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Description automatically generatedMaster Custom Picks

 

Level

KXP

1

2

2

4

3

8

4

16

5

32

6

64

7

128

8

256

9

400

10

500

11

600

12

700

13

800

14

900

15

1000

16

1100

17

1200

18

1300

19

1400

20

1500

21

1600

22

1700

23

1800

24

1900

25

2000

26

2100

27

2200

28

2300

29

2400

30

2500

31

2600

32

2700

33

2800

34

2900

35

3000

36

3100

Each level you get your LVL in Master Custom picks. A simple way to figure out how many levels of picks you get is to take LVL*(LVL+1)*0.5. CF=5: You may save picks to get a bigger pick. For example, you can combine a 1st and a 17th to get an 18th.

Level 1: 1P, torture a creature: Charm (no save, WR to resist).  The charmed monster will not fight for the duration of this combat, but he will fight (for your side) starting with the next combat.

Level 1: Gets +1F action per round.

Level 1: Gets F=LVL rating in Custom2 picks.  The entire Custom2 chart is given further down, but negative F cost things cannot be picked.  ArchCustom2 things can be picked if you research them.

Level 1: Rotating Truename.

Level 1:  1S, NP/d: Name an effect.  That effect can't be used in the room for 1 round.

Level 1:  1S, NP/t: One target gets Flying or Water Breathing for 1 round.

Level 1:  One level of Exceptional Dex.

Level 1:  When attacking someone, multiply your damage by the number of classes he has (max=LVL).

Level 1: #Attacks = level if creatures being fought are less than LVL HD

Level 1: Get an extra "Any Rogue" pick per level.  {Scout}

Level 1: Two "Level 1:" abilities from any class you know  {Dilettente}

Level 1: [1F to use] Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 }

Level 1: +1 ability score point (can pick this multiple times)

Level 1: +1 beast language per level.  This allows speaking with animals such as birds, rabbits, etc.

Level 1: +1 Dex.

Level 1: +1 grand sphere

Level 1: +1 Hit Die (it's a d6).

Level 1: +1 martial arts maneuver per level.

Level 1: +1 Research point per reset, for researching one Magic the Gathering spell per reset.

Level 1: +1 Research point per reset, for researching one Rolemaster spell list per reset.

Level 1: +1 specialty school

Level 1: +1 spell per SL, only for fire-based spells  {Pyromancer}

Level 1: +1 TH in a specific weapon per level (can choose different weapons each level)  <i>{Peasant Hero}</i>

Level 1: +1 to # of attacks with all attack forms (weapon, natural, etc.)

Level 1: +1 to number of attacks with darts.

Level 1: +1 X24 minor.  Level 9: +1 X24 major.  Level 18: +1 X24 grand.  Level 27: +1 X24 super.

Level 1: +1 X7 minor.  Level 9: +1 X7 major.  Level 18: +1 X7 grand.  Level 27: +1 X7 super.

Level 1: +1V action, or add a "Q" to one of your existing V actions.

Level 1: +1W action per turn (per round at CF=4).  [ You can use a W as an S action, but you still can use only 1S+1V per segment.  1W: Give another party member +1RS action.]

Level 1: +2 language slots per level.

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: +3 Nonweapon proficiencies or +1 Feat per level.

Level 1: +level to hit with bite attacks.

Level 1: +LVL AC

Level 1: +LVL Chr, -LVL Wis  {Imbalanced}

Level 1: +LVL damage

Level 1: +LVL damage.

Level 1: +LVL distributed among AC, TH, or dmg.

Level 1: +LVL dmg.

Level 1: +LVL HNCL.

Level 1: +LVL Initiative (or) Roll 2d12, choose the better

Level 1: +LVL Martial Arts maneuvers and Exceptional Dex

Level 1: +LVL nonweapon proficiencies

Level 1: +LVL Nonweapon proficiencies, must be Int-based.

Level 1: +LVL saves  {Vengeful Survivor}

Level 1: +LVL Str and Exceptional Str

Level 1: +LVL TH  {Thug} or +LVL TH and dmg with unarmed attacks  {Brawler}

Level 1: +LVL to hit.

Level 1: +LVL to pick two combinations of TH/dmg, bite/claw

Level 1: +LVL Will saves; cannot generate Psionic links  {Introvert}

Level 1: +LVL*2 stat points for purposes of qualifying for classes

Level 1: +LVL*3" bonus to movement rate

Level 1: +LVL*5% money  {Treasure Hunter}

Level 1: +LVL/2 tentacles (treat as arm with no hand), each tentacle is a separate set of limbs, can wield weapon at ½Str

Level 1: 0, 1 attack: Destroy a magic item.

Level 1: 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon

Level 1: 0, 1/reset:  Choose 1 specific race or monster.  You may Turn that race/monster as if it was undead for the rest of this reset.

Level 1: 0, 1/t: Ignore all damage from one source.  <i>{Berserker}</i>

Level 1: 0, LVL/d: Target item will fail it's next item save.

Level 1: 0, NP/d: One party member is immune to one element or spell/psi effect this round.

Level 1: 0, NP/d: Summon a DL=SN Animal.  All of these animals may be in one summon slot.  (SN=Session Number)

Level 1: 0, NP/r: One (willing) party member or subordinate acts on the bottom of this segment instead of the top.  (Cannot have acted the top of this segment.)

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

Level 1: 0.2 in Class Adj.  Level 9: +0.3 in Class Adj.  Level 18: +0.3 in Class Adj.  Level 27: +0.3 in Class Adj.

Level 1: 0.2 in Race Adj.  Level 9: +0.3 in Race Adj.  Level 18: +0.3 in Race Adj.  Level 27: +0.3 in Race Adj.

Level 1: 0.3 in Class Adj for free

Level 1: 0.3 in Race Adj for free  (alternate source had 0.2)

Level 1: 0: Shift the elemental composition of a spell you're casting to Earth  {Geomancer}

Level 1: 1 attack that hits: Coup de grace.

Level 1: 1 attack that hits: Steal a spell from memorization, add to yours (Spell save, aMR) {Spelleater}

Level 1: 1 full reset:  On the following reset, your spell progression in your Astrologer class is doubled.

Level 1: 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}

Level 1: 1 in 6 chance that Wandering Monsters are on your side  (this was in an upper block as L' in alternate source)

Level 1: 1 reset of actions, 1/campaign: Your "Player Pick" (cheat code) is changed to a code that is not currently in use.  You may pick from the "Older/Inactive Codes" in [X3].

Level 1: 1/reset: Choose an alignment.  You do x2 dmg (spells & attacks) vs. that alignment

Level 1: 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample

Level 1: 1D or 1F, 1/t: Heal self  {Redeemer}

Level 1: 1F, 1/reset per wand/staff/rod:  Choose one effect the wand/staff/rod does.  Roll a new effect of the same SL.

Level 1: 1F, 1/t, LVL/d: Change your race (to a legal race of your racial XP divisor or less) until this ability is used again.  You do not need to adjust your stats (you can treat all of these as "Vanilla").

Level 1: 1F, 2/d: Polymorph into a normal or para elemental for (level) rounds.  Your punching damage is (level)d4.

Level 1: 1F, LVL /week: Animate a dead body; it becomes a type of undead equal to the HD/Level of the original creature

Level 1: 1F: Cast a random priest spell of SL=1dLVL (max 10).  You must target the spell before knowing what the effect is.  You may declare you are reversing the spell (again, before knowing what it is).

Level 1: 1F: Dispel Magic

Level 1: 1F: Duplicate a 1st level Rogue ability at LVL*10%  {Entertainer}

Level 1: 1F: Wild Surge or High-Frequency Sample (the result is not "kept in memory" like High-Frequency Sampler class)

Level 1: 1M, 1/d: Cosmic Awareness, immune to dust disap for 1t

Level 1: 1M, 1/d: Gate in random demon  (1+LVL)*5%

Level 1: 1M, 1/d: Gate, two-way, random plane

Level 1: 1M, 1/d: Locate a specific ioun stone type 5*LVL%.

Level 1: 1M, 1/d: Magic Map the dungeon level out to LVL*50' radius

Level 1: 1M, 1/d: Summon Aid  LVL*2%

Level 1: 1M, 1/d: Summon Aid  LVL*5%

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: 1M, 1/effect: Target gets another save vs. a bad effect that's effecting him  <i>{Officer of War}</i>

Level 1: 1M, 1/t: Charm Person.

Level 1: 1M, 1/t: Insanity a group (save)

Level 1: 1M, 1/t: One group fails morale (save)

Level 1: 1M, 1/t: Summon Chr 1st level fighters, all of them together use 1 summon slot  <i>{Peasant Hero}</i>

Level 1: 1M, lose X Con until next reset: Cure X*LVL hp.

Level 1: 1M, LVL/d: Dispel an effect that is not on a person.

Level 1: 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.

Level 1: 1M, LVL/d: Summon Spirit  40+LVL*5-(DL of spirit)*5+(each turn of preparation)*1%

Level 1: 1M, LVL/t: Faerie Fire (target gets -2 AC)

Level 1: 1M, LVL/t: Light (can blind one target, Spell save)

Level 1: 1M, LVL/w: Bless an item, it gains a +LVL/4 bonus to hit (if below level 4, is considered a +0 magical weapon).

Level 1: 1M, Touch: Target loses LVL Str.  You gain LVL Con until next reset.

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: 1M: Blindness your group (save)

Level 1: 1M: Confusion 1 target (save)

Level 1: 1M: Dismiss a Ooze or Demon 10*LVL%

Level 1: 1M: Dispel a class ability for 1 turn.

Level 1: 1M: Dispel a familiar ability for 1 turn.

Level 1: 1M: Dispel a racial ability for 1 turn.

Level 1: 1M: Dispel LVL magic, psionic, or innate effects on one target.

Level 1: 1M: Dispel or remove a feat or kit from someone for 1 turn.

Level 1: 1M: Drop all ER, iER, xER, and ixER on target (no resistance).

Level 1: 1M: Fear a group (save)

Level 1: 1M: Identify an item constructed of stone.

Level 1: 1M: LVL instances of Resist Insanity

Level 1: 1M: Shut off target familiar or specialty priest power

Level 1: 1M: Summon a DL=(LVL+1)/2 Ooze or Demon

Level 1: 1M: Target gets (LVL+1)/2 insanities (RSW save) (see [C] section)

Level 1: 1M: Target gets alignment changed to yours & target confused (Will save for each effect)

Level 1: 1M: Taunt A to attack B (each target saves)

Level 1: 1N, LVL/d:  You attack or defend as a x2 being this segment.  Use this ability 9 times in one segment:  You attack or defend as a x3 being this segment.

Level 1: 1N, take 1 dmg: Gain 1 PSP  {Living Power}

Level 1: 1P: Dispel a spell/psionic effect.

Level 1: 1S, 1/d: You and one party member get +NP*CL/4 AC, saves, TH, dmg, and max hp for the day.

Level 1: 1S, 1/reset: Get NP*SN*SN*100 gp to spend on magic items only.  (SN=Session Number)

Level 1: 1S, 1/t: You and one party member get +NP*CL% RR, MR, aMR, PR, aPR, NR, IR, or CR for 1 turn.

Level 1: 1S, 1/t: You and one party member get +NP*CL/2 AC and max hp for 1 turn.

