Random Mini Classes

100 randomly generated mini classes.

Random Mini Classes #1

Quick Overwrite Saves Progression RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
230(none)
360(none)
4120(none)
5240(none)
6480(none)
7960(none)
81920(none)
93840(none)
105800(none)Automatically make Chr checks, Psionic Blast saves, and Leadership (Morale) checks.
Level 1: When all allies succeed(s) on a Strength saving throw, -8 max hp to your group (No save). Each failed save increases the penalty by 50%
Level 1: +20% irreducible among *
Level 5: 2S, Spend 5 skill pt(s), NP/hour: You gain(s) SEL=2 Invisible for 1 round(s)
Level 10: Turn Undead at CL=10 (or +1 to existing CL)
Level 10: 40 rogue points
Level 11: Gain a Warding Shroud that grants immunity to the next status effect inflicted, for 1 day
Level 12: Your summons have +1 defensive DL
Level 12: +1 Edition Number to this class
Level 12: +4 set Efficiency (TH)
Level 12: +4 saves
Level 13: 1 psi power gets -1 SL
Level 19: 10E, Spend 13 animal companion(s): A random ally gets SEL=7 Raised Fully for 8 round(s)
Level 20: An ally gain(s) +57 max hp if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 20: +38 hp and +96 ranged dmg to an ally's group
Level 20: 45 ally(ies) gain(s) +90 saves
Level 22: Whenever all enemies restore(s) hp to another creature, Drain 946 hp from up to 1 enemies (No save, WR or HR to resist)
Level 22: Whenever all creatures provok(es) an attack of opportunity, Drain 77 spell slots from up to 1 enemies (No save)
Level 23: Every time all enemies drop(s) an enemy to 0 hp, All enemies within 20 feet are SEL=3 Wounded (as in the weapon effect) (BW 107+Dex to nullify, TechR or PR to resist)
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Random Mini Classes #2

Stat Saving Throws Immuner2 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
244.4+2 lim ML
388.8+3 lim ML
4177.6+4 lim ML
5355.2+5 lim ML
6710.4+6 lim ML
71420.8+7 lim ML
82841.6+8 lim ML
95683.2+9 lim ML
108600+10 lim MLGet an instance of Wis bonus to one spell progression.
Level 1: Immune to a [C] section effect
Level 1: +1 to number of summons (same group)
Level 2: 1 ally(ies) gain(s) +5 max hp
Level 7: Every time all enemies detect(s) good or evil, If your group is standing on difficult terrain then they are SEL=6 Immune (can't drop) Healing (No save, RR or HR to resist)
Level 10: ++1 saves
Level 11: +1 tentacle
Level 13: 1P: Unsummon a summon.
Level 13: Gets two picks from Custom Mini9.1
Level 14: +1 race slot
Level 17: When an ally successfully pick(s) a lock, Debuff: -64 dmg to an enemy's group, (No save), effect spreads to adjacent foes if failed
Level 17: 3C, Spend 2 skill pt(s), ML/segment: When you takes damage, they gain SEL=1 Modified for 7 segment(s)
Level 17: 3C, Spend 4 skill pt(s), 3/segment: A random ally gets SEL=5 Capital E Euphoria for 6 round(s)
Level 21: 10S, Spend 10 summon(s), 3/hour: When an ally falls, an ally gains SEL=7 Raised Fully for 3 round(s)
Level 23: Every time you restore(s) hp to another creature, If an enemy is below half hit points, they are SEL=6 Spent (No save)
Level 24: 3X, NP/lifetime: Intercept a summoning or planar effect (No save, TechR or WR to resist)
Level 25: When you succeed(s) on a saving throw against magic, Weaken(s) 2 enemies: -532 hp (No save, CR or MR to resist). Each failed save increases the penalty by 50%
Level 28: Each time you identify(ies) a spell or magical effect, Dispel all magical effects in a 20-ft radius (No save)
Level 30: 8M: Counter a spell as it is cast (Will 165+Str save to nullify to resist)
1112900+11 lim ML
1217200+12 lim ML
1321500+13 lim ML
1425800+14 lim ML
1530100+15 lim ML
1634400+16 lim ML
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1843000+18 lim ML
1947300+19 lim ML
2051600+20 lim ML
2155900+21 lim ML
2260200+22 lim ML
2364500+23 lim ML
2468800+24 lim ML
2573100+25 lim ML
2677400+26 lim ML
2781700+27 lim ML
2886000+28 lim ML
2990300+29 lim ML
3094600+30 lim ML
3198900+31 lim ML
32103200+32 lim ML
33107500+33 lim ML
34111800+34 lim ML
35116100+35 lim ML
36120400+36 lim ML

Random Mini Classes #3

High SL Ignore XP Immuner4 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
240.2(none)
380.4(none)
4160.8(none)
5321.6(none)
6643.2(none)
71286.4(none)
82572.8(none)
95145.6(none)
107800(none)You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
Level 1: 25% of one BlahR Evasion
Level 3: Every time an enemy cast(s) a spell, While within 30 feet of you, an enemy is continually SEL=3 Exhausted/Fatigued (Chr 24+Con save for quarter effect) each turn
Level 6: 2H: Counter up to 3 effects targeting allies (PPD or Dex 22+Dex save for tenth effect per effect)
Level 7: 4P, Spend 9 max hp(s): When you takes damage, they gain SEL=2 Full Cover for 1 round(s)
Level 8: Your group gain(s) +37 AC if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 11: Merge Rogue chart up to LVL=11
Level 13: Triple Displaced (+2 AC)
Level 13: Your summons have +1 rhp
Level 13: x1.1 AC (shift from 10)
Level 13: +1 all saves
Level 13: Your spells/psi shift blahR by -25%
Level 13: Level 13 Quintessential Custom6 pick
Level 18: Whenever a group identify(ies) a spell or magical effect, Prevent healing and drain 306 hp from an enemy for 1 rounds (No save, CR to resist)
Level 21: 4S, Spend 1 summon(s), ML/hour: Your group is/are affected by SEL=4 Free Action for 6 round(s)
Level 22: 4H: Cancel a unique or X/G action before it resolves (No save, PR to resist)
Level 26: An ally gain(s) +11 to hit each turn for 1 reset, stacking until the effect ends
Level 29: Hallucinogenic Zone: Gain a Ethereal Husk that reduces all forced movement by half unless resisted with (PP 82+Dex for quarter effect, WR or PR to resist), for 1 hour
Level 32: Psi- Collapse: Support characters gain +440 max hp
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Random Mini Classes #4

0X (Advanced) Proficiencies RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
237+2 lim ML
374+3 lim ML
4148+4 lim ML
5296+5 lim ML
6592+6 lim ML
71184+7 lim ML
82368+8 lim ML
94736+9 lim ML
107200+10 lim MLYou may "project" (copy) your Cml onto one other ability score. This is a constant overwrite, and does count for meeting stat requirements.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Con.
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: +100 max hp
Level 6: Whenever a creature succeed(s) on a saving throw against magic, Drain 81 points of Con from an enemy's group (Sanity 10+Str to nullify, XR or CR to resist)
Level 7: 4P, Spend 10 familiar(s): An ally's group gain(s) SEL=6 Contingency for 1 round(s)
Level 8: Each time a group lose(s) concentration, Attempt to dispel all effects on your group (Int 42+Str save to negate) If resisted, target takes 25 Magma damage
Level 10: Level 10 Quintessential Custom6 pick
Level 10: -3 to stat requirements
Level 10: +2 to hit with one weapon, or against one enemy type
Level 11: Set Con = 32
Level 11: +1/3 size "considered larger" for purposes of weapons and armor
Level 12: +15% irreducible among **
Level 12: 1 species resistance
Level 17: 3C, Spend 5 subordinate(s), NP/segment: While within 20 feet of you, an ally's group has SEL=7 Phoenix Sanctuary for 2 round(s)
Level 18: Support characters gain +180 saves
Level 22: 4H: Silence a target mid-cast, preventing the ability (No save, MR or HR to resist)
Level 22: 4H: Counter up to 3 effects targeting allies (Wis 80+Int save for half effect per effect)
Level 28: Intercessor’s Veil: An ally gains +14JH action(s) for 1 minute(s)
Level 31: 15D, Spend 3 skill pt(s): When an ally falls, an ally's group gains SEL=4 Free Action for 1 minute(s)
Level 72: An ally gains +43LX action(s) for 8 round(s)
1110800+11 lim ML
1214400+12 lim ML
1318000+13 lim ML
1421600+14 lim ML
1525200+15 lim ML
1628800+16 lim ML
1732400+17 lim ML
1836000+18 lim ML
1939600+19 lim ML
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2250400+22 lim ML
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2561200+25 lim ML
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Random Mini Classes #5

Red Stat Status RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
238.2(none)
376.4(none)
4152.8(none)
5305.6(none)
6611.2(none)
71222.4(none)
82444.8(none)
94889.6(none)
107400(none)With an attack, you can Throw a Size M target Str*10', doing (Str)d6 falling dmg. This autohits and removes him from your group.
You may trade in 4 picks here to make a school/sphere ½M to cast. Material componenting still costs 1V though.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
+2 Kit slots.
Level 1: +1 ability score point
Level 1: Weapon Spec, +3 half plusses
Level 1: +4 set Coordination (TH)
Level 4: Each time all enemies turn(s) or rebuke(s) undead, Dispel the last 2 magical effects on an enemy. No save allowed
Level 11: Every time all enemies attack(s) with advantage, All enemies within 20 feet are SEL=4 Extract (No save, TechR or HR to resist)
Level 11: 2Z, Spend 6 Int: While within 20 feet of you, your group has SEL=3 Flying for 4 round(s)
Level 12: 4B, NP/turn: Counter an action targeting an ally's group (No save)
Level 12: |AC| 14
Level 12: +1 set Cml
Level 14: Support characters gain +308 max hp
Level 14: Steelshard Burst: Your group gain(s) +18 to hit if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 14: Whenever a creature regenerate(s) or heals naturally, Drain 294 saving throws and inflict a penalty for 1 rounds (Fortitude 52+Dex save for quarter effect)
Level 22: 4H: Counter and remove an ongoing effect from a target (No save, WR or TechR to resist)
Level 22: When your group takes damage, they gain +30 ranged dmg, plus +1 for every 10 damage taken (rounded up)
Level 28: Each time you cast(s) a spell, Dispel all magical effects in a 20-ft radius (No save)
Level 28: Allies within 30 feet gain +37 hp
Level 29: When all creatures is/are wounded under the moon, an enemy suffers -370 movement unless protected by CR
Level 30: 8M: Intercept a summoning or planar effect (Will 154+Str save to reflect)
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Random Mini Classes #6

Stat Saves Specialization RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
234.8(none)
369.6(none)
4139.2(none)
5278.4(none)
6556.8(none)
71113.6(none)
82227.2(none)
94454.4(none)
106700(none)You can Turn Undead using the level of this Mini class. If you can already Turn Undead, you can do it as 1V action.
Level 1: CL=(1 or HNCL); know 1 school(1-- --- ---)
Level 1: 1C, Spend 2 Wis, 3/segment: An ally gain(s) SEL=1 The City’s Blessing for 1 segment(s)
Level 1: Hit Points +6
Level 1: Gets two picks from Custom Mini9.1
Level 10: +2 set Wis; +2 Personality *
Level 10: +1 AC
Level 11: What you need to hit = (target's AC)÷11
Level 12: +2 damage per die with spells or psi
Level 12: You surge(s) with +17 ranged dmg for a single action
Level 12: +4 set Presence (prog. bonus); *
Level 12: x1.1 to hit bonus
Level 20: 9G, NP/day: Counter a spell as it is cast (No save, IR to resist to resist)
Level 23: Gain a Iron Veil that grants immunity to the next status effect inflicted, for CL days
Level 24: Support characters gain +432 AC
Level 25: Absolved Grace: 9V, Spend 11 Chr, 3/artifical reset: An ally's group is/are affected by SEL=1 Satiated for 4 round(s)
Level 27: Every time a creature use(s) a disguise or false identity, Each time an enemy fails a save, they suffer an additional instance of SEL=12 Helpless (PPD or BW 77+Int save for tenth effect)
Level 31: Gain a Arcane Wrap that deals 35% of melee attackers dmg of type Annihilation, for 1 round
Level 32: 84 ally(ies) gain(s) +16 melee dmg
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Random Mini Classes #7

Alteration To Hit Penalty RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
239.2+2 lim ML
378.4+3 lim ML
4156.8+4 lim ML
5313.6+5 lim ML
6627.2+6 lim ML
71254.4+7 lim ML
82508.8+8 lim ML
95017.6+9 lim ML
107600+10 lim MLYou get the bonus P,V actions based on high Dex used in earlier versions of the Collective. Take N=Dex-14 (this can't be improved), spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
Level 1: +10% dmg w/ damaging spells
Level 1: 1C, Spend 8 familiar(s), NP/segment: An ally get(s) SEL=1 Modified for 3 round(s)
Level 4: 1G, ML/day: Silence a target mid-cast, preventing the ability (No save)
Level 10: +0.2 in mixed race abilities
Level 11: +10% dmg w/ damaging spells
Level 11: Gain a Crystalline Husk that reduces all forced movement by half unless resisted with (Fortitude 23+Con save to reflect), for CL days
Level 12: Level 12 Custom5 pick
Level 12: Each time all allies a divine entity is/are invoked, Dispel effects on an enemy (No save, RR or HR to resist)
Level 12: +1 damage (with weapons)
Level 13: +1 Class sheet / reset
Level 15: Every time a group become(s) invisible, An enemy's group is SEL=5 Capital D Dried Out for 1 rounds (Wis or BW 60+Chr save for tenth effect)
Level 17: 3C, Spend 6 sl(s), ML/segment: When your group takes damage, they gain SEL=2 Blurred for 6 round(s)
Level 19: 10E, Spend 10 summon(s): While within 20 feet of you, your group has SEL=1 Satiated for 3 round(s)
Level 20: An ally gains +3IW action(s) for 1 round(s)
Level 21: Gain a Sanctified Buffer that deflects ranged attacks unless the attacker passes (No save, GR to resist), for CL turns
Level 27: Every time a creature hear(s) their kind invoked or named, Each time your group fails a save, they suffer an additional instance of SEL=14 Condemned (No save, PR or GR to resist)
Level 30: 149 ally(ies) gain(s) +150 saves
Level 31: 5D, Spend 1 psp(s): If healed, you also gains SEL=2 No Scent for 9 round(s)
1111400+11 lim ML
1215200+12 lim ML
1319000+13 lim ML
1422800+14 lim ML
1526600+15 lim ML
1630400+16 lim ML
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1941800+19 lim ML
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Random Mini Classes #8

