitosis and apparent cellular differentiation in its host.
Wailing Death Neverwinter Nights A bubonic-like plague that infects almost the entire city of Neverwinter. Thought to be just a natural plague, it is later discovered that it was magically created and unleashed upon the city.
White Blindness Blindness (José Saramago) A mysterious epidemic of sudden blindness affecting virtually all humanity, leading to society's collapse. So-called because victims see nothing but a white glare. Not to be confused with the White Blindness in Watership Down which is a name the rabbits use for the real illness Myxomatosis which affects rabbits causing blindness and death.
White Disease White Disease (Karel Capek) An incurable mysterious form of leprosy, killing people older than 30.
White Plague White Plague (Frank Herbert) A genetically engineered virus that kills only women. Released only on Irish, English, and Libyan populace.
X-5 Virus Beavis and Butthead Do America Genetically engineered disease created by the U.S. Military. Causes Ebola-like symptoms and eventual death. Apparently lethal and quick enough to "wipe out five states in five days".
Yellow Death 1213 Episodes 1 to 3 A strain of virus that affects cloned children on the Tessa Life Orbital Space Station. Most children just die after extreme pain and facial lesions, then rise up as mindless 'zombies'. There are several examples of mutations caused when the virus infects children. Prisoner 0916 for example can alter his skeletal system, making extra limbs, shooting darts, and creating huge spikes. One of the other prisoner's IQ raises exponentially as his body deteriorates.

[PC2] Wizard Group Classes


Wacky Ball Mage

Level KXP Wacky Balls
123 456 789 AB
1 0 2½- --- --- --
2 2.5 31½ --- --- --
3 5 421 --- --- --
4 10 532 ½-- --- --
5 20 643 1½- --- --
6 40 754 21- --- --
7 60 865 32½ --- --
8 90 976 43½ --- --
9 135 A87 541 ½-- --
10 250 A98 652 1-- --
11 375 AA9 763 2½- --
12 750 AAA 874 3½- --
13 1125 AAA 985 4½- --
14 1500 AAA A96 51½ --
15 1875 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2625 AAA AA9 843 --
18 3000 AAA AAA 954 ½-
19 3375 AAA AAA A65 ½-
20 3750 AAA AAA A76 1-
21 4125 AAA AAA A87 1-
22 4500 AAA AAA A98 2-
23 4875 AAA AAA AA9 2-
24 5250 AAA AAA AAA 3-
25 5625 BBB BBB BBB 3-
26 6000 BBB BBB BBB 4-
27 6375 CCC CCC CCC 4½
28 6750 CCC CCC CCC 5½
29 7125 DDD DDD DDD 5½
30 7500 DDD DDD DDD 51
31 7875 DDD DDD DDD 61
32 8250 EEE EEE EEE 61
33 8625 EEE EEE EEE 71
34 9000 FFF FFF FFF 71
35 9375 FFF FFF FFF 81
36 9750 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Dex 12, Int 18
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/8
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Specialized in Wacky Balls. Opposite to everything else except Invocation (which it's Normal to)
Wacky Balls can be seen in the [S2] section.
Free Material Componenting.

[PC2] Wizard Group Classes


Wand Mage

Level KXP Wands
123 456 789 A
1 0 1-- --- --- -
2 1.8 2½- --- --- -
3 3.6 21- --- --- -
4 7.2 32½ --- --- -
5 14.4 321 --- --- -
6 28.8 432 ½-- --- -
7 57.6 432 1-- --- -
8 115.2 543 2½- --- -
9 230.4 543 21- --- -
10 590.4 654 32½ --- -
11 950.4 654 321 --- -
12 1310.4 765 432 ½-- -
13 1670.4 765 432 1-- -
14 2030.4 776 543 2½- -
15 2390.4 776 543 21- -
16 2750.4 777 654 32½ -
17 3110.4 777 654 321 -
18 3470.4 777 765 432 ½
19 3830.4 777 776 543 1
20 4190.4 777 777 654 2
21 4550.4 777 777 765 3
22 4910.4 777 777 776 4
23 5270.4 777 777 777 5
24 5630.4 777 777 777 6
25 5990.4 777 777 777 7
26 6350.4 888 877 777 7
27 6710.4 888 888 877 7
28 7070.4 888 888 888 7
29 7430.4 888 888 888 8
30 7790.4 999 988 888 8
31 8150.4 999 999 988 8
32 8510.4 999 999 999 8
33 8870.4 999 999 999 9
34 9230.4 AAA A99 999 9
35 9590.4 AAA AAA A99 9
36 9950.4 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 19
Alignment: any
HD/level: ++d6
Weapon Prof.: 2+level/2
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Does not use Channeling.
Each "wand slot" allows you to create a temporary wand (which lasts until the end of the day). Each wand has 10*N charges, where N is the number in the spell progression for that SL (not counting stat bonus if you somehow generate a stat bonus for this progression). So, a 3rd level Wand Mage can make 2 SL=1 wands with 20 charges each, and 1 SL=2 wand with 10 charges. (Half-slots require school specialization and have 5 charges.)
 
For each wand, you specify two spell effects it can do, of the appropriate SL. You can leave these choices as "open slots" as you like.
 
It doesn't take any actions to make or choose the effects of these wands. You are assumed to always be wielding a wand in each hand that you have dictated for "wand usage". It doesn't cost any actions to switch wands either; but you do have to spend 1V if you switch from wand to non-wand (say to a shield) or vice versa.
 
It requires only 1M action to active ALL wands you are wielding. This is an exception to the normal wand usage rules, and only Wand Mages can do this.
 
You may specialize in a school, if you do, choose an opposite. Wands that do effects only from specialized schools cost only ½ a wand slot to make.
 
You may "break" a wand, spending 1V, this causes the wand to release all of it's charges on both you and the target. For each charge, choose which wand effect resolves. If the wand is area effect, both you and the target are centers of each area effect. However, if you and the target are in the same group, only 1 area effect resolves per charge (not 2). (The point here is that no one should be hit by more than 1 effect per charge.)
 
Going into each reset (at the beginning of the reset), you may keep some of your remaining temporary wands as permanent wands, to go into the next day. You can keep only LVL of these permanent wands total at a time.
You can also sell some of your permanent wands during the reset, but any wands you sell will count against this LVL limit for the next (upcoming) day. At the end of that day (tomorrow), your limit goes back to LVL as normal (essentially it takes 1 day for the limit to "forget" these wands). Wands sell for (SL+1)^2*C*5 gp, where C is the number of charges (assuming half cost for selling items).
 
Level 6: You may construct staves; these are identical to wands, except they have only 2.5*N charges (round up), but do ALL of their effects when activated. The target must be the same for each effect. Staves count as wands for the "1M: Active all your wands" ability.
Level 9: Your wands of SL 1-3 can have 3 effects instead of 2.
Level 12: You may construct rods; these are like wands, but they don't have charges. Instead they have "1M: Do one of this rod's effects". This uses up your entire 1M action; rods do not count as wands for the "1M: Active all your wands" ability.
Level 18: Your wands of SL 1-3 can have 4 effects, and your wands of SL 4-6 can have 3 effects.
Level 27: Your wands of SL 1-3 can have 5 effects, and your wands of SL 4-6 can have 4 effects, and your wands of SL 7-9 can have 3 effects.
Level 36: Your wands of SL 1-3 can have 6 effects, and your wands of SL 4-6 can have 5 effects, your wands of SL 7-9 can have 4 effects, and your wands of SL 10 can have 3 effects.

