Master Fighter Picks

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3100

Each level you get your LVL in Master Fighter picks. A simple way to figure out how many levels of picks you get is to take LVL*(LVL+1)*0.5. CF=4: 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 : 1 attack: Dispel ("Twist") an effect running on someone

Level 1 : Base number of attacks with all specialized weapons is 2+LVL/4.

Level 1 : iaER LVL*10%

Level 1 : You get (a slightly weaker version of) the "Frank" Cheat Code [X3]: Can throw any weapon without penalty, using the "Bow" line (assuming specialization).

Level 1:  1 attack: Roll damage, an effect takes a dispel with CL=dmg.

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

Level 1: +(level/2, round up) slots in Speed proficiency.

Level 1: +1 bracket lower on the weapon specialization table.

Level 1: +1 feat.

Level 1: +1 Hobby proficiency per level.

Level 1: +1 on all saving throws; not cumulative with cavalier or paladin bonus.

Level 1: +1 on all saving throws; not cumulative with paladin or knight bonus.

Level 1: +1 on initiative, +1 more at each level divisible by 4 plus 1.

Level 1: +1 slot in Weapon Mastery per level.

Level 1: +1 TH and +2 dmg with hammers.

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 hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.

Level 1: +1 to hit with lances, swords, maces, and flails.

Level 1: +1P action, -1M action.  The character still gains the 1P action even if he has no 1M action to lose.

Level 1: +2 Con per level.  This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.

Level 1: +2 on all saving throws; not cumulative with cavalier or knight bonus.

Level 1: +2 saves vs. Illusions

Level 1: +2 saves vs. Illusions (is cumulative with +3 save ability above)

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

Level 1: +4 to hit and +1/level damage versus a species enemy.

Level 1: +level/+level AC and saves.  You do not get the save bonus vs. mental effects.

Level 1: +level/+level to hit and damage with all weapons.

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

Level 1: +LVL dmg.

Level 1: +LVL Str, Dex, or Con based Nonweapon proficiencies.

Level 1: +LVL*2 TH with bows.

Level 1: +LVL*3 AC.

Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

Level 1: 1 reset: Create a light-saber. It is 1d16/1d16, 20/x4 and sharpness; it has +LVL/2 TH & +LVL*3/2 dmg.

Level 1: 10% of all treasure must be given to a religious institution (this is called the tithe).  Leftover wealth not spent is also donated.  (Ignore this restriction)

Level 1: 1M, 1/d: Plane Shift

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, LVL/d: Cure Disease

Level 1: 1M: Detect Evil.

Level 1: 1M: Sense Danger.

Level 1: 1M: Speak with Animals

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

Level 1: A additional +3 saves vs. illusions.

Level 1: A knight may align himself with a prince, king, emporer, or lord (9th level warrior or higher).

Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. 

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

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

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

Level 1: Can affect creatures that require +1 or better weapons to hit.

Level 1: Can have an Animal Companion (1/10th your XP)

Level 1: Can operate at negative hit points equal to -10*level.  While in this state, you cannot make any type of attack (magic, psionic, physical, or otherwise).

Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total.  (Cannot be offensive in this state)

Level 1: Can sense dungeon depth, shifting rooms, new construction, etc. as per the Dwarf race.

Level 1: Can take Improved Two-Weapon Fighting feat even if doesn't have prerequisites.

Level 1: Can use a limited number of Psi1 powers.  Get 1 "progression point" per level; it costs 1 progression point for a minor, 4 for a major, 9 for a grand (cannot get supers).  You may change your progression each reset.  PSPs are as per Psi1A class.

Level 1: Can weapon specialize up to true quadruple (12 half-plusses).

Level 1: Choose two of the following as free proficiency slots (1 slot each): Animal Handling, Signaling, Running, Small Water Craft, Sound Imitation, Wild Fighting, Jumping, Back Protection, Direction Sense, or Set Snares.

Level 1: Choose weapon: +1 TH/+1 dmg/+1 AC; +1 TH/+1 dmg when facing the weapon. This bonus is gained again at every third level plus 1 (4,7,10,etc).  You may combine the bonus on the same weapon or select a different one.