Level 1: 1S, 1/t: You and one party member get +NP*CL/2 dmg and max hp for 1 turn.

Level 1: 1S, 1/t: You and one party member get +NP*CL/2 saves and max hp for 1 turn.

Level 1: 1S, 1/t: You and one party member get +NP*CL/2 TH and max hp for 1 turn.

Level 1: 1S, NP/d: Haste of +min(CL,NP) C actions, lasts for 1 turn.  (min=minimum/smaller of these two values)

Level 1: 1S, NP/t: Deal CL Wood dmg to each group on the chalkboard with Flying per segment (x1 Terrain Feature)

Level 1: 1S, NP/t: One target gets Free Action for 1 round.

Level 1: 1S: Cure NP*CL hp to one target, or cure NP*CL% of damage taken to one target.

Level 1: 1S: Deal NP*CL untyped dmg to one target

Level 1: 1S: Deal NP*X dmg of an E=1 element to one group (BW save: ½) (X=current KXP total on the board.)

Level 1: 1scrV: Put someone's brain or soul on your Plate (Psionic Blast save, but the effect is not psionic)

Level 1: 1V, 1M, write "Elbereth" on the floor: Monsters must save vs. Will to attack you

Level 1: 1V, 2/d: Fly for (level) rounds.

Level 1: 1V, 2/d: Immune to fire 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, LVL/t: Flaming Hands: Your hands are on fire, and you do +1d4 unarmed dmg this round.

Level 1: 1V, while drinking a potion or using a charge on an item (such as a wand): "Material Component" the effect.

Level 1: 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.

Level 1: 1V: +LVL TH/dmg with one shot with a missile weapon  <i>{Master Bowman}</i>

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 1: 40 Rogue points

Level 1: 60F,1/d: Create a potion of <= LVL*100 XP value

Level 1: A "Level N:" (or less) Rogue ability from a class you know.

Level 1: Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks

Level 1: Access to all frequencies, lose LVL powers per type (minor, major, etc.)

Level 1: Acrobatics: Gain a level 1 Acrobat pick, with 50+5*LVL% rogue points in it.

Level 1: Add d+3 to HD type for this class (can pick this multiple times)

Level 1: Add d+LVL to the damage dice with one weapon type

Level 1: Add your Chr bonus to your saves, or to the DC of your spells' saves  {Knight of the Staff}

Level 1: Additional +(LVL+1)/2 AC (round down) when using Armor Optimization  <i>{feats}</i>

Level 1: All magic items cost x0.9 normal price for you  {Arcane Craftsman}

Level 1: Always have Capital E Enough food and water.

Level 1: Always know exact location; cannot get lost in woods  {Anchorite}

Level 1: Always make Chr checks.  {Diplomat}

Level 1: Anti-Everything Shell SL 0-(LVL/2)

Level 1: Any weapon does double damage/effect with a cold-based attack (e.g. Frost Brand).

Level 1: Arm's P: 1d10 fire dmg to one target, takes additional 1d4 dmg each segment for 5 s.

Level 1: Attractiveness: +LVL*2 Cml.

Level 1: Avoid Trap (entire party): Mech.|Magic/Psi|OutPh {Rogue ability: 10 / Int-10 / Int-16}

Level 1: Backstab = x(LVL+2)/2

Level 1: Backstab x(LVL+7)/4.  <i>{Brawler}</i>

Level 1: Backstrike (each 30% = x1 TH) (increases 10/lvl) {Rogue ability: 50 / Wis-6 / Wis-20}

Level 1: Backtwist (Twist rating/30 effects) {Rogue ability: 20+LVL*10 / Dex-9 / Dex-12 }

Level 1: Bag of Holding; 1M: Locate Black Market in city  {Smuggler}

Level 1: Barbarian Str bonus  <i>{DM}</i>

Level 1: Bard3 spell SL=0 | SL=1 || SL=2 ||| SL=3 etc. {Rogue ability: 60 / Int-11 / Int-20}

Level 1: Beings that are more than double your multiplier are considered to be only double your multiplier when attacking or defending against you.

Level 1: Bite is vampiric regen (full) and Exceptional Con

Level 1: Blend in (everyone believes OK that you're here) {Rogue ability: 50 / Chr-12 / Chr-14}

Level 1: Buy potions and general equipment at half cost  {Church Provisioner}

Level 1: Calm Animal by gaze 25+LVL*5%

Level 1: Can backstab every attack (1N action) vs. Panicked person; 1M: Panic (Will save) {Spy}

Level 1: Can break objects with bare hands (object makes save vs. crushing blow at -LVL).

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: Can cast Priest Animal and Plant sphere spells  {Hedge Wizard}

Level 1: Can cast Priest Divination sphere spells  {Investigator}

Level 1: Can create counterspell amulets.

Level 1: Can go LVL days without food or water.

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: Can make a spell storing amulet.  It stores your level in spell levels.  You can have only one of these amulets.

Level 1: Can make amulets of unusual materials (see [E5]).  The maximum "S" factor is equal to your level.

Level 1: Can narrow salvo attacks (roll same die roll TH for all attacks on one person)

Level 1: Can narrow salvo attacks (roll same die roll TH for all attacks on one person).  Level 9: You may roll attacks against someone one at a time until you get a result you like.  The rest of your attack rolls this P action are that same result.

Level 1: Can operate at negative hit points.  <i>{Knight of the Griffin}</i>

Level 1: Can read scrolls of any spell level without "blowing your head off".

Level 1: Can see in normal darkness.

Level 1: Can specialize in weapons as a Warrior.  {Assassin}

Level 1: Can trade nonweapon <-> weapon proficiencies 1 per 1

Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).

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: Can use a limited number of Psi1 powers.  Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super.  You may change your progression each reset.  PSPs are as per Psi1A class.

Level 1: Can use a limited number of Psi14 powers.  Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super.  You may change your progression each reset.  PSPs are as per Psi1A class.

Level 1: Can use a limited number of Psi6E powers.  Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super.  You may change your progression each reset.  PSPs are as per Psi1A class.

Level 1: Can weapon specialize as a Warrior; count as a +LVL weapon  {Divine Hammer}

Level 1: Can weapon specialize using the "Non-War" line.

Level 1: Can wear 1 amulet/necklace per level.

Level 1: Cannot destroy woodlands, avoid slaying wild animals

Level 1: Charm a calmed Animal by gaze 35+LVL*5%  (can attempt to charm a non-calmed animal, suffer -50% penalty).

Level 1: Choose one specific weapon type.  +LVL TH with that weapon.  <i>{Living Blade}</i>

Level 1: Clown: -1 Wis, +50 Rogue points

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: Connected: You know a friend in every city, for shelter and/or locating a shop/person

Level 1: Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion

Level 1: Creatures you Charm and Undead you Turn are still charmed/turned even if attacked

Level 1: Credit Card: Open Locks (2*Dex+20)%

Level 1: Deal x2 damage vs. structures (physical or spells)  {Proselyte}

Level 1: Decipher Code  23+LVL*5-(LVL of code)*5%;  takes (LVL of code-writer)/(Kabbalist LVL) hours.

Level 1: Detect [C] Section Effect (SL=1): Detects that effect, each is a separate spell  {Investigator}

Level 1: Detect Lie cont.; Detect Hidden cont.  {Inspector}

Level 1: Detect possession, magic jar, ego domination, etc.  {Exorcist}

Level 1: Detect/Identify Radiation & Magic (as per the spells)

Level 1: Determine flaw in a weapon or armor.

Level 1: Divide the cost of buying or making an object of unusual materials by LVL.

Level 1: Doctor: Binding wounds is 4+LVL hp.  1M, 1/d: Remove the "wounding" effect.

Level 1: Does full damage when subduing animals.

Level 1: Double movement rate.

Level 1: Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold

Level 1: Doublespeak: 0, Speaking action, 1/r: Charm (save)

Level 1: DR 2*LVL / +LVL.

Level 1: Eelectricity shield (1/2)

Level 1: Enemies have -LVL saves vs. your effects.

Level 1: Ethereal Perception; Can cast psi effects into Ethereal  {Ectoplasmic}

Level 1: Every Rogue1 ability, can't spent points to them

Level 1: Exceptional stat bonus (can pick this multiple times, one for each stat)

Level 1: Expensive Camera: 1M: Blindness (RSW save), if blinded then gets Feared (Will save)

Level 1: Extra summon slot only for Air Elementals; "Summon Air Elemental N" is a spell.  {Wind Mage}

Level 1: Fast Reaction time: +LVL initiative (or) Roll 2d12 for initiative, choose the better.

Level 1: Fly at (level*3)" rate.

Level 1: Fool: -1 Int, +50 Rogue points

Level 1: For an extra M action, any Rogue ability may be used up to level*10 feet away.

Level 1: Free Martial Arts style

Level 1: Free Martial Arts style.

Level 1: Free single weapon specialization in Needles; attack rate is "Non-Warrior".

Level 1: Gain +LVL SL's in a psionic progression  {Fragmount}

Level 1: Gain a minor familiar  (this is in addition to the Find Familiar spell if you have it)

Level 1: Gather Information in cities quickly; 0,1/d: "Jobber" at a Job  {Reformed Criminal}

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.

Level 1: Gear: All your items are (nonmagical) +1/+1 items

Level 1: Get 1/4 your Innovator48 XP to spend on a Mini class, which does not actually occupy a Mini class slot.

Level 1: Get a level=LVL Rogue ability and 20*LVL rogue points  {Divine Revolutionary}

Level 1: Get a random "Level (2d4-1):" ability from the full collective, you can pick group from PC1-PC5 (DM has tables from the Random Class generator)

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: Gets Dex bonus twice to AC.

Level 1: Gets Exceptional Con.

Level 1: Gets the Bard rogue ability table, with 40 points per level.

Level 1: Give yourself the "All" abilities and LVL worth of "Level:" abilities (a "Level 3:" ability would cost 3), in a class in the opposite group.  Opposite groups: War <-> Wiz, Pri <-> Rog, Psi <-> Mon, Cust <-> Mirr, Conc <-> Mini, Alt <-> Lost.

Level 1: Go without food or water for LVL extra days.

Level 1: Half of your weapon dmg is vile dmg (perm hp)

Level 1: Hard to Kill: +LVL*3 hp, LVL slots in Survival proficiency.

Level 1: Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL

Level 1: Have access to Psi0 Quintessential Psion6 class {Hand of Thought}

Level 1: Have access to Psi3 or Psi3.5 with Quintessential Psion6 class.

Level 1: Hawaiian Shirt (AC +0 cloak) +0/+0: 1V: Write a message on it for others to read; 1M, spend 5000 gp: Give it +1/+0 or +0/+1

Level 1: Hold script actions.

Level 1: iaER LVL*10

Level 1: iCNTaCaNaTR LVL*10%  (where TR=TechR, aTR=aTechR)  (alternate source)

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: Identify weapon or armor LVL*5%.

Level 1: If anyone kills the Healer in cold blood, they suffer a curse which requires LVL Wishes to remove.

Level 1: If Martial Arts is learned, on each level: One requirement of a style is considered "filled" (without actually filling it).

Level 1: If within sight of the sky, can cast spells as if the MF was 1 higher.

Level 1: If you reset within real (not magical) sight of the sky, you get Wisdom bonus for spells.