[PC2] Wizard Group Classes


Warlock1

Level KXP Witchcraft
mMB
1 0 1--
2 3.3 1--
3 6.6 21-
4 9.9 21-
5 13 31-
6 33 32-
7 66 42-
8 133 42-
9 266 531
10 466 531
11 666 631
12 866 641
13 1066 741
14 1266 741
15 1466 851
16 1666 851
17 1866 951
18 2066 962
19 2266 A62
20 2466 A62
21 2666 B72
22 2866 B72
23 3066 C72
24 3266 C82
25 3466 D82
26 3666 D82
27 3866 E93
28 4066 E93
29 4266 F93
30 4466 FA3
31 4666 GA3
32 4866 GA3
33 5066 HB3
34 5266 HB3
35 5466 IB3
36 5666 IC4
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  8  5  4  7  0  1  2
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  5 10  7  5  9  2  3  4
+1  6 10  8  6  9  3  4  5
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+2  7 12  9  8 11  4  5  7
+3  8 13 10  8 12  5  6  8
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 14 12 10 13  7  8 10
+4 10 15 13 11 14  8  9 11
+4 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 11 16 14 12 15  9 10 13
+5 12 16 14 13 16 10 11 14
Requisites: Int 9, Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: 1½xWiz
Reference: BoD1
Groups: Wizard
 
Witchcraft for AD&D is described in Best of Dragon I.
# of minor powers = level/2, round up.
# of major powers = level/3, round down.
# of Group B powers = level/9, round down.

[PC2] Wizard Group Classes


Watcher5

Level KXP Wizard
123 456 789
1 0 ½-- --- ---
2 5.625 1-- --- ---
3 11.25 2½- --- ---
4 22.5 31- --- ---
5 45 32½ --- ---
6 90 321 --- ---
7 135 322 ½-- ---
8 202 322 1-- ---
9 303 322 2½- ---
10 562 322 21- ---
11 800 322 22½ ---
12 1100 322 221 ---
13 1400 322 222 ½--
14 1700 322 222 1--
15 2000 322 222 2½-
16 2300 322 222 21-
17 2600 322 222 22½
18 2900 332 222 221
19 3200 333 222 222
20 3500 333 332 222
21 3800 333 333 322
22 4100 333 333 333
23 4400 443 333 333
24 4700 444 433 333
25 5000 444 444 333
26 5300 444 444 443
27 5600 544 444 444
28 5900 555 444 444
29 6200 555 554 444
30 6500 555 555 544
31 6800 555 555 555
32 7100 666 555 555
33 7400 666 666 555
34 7700 666 666 666
35 8000 777 776 666
36 8300 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  9  7  5  8  2  3  3
+1  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+3  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+7  7 12  9  8 11  4  5  7
+8  7 13 10  8 11  5  6  7
+9  8 13 10  8 12  5  6  8
+10  8 13 11  9 12  6  7  8
+11  8 14 11  9 13  6  7  9
+12  9 14 11 10 13  6  7  9
+13  9 14 12 10 13  7  8 10
+14  9 15 12 10 14  7  8 10
+15 10 15 13 11 14  8  9 11
+16 10 15 13 11 15  8  9 11
+17 10 15 13 12 15  8  9 12
Requisites: Str 6, Int 18, Wis 6
Alignment: any (most G)
HD/level: 2d4
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Wiz +5 levels
Reference: Buffy
Groups: Wizard
 
Specialized in Necromancy.
 
Levels Pick Description
Level 1-3: A Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.
B Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
C Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
D Photographic Memory: You remember everything you see.
E Mr. Fix-It: 1M, 1/d: Mend.
Level 4: Pick two Watcher5 Level 1-3, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3
Level 5-7: F Gain a "0" or ("½" if using DM version of specialization) in next SL.
G Artistry: +LVL divided among Int, Wis, Chr, or CL.
H Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
I Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
J Influence: 1M, 1/d: Suggestion (save vs. Will)
Level 8: Pick two Watcher5 Level 5-7, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3
Level 9-12: K Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
L Strengthen Magic: +(LVL-6)/3 MF 30' r
M Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
N Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
O iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
Level 13: Pick two Watcher5 Level 9-12, one Spellshaper5 Level 5-7, or one WhiteHat5 Level 5-7
Level 14-18: P 1M, 1V (can borrow): Cast the reverse of an effect (do N times to reverse a xN effect) (can use as counterspell)
Q Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
R Scale Up: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M>N)
S Indirect casting: 1M, 1V, use N of a spell, where (2^N)*10' is distance to target: Can cast without seeing target
T Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
Level 19: Pick two Watcher5 Level 14-18, one Spellshaper5 Level 9-12, or one WhiteHat5 Level 9-12
Level 20-26: U  
V  
W  
X  
Y  
Z  
Level 27-36:  

[PC2] Wizard Group Classes


White Robe1

Level KXP Wizard
123 456 789
1 2.5 1-- --- ---
2 5 2-- --- ---
3 10 21- --- ---
4 20 32- --- ---
5 38 421 --- ---
6 55 422 --- ---
7 100 432 1-- ---
8 200 433 2-- ---
9 400 433 21- ---
10 600 443 221 ---
11 800 444 332 1--
12 1000 444 443 21-
13 1250 555 443 21-
14 1500 555 443 21-
15 1750 555 553 221
16 2000 555 554 221
17 2250 555 554 332
18 2500 555 554 333
19 2750 555 554 443
20 3000 555 554 444
21 3250 555 555 544
22 3500 555 555 554
23 3750 666 655 555
24 4000 666 666 655
25 4250 666 666 666
26 4500 777 766 666
27 4750 777 777 766
28 5000 777 777 777
29 5250 877 777 777
30 5500 887 777 777
31 5750 888 777 777
32 6000 888 877 777
33 6250 888 887 777
34 6500 888 888 777
35 6750 888 888 877
36 7000 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 6, Int 9
Alignment: any G
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DLA1
Groups: Wizard
 
Specialized in Abjuration. Has Illusion and Necromancy as opposite schools.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


White Wanderer1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2 1-- --- ---
3 4 2-- --- ---
4 8 2-- --- ---
5 16 21- --- ---
6 32 21- --- ---
7 64 32- --- ---
8 128 32- --- ---
9 256 421 --- ---
10 656 421 --- ---
11 1056 422 --- ---
12 1456 422 --- ---
13 1856 432 1-- ---
14 2256 432 1-- ---
15 2656 433 2-- ---
16 3056 433 2-- ---
17 3456 433 21- ---
18 3856 433 21- ---
19 4256 443 22- ---
20 4656 443 22- ---
21 5056 444 33- ---
22 5456 444 33- ---
23 5856 444 441 ---
24 6256 444 441 ---
25 6656 555 442 ---
26 7056 555 442 ---
27 7456 555 442 1--
28 7856 555 442 1--
29 8256 555 552 1--
30 8656 555 552 1--
31 9056 555 553 21-
32 9456 555 553 21-
33 9856 555 553 32-
34 10256 555 553 32-
35 10656 555 553 321
36 11056 555 553 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 14
Alignment: any
HD/level: ++d4
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Psi
Reference: FGE1JG
Groups: Wizard
 
Psionic progression as per Psi1 of half level (round up). Halve your level in the PSP calculation, or use this (original calculation from the source): PSPs = 15*LVL (note that ability scores do not factor in here).
Intelligence 14: May specialize in one psionic power. That power is double CL and costs half the number of PSPs.
Intelligence 17: May specialize in a second psionic power. That power is double CL and costs half the number of PSPs.
Intelligence 21: May specialize in a third psionic power. That power is double CL and costs half the number of PSPs.
Intelligence 29: May specialize in a fourth psionic power. That power is double CL and costs half the number of PSPs.
Intelligence 45: May specialize in a fifth psionic power. That power is double CL and costs half the number of PSPs.