Level 1: Construct a designed engineering task.

Level 1: Control Undead as if a Cleric 2 levels lower.

Level 1: Dark Blessing:  Add Chr modifier as a bonus to all saving throws.

Level 1: Detect Evil (Range 60', cont.)

Level 1: Detect Evil (Range 60', requires 1 mental action) as the spell, except the evil creature must have evil intent in order to be picked up as an evil creature.  This may done as often as the paladin wishes.

Level 1: Detect evil/good/non-balance continuous.

Level 1: Detect Illusion 5*level % (requires 1 mental action) 1/r.

Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).

Level 1: Does double damage on a natural 20.  With a size L+ weapon, hits and does double damage on a natural 19-20.

Level 1: Does not suffer secondary target penalties.

Level 1: Effective Charisma with other warriors is increased by your level.

Level 1: Enemies need a +2 weapon to hit you.

Level 1: Fast Movement:  +4" to movement rate.

Level 1: Favored Enemy:  Pick a type of creature.  +1 dmg & proficiency checks vs. that enemy.  Every 5 levels, gain another Favored Enemy and all previous Favored Enemy bonuses increase by +1.

Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.

Level 1: Free Martial Arts style, +1 maneuver per level.

Level 1: Free Riding (land-based) proficiency (1 slot).

Level 1: Free Wilderness Survival proficiency (1 slot).

Level 1: Get 1 normal familiar, which must be a mount and a natural animal.  You don't actually ride your familiar to get it's bonus; you ride your summoned mount (the ability above).

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

Level 1: Identify Animals by sight.

Level 1: Identify monsters 5% per level.

Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic

Level 1: Immune disease.

Level 1: Immune to Fear; Protection from Fear 10'r

Level 1: Immune to Maze and variants (e.g. Fire Maze)

Level 1: Immunity to all forms of natural (non-magical) disease.

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: Knowledge / Legend Lore (Astral Plane), Navigation (Astral Plane)

Level 1: Lay on Hands:  1V, 1/d, touch: Cure LVL*(Chr bonus) hp, or Cause same amount to an undead creature.  This can be "broken up" among multiple touches.

Level 1: Lay on Hands: Cure 2 hit points per level (Range T, uses 1 mental), once per day.  This curing ability may be divided between two or more creatures, and does function on outer planar targets.

Level 1: Lay on Hands: Cure 3 hit points per level (Range T, uses 1 mental), once per day.  This curing ability may be divided between two or more creatures, and does function on outer planar targets.

Level 1: May have an Animal Companion.

Level 1: No penalty for called shots with missile weapons.

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

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

Level 1: Offensive Stance:  0, [(LVL+1)/2] /d: +2 Str, +2 Con, -2 all saves, -4 AC, lasts for 3+(Con bonus) rounds.

Level 1: One Professional Wrestling style; +1 Professional Wrestling maneuver per level.  See [P14].

Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.  Example: You need a -15 to hit someone, and you roll a 12.  Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.

Level 1: Pay half-price for basic equipment [E1].

Level 1: Pick weapon of choice; are considered 7 levels higher for # of Attacks purposes.

Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else).

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

Level 1: Protection from Evil 10'r (continuous, but may be lowered).

Level 1: Regenerate (not Troll-like) Con score in hp per segment.

Level 1: Regenerate lvl hp/r.

Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.

Level 1: Rogue abilities as per Scout (see [PC4]).

Level 1: Save adjustments: PPD +4, RSW +2, PP +3, BW +2, SP +(level/4, round down)

Level 1: Surprise 50% of time, is surprised only 1 in 6.

Level 1: Surprise 75% of time, is surprised only 1 in 12.

Level 1: Surprised only on a 1 on 1d6.

Level 1: Sustain Con

Level 1: Sustain Str

Level 1: Tracking as per a Ranger2.

Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies.  No off-hand penalty with any number of weapons.

Level 1: Turn (Command) Undead as if 2 levels lower.

Level 1: Turn Undead as a cleric of 2 levels lower.