Level 1: If you spend two picks on a psionic power, it is "Channeling" and you don't need to spend PSPs on it anymore.  If the PSP cost is variable, it uses the maximum possible amount, or 1/2 of your psionic pool, whichever is smaller.

Level 1: Ignore the first LVL*3/2 (round down) * 10' of falling dmg.

Level 1: Immune Curse; *Curse* becomes Curse; **Curse** becomes *Curse*  {Pariah}

Level 1: Immune disease, mental damage; Sustain Int, Wis, Chr  {Healthy Mind}

Level 1: Immune Goo and Gray Goo

Level 1: Immune to blindness (can see all-around without eyes)

Level 1: Immune to falling dmg

Level 1: Immune to fear, emotion, lack of morale

Level 1: Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)

Level 1: Immune to illusions (the effect, not the whole school)

Level 1: Immune to negative energy.

Level 1: Immune to Pain.

Level 1: Immune to tentacle damage.

Level 1: Improve Exceptional Dex to Barbarian Dex bonus.  {Barbarian}

Level 1: iNaNR 10*LVL%.

Level 1: Initiative (each 10% = +1 initiative) continuous {Rogue ability: 0 / Dex-9 / Dex-18}

Level 1: Instead of Turn Undead, gets Turn Opposite Alignment and Control Same Alignment.  The Control Same Alignment is at a double HD penalty (e.g. A 15 HD monster is treated as if 30 HD).

Level 1: Irreducible Pick Pockets LVL*5%  (not shifted by target's HD/Level)

Level 1: Know normal animal abilities and weaknesses, and how to trap them.

Level 1: Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.

Level 1: Kung Fu: Ability to take martial arts, plus a kit slot to take a martial arts style.

Level 1: Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)

Level 1: Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.

Level 1: Legend Lore & Identify 30+LVL*10%.  This is doubled when dealing with Necromany, Undead, or the Occult.

Level 1: Legend Lore / Sage Knowledge LVL*10%  {Academic}

Level 1: Legend Lore 15+LVL*5%

Level 1: Legend Lore 5+LVL*2%

Level 1: Limit for "sleazing" stats (subability scores) is double level instead of level.

Level 1: Lockdown all Borrowed (b) actions within sight.

Level 1: Lockdown all Held (h) actions within sight.

Level 1: Lockdown all Instantaneous (I) actions within sight.

Level 1: Lockdown all Opposing (Opp) actions within sight.

Level 1: Lockdown all Quick (Q) actions within sight.  (This includes QQ, QQQ, etc.)

Level 1: Lockdown rating/20 C actions worth {Rogue ability: 0 / DIWC-40 / DIWC-60 }

Level 1: -LVL dmg / energy effect  {Traumatised}

Level 1: LVL slots distributed among Animal Training and Animal Handling proficiencies.

Level 1: LVL slots distributed among Tracking and Trailing proficiencies.

Level 1: LVL slots each in Direction Sense, Tracking, Survival

Level 1: LVL slots in Danger Sense, Trailing, Weather Sense

Level 1: Magic Mapping  LVL*5%  (maps within LVL*30').

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: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.

Level 1: May have an Animal Companion.

Level 1: May use 3 for 2 trading (lose 3 stat points to gain 2 stat points elsewhere).

Level 1: May use crossbows one-handed.  May use two crossbows in one set of arms.

Level 1: Misfit: -N Chr, +N SL's in progression (max N=LVL)

Level 1: Mix in /(1+LVL/10) XP race for free

Level 1: Mouth's P: Spit Goo LVLd6 dmg (no save; one target)

Level 1: MR (6+LVL)*5%

Level 1: Mr. Fix-It: 1M, 1/d: Mend.

Level 1: N levels of Rogue picks; if you pick this twice within a single level, you may combine these (e.g. at level 3 you could get a "Level 6:" pick).

Level 1: Natural 1's do not automatically miss to hit

Level 1: Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.

Level 1: No action, 1/d: Freedom

Level 1: No penalty using weapons in off-hands.

Level 1: Nonmagical non-weapon, non-armors are at half cost

Level 1: Nonmagical weapons and armor are at half monetary cost for you

Level 1: Not at a fighting penalty on a rocking boat (or other moving surface, or during an earthquake on land).

Level 1: Obscure Trail 70+LVL*15%  (reduce tracking on you by % made)

Level 1: Occult Knowledge: Legend Lore 45+5*LVL%

Level 1: Occult Library: Each reset, gain LVL in SL's of spell scrolls.  You can leave these as "open scrolls" until needed.

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 1: One free Kit per level.  You cannot pick the same kit more than once.

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 1: Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path

Level 1: Photographic Memory: You remember everything you see.

Level 1: Pick a word. Command cont. Damaging shield

Level 1: Pick an E alignment. Immune to outer-planar effects of that AL.

Level 1: Pick up to LVL Rogue abilities you have (may leave as "open slots").  You may material component them.

Level 1: Predict Weather 25+LVL*5%  (up to LVL/2 days in future)

Level 1: 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).

Level 1: Read (but not Write) Languages continuous.

Level 1: Regain PSPs like the Psi10 class (people around you)  {Infector}

Level 1: Regenerate LVL hp /s.

Level 1: Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching

Level 1: Replace Chr bonus with Int bonus to progression  {Touched}

Level 1: Resist cold continuous.  1M, 1/d: Immune to cold for 1 turn.

Level 1: Resources: Gain LVL*Chr*10 gp per reset.

Level 1: Ride out Storm 60+LVL*2%  (ship is assumed to have survived storm if roll made, severe storms may have penalty)

Level 1: Sanctuary continuous, as long as the Healer is not being offensive.

Level 1: Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.

Level 1: Situational awareness: Cannot be surprised, reduce Backstab/Backstrike on you by 1 multiplier.

Level 1: Slayer: Touch deals 4+LVL dmg.  1M: Add the "wounding" effect (LVL hp /s).

Level 1: Speak Druid language

Level 1: Specialized in Elemental spells.

Level 1: Species Enemy as per Ranger1  {Avenger}

Level 1: Species Enemy:  Choose as per Ranger, your harmful spell effects are doubled on them

Level 1: Spell progression as per Druid1, with Wisdom bonus, but casts Wizard spells (not Priest).

Level 1: Spell progression: You get the difference from ML=N and ML=N-1.  (e.g. at Level 6 you get one 3rd).  This can be used as Wizard, Priest, or Rogue spells.

Level 1: Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less

Level 1: Telekinesis: 1M: Target takes (LVL+2)*10' falling damage

Level 1: Tracking as a Ranger; Trailing proficiency; 2F, 1/d: Find the Path

Level 1: Tracking as per a Ranger1.

Level 1: Training: Gain 1 stat point per reset.

Level 1: Treat "pipes" on Rogue abilities as -50+LVL instead of -50.

Level 1: Turn undead at x(+1) level  (stacks with other abilities like this)

Level 1: Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 }

Level 1: Versatility: x(1+LVL/10) Nonweapon proficiencies.

Level 1: Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}

Level 1: Weapon Specialist: Specialized in a weapon, get +LVL+6 TH (+0 dmg) instead of usual amount

Level 1: When attacking someone, multiply your to hit rolls by the number of classes he has (max=LVL).

Level 1: When casting a spell at someone, multiply your damage by the number of classes he has (max=LVL).

Level 1: Within sight, all "Capital I Insist" effects automatically get "Really Objected" to.

Level 1: Within sight, all counterspells are automatically countered.

Level 1: Within sight, any psionic ability that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity).  (Note this will affect 1st level characters throwing a minor.)

Level 1: Within sight, any spell that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity).

Level 1: Wooden stakes (treat as a 1d4/1d3 dagger) have +LVL/+LVL magical plusses and no penalty for called shots.

Level 1: x(LVL+1)/2 Personality score

Level 1: x2 Str bonus instead of x3/2 when wielding weapon 2-handed

Level 1: You may "mix" two Mini classes together (using the +50% rule).  You may mix the Normal and Alternate version of the same Mini class together (an exception to the rule that you can't take the Normal and Alternate form).

Level 1: You may "trade in" three magic items from the last dungeon run to copy another (x1 non-unique) item from the last dungeon run (sort of like NPC "compensated items").  Level 18: Goes down to two magic items needed.

Level 1: You may cast the "reverse" of your race abilities or your class abilities in one class.

Level 1: You may pick (LVL+3)/4 minors in your progression using a psionic frequency that is 1 higher, 1 lower, or the negative of the one you have. You must "know" the frequency in order to be able to do this.

Level 1: You may pick powers in a psionic progression using a frequency that is 1 higher, 1 lower, double, or the negative of the one you have.  You must "know" the frequency in order to be able to do this.

Level 1: You may throw any item as a weapon without suffering a penalty because the item wasn't meant to be thrown.

Level 1: You may throw any item as a weapon without suffering a penalty because the item wasn't meant to be thrown.  It has instant returning if you want it to.

Level 1: Your party gets +LVL/2 TH and +LVL" movement rate

Level 1: Your Personality Score = Con+Int+Wis+Chr+2*LVL.

Level 1: Your SL=0 spells have double effect

Level 1: Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)

Level 1:,2:,etc: (each level): +1 Str, Dex, Con, Int, Wis, and Chr.  You can't trade these stats away.

Level 1:,2:,etc: (every level): +1scrA action

Level 1:,2:,etc: (every level): +1 "Level:" pick from any other class in a group that matches the emulated class.

Level 1:,2:,etc: (every level): +1 minor X24 power, that actually works with this class (technically this frequency would be called X38, as it's affecting a x2 class).  I included the X24 (X38) powers on the next page.

Level 1:,2:,etc: (every level): +1 proficiency of any type.

Level 1:,2:,etc: (every level): +1G action

Level 1:,2:,etc: (every level): +1W action.

Level 1:,2:,etc: (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.

Level 1:,2:,etc: (every level): Get one "Any Rogue Level 1:,2:,etc:" pick.  This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.

Level 1:,2:,etc: (every level): Get one "Level:" pick from any class you know as a player.  It must be a "simple" pick (no entire spell progressions, subclasses, etc.)

Level 1:,2:,etc: (every level): Get one "Pipe" to allocate to a Rogue ability.  This increases what you automatically succeed at, to include one Pipe.  This also increases the "amount you made by" to 20*LVL.  Third pick would be: two pipes and made by 30*LVL, etc.

Level 1:,2:,etc: (every level): One "Any Rogue N" pick, plus an extra "Any Rogue 1" pick at level 1.

Level 1:,2:,etc: (every level): Pick one Necromancy spell.  That spell requires only ½ the number of Mental actions to cast.

Level 1:,2:,etc:, add a known 3.5 edition class's abilities (see below).  You do not need to meet the requirements of the class.  The only ways to add more classes to the list below is either to use Research Points, or to use the d20izer3.5 class.

Level 1:,2:,etc:, get three "5th edition" picks (see next pages).

Level 1:,2:,etc:, get three "5th edition" picks chosen at random (see ArchCustom5 per list).  The DM will have these pregenerated for you.

Level 1:,2:,etc:, the DM rolls 2 Mini classes.  You get that level of each of those Mini classes' abilities.  You can choose which form (Normal, Alternate, or Alternate 2) of the Mini class you use. 1F, 1/reset: Reroll up to LVL Mini class results you have.

Level 1:,2:,etc:, you gain access to one school or sphere (an unusual/minor school or sphere is 2 picks).

