Rian Collective Player

Level

KXP

Psi1/2/3

 

mMG SU

1

0

3-- --

2

9

4-- --

3

24

51- --

4

60

62- --

5

180

631 --

6

420

752 --

7

960

873 --

8

2025

984 --

9

4200

A95 1-

10

9570

BA5 1-

11

15840

CB6 2-

12

23010

DC7 2-

13

31080

ED7 3-

14

40050

FE8 3-

15

49920

GF9 4-

16

60690

HG9 4-

17

72360

IHA 5-

18

84930

JIB 5-

19

98400

KJB 6-

20

112770

LKC 6-

21

128040

MLD 7-

22

144210

NMD 7-

23

161280

ONE 8-

24

179250

POF 8-

25

198120

QPF 9-

26

217890

RQG 9-

27

238560

SRH A1

28

260130

TSH A1

29

282600

UTI B1

30

305970

VUJ B2

31

330240

WVJ C2

32

355410

XWK C3

33

381480

YXL D3

34

408450

ZYL D3

35

436320

[ZM E4

36

465090

\[N E4 1

Race Adjustments:

 

Str

Dex

Con

Int

Wis

Chr

Cml

AT

hp

TH

Div

+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

Feats:

0+level

To Hit Table:

0+level/2

Saves:

2*level

Reference:

RDM

Groups:

Cus, Psi, Archetype

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 action

1

X action

2

G action

4

H action

8

Cml

2

Class Slot

4

Multiplier

8

Character slot

16

HNCL

3

HCL

6

HDL

12

HLL

24

CL

4

CCL

8

DCL

16

LCL

32

÷1 Race slot

5

÷2 Race slot

10

÷3 Race slot

20

÷4 Race slot

40

ML

6

CML

12

DML

24

LML

48

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