Rian Collective Player


Level KXP Psi1/2/3
mMG SU
TH
103-- --+1
294-- --+1
32451- --+1
46062- --+2
5180631 --+3
6420752 --+3
7960873 --+3
82025984 --+4
94200A95 1-+5
109570BA5 1-+5
1115840CB6 2-+5
1223010DC7 2-+6
1331080ED7 3-+7
1440050FE8 3-+7
1549920GF9 4-+7
1660690HG9 4-+8
1772360IHA 5-+9
1884930JIB 5-+9
1998400KJB 6-+9
20112770LKC 6-+10
21128040MLD 7-+11
22144210NMD 7-+11
23161280ONE 8-+11
24179250POF 8-+12
25198120QPF 9-+13
26217890RQG 9-+13
27238560SRH A1+13
28260130TSH A1+14
29282600UTI B1+15
30305970VUJ B2+15
31330240WVJ C2+15
32355410XWK C3+16
33381480YXL D3+17
34408450ZYL D3+17
35436320[ZM E4+17
36465090\[N E4 1+18
Race Adjustments:
StrDexConIntWisChr CmlAThpTHDiv
+0+0+3+0+3+3+0 +0+6+0÷1
Requisites:Con 18, Wis 20, Chr 20, Race Slots 1, Class Slots 3
Alignment:Any
HD/level:1d10
Weapon Prof.:0+level*3
To Hit Table:0+level/2
Save Table:2*level
Reference:RDM
Groups:Archetype, Psionicist, Custom
Complexity:CF=5
“The longer I live the more I see that I am never wrong about anything, and that all the pains I have so humbly taken to verify my notions have only wasted my time.”-George Bernard Shaw
Immune DNA scrambled. Always uses 1 for 1 trading even if banhammered.
Gets Psi 1,2,3 PSP’s = (Con+Wis+Chr bonus)*level.
You get 1 instance of this class per level. Things that normally wouldn’t stack do with this class.
DM Note: For abilities that refer to “Normal” Concepts (ToHit, Dmg, AC, Saves, hps, Number of attacks, Str, Dex, Con, Int, Wis, Chr, Rogue Points, PSPs, SLs, Proficiencies, Skills, Kits, Feats, Resistances, Level Picks, Status effects, Backstab, Limited ML), they fully stack. For abilities that refer to “Exotic” Concepts (++’s, Animal Companions, CL, Cml, Familiars, GGL, HD, HNCL, Levels of Exceptional Stat, Luck, Mounts, Movement Rate, Personality, Research Points, Summons, Wear Locations), the LVL formula reduces a step. For abilities that refer to “Very Exotic” Concepts (Actions, CCL, Character Slots, Class Slots, HCL, LVL, ML, Multiplier, Number of Segments, Player Picks, Power Factors, Psi Frequencies, Race Slots), the LVL formula reduces two steps (LVL^^N->LVL^N->LVL*N->LVL).
Level N (every level): +1 stat point.
Level N (every level): Pick a stat. +1 instance of "Exceptionalness" in that stat.
Level N (every level): Get one "Any Rogue level N" pick and 5*level rogue points.
Level N (every level): +100 XP.
Level 1 ¶: Can use High Frequency Sampling; treat this as one category higher (m→M).
Level 2: You may treat the following as stats at the following stat point costs. You can raise or lower them with stat points. “x2” and higher stats come from the “x2” and higher versions of this class which this class gets. To access the “xM” stats, you must be classed in a class of that multiplier. The table follows:
“x1” Stats Cost “x2” Stats Cost “x3” Stats Cost “x4” Stats Cost
S action1 X action2 G action4 H action8
CML2 Class Slot4 Multiplier8 Character slot16
HNCL3 HCL6 HDL12 HLL24
CL4 CCL8 DCL16 LCL32
÷1 Race slot5 ÷2 Race slot10 ÷3 Race slot20 ÷4 Race slot40
ML6 CML12 DML24 LML48