Beast XP1JG RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
233.6+2 lim ML
367.2+3 lim ML
4134.4+4 lim ML
5268.8+5 lim ML
6537.6+6 lim ML
71075.2+7 lim ML
82150.4+8 lim ML
94300.8+9 lim ML
106500+10 lim MLGet an instance of Wis bonus to one spell progression.
This class gives +1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Int, Logic.
Level 1: +5% party money with jobs
Level 2: 1attack(s): Silence a target mid-cast, preventing the ability (Reflex 17+Str to delay 1 segment, GR or WR to resist)
Level 5: 2S, Spend 4 Dex, NP/hour: While within 20 feet of you, you has SEL=1 The City’s Blessing for 5 segment(s)
Level 5: When all enemies create(s) or destroy(s) a mental barrier, Debuff: -18 max hp to an enemy, (Chr 19+Con save to nullify), effect spreads to adjacent foes if failed
Level 10: +2 set Wis; +2 Personality *
Level 10: +5 damage (with weapons)
Level 10: Aetheric Channel: 2F: Cancel a unique or X/G action before it resolves (No save)
Level 10: Soulbound Haloing: An ally's group gains +16Jattack(s) action(s) for 4 round(s)
Level 10: +1 class slot in chosen group
Level 11: Immune to "skins" of all types (Stoneskin, etc.)
Level 11: +1 Edition Number to this class
Level 12: Immune to a [C] section effect
Level 12: #Att w/ Wpn Spec is 5/2
Level 12: Level 12 Custom5 pick
Level 14: You gain(s) +15 hp if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 20: 9G, 3/day: Counter and remove an ongoing effect from a target (No save)
Level 31: Gain a Celestial Veil that deals 19% of melee attackers dmg of type Original Time, permanently
Level 32: 4A, NP/natural reset: Counter up to 3 effects targeting allies (No save, XR or XR to resist per effect)
119750+11 lim ML
1213000+12 lim ML
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1522750+15 lim ML
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3484500+34 lim ML
3587750+35 lim ML
3691000+36 lim ML

Random Mini Classes #9

To Hit Picks RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
232.6(none)
365.2(none)
4130.4(none)
5260.8(none)
6521.6(none)
71043.2(none)
82086.4(none)
94172.8(none)
106300(none)Sustain Wis, San (Sanity).
You get x3 effect with these [C7] Combat Maneuvers: Bash, Bypassing Armor, Charge, Cleave, Disarm, Kick, Parry, Sap, Shield Bash, Subdue.
You get x3 effect with these [C7] Combat Maneuvers: Bash, Bypassing Armor, Charge, Cleave, Disarm, Kick, Parry, Sap, Shield Bash, Subdue.
Level 1: Your summons have +1 rhp
Level 1: +5% party money with jobs
Level 9: When you use(s) a magical item or scroll, -158 saves to an enemy's group (No save, HR or NR to resist). Each failed save increases the penalty by 50%
Level 10: +20% irreducible among *
Level 11: Set Cml = 40
Level 12: +1 damage per die (with spells / psi)
Level 12: +1 AC
Level 13: 1M, 1/t: Cureall+Remove 1 [C] effect
Level 13: Gain a volatile Elemental Cocoon that explodes with Piercing damage when struck, dealing 50% back to the attacker
Level 13: Gets two picks from Custom Mini9.1
Level 14: +1 A' action /r (3A' -> 1QZ)
Level 16: Each time an ally critically hit(s) an enemy, Dispel all magical effects in a 20-ft radius (No save, TechR or RR to resist)
Level 16: Each time all allies disarm(s) a trap, Dispel effects on your group, bypassing HR resistance if their HD≥ 80
Level 18: Aetheric Channel: You gain(s) +88 melee dmg if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 19: Occult Overload: Gain a Temporal Shell that grants immunity to the next status effect inflicted, for CL hours
Level 24: Each time an enemy create(s) or destroy(s) a mental barrier, Dispel effects on an enemy, bypassing HR resistance if their HD≥ 120
Level 31: 9D, Spend 1 Int: A random ally gets SEL=8 Permanency Blah for 3 round(s)
Level 432: 112bA, NP/natural reset: Counter a spell as it is cast (Con 145+Int save to negate to resist)
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Random Mini Classes #10

Necromancy True XP5 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
227.8(none)
355.6(none)
4111.2(none)
5222.4(none)
6444.8(none)
7889.6(none)
81779.2(none)
93558.4(none)
105400(none)You can Turn Undead using the level of this Mini class. If you can already Turn Undead, you can do it as 1V action.
Double your Personality score.
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
Get Int bonus to CL; you can no more than double the original CL of a class.
Level 1: Gain a Stormbound Bubble that heals you for 2% of damage you deal while active, for CL resets
Level 1: +1 rank of Exceptional Str which stacks on top on what you already have
Level 3: Every time a group enter(s) or exit(s) stealth, If an enemy's group is standing on difficult terrain then they are SEL=1 Lycanthropy (No save, WR or PR to resist)
Level 8: 3X, ML/lifetime: Counter an action targeting you (No save, NR or RR to resist)
Level 8: 19 ally(ies) gain(s) +7 ranged dmg
Level 10: Detect/Identify Anti-Radiation & Anti-Magic
Level 10: +15% irreducible among **
Level 11: Gain a Mind Fold that reduces all forced movement by half unless resisted with (No save, IR or MR to resist), for 1 round
Level 11: +5% money (incl. sold items)
Level 11: 5Z, Spend 12 rogue pt(s): An ally's group gain(s) SEL=2 Inertial Barriered for 4 round(s)
Level 11: CL=(11 or HNCL); know 11 schools(444 33-)
Level 12: 0, 1/d: Immune to someone for 1t
Level 13: +1/3 Size Class
Level 13: set dmg 845 per melee attack
Level 13: 1M, 1/d: True Resurrection
Level 13: 1 psi power gets -1 SL
Level 24: Each time a group identify(ies) a spell or magical effect, Remove 1 highest-level effect and suppress 3 lesser effects on your group. No save
Level 27: Every time an ally take(s) damage, If an enemy's group is standing on difficult terrain then they are SEL=11 Hung by own Petard (No save, HR or CR to resist)
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2545900(none)
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2956700(none)
3059400(none)
3162100(none)
3264800(none)
3367500(none)
3470200(none)
3572900(none)
3675600(none)

Random Mini Classes #11

Arch- Capital Saves Specialization RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
225(none)
350(none)
4100(none)
5200(none)
6400(none)
7800(none)
81600(none)
93200(none)
104800(none)You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
Get Int bonus to CL; you can no more than double the original CL of a class.
Level 1: x1.1 damage
Level 1: 1C, Spend 17 Chr, ML/segment: You is/are affected by SEL=1 The City’s Blessing for 1 segment(s)
Level 1: +1 LVL with Omens
Level 3: Every time all enemies a divine entity is/are invoked, While within 30 feet of you, an enemy is continually SEL=2 Taunted (Fortitude 26+Wis to absorb, PR or TechR to resist) each turn
Level 10: +2 AT; you don't get AT from armor
Level 10: +1 wear location
Level 10: +1 LVL with Omens
Level 11: Gain a Gravitic Web that deflects ranged attacks unless the attacker passes (Dex or Con 29+Con save for tenth effect), permanently
Level 13: +100 max hp
Level 13: What you need when saving = (save DC)÷13
Level 13: -1 to HNCL, Luck
Level 18: Swordmaster’s Riposte: An ally's group gains +25LA action(s) for 6 round(s)
Level 22: When your group takes damage, they gain +30 ranged dmg, plus +1 for every 10 damage taken (rounded up)
Level 25: When you is/are not detected during an action, -163 to hit to all nearby enemies (Fortitude 30+Int save for tenth effect)
Level 27: Gain a Mycelial Bastion that heals you for 45% of damage you deal while active, while concentrating
Level 29: 5W, Spend 5 sl(s), 3/week: An ally's group get(s) SEL=5 Class VI/Esper-Blind/Damped Restraint for 10 minute(s)
Level 31: 6D, Spend 8 Dex: Your group gain(s) 109 stackable instance(s) of SEL=9 Immune Energy lasting 1 minute(s)
Level 31: 6D, Spend 8 Dex: Your group gain(s) 109 stackable instance(s) of SEL=9 Immune Energy lasting 1 minute(s)
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129600(none)
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1824000(none)
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3360000(none)
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3667200(none)

Random Mini Classes #12

Saving Throws1 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
231.2+2 lim ML
362.4+3 lim ML
4124.8+4 lim ML
5249.6+5 lim ML
6499.2+6 lim ML
7998.4+7 lim ML
81996.8+8 lim ML
93993.6+9 lim ML
106000+10 lim MLGet Int bonus to CL; you can no more than double the original CL of a class.
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: When a group meditate(s) or enter(s) a trance state, Lingering effect: -24 to movement on an enemy, stacking each round they remain affected. GR reduces the buildup
Level 1: 1 psi power gets -1 SL
Level 3: Echoing Knot: Gain a volatile Arcane Veil that explodes with Earth damage when struck, dealing 15% back to the attacker
Level 3: 2E, Spend 4 sl(s): An ally is/are affected by SEL=2 Esper-Blind for 7 segment(s)
Level 4: 1G, ML/day: Counter a spell as it is cast (No save to resist)
Level 9: When a creature detect(s) good or evil, an enemy suffers -219 hp unless protected by RR
Level 10: Whenever all allies disarm(s) a trap, Drain 410 actions and inflict a penalty for 1 rounds (Wis or Horror 38+Dex save to counter)
Level 10: +1 race slot
Level 10: +1 Race Ability (÷1)
Level 10: Immune to an element; doesn't "spread"
Level 11: Every time an ally regenerate(s) or heals naturally, An enemy's group is afflicted with both Dazed/Disoriented and Capital L Laced (Chr or Will 52+Int save to delay 1 segment)
Level 14: Whenever all allies detect(s) thoughts or mental presence, Drain 259 resistances from up to 1 enemies (No save)
Level 15: 7D, Spend 2 psp(s): After rolling a natural 20, your group gains SEL=1 Sanctuary for 5 round(s)
Level 16: Each time an ally enter(s) or exit(s) stealth, Remove 1 highest-level effect and suppress 3 lesser effects on your group. No save
Level 17: Gain a volatile Blood Cradle that explodes with Psionic damage when struck, dealing 70% back to the attacker
Level 17: Gain a Vital Sheath that reduces all forced movement by half unless resisted with (No save), for CL minutes
Level 19: Gain a Force Tangle that reduces all forced movement by half unless resisted with (No save), for CL segments
Level 22: 7H: Reflect a hostile ability back to its source (BW 47+Con save for half effect or to avoid reflection)
119000+11 lim ML
1212000+12 lim ML
1315000+13 lim ML
1418000+14 lim ML
1521000+15 lim ML
1624000+16 lim ML
1727000+17 lim ML
1830000+18 lim ML
1933000+19 lim ML
2036000+20 lim ML
2139000+21 lim ML
2242000+22 lim ML
2345000+23 lim ML
2448000+24 lim ML
2551000+25 lim ML
2654000+26 lim ML
2757000+27 lim ML
2860000+28 lim ML
2963000+29 lim ML
3066000+30 lim ML
3169000+31 lim ML
3272000+32 lim ML
3375000+33 lim ML
3478000+34 lim ML
3581000+35 lim ML
3684000+36 lim ML

Random Mini Classes #13

Anti- Meta- Saves2 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
226.2(none)
352.4(none)
4104.8(none)
5209.6(none)
6419.2(none)
7838.4(none)
81676.8(none)
93353.6(none)
105100(none)Double your Personality score.
This class gives +1 rank of Exceptional Con which stacks on top on what you already have (unless the source says it can't be improved).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Con.
Level 1: Set Wis = 12
Level 1: When all creatures enter(s) an antimagic field, Inflicts movement (-10) on an enemy (No save). Stacks with each failed save
Level 2: 1attack(s): Intercept a summoning or planar effect (BW 19+Con save to counter)
Level 2: Allies within 30 feet gain +4 max hp
Level 2: 1attack(s): Counter a spell as it is cast (No save to resist)
Level 5: When all creatures spend(s) or regain(s) psionic focus, Weaken(s) 1 enemies: -88 dmg (No save, RR to resist). Each failed save increases the penalty by 50%
Level 9: When an enemy hear(s) their kind invoked or named, -120 max hp to your group (PPD 23+Chr save to counter). Each failed save increases the penalty by 50%
Level 10: Everyone has --1 TH vs. you
Level 11: Your summons have +1 rhp
Level 11: ++1 saves
Level 12: ++1 to hit
Level 12: CL=(12 or HNCL); know 12 schools(554 432 1)
Level 12: +15% irreducible among **
Level 12: Gets two picks from Custom Mini9.1
Level 12: You gain(s) +29 ranged dmg each turn until end of combat, stacking until the effect ends
Level 13: +1 per die w/ damaging spells
Level 32: 84 ally(ies) gain(s) +16 melee dmg
Level 648: Every time an enemy spend(s) or regain(s) psionic focus, An enemy's group is SEL=2 Plagued for 18 rounds (No save)
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Random Mini Classes #14

Specific To Hit Specialization4 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
228(none)
356(none)
4112(none)
5224(none)
6448(none)
7896(none)
81792(none)
93584(none)
105400(none)Automatically make Con checks, Fort saves, System Shock and Resurrection survival rolls.
Get +1d+0 hit dice in each class.
You may take both forms of this Mini-class. Each still costs 1 Mini-class slot.
Level 1: Sustain Chr, Cml.
Level 1: +1 eels
Level 1: set hp 10
Level 1: x1.1 damage
Level 2: 1attack(s): Counter an action targeting your group (Will 15+Con to delay 1 segment, CR or RR to resist)
Level 2: Blooddipped Drop: 1attack(s): Counter a spell as it is cast (No save, CR to resist to resist)
Level 10: One Level 10 Rogue ability, 20 rogue points
Level 10: -1/3 Size Class
Level 11: +20 AT
Level 13: 1P: Unsummon a summon.
Level 13: When all creatures see(s) prey attempt to flee, Lingering effect: -257 to hp on an enemy, stacking each round they remain affected. NR reduces the buildup
Level 13: +2 set Con; Regen +13 hp/s *
Level 14: -1/3 Size Class
Level 19: Every time all enemies take(s) damage from a hated foe, If an enemy's group is below half hit points, they are SEL=3 Skinned (No save, WR or XR to resist)
Level 20: Each time all enemies is/are counterspelled, Attempt to dispel all effects on your group (No save, GR to resist) If resisted, target takes 82 Nexus damage
Level 25: When all enemies disarm(s) a trap, Debuff: -300 AC to your group, (Wis 56+Dex save to reflect), effect spreads to adjacent foes if failed
Level 28: 7B, NP/turn: Reflect a hostile ability back to its source (Chr or Sanity 50+Dex save for tenth effect or to avoid reflection)
Level 29: When all creatures take(s) damage, -385 AC to all nearby enemies (Chr or Will 87+Int save to negate)
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Random Mini Classes #15

To Hit Immuner0 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
224.2(none)
348.4(none)
496.8(none)
5193.6(none)
6387.2(none)
7774.4(none)
81548.8(none)
93097.6(none)
104700(none)Automatically make Con checks, Fort saves, System Shock and Resurrection survival rolls.
Automatically make Chr checks, Psionic Blast saves, and Leadership (Morale) checks.
1M, Gaze at a group: Awe power: Will save at DC=10+Cml or Charmed (can use CR to resist)
You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
Level 1: +4 set Health (Fort saves); *
Level 1: 1 DL worth of magic items /reset
Level 1: 1 DL worth of magic items /reset
Level 1: +2 to hit with one weapon, or against one enemy type
Level 10: +1 race slot
Level 10: 25% of one BlahR Evasion
Level 10: +1 LVL with Omens
Level 10: +1 per die w/ damaging spells
Level 10: +5000 leeches
Level 11: +4 set Reason (Will saves); *
Level 11: +5 3rd edition skill points
Level 13: +1 damage (with weapons)
Level 13: Gain a Ethereal Skin that heals you for 47% of damage you deal while active, until you die
Level 14: 6M: Reflect a hostile ability back to its source (Fortitude 92+Wis save to reflect or to avoid reflection)
Level 15: Gain a Blood Bloom that deals 66% of melee attackers dmg of type Impact, for CL segments
Level 16: Your group gain(s) +43 AC if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 24: 4 ally(ies) gain(s) +9 melee dmg
Level 30: 8M: Counter an action targeting an ally (No save, HR to resist)
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Random Mini Classes #16