[PC2] Wizard Group Classes


Wild Mage2


Level

KXP
Wizard
123 456 789 ABC D

TH
1 0 11- --- --- - +0
2 2.5 22- --- --- - +0
3 5 321 --- --- - +0
4 10 432 --- --- - +1
5 20 542 1-- --- - +1
6 40 642 2-- --- - +1
7 60 743 21- --- - +2
8 90 843 32- --- - +2
9 135 943 321 --- - +2
10 250 944 322 --- - +3
11 375 944 433 --- - +3
12 750 944 444 1-- - +3
13 1125 955 544 2-- - +4
14 1500 955 544 21- - +4
15 1875 955 555 21- - +4
16 2250 955 555 321 - +5
17 2625 955 555 332 - +5
18 3000 955 555 332 1 +5
19 3375 955 555 333 1 +6
20 3750 955 555 433 2 +6
21 4125 955 555 444 2 +6
22 4500 955 555 544 3 +7
23 4875 955 555 555 3 +7
24 5250 955 555 555 4 +7
25 5625 955 555 555 5 +8
26 6000 966 665 555 5 +8
27 6375 966 666 665 5 +8
28 6750 966 666 666 6 +9
29 7125 977 776 666 6 +9
30 7500 977 777 776 6 +9
31 7875 977 777 777 7 +10
32 8250 988 887 777 7 +10
33 8625 988 888 887 7 +10
34 9000 988 888 888 8 +11
35 9375 999 998 888 8 +11
36 9750 999 999 999 91 +11
37 19500 999 999 999 92 +12
38 29250 999 999 999 93 +12
39 39000 999 999 999 94 +12
45 97500 A99 999 999 99 +14
54 185250 AAA AAA AAA 991 +17
63 273000 AAA AAA AAA A99 +20
72 360750 BBB BBB AAA AAA 1 +23
Requisites: Dex 9, Int 16, Wis 12
Alignment: C any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Reference: TOM2
Groups: Wizard, Random
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+3
Will: level+4
   
Specialized in Wild Magic (2nd edition version of specialization only: +1 spell per SL), with no opposite school.
Level 1: (50+LVL)% chance to control the result of an Amulet of the Planes, Bag of Beans, Bag of Tricks, Deck of Illusions, Wand of Wonder, or Well of Many Worlds.
Level 1 ¶: 50% chance to control the result of a Deck of Many Things, however, repeat cards may not be drawn from the same deck with a controlled draw. If the draw is uncontrolled, repeat cards are allowed as usual.
Level 1 (optional, you can decide not to have this): Whenever you cast a spell from this class, add +1d6-1d6 to your CL, with a minimum CL = (your real CL)/2, round down.
Level 1 (optional, you can decide not to have this): Whenever you cast a spell from this class, you may create a Wild Surge LVL*5% of the time.
Level 1: For purposes of spell research, the school of Wild Magic is considered 1 spell level lower for you.
Wild Magic spells:
High SL Sample N (SL=N): The DM casts a random offensive spell effect from [MC1] Monster Collective (spells) of spell level = N+2.
Hornung's Guess (SL=1): Count how many objects or people are in a group
Nahal's Reckless Dweomer (SL=1): Choose a spell you can cast (any SL). LVL% chance of getting that spell, otherwise, you get a Wild Surge.
Patternweave (SL=1): Reassemble a broken item (non-magical), solve a jigsaw puzzle, etc.
Chaos Shield (SL=2): Immune to your own Wild Magic spells and Wild Surges
Hornung's Baneful Deflector (SL=2): Missile attacks against you are instead deflected to a random target in your group (it can be yourself).
Nahal's Nonsensical Nullifier (SL=2): You give random results to Detect Good/Evil, Detect Lie, Know Alignment.
Alternate Reality (SL=3): (Can be cast using 1bM) One die roll (friendly or enemy) is rerolled.
Fireflow (SL=3): One fire source moves at LVL" move rate (under your control)
Fool's Speech (SL=3): You and people you specify can speak in a language that is unknowable (Tongues, Comprehend Languages, Legend Lore do not work)
There/Not There (SL=4): Target object is phased in or out (50%/50%) relative to each person in the room, check each time the person looks at the item (it costs a 0 action to "relook" at something to possibly switch modes)
Unluck (SL=4): Target must make 2 saves vs. effects (choose the worst)
Vortex (SL=5): Area effect, each person takes LVLd6 dmg (Vortex, save:½) and 5% chance of Wild Surge, lasts 1 round and moves randomly 1/s, can control direction but then can't use an M action this segment.
Waveform (SL=5): Form a liquid into any shape you like, or can TK a liquid (dmg would be LVLd4 if directed at someone)
Wildshield (SL=6): Absorb 2d6 SL's of magical effects vs. you; does not absorb entire area of effect; Wild Surges count as SL=1d6
Wildstrike (SL=6): Whenever target tries to cast a spell or use a magic item, a Wild Surge is generated against him
Hornung's Surge Selector (SL=7): Whenever you generate a Wild Surge, roll twice and choose a result.
Spell Shape (SL=7): Whenever you're targetted by a spell, get a Spell save, if you make it, take no effect.
Hornung's Random Dispatcher (SL=8): Target is teleported to a random plane (2 Spell saves, choose the worst)
Wildzone (SL=8): [x1 Special] Whenever a spell is cast in the area or a charge from a magic item is used, a Wild Surge is generated.
Stabilize (SL=9): [x1 Special] Wild Surges cannot be generated in the area.
Wildfire (SL=9): Wishoid for a Wizard spell of SL 0-8; can alternatively create a magic item of CL*100 XP value that lasts for 1 turn; unlike Wish this cannot duplicate Priest spells
Wildwind (SL=9): [x1 Special] Wildzone (see above); each person takes 2d6 light dmg /s; each charged item loses 1 charge (and generates a Wild Surge) /s

[PC2] Wizard Group Classes


Witch5

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 4.5 20- --- ---
3 9 21- --- ---
4 18 220 --- ---
5 24 221 --- ---
6 48 222 0-- ---
7 96 322 1-- ---
8 192 332 20- ---
9 384 333 21- ---
10 750 333 320 ---
11 1125 433 321 ---
12 1500 444 321 ---
13 1875 444 322 ---
14 2250 444 432 0--
15 2625 544 432 1--
16 3000 555 432 2--
17 3375 655 443 20-
18 3750 655 443 21-
19 4125 655 543 22-
20 4500 655 544 320
21 4875 655 544 321
22 5250 665 554 322
23 5625 666 654 332
24 6000 776 655 432
25 6375 776 655 443
26 6750 777 665 543
27 7125 777 665 554
28 7500 887 666 654
29 7875 887 776 655
30 8250 888 777 665
31 8625 888 777 766
32 9000 988 887 776
33 9375 999 888 777
34 9750 999 988 887
35 10125 999 999 888
36 10500 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+0  8  7  6  3  7  0  1  3
+0  9  8  6  4  7  0  1  3
+1  9  8  6  4  7  1  2  4
+1 10  9  7  4  8  1  2  4
+1 10  9  7  5  8  2  3  5
+2 11 10  8  5  9  2  3  5
+2 11 10  9  6  9  2  3  6
+2 12 10  9  6  9  3  4  6
+3 12 11  9  6 10  3  4  7
+3 13 11 10  7 10  4  5  7
+3 13 12 10  7 11  4  5  8
+4 13 12 10  8 11  4  5  8
+4 14 13 11  8 11  5  6  9
+4 14 13 11  8 12  5  6  9
+5 14 13 11  9 12  6  7 10
+5 15 14 12  9 13  6  7 10
+5 15 14 12 10 13  6  7 11
Requisites: Int 17, Wis 17
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz/Pri
Reference: DM {Planeshifted Bringer5}, Buffyverse
Groups: Wizard, Priest, Alternate
 