Level 1:,2:,etc:: ÷0.2 in Class Adjectives for this class, or ÷0.1 in Class Adjectives for one of your other classes.  (see [P4.8])

Level 1:,2:,etc:: 1 X24 score (P24S) for this class, or 0.5 P24S for another class.  A X24 minor costs 2 P24S, a major costs 5 P24S, a grand costs 8 P24S, and a super costs 11 P24S.  You can spend 9 P24S to get a Psi48 pick.  (see [X24] and Innovator48 class)

Level 1:,2:,etc:: F=1 in Custom2 picks for this class, or F=0.5 in Custom2 picks for one of your other classes.  (see [PC6])

Level 1:,2:,etc:: Pick a class that you know.  You get the one line of text, all level colons of that exact level(even non-pickable), and the difference in spell progression from the previous level to this level.

Level 1:,2:,etc:: Roll a class from the [PC19] Random group of classes. You get one line of text, all level colons of that exact level (even non-pickable), and the difference in spell progression from the previous level to this level.

Level 1:,2:,etc:: The DM rolls a random class from Collective 3.5.  You get the abilities of that class.  You do not need to meet the requirements of the class.

Level 1:,2:,etc:: The DM rolls a random class from the full Collective.  You get one line of text, All level colons of that exact level (even non-pickable), and the difference in spell progression from the previous level to this level.

Level 1:,2:,etc:: The DM rolls a random class from the internet (he has a big directory of files).  You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level.

Level 1:,2:,etc:: 0.1*S in [P3.4] Racial Adjectives per level.

Level 1:,2:,etc:: Pick a stat.  Increase the level of "Exceptionalness" in that stat by one category (Normal -> Exceptional -> Barbarian -> Extra Barbarian, etc.).

Level 1:,2:,etc:: Pick a stat.  You have "Hold" of that stat (it cannot be lowered, and you are immune to stat damage of that stat).

Level 2: 1F, torture a creature: Command (no save, WR to resist).  This can be done to a monster 1 size class above the torture device.

Level 2: +1 Feat (can pick this multiple times)

Level 2: +LVL/2 AC

Level 2: +LVL/2 AC.

Level 2: +LVL/2 damage.

Level 2: +LVL/2 dmg

Level 2: +LVL/2 dmg.

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 2: 1M, 1/d: Rope Trick

Level 2: 1M, heavy concentration (lose 1M each round): Lockdown E actions.

Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).

Level 2: 1M: Locate Object/Person

Level 2: 1scrP: Do one physical attack that does xLVL dmg

Level 2: Can cast Wizard spells, number of spell levels = LVL*2.  Is specialized in Elemental school

Level 2: Damage +4 with physical attacks (can pick this multiple times)

Level 2: For each effect you cast that targets just you, 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.

Level 2: HD for this class has a "&" (cumulative) on it.

Level 2: Hold one ability score

Level 2: Open hand damage is (LVL/2)d2.

Level 2: You may replace one of the classes with another class from the 5 given (e.g. you can drop Fighter and add Psionicist to be a Magic-User+Cleric+Thief+Psionicist+Psionicist).  The XP and other data does not change.

Level 3: 1M, torture a creature: Hypnosis (no save, no blahR).

Level 3:, 6:, etc.: 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 3: +(LVL/3) AC.

Level 3: +1 Kit (can pick this multiple times)

Level 3: +LVL/3 AC.

Level 3: +LVL/3 damage.

Level 3: +LVL/3 QZ actions per round.

Level 3: +LVL-2 Secondary skills, must be Int-based.

Level 3: 1 full reset:  Cast a spell you know; it has permanent duration.

Level 3: 1M: Swap 1 physical subability with one willing target for 1t.  At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.

Level 3: 1scrM: Do a High Frequency Sample (SL=LVL/2, round up)

Level 3: 1scrM: Summon a DL=LVL/2 Ooze, Demon, or Weird

Level 3: Can create a staff of instant returning; which has +LVL/3 to hit and damage, and gives an AC source of 7+LVL.  This staff also doubles the effect of all healing spells cast.  The staff is personal and will not work for anyone else.

Level 3: Determine true north (LVL-2)*10%

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 3: Healing proficiency (binding wounds) is 2d4.

Level 3: Identify Plant type; Identify Animal type; Identify pure water.

Level 3: Intermediate stat bonus, if you have Exceptional already (can pick this multiple times, one for each stat)

Level 3: One arrow/quarrel is automatically deflected per round.  This increases by one per 3 levels.

Level 3: Pass through overgrown areas without trace and at full movement rate.

Level 3: Pick a mental stat.  Psi9 abilities that use the corresponding physical stat may use the track of the mental stat instead (i.e. if you pick "Int", you may use either your "Str" or your "Int" track for powers involving "Str").

Level 3: Regenerate 1 hp/s (can pick this multiple times)

Level 3: To Hit +3 with physical attacks (can pick this multiple times)

Level 3: You may convert 3scr_ -> 1Qscr_  (where "_" is any action type)

Level 3: You may treat your Movement Rate (in inches) as a stat, and may spend points to it.  You start with a 12 (unless your race entry says otherwise).

Level 4: Instead of spending two Pipe picks to add a new ability (the CF=3 text), you may alternatively spend one Pipe pick + one Research Point.

Level 4:, 8:, 12:, etc.: Gets one Any Rogue LVL-3 ability.  This class has as a total of 30*LVL-90 rogue points.

Level 4:  1scrV: Do LVL/2 instances of one rogue ability.  Abilities that are LVL based add only +1 to LVL per additional instance.

Level 4: +10% money (can pick this multiple times)

Level 4: +LVL/4 AC.

Level 4: 1M: Fire Door (move from one fire to another you know of within 360 yards);  1F: Fire Gate

Level 4: 1scrP, spend a soul on the Plate: You get +1X action. 

Level 4: 1V, 1M, touch: Cure Curse  (SL <= CL/2)

Level 4: 1V, 1M, touch: Cure Insanity  (5*CL%)

Level 4: Can transfer a major through a bite.  (max 1 power per bite)

Level 4: Can weapon specialize using the Warrior line.  If you pick this three times, use the Barbarian line. If you pick this six times, use Swashbuckler number of attacks = (LVL+2)/2 with one weapon. If you pick this ten times, use number attacks = LVL.

Level 4: Feign Death.

Level 4: Pick any Monster5 class level 1-3 (Vampire)

Level 4: Pick any Warrior5 class level 1-3 (Thug)

Level 4: Pick any Wizard5 class level 1-3 (Mastermind)

Level 4: Pick LVL/4 specific races (e.g. "White Dragons", not "Dragons").  Those races are considered "Animals" to you.

Level 4: Pick one from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or Watcher5 Level 1-3 (Witch)

Level 4: Pick one Slayer5 1-3 (Smiter)

Level 4: Pick two BlackHat5 Level 1-3, one Mercenary5 Level 1-3, or one Psi-5 minor

Level 4: Pick two Cthulhoid Horror5 Level 1-3, one Shapeshifter Level 1-3, or one Psi(-12)C minor

Level 4: Pick two Cthulhoid Investigator5 Level 1-3, one Occultist5 Level 1-3, or one Alien Cultist5 Level 1-3

Level 4: Pick two Dweomershaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3

Level 4: Pick two from: Angel5 Level 1-3, Slayer5 Level 1-3, or Psi-6G/Psi6G minor

Level 4: Pick two from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or one Psi(-5) minor

Level 4: Pick two from: Charonodaemon5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor

Level 4: Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor

Level 4: Pick two from: Pharmacist5 Level 1-3, Witch Level 1-3, or Psi30 minor

Level 4: Pick two from: Rebel Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)C minor

Level 4: Pick two level 1-3 Secret Agent5 or one level 1-3 Black Hat5 ability

Level 4: Pick two Mercenary5 Level 1-3, one Soldier5 Level 1-3, or one Spellshaper5 Level 1-3

Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3

Level 4: Pick two Soldier5 Level 1-3, one Mercenary5 Level 1-3, or one Psi(-5) minor

Level 4: Pick two Soldier5 Level 1-3, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 1-3 (Slayer)

Level 4: Pick two Spellshaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3

Level 4: Pick two Watcher5 Level 1-3, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3

Level 4: Pick two WhiteHat5 Level 1-3, one Rebel5 Level 1-3, or one Psi5 minor

Level 4: Rogue abilities as per Thief0.  If you pick this three times, use Dungeoneer (or any other -eer).  If you pick this six times, use TANB1 instead.  If you pick this ten times, get 200 rogue points per level and two Any Rogue picks per level.

Level 4: Saving Throws +3 (all) (can pick this multiple times)

Level 4: Soul Armour:  1M, X*10 PSPs: +X AC and +X dmg for this turn.  Automatically Energy Control X HD per effect.

Level 4: Triple movement rate (replaces the Double at level 1)

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 4: You may replace another class, as per Level 2.

Level 5: +1 Summon slot (can pick this multiple times)

Level 5: +1 to all crit ranges

Level 5: +1M action per round, only for Spellshaper spells

Level 5: +25% among any BlahR's (can pick this multiple times)

Level 5: +LVL punch dmg

Level 5: +LVL saves

Level 5: +LVL to hit

Level 5: +LVL weapon proficiencies

Level 5: +LVL*100 item XP in Armor flags per day

Level 5: +LVL*100 item XP in Weapon flags per day

Level 5: +LVL/5 AC.

Level 5: +LVL/5 to hit.

Level 5: +LVL-4 kits

Level 5: 0, 1/d: Counter a Divine Intervention

Level 5: 120F,1/d: Create a scroll of <= LVL*200 XP value

Level 5: 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)

Level 5: 1F: Remove *Curse* (Heavy Curse)

Level 5: 1M, (LVL-4)/t: Cloudkill  (Group takes 1 poison dmg /s; those with &lt; 5 HD make PPD save or slain; moves at 2"; lasts 6 t)

Level 5: 1M, 1/r: +1QP next segment.

Level 5: 1M, LVL/d: Know direction/distance to most powerful person on current DL.

Level 5: 1M: Potion ball (of a potion you have, the potion is used)

Level 5: 1M: Power Word Blind (hp limit = LVL^2, includes a stun)

Level 5: 1M: Remove forbiddance zone, holy status of area, spoil holy water &amp; good shrines

Level 5: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.

Level 5: 1M+1P: Contact Higher Plane

Level 5: 1M+1P: Contact Other Plane, with no chance of insanity, must be chaotic plane.

Level 5: 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.

Level 5: 1P, 1/r: +1QM next segment.

Level 5: 1V, (LVL-4)/d: Cure LVLd4 hp.

Level 5: 1V, while using a charge on a wand/staff/rod: "Material Component" the effect.

Level 5: 1V: Looting (the room);  1P: Looting (the dungeon)

Level 5: 2M: Close a Gate or Dimension Door.  Your room has a x1 Special of Proof against Teleportation.

Level 5: 2M: Create a Gate to a random chaotic plane, no choice or control over what comes through

Level 5: Acute sense:  Pick one of the 5 senses, have eagle vision/hearing (if sight/sound) or can use the sense 30' away.

Level 5: Add 0.3 XP Div of Racial Adjectives for free

Level 5: Addiction: If you are single classed, you do double effect with spells

Level 5: All of your edged weapons are "Sharpness" branded

Level 5: Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8

Level 5: Artistry: +LVL divided among Int, Wis, Chr, or CL.