Saves Picks RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
226.4(none)
352.8(none)
4105.6(none)
5211.2(none)
6422.4(none)
7844.8(none)
81689.6(none)
93379.2(none)
105100(none)Double your Personality score.
Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
You get the bonus P,V actions based on high Dex used in earlier versions of the Collective. Take N=Dex-14 (this can't be improved), spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
Sustain hp and immune to Vile and Permanent dmg.
Level 1: x1.1 AC (shift from 10)
Level 1: +1 kit (still limited to total kits = LVL)
Level 6: Whenever all enemies connect(s) to a psionic network, Drain 222% of resistances from an enemy's group (No save, XR or PR to resist)
Level 8: 3X, ML/lifetime: Counter and remove an ongoing effect from a target (No save, WR or XR to resist)
Level 10: Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
Level 10: Area effect spell hits +1 group
Level 10: 1 species enemy
Level 10: An ally's group gains +20KD action(s) for 4 round(s)
Level 10: An ally's group gains +20KD action(s) for 4 round(s)
Level 11: Level 11 Quintessential Custom6 pick
Level 11: CL=(11 or HNCL); know 11 schools(332 2-2 -)
Level 11: +3630 smurfberries
Level 12: +5 3rd edition skill points
Level 13: +1 ability score point
Level 13: Area effect psi power hits +1 group
Level 20: 9G, 3/day: Counter a spell as it is cast (Con or Sanity 111+Chr save to absorb to resist)
Level 31: 7D, Spend 6 Con: When an ally's group takes damage, they gain SEL=1 Modified for 1 minute(s)
Level 252: Whenever all allies bless(es) an area or object, Prevent healing and drain 5796 psi points from your group for 7 rounds (Terror 451+Wis save to delay 1 segment)
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Random Mini Classes #17

Proficiencies Immuner Slayer RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
234.4+2 lim ML
368.8+3 lim ML
4137.6+4 lim ML
5275.2+5 lim ML
6550.4+6 lim ML
71100.8+7 lim ML
82201.6+8 lim ML
94403.2+9 lim ML
106700+10 lim MLYou can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
This class gives +1 rank of Exceptional Str which stacks on top on what you already have (unless the source says it can't be improved).
You may take both forms of this Mini-class. Each still costs 1 Mini-class slot.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Level 1: When an ally deal(s) sneak attack damage, Weaken(s) 1 enemies: -21 max hp (No save, MR or TechR to resist). Each failed save increases the penalty by 50%
Level 3: 2E, Spend 5 Wis: After rolling a natural 20, an ally's group gains SEL=2 Damped Restraint for 4 segment(s)
Level 10: +1 feat (can go beyond limit with this)
Level 10: Whenever all allies create(s) or destroy(s) a mental barrier, Drain 495 saving throws from all enemies in 20 feet (No save, NR to resist)
Level 10: +1 Edition Number to this class
Level 10: Your group gain(s) +45 ranged dmg each turn for 1 day, stacking until the effect ends
Level 11: Gets two picks from Custom Mini9.1
Level 11: 2Z, Spend 4 rogue pt(s): After rolling a natural 20, your group gains SEL=2 Barbarian Stat for 2 segment(s)
Level 11: set TH 120
Level 13: When all allies attack(s) with advantage, Debuff: -39 saves to an enemy's group, (No save, RR or WR to resist), effect spreads to adjacent foes if failed
Level 14: +1QQV action
Level 14: +4 set Knowledge (prof.)
Level 15: 7D, Spend 3 max hp(s): An ally get(s) SEL=2 Mirror-Imaged for 5 minute(s)
Level 26: An ally's group gain(s) +47 to hit if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 26: 12F: Silence a target mid-cast, preventing the ability (No save, WR or RR to resist)
Level 30: Whenever all allies see(s) prey attempt to flee, Drain 1170% of actions from an enemy (Int 47+Wis save to negate)
Level 31: Gain a Empathic Halo that reduces all forced movement by half unless resisted with (No save), indefinately
Level 648: Whenever all allies succeed(s) on a Wisdom saving throw, Drain 1296 psi points and inflict a penalty for 18 rounds (No save, PR or GR to resist)
1110050+11 lim ML
1213400+12 lim ML
1316750+13 lim ML
1420100+14 lim ML
1523450+15 lim ML
1626800+16 lim ML
1730150+17 lim ML
1833500+18 lim ML
1936850+19 lim ML
2040200+20 lim ML
2143550+21 lim ML
2246900+22 lim ML
2350250+23 lim ML
2453600+24 lim ML
2556950+25 lim ML
2660300+26 lim ML
2763650+27 lim ML
2867000+28 lim ML
2970350+29 lim ML
3073700+30 lim ML
3177050+31 lim ML
3280400+32 lim ML
3383750+33 lim ML
3487100+34 lim ML
3590450+35 lim ML
3693800+36 lim ML

Random Mini Classes #18

XP Progression4 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
232.2(none)
364.4(none)
4128.8(none)
5257.6(none)
6515.2(none)
71030.4(none)
82060.8(none)
94121.6(none)
106200(none)Sustain Str.
Resist falling damage.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Str.
Level 1: +4 set Leadership (followers); *
Level 1: |AC| 3
Level 1: x1.5 base TH from class
Level 1: +30 smurfberries
Level 4: 1G, ML/day: Silence a target mid-cast, preventing the ability (No save)
Level 10: inDR 20/+10
Level 10: +2 set Str; +2 more Str FPOW *
Level 10: x1.1 XP
Level 12: Level 12 Quintessential Custom6 pick
Level 12: +2 set Dex
Level 13: Hit Dice & 1d4
Level 13: Everyone has --1 TH vs. you
Level 16: 7A, 3/natural reset: Silence a target mid-cast, preventing the ability (No save, CR or WR to resist)
Level 22: Whenever an enemy sense(s) their territory is/are threatened, Drain 616% of saving throws from an enemy's group. Each failed save (No save, XR or NR to resist) doubles the % drained
Level 22: 4H: Silence a target mid-cast, preventing the ability (No save, HR to resist)
Level 23: Every time an enemy succeed(s) on a Dexterity saving throw, If an enemy is below half hit points, they are SEL=8 Truename Dominated (No save)
Level 28: An ally gains +28KD action(s) for 1 minute(s)
Level 72: Gain a volatile Reflective Swaddle that explodes with Radioactive damage when struck, dealing 150% back to the attacker
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Random Mini Classes #19

Saving Throws2 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
225.6(none)
351.2(none)
4102.4(none)
5204.8(none)
6409.6(none)
7819.2(none)
81638.4(none)
93276.8(none)
105000(none)Sustain Con.
Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
Double your Personality score.
Level 1: Your spells/psi shift blahR by -25%
Level 1: Race XP div. starts reducing at level 4
Level 2: Awakened Sweep: An ally gain(s) +7 to hit each turn for CL turns, stacking until the effect ends
Level 3: Gain a Gravitic Carapace that deals 13% of melee attackers dmg of type Adamantite, until end of combat
Level 4: 1G, NP/day: Counter up to 3 effects targeting allies (Str 16+Con to nullify, GR or TechR to resist per effect)
Level 4: An ally surge(s) with +14 melee dmg for a single action
Level 10: +1 A' action /r (3A' -> 1QZ)
Level 10: Resist two elements or one eelement
Level 11: +20% irreducible among *
Level 12: +4 set Reason (Will saves); *
Level 12: +4 set Leadership (followers); *
Level 13: When an ally is/are affected by wild magic, -56 max hp to all nearby enemies (No save)
Level 13: +1 damage (with weapons)
Level 14: +1 alignment
Level 14: +30 saving throws that you distribute
Level 27: 10Z, Spend 4 Str: If healed, an ally also gains SEL=9 Raptured for 1 minute(s)
Level 28: 5B, ML/turn: Counter an action targeting an ally (No save)
Level 29: Gain a Runic Mantle that reflects spells targeting you back to the caster for 1 minute(s)
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Random Mini Classes #20

Meta- XP Picks Slayer RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
224.4+2 lim ML
348.8+3 lim ML
497.6+4 lim ML
5195.2+5 lim ML
6390.4+6 lim ML
7780.8+7 lim ML
81561.6+8 lim ML
93123.2+9 lim ML
104700+10 lim MLYou may take both forms of this Mini-class. Each still costs 1 Mini-class slot.
Level 1: inDR 2/+1
Level 1: Resist two [C] section effects
Level 2: Whenever an enemy become(s) invisible, Drain 27 spell slots from all enemies in 20 feet (Chr 10+Dex save to negate)
Level 10: 2F: Counter and remove an ongoing effect from a target (Spell 61+Con save to absorb)
Level 11: Immune to 2 specific effects
Level 12: +1 feat (can go beyond limit with this)
Level 12: 332 22- --- [--- --]
Level 12: #Att w/ Wpn Spec is 5/2
Level 13: inDR 26/+13
Level 14: ++1 saves
Level 14: 1M, 1/t: Cureall+Remove 1 [C] effect
Level 14: +1 kit (still limited to total kits = LVL)
Level 14: +1 to number of summons (same group)
Level 16: When an ally's group takes damage, they gain +24 hp, plus +1 for every 10 damage taken (rounded up)
Level 23: 4P, Spend 16 subordinate(s): While within 20 feet of you, an ally has SEL=9 Indestructible for 1 round(s)
Level 23: Gain a Ethereal Ward that grants immunity to the next status effect inflicted, for 1 segment
Level 30: 8M: Counter a spell as it is cast (Terror 36+Dex to negate, IR or PR to resist to resist)
Level 32: Each time all allies successfully pick(s) a lock, Dispel all magical effects on an enemy's group (No save, GR to resist) On failure, target is silenced for 1 round
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129400+12 lim ML
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2744650+27 lim ML
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3051700+30 lim ML
3154050+31 lim ML
3256400+32 lim ML
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3461100+34 lim ML
3563450+35 lim ML
3665800+36 lim ML

Random Mini Classes #21

To Hit Specialization RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
235.6(none)
371.2(none)
4142.4(none)
5284.8(none)
6569.6(none)
71139.2(none)
82278.4(none)
94556.8(none)
106900(none)Automatically make Chr checks, Psionic Blast saves, and Leadership (Morale) checks.
You may "project" (copy) your Cml onto one other ability score. This is a constant overwrite, and does count for meeting stat requirements.
Level 1: +1 SL
Level 5: When an enemy become(s) enraged, Lingering effect: -45 to dmg on your group, stacking each round they remain affected. WR reduces the buildup
Level 5: Perceptive Channel: Gain a Arcane Swaddle that deals 18% of melee attackers dmg of type Creation, permanently
Level 10: ++1 damage (this adds +1 base die of damage)
Level 11: set TH 120
Level 12: 10% to one oBlahR
Level 12: +5 3rd edition skill points
Level 12: +2 set Con; Regen +12 hp/s *
Level 13: +1/4 to all "number of attacks" rates
Level 13: +1 all saves
Level 14: +9800 leeches
Level 15: Every time a group detect(s) good or evil, Each failed save by an enemy's group increases the severity of SEL=11 Vexed (No save)
Level 17: Trickster’s Escape: 3C, Spend 1 Chr, 3/segment: While within 20 feet of you, an ally has SEL=2 No Scent for 6 segment(s)
Level 18: 2attack(s): Cancel a unique or X/G action before it resolves (No save, TechR to resist)
Level 20: Each time all creatures succeed(s) on a Dexterity saving throw, Dispel effects on an enemy's group, bypassing RR resistance if their HD≥ 100
Level 27: Gain a Blood Mantle that deflects ranged attacks unless the attacker passes (Terror or Terror 138+Int save for tenth effect), for 1 turn
Level 30: 8M: Cancel a unique or X/G action before it resolves (Reflex 182+Chr to negate, MR or GR to resist)
Level 31: 10D, Spend 7 Dex: If healed, your group also gains SEL=1 Modified for 1 minute(s)
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Random Mini Classes #22

Chromatic Status RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
225.4(none)
350.8(none)
4101.6(none)
5203.2(none)
6406.4(none)
7812.8(none)
81625.6(none)
93251.2(none)
104900(none)+2 Kit slots.
Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
Level 1: Immune to a [C] section effect
Level 1: +4 set Knowledge (prof.)
Level 1: Custom2 picks (Max F=0.5)
Level 7: 4P, Spend 9 max hp(s): When you takes damage, they gain SEL=2 Full Cover for 1 round(s)
Level 8: An ally surge(s) with +25 max hp for a single action
Level 9: When a creature succeed(s) on a saving throw against magic, -66 hp to an enemy's group. Int save for half effect (-33). On failed save, also becomes SEL=1 Drunk
Level 11: ++1 to d20 and +1d12 effect with Turning
Level 11: +1 kit (still limited to total kits = LVL)
Level 11: +1 class slot in chosen group
Level 12: +3970 gp per reset
Level 12: +1 ability score point
Level 13: +100 max hp
Level 13: Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
Level 14: +4 set Muscle (dmg); *
Level 23: Every time all enemies take(s) damage from a hated foe, All enemies within 20 feet are SEL=10 Despair (No save, IR or WR to resist)
Level 27: 10Z, Spend 16 max hp(s): When an ally falls, you gains SEL=7 Cureall for 3 round(s)
Level 32: 9A, 3/natural reset: Counter an action targeting an ally (No save)
Level 720: Support characters gain +5940 saves
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Random Mini Classes #23

XP Penalty3 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
227.6+2 lim ML
355.2+3 lim ML
4110.4+4 lim ML
5220.8+5 lim ML
6441.6+6 lim ML
7883.2+7 lim ML
81766.4+8 lim ML
93532.8+9 lim ML
105300+10 lim MLGet +1d+0 hit dice in each class.
Double your Personality score.
When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
Level 2: You gain(s) +3 melee dmg if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 6: Whenever an enemy create(s) or destroy(s) a mental barrier, Drain 243 hp and inflict a penalty for 1 rounds (Int 47+Con save for tenth effect)
Level 7: 4P, Spend 7 skill pt(s): When an ally takes damage, they gain SEL=3 Non-Detection for 7 segment(s)
Level 10: +1 attack per P action with one weapon
Level 10: x1.1 XP
Level 10: Whenever an enemy a sacred relic is/are touched or desecrated, Drain 405% of resistances from an enemy (No save, XR to resist)
Level 11: Resist two [C] section effects
Level 12: +2 set Dex
Level 12: BlahR (RMPIR) +10%
Level 12: Resist two [C] section effects
Level 12: CL=(12 or HNCL); know 12 schools(554 432 1)
Level 14: +14 SLs
Level 14: +100 max hp
Level 14: ++1 to hit
Level 15: Occult Overload: Every time an ally create(s) or destroy(s) a mental barrier, If your group is standing on difficult terrain then they are SEL=5 Harmed (reverse Heal) (Con or Chr 39+Wis save to delay 1 segment)
Level 26: Whenever a creature lose(s) concentration, Drain 390% of resistances from an enemy's group (No save, PR or MR to resist)
Level 30: 8M: Counter an action targeting an ally's group (Horror or Fortitude 36+Str save to nullify)
Level 576: Gain a Twilight Shroud that forces attackers to succeed on (No save) or deal half damage for 1 segment
117950+11 lim ML
1210600+12 lim ML
1313250+13 lim ML
1415900+14 lim ML
1518550+15 lim ML
1621200+16 lim ML
1723850+17 lim ML
1826500+18 lim ML
1929150+19 lim ML
2031800+20 lim ML
2134450+21 lim ML
2237100+22 lim ML
2339750+23 lim ML
2442400+24 lim ML
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Random Mini Classes #24