Level 1: Turn Undead as a cleric of same level.

Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).

Level 1: Whirling Parry: 1bV: Parry one attack from each monster in your group this segment.

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

Level 1: You are immune to "summoning sickness" and "teleport sickness".

Level 1: Knights get all the special abilities of fighters.  Any fighter may at the end of a gaming session switch to the knight class (as long as he qualifies due to Chr).

Level 2: +1 TH, +1 dmg, -1 AC penalty, -1 save penalty.

Level 2: +LVL AC (this does stack with the 2nd level version)

Level 2: +LVL/2 dmg.

Level 2: 1F+2bF, 1/r: Halve the current hp of a group of creatures (PPD save)

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

Level 2: 1M: Locate Object/Animal/Plant

Level 2: Automatically single specialized with all melee weapons (if the character is Western).

Level 2: Can cast Wizard spells.  Is specialized in Elemental school.  Has normal access to Alteration, Divination and Enchantment schools.  All other schools are at double spell cost.

Level 2: Can make "finely balanced weapons" (see wielding multiple weapons) and "custom fitted armor" (-1 bulk) at x1.5 cost (it's only an additional x[+0.5] for unusual materials, so a x3 item becomes x3.5 for cost).

Level 2: Defensive Awareness:  Gets Dex bonus to AC even if being attacked from behind or by an invisible creature.

Level 2: Eidetic Memory, can "download" your thoughts/memories to computers

Level 2: Get "Level:" abilities (but not spellcasting) of Druid1 or Druid2 (your choice) of half your level (round down).

Level 2: Greater Swing: As per Great Swing but does 6 times normal damage and has a 2% per level of instant killing.

Level 2: No range penalties; Can shoot bows in your group without penalty

Level 2: Resist all natural (NR based) and x0 effects.  Get +LVL saves.

Level 2: Uncanny Dodge:  Gets Dex bonus to AC even if being attacked from behind or by an invisible creature.

Level 2: xLVL Personality score (for Ego checks)

Level 2: Your mount takes 1/LVL damage from energy attacks.

Level 3: +(LVL/3) AC.

Level 3: +1 Str, Dex, or Con  (replaces percentage rules)

Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).

Level 3: +LVL/3 AC.

Level 3: ½M: Cure LVL hp.

Level 3: 1M: Sense Danger.

Level 3: Add a school or sphere.

Level 3: Attract undead followers.

Level 3: Aura of Despair:  All enemies within 10 feet get -2 on all saves.

Level 3: Cast Priest spells using progression of Cleric0 at 1/3 level (round down).  Caster level = actual level.

Level 3: Get another Barbarian Stat.

Level 3: Knowledge / Legend Lore (Phlogiston), Navigation (Phlogiston)

Level 3: Remove Disease:  1M, [LVL/3] /week: Cure Disease.

Level 3: Turn/Command Undead at 1/3 level (round down).

Level 4: +LVL*2 AC

Level 4: 0, 1/d: Counterspell

Level 4: 0, 1/r: Roll 2d20 choose the better for one attack roll.

Level 4: 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage

Level 4: 10*CL% MR

Level 4: 1F, 1/r: Slay a creature (PPD save)

Level 4: 1F, 1/w: Perform a "face turn" or "heel turn", which reverses your alignment.

Level 4: 1F: A group gets "Sporacled" (Hit by a random [C] section effect) (RSW save)

Level 4: 1F+2bF, 1/r: Slay a group of creatures (PPD save)

Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)

Level 4: 1M: A group gets -LVL V actions (no save)

Level 4: 2bF, 1/r: Counter a x1 effect.

Level 4: All animals that you ride gain +2 Int.

Level 4: Attracts one 1st level apprentice per level.

Level 4: Can cast Priest spells; gets Wisdom bonus.

Level 4: Can hit targets that require a +1 or better weapon to hit without such a magic weapon.

Level 4: Can move in reverse as fast as you can move forward.

Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.

Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th).  The fighter bonus is used instead for those levels where it is higher.

Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of  attacks.

Level 4: If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)

Level 4: Immune to all x0 effects.  Get a save vs. x1 effects that do not offer a save.