Level 5: Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase {Rogue ability: 5 / Int-12 / Int-18}

Level 5: Base number of attacks with any weapon is 1/1 (unless you can do better with another class).

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: Bind wounds is LVL hp (can’t bind an already bound wound)

Level 5: Can affect creatures that require a +LVL-1 weapon to hit

Level 5: Can convert 3M -> 1 OppM

Level 5: Can convert P -> M actions

Level 5: Can have 2 groups of the same summon

Level 5: Can have 2 of the same familiar using only 1 familiar slot

Level 5: Can turn undead using just 1V action

Level 5: Considered 1 size larger for what size weapons you can wield

Level 5: Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".

Level 5: Controlled Blink (max N*N feet, N is amount made) {Rogue ability: 15 / Dex-9 / Dex-12}

Level 5: Cool Customer: Immune Fear, Emotion, Charm, Domination

Level 5: Detect Invisibility/Hidden cont.; You can see monster's true form

Level 5: Detect Undead continuous.  Detect Life continuous.

Level 5: Detect/Identify Psionics & Innates (as per the spells)

Level 5: Disguise (auto power score)

Level 5: Dispel a x1 effect | Instantaneous | Disjunct {Rogue ability: 50 / Dex-12 / Dex-18}

Level 5: Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.

Level 5: Do double damage with weapon attacks vs. Chaotic creatures

Level 5: Dubious Technology: 1/reset: Get a random TechL=LVL*2 item from the DM (usually with a drawback)

Level 5: Dust of Disappearance cont.

Level 5: Effect Evasion (each 1% = +1 saves) 1V to use {Rogue ability: 0 / Wis-9 / Wis-12}

Level 5: Emulate the abilities of (LVL-3)/2 specialty priest powers

Level 5: Erase a "?" in dungeon (loses track of party) {Rogue ability: 0 / Dex-13 / Dex-19}

Level 5: Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)

Level 5: Find Snares, Traps, Tricks, Specials (automatic regardless of multiplier or penalty)

Level 5: Gain a "0" or ("½" if using DM version of specialization) in next SL.

Level 5: Gain a Specialty God pick, ignoring the "Turn" column (unless you have turning from another source and want a bonus).

Level 5: Gain an extra minor familiar  [this was major in Summer 2004 campaign]

Level 5: Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target

Level 5: Get +LVL/2 attacks vs. a target for each other person meleeing that target

Level 5: Getting Medieval: Divide AC & save bonus by 2 for next hour: Starting next segment, get x2 TH & dmg for 1 hour.

Level 5: Great Swing as per Fighter.

Level 5: Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.

Level 5: Hacker: Can manipulate/reprogram Technological/Psi8/Psi16 items up to TechL=LVL+2

Level 5: If using Berserker (see Level 5), can:  1M: Summon Aid LVL*5%

Level 5: If using Scarlet Seeker (see Level 5), can:  1M: Summon Aid LVL*5%

Level 5: Immune head blown off, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)

Level 5: Immune insanity, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)

Level 5: Immune to disease and reversed Healing sphere spells

Level 5: Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.

Level 5: Immune to head blown off; 1M: Know contents of scroll/book; 60F,1/d: Frugal a scroll

Level 5: Immune to pain.  You stay conscious (but cannot be offensive) at up to -LVL hp.

Level 5: Immune to paralysis (but not hold).  People do not multiply their damage by their level when you're held.

Level 5: Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.

Level 5: Influence: 1M, 1/d: Suggestion (save vs. Will)

Level 5: Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.

Level 5: Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).

Level 5: Know It All: LVL*5% chance of knowing something about *any* topic (even if no chance to know).

Level 5: Magical non-weapon, non-armors are at half cost

Level 5: Magical weapons and armor (including individual flags) are at half cost for you

Level 5: Natural Toughness: -LVL per attack (physical or energy).

Level 5: Nerd: +LVL stat points to Int or Wis

Level 5: Overkill: If you put someone below -50 hp, they are automatically slain.

Level 5: Pick sunlight, holy water, wood, or garlic.  You are not allergic/vulnerable to this.

Level 5: Plausible Deniability: You can never be "guilty" of a crime according to the law.

Level 5: Priest spells as per Cleric0.  If you pick this three times, use Cleric3 instead.  CF=4: If you pick this six times, use Arch-Priest instead.  CF=5: If you pick this ten times, use Beast Arch-Priest instead.

Level 5: Psychic Visions: You see the future in visions or dreams.

Level 5: Rat-ification: 1M: Target becomes a x0 rat (save)

Level 5: Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch

Level 5: Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.

Level 5: Resist poison.  Death results become half your current hit points in damage (round damage down).

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: Slimy: You and the space you're standing at can't be targetted.

Level 5: Sorcery: Can spend ½M+½V instead of 1M to cast spells

Level 5: Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.

Level 5: Subtract 1 from what you need to roll to autohit target

Level 5: Telepathy & Comprehend Languages (cut out tongue here!)

Level 5: The "S" number (indicating which unusual materials are available, see [E5]) is increased by LVL/5.

Level 5: Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.

Level 5: Troll-like regen LVL hp/s

Level 5: Turn undead at x(+1) level  (stacks with other abilities like this)

Level 5: Turn Undead: You can turn undead as if 4 levels lower.

Level 5: Whenever you take over 100 dmg from something, take only 100 dmg

Level 5: Wizard spells as per Bard2.  If you pick this three times, use Mage2 instead.  CF=4: If you pick this six times, use Arch-Mage instead.  CF=5: If you pick this ten times, use Beast Arch-Mage instead.

Level 5: You and all you desire within 30' are immune to falling dmg, telekinesis, overbearing

Level 5: You may convert 2W -> 1RS (for yourself).

Level 5: Your effects do not drain the MF

Level 5: Your mount and everyone within 30’ you instruct have the Level 1-3 E ability

Level 5: Your SL=0 and SL=1 spells have double effect (if already have 1-3 C, SL=0 is triple)

Level 5: Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)

Level 6: 1M, torture a creature: Capital E Extract (no resistance).

Level 6: +1 A Action (can pick this multiple times)

Level 6: +2 weapon needed to hit you (can pick this multiple times; they fully stack)

Level 6: +LVL-5 Feats, must be Int-based.

Level 6: 1M, 1/t: Charm Monster.

Level 6: 1V, 1M, touch: +1 Str, Dex, or Con  (maintained effect)  (only 1 effect per target)

Level 6: 1V, 1M, touch: Cause Insanity

Level 6: Barbarian stat bonus, if you have Intermediate already (can pick this multiple times, one for each stat)

Level 6: Berserker State:  1M, 1/d: Double attacks on your next P action.  Become Exhausted (see [C8]) for rest of round.

Level 6: Get another Psi9 pick just like Level 3.

Level 6: Healing proficiency (binding wounds) is 3d4.

Level 6: Pick from: Quintessential level 1-5 or 5th edition level 1-3

Level 6: Psionics in one frequency you know, using Psi1A progression.  If you pick this three times, use Psi1 progression.  If you pick this six times, use ArchPsi1 progression.  If you pick this ten times, use Beast Psionicist progression.

Level 6: Reads on the Spec Barbarian line using LVL-5 for number of attacks (i.e. you are 3/2 with melee at level 6, since you read on the level 1 line), even with non-specialized weapons.

Level 6: Scarlet Haze:  1M, 1/d: Double attacks on your next P action.  At -4 AC penalty for rest of round.

Level 6: You may choose three instances of a given Mini-class, in one of these combinations: Normal-Normal-Alternate or Normal-Alternate-Alternate.

Level 6: You may pick "0th edition" for classes.  This does give you Psi0 (Martial Arts psionicisit) if you pick 0 for Psi.

Level 6: You may pick "30th edition" for classes.

Level 6: You may treat your Personality Score (used to resist Ego) as a stat, and may spend points to it.  Personality costs the same as any other stat.  You start with a +0, which is applied as an adjustment to Int+Chr+level or Wis+Con+level.

Level 7: "High Frequency Sample" is a legal frequency to pick  {Psi. Investigator}

Level 7: "Save for ½" and "Save for a set amount of damage" becomes "Save for 0" for you.  <i>{Swashbuckler}</i>

Level 7: +1 Mount slot (can pick this multiple times, using the summation rule)

Level 7: +1 Research Point per day; 0,1/r: Add +1 SL metamagic to a spell for free {Theoretician}

Level 7: +1 size (can pick multiple times, using summation rule)

Level 7: +1M action for psi; +LVL Nonweapon proficiencies  {Personality Shard}

Level 7: +LVL AC/saves if you haven't used a V action on your last segment  <i>{Swashbuckler}</i>

Level 7: +LVL Int; Legend Lore LVL*10%  {Explorer}

Level 7: +LVL max hp; 1N, 1/d: Get 1G action this segment  {Godslave}

Level 7: +LVL*2 AC, -LVL*2 TH  (toggle using 1V)  <i>{feat}</i>

Level 7: 0, 1/d: +LVL TH and +LVL*2 damage this turn  {Shadow Avenger}

Level 7: 0, 1/t: Reroll a die, and choose the result.  <i>{Legend}</i>

Level 7: 1 borrowed P, 1/r: Deny N attacks from occuring, where N is your #Att.  <i>{Living Blade}</i>

Level 7: 1bM: Can use +1P action this segment  {Invisible Friends}

Level 7: 1F, 1/reset: Create a Psi8 item with TechL=LVL; can have LVL of these items  {Tinker}

Level 7: 1F, 1/reset: Create an item of any E=LVL/2 material, do not need to pay cost  {Outcast}

Level 7: 1F: Duplicate a Psi10 1st-3rd level ability  {Fortune Teller}

Level 7: 1M, lose 1 Con until next reset: Raise Dead.

Level 7: 1M: Dispel a class ability for 1 turn.

Level 7: 1M: Find the Path; 1M: Locate Object; 1M: Locate Person  {Pathfinder}

Level 7: 1M: Summon a DL=LVL/2 Psionic monster.

Level 7: 1M: Switch places with someone in sight (unwilling PP save)  <i>{feat}</i>

Level 7: 1P, sacrifice a held/bound creature:  Get N SL's back in memorization (N=DL of creature)

Level 7: 1V, touch: Detect Physical or Mental Illness (any kind)

Level 7: All in party get +LVL*2 AC/saves/TH/dmg while at home  <i>{Noble Defender}</i>

Level 7: All in party gets +LVL" movement rate.  <i>{Officer of War}</i>

Level 7: Always get special treatment and respect from Local Ruler  {Agent of the Crown}

Level 7: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.  {Alchemist}

Level 7: Can attack with missiles in a way that people don't know where it's from {Commando}

Level 7: Can buy property or businesses at half cost  {Businessman}

Level 7: Can cast a spell through another person of same faith in your psionic link

Level 7: Can psionically affect Undead as if they weren't Undead  {Necropath}

Level 7: Choose species enemy (see Strider1), your spells do x2 effect vs. them  {Arcane Avenger}

Level 7: Contingency is a SL=4 spell for you; can have 2 Contingencies at same time  {Tattoo Mage}

Level 7: Detect Lie, Know Real Truth cont.  {Judge}

Level 7: Dust of Disappearance cont.  {Gutter Mage}

Level 7: Gain PSPs back at x2 rate; Mummy Racial Adj.  {Psychic Mummy}

Level 7: Get 2 instances of one of your GGL picks, they stack  {Abandoned Child}

Level 7: Get a Specialty Priest pick  {Theologian}

Level 7: Held P: Make 1 attack in response to a cast spell.  They RSW save (DC=your dmg) or spell disrupted  <i>{feat}</i>

Level 7: Immune to one specific spell/psionic ability (by name)  (can pick this multiple times)

Level 7: Immune to terrain, hostile environments  {Outlaw}

Level 7: Immunity to woodland Charms.

