| Each level you get your LVL in Master Rogue 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 AC per level if not wearing armor. |
| Level 1: +1 Hobby or Occupation prof/level |
| Level 1: +1 Hobby proficiency per level. |
| Level 1: +1 weapon prof/level |
| Level 1: +level/2 dmg with weapons |
| Level 1: 1 attack that hits: Coup de grace. |
| Level 1: 1F: Next enemy you see within 1 round is surprised (PP save). |
| Level 1: 1M, CL/d: Detect Magic. |
| Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned. |
| Level 1: 1bV: Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has |
| Level 1: 1V: Create new mind-blade. |
| Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects. |
| Level 1: Attempt to build a single-function device of TechL = N. Add 1 to N if the item is size H, 2 if size G, 4 if size F, etc. |
| Level 1: Bardic Music, see PH3 page 28. |
| Level 1: Base movement rate is (14+level)" |
| Level 1: Base movement rate is 96". |
| Level 1: Beguiling, Hypnosis, Charm, Suggestion has only (95-level*5)% chance of affecting the monk |
| Level 1: Can Assassinate Undead (even if they are normally immune to this). |
| Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table). |
| Level 1: Clown: -1 Wis, +50 Rogue points |
| Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons). |
| Level 1: Free Martial Arts style; +2 maneuvers per level. |
| Level 1: Gain "Thieves' Cant" language. |
| Level 1: Get +LVL parting shots whenever the opportunity for parting shots arise. |
| Level 1: Gets +4*LVL from behind instead of the usual +4 from behind. |
| Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level. |
| Level 1: Gets Barbarian Dex bonus. |
| Level 1: Gets Exceptional Dex bonus. |
| Level 1: Gets Psi0 powers, see progression and [Q0]. |
| Level 1: Identify and operate technological devices up to TechL=LVL. |
| Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d6 r (save vs. para) |
| Level 1: If Open Hands stuns, chance to kill is (level)*3+(target's AC)% (no save) |
| Level 1: Immune to disease, haste, and slow; Immunity can be dropped if the monk wishes |
| Level 1: Immune to Pick Pockets. |
| Level 1: May use 1 material component effect per spell as a zero action. |
| Level 1: Natural AT is 1+level |
| Level 1: No parting shots on you. |
| 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 Martial Arts style (may not be custom). |
| Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level |
| Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level (even if Banhammered) |
| Level 1: Pass over rough terrain at full movement rate. |
| Level 1: Poison Use proficiency (1 slot per 2 levels, round up). |
| Level 1: Poison Use proficiency (1 slot per 4 levels, round up). |
| Level 1: Psi8 powers, see progression and [Q8]. |
| Level 1: Rolls 1d30-10 for proficiency checks. |
| Level 1: Speak with Plants at will |
| Level 1: Stunning Attack: A monk has the ability to stun a creature damaged by her unarmed attacks. |
| Level 1: Thieves' Cant. |
| Level 1: Time/Reality Stability. |
| Level 1: Tracking as per Ranger of half the Bandit's level. |
| Level 1: Tracking as per ranger. |
| Level 1: Use the "Non-Spec War" column for number of attacks. |
| Level 1: You can use missile weapons in each hand (no limit of 1 per set of hands). |
| Level 1:,2:,etc. (each level): +2 Dex. This bonus cannot be used to qualify for the Quickling0 class itself, and you can't 2 for 1 trade it away. |
| 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): Luckstone effect (stacks with itself) |
| Level 1:,2:,etc.: Get an "Any Rogue 1,2,etc." pick. You split this into smaller picks; e.g. a Level 6 pick could be split into a Level 2 and a Level 4 pick, or six Level 1 picks, etc. You cannot combine picks to create a higher level pick. |
| Level 2: +LVL/2 saves vs. poison. |
| Level 2: 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR |
| Level 2: 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar} |
| Level 2: 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you) |
| Level 2: Any creature that attempts to eat the Slayer's mind must make a Will save (DC 17) or be disinclined to do so. |
| Level 2: Immune to Rainbow Silver effect |
| Level 3: Speak with animals (continuous). |
