MiniCompounder

Level

KXP

1

1 * original

2

1.5 * original

3

2 * original

4

2.5 * original

5

3 * original

6

3.5 * original

7

4 * original

8

4.5 * original

9

5 * original

10

5.5 * original

11

6 * original

12

6.5 * original

13

7 * original

14

7.5 * original

15

8 * original

16

8.5 * original

17

9 * original

18

9.5 * original

19

10 * original

20

10.5 * original

21

11 * original

22

11.5 * original

23

12 * original

24

12.5 * original

25

13 * original

26

13.5 * original

27

14 * original

28

14.5 * original

29

15 * original

30

15.5 * original

31

16 * original

32

16.5 * original

33

17 * original

34

17.5 * original

35

18 * original

36

18.5 * original

9aa42b23c00c458781d6605141b9d167Requisites:

Original +18 each; 3 class slots

Alignment:

As original

HD/level:

(*1)d(*2) original (no &'s)

Weapon Prof.:

As original +1 base, -1 rate

To Hit Table:

As original *2

Save Table:

As original *2

Reference:

RDM {Reduced Compounder}

Groups:

Custom, Alternate

 

Pick another class you know. The class chosen cannot be Custom, Concordant, or Demigod group, or itself have subclasses (e.g. Master Thief). You get 1 instance of that class per even level of MiniCompounder class (where its level is your LVL/2).

Things that normally would not stack do stack with MiniCompounder. Some examples:

You get one instance of stat bonus for your spell progression per even level (e.g. if you pick "Cleric2", when you're level 4, you'll have 2 Cleric2 Level 2 spell progressions, each with a Wis bonus).

For Rogue abilities, you get the Rogue points per class (as expected), but multiple instances of the same rogue ability stack. This includes base and stat bonus. For example, if you have 150% Pick Pockets in each of your 10 Thief1 classes (from being a level 20 MiniCompounder), your Pick Pockets is 1500%.

You get a full psionic pool per class, and you may transfer points between pools freely.

For XP, this class costs the indicated amount times your base class. This does require you to write down your own little XP table.

The Hit Dice is double the die size (e.g. 2d3 would become 2d6).

The Weapon Proficiencies has +1 to the base, and -1 to the divisor for the divisor rate. If the rate is multiplicative instead, add 1. (e.g. 1+level/4 becomes 2+level/3; 3+level becomes 4+level*2; 0+level*2 becomes 1+level*3.)