Level 7: Non-detection cont.

Level 7: On the Turn Undead table, replace -'s with 20's.  (You Turn any type of undead on a 20.)

Level 7: One psi frequency has half PSP costs, others double  {Specialized Mind}

Level 7: Point in direction of desired location (LVL-6)*10%

Level 7: Replace d12's with 3d6+LVL when determined number of creatures turned

Level 7: Resist Priest spells  {Society of Atheists}

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 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp

Level 7: When using a psi power, can spend an extra 1M: x2 effect  {Obsessive}

Level 7: Write Scrolls: 10F, 1/reset: Create 100*LVL XP value in scrolls.  {normal ability}

Level 7: XR LVL*5; 0, talking action, 1/h: Holy Word  {Divine Emissary}

Level 7: You have a Clone; +1QD action; +LVL TH  {Twice-Born}

Level 7: You may replace another class, as per Level 2.

Level 7: You will not die at any negative hp total, still can't act  {Left for Dead}

Level 8: +1 CL (can pick this multiple times)

Level 8: +1 limb (can pick this multiple times, using the summation rule; make it a new set of limbs with 1 pick)

Level 8: +1V action.

Level 8: 1M, (LVL-7)/d: Summon a spirit, it is a DL = (LVL/2) creature.

Level 8: 1M, 1/t: Maze; 1M, 1/t: Distance Distortion; 1M, 1/t: Mirage Arcana; 1M, 1/t: Massmorph.

Level 8: 1M: Summon Aid LVL*5%

Level 8: Can create potions as per an Alchemist of ½ the Witch Doctor's level.

Level 8: Can have "W" or "J" alignment (pick this twice to get both)

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: Can pick a Specialty God as if a Priest (see [PC3]).

Level 8: Detect Unlive continuous.

Level 8: Immune to a SL 0-3 Status effect (can pick this multiple times)

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: Pick any Monster5 class level 5-7 (Vampire)

Level 8: Pick any Warrior5 class level 5-7 (Thug)

Level 8: Pick any Wizard5 class level 5-7 (Mastermind)

Level 8: Pick one from: Bringer5 Level 5-7, Spellshaper5 Level 5-7, or Watcher5 Level 1-3 (Witch)

Level 8: Pick one Soldier5 Level 5-7, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 5-7 (Slayer)

Level 8: Pick one: Slayer5 5-7, Atheist 1-5, Psi(-6)S minor (Smiter)

Level 8: Pick two BlackHat5 Level 5-7, one Mercenary5 Level 1-3, or one Psi-5 minor

Level 8: Pick two Cthulhoid Horror5 Level 5-7, one Shapeshifter Level 5-7, or one Psi(-12)C major

Level 8: Pick two Cthulhu Investigator5 Level 5-7, one Occultist5 Level 5-7, or one Alien Cultist5 Level 5-7

Level 8: Pick two from: Angel5 Level 5-7, Slayer5 Level 5-7, or Psi-6G/Psi6G major

Level 8: Pick two from: Bringer5 Level 5-7, Spellshaper5 Level 1-3, Psi(-5) minor

Level 8: Pick two from: Charonodaemon5 Level 5-7, Bringer Level 5-7, or Psi-6E/Psi6E major

Level 8: Pick two from: Dweomershaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3

Level 8: Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major

Level 8: Pick two from: Mercenary5 Level 5-7, Soldier5 Level 1-3, Spellshaper5 Level 1-3

Level 8: Pick two from: Pharmacist5 Level 5-7, Witch Level 5-7, or Psi30 major

Level 8: Pick two from: Rebel Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)C minor

Level 8: Pick two from: Soldier5 Level 5-7, Mercenary5 Level 1-3, Psi(-5) minor

Level 8: Pick two from: Spellshaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3

Level 8: Pick two level 5-7 Secret Agent5 or one level 5-7 Black Hat5 ability

Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7

Level 8: Pick two Watcher5 Level 5-7, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3

Level 8: Pick two WhiteHat5 Level 5-7, one Rebel5 Level 1-3, or one Psi5 minor

Level 8: Summon Aid  20+LVL*5%

Level 8: You are considered all classes in the Collective for purposes of training others.

Level 8: You may pick "1st edition" for classes.

Level 8: You may pick "3rd edition" for classes.

Level 8: Your Disguise cannot be penetrated by mundane means (no skill checks or proficiency checks are sufficient).

Level 9: When you pick a new Rogue ability, you may "splice" it onto the end of an existing Rogue ability by putting a Pipe on it.

Level 9:  This "Level:" pick may be non-simple.

Level 9: +(rating)% money, use at end of run before selling {Rogue ability: 0 / Cml-9 / Cml-18}

Level 9: +1 mouth's P.

Level 9: +1 Research point per reset (can pick this multiple times, using the summation rule)

Level 9: +LVL*5% WaWR; DR LVL*5/+LVL; intertial barrier cont.; displacement cont.; people need +LVL weapon to hit you

Level 9: +LVL-4 feats

Level 9: +LVL-8 crit range (even beyond the 11-20 limit)

Level 9: +LVL-8 Kits, must be Int-based.

Level 9: 0, 1/d: Immune to one [C] section effect for this day

Level 9: 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"

Level 9: 0,1/r: Get +(amount made) on next Rogue ability {Rogue ability: 0 / NA / NA}

Level 9: 1 attack that hits: Really Put Out of Misery

Level 9: 180F,1/d: Create ring or staff of <= LVL*300 XP value

Level 9: 1bM: "Phased out" this r, pass through obj, no affecting real things

Level 9: 1F, 1/reset per wand/staff/rod:  Choose one effect the wand/staff/rod does.  Roll a new effect of the same SL.  You may request the new effect to have the same the same Group (Wiz/Pri/Psi)

Level 9: 1F: Restore Multiplier; Remove Multiplier damage (incl. Vile Multiplier damage)

Level 9: 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)

Level 9: 1M, 1/d: Summon LVL*2 Rebel5 NPCs (lvl = LVL*2-16, max=10)

Level 9: 1M, 1/d: Undetectable Lie for 1 turn.

Level 9: 1M, lose 2*N stat points: +N mental stat points (Int, Wis, Chr, or Personality).  You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.

Level 9: 1M: Dispel a racial ability for 1 turn.

Level 9: 1M: Find the Path

Level 9: 1M: Lockdown all Borrowed (b) actions within sight.

Level 9: 1M: Plane Shift or Plane Shift Other (Spell save)

Level 9: 1M: Shut off Concordant effect (aXR to resist)

Level 9: 1M: Summon Evil Outer Planar DL=LVL/2

Level 9: 1M: Target is Pawned (2 saved, 1 missed save = Dominated)

Level 9: 1P, lose 2*N stat points: +N physical stat points (Str, Dex, Con, or Movement Rate).  You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.

Level 9: 1P: Attack each target only once this segment (can be >1 group).  Your base # attacks per weapon/fist = LVL.

Level 9: 1P: Attack only one target this segment.  Your base # attacks per weapon/fist = LVL.

Level 9: 1scrM, spend a brain on the Plate: Reset.

Level 9: 1V, (LVL-8)/t: Venom touch: Your hands are poisonous (death/0, PPD save) when you strike unarmed for 1 round

Level 9: 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf

Level 9: 1V, may borrow: Jump to other group (60'), deflect attacks to you

Level 9: 2F, 1/t: Cure Capital C Crapped on someone.

Level 9: 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)

Level 9: 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class

Level 9: 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)

Level 9: Add 0.4 XP Div of Racial Adjectives for free

Level 9: Add up your SLs together into one "mana pool"; spell of SL=X is X mana; max SL=(LVL+1)/2

Level 9: Any save DC > 100 is considered to be 100 to you

Level 9: Any target with AC>100 is considered AC=100 to you

Level 9: Avoid Fate: 0, 1/d: Avoid Fate at xLVL/4 multiplier

Level 9: Avoid Special (entire party): x1 | x2 | x3 etc. {Rogue ability: 0 / Int-16 / Int-22}

Level 9: Backstorm (each 50%: +1 att is considered a backstab) {Rogue ability: 0 / Dex-16 / Dex-22}

Level 9: Better Resources:  Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)

Level 9: BOMBS!:  1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)

Level 9: Can create one normal ioun stone per day, which is permanent.

Level 9: Can have 3 groups of the same summon

Level 9: Can have 3 of the same familiar using only 1 familiar slot

Level 9: Can operate at any negative hp total, cannot be offensive

Level 9: Can see in magical darkness.

Level 9: Can transfer a grand through a bite.  (max 1 power per bite)

Level 9: Can turn Chaotic creatures as if they were undead

Level 9: Capital S Slay is treated as (lower-case) slay for you

Level 9: Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.

Level 9: Contact the Animal Spirit of the Slayers: 1M, 1/reset: +LVL/4 proficiencies (weapon or nonweapon, permanent)

Level 9: Continuous Friendship effect running with all monsters of HD = your LVL or less

Level 9: Detect & Identify Undead, type and number, continuous within LVL*10' through walls

Level 9: Detect Lie continuous. 

Level 9: Detect/Identify Anti-Magic & Anti-Psi (as per spells)

Level 9: Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. {Rogue ability: 50 / Chr-18 / Chr-25}

Level 9: Do double spell effects vs. Chaotic creatures

Level 9: Double Resist Acid, Lightning, Poison, Salt, Shards, Steam

Level 9: Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll

Level 9: Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon

Level 9: Full reset of F actions: Target gains 1 weapon or nonweapon proficiency permanently.  You may target yourself.

Level 9: Gain an extra major familiar

Level 9: Get the last pPsi9 ick just like Level 3.

Level 9: Great Medic: Binding wounds is (LVL-8)*5% of max hp (can be more than 100%, current still can't go over max)

Level 9: Guns Blazing: May use two sets of missile weapons per set of hands

Level 9: Healing proficiency (binding wounds) is 4d4.

Level 9: Health of Caleb:  +LVL Con; all of your classes get Barbarian Con

Level 9: iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10

Level 9: 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.

Level 9: If you pick the Priest "All" sphere, you may have a Specialty Priest (GGL) pick, but your effective level for this is LVL-8.

Level 9: If you pick the Wizard "Enchantment/Charm" school, you may have a familiar, but it is one category behind in familiar powers (you don't get the level 9 powers until you're level 18).

Level 9: Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn

Level 9: Immune Clone Insanity, Mirror of Opposition

Level 9: Immune ground-based traps; ground movement rate = (LVL^2)*2"; Sustain actions; Immune inverse pick pockets

Level 9: Immune parting shots

Level 9: Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls

Level 9: Immune to detection / divination effects

Level 9: Immune to innates and touch effects of undead; immune to Lich spells of SL 0 to LVL/6 (round down)

Level 9: Immune to insta-kill and slay effects

Level 9: Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.