Exceptional Int bonus to spells.
Gets two schools or spheres per level. If you pick the same school/sphere twice, you are specialized in it.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)
B Misfit: -N Chr, +N SL's in progression (max N=LVL)
C Occult Knowledge: Legend Lore 45+5*LVL%
D Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
E 1F: Dispel Magic
Level 4: Pick one from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or Watcher5 Level 1-3
Level 5-7: F Addiction: If you are single classed, you do double effect with spells
G Nerd: +LVL stat points to Int or Wis
H Rat-ification: 1M: Target becomes a x0 rat (save)
I Sorcery: Can spend ½M+½V instead of 1M to cast spells
J 1F: Remove *Curse* (Heavy Curse)
Level 8: Pick one from: Bringer5 Level 5-7, Spellshaper5 Level 5-7, or Watcher5 Level 1-3
Level 9-12: K
L
M
N
O
Level 13: Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3
Level 14-18: P
Q
R
S
T
Level 18: Pick one from Bringer5 Level 14-18, Spellshaper5 Level 14-18, Watcher5 Level 9-12, other5 Level 5-7
Level 20-26: U
V
W
X
Y
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick one from Bringer5 Level 20-26, Spellshaper5 Level 20-26, Watcher5 Level 14-18, other5 Level 9-12

[PC2] Wizard Group Classes


Witch Doctor

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 2 21- --- ---
4 4 22- --- ---
5 8 221 --- ---
6 16 222 --- ---
7 32 222 1-- ---
8 64 222 2-- ---
9 128 222 21- ---
10 256 222 22- ---
11 450 322 22- ---
12 650 332 221 ---
13 850 333 222 ---
14 1050 333 322 ---
15 1250 333 332 ---
16 1450 433 333 1--
17 1650 443 333 2--
18 1850 444 333 3--
19 2050 444 433 3--
20 2250 444 443 3--
21 2450 444 444 31-
22 2650 444 444 42-
23 2850 444 444 43-
24 3050 444 444 44-
25 3250 544 444 44-
26 3450 554 444 44-
27 3650 555 444 441
28 3850 555 544 442
29 4050 555 554 443
30 4250 555 555 444
31 4450 555 555 544
32 4650 555 555 554
33 4850 555 555 555
34 5050 666 555 555
35 5250 666 666 555
36 5450 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 6
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/6
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Can specialize in a school, but pick 2 opposites.
Level 1: Can read scrolls of any spell level without "blowing your head off".
Level 1: Can weapon specialize as per Ranger1.
Level 8: Can create potions as per an Alchemist of ½ the Witch Doctor's level.

[PC2] Wizard Group Classes


Wizard3

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 10 2-- --- ---
3 30 21- --- ---
4 60 32- --- ---
5 100 321 --- ---
6 150 332 --- ---
7 210 432 1-- ---
8 280 433 2-- ---
9 360 443 21- ---
10 450 443 32- ---
11 550 444 321 ---
12 660 444 332 ---
13 780 444 432 1--
14 910 444 433 2--
15 1050 444 443 21-
16 1200 444 443 32-
17 1360 444 444 321
18 1530 444 444 332
19 1710 444 444 433
20 1900 444 444 444
21 2100 544 444 444
22 2310 554 444 444
23 2530 555 444 444
24 2760 555 544 444
25 3000 555 554 444
26 3250 555 555 444
27 3510 555 555 544
28 3780 555 555 554
29 4060 555 555 555
30 4350 655 555 555
31 4650 665 555 555
32 4960 666 555 555
33 5280 666 655 555
34 5610 666 665 555
35 5950 666 666 555
36 6300 666 666 655
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites: Dex 0, Con 0, Int 0 (10)
Alignment: any
HD/level: d4
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Wiz
Reference: PH3-52
Groups: Wizard
 
May specialize in a school, pick an opposite.
Level 1: Intelligence bonus for spells.
Level 1: Scribe Scroll feat.
Level 1: Read/Write Draconic proficiency.
Level 5: LVL/5 bonus feats. These feats must be a metamagic feat, an item creation feat, or Spell Mastery.

[PC2] Wizard Group Classes


Wizard of the Coast

Level KXP MTG Wiz/Pri
123 456 789
1 0 1-- --- ---
2 5 20- --- ---
3 10 21- --- ---
4 20 320 --- ---
5 40 421 --- ---
6 80 422 0-- ---
7 160 432 1-- ---
8 250 433 20- ---
9 500 433 21- ---
10 700 443 22- ---
11 900 444 330 ---
12 1100 444 441 ---
13 1300 555 442 0--
14 1500 555 442 1--
15 1700 555 552 10-
16 1900 555 553 21-
17 2100 555 553 320
18 2300 555 553 321
19 2500 555 553 331
20 2700 555 554 332
21 2900 555 554 442
22 3100 555 555 443
23 3300 555 555 553
24 3500 555 555 554
25 3700 555 555 555
26 3900 666 655 555
27 4100 666 666 655
28 4300 666 666 666
29 4500 777 766 666
30 4700 777 777 766
31 4900 777 777 777
32 5100 888 877 777
33 5300 888 888 877
34 5500 888 888 888
35 5700 999 988 888
36 5900 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Int 16
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: MTG / DM
Groups: Wizard, Priest, Lost
 
Gets Int bonus to progression.
Has access to the following Schools/Spheres:
Black (both a Wizard School and a Priest Sphere)
Blue (Wizard School)
Green (Priest Sphere)
Red (Wizard School)
White (Priest Sphere)
Some sample spells follow on the next page. Can cast normal Wizard or Priest spells; they cost 2 spells each.
2/reset: Convert a spell not on the list from MTG to D&D.

[PC2] Wizard Group Classes


Wizard of the Coast Spells

School/Sphere SL # Spell Effect
Black 1 1 Darkness 1bM: Immune to a P attack from someone
Blue 1 1 Mind Games Target loses his next action (Spell save)
Green 1 1 Berserk Attacking creature does x2 dmg and is slain this segment (not 1bM)
Red 1 1 Lightning Bolt Target takes 30 lightning dmg (Spell save for 0)
White 1 1 Angel's Grace 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Black 2 1 Animate Dead Animates a dead monster as your summon (1 DL lower)
Blue 2 1 Aura of Dominion Target can use 2M this segment.
Green 2 1 Bind 1bM: Counter an item ability.
Red 2 1 Echoing Ruin Destroy all magic items of the same exact type (Disint. save each)
White 2 1 Abeyance Target cannot use M actions this segment (Will save)
Black 3 1 Attrition Sacrifice a summon: Target is slain (PPD save)
Blue 3 1 Charisma Your attacks are charm branded (Will save)
Green 3 1 Ancestral Mask Target gets +LVL/+LVL TH/dmg for each other of same race in room
Red 3 1 Fervor You and your summons are not summoning sick.
White 3 1 Arenson's Aura 0, sacrifice a maintained effect: Dispel a maintained effect.
Black 4 1 Breeding Pit Once per round, get a DL I Thrull as a summon (limit=LVL)
Blue 4 1 Coastal Piracy Whenever you kill a creature, restore 1 SL in memorization
Green 4 1 Aluren You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Red 4 1 AEther Flash Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
White 4 1 Congregate Target gains 10*N hp, where N is the number of people in the party+summons
Black 5 1 Extinction Slay all creatures of one race in a group (PPD save)
Blue 5 1 Evacuation A group of summons is unsummoned
Green 5 1 Doubling Season Whenever you summon a creature, you get 2 instead (+1 slot too)
Red 5 1 Fissure Slay target creature (RSW save), or Earthquake the floor
White 5 1 Angelic Chorus Whenever you summon a creature, cure it's hp on yourself
Black 6 1 Dark Offering Slay a creature (PPD save), you gain it's hp to current hp
Blue 6 1 Mind's Desire You can cast 1d6 spells of SL=1d6 next segment as 1M
Green 6 1 Desert Twister Destroy something (PP save, like a Disintegrate spell)
Red 6 1 Dragon Roost Once per round, get a DL V Dragon as a summon (limit=LVL/3)
White 6 1 Beacon of Immortality Double current hp (like a Tenser's, but a different source)
Blue 7 1 Blatant Thievery Pick Pockets LVL*10% on each target in a group
Green 7 1 Tooth and Nail Summon DL VII, can pick type, or can pick creature within type
Red 7 1 Flame Wave CL/3 groups each take 40 eldritch fire dmg (no save)
White 7 1 Look at Me, I'm the DCI An effect is banned from the room (x1 Special)
Black 8 1 Decree of Pain Slay all creatures in two groups (PPD save) or one group (no save)
Blue 8 1 Beacon of Tomorrows You get an extra segment this round (segment 11 at end)
Green 8 1 Biorhythm Each person in a group's current hp = (Number of summons)*10
Red 8 1 Insurrection Charm a group (Will save, ignores immunity to Charm effects)
White 8 1 Reverse the Sands Switch current hp totals with someone (no save)
White 9 1 Blessed Wind Target's current hp becomes 200.