| Level 3: Still Mind: +2 bonus to saving throws against spells and effects from the Enchantment school |
| Level 3: Uncanny Dodge: Retain Dex bonus even if flat-footed. |
| Level 4: (LVL)F, 1/d: Create an item worth LVL*100 item XP or less. |
| Level 4: +(LVL*2-5)/3 (round down) nonweapon proficiencies |
| Level 4: +4 mental saves. |
| Level 4: 1V, 1/d: Cure Con*level hp of damage. This may be broken up into smaller amounts over the day if desired. |
| Level 4: 1V: +1 QV next segment. |
| Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid). |
| Level 4: Can conduct psionic attacks through mind-blade. |
| Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks. |
| Level 4: Doctor: Binding wounds is 4+LVL hp. 1M, 1/d: Remove the "wounding" effect. |
| Level 4: Immune to Harm and Causeall |
| Level 4: Immunity to disease and slow effects (continuous). |
| Level 4: Pick two WhiteHat5 Level 1-3, one Rebel5 Level 1-3, or one Psi5 minor |
| Level 4: Self healing (laying on hands): 1 hp/level, can be done once per day. |
| Level 4: The monk may fall 30' without taking damage if within 1' of a wall. |
| Level 4: You can't be targetted (unless you wish it). |
| Level 5: +1 borrowed M action per round. |
| Level 5: +1V action. |
| Level 5: Always make Chr checks. {Diplomat} |
| Level 5: Blend in (everyone believes OK that you're here) |
| Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages. |
| Level 5: Open hands are considered a +1 weapon to hit. |
| Level 6: 0, 1/d: Reset self, you will not get your next Natural Reset. |
| Level 6: 0: Create new mind-blade. |
| Level 6: 1/r: One attack does Con instead of hit points of damage. |
| Level 6: 1F, 1/d: Target effect, with multiplier of x2 or greater, is lowered by 1 multiplier (Effects of x9 or greater ignore this.) |
| Level 6: 1M, 1/d: Mini Fury (Do LVL Q∞M actions only for magic or psi, at the end of the effect, you are Crapped and Set) |
| Level 6: Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase |
| Level 6: Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have. |
| Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3 |
| Level 6: The monk may fall 40' without taking damage if within 4' of a wall. |
| Level 6: When someone attacks the Slayer with a psionic attack, must make a Will save or be dazed for 1 round. |
| Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change. |
| Level 7: Invisibility (psi freq. 0) level times per day. |
| Level 7: Leap of the Clouds: Jumping distance (vertical or horizontal) is not limited according to her height. |
| Level 7: Molecular Manipulation X turns/day at level Y, X*Y=14*(monk's level). |
| Level 8: Bag of Holding; 1M: Locate Black Market in city {Smuggler} |
| Level 8: Body Control, level/2 turns/day. |
| Level 8: Dispel a x1 effect | Instantaneous | Disjunct |
| Level 8: Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing. |
| Level 8: Each melee attack lowers target's PR by 1. |
| Level 8: Get 2 Resets per Reset (doesn't stack w/self, one of them is an Artificial Reset) |
| Level 8: Immune to effects that specifically affect your race (Arrow of Slaying, etc.) |
| Level 8: Retarded Aging |
| Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest |
| Level 8: Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing. |
| Level 9: 0: Use a rogue ability (This effectively allows you to overwrite action costs on rogue abilities to 0 actions if you want) |
| Level 9: 1 attack that hits: Really Put Out of Misery |
| Level 9: A target with partial cover is considered to have no cover. Full cover is not affected. |
| Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices. |
| Level 9: All Rogue abilities within 30' of you are lowered by 100%. |
| Level 9: Can backstab every attack (1N action) vs. Panicked person; 1M: Panic (Will save) {Spy} |
| Level 9: Free Martial Arts style; +1 LVL-8 maneuvers. |
| Level 9: Full Str bonus with missile weapons that are listed as "½Str". |
| Level 9: Gets another Martial Arts style. It may be custom, even if you already have a custom style. |
| Level 9: Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal. |
| Level 9: Lose the V action gained at Level 5, gain one P action. |
| Level 9: Planar Displaced (+4 AC, one plane removed) or Double Displaced (+4 AC, first two attacks miss) |
| Level 9: Quivering Palm 1/d: |
| Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage. |
| Level 9: Takes half damage from a spell (that gives no save) if save is failed |
| Level 10: +1 saves vs. traps. |
| Level 10: +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler} |
| Level 10: 1M, 1/d: Contact Higher Plane (not Other; this is the version that has a chance of insanity) |
| Level 10: 1M: Roll 1d50-20. After rolling and seeing the result, you may disable that Psionic frequency in the area for 1 turn (treat as a x1 Special). |
| Level 10: 1S: Lower LVL x1 effects in the same group. |
| Level 10: 1V: Lower all x0 effects on 1 target. 1P: Lower LVL x1 effects on 1 target. |
| Level 10: Can trade a Myth SL N for N Myth SLs. This effect also gives you 2 SLs of Myth spells. |
| Level 10: Ignore WR, aWR. |
| Level 10: Turn Undead: You can turn undead as if 4 levels lower. |
| Level 10: Your traps (and your traps that you've captured) do double effect. |
| Level 11: +(LVL-5)/6 saves vs. traps. |
| Level 11: +LVL*5% money {Treasure Hunter} |
| Level 12: 0: Zero & Opposing actions cannot be used in your group. |
| Level 12: 1M: Disable all non-Rogue classes in your group (RSW save for each class) |
| Level 12: Abundant Step: Can slip magically between spaces, as per the spell dimension door, once per day. |
| Level 12: Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted) |
| Level 12: Can purchase non-weapon technological items (such as high-tech armor). This is currently undefined. |
| Level 12: Immune to Enchantment/Charm spells, Resist Psionics. |
| Level 12: Material componenting spells (Wizard or Priest) costs you only ¼V action |
| Level 12: Species Enemy as per Ranger1 {Avenger} |
| Level 13: Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. |
| Level 13: Pick two WhiteHat5 Level 9-12, one Rebel5 Level 5-7, or one Psi5 major |
| Level 13: Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level) |
| Level 14: +(rating)% money, use at end of run before selling |
| Level 14: 0, 1/d: Avoid Fate of x2 multiplier |
| Level 14: 1F: Sever Warden / Brass Gnat / ProtoLich's power connection (Will save) |
| Level 14: 1M: Target loses this segment's actions (RSW save) |
| Level 14: 1V, 1/t: Choose Future |
| Level 14: Duplicate one 1st-4th level Boss or Sidekick spell |
| Level 14: Great Medic: Binding wounds is (LVL-8)*5% of max hp (can be more than 100%, current still can't go over max) |
| Level 14: Has 7-28 guild members. 75% chance a guild member will leave if guildmasters change. |
| Level 14: You can use +1 segment /r (i.e. you get a segment 11) |
| Level 15: BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist) |
| Level 16: +3 HNCL for purposes of qualifying for Concordant classes |
| Level 16: 1 Reset: Mordenkainen's Magnificient Mansion (permanent) |
| Level 16: 1F, 1/d: Target Myth loses Myth class & all spells (Will save) |
| Level 16: Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. |
| Level 17: Get save vs effects w/ no save, base=+0+items, each 5% is +1 |
| Level 17: Tongue of the Sun and Moon: A monk of 17th level or above can speak with any living creature. |
| Level 18 : Any Rogue 18 ability, or two Rogue 18 abilities based on Dex. (This is in addition to the normal "Any Rogue 18" ability you get for being a Rogue.) |
| Level 18: Pick 2: Soldeier5 Level 9-12, Spellshaper5 Level 9-12, other5 level 5-7 |
| Level 18: Psi(-12)C effect SL=0 | SL=1 || SL=2 ||| SL=3 etc. |
| Level 19: Empty Body: Can assume an ethereal state for 1 round per level per day, as per the spell etherealness. |
| Level 19: Shield: Add a hp=(%rating) temporary shield, only 1 at a time |
| Level 21: Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. |
| Level 22: 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell |
| Level 22: Backstave (N/2% of your dmg is vile) || Stun (save=N-100) |
| Level 22: Can instead use LL/2 (round up) F actions /s |
| Level 22: Immune Head Blown Off, slain, crapped, Extract |
| Level 22: Truename is unreadable to mult = to LL or less |
| Level 24: Free Specialty Priest pick in Flying Spaghetti Monster {Pirate} |
| Level 25: 1M: Learn a fact (e.g. a weakness) about a monster never seen before {Deep Tracker} |
| Level 26: +LVL to LVL in another White Hat (or Black Hat) pick |
| 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. |