Level 9: Insane Stunt: 0, 1/d: Wish (only to combo with something else you're doing this segment)

Level 9: Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future

Level 9: Inverse Astral projection

Level 9: Know all Psi(-6)E First Hell powers; Psi(-6)E PSPs=(S+I*2+W+LVL*6); +1M/r only for Psi(-6)E

Level 9: Leadership: +LVL Chr

Level 9: Platinum Yendorian Express Card: Resist Magic; Telepathy cont.; 1M, 1/r: Add 1 charge (any type) to an item

Level 9: Quadruple movement rate (replaces the Triple at level 4)

Level 9: Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'

Level 9: Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M&lt;N)

Level 9: Set the first component of your alignment to "W" (White).  This W can be used to qualify for L, T, or C in other classes (but not A or Nil).

Level 9: Strength of Caleb:  +LVL Str; you get Barbarian Str

Level 9: Strengthen Magic: +(LVL-6)/3 MF 30' r

Level 9: Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level)

Level 9: The MPIRR of the level 1 ability (option c) becomes AaAR (RMPIWEaRaMaPaIaWaER)

Level 9: Turn undead at x(+1) level  (stacks with other abilities like this)

Level 9: Weapons and armor created are +1/+1 nonmagical.  This increases by +1/+1 every 5 additional levels

Level 9: Web of Contacts:  Can gain information on most things in a city; Legend Lore LVL*5%

Level 9: Whenever you take over 70 dmg from something, take only 70 dmg

Level 9: x2/xx2 TH/dmg (double the die roll, double all damage) vs. undead

Level 9: You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun

Level 9: Your SL=0, SL=1, and SL=2 spells have double effect (each similar instance adds x[+1] )

Level 10: +(LVL-9) AC.

Level 10: +1 Race slot (can pick this multiple times, using the summation rule)

Level 10: +1 to number of summons per summon slot (can pick this multiple times, using the summation rule)

Level 10: 1M: Etherealness.

Level 10: Base number of attacks with any weapon is 2/1 (unless you can do better with another class).

Level 10: Can convert AC to |AC| by taking the square root.

Level 10: Detect Undead continuous.  Detect Life continuous.

Level 10: Full reset of F actions: Target gains (LVL)^2 XP permanently.  You may target yourself.

Level 10: Immune Poison

Level 10: You may convert 1W -> 1RS (for yourself).

Level 10: You may replace another class, as per Level 2.  Starting with this replacement, if another mixed-class combination is mixed with FMCTP1/2, you can replace one of the classes in that mix instead.

Level 11: +1 defensive DL, offensive DL, or rhp for your subodinates (can pick each one once)

Level 11: +1 GGL pick (can pick this multiple times, using the summation rule)

Level 11: 1M, 1/t: Mass Charm.

Level 11: Can "mix" in another Custom group class using the +50% XP rule.

Level 11: Cosmic Awareness cont.

Level 12: +1 Familiar slot (can pick this multiple times, using the summation rule)

Level 12: 1M: Dispel a familiar ability for 1 turn.

Level 12: 1M: Lockdown all Held (h) actions within sight.

Level 12: All classes no longer have an alignment restriction for the MixerDM class.

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).

Level 12: Gain three 1st to 9th level followers.

Level 12: Healing proficiency (binding wounds) is 5d4.

Level 12: Pick from: Quintessential level 1-11 or 5th edition level 1-7

Level 12: Pick two Cthulhu Investigator5 Level 9-11, one Occultist5 Level 9-11, or one Alien Cultist5 Level 9-11

Level 12: You may add another (6th) class with one of the five standard classes.  This extra class cannot be changed using the Level 9 ability.  Again, the XP and other data does not change.

Level 12: You may choose four instances of a given Mini-class in any combination.  This can be done for multiple Mini-classes.

Level 12: You may treat Cml, Luck, HNCL, or CL as stats for this class.  You can raise them with stat points.  Cml costs 1 point each.  Luck costs 2 points each.  HNCL costs 3 points each.  CL costs 4 points each.

Level 12: Your Disguise cannot be penetrated by psionics.  You are immune to ESP, probe, and empathy.

Level 13: "Power Word" spells have double hp range and affect an entire group  {Wordbearer}

Level 13: ++1 TH, dmg, AC, or saves (can pick multiple times)

Level 13: +1 limited ML (don't get new SL's) (can pick this multiple times)

Level 13: +1 summon slot.

Level 13: +1 summon slot; 1M: Summon a DL=LVL/2 Golem.  {Puppet Master}

Level 13: +1QM action for psi

Level 13: +LVL Luck; Luckstone effect  {Gambler}

Level 13: 0, when creating a Trap/Trick/Special: An additional -LVL*10% penalty to remove it.

Level 13: ½0, take SL^2 damage: Material Component a spell, may do more than once  {Bloodchild}

Level 13: 1F, talk for 1s: Do a Legendary Officer Captain's Bluff (SFB)  {Missionary}

Level 13: 1M: Learn a fact (e.g. a weakness) about a monster never seen before  {Deep Tracker}

Level 13: 1M: Target group gets -LVL AC/saves/TH/dmg  <i>{feat}</i>

Level 13: Affect +1 group with area damaging spells; Material componenting is ½V  {War Mage}

Level 13: All of your attacks are Called Shots at no penalty  <i>{feat}</i>

Level 13: Can material component psionic powers (spend 1V)

Level 13: Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot  {Soulforger}

Level 13: Eldritch Fire Shield (SL=6):  Eldritch Fire damaging Shield (200% back)  {Sun Mage}

Level 13: Free Specialty Priest pick in Flying Spaghetti Monster  {Pirate}

Level 13: Gain a Divine Companion (both a Familiar and an Animal Companion)  {Divine Footpad}

Level 13: Gain a Rogue chart at half your LVL, 30*LVL Rogue pts  {Pspy)

Level 13: Get xLVL dmg on someone who's at negative hp immediately (no delay)  {Executioner}

Level 13: Immune Overbearing  <i>{feat}</i>

Level 13: iMR LVL*5%; 1bM: Counter a Wizard spell  {Wizard Hunter}

Level 13: Know which gods people worship by sight;  0, 1/d: Counter a Divine Intervention.

Level 13: May pick a specialty god as per a priest, must be of death, undeath, necromancy, etc.

Level 13: No limit to encumbrance.  No armor penalties to rogue abilities  <i>{feat}</i>

Level 13: No penalties in off-hand use, no matter how many arms  <i>{feat}</i>

Level 13: Pick 2: Bringer5 Level 9-12, Spellshaper5 Level 5-7, Psi(-5) major, other5 Level 1-3

Level 13: Pick 2: Dweomershaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3

Level 13: Pick 2: Mercenary5 Level 9-12, Soldier5 or Spellshaper5 Level 5-7, other5 Level 1-3

Level 13: Pick 2: Soldier5 Level 9-12, Mercenary5 Level 5-7, Psi(-5) major, other5 Level 1-3

Level 13: Pick 2: Spellshaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3

Level 13: Pick any Monster5 class level 9-12 (Vampire)

Level 13: Pick any Warrior5 class level 9-12 (Thug)

Level 13: Pick any Wizard5 class level 9-12 (Mastermind)

Level 13: Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3 (Witch)

Level 13: Pick one Soldier5 Level 9-12, one Watcher5 Level 5-7, one Psi(-18) major, or two Slayer5 Level 9-12 (Slayer)

Level 13: Pick one: Slayer5 9-12, Atheist 6-10, Psi(-6)S major (Smiter)

Level 13: Pick two from: Angel5 Level 9-12, Slayer5 Level 9-12, or Psi-6G/Psi6G grand

Level 13: Pick two from: Charonodaemon5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

Level 13: Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

Level 13: Pick two from: Pharmacist5 Level 9-12, Witch Level 9-12, or Psi30 grand

Level 13: Pick two from: Rebel Level 9-12, White/Black Hat Level 9-12, one Psi(-12)C major, or one other5 Level 1-3

Level 13: Pick two level 9-12 Secret Agent5 or one level 9-12 Black Hat5 ability

Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12

Level 13: Pick two Watcher5 Level 9-12, one Spellshaper5 Level 5-7, or one WhiteHat5 Level 5-7

Level 13: Pick two WhiteHat5 Level 9-12, one Rebel5 Level 5-7, or one Psi5 major

Level 13: Putting on, taking off, or picking up items does not cost 1V  <i>{feat}</i>

Level 13: Spells on "weird lists" are only 1 spell slot each (still need to know them)  {Arcane Avatar}

Level 13: X7 is a legal "frequency" to pick, each power costs 4 slots

Level 13: X-7 is a legal "frequency" to pick, each power costs 5 slots

Level 13: Your area effects hit +1 group

Level 13: Your area effects only affect people you want them to (selective targetting)

Level 13: Your base # attacks is never worse than 1/1  <i>{feat}</i>

Level 13: Your poisonous effects give no save.

Level 14: +(LVL-12)/2 second tier Martial Arts maneuvers

Level 14: +1 segment per round (you may act on segment 11)

Level 14: +1QM action per round, only for Spellshaper spells

Level 14: +LVL-13 crit multiplier

Level 14: 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)

Level 14: 1M, 1V (can borrow): Cast the reverse of an effect (do N times to reverse a xN effect) (can use as counterspell)

Level 14: 240F,1/d: Create weapon or armor flag of <= LVL*400 XP value

Level 14: Add 0.5 XP Div of Racial Adjectives for free

Level 14: Add a group to this class

Level 14: Always roll max to hit & damage with physical attacks

Level 14: Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%

Level 14: Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. {Rogue ability: -5 / Int-22 / Int-30}

Level 14: Can project to any plane (pick 3 stats to copy to other stats)

Level 14: Can turn anyone not of your Religion as if they were undead

Level 14: Detect & Identify Evil Outer-Planar, type and number, continuous within LVL*10' through walls

Level 14: Detect/Identify Spirit/Concordant & Anti-Innates (as per spells)

Level 14: Don't generate "?" in the dungeon (pick more than once for each additional symbol)

Level 14: Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect

Level 14: Gain an extra major familiar  [this was grand in Summer 2004 campaign]

Level 14: Gain nine 11th level followers.

Level 14: Get save vs effects w/ no save, base=+0+items, each 5% is +1 {Rogue ability: 0 / Wis-20 / Wis-25}

Level 14: Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +∞ wpn

Level 14: Ignore the effects of high multiplier when you attempt to affect things (e.g. people defend as only your multiplier)

Level 14: Immune Moo

Level 14: Immune to innates and touch effects of evil outer-planar; immune to Psi6E & Psi(-6)E effects of SL 1 to LVL/4

Level 14: Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)

Level 14: Indirect casting: 1M, 1V, use N of a spell, where (2^N)*10' is distance to target: Can cast without seeing target

Level 14: Insubstantial (Physical):  Immune matter

Level 14: Invoke the First Slayer: 1M, 1/reset: Precognition (that works) & Ask the DM a question

Level 14: Know all Psi6E First & Second Gloom powers; Psi6E PSPs=(K*2+I+W+LVL*6); +1M/r only for Psi6E

Level 14: Knowledge of the First Evil:  +LVL Int; 1F, 1/t: Replay of the past / Commune with dead

Level 14: Kung Fu Hustle: Can have (LVL-6)/4 martial arts styles running at the same time, they all fully stack

Level 14: Locate Object (LVL-13)*10%

Level 14: Psi(-12)C effect SL=0 | SL=1 || SL=2 ||| SL=3 etc. {Rogue ability: 30 / Str-22 / Str-40}

Level 14: Really Immune to pain.  You stay conscious (but cannot be offensive) at any finite negative hit point total.