[PC2] Wizard Group Classes


WuJen1

Level KXP Wu Jen
123 456 789
1 0 1-- --- ---
2 2 2-- --- ---
3 4 21- --- ---
4 8 32- --- ---
5 18 321 --- ---
6 36 422 --- ---
7 65 432 1-- ---
8 100 433 2-- ---
9 140 533 21- ---
10 280 543 22- ---
11 600 544 221 ---
12 800 554 222 ---
13 1100 554 422 1--
14 1400 654 422 2--
15 1700 654 433 2--
16 2000 665 443 2--
17 2300 665 543 21-
18 2600 665 544 22-
19 2900 666 554 22-
20 3200 666 554 33-
21 3500 766 654 331
22 3800 776 655 331
23 4100 777 665 332
24 4400 777 665 442
25 4700 877 666 442
26 5000 887 766 543
27 5300 888 776 543
28 5600 888 777 553
29 5900 998 877 654
30 6200 998 877 655
31 6500 998 877 665
32 6800 998 877 666
33 7100 998 877 776
34 7400 998 877 777
35 7700 998 888 877
36 8000 998 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 13
Alignment: non-L
HD/level: d4+1
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: OA1
Groups: Wizard
 
Wu Jen spells are in OA1. Wu Jen must spend 2 spells to cast a normal Wizard spell. Other wizards must spend 2 spells to cast a Wu Jen spell.
Level 1: Free Martial Arts style, +1 maneuver per level.
Level 1: +3 to initiative (1r) 1/d.
Level 1: Can select one element (Earth/Metal, Water, Fire, Air/Wind, or Wood). All saves vs. his spells of that element are at -1 and all damage is +1 per die. All saves he makes vs. that element are at +1.
Level 1: Tengu and Oni languages for free. +4 reaction vs. these creatures.
Level 1: Select one taboo, plus one more every 5 levels: Cannot eat meat; Cannot have more treasure than can carry; Cannot bathe; Cannot cut one's hair; Cannot touch a dead body; Cannot drink alcohol; Cannot wear a certain color; Cannot light a fire; Cannot sit facing east.
Level 4: Cast any spell that a Wu Jen of 3 levels lower could cast, at double effect (as if he was using a material component). This ability costs 1 mental action to use and is 1/d.

[PC2] Wizard Group Classes


Zantriss

Level KXP Wizard
123 456 789 ABC DE
TH
1 0 2½- --- --- -- +1
2 4 31½ --- --- -- +2
3 8 421 --- --- -- +3
4 16 532 ½-- --- -- +4
5 32 643 1½- --- -- +5
6 64 754 21- --- -- +6
7 96 865 32½ --- -- +7
8 144 976 43½ --- -- +8
9 216 A87 541 ½-- -- +9
10 400 A98 652 1-- -- +10
11 600 AA9 763 2½- -- +11
12 1000 AAA 874 3½- -- +12
13 1400 AAA 985 4½- -- +13
14 1800 AAA A96 51½ -- +14
15 2200 AAA AA7 621 -- +15
16 2600 AAA AA8 732 -- +16
17 3000 AAA AA9 843 -- +17
18 3400 AAA AAA 954 ½- +18
19 3800 AAA AAA A65 ½- +19
20 4200 AAA AAA A76 1- +20
21 4600 AAA AAA A87 1- +21
22 5000 AAA AAA A98 2- +22
23 5400 AAA AAA AA9 2- +23
24 5800 AAA AAA AAA 3- +24
25 6200 BBB BBB BBB 3- +25
26 6600 BBB BBB BBB 4- +26
27 7000 CCC CCC CCC 4½ +27
28 7400 CCC CCC CCC 5½ +28
29 7800 DDD DDD DDD 5½ +29
30 8200 DDD DDD DDD 51 +30
31 8600 DDD DDD DDD 61 +31
32 9000 EEE EEE EEE 61 +32
33 9400 EEE EEE EEE 71 +33
34 9800 FFF FFF FFF 71 +34
35 10200 FFF FFF FFF 81 +35
36 10600 FFF FFF FFF 821 +36
37 21200 FFF FFF FFF 822 +37
38 31800 FFF FFF FFF 832 +38
39 42400 FFF FFF FFF 833 +39
45 106000 FFF FFF FFF 866 +45
54 201400 FFF FFF FFF A99 1 +54
63 296800 FFF FFF FFF AA9 9 +63
72 392200 FFF FFF FFF CCB B1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+3 +3 +4 +6 -4 +3 +2 +4 +10 +2 ÷1
 
Requisites: Str 10, Dex 10, Con 12, Int 18, Chr 10,
  Race Slots 1, Class Slots 2
Alignment: any G
HD/level: & d5
Weapon Prof.: 1+level/4
To Hit Table: Mon
Save Table: Wiz+1
Reference: DM
Groups: Wizard, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Considered a "Pocket Dragon" race.
Level 1 ¶: Get one instance of each of the Psi15 Minor Alterations, as follows. You get 1 extra Psi15 pick per even level.
Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Add Scales Natural AT source = +CL
Add Tail Tail does 1d(CL*2) damage
Add Wings Flight at (CL+1)*3" rate
Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
Improve Breath Freq. Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
Increase Bite Damage (+1)d(+2) with bite attacks
Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
Increase Claw Damage (+2)d(+0) with claw/hand attacks
Increase Tail Damage (+0)d(+4) with tail attacks
Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.
Level 1: Pink Bow: 0, 1/t: Alter the breath weapon you breathe to an element of the same E or less, until you use this ability again. You are immune to that element, until you use this ability again.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite.
Level 3: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.

[PC3] Priest Group Classes


Specialty Priests "Great God List" (GGL)