Level 4: Immune to Sharpness and Vorpal effects.

Level 4: -LVL*9 to any number of stats (Str, Dex, Con, Int, Wis, and Chr) in your group, does not have a hole in the middle

Level 4: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to your level (this operates on its own unique psionic frequency).

Level 4: Pick a spell you have.  It does not give a saving throw.

Level 4: Pick any Warrior5 class level 1-3

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

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

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: The Knight may call upon a special war horse as a paladin does.

Level 4: The paladin may call upon a special war horse (which is treated as a mage's familiar).

Level 4: Weapon of Choice: A knight may select any one weapon and be considered three levels higher for purposes of how many attacks per round he has.

Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round.  This must be a melee weapon.

Level 5:  Immune to Slow, Web, Stop

Level 5: "Whirl" may be used with an energy arrow from your bow.  1P: Do 1 attack on every target within 10'r (one group usually).

Level 5: +1 to all crit ranges

Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).

Level 5: +LVL weapon proficiencies

Level 5: 1M: Raise Dead.

Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.

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 fashion mechanical locks.

Level 5: Cannot be flanked.  Enemies do not get a "flank bonus" to hit you.

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

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

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

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

Level 5: Special Mount: Gain a familiar which must be a mount (the familiar list in [S0.5] indicates which types can be mounts).

Level 5: When you flank someone, get +LVL to hit.  When you're behind someone, get +LVL*2 to hit.

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

Level 6: +1 IF (Instantaneous F action) which can't be locked down.

Level 6: +1 QP action.

Level 6: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2 and 4

Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3

Level 6: +CL-7 M actions

Level 6: +LVL*3 AC (stacks with the SL=2 ability)

Level 6: 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.

Level 6: 1F, 1/r: Incurse a group (BW save);  1F, 1/r: Annihilate a group (RSW save)

Level 6: 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.

Level 6: 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).

Level 6: Add a school or sphere.

Level 6: Automatic proficiency in all weapons that you have seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).

Level 6: Get another normal familiar (total 3).

Level 6: Immune to a [C] section effect

Level 6: Immune to charm.

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

Level 6: Roll 1d6+6 for initiative instead of 1d12.

Level 6: You may convert 4F actions to 1X action (you may do this as many times as you like, prefixes are kept).

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

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

Level 7: Add Psi1, Psi2, or Psi3 to known frequencies for this class.

Level 7: Another +1P action, -1M action, as per level 1.  (total +4P, -4M)

Level 7: Free Riding (air-based) proficiency (1 slot).

Level 7: Gain "Impale"; see the generic Warrior Level 9 ability.

Level 7: Has 8-48 guild members.  50% chance a guild member will leave if guildmasters change.

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

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: Two-Weapon Fighting and Ambidexterity.

Level 8: +LVL saves

Level 8: +LVL*4 AC (stacks with the SL=2 and SL=3 abilities)

Level 8: 1F: As You Are a group (Will save)

Level 8: 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)

Level 8: 1M: A group gets -CL B actions (no save)

Level 8: 1M: A group gets -CL dmg (no save)

Level 8: 1M: A group gets -CL*2 current and max hp (no save)

Level 8: 1M: A group gets -LVL set Con which ignores Sustain Con (no save)

Level 8: 1M: A group gets -LVL TH (no save)

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

Level 8: Ability to cast druid spells (no wisdom bonus), see table in [S1].

Level 8: Can hit targets that require a +2 or better weapon to hit without such a magic weapon.

Level 8: Can now hire men-at-arms

Level 8: Can repair magical armor and weapons, even from non-physical sources (drained, disenchanted, etc.). Disintegrated items *can* be restored if you are at the location where the item was disintegrated.

Level 8: Charm spells cannot be used by enemies in the room (x1 Special)

Level 8: Gain 10d10 bushi followers of level 1.

Level 8: Immune Telekinesis

Level 8: Immune to poison.

Level 8: Pick a psionic power you have.  It costs half the number of actions it normally requires.

Level 8: Pick a spell you have.  It costs half the number of actions it normally requires.