Level 14: Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link

Level 14: Resist all things done to you by Chaotic creatures

Level 14: Scale Up: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M>N)

Level 14: Shield: Add a hp=(%rating) temporary shield, only 1 at a time {Rogue ability: 0 / Con-18 / Con-25}

Level 14: Smooth Talker:  As long as you and your friends are not hostile, enemies will not attack you 90% (1 check /min)

Level 14: Speed: Each 50% is +1A action || B's instead || C's instead {Rogue ability: 0 / Dex-18 / Dex-20}

Level 14: The Man for the Job:  1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task

Level 14: Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead

Level 14: Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.

Level 14: Turn undead at x(+1) level  (stacks with other abilities like this)

Level 14: Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class

Level 14: Whenever you take over 50 dmg from something, take only 50 dmg

Level 14: x2/xx2 TH/dmg (double the die roll, double all damage) vs. evil outer-planar (demons, devils, daemons, etc.)

Level 14: You may replace another class, as per Level 10.  If you replace the 6th class from the Level 12 ability, it still cannot be changed using the Level 9 ability.

Level 14: Your BOMBS! (Level ability O above) can hit two groups or can be set on a time delay, you have 3*LVL charges

Level 14: Your SL=0 through SL=4 spells have double effect (each similar instance adds x[+1] )

Level 15: +1 Mini-Class slot (can pick this multiple times, using the summation rule)

Level 15: +12 to HNCL for purposes of qualifying for Concordant classes.

Level 15: 1F, lose 2*N stat points: +N "exotic" stat points (Cml, Luck, HNCL, or CL, using the extra costs above, so you would have to lose 8 stat points to gain +1 CL).  You may spend temporary stat points

Level 15: 6 bonus spell levels, lost when advance to Level 16.

Level 15: Base number of attacks with any weapon is 3/1 (unless you can do better with another class).

Level 15: Can convert AC to iAC by dividing by 100.

Level 15: CF=4 and spend 10 picks: Can have a CC of 5 in this class; CF=5 and spend another 10 picks: Can have a CC of 6 in this class

Level 15: Detect Unlive continuous.

Level 15: Gain three 13th level followers, each has 4 bonus spell levels.

Level 15: Healing proficiency (binding wounds) is 6d4.

Level 15: This is a reminder that you start getting Hit Dice from this class again (see above).

Level 16: +1 Class slot (can pick this multiple times, using the summation rule)

Level 16: 1scrF: Scoop up a group of brains or souls off the floor.

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 16: Can transfer a super through a bite.  (max 1 power per bite)

Level 16: Immune to a SL 0-6 Status effect (can pick this multiple times)

Level 16: Immunity to all poisons.

Level 16: Sphere, School, or Discipline robe (can pick each one of these once)

Level 16: Your Disguise cannot be penetrated by magic.  You and your effects are immune to True Sight.

Level 17: +1 Edition Number to this class (like the Mini)

Level 17: 1M: Raise Dead or Slay Living

Level 17: Can break energy fields and wall spells with bare hands (no damage to Ronin, effect gets no save but can roll ER).

Level 17: CF=4: 1M: Lockdown all Instantaneous (I) actions within sight.

Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.

Level 17: Hibernate; Suspend Animation up to level*10 years.

Level 17: Hold Multiplier

Level 18:  Immune to the effects of ego from amulets or necklaces.

Level 18:  Immune to the effects of ego from any item of your multiplier or less.

Level 18:  This "Level:" pick may be non-simple, or something that normally cannot be picked (e.g. a Swashbuckler ability).

Level 18: +1X action (can pick multiple times, using the summation rule)

Level 18: 1scrP: Do 1 idmg to one target.

Level 18: Can create one ioun Don stone per day, which is permanent.

Level 18: CF=4: 1M: Drop all ER, iER, xER, and ixER on target (no resistance).

Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.

Level 18: Healing proficiency (binding wounds) is 7d4.  This is the last time this ability improves.

Level 18: Luckstone (can pick this multiple times, using the summation rule)

Level 18: Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7 (Dweomershaper)

Level 18: Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7 (Spellshaper)

Level 18: Pick 2: Soldeier5 Level 9-12, Spellshaper5 Level 9-12, other5 level 5-7

Level 18: Pick 2: Spellshaper5 Level 9-12, Psi(-5) grand, other5 level 5-7 (Bringer)

Level 18: Pick any Monster5 class level 14-18 (Vampire)

Level 18: Pick any Wizard5 class level 14-18 (Mastermind)

Level 18: Pick from: Quintessential level 1-17 or 5th edition level 1-11

Level 18: Pick one from Bringer5 Level 14-18, Spellshaper5 Level 14-18, Watcher5 Level 9-12, other5 Level 5-7 (Witch)

Level 18: Pick one: Slayer5 14-18, Atheist 11-15, Psi(-6)S grand (Smiter)

Level 18: Pick two level 14-18 Secret Agent5 or one level 14-18 Black Hat5 ability

Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18

Level 18: Pick two WhiteHat5 Level 14-18, one Rebel5 Level 9-12, or one Psi5 grand

Level 18: You may choose five instances of a given Mini-class in any combination.  This can be done for multiple Mini-classes.

Level 18: You may now mix in classes from the Monster group.  Remember to add 1 to the "G" factor above if you do this.

Level 18: You may pick "0th edition" for classes.

Level 18: You may pick "30th edition" for classes (currently, this does nothing except for Fighter30).

Level 18: You may treat your Number of Class Slots and Maximum Number of Psionic Frequencies as stats.  They are "exotic", with Class Slots costing 5 and Psionic Frequencies costing 6.

Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.

Level 19: Pick 2: Mercenary5 Level 9-12, Psi(-5) grand, other5 level 5-7 (Soldier)

Level 19: Pick any Warrior5 class level 14-18 (Thug)

Level 19: Pick one Soldier5 Level 14-18, one Watcher5 Level 9-12, one Psi(-18) grand, or two Slayer5 Level 14-18 (Slayer)

Level 19: Pick two Watcher5 Level 14-18, one Spellshaper5 Level 9-12, or one WhiteHat5 Level 9-12

Level 20: +LVL CL with Priest spells

Level 20: +LVL to LVL in another White Hat (or Black Hat) pick

Level 20: 0,1/r: Unspend (amount made by) Rogue points {Rogue ability: 0 / NA / NA}

Level 20: 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)

Level 20: 300F,1/d: Create any magic item (of a type not listed in A,F,K,P above) of <= LVL*500 XP value

Level 20: Add 0.6 XP Div of Racial Adjectives for free

Level 20: Anti-Godly shell: Immune to one G action effect /s, even in [X] section

Level 20: Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. {Rogue ability: -10 / Int-30 / Int-46}

Level 20: Backstave (N/2% of your dmg is vile) || Stun (save=N-100) {Rogue ability: 0 / Wis-26 / Wis-32}

Level 20: Base number of attacks with any weapon is 4/1 (unless you can do better with another class).  Last time for this ability.

Level 20: BOMBS!!!: Your BOMBS! have unlimited charges; LVL*(3m6) dmg to 1 group or LVL*(2m8) dmg to 2 groups

Level 20: Can Dim Door away in combat during your actions | Teleport {Rogue ability: -15 / Dex-18 / Dex-24}

Level 20: Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)

Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.

Level 20: For each 10 points of physical damage, you lower a random stat by 1.  (no save)

Level 20: Gain an extra grand familiar

Level 20: Ignore planar displacement & immunity to weapons / matter / physical attacks

Level 20: Immune all things done to you by Chaotic creatures

Level 20: Immune Pixelation

Level 20: Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled

Level 20: Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. {Rogue ability: 50 / Dex-24 / Dex-32}

Level 20: Insubstantial (Force): Immune energy

Level 20: Master Fu: LVL*2 slots in Martial Arts maneuvers; 2nd tier costs 2 maneuvers each, even if Banhammered

Level 20: Not Noticed: You take 1/10 dmg (physical and energy) vs. monsters that are at least x10 your current hp

Level 20: Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes

Level 20: Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)

Level 20: Tinkerer: 1/reset: Make a Psi8 item of TechL=LVL; your effects ignore TechR

Level 20: Turn undead at x(+1) level  (stacks with other abilities like this)

Level 20: Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class

Level 20: Use "Mixed Classing" (even if illegal) to mix one (legal) class with an evil alignment requirement into this class

Level 20: Whenever you take over 40 dmg from something, take only 40 dmg

Level 20: xLVL to CL for Turn Undead; Ignore Immune Turning

Level 20: You have no home plane; your truename cannot be erased; immune incursion

Level 20: You may "channel" spells by spending 2 spell slots each on them

Level 20: You may cast anti-magical spells by spending 2 spell slots each, these are resisted used aMR instead of MR

Level 20: Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )

Level 21: Enter Para-Elemental planes.

Level 21: You may "sleaze" your Multiplier into separate attack/defense ratings, which average to your real multiplier.  There is no limit to the sleaze, but you must be at least x0 in each.  Change this with an F action.

Level 22: Enter plane of Shadow; immune to Shadow-based effects.

Level 23: 1M: Raise Dead Fully or Slay Living Fully

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.

Level 24: Add a 7th class, in Monster or Custom group, must be of editions 0-4.  Classes that cannot be mixed cannot be added here.  Another FMCTP1/2 or WWPRP2/3 cannot be added here.

Level 24: You may choose six instances of a given Mini-class in any combination.  This can be done for multiple Mini-classes.

Level 24: You may treat HCL, CCL, Multiplier, and ML (in one class only) as stats for this class.  You can raise them with stat points. HCL = 7 point  CCL = 8 points ML = 9 points Multiplier = 10 points You may buy "half" a multiplier for 5.

Level 27:  This "Level:" pick may be non-simple, something that normally cannot be picked (e.g. a Swashbuckler ability), or a line of text at the top of a class description that isn't a "Level:" ability at all.

Level 27: 1X, lose 2*N stat points: +N "very exotic" stat points (HCL, CCL, Multiplier, or ML, using the extra costs above, so you would have to lose 16 stat points to gain +1 CCL).  You may spend temporary stat points

Level 27: Can create one super ioun stone per day, which is permanent.

Level 27: Can replace one class with any class in it's group with XP < FMCTP's XP.

Level 27: Can see in Capital D Darkness.

Level 27: Pick one species (as per Ranger species enemy).  You can turn that species as if it was undead (DM will assign turning values).

Level 27-36: Pick one: Slayer5 20-26, Atheist 16-20, Psi(-6)S super (Smiter)

Level 28: You may pick "5th edition" for classes.

Level 36: Add an 8th class, any group, of editions 0-5.

Level 36: Can create one Congenio ioun stone per day, which is permanent.

Level 37: Get one X48 (Innovator48) pick, but the pick must match a group from the emulated class

Level 38: Get a "Level 1:" pick from any x2 Concordant class.  I generally don't "paragraph symbol" x2 class "Level:" 's, but the DM will tell you if you chose something not in the spirit of what I intended.

Level 45: Can create one Ultra ioun stone per day, which is permanent.