Status Progression Slayer RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
234.6(none)
369.2(none)
4138.4(none)
5276.8(none)
6553.6(none)
71107.2(none)
82214.4(none)
94428.8(none)
106700(none)Sustain Int, Logic.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Str.
Level 1: Your summons have +1 defensive DL
Level 3: 2E, Spend 13 hp(s): While within 20 feet of you, your group has SEL=2 Class VI for 1 round(s)
Level 10: aBlahR (aRaMaPaIR) +10%
Level 10: +15% irreducible among **
Level 11: +30 saving throws that you distribute
Level 11: -3 to stat requirements
Level 12: Immune to deafness or paralysis.
Level 13: Area effect spell hits +1 group
Level 13: Gain a Phantom Aegis that grants immunity to the next status effect inflicted, for CL minutes
Level 13: +2 proficiencies (all from this class must be same)
Level 14: +1/3 Size Class
Level 14: +4 set Reason (Will saves); *
Level 15: Every time all creatures connect(s) to a psionic network, Each time your group fails a save, they suffer an additional instance of SEL=6 Immune (can't drop) Healing (No save, TechR to resist)
Level 22: An ally gain(s) +96 AC if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 28: Each time you succeed(s) on a saving throw against magic, Dispel all magical effects on an enemy's group (Con 113+Wis save for quarter effect) On failure, target is silenced for 1 round
Level 29: When all creatures take(s) damage, -385 AC to all nearby enemies (Chr or Will 87+Int save to negate)
Level 31: 13D, Spend 3 psp(s): When an ally falls, your group gains SEL=4 Improved Invisibility for 6 round(s)
Level 32: An Ally'S Group gain(s) +26 max hp
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Random Mini Classes #25

True Saves5 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP123 456 789
102-- --- ---
224.82-- --- ---
349.622- --- ---
499.222- --- ---
5198.4322 --- ---
6396.8322 --- ---
7793.6332 2-- ---
81587.2332 2-- ---
93174.4433 22- ---
104800433 22- ---You can Turn Undead using the level of this Mini class. If you can already Turn Undead, you can do it as 1V action.
Level 1: x1.1 AC (shift from 10)
Level 3: Every time a group a blasphemous act is/are committed, Each time your group fails a save, they suffer an additional instance of SEL=1 Berserk (Str 14+Wis save for tenth effect)
Level 4: Each time a group identify(ies) a spell or magical effect, Remove all beneficial effects from an enemy (Will 30+Chr to negate, IR or MR to resist)
Level 5: When all creatures restore(s) hp to another creature, Lingering effect: -55 to to hit on your group, stacking each round they remain affected. NR reduces the buildup
Level 10: You gain(s) +24 saves
Level 10: x6 base TH from class
Level 10: Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
Level 11: Every time you create(s) or destroy(s) a mental barrier, An enemy's group is afflicted with both Loop Incursed and Lost in the Abyss (No save, NR or GR to resist)
Level 12: ++1 AC (adds your armor base AT again)
Level 12: +4 set Knowledge (prof.)
Level 13: Immune to 2 specific effects
Level 13: +1 Race Ability (÷1)
Level 13: 544 31- --- [---]
Level 13: Ignore one BlahR
Level 13: CL=(13 or HNCL); know 13 schools(333 22- 2)
Level 14: |AC| 16
Level 21: Berserker Grapple: Gain a Obsidian Cocoon that deals 35% of melee attackers dmg of type Silverglade, for CL days
Level 26: 7F: Disrupt a sustained or concentration-based effect (RSW 140+Int to counter, WR or IR to resist)
Known Spells:
Pyotr Ilyich Tchaikovsky - The Nutcracker (SL=N): You animate a humanoid shaped object into a DL=N-1 Construct with 1M: Cast a priest war sphere spell of SL=N-1
Soul Net (SL=1): Whenever you kill someone with a spell, cure 1 hp.
Gangstas Paradise - Coolio (SL=2): Free Gun weapon (infinite ammo) with "Mtg Deathtouch as long as you were attacked last segment"
Brass Gnat 3-4 (SL=3): Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
Spell Vulnerability (SL=4): Lower SR by CL or MR by CL*5%.
We Are the Road Crew (SL=5): Your PC party doesn’t generate ?’s in dungeons.
Brass Gnat 6-5 (SL=6): Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
Planar Bubble (SL=7): Create native planar bubble around target.
Bohemian Rhapsody (SL=8): Wild Magic Surge up to 5 groups (hole in middle).
Baby Shark (SL=9): Summon a family of 5 DL=10 flying shark animals with Mtg First Strike and 1Z,1/r: Phase Out.
117200443 322 ---
129600443 322 ---
1312000544 332 2--
1414400544 332 2--
1516800554 433 22-
1619200554 433 22-
1721600655 443 322
1824000655 443 322
1926400665 544 332
2028800665 544 332
2131200766 554 433
2233600766 554 433
2336000776 655 443
2438400776 655 443
2540800877 665 544
2643200877 665 544
2745600887 766 554
2848000887 766 554
2950400988 776 655
3052800988 776 655
3155200998 877 665
3257600998 877 665
3360000A99 887 766
3462400A99 887 766
3564800AA9 988 776
3667200AA9 988 776

Random Mini Classes #26

Overt Improved Armor Class Immuner1 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
228(none)
356(none)
4112(none)
5224(none)
6448(none)
7896(none)
81792(none)
93584(none)
105400(none)You can use an unlimited amount of shifting of Subability scores ("sleazing") for Cml. (This doesn't mean much. The two halves of Comeliness are "Appearance" and "Streetwise", for the record.)
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
This class gives +1 rank of Exceptional Str which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: 1C, Spend 3 Chr, NP/segment: While within 20 feet of you, an ally has SEL=1 Modified for 2 segment(s)
Level 6: Sneaky Flow: Support characters gain +6 saves
Level 10: +1 Race Ability (÷1)
Level 11: Immune to an element; does "spread"
Level 11: -11 per physical attack
Level 12: ++1 damage (this adds +1 base die of damage)
Level 12: +5% party money with jobs
Level 12: 5B, 3/turn: Reflect a hostile ability back to its source (No save, XR or GR to resist or to avoid reflection)
Level 12: +2 set Chr; +10% Money *
Level 12: +1 B Action /r
Level 13: CL=(13 or HNCL); know 13 schools(333 22- 2--)
Level 13: Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
Level 14: +0.2 in mixed race abilities
Level 18: Aetheric Channel: You gain(s) +88 melee dmg if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 19: Gain a Force Tangle that reduces all forced movement by half unless resisted with (No save), for CL segments
Level 23: Gain a Runic Envelope that reflects spells targeting you back to the caster for 5 round(s)
Level 24: Each time an enemy is/are in a lair, Dispel the last 12 magical effects on your group. No save allowed
Level 27: 10Z, Spend 7 Chr: When you takes damage, they gain SEL=9 Raptured for 1 minute(s)
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Random Mini Classes #27

To Hit Progression2 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
229.6(none)
359.2(none)
4118.4(none)
5236.8(none)
6473.6(none)
7947.2(none)
81894.4(none)
93788.8(none)
105700(none)This class, unlike other Mini classes, can have Edition Numbers and gets the benefits from them.
This class gives +1 rank of Exceptional Chr which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Chr, Cml.
When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
Level 1: 1-- --- --- [--- --]
Level 2: 1attack(s): Counter and remove an ongoing effect from a target (No save, HR or MR to resist)
Level 4: 1G, NP/day: Cancel a unique or X/G action before it resolves (No save)
Level 6: 2H: Silence a target mid-cast, preventing the ability (PPD 46+Int save for tenth effect)
Level 10: +2 set Int
Level 11: +1 limited ML *
Level 11: CL=(11 or HNCL); know 11 schools(655 432 ---)
Level 12: +1 Race Ability (÷1)
Level 12: 5B, 3/turn: Reflect a hostile ability back to its source (No save, XR or GR to resist or to avoid reflection)
Level 12: x1.1 saves bonus
Level 13: +1 B Action /r
Level 13: +20 AT
Level 16: An ally gain(s) +58 melee dmg each turn for 1 hour, stacking until the effect ends
Level 16: Psi- Collapse: Support characters gain +16 to hit
Level 18: Whenever a group complete(s) a prayer or blessing, Drain 828 points of psi points from your group (Will 113+Con save to negate)
Level 18: An ally's group gain(s) +24 ranged dmg each turn while concentrating, stacking until the effect ends
Level 24: You gain(s) +28 max hp if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 24: Support characters gain +282 to hit
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Random Mini Classes #28

Group Armor Class Slayer RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
234.8(none)
369.6(none)
4139.2(none)
5278.4(none)
6556.8(none)
71113.6(none)
82227.2(none)
94454.4(none)
106700(none)You can use an unlimited amount of shifting of Subability scores ("sleazing") for Con.
Sustain hp and immune to Vile and Permanent dmg.
This class gives +1 rank of Exceptional Con which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: +2 damage per die with spells or psi
Level 2: Whenever all allies steal(s) an item, Drain 84% of saving throws from your group. Each failed save (No save) doubles the % drained
Level 10: +1 to hit
Level 10: Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Level 10: Whenever a creature spend(s) or regain(s) psionic focus, Drain 425 psi points from all enemies in 20 feet (No save)
Level 10: Level 10 Quintessential Custom6 pick
Level 11: +1 set Cml
Level 11: +5 proficiencies
Level 13: +x(level+1) max hp
Level 13: +1 damage (with weapons)
Level 13: 25% of one BlahR Evasion
Level 14: 6M: Intercept a summoning or planar effect (Spell or Str 57+Int save to delay 1 segment)
Level 23: Every time a creature meditate(s) or enter(s) a trance state, An enemy's group is afflicted with both Pulverized and Gibbed (PP or PPD 123+Chr save to nullify)
Level 23: 12P, Spend 18 Int: If healed, you also gains SEL=9 Insist for 9 round(s)
Level 25: Gain a volatile Mirror Husk that explodes with Negative Energy damage when struck, dealing 70% back to the attacker
Level 29: Gain a Runic Cloak that deals 70% of melee attackers dmg of type Disintegration, for 1 reset
Level 31: 5D, Spend 8 animal companion(s): An ally gain(s) SEL=8 Gone for 7 round(s)
Level 72: You gain(s) +108 max hp
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Random Mini Classes #29

Status RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
237.6(none)
375.2(none)
4150.4(none)
5300.8(none)
6601.6(none)
71203.2(none)
82406.4(none)
94812.8(none)
107300(none)You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
This class, unlike other Mini classes, can have Edition Numbers and gets the benefits from them.
Automatically make Str checks, PP saves, Bend Bars and Lift Gates rolls.
Level 1: Gets two picks from Custom Mini9.1
Level 2: Whenever all allies cast(s) a spell, Drain 25 rogue points and inflict a penalty for 1 rounds (No save, TechR or MR to resist)
Level 3: Occult Overload: Every time a group enter(s) an antimagic field, All enemies within 20 feet are SEL=3 Confused (Dex or Chr 26+Wis save for quarter effect)
Level 4: 1G, ML/day: Disrupt a sustained or concentration-based effect (No save, GR to resist)
Level 10: +2 set Str; +2 more Str FPOW *
Level 10: Area effect spell hits +1 group
Level 10: Whenever all enemies meditate(s) or enter(s) a trance state, Prevent healing and drain 75 resistances from an enemy's group for 1 rounds (No save)
Level 11: Set Str = 32
Level 11: Resist two elements or one eelement
Level 13: Gain a volatile Mycelial Envelope that explodes with Flesh damage when struck, dealing 55% back to the attacker
Level 13: CL=(13 or HNCL); know 13 schools(665 543 2--)
Level 14: +1 Research point / reset
Level 16: An ally surge(s) with +8 melee dmg for a single action
Level 24: Each time a group identify(ies) a spell or magical effect, Remove 1 highest-level effect and suppress 3 lesser effects on your group. No save
Level 26: Swordmaster’s Riposte: Allies within 30 feet gain +25 hp
Level 28: Support characters gain +497 ranged dmg
Level 31: Every time you complete(s) a ritual, Each failed save by your group increases the severity of SEL=16 Rek'd (No save)
Level 32: 8A, ML/natural reset: Cancel a unique or X/G action before it resolves (Fortitude or BW 210+Int save to absorb)
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Random Mini Classes #30

Status4 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
231.6(none)
363.2(none)
4126.4(none)
5252.8(none)
6505.6(none)
71011.2(none)
82022.4(none)
94044.8(none)
106100(none)This class gives +1 rank of Exceptional Wis which stacks on top on what you already have (unless the source says it can't be improved).
Automatically make Wis checks and Will saves.
Automatically make Dex checks and Reflex saves.
Level 2: Your group gain(s) +6 to hit if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 6: 2H: Disrupt a sustained or concentration-based effect (No save, NR to resist)
Level 7: Every time a group hear(s) their kind invoked or named, If your group is below half hit points, they are SEL=5 Capital S Skinned (Con 45+Dex to absorb, XR or HR to resist)
Level 7: Every time all enemies restore(s) hp to another creature, Each failed save by an enemy increases the severity of SEL=5 Magic Jar/Possessed (Con 41+Con save for half effect)
Level 10: CL=(10 or HNCL); know 10 schools(443 22-)
Level 10: x(Stat)/(Prereq.) XP, Max = x6 XP
Level 11: You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Level 11: x1.1 damage
Level 11: Turn Undead at CL=11 (or +1 to existing CL)
Level 12: When your group takes damage, they gain +1 to hit, plus +1 for every 10 damage taken (rounded up)
Level 12: +5 3rd edition skill points
Level 13: +30 saving throws that you distribute
Level 13: 1 spell gets -1 SL
Level 16: 8A, ML/natural reset: Counter a spell as it is cast (No save, GR to resist to resist)
Level 22: 4 ally(ies) gain(s) +82 ranged dmg
Level 26: An ally gain(s) +76 melee dmg each turn for 1 day, stacking until the effect ends
Level 27: Every time all allies attack(s) with advantage, Your group is afflicted with both Prone and Embalmed (Str 109+Str save to counter)
Level 144: 56V, Spend 8 summon(s), ML/artifical reset: When an ally's group takes damage, they gain SEL=7 Raised Fully for 6 minute(s)
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Random Mini Classes #31

Damage Slayer RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
231.4(none)
362.8(none)
4125.6(none)
5251.2(none)
6502.4(none)
71004.8(none)
82009.6(none)
94019.2(none)
106100(none)Sustain Wis, San (Sanity).
Level 1: 1M, 1/d: Protection from Death
Level 1: CL=(1 or HNCL); know 1 school(1-- ---)
Level 2: You gain(s) +6 melee dmg if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 6: Whenever an enemy create(s) or destroy(s) a mental barrier, Drain 243 hp and inflict a penalty for 1 rounds (Int 47+Con save for tenth effect)
Level 9: When all allies enter(s) or exit(s) stealth, Applies -77 movement to an enemy. This ability ignores NR if target is below 50% HP
Level 9: Berserker Grapple: Gain a Force Sheath that reflects spells targeting you back to the caster for 4 round(s)
Level 9: 1V, Spend 7 Con, NP/artifical reset: Your group gain(s) SEL=2 Blurred for 1 round(s)
Level 11: Immune to an element; does "spread"
Level 11: What you need to hit = (target's AC)÷11
Level 12: +1/3 size "considered larger" for purposes of weapons and armor
Level 12: +4 set Coordination (TH)
Level 13: Ignore one BlahR
Level 13: +4690 gp per reset
Level 13: When all allies create(s) or destroy(s) a mental barrier, an enemy's group suffers -111 AC unless protected by NR
Level 14: +1 Race Ability (÷1)
Level 17: When an enemy bless(es) an area or object, Weaken(s) 1 enemies: -26 to hit (No save). Each failed save increases the penalty by 50%
Level 28: 13B, ML/turn: Counter up to 3 effects targeting allies (No save, IR to resist per effect)
Level 28: 11B, ML/turn: Silence a target mid-cast, preventing the ability (Wis 127+Dex to nullify, GR or GR to resist)
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Random Mini Classes #32