Level 8: Pick any Warrior5 class level 5-7

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

Level 8: You can sell items anywhere, divide price by 1d6.  You can buy normal items anywhere.

Level 9:  Base light-saber damage is 2d20.

Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.

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

Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).

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

Level 9: 1F, 1/month: Become involved in an "Angle".  This is like a Geas or Quest against one enemy (or a group).  If you succeed, you will gain a 10-100 KXP bonus (depending on difficulty).

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

Level 9: 1M: Find the Path

Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round.  (Everyone in the party gets the same bonus, you don't distribute for each person.)

Level 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: 1P: Do 1 attack, roll a natural 20, ignore WR and requirements on plusses needed to hit.

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

Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.

Level 9: Another +1P action, -1M action, as per level 1.  (total +5P, -5M)

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

Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold.

Level 9: Can automatically hit any mortal creature with a non infinite negative AC when using "Great Swing" or "Greater Swing".

Level 9: Can make existing items into Items of Quality, it takes 1 hour per item.

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

Level 9: Choose one: Barbarian Str, Dex, or Con.  (you have 2 Bar stats now)

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

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

Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.

Level 9: Divide the cost of Intelligent Magic Items (from [E7]) by (LVL-7).

Level 9: Every arrow you shoot may over-write it's bonus (if any) with a +5/+5 bonus.

Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.

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

Level 9: Full Str bonus with missile weapons that are listed as "½Str".

Level 9: May convert 2P -> 1QP (Quick Physical).

Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).

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

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

Level 10: +1 AC (combines with everything).

Level 10: 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave

Level 10: 1F: Double your Str, Dex, Con, or Chr shift from 10 until end of round (example: a 23 stat becomes 23+13 = 36)

Level 10: Ability to cast wizard spells (can specialize in charm/divination).

Level 10: Add a school or sphere.

Level 10: Can affect creatures that require +4 or better weapons to hit.

Level 10: Considered 1 multiplier higher with one specific effect (by name)

Level 10: DR (from Level 6) becomes 6/-.

Level 10: Immune Boulders, Gas, Space-Time Discontinuities

Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider of double your level or a Ranger of triple your level.  If out of visual sight, your party cannot be Located or Find the Pathed to.

Level 10: You are allowed to backstab a target twice, backstabbing costs ½0 action to use.

Level 10: Your traps (and your traps that you've captured) do double effect.

Level 11:  Your Level 6 power ignores ER

Level 11: Another +1P action, -1M action, as per level 1.  (total +6P, -6M)

Level 12: Automatic proficiency in all weapons that the fighter has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).

Level 12: Identify raw ores on sight.

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

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

Level 13: Add Psi1, Psi2, or Psi3 to known frequencies for this class. (You have all three now.)

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

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

Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage).  This ability cannot be used more than once per month.

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

Level 14: +1 Animal Companion slot.

Level 14: Damage Reduction (see Level 11) is now -2 damage per attack.

Level 14: Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)

Level 14: Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class

Level 15 : +3 HNCL

Level 15: +12 to HNCL for purposes of qualifying for Concordant classes.

Level 15: Another +1P action, -1M action, as per level 1.  (total +8P, -8M)

Level 15: Get another normal familiar (total 5).

Level 16: +1 idmg with one attack per P action, if your Battlelord level is at least 4  (16 wishes if non-Battlelord)

Level 16: +1 iTH with one attack per P action, if your Battlelord level is at least 6  (24 wishes if non-Battlelord)

Level 16: +1 max ihp, if your Battlelord is at least 5  (20 wishes if non-Battlelord)

Level 16: +LVL to CL for 4th level Peacemonger spells

Level 16: 1M: A group gets -1 idmg with their next attack (no save)

Level 16: 1M: A group gets -CL% iBR (irreducible BlahR = iRMPIR) (no save)

Level 16: 1M: A group gets -LVL M actions (no save)

Level 16: Another +8 TH, +8 dmg, -8 AC penalty, -8 save penalty.  (total +36/+36/-36/-36)

Level 16: Immune to poison.

