Amalgamator/Archcompounder


Level KXP Instances
Total
TH
11 * original1As original *level
23 * original4As original *level
36 * original9As original *level
410 * original16As original *level
515 * original25As original *level
621 * original36As original *level
728 * original49As original *level
836 * original64As original *level
945 * original81As original *level
1055 * original100As original *level
1166 * original121As original *level
1278 * original144As original *level
1391 * original169As original *level
14105 * original196As original *level
15120 * original225As original *level
16136 * original256As original *level
17153 * original289As original *level
18171 * original324As original *level
19190 * original361As original *level
20210 * original400As original *level
21231 * original441As original *level
22253 * original484As original *level
23276 * original529As original *level
24300 * original576As original *level
25325 * original625As original *level
26351 * original676As original *level
27378 * original729As original *level
28406 * original784As original *level
29435 * original841As original *level
30465 * original900As original *level
31496 * original961As original *level
32528 * original1024As original *level
33561 * original1089As original *level
34595 * original1156As original *level
35630 * original1225As original *level
36666 * original1296As original *level
Requisites:Original +9*level each; +level class slots
Alignment:As original
HD/level:(*level)d(*level) original
Weapon Prof.:As original +level base, -level/2 rate
To Hit Table:As original *level
Save Table:As original *level
Reference:RM { Futureshifted Compounder}
Groups:Custom, Futureshifted
Complexity:CF=6
Pick another class you know. The class chosen cannot be Custom group, or itself have subclasses (e.g. Master Thief). You get level instances of that class per level of Amalgamator class (retroactively).
Things that normally would not stack do stack with Amalgamator. Some examples:
You get level instances of stat bonus for your spell progression per level (e.g. if you pick "Cleric2", when you're level 4, you'll have 16 Cleric2 Level 4 spell progressions, each with a Wis bonus).
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).
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 100 Thief1 classes (from being a level 10 Amalgamator), your Pick Pockets is 15000%.
You get a full psionic pool per instance of 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.
Level 36 ¶: You may choose a different class for this to duplicate other than the one you chose. This may be from custom group or itself have subclasses.