Scarlet Damage Immuner RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
230.6(none)
361.2(none)
4122.4(none)
5244.8(none)
6489.6(none)
7979.2(none)
81958.4(none)
93916.8(none)
105900(none)You get the bonus P,V actions based on high Dex used in earlier versions of the Collective. Take N=Dex-14 (this can't be improved), spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
You may "project" (copy) your Cml onto one other ability score. This is a constant overwrite, and does count for meeting stat requirements.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Chr.
Level 3: Gain a Phantom Ward that forces attackers to succeed on (RSW or Wis 18+Str save to nullify) or deal half damage until you die
Level 4: +15 melee dmg and +6 melee dmg to an ally
Level 8: Support characters gain +174 hp
Level 11: +1 per die w/ damaging spells
Level 11: +1 damage per die (with spells / psi)
Level 11: Area effect spell hits +1 group
Level 11: +1 A' action /r (3A' -> 1QZ)
Level 11: Ignore one BlahR
Level 12: +1 class slot in chosen group
Level 13: 0, 1/d: Immune to someone for 1t
Level 13: ++1 AC (adds your armor base AT again)
Level 14: +5470 gp per reset
Level 19: Every time all creatures become(s) invisible, An enemy is SEL=7 Anti-stats for 1 rounds (PPD 57+Str to nullify, MR or HR to resist)
Level 22: An ally gain(s) +96 AC if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 24: Support characters gain +282 to hit
Level 31: Every time a group lose(s) concentration, An enemy's group is SEL=12 Skinned for 1 rounds (Will 54+Str save to nullify)
Level 31: Gain a Elemental Buffer that deflects ranged attacks unless the attacker passes (Sanity 197+Int save to reflect), for CL days
Level 144: Gain a Iron Cocoon that delays up to 1080 dmg/hit for 1 minute(s). (Chr 379+Int save for tenth effect)
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Random Mini Classes #33

Illusion Status1 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
224.4(none)
348.8(none)
497.6(none)
5195.2(none)
6390.4(none)
7780.8(none)
81561.6(none)
93123.2(none)
104700(none)Resist falling damage.
Automatically make Str checks, PP saves, Bend Bars and Lift Gates rolls.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Cml. (This doesn't mean much. The two halves of Comeliness are "Appearance" and "Streetwise", for the record.)
Level 1: set dmg 5 per melee attack
Level 5: 2S, Spend 2 psp(s), 3/hour: After rolling a natural 20, you gains SEL=2 Displaced for 1 round(s)
Level 6: An ally's group gains +10KZ action(s) for 2 round(s)
Level 6: Whenever all creatures block(s) or parry an attack, Drain 198 psi points from up to 1 enemies (Con or Dex 35+Con save to nullify)
Level 10: +100 eels
Level 11: +20% irreducible among *
Level 11: Immune to a [C] section effect
Level 12: +1 attack per P action with one weapon
Level 12: +144 eels
Level 12: +1 A' action /r (3A' -> 1QZ)
Level 12: CL=(12 or HNCL); PSPs = ½ of normal Psionicist(741 -)
Level 14: +3" move rate
Level 14: +2 AT; you don't get AT from armor
Level 14: +20 AT
Level 14: +19600 goodberries
Level 15: Gain a Elemental Prism that grants immunity to the next status effect inflicted, for 1 minute
Level 27: Gain a Mycelial Bastion that heals you for 45% of damage you deal while active, while concentrating
Level 28: An ally gains +28KD action(s) for 1 minute(s)
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Random Mini Classes #34

Enchantment/Charm Specific Saves1 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
232.8(none)
365.6(none)
4131.2(none)
5262.4(none)
6524.8(none)
71049.6(none)
82099.2(none)
94198.4(none)
106300(none)You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
This class gives +1 rank of Exceptional Con which stacks on top on what you already have (unless the source says it can't be improved).
Double your Personality score.
This class gives +1 rank of Exceptional Wis which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: x1.25 hp
Level 1: One Level 1 Rogue ability, 20 rogue points
Level 4: Each time all creatures use(s) a disguise or false identity, Dispel effects on an enemy's group, bypassing NR resistance if their HD≥ 20
Level 10: An ally's group gains +19IV action(s) for 4 round(s)
Level 10: Set Str = 30
Level 12: x1.1 XP
Level 12: +1 set Cml
Level 13: +8450 leeches
Level 13: -13 per physical attack
Level 13: x(Stat)/(Prereq.) XP, Max = x7.5 XP
Level 13: x1.1 XP
Level 14: +4 set Fitness (hp bonus)
Level 14: +2 half plusses /reset
Level 16: 8A, NP/natural reset: Counter a spell as it is cast (Horror or Horror 102+Dex save for half effect to resist)
Level 19: Gain a Reality Bloom that deals 16% of melee attackers dmg of type Creation, for CL segments
Level 19: 10E, Spend 8 Con: While within 20 feet of you, you has SEL=6 Ultra Barbarian Stat for 2 round(s)
Level 24: Each time a group detect(s) good or evil, Dispel the last 12 magical effects on your group. No save allowed
Level 31: Every time a group climb(s) or traverse(s) difficult terrain, Your group must succeed on a (No save, GR or NR to resist) or become SEL=17 Babalitied at the start of its next turn
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Random Mini Classes #35

Conjuration/Summoning Armor Class Penalty1JG RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
245.8(none)
391.6(none)
4183.2(none)
5366.4(none)
6732.8(none)
71465.6(none)
82931.2(none)
95862.4(none)
108800(none)Automatically make Dex checks and Reflex saves.
This class gives +1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: +1 eels
Level 4: 1G, ML/day: Silence a target mid-cast, preventing the ability (No save)
Level 5: When all creatures spend(s) or regain(s) psionic focus, Weaken(s) 1 enemies: -88 dmg (No save, RR to resist). Each failed save increases the penalty by 50%
Level 6: 2H: Counter a spell as it is cast (Will or Terror 31+Con save to negate to resist)
Level 10: Gets two picks from Custom Mini9.1
Level 10: +3000 smurfberries
Level 12: +30 saving throws that you distribute
Level 13: Your spells/psi shift blahR by -25%
Level 14: 1 spell gets -1 SL
Level 19: Gain a Mind Cocoon that delays up to 314 dmg/hit for 7 round(s). (No save)
Level 21: When all enemies turn(s) or rebuke(s) undead, -279 AC to your group. Str save for half effect (-140). On failed save, also becomes SEL=1 Nauseated
Level 23: 4P, Spend 15 Str: While within 20 feet of you, your group has SEL=8 Mind Blank for 7 round(s)
Level 24: 7X, NP/lifetime: Intercept a summoning or planar effect (No save, RR or TechR to resist)
Level 27: Every time all allies attack(s) with advantage, Your group is afflicted with both Prone and Embalmed (Str 109+Str save to counter)
Level 28: Each time a creature lose(s) concentration, Dispel all effects on an enemy's group (No save, IR to resist) If resisted, a random effect is reflected back at the source
Level 29: Gain a Entropy Nimbus that reflects spells targeting you back to the caster for 1 minute(s)
Level 30: An ally's group surge(s) with +35 saves for a single action
Level 32: Each time all creatures create(s) or destroy(s) a mental barrier, Dispel effects on your group (No save, NR to resist)
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Random Mini Classes #36

Prerequisite XP RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
232.2(none)
364.4(none)
4128.8(none)
5257.6(none)
6515.2(none)
71030.4(none)
82060.8(none)
94121.6(none)
106200(none)This class gives +1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
Automatically make Wis checks and Will saves.
Resist falling damage.
Level 1: +2 damage per die with spells or psi
Level 1: Gain a volatile Sanctified Cocoon that explodes with Imprisonment, Freedom damage when struck, dealing 5% back to the attacker
Level 1: +100 max hp
Level 2: 1attack(s): Counter a spell as it is cast (No save to resist)
Level 10: +1 Research point / reset
Level 10: Soulbound Haloing: An ally's group gains +16Jattack(s) action(s) for 4 round(s)
Level 11: +1 to hit
Level 11: set dmg 242 per missile attack
Level 11: ++1 to d20 and +1d12 effect with Turning
Level 13: When a creature restore(s) hp to another creature, Debuff: -43 movement to an enemy's group, (No save), effect spreads to adjacent foes if failed
Level 13: Immune to 2 specific effects
Level 13: 1 species enemy
Level 14: +2 set Wis; +2 Personality *
Level 20: Each time all creatures charge(s) into melee, Remove all beneficial effects from an enemy's group (Wis 126+Wis to delay 1 segment, XR or IR to resist)
Level 23: Every time an enemy disarm(s) a trap, Each failed save by an enemy increases the severity of SEL=4 Extract (No save, TechR to resist)
Level 25: Absolved Grace: 7V, Spend 5 rogue pt(s), ML/artifical reset: Your group is/are affected by SEL=2 No Scent for 1 minute(s)
Level 108: Gain a Void Buffer that reduces all forced movement by half unless resisted with (No save, XR to resist), for CL hours
Level 468: When all creatures become(s) enraged, Applies -4563 dmg to your group. This ability ignores PR if target is below 50% HP
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Random Mini Classes #37

Luck Improved Damage Specialization RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
235.2(none)
370.4(none)
4140.8(none)
5281.6(none)
6563.2(none)
71126.4(none)
82252.8(none)
94505.6(none)
106800(none)Resist falling damage.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
Level 1: +1 to d20 & d12 rolls for Turn Undead
Level 1: +5 proficiencies
Level 2: 1attack(s): Counter an action targeting your group (Will 15+Con to delay 1 segment, CR or RR to resist)
Level 5: When all enemies create(s) or destroy(s) a mental barrier, Debuff: -18 max hp to an enemy, (Chr 19+Con save to nullify), effect spreads to adjacent foes if failed
Level 8: 3X, ML/lifetime: Silence a target mid-cast, preventing the ability (No save)
Level 8: Each time all enemies take(s) radiant or necrotic damage, Dispel all magical effects in a 20-ft radius (No save, TechR or HR to resist)
Level 9: 3V, Spend 5 Dex, NP/artifical reset: While within 20 feet of you, an ally's group has SEL=2 Displaced for 1 round(s)
Level 10: CL=(10 or HNCL); know 10 schools(443 22-)
Level 10: Whenever you turn(s) or rebuke(s) undead, Drain 30 points of Wis from an enemy (Dex or Int 72+Str save to reflect)
Level 11: Custom2 picks (Max F=5.5)
Level 11: +4 set Health (Fort saves); *
Level 12: An ally's group gain(s) +60 to hit if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 18: 2attack(s): Counter an action targeting an ally (Str 78+Con to absorb, RR or HR to resist)
Level 21: Hallucinogenic Zone: 4S, Spend 6 psp(s), ML/hour: Your group get(s) SEL=5 Improved Free Action for 6 minute(s)
Level 24: You surge(s) with +9 saves for a single action
Level 25: 13V, Spend 10 Int, ML/artifical reset: You is/are affected by SEL=6 Planar Displaced for 6 round(s)
Level 144: 56V, Spend 8 summon(s), ML/artifical reset: When an ally's group takes damage, they gain SEL=7 Raised Fully for 6 minute(s)
Level 396: 52QQH: Disrupt a sustained or concentration-based effect (PPD 628+Chr to negate, NR or RR to resist)
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Random Mini Classes #38

Law Capital Status Picks RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
234.8(none)
369.6(none)
4139.2(none)
5278.4(none)
6556.8(none)
71113.6(none)
82227.2(none)
94454.4(none)
106700(none)This class gives +1 rank of Exceptional Chr which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: Immune to a [C] section effect
Level 3: Every time an enemy charge(s) into melee, If an enemy is below half hit points, they are SEL=2 Forget (Fortitude 24+Str save to nullify)
Level 10: +5% money (incl. sold items)
Level 10: +1 damage per die (with spells / psi)
Level 10: +10 all saves
Level 11: 25% of one BlahR Evasion
Level 11: You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Level 11: Every time a creature regenerate(s) or heals naturally, If an enemy is below half hit points, they are SEL=2 Cursed (BW 20+Con to absorb, RR or WR to resist)
Level 12: 3B, ML/turn: Counter up to 3 effects targeting allies (No save, TechR to resist per effect)
Level 14: +9800 leeches
Level 15: 2D, Spend 5 Con: Your group is/are affected by SEL=2 Blurred for 2 round(s)
Level 15: Cruciform Call: 8D, Spend 18 familiar(s): An ally is/are affected by SEL=9 Fall Short for 2 round(s)
Level 17: Trickster’s Escape: When an ally link(s) mind(s) with another creature, an enemy suffers -107 saves unless protected by GR
Level 21: Gain a Obsidian Cocoon that delays up to 1050 dmg/hit for 4 round(s). (No save, RR to resist)
Level 27: Every time you connect(s) to a psionic network, If an enemy is below half hit points, they are SEL=2 Falling (No save, XR or NR to resist)
Level 29: When all allies sense(s) their territory is/are threatened, Lingering effect: -124 to to hit on an enemy's group, stacking each round they remain affected. MR reduces the buildup
Level 29: When all creatures is/are affected by wild magic, an enemy's group suffers -290 hp unless protected by GR
Level 216: Gain a Chaos Bastion that deals 335% of melee attackers dmg of type Plasma, while concentrating
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Random Mini Classes #39

Overwrite Status Specialization1 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
225.2(none)
350.4(none)
4100.8(none)
5201.6(none)
6403.2(none)
7806.4(none)
81612.8(none)
93225.6(none)
104900(none)You get x3 effect with these [C7] Combat Maneuvers: Bash, Bypassing Armor, Charge, Cleave, Disarm, Kick, Parry, Sap, Shield Bash, Subdue.
Level 5: Berserker Grapple: Gain a Void Bloom that heals you for 20% of damage you deal while active, until end of combat
Level 7: Every time a group charge(s) into melee, Each time an enemy fails a save, they suffer an additional instance of SEL=5 Harmed (reverse Heal) (Con 38+Wis save to delay 1 segment)
Level 7: 4P, Spend 4 Wis: If healed, an ally also gains SEL=4 Lucky for 1 round(s)
Level 7: Noosphere Rupture: 4P, Spend 6 Dex: You gain(s) SEL=1 The City’s Blessing for 1 round(s)
Level 10: +1 professional wrestling maneuver
Level 10: Anomalous Envelope: Whenever you become(s) invisible, Drain 10 actions from all enemies in 20 feet (Str 43+Str save to absorb)
Level 10: x1.1 AC (shift from 10)
Level 10: +100 max hp
Level 10: ++1 to d20 and +1d12 effect with Turning
Level 12: CL=(12 or HNCL); PSPs = ½ of normal Psionicist(741 -)
Level 12: 3B, ML/turn: Intercept a summoning or planar effect (No save, NR to resist)
Level 13: x1.1 to hit bonus
Level 13: +2 AT; you don't get AT from armor
Level 14: +5 3rd edition skill points
Level 14: ++1 saves
Level 14: +1 damage (with weapons)
Level 28: Psi- Collapse: +110 saves and +72 hp to an ally
Level 29: Gain a Twilight Fold that reduces all forced movement by half unless resisted with (No save), for CL rounds
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Random Mini Classes #40