Mythos Deity God of Mult Req AL Turn Specialty Priest Abilities
Amer. Indian Coyote Crafts, Thievery x4 Dex +9 C No 1) Rogue Abilities as per Thief2, max of 10th level abilities
Amer. Indian Earth Nature, Food x5 Str +5, Wis +6 T Yes 1) Immune wooden and stone weapons; 4) Summon and Control 6 DL II Animals
Amer. Indian Great Spirit Life, Creation x9 Wis +9, Str +9 LG No 5) Shape Change animal; 7) Control Weather; 10) Raise Dead 1/w
Amer. Indian Moon Protection, Women x5 Dex +5, Int +5 G No 1) x2 CL (max bonus CL from this effect = +12); 1) 0: Moonlight (doesn't blind)
Amer. Indian Snake Reptiles, Aging x4 Wis +9 NG No 10) Summon Snakes; 15) Immune Aging; 15) Control Age
Amer. Indian Sun Light, Heat x5 Str +7, Dex +7 non-E Yes+2 1) 1M: Summon DL N Animal (N=LVL, beyond 10 uses Monster Templates); 1) Eye's P, gaze: Blindness (save)
Aztec Huitzilopochtli War, Light x5 Str +6, Con +5 any No 1) +LVL dmg with Javelins; 1) WReflection LVL*10%
Aztec Mictlantecuhtil Death x5 Con +7, Wis +5 any Yes x2 1) 1M: Animate Dead; 1) Eye's M, gaze: Stun 1d10 r (save)
Aztec Ometeotl Creation x9 Wis +9, Int +9 any Yes 1) Turn Undead as 2 levels higher; 10) Invisibility
Aztec Quetzalcoatl Air, Wisdom x5 Int +7, Wis +7 G Yes x2 1) 0: Message; 1) +1 school of immunity for having high Wis (and another +1 for high Int)
Aztec Xochipilli Beauty, Luck x5 Chr +9 any No 1) +1 saves; 5) +2 saves; 10) second attempt on any failed save
Aztec Metzli Night, AnimalGrow x5 Str +9 NG Yes 1) Infravision; 10) can cast from wizard Illusion school
Celtic Daghdha Crops, Weather x6 Dex +5, Wis +5 G No 1) Overwrite spell progression with Druid1; 1) 1 attack with a club: Coup-de-grace
Celtic Diancecht Medicine, Healing x5 Wis +9 G No 1) All Healing sphere spells are -1 SL for you
Celtic Goibhniu Smiths, Weapons/Armor x5 Str +5, Con +5 T or N No 1) ++1 TH; 1) Heroes' Feast; 3) 1P, LVL/d: Enchant weapon/armor with LVL*2/5 half-plusses
Celtic Lugh Art, Commerce x6 Wis +9 N No 1) Darkness/Light 100'r 1/d; 3) x3 move rate; 9) Enchant Item 1/w
Celtic Math Mathonwy Magic x5 Int +9 N No 6) Gain Mage2 progression and spells as if 5 levels lower
Celtic Oghma [2] Speech, Writing x5 Int +5, Wis +5 G No 3) 1M: Charm Person; 5) 1M: Charm Monster; 8) 1M: Mass Charm
Chinese Chung Kuel Truth, Testing x5 Int +7, Wis +7 non-E No 1) 1F: Dispel x1 effect; 5) Detect Lie (cont.); 10) Detect Lie (cont., know real truth)
Chinese Fu Hsing Happiness x5 Chr +9 G Yes 1) Immune Fear; 5) Bard2 progression; 10) Spells require only 1M
Chinese Kuan-Ti War, Fortune Telling x5 Str +7, Wis +6 G No 2) Free Wild Talent in Psi10; 9) Mix in a Warrior group class with a Wis requirement
Chinese Lei Kung Thunder, Revenge x5 Wis +9 any No 1) 3rd level Thief2 abilites; 12) 12th level Thief2 abilities
Chinese Shang-Ti Creation, Order x7 Int +9, Chr +9 L Yes 5) Charisma becomes 19; 5) Detect Lie
Chinese Yen-Wang-Yeh Death x5 Str +5, Con +5 L Yes+1 1) Move Silently 100%; 1) ½V: Invisibility; 3) 1N, talking: Speak with Dead
DM Cypho Love, Rejuvenation x3 Cml +9 G Yes+2 1) CharmPerson; +1 Chr,+2 Cml; 4) CharmMonster; 8) MassCharm
DM Originator (pick a color) x22 HNCL 18 any Yes! You are Grand in Cosmos (all Spheres except exotic spheres unique to certain classes)
DM Smiley ArchLich Liches, Munchkins x9 Int +9, HNCL 9 any No! 9) Become a Lich; 9) Determine what's right; 9) +1 MF even if MF=0
DM Supreme Being Creation, Time, Bandits x9 Chr +14 any Yes 1) 1M: Find the Path; 1) Any Rogue 1 with 40+LVL*10 points; 9) 1M: Between to Time of Legends
DM Thanatos Incantatrix, Theft x3 Wis +9 E Yes+3 1) Can use spells from Wiz Incantatrix school; 1) lvl*2% GR
DM Velonya Fertility, Death x6 Wis +13 E (non-J) Yes x3 1) Free Wraith Racial Adjective, Those you energy drain away become Wraiths in 1d4 segments
DMGR4 Solonar Thelandira [Elf] Archery, Hunt x5 Dex +9, Con +9 CG No 1) +1 TH bow; 3) Speak w/animal; 7) +2 TH bow; 9) +1 Dex or Con
DMGR4 Dumathoin [Dwarf] Mining x5 Con +9 T No 1) Stoneskin; 5) Stone Shape; 9) Detect Gems
DMGR4 Nebelun [Gnome] Inventions x3 Int +9 CG No 1) Reroll 1 roll 1/d; 5) Free Action; 9) Can use Alteration school
Egyptian Ra Sun, Kings x8 Wis +9, Int +9 LG Yes 1) Light; 5) Cont. Light; 10) Shape Change Hawk; 15) Sunray
Eqyptian Isis Marriage, Magic x5 Int +9 non-E No 1) MR 5*level%; 10) Make all saves vs. magical effects
Egyptian Thoth Knowledge x4 Int +9 any No 1) Detect Lie; 5) +1 Int, +1 Wis; 10) Commune; 15) +1 Int, +1 Wis
Greek Zeus Heavens, Law x8 Str +9, Con +9 any No 1) Lightning Bolt CLd4; 15) Polymorph Self
Greek Hermes Travel, Trade x5 Con +9 non-E No 1) -level AC up to level=10; 5) Detect Lie; 10) Haste cont.
Greek Hades Death, Wealth x5 Wis +9 E Yes 3) See in dark; 5) Darkness; 10) Death Touch; 20) Regen 5 hp/r
Greyhawk Beory Nature, Rain x6 Wis +9 NN No 1) Druid "Level:" abilities (if you are a Druid, get them twice as fast)
Greyhawk Boccob Magic, Planes x6 Int +9 N No 1) +2 CL Divin. sphere; 7) Commune; 10) Considered Wiz group
Greyhawk Celestian Wanderers x5 Int +9 G,T No 1)F.Fall; 3)Jump; 5)Levitate; 7)S.Climb; 9)Fly; 11)DDoor; 16)TWE
Greyhawk/DM Circle of Eight Magic, Heroics x2 Int +9 G No 4) Limited Wish 1/d; 9) Cast a Hero Spell 1/d; 16) Avoid Fate 1/d
Greyhawk Ehlonna Woodlands x5 Chr +9 G Yes-3 1) Tracking prof.; 5) Move Silently lvl*10%; 7) Hide in Woodlands
Greyhawk Erythnul Malice, Envy x4 Str +9 E Yes-4 4) Fear; 7) Strength; 9) Enchant an Item incl. Wounding effect
Greyhawk Fharlanghn Travel, Distance x5 Con +9 T No 1) +25% move rate; 3) +3 Running prof.; 5) DimDoor; 9) WindWalk