Level 16: Your Vampiric Regeneration affects your missile weapons too.

Level 17: Damage Reduction (see Level 11) is now -3 damage per attack.

Level 18:  Base light-saber damage is 3d20.

Level 18: -1P, Lose ability to use Mental actions this segment, 1/s: +1QP (Quick Physical) you can use this segment.

Level 18: All other people in your group get a "3600 KXP" Warrior pick, using the LordDM rules above.  (You do not get this in addition to your normal Level 18 pick).  This ability cannot itself be picked.

Level 18: Another +9 TH, +9 dmg, -9 AC penalty, -9 save penalty.  (total +45/+45/-45/-45)

Level 18: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing".

Level 18: Find the Path 1/day (as the Priest spell).

Level 18: Gain 10d10 Smarks as followers.  These are 4th level characters of various classes.

Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).

Level 18: Items of Quality are now +2 for each half-plus.  Or they can be 3 total half-plusses (distribute as you like).

Level 20: Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled

Level 21: Add a school or sphere.

Level 22: +(Hero level) QV actions

Level 22: +(Hero level) to all stats

Level 22: 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.

Level 22: Can combine Martial Arts & Specialization

Level 22: Immune to Inner Elements

Level 22: Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)

Level 24: 1M: A group gets -PCL Q<sup>&infin;</sup>V actions  (infinitely quick V actions)

Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.

Level 27: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or himself).

Level 27: Can create a "purple" light-saber instead of "blue" or "green".  This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg.  It is vorpal instead of sharpness, with one less range than the sharpness flag.

Level 27: Maximum age doubles (the fighter may be lowered 1-2 age categories).

Level 27: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

Level 27: Raise Self: The fighter will be able to Raise Dead on himself 1 day after death (as long as the death was due to physical damage).  This ability cannot be used more than once per year.

Level 28: +WCL ihp

Level 28: +WCL Q<sup>&infin;</sup>P actions  (infinitely quick P actions)

Level 28: +WL iTH

Level 28: +WL X actions

Level 28: 1M: A group gets -25*PCL set Con that ignores Sustain Con

Level 28: 1M: A group gets -25*PCL set Str that ignores Sustain Str

Level 28: 1M: A group gets -PCL ihp

Level 28: 1M: A group gets -PCL Q<sup>&infin;</sup>P actions  (infinitely quick P actions)

Level 28: Get another normal familiar (total 7).

Level 36: Add a school or sphere.

Level 36: Choose any group other than "Concordant" with effects as per Level 9.  With this choice only, if you choose a group three times or choose "Warrior", your picks in that group are at double KXP (limited still by your LordDM level).

Level 36: Fighter may have his "home plane" switched to that of his alignment.

Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.

Level 36: Items of Quality are now +4 for each half-plus.  Or they can be 7 total half-plusses (distribute as you like).

Level 36: You auto-hit any target (and they auto-hit you) on a natural 2 or better.  You may use an extra 10 segments per round; but you can use only 1P during those segments (instead of the normal 1P/1V/1M).  You auto-miss any save unless you roll a 20.

Level 36:  Base light-saber damage is (LVL/36, round down)d100.

Level 44: |AC| 20+DCL (absolute AC 20+DCL).  People need a natural 20+DCL to hit you.  ++'s to hit and Lady's Smile does work against this ability.  Luck and other die-setting effects do not.

Level 44: +DCL QQQQQQX Actions.  All actions other than X, G, Z, and I (and their variants) are locked down.  The DM may determine that some campaign-specific unique specialty actions may be immune to this.

Level 44: 1G: Capital S Slay (as the ability above this one on this list).  Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.

Level 44: 1N: Counter a x0 effect.  1Z: Counter a x1 effect.  1X: Counter a x2 effect.  1G: Counter a x3 effect.

Level 44: All x1 (and x0 if you desire) beings who see you are Capital S Slain (GR to resist).  "Blindfighting" cannot be used against you.

Level 44: -DCL*25 to Str, Dex, Con, Int, Wis, and Chr 60' r  (no resistance except "Hold Stats" abilities).  Has a "Hole in the Middle".