Spell Armor Class Specialization RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
237.8(none)
375.6(none)
4151.2(none)
5302.4(none)
6604.8(none)
71209.6(none)
82419.2(none)
94838.4(none)
107300(none)You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
Sustain Wis, San (Sanity).
Automatically make Chr checks, Psionic Blast saves, and Leadership (Morale) checks.
Level 1: +5% party money with jobs
Level 1: ++1 to hit
Level 10: +1 to number of summons (same group)
Level 10: 332 2-- --- [--- --]
Level 10: -10 per physical attack
Level 11: Set Cml = 40
Level 11: Double movement rate.
Level 11: Immune to a [C] section effect
Level 11: inDR 22/+11
Level 11: +1/3 Size Class
Level 12: 6B, 3/turn: Cancel a unique or X/G action before it resolves (No save, TechR to resist)
Level 12: 3B, ML/turn: Counter up to 3 effects targeting allies (No save, TechR to resist per effect)
Level 13: +1 to hit
Level 18: Whenever an enemy is/are bloodied, Drain 81% of spell slots from an enemy's group. Each failed save (Terror or Sanity 40+Con save for tenth effect) doubles the % drained
Level 26: 12F: Intercept a summoning or planar effect (No save, IR or MR to resist)
Level 29: 5W, Spend 11 subordinate(s), ML/week: An ally is/are affected by SEL=5 True Seeing for 4 round(s)
Level 684: 266QQQP: Counter an action targeting your group (BW 1762+Int to counter, RR or XR to resist)
Level 792: Gain a Gravitic Cocoon that delays up to 27,324 dmg/hit for 37 minute(s). (Spell 3524+Int save to absorb)
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Random Mini Classes #41

Pinpoint Ignore Saves2 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
249.2(none)
398.4(none)
4196.8(none)
5393.6(none)
6787.2(none)
71574.4(none)
83148.8(none)
96297.6(none)
109500(none)Sustain Chr, Cml.
Level 1: +1 kit (still limited to total kits = LVL)
Level 3: Mnemonic Stream: 2E, Spend 19 rogue pt(s): After rolling a natural 20, an ally's group gains SEL=2 Inertial Barriered for 5 segment(s)
Level 6: +26 hp and +2 to hit to your group
Level 6: Whenever all creatures use(s) a magical item or scroll, Drain 249 psi points from all enemies in 20 feet (Str or Fortitude 17+Str save to delay 1 segment)
Level 11: inDR 22/+11
Level 12: Area effect psi power hits +1 group
Level 13: Triple Displaced (+2 AC)
Level 14: +1 Edition Number to this class
Level 14: 6M: Silence a target mid-cast, preventing the ability (Will or Wis 17+Wis save for quarter effect)
Level 15: 2D, Spend 10 subordinate(s): While within 20 feet of you, an ally's group has SEL=5 True Seeing for 5 round(s)
Level 15: Every time all creatures regenerate(s) or heals naturally, Each time an enemy's group fails a save, they suffer an additional instance of SEL=4 Sleep (No save, IR to resist)
Level 17: Gain a Spectral Nimbus that heals you for 34% of damage you deal while active, for CL rounds
Level 21: 7S, Spend 2 Str, NP/hour: When you takes damage, they gain SEL=5 Improved Free Action for 5 round(s)
Level 21: When a group turn(s) or rebuke(s) undead, Debuff: -273 hp to an enemy's group, (No save, WR or TechR to resist), effect spreads to adjacent foes if failed
Level 23: Every time a creature a divine entity is/are invoked, If your group is below half hit points, they are SEL=17 Vitrify (No save, XR to resist)
Level 23: Every time a creature meditate(s) or enter(s) a trance state, An enemy's group is afflicted with both Pulverized and Gibbed (PP or PPD 123+Chr save to nullify)
Level 29: Planar Surge: Gain a Iron Tangle that heals you for 112% of damage you deal while active, for CL turns
Level 31: Every time you succeed(s) on a saving throw against magic, Each failed save by an enemy increases the severity of SEL=15 Frelled (Spell 31+Con to nullify, MR or TechR to resist)
Rogue Abilities:
Level 1: Charm/Influence Reaction, Base 10, Bonus Chr-8, Penalty Chr-12
Level 1: Read Languages | Decipher Code, Base 10, Bonus Int-9, Penalty Int-14
Level 4: Presence (+1 per 20% made to Presence), Base 0, Bonus Int-9, Penalty Int-12
Level 7: Misdirection | Aura Alteration | Non-Detection, Base 20, Bonus Wis-10, Penalty Wis-18
Level 18: Contact Other Plane | Foresight, Base 0, Bonus Chr-15, Penalty Chr-18
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Random Mini Classes #42

War Saves RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
232.2(none)
364.4(none)
4128.8(none)
5257.6(none)
6515.2(none)
71030.4(none)
82060.8(none)
94121.6(none)
106200(none)Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
This class gives +1 rank of Exceptional Con which stacks on top on what you already have (unless the source says it can't be improved).
Automatically make Con checks, Fort saves, System Shock and Resurrection survival rolls.
Level 1: +4 set Intuition (prog. bonus)
Level 6: Whenever all creatures critically hit(s) an enemy, Drain 159 actions from all enemies in 20 feet (Spell or Spell 46+Chr save to nullify)
Level 8: 3X, ML/lifetime: Counter an action targeting you (No save, NR or RR to resist)
Level 10: ++1 saves
Level 11: 1 psi power gets -1 SL
Level 12: Set Con = 34
Level 12: +1 Research point / reset
Level 12: +20 AT
Level 12: Set Dex = 34
Level 13: ++1 AC (adds your armor base AT again)
Level 14: Your group gain(s) +37 hp each turn for CL days, stacking until the effect ends
Level 14: Support characters gain +77 ranged dmg
Level 14: +10% dmg w/ damaging spells
Level 14: ++1 damage (this adds +1 base die of damage)
Level 17: Trickster’s Escape: 3C, Spend 1 Chr, 3/segment: While within 20 feet of you, an ally has SEL=2 No Scent for 6 segment(s)
Level 18: 2attack(s): Cancel a unique or X/G action before it resolves (No save, TechR to resist)
Level 22: Heavenbound Revelation: Whenever a group spend(s) or regain(s) psionic focus, Drain 1100% of rogue points from an enemy. Each failed save (Sanity or Will 132+Int save to negate) doubles the % drained
Level 22: 4 ally(ies) gain(s) +82 ranged dmg
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Random Mini Classes #43

##
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
227.4(none)
354.8(none)
4109.6(none)
5219.2(none)
6438.4(none)
7876.8(none)
81753.6(none)
93507.2(none)
105300(none)1M, Gaze at a group: Awe power: Will save at DC=10+Cml or Charmed (can use CR to resist)
Double your Personality score.
Level 1: +1 ability score point
Level 1: +5 proficiencies
Level 1: What you need when saving = (save DC)÷1
Level 1: -1 per physical attack
Level 4: Each time an enemy a blasphemous act is/are committed, Dispel 1 random magical effect(s) on an enemy's group, and suppress all other effects for 4 round(s)
Level 4: You gain(s) +4 max hp each turn for 1 day, stacking until the effect ends
Level 4: Each time an ally take(s) psychic damage, Dispel all magical effects in a 20-ft radius (No save, GR to resist)
Level 5: Gain a Crystalline Barrier that reduces all forced movement by half unless resisted with (Spell or BW 38+Int save for tenth effect), indefinately
Level 10: Immune to 2 specific effects
Level 11: Area effect spell hits +1 group
Level 12: +1/4 to all "number of attacks" rates
Level 12: +1/3 Size Class
Level 14: Your group gain(s) +37 hp each turn for CL days, stacking until the effect ends
Level 15: 2D, Spend 5 Con: Your group is/are affected by SEL=2 Blurred for 2 round(s)
Level 16: +32 saves and +22 to hit to an ally
Level 20: Each time all creatures cast(s) a spell, Dispel all magical effects in a 20-ft radius (Spell 80+Str for half effect, XR or TechR to resist)
Level 20: 9G, 3/day: Counter a spell as it is cast (No save, HR to resist to resist)
Level 31: Gain a Celestial Shroud that forces attackers to succeed on (No save, GR or XR to resist) or deal half damage for 1 segment
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Random Mini Classes #44

Proficiencies Slayer RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
221.6(none)
343.2(none)
486.4(none)
5172.8(none)
6345.6(none)
7691.2(none)
81382.4(none)
92764.8(none)
104200(none)Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
Automatically make Dex checks and Reflex saves.
Level 1: Gain a Force Cocoon that delays up to 46 dmg/hit for 3 segment(s). (Terror or RSW 15+Con save to counter)
Level 1: +4 set Knowledge (prof.)
Level 2: Whenever an enemy link(s) mind(s) with another creature, Drain 85 actions from all enemies in 20 feet (No save, IR to resist)
Level 7: Gain a Void Cloak that reflects spells targeting you back to the caster for 1 round(s)
Level 8: 3X, ML/lifetime: Counter a spell as it is cast (Horror 57+Int save for tenth effect to resist)
Level 9: When a creature complete(s) a prayer or blessing, Weaken(s) 1 enemies: -165 to hit (PPD 46+Con save for tenth effect). Each failed save increases the penalty by 50%
Level 10: 10% to one oBlahR
Level 10: CL=(10 or HNCL); know 10 schools(443 22-)
Level 10: What you need to hit = (target's AC)÷10
Level 11: +2 set Chr; +10% Money *
Level 12: +144 eels
Level 12: +1 ability score point
Level 12: BlahR (RMPIR) +10%
Level 12: Nonmagical weapons and armor are at half monetary cost for you
Level 13: +169 eels
Level 13: 3W, Spend 13 animal companion(s), ML/week: While within 20 feet of you, an ally has SEL=3 No Target for 3 round(s)
Level 14: +1 AC
Level 18: 2attack(s): Counter and remove an ongoing effect from a target (Sanity 69+Chr for quarter effect, CR or GR to resist)
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Random Mini Classes #45

Spell Status RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
222.8+2 lim ML
345.6+3 lim ML
491.2+4 lim ML
5182.4+5 lim ML
6364.8+6 lim ML
7729.6+7 lim ML
81459.2+8 lim ML
92918.4+9 lim ML
104400+10 lim MLYou may "project" (copy) your Cml onto one other ability score. This is a constant overwrite, and does count for meeting stat requirements.
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Cml. (This doesn't mean much. The two halves of Comeliness are "Appearance" and "Streetwise", for the record.)
Get an instance of Wis bonus to one spell progression.
Level 1: +4 set Coordination (TH)
Level 1: x1.1 AC (shift from 10)
Level 1: Level 1 Quintessential Custom6 pick
Level 7: Knighthood Drive: 4P, Spend 5 hp(s): If healed, you also gains SEL=1 Armored for 1 round(s)
Level 11: Immune to a [C] section effect and it's Capital version
Level 11: 332 21- --- [--- --]
Level 11: x3.75 hp
Level 11: What you need to hit = (target's AC)÷11
Level 12: You gain(s) +57 melee dmg if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 12: +1/3 Size Class
Level 13: +2 proficiencies (all from this class must be same)
Level 13: +4 set Intuition (prog. bonus)
Level 14: 6M: Reflect a hostile ability back to its source (No save or to avoid reflection)
Level 15: Every time all allies lose(s) concentration, Each failed save by your group increases the severity of SEL=12 420 NoScoped (RSW or Dex 76+Int save for half effect)
Level 19: Every time a group succeed(s) on a Wisdom saving throw, An enemy is afflicted with both Suffocated and Held (Con or Terror 70+Wis save to delay 1 segment)
Level 21: When a creature inflict(s) psychic damage, an enemy's group suffers -447 saves unless protected by XR
Level 21: Gain a Twilight Cloak that reduces all forced movement by half unless resisted with (No save, XR or WR to resist), for CL segments
Level 108: Each time an enemy drop(s) an enemy to 0 hp, Dispel all magical effects in a 20-ft radius (No save, NR or PR to resist)
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2128600+21 lim ML
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3150600+31 lim ML
3252800+32 lim ML
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3661600+36 lim ML

Random Mini Classes #46

1X (Advanced) Saving Throws RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
228(none)
356(none)
4112(none)
5224(none)
6448(none)
7896(none)
81792(none)
93584(none)
105400(none)Automatically make Chr checks, Psionic Blast saves, and Leadership (Morale) checks.
Automatically make Cml checks and Reaction checks. If you have a summon, monsters will attack it before you.
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
Automatically make Wis checks and Will saves.
Level 1: 1 species enemy
Level 1: +30 smurfberries
Level 1: 1M, 1/t: Death's Door
Level 1: 1-- --- --- [--- --]
Level 6: When you takes damage, they gain +10 max hp, plus +1 for every 10 damage taken (rounded up)
Level 6: Your group gain(s) +20 ranged dmg if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 10: Overwrite a spell/psi progression with ML=10
Level 10: +4 set Fitness (hp bonus)
Level 10: Hit Points +6
Level 10: set hp 1000
Level 11: -3 to stat requirements
Level 12: +14400 goodberries
Level 12: Each time all allies enter(s) an antimagic field, Dispel all magical effects on an enemy's group (RSW 49+Dex save to counter) On failure, target is silenced for 1 round
Level 14: +1 all saves
Level 15: Gain a Sanctified Bloom that forces attackers to succeed on (Fortitude or Dex 45+Con save to negate) or deal half damage for CL rounds
Level 20: 9G, ML/day: Disrupt a sustained or concentration-based effect (Horror 15+Str for quarter effect, WR or PR to resist)
Level 21: When a creature is/are bloodied, Inflicts dmg (-6) on your group (Str 55+Int save to negate). Stacks with each failed save
Level 24: An ally gains +23KE action(s) for 1 minute(s)
118100(none)
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2956700(none)
3059400(none)
3162100(none)
3264800(none)
3367500(none)
3470200(none)
3572900(none)
3675600(none)