Greyhawk Heironeous Rightful Combat x5 Str +9 LG Yes-2 1) +2 fear saves; 4) Cloak Bravery; 6) Hold Strength; 11) PW Stun
Greyhawk Hextor Scourge of Battle x5 Dex +9 E No 1) +1 Str; 3) Ambidexterity; 5) Ray Enfeeble.; 9) x2 dmg for 1t 1/d
Greyhawk Incabulous Plague, Famine x6 Wis +9 E Yes 1) Imm. disease; 5) Hypnosis; 6) Contagion; 7) Enervate; 8) Sleep
Greyhawk Istus Future Destinies x6 Int +9 N No 1) +2 CL Divin. sphere; 3) Augury; 6) Divination; 7) Hold Monster
Greyhawk Iuz Cruelty x3 Wis +9 E Yes+1 3) Change Self; 5) +2 save vs. Good; 7) Fear; 9) Enervation
Greyhawk Kord Combat, Strength x4 Str +9 C Yes 1) +2 vs. fear; 4) Strength; 7) +2 save vs. Law; 9) May use Wiz Ele
Greyhawk Lendor Time x4 Int +9 LN No 3) Slow; 7) Immune Time; 12) Time Stop
Greyhawk Mayaheine Protection,Survival x3 Str +9 LG Yes 3) Pro.Evil; 5) Cloak Bravery; 9) Use a Pro./Wards SL 1-6 spell 1/r
Greyhawk Nerull Death, Suffering x6 Wis +9 E Yes 1) Lowered surprise; 6) Evard's Black Tentacles; 12) Destruction
Greyhawk Obad-Hai Nature, Wild x5 Wis +9 N No 1) Use Druid spell progression table & minor/major/grand spheres
Greyhawk Olidammara Thieves, Pranks x5 Dex +9 CN No 1) Hide in Shadows; 5) Alter Self; 7) Tasha Laughter 10) Confusion
Greyhawk Pelor Sun, Strength x6 Str +9 G Yes+1 1) +1/die with Cure spells; 5) Immune Blindness/Darkness; 9) Fly
Greyhawk Pholtus Law, Order x5 Chr +9 L Yes 1) Dispel Darkness; 5) Glow; 9) Reflect; 12) Holy Word
Greyhawk Procan Sea, Weather x4 Con +9 CN No 1) Swim prof.; 3) Water Walk; 6) Water Breathing; 8) Airy Water
Greyhawk Ralishaz Chance, Ill-Luck x5 Dex +9 C No 3) Sleep; 5) x½ dmg from 1 att 1/r; 7) Fumble; 9) Save of 18
Greyhawk Rao Mediators x6 Chr +9 LG Yes-4 1) Friends; 4) +2 mental saves; 7) Emotion; 9) True Seeing
Greyhawk St. Cuthbert Dedication, Law x5 Wis +9 L Yes-4 2) Friends; 3) Shillelagh; 4) ESP; 9) True Seeing
Greyhawk Tharizdun Insanity, Illusion x5 Wis +9 E Yes 1) Can use cold Wiz spells; 5) Suggestion; 9) Otilukes Freezing Sph
Greyhawk Ulaa Miners, Hillsmen x4 Str +9 L No 1)Enemy[Ran2]; 4)Dig; 7)Passwall; 10)Stone/Flesh; 12)Imm. Earth
Greyhawk/DM Vecna Fallen Gods x0 Wis +18 E Yes+6 1) Become Undead; 3) Speak w/ Dead God; 9) Imprisonment
Greyhawk Wee Jas Magic, Death x5 Int +9 L Yes 1) +1 save vs. magic; 6) Ench school; 9) Alt, Ill, Invo schools
Greyhawk/DM Zagyg Humor, Occult x3 Int +9 C No 1) Imm Chaos/Punomancy; 3) Contact Plane; 5) Random Gate
Greyhawk Zilchus Money, Business x4 Chr +9 LN No 1) +2 mental save; 3) Appraisal [no fail]; 7) +1 Chr; 9) True Seeing
Indian Brahman Everything x9 Wis +9, Int +9 any Yes 1) Major access to all spheres; 18) Grand access to all spheres
Indian Siva Destruction x5 Wis +9 NE Yes 1) Immune to Fire
Indian Kali Life, Death x5 Dex +9 CE Yes 1) Move Silently lvl*10%, Hide in Shadows lvl*10%; 10) Invisibility
Japanese Tsuki-Yomi Time, Moon x5 Wis +9 G Yes 1) Infravision; 15) Time Stop
Japanese Hachiman War x5 Str +9 any No 1) THAC0 and Saves as Warrior; 10) +3/+3 enchant on 1 weapon
Japanese O-Kuni-Nushi Medicine, Sorcery x5 Int +9 G Yes 5) Charm Animal; 12) Can cast from a wizard school (your choice)
Nehwon Issek of the Jug Tortured Souls x5 Wis +9 G Yes 1) Escape Bonds; 2) Create 1 gallon of any liquid 1/d
Nehwon Gods of Trouble Chaotic Actions x5 Dex +9 C Yes 1) Gaze of Failure: Save or fail at current action; 8) Shadow Walk
Nehwon Tyaa Avians x5 Dex +9 E No 1) On death Reincarnate to a bird; 5) Shape Change Bird
Norse Odin War, Wisdom x8 Str +9, Wis +9 any Yes 1) +level hp; 10) THAC0 as per Warrior
Norse Sif Excellence, Skill x5 Int +9 any No 5) +1 to any ability score; 10) Advance directly to 11th level
Norse Hel Death, Disease x5 Wis +9 any No 5) Imm. disease/poison; 10) Speak w/ Dead; 15) ½ Physical dmg
Oerld/DM Albrecht Magic, Technology x5 Int +9 G Yes 1) Can use Wiz schools; 2) Techn of ½ level; 9) Int Bonus spells
Oerld/DM Delusha Foresight, Sun x3 Con +9 L Yes x2 1) Get two saves, Wpn is Sun Blade; 2) Any Rog 2; 9)Any Rog 9
Oerld/DM Lishori Love, Peace x3 Chr +9 N Yes-5 1) No Wis vs.your effects; 1) +lvl AC 30'r; 9)Must save to attack you
Oerld/DM Nethlar Knowledge, Psi x3 Int +9 any Yes 1) +lvl NonWeapon, Legend Lore lvl*10%, Div school; 18) Use 2M/s
Oerld/DM Setesh Destruction, Desert x4 Str +9 C Yes+1 1) +1 HD/lvl, +lvl TH or dmg, Imm Fire/Sand; 2) 1M: Cast Inv 1 spell
Oerld/DM Treaton Nature, Woodlands x4 Chr +9 T Yes-3 1) 0, 1/r: Cure lvl hp; 2) Find the Path; 7) Raise Dead Fully
Toril Ao Creation x9 HNCL 6 any Yes Creation spells are 1 SL lower
Toril Auril Cold x3 Wis +6, Con +9 NE No 1) Immune Cold; 8) Ice Storm; 12) Summon Ice Elemental
Toril Azath Mages, Energy x3 Wis +6, Int +9 LN No 1) Spellcraft prof.; 2) May cast one Wiz school at ½ CL
Toril Bane Strife, Hatred x6 Str +9 LE No 1) Immune Fear; 5) Aura of Fear 10*CL'
Toril Beshaba Mischief, Bad Luck x4 Wis +6 CE Yes 1) -CL to one enemy roll /d
Toril Bhaal Death x4 Wis +6, Con +9 LE Yes 9) Aerial Servant; 10) Plane Skipping
Toril Chauntea Agriculture x6 Wis +6, Chr +9 NG No 1) Druid2 abilities
Toril Cyric Death, Murder x6 Wis +6, Int +9 NE Yes+2 1) Immune Fear/Emotion; 5) Aerial Servant; 9) Convert to Cyric
Toril Deneir Literature, Art x3 Wis +6, Int +15 NG Yes 1) Resist Books; 1) Speak all known languages; 1) ID Rune/Symbol
Toril Eldath Peace, Pools x3 Wis +6, Chr +9 NN Yes 1) Remove Fear; 3) Sleep; 5) Silence; 10) Breathe Water
Toril Elemental Cult Elementals x4 Con +6 any Yes 5) Summon Elemental
Toril Gond Artifice, Craft x4 Wis +6, Int +9, Dex +9 NN No 1) +2 w/ craft profs.; 1) Open Locks CL*20%
Toril Helm Endurance, Suffer x4 Wis +6, Con +9 LG No 1) Resist Pain; 1) +2 Con checks; 1) Remove Fear/Emotion
Toril Lathander Spring, Dawn x6 Wis +6, Chr +9 NG Yes+4 1) +2 w/ art profs.; 3) Faerie Fire
Toril Leira Deception, Illusion x3 Wis +6, Int +9, Dex +9 CN Yes 1) Can read Wiz scrolls; 5) Misdirection; 13) Mislead
Toril Lliira Joy, Happiness x3 Wis +6, Chr +9 CG Yes 1) Dancing prof.; 1) Mass Remove Fear; 1) +2 TH natural
Toril Loviatar Pain, Hurt x3 Wis +6, Con +9 LE No 1) Pain Touch; 9) White Wand [absorbs 10 SLs]
Toril Malar Hunters, Beasts x3 Wis +6, Str +9 CE No 1) Hunting prof.; 1) Cestus 1d+2 natural; 3) ID plants/animals
Toril Mask Thieves, Intrigue x4 Wis +6, Dex +9 NE No 1) Thief2 abilties at 20 pts/lvl; 1) Thieves' Cant
Toril Mielikki Forests, Rangers x4 Wis +6, Str +9, Dex +9, Con +9 NG Yes 1) Ranger2 abilities (but not Warrior abilities)
Toril Milil Poetry, Song x3 Wis +6, Int +9, Chr +9 NG Yes 1) Singing/Music prof.; 1) Entrall; 10) Suggestion
Toril Myrkul Dead, Decay x6 Wis +6, Int +9, Str +9 NE Yes 1) Turn=3d12; 1) Imm.Disease; 1) Feign Death; 10) Summon Death
Toril Mystra Magic x6 Wis +6, Int +9 NG Yes 1) +2 magic saves; 1) Function in dead/wild magic; 1) Detect Magic
Toril Oghma Knowledge, Bards x6 Wis +6, Int +9 NN Yes 1) +4 turn vs. outer; 1) +2 TH natural; 3) Identify; 10) Legend Lore
Toril Selune Moon, Stars x4 Wis +6, Con +9 CG Yes 1) Infravision; 1) Navigation prof.; 1) Can control Lycanthropy
Toril Shar Dark, Night x6 Wis +6, Str +9 NE Yes 1) Darkness; 1) Immune Darkness; 5) Cont. Darkness; 7) Forget
Toril Silvanus Nature, Druids x6 Wis +6, Chr +9 NN No 1) Druid1 spell progression
Toril Sune Beauty, Love x6 Wis +6, Chr +9 CG Yes 1) Charm Opposite Sex; 9) +2d4 Chr
Toril Talona Disease, Poison x3 Wis +6, Con +9 CE No 1) Resist Poison; 3) ID Poison; 10) Cause Disease
Toril Talos Storms, Destruction x6 Wis +6, Str +9 CE Yes 7) Lightning Bolt; 10) Control Weather
Toril Tempus War x6 Wis +6, Str +9 CN Yes 1) Berserk; 1) +1/+1 w/ one weapon; 1) ID magic weapons
Toril Torm Duty, Loyalty x3 Wis +6, Con +9 LG Yes 1) x2 duration w/ Divination/Protection spells; 1) Command
Toril Tymora Adventurers, Skill x5 Wis +6, Dex +9 CG Yes 1) +CL to one die roll /d
Toril Tyr Justice x6 Wis -6 LG Yes Note the requirement is a negative shift to the normal class requirement
Toril Umberlee Oceans, Waves x4 Wis +6, Con +9 CE No 1) Swimming prof.; 5) Breathe Water; 10) Underwater Action
Toril Waukeen Trade, Money x4 Wis +6, Int +9, Chr +9 NN Yes 1) Appraising & Gem Cutting prof.; 1) ID Metal
Beholder Great Mother Fertility, Tyranny x5 Int +5; Chr +10 L any Yes L1: 1M, LVL/d: Create a DL=(LVL+1)/2 Beholder, acts as a summon but not a summon slot
Beholder, Ang. Omarax the Eye Tyrant Atrocities x4 Con +7 L any Yes +2 L1: +LVL eyes, Wild Talent in Psi29; L9: Once: Shapechange Self to a Beholder type, no XP divisor
Beholder, DM Sporacle of Absolute Absoluteness x3 All Six +3 A any Yes +1 L1: Eye's M, LVL/d: Fork; L1: Eye's M, LVL/d: Twist; L5: +LVL-4 QEye'sM; L9: +LVL-8 IEye'sM
Bugbear Grankhul Hunting, Senses x5 Dex +7; Int +5 CE/CN/NE No L1: Ranger tracking; L4: Infravision/Ultravision; L7: x(LVL-5) movement rate, +(LVL-6)V actions
Bugbear Hruggek Violence, Combat x6 Str +8 CE/CN/NE No L1: 1M, LVL/d: Command (IR; no save); L4: +1 size; L7: 1M, LVL/d: Hold Person (IR; no save)
Bugbear Skiggaret Fear x3 Wis +2 CE/CN/NE No L1: Cold damaging shield; L3: 1M, 1/d: Slay Living; L5: Immune Fear, Cold, Paralysis, Darkness
DM, Bear Invisible Polar Bears Martial Arts, Bears x8 Str +6; Con +3 C any Yes L1: Immune Cold; L1: Free Martial Arts style, +LVL maneuvers; L1: +LVL^2 pp /d (1 pp = 5 gp)
DM, Sigil Lady of Pain Sigil, Dread, Blades x9 Str +9 L any Yes L1: 1M: Dimension Door; L4: 1M: Find the Path; L9: Immune Insanity, Hold M actions
DM, Time B. Master of Evil Technology, Time x8 Int +6; Chr +6 any E Yes x2 L1: Know and can cast Chronomancy spells (x2 spell slots each); L9: Plane Shift to Time of Legends
Dwarf Berronar Truesilver Safety, Truth, Home x6 Wis +3 LG/LN/NG Yes -4 L1: +4 CL; L3: Ring of Truth cont.; L5: 1M: Wall of Force/Iron/Stone; L9: +1 Healing spell per SL
Dwarf Clandeggin Silverbeard Battle x5 Str +8 LG/LN/NG No L1: 1M: Command (2 words); L5: +LVL-4 Str; L9: 1M, 1/d: x3 dmg with axes for 1 turn
Dwarf Moradin Creation, Smithing x7 Str +7 LG/LN/NG Yes L1: +2 Chr; L5: Wpn. Spec. Warhammer (Non-War); L9: Luckstone allies in your group
Elf Aerdrie Faenya Air, Weather, Avians x5 Dex +3 C any No L1: Fly; L3: Double Resist Air; L5: Wind Walk; L9: 1M: Summon 4 DL VII Avians
Elf Corellon Larethian Magic, Arts/Crafts x7 Str +6, Int +6 CG/CN/NG Yes L1: +2 Chr; L5: Double Resist Poison; L9: Giant-class gets no saves vs. your Priest spells
Elf Sehanine Moonbow Mysticism, Dreams x6 Int +6; Wis +7 any G Yes +2 L1: Resist slain (halve hp instead); L3: True Sight; L5: 1M: Moonbeam; L9: Wild Talent in Psi10
Elf, Drow Klaransalee Undead, Vengeance x3 Wis +2 CE/CN/NE Yes +3 L1: +1 Revive slot, 1M: Animate Dead; L5: Touch causes 2d6 hp drain; L9: 1M: Cure undead status
Elf, Drow Lolth Spiders, Darkness x5 Wis +7 CE/CN/NE Yes -2 L1: Immune Poison, gain all "Elf, Drow" abilities (have them twice if already a Drow)
Elf, Drow Vhaerun Thievery, Territory x4 Dex +6 any E Yes -4 L1: Non-Detection cont.; L5: Immune to one thing you're Vulnerable/Severe Allergy to
Gnome Baervan Wildwanderer Forests, Travel x6 Con +5 any G Yes -4 L1: Leave no tracks; L3: Free Action; L7: +LVL-5 AC, +LVL-5 saves; L9: +1 Animal Companion
Gnome Baravar Cloakshadow Illusion