Random Mini Classes #47

Overt Overwrite Saves1JG RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
229+2 lim ML
358+3 lim ML
4116+4 lim ML
5232+5 lim ML
6464+6 lim ML
7928+7 lim ML
81856+8 lim ML
93712+9 lim ML
105600+10 lim MLYou may trade in 4 picks here to make a school/sphere ½M to cast. Material componenting still costs 1V though.
Level 1: Set Str = 12
Level 2: Whenever an ally block(s) or parry an attack, Drain 28 hp from all enemies in 20 feet (No save, WR or RR to resist)
Level 3: Knighthood Drive: Every time all enemies successfully pick(s) a lock, An enemy is afflicted with both Immovable/Stopped and Cursed (Spell 17+Wis save to delay 1 segment)
Level 3: Gain a Elemental Tangle that deals 9% of melee attackers dmg of type Aexus, until you die
Level 6: Whenever a creature turn(s) or rebuke(s) undead, Drain 201 psi points from all enemies in 20 feet (No save)
Level 11: CL=(11 or HNCL); know 11 schools(332 2-2 ---)
Level 11: What you need when saving = (save DC)÷11
Level 12: +10% dmg w/ damaging spells
Level 12: BlahR (RMPIR) +10%
Level 12: 543 3-- --- [---]
Level 12: +4 saves
Level 12: -12 per physical attack
Level 12: 543 3-- --- [---]
Level 13: +x(level+1) max hp
Level 26: Whenever an enemy use(s) a disguise or false identity, Drain 1027 resistances per round from your group for 1 rounds (No save, TechR or TechR to resist)
Level 31: Gain a volatile Warding Web that explodes with Vibranium damage when struck, dealing 20% back to the attacker
Level 360: Whenever a creature is/are wounded under the moon, Drain 11,160% of rogue points from an enemy's group. Each failed save (Horror 1810+Int save to absorb) doubles the % drained
Level 432: When an ally's group takes damage, they gain +692 to hit, plus +1 for every 10 damage taken (rounded up)
118400+11 lim ML
1211200+12 lim ML
1314000+13 lim ML
1416800+14 lim ML
1519600+15 lim ML
1622400+16 lim ML
1725200+17 lim ML
1828000+18 lim ML
1930800+19 lim ML
2033600+20 lim ML
2136400+21 lim ML
2239200+22 lim ML
2342000+23 lim ML
2444800+24 lim ML
2547600+25 lim ML
2650400+26 lim ML
2753200+27 lim ML
2856000+28 lim ML
2958800+29 lim ML
3061600+30 lim ML
3164400+31 lim ML
3267200+32 lim ML
3370000+33 lim ML
3472800+34 lim ML
3575600+35 lim ML
3678400+36 lim ML

Random Mini Classes #48

Wards Improved XP Progression1JG RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
238.6+2 lim ML
377.2+3 lim ML
4154.4+4 lim ML
5308.8+5 lim ML
6617.6+6 lim ML
71235.2+7 lim ML
82470.4+8 lim ML
94940.8+9 lim ML
107500+10 lim MLYou can use an unlimited amount of shifting of Subability scores ("sleazing") for Cml. (This doesn't mean much. The two halves of Comeliness are "Appearance" and "Streetwise", for the record.)
This class gives +1 rank of Exceptional Str which stacks on top on what you already have (unless the source says it can't be improved).
This class gives +1 rank of Exceptional Chr which stacks on top on what you already have (unless the source says it can't be improved).
You get the bonus P,V actions based on high Dex used in earlier versions of the Collective. Take N=Dex-14 (this can't be improved), spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
Level 1: +2 damage per die with spells or psi
Level 5: 2S, Spend 4 Dex, NP/hour: While within 20 feet of you, you has SEL=1 The City’s Blessing for 5 segment(s)
Level 8: An ally surge(s) with +25 max hp for a single action
Level 10: 2F: Silence a target mid-cast, preventing the ability (No save)
Level 10: +20% irreducible among *
Level 10: 1 species resistance
Level 11: +6050 leeches
Level 12: You surge(s) with +17 ranged dmg for a single action
Level 13: +5 proficiencies
Level 14: 10% to one oBlahR
Level 15: 8D, Spend 16 hp(s): An ally's group gain(s) SEL=9 Mental Fury for 7 round(s)
Level 15: Every time all allies a blasphemous act is/are committed, All enemies within 20 feet are SEL=9 Pawned (No save, XR to resist)
Level 20: 9G, ML/day: Counter up to 3 effects targeting allies (Reflex 128+Wis to nullify, WR or XR to resist per effect)
Level 22: 4H: Counter an action targeting an ally (Con 122+Dex to negate, WR or GR to resist)
Level 24: Support characters gain +354 melee dmg
Level 25: Cowlbound Overstep: When an enemy a divine entity is/are invoked, Debuff: -494 AC to an enemy's group, (Str 111+Dex for tenth effect, GR or TechR to resist), effect spreads to adjacent foes if failed
Level 27: Every time all allies complete(s) a prayer or blessing, While within 30 feet of you, an enemy's group is continually SEL=10 Impaired (Terror or Horror 28+Con save to absorb) each turn
Level 324: 106OppC, Spend 3 max hp(s), ML/segment: An ally gain(s) SEL=6 Planar Displaced for 8 minute(s)
1111250+11 lim ML
1215000+12 lim ML
1318750+13 lim ML
1422500+14 lim ML
1526250+15 lim ML
1630000+16 lim ML
1733750+17 lim ML
1837500+18 lim ML
1941250+19 lim ML
2045000+20 lim ML
2148750+21 lim ML
2252500+22 lim ML
2356250+23 lim ML
2460000+24 lim ML
2563750+25 lim ML
2667500+26 lim ML
2771250+27 lim ML
2875000+28 lim ML
2978750+29 lim ML
3082500+30 lim ML
3186250+31 lim ML
3290000+32 lim ML
3393750+33 lim ML
3497500+34 lim ML
35101250+35 lim ML
36105000+36 lim ML

Random Mini Classes #49

To Hit RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
250.4(none)
3100.8(none)
4201.6(none)
5403.2(none)
6806.4(none)
71612.8(none)
83225.6(none)
96451.2(none)
109700(none)Sustain Int, Logic.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
+1 instance of tactical movement. Double movement rate.
Level 3: Gain a Gravitic Prism that deflects ranged attacks unless the attacker passes (No save, CR or PR to resist), for 1 turn
Level 11: LVL slots each in Direction Sense, Tracking, Survival
Level 11: 1 species resistance
Level 11: 6Z, Spend 11 sl(s): After rolling a natural 20, an ally gains SEL=1 Partial Cover for 1 round(s)
Level 13: Gain a Arcane Ward that reflects spells targeting you back to the caster for 1 round(s)
Level 13: Level 13 Custom5 pick
Level 14: +1QQV action
Level 14: 1 DL worth of magic items /reset
Level 14: Support characters gain +77 ranged dmg
Level 14: +1 to number of summons (same group)
Level 19: Gain a Mycelial Bloom that heals you for 82% of damage you deal while active, until you die
Level 22: 10H: Disrupt a sustained or concentration-based effect (BW 76+Int save to reflect)
Level 24: Mystic Focus: Support characters gain +162 hp
Level 28: Each time you cast(s) a spell, Dispel all magical effects in a 20-ft radius (No save)
Level 28: 75 ally(ies) gain(s) +100 saves
Level 29: 5W, Spend 2 Str, ML/week: An ally's group gain(s) 124 stackable instance(s) of SEL=2 No Scent lasting 1 minute(s)
Level 30: Whenever all creatures become(s) invisible, Drain 690 points of Dex from an enemy (PPD 40+Int to absorb, TechR or WR to resist)
Level 32: 9A, ML/natural reset: Counter up to 3 effects targeting allies (Terror 122+Con to counter, HR or IR to resist per effect)
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Random Mini Classes #50

The First Proficiencies Immuner RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
239.4(none)
378.8(none)
4157.6(none)
5315.2(none)
6630.4(none)
71260.8(none)
82521.6(none)
95043.2(none)
107600(none)Automatically make Int checks and category=Spell saves.
Level 7: Knighthood Drive: 4P, Spend 5 hp(s): If healed, you also gains SEL=1 Armored for 1 round(s)
Level 11: +4 set Fitness (hp bonus)
Level 11: ++1 to hit
Level 12: +20% irreducible among *
Level 12: 5B, ML/turn: Reflect a hostile ability back to its source (No save, XR or HR to resist or to avoid reflection)
Level 13: iStatusR 65%
Level 13: +1 limited ML *
Level 14: +1 per die w/ damaging spells
Level 14: 6M: Silence a target mid-cast, preventing the ability (Chr or PPD 63+Wis save to absorb)
Level 14: +4 set Presence (prog. bonus); *
Level 15: Gain a Arcane Matrix that deflects ranged attacks unless the attacker passes (Will or Reflex 69+Dex save to absorb), for 1 segment
Level 16: An ally gain(s) +33 hp if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 16: 3A, ML/natural reset: Counter a spell as it is cast (No save to resist)
Level 22: Whenever all creatures provok(es) an attack of opportunity, Drain 77 spell slots from up to 1 enemies (No save)
Level 25: When you succeed(s) on a saving throw against magic, Debuff: -25 AC to your group, (Int or Reflex 86+Dex save for quarter effect), effect spreads to adjacent foes if failed
Level 28: Each time all enemies hear(s) their kind invoked or named, Remove all beneficial effects from an enemy (Reflex 81+Str save to nullify)
Level 28: 14B, ML/turn: Counter a spell as it is cast (Terror or Will 108+Int save for half effect to resist)
Level 29: When all creatures is/are wounded under the moon, an enemy suffers -370 movement unless protected by CR
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Random Mini Classes #51

##
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
231.6(none)
363.2(none)
4126.4(none)
5252.8(none)
6505.6(none)
71011.2(none)
82022.4(none)
94044.8(none)
106100(none)This class gives +1 rank of Exceptional Wis which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: +3 distributed among save categories
Level 5: Trickster’s Escape: When a group is/are counterspelled, Debuff: -98 dmg to your group, (Terror or Int 34+Con save to counter), effect spreads to adjacent foes if failed
Level 6: You surge(s) with +21 melee dmg for a single action
Level 10: +1 tentacle
Level 10: Whenever all allies take(s) damage, Drain 460% of hp from an enemy (No save)
Level 10: +1 B Action /r
Level 10: +1 all saves
Level 11: Gain a Gravitic Web that deflects ranged attacks unless the attacker passes (Dex or Con 29+Con save for tenth effect), permanently
Level 12: +1 to number of summons (same group)
Level 12: -12 per physical attack
Level 12: Resist two elements or one eelement
Level 12: +4 saves
Level 13: +5% money (incl. sold items)
Level 19: 10E, Spend 4 familiar(s): An ally gain(s) SEL=5 Dusted for 9 round(s)
Level 22: Whenever a group identify(ies) a spell or magical effect, Drain 506 points of Wis from an enemy's group (Horror 23+Dex for quarter effect, NR or TechR to resist)
Level 25: Gain a Entropy Tangle that deals 88% of melee attackers dmg of type Force, for CL segments
Level 32: Each time an ally succeed(s) on a Dexterity saving throw, Dispel the last 16 magical effects on your group. No save allowed
Level 32: Each time a group is/are counterspelled, Dispel all magical effects in a 20-ft radius (BW or Str 36+Dex save for quarter effect)
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Random Mini Classes #52

Absolute XP Picks RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
236.2(none)
372.4(none)
4144.8(none)
5289.6(none)
6579.2(none)
71158.4(none)
82316.8(none)
94633.6(none)
107000(none)Automatically make Dex checks and Reflex saves.
Get Int bonus to CL; you can no more than double the original CL of a class.
You get the bonus P,V actions based on high Dex used in earlier versions of the Collective. Take N=Dex-14 (this can't be improved), spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
You may trade in 4 picks here to make a school/sphere ½M to cast. Material componenting still costs 1V though.
Level 1: +1 wear location
Level 4: 1G, 3/day: Silence a target mid-cast, preventing the ability (No save, RR or GR to resist)
Level 10: x1.1 saves bonus
Level 10: +2 set Str; +2 more Str FPOW *
Level 11: 1 psi power gets -1 SL
Level 11: inDR 22/+11
Level 12: Everyone has --1 saves vs. your effects
Level 12: An ally surge(s) with +10 AC for a single action
Level 12: +15% irreducible among **
Level 12: +1 to number of summons (same group)
Level 14: +5 3rd edition skill points
Level 14: +4 set Muscle (dmg); *
Level 17: Trickster’s Escape: When an ally link(s) mind(s) with another creature, an enemy suffers -107 saves unless protected by GR
Level 18: 2attack(s): Reflect a hostile ability back to its source (Sanity 98+Con save to negate or to avoid reflection)
Level 19: 10E, Spend 8 max hp(s): When an ally falls, an ally gains SEL=6 Planar Displaced for 7 round(s)
Level 23: Gain a Solar Cocoon that delays up to 920 dmg/hit for 7 round(s). (No save)
Level 24: Support characters gain +432 AC
Level 27: Gain a volatile Mirror Fold that explodes with Piercing damage when struck, dealing 75% back to the attacker
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Random Mini Classes #53

Speciality Status Specialization5 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
231.6(none)
363.2(none)
4126.4(none)
5252.8(none)
6505.6(none)
71011.2(none)
82022.4(none)
94044.8(none)
106100(none)+1 instance of tactical movement. Double movement rate.
Get Int bonus to CL; you can no more than double the original CL of a class.
You may take both forms of this Mini-class. Each still costs 1 Mini-class slot.
Automatically make Cml checks and Reaction checks. If you have a summon, monsters will attack it before you.
Level 1: 0, 1/reset: When jobs are posted on the board, you can get more detail on one of them before committing to it.
Level 5: 2S, Spend 4 Dex, NP/hour: While within 20 feet of you, you has SEL=1 The City’s Blessing for 5 segment(s)
Level 10: +1 specialty School or Sphere
Level 10: +8 weapon needed to hit you
Level 11: Gain a Mind Fold that reduces all forced movement by half unless resisted with (No save, IR or MR to resist), for 1 round
Level 12: +1 to d20 & d12 rolls for Turn Undead
Level 12: When you takes damage, they gain +12 to hit, plus +1 for every 10 damage taken (rounded up)
Level 12: Resist two elements or one eelement
Level 13: +1 B Action /r
Level 13: +20 AT
Level 13: +5070 smurfberries
Level 14: +5880 smurfberries
Level 14: +2 AT; you don't get AT from armor
Level 16: Each time an ally steal(s) an item, Dispel effects on an enemy's group (No save)
Level 17: Berserker Grapple: Gain a Celestial Shell that deflects ranged attacks unless the attacker passes (No save, GR or IR to resist), for CL hours
Level 22: 10H: Counter an action, but suffer x2 effect on failure (No save, XR to resist)
Level 31: Gain a Temporal Matrix that reflects spells targeting you back to the caster for 1 round(s)
Level 576: Gain a Twilight Shroud that forces attackers to succeed on (No save) or deal half damage for 1 segment
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Random Mini Classes #54

To Hit Picks0 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
238.8(none)
377.6(none)
4155.2(none)
5310.4(none)
6620.8(none)
71241.6(none)
82483.2(none)
94966.4(none)
107500(none)Automatically make Chr checks, Psionic Blast saves, and Leadership (Morale) checks.
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: When an ally sense(s) their territory is/are threatened, Lingering effect: -19 to saves on an enemy, stacking each round they remain affected. PR reduces the buildup
Level 3: Mnemonic Stream: 2E, Spend 19 rogue pt(s): After rolling a natural 20, an ally's group gains SEL=2 Inertial Barriered for 5 segment(s)
Level 3: Gain a Reflective Cocoon that delays up to 131 dmg/hit for 6 segment(s). (Spell 24+Str save to negate)
Level 8: Each time a group is/are bloodied, Attempt to dispel all effects on an enemy's group (Will or Spell 27+Int save to negate) If resisted, target takes 18 Fungu damage
Level 9: 3V, Spend 3 hp(s), ML/artifical reset: An ally is/are affected by SEL=1 The City’s Blessing for 3 round(s)
Level 10: +4 set Reason (Will saves); *
Level 11: +9 weapon needed to hit you
Level 12: 25% of one BlahR Evasion
Level 12: aBlahR (aRaMaPaIR) +10%
Level 13: Everyone has --1 TH vs. you
Level 14: +1 per die w/ damaging spells
Level 17: When an enemy bless(es) an area or object, Weaken(s) 1 enemies: -124 to hit (No save, WR to resist). Each failed save increases the penalty by 50%
Level 20: An ally's group surge(s) with +21 ranged dmg for a single action
Level 21: When all enemies connect(s) to a psionic network, Weaken(s) 1 enemies: -305 hp (No save). Each failed save increases the penalty by 50%
Level 28: Intercessor’s Veil: An ally gains +14JH action(s) for 1 minute(s)
Level 30: Whenever an ally create(s) or destroy(s) a mental barrier, Drain 105 points of Str from an enemy's group (Chr or PPD 169+Str save to nullify)
Level 31: Throatcut Ploy: Gain a Empathic Wreath that heals you for 92% of damage you deal while active, for 1 turn
Level 576: An ally gain(s) +2564 AC if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
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Random Mini Classes #55

Overwrite Damage5 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
231.2+2 lim ML
362.4+3 lim ML
4124.8+4 lim ML
5249.6+5 lim ML
6499.2+6 lim ML
7998.4+7 lim ML
81996.8+8 lim ML
93993.6+9 lim ML
106000+10 lim MLAutomatically make Con checks, Fort saves, System Shock and Resurrection survival rolls.
Level 1: +1 Research point / reset
Level 2: Your group gain(s) +6 to hit if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 7: Every time a group take(s) damage from a hated foe, If an enemy is standing on difficult terrain then they are SEL=6 Petrified (RSW 20+Str save for tenth effect)
Level 10: +1 GGL pick
Level 11: -1/3 Size Class
Level 11: Every time all enemies create(s) or destroy(s) a mental barrier, If your group is below half hit points, they are SEL=7 Lost (No save, IR to resist)
Level 12: +35 to hit and +57 melee dmg to an ally's group
Level 12: Immune to an element; doesn't "spread"
Level 13: +x(level+1) max hp
Level 13: CL=(13 or HNCL); know 13 schools(333 22- 2--)
Level 13: +2 set Int
Level 13: +x(level+1) max hp
Level 14: +1 LVL with Omens
Level 15: Knighthood Drive: Every time a group attack(s) with advantage, Each failed save by your group increases the severity of SEL=2 Cannot Move (No save)
Level 25: 11V, Spend 2 Dex, 3/artifical reset: While within 20 feet of you, an ally's group has SEL=9 Indestructible for 6 round(s)
Level 30: 8M: Counter a spell as it is cast (Will 165+Str save to nullify to resist)
Level 31: Every time all creatures bless(es) an area or object, Each failed save by your group increases the severity of SEL=16 Wrecked (Reflex or Sanity 25+Wis save to reflect)
Level 32: Each time a group levitate(s) or move(s) an object with the mind, Attempt to dispel all effects on an enemy's group (Fortitude 12+Str to counter, IR or IR to resist) If resisted, target takes 125 Mist damage
119000+11 lim ML
1212000+12 lim ML
1315000+13 lim ML
1418000+14 lim ML
1521000+15 lim ML
1624000+16 lim ML
1727000+17 lim ML
1830000+18 lim ML
1933000+19 lim ML
2036000+20 lim ML
2139000+21 lim ML
2242000+22 lim ML
2345000+23 lim ML
2448000+24 lim ML
2551000+25 lim ML
2654000+26 lim ML
2757000+27 lim ML
2860000+28 lim ML
2963000+29 lim ML
3066000+30 lim ML
3169000+31 lim ML
3272000+32 lim ML
3375000+33 lim ML
3478000+34 lim ML
3581000+35 lim ML
3684000+36 lim ML

Random Mini Classes #56

Blue Proficiencies RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
234.2(none)
368.4(none)
4136.8(none)
5273.6(none)
6547.2(none)
71094.4(none)
82188.8(none)
94377.6(none)
106600(none)This class, unlike other Mini classes, can have Edition Numbers and gets the benefits from them.
Level 3: Echoing Knot: Gain a volatile Arcane Veil that explodes with Earth damage when struck, dealing 15% back to the attacker
Level 3: Every time an enemy cast(s) a spell, Each failed save by your group increases the severity of SEL=1 Enraged (No save, TechR to resist)
Level 10: +1 Edition Number to this class
Level 10: ++1 to hit
Level 10: Soulbound Haloing: An ally's group gains +16Jattack(s) action(s) for 4 round(s)
Level 10: +1 feat (can go beyond limit with this)
Level 11: +1 specialty School or Sphere
Level 12: +2 half plusses /reset
Level 12: Each time you take(s) damage from a hated foe, Dispel all magical effects in a 20-ft radius (Con 25+Con save to absorb)
Level 13: CL=(13 or HNCL); know 13 schools(555 442)
Level 14: +5% money (incl. sold items)
Level 16: +66 to hit and +28 AC to an ally's group
Level 17: When all allies take(s) damage, an enemy's group suffers -102 to hit unless protected by MR
Level 26: 9F: Counter an action targeting an ally's group (Chr or Sanity 34+Chr save to absorb)
Level 27: Gain a Blood Mantle that deflects ranged attacks unless the attacker passes (Terror or Terror 138+Int save for tenth effect), for 1 turn
Level 30: Whenever all allies regenerate(s) or heals naturally, Drain 1335% of rogue points from your group. Each failed save (Int or Int 139+Chr save to reflect) doubles the % drained
Level 32: 8A, ML/natural reset: Cancel a unique or X/G action before it resolves (Will 18+Con save for tenth effect)
Level 32: 125 ally(ies) gain(s) +72 hp
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Random Mini Classes #57

Healing Saving Throws2 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
242.4(none)
384.8(none)
4169.6(none)
5339.2(none)
6678.4(none)
71356.8(none)
82713.6(none)
95427.2(none)
108200(none)This class gives +1 rank of Exceptional Chr which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Int, Logic.
Level 1: +5 3rd edition skill points
Level 2: Soulbound Haloing: 1attack(s): Counter a spell as it is cast (No save, RR to resist to resist)
Level 5: When a creature manifest(s) a psionic power, Applies -23 saves to an enemy's group. This ability ignores GR if target is below 50% HP
Level 6: When your group takes damage, they gain +30 to hit, plus +1 for every 10 damage taken (rounded up)
Level 10: Overwrite a spell/psi progression with ML=10
Level 10: +4 set Leadership (followers); *
Level 11: 332 21- --- [--- --]
Level 12: -3 to stat requirements
Level 12: Each time an ally restore(s) hp to another creature, Remove all beneficial effects from an enemy (No save, HR to resist)
Level 13: Set Con = 36
Level 13: 3W, Spend 5 sl(s), 3/week: While within 20 feet of you, your group has SEL=9 Mental Fury for 4 round(s)
Level 13: BlahR (RMPIR) +10%
Level 21: 4S, Spend 18 hp(s), ML/hour: A random ally gets SEL=2 Barbarian Stat for 9 round(s)
Level 21: Gain a volatile Iron Prism that explodes with Furnace damage when struck, dealing 15% back to the attacker
Level 22: 4H: Cancel a unique or X/G action before it resolves (No save, PR to resist)
Level 26: Awakened Sweep: 7F: Cancel a unique or X/G action before it resolves (Will or Terror 130+Int save to reflect)
Level 28: Each time all allies detect(s) thoughts or mental presence, Attempt to dispel all effects on an enemy (Chr or Wis 52+Wis save to reflect) If resisted, target takes 97 Magma damage
Level 144: Gain a Iron Cocoon that delays up to 1080 dmg/hit for 1 minute(s). (Chr 379+Int save for tenth effect)
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Random Mini Classes #58

1X (Advanced) Armor Class Progression3 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
227(none)
354(none)
4108(none)
5216(none)
6432(none)
7864(none)
81728(none)
93456(none)
105200(none)This class gives +1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
Get an instance of Wis bonus to one spell progression.
Level 1: +5% money (incl. sold items)
Level 1: Gain a Obsidian Cradle that deals 3% of melee attackers dmg of type Mist, for CL turns
Level 2: Blooddipped Drop: 1attack(s): Counter a spell as it is cast (No save, CR to resist to resist)
Level 4: Each time a group become(s) enraged, Dispel the last 2 magical effects on an enemy. No save allowed
Level 10: +3 distributed among save categories
Level 10: 2F: Silence a target mid-cast, preventing the ability (PP or BW 70+Int save for tenth effect)
Level 11: Area effect spell hits +1 group
Level 11: Custom2 picks (Max F=5.5)
Level 11: +2 set Wis; +2 Personality *
Level 12: Set Dex = 34
Level 13: ++1 damage (this adds +1 base die of damage)
Level 13: One Level 13 Rogue ability, 20 rogue points
Level 14: +1 A' action /r (3A' -> 1QZ)
Level 14: +x(level+1) max hp
Level 14: +3 distributed among save categories
Level 24: Sharp-fanged Hook: An ally surge(s) with +23 AC for a single action
Level 24: Each time an enemy sense(s) their territory is/are threatened, Dispel effects on your group, bypassing NR resistance if their HD≥ 120
Level 31: 10D, Spend 8 Int: An ally's group get(s) SEL=5 Hold Life for 9 minute(s)
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Random Mini Classes #59

Saving Throws1 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
243.2(none)
386.4(none)
4172.8(none)
5345.6(none)
6691.2(none)
71382.4(none)
82764.8(none)
95529.6(none)
108300(none)This class, unlike other Mini classes, can have Edition Numbers and gets the benefits from them.
Level 1: 1C, Spend 4 psp(s), NP/segment: A random ally gets SEL=1 Exceptional Stat for 3 segment(s)
Level 1: Immune to a [C] section effect and it's Capital version
Level 1: 1C, Spend 17 Chr, ML/segment: You is/are affected by SEL=1 The City’s Blessing for 1 segment(s)
Level 1: +1 SL
Level 5: 2S, Spend 1 summon(s), 3/hour: An ally's group gain(s) 20 stackable instance(s) of SEL=4 Improved Invisibility lasting 2 round(s)
Level 6: 2H: Silence a target mid-cast, preventing the ability (Int 36+Wis save to counter)
Level 7: Every time a creature restore(s) hp to another creature, If an enemy is standing on difficult terrain then they are SEL=1 Immovable/Stopped (No save, XR to resist)
Level 10: 1 species resistance
Level 11: +121 eels
Level 13: +1 damage per die (with spells / psi)
Level 14: +1 Edition Number to this class
Level 21: Unwritten Twist: Gain a Obsidian Cocoon that delays up to 630 dmg/hit for 4 round(s). (Con or RSW 90+Con save for quarter effect)
Level 25: Gain a volatile Chaos Swaddle that explodes with Conduit damage when struck, dealing 65% back to the attacker
Level 26: An ally gain(s) +76 melee dmg each turn for 1 day, stacking until the effect ends
Level 28: Each time all enemies charge(s) into melee, Dispel all magical effects in a 20-ft radius (Con 104+Str for half effect, HR or XR to resist)
Level 31: Every time you successfully pick(s) a lock, While within 30 feet of you, an enemy is continually SEL=6 Ego-Dominated (Wis or Wis 124+Con save for tenth effect) each turn
Level 576: Gain a Twilight Shroud that forces attackers to succeed on (No save) or deal half damage for 1 segment
Level 648: Whenever all allies succeed(s) on a Wisdom saving throw, Drain 27,540 points of rogue points from an enemy (No save, PR or MR to resist)
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Random Mini Classes #60

Metallic Spell Proficiencies4 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
233.4(none)
366.8(none)
4133.6(none)
5267.2(none)
6534.4(none)
71068.8(none)
82137.6(none)
94275.2(none)
106500(none)Sustain Wis, San (Sanity).
Level 1: ++1 saves
Level 1: 2 charges of 1s immunity
Level 1: ++1 AC (adds your armor base AT again)
Level 4: Allies within 30 feet gain +9 to hit
Level 6: An ally's group gains +3LB action(s) for 2 round(s)
Level 9: When a creature detect(s) good or evil, an enemy suffers -219 hp unless protected by RR
Level 11: Every time an ally a divine entity is/are invoked, Your group must succeed on a (No save, WR or RR to resist) or become SEL=1 Immovable/Stopped at the start of its next turn
Level 11: Gain a Twilight Sheath that deflects ranged attacks unless the attacker passes (Reflex 71+Wis save to counter), for CL turns
Level 12: Automatically make Dex checks and Reflex saves.
Level 12: +1 LVL with Omens
Level 12: Immune to deafness or paralysis.
Level 13: +11 weapon needed to hit you
Level 13: Hit Points +6
Level 14: +4 set Health (Fort saves); *
Level 16: Each time all creatures complete(s) a ritual, Dispel all magical effects in a 20-ft radius (RSW or Wis 104+Str save for quarter effect)
Level 18: Whenever all allies a divine entity is/are invoked, Drain 198 spell slots and inflict a penalty for 1 rounds (No save, GR or XR to resist)
Level 22: When your group takes damage, they gain +57 ranged dmg, plus +1 for every 10 damage taken (rounded up)
Level 31: 10D, Spend 8 Int: An ally's group get(s) SEL=5 Hold Life for 9 minute(s)
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Random Mini Classes #61

Stat Saving Throws1JG RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
233.4(none)
366.8(none)
4133.6(none)
5267.2(none)
6534.4(none)
71068.8(none)
82137.6(none)
94275.2(none)
106500(none)Sustain Con.
This class, unlike other Mini classes, can have Edition Numbers and gets the benefits from them.
You may trade in 4 picks here to make a school/sphere "Robed" (-1 SL). This does not stack with other Robe effects you may have for that school/sphere.
Sustain Int, Logic.
Level 1: +1 set Cml
Level 1: +3 distributed among save categories
Level 2: Whenever all allies cast(s) a spell, Drain 25 rogue points and inflict a penalty for 1 rounds (No save, TechR or MR to resist)
Level 5: Noetic Anchor: When a group lose(s) concentration, Weaken(s) 1 enemies: -58 hp (No save, HR to resist). Each failed save increases the penalty by 50%
Level 10: Whenever all enemies turn(s) or rebuke(s) undead, Drain 110 actions per round from your group for 1 rounds (No save, WR to resist)
Level 10: Anomalous Envelope: Support characters gain +195 AC
Level 11: +1 to number of summons (same group)
Level 12: ++1 saves
Level 13: Set Cml = 44
Level 13: +4 set Knowledge (prof.)
Level 13: Hit Dice & 1d4
Level 14: +2 AT; you don't get AT from armor
Level 17: Trickster’s Escape: When an ally link(s) mind(s) with another creature, an enemy suffers -107 saves unless protected by GR
Level 19: Gain a Celestial Shell that deals 70% of melee attackers dmg of type Aether, indefinately
Level 19: Gain a Mycelial Bloom that heals you for 82% of damage you deal while active, until you die
Level 21: When all creatures a sacred relic is/are touched or desecrated, -342 hp to all nearby enemies (No save, RR or GR to resist)
Level 26: Whenever a creature become(s) enraged, Drain 637 hp from all enemies in 20 feet (PP 44+Str save to absorb)
Level 28: Each time a creature succeed(s) on a Wisdom saving throw, Dispel 6 random magical effect(s) on an enemy's group, and suppress all other effects for 4 round(s)
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Random Mini Classes #62

To Hit3 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
233(none)
366(none)
4132(none)
5264(none)
6528(none)
71056(none)
82112(none)
94224(none)
106400(none)Get Int bonus to CL; you can no more than double the original CL of a class.
Double your Personality score.
Level 1: When an ally deal(s) sneak attack damage, Lingering effect: -20 to movement on an enemy's group, stacking each round they remain affected. GR reduces the buildup
Level 4: Each time an ally take(s) psychic damage, Dispel all magical effects in a 20-ft radius (No save, GR to resist)
Level 4: Each time all creatures use(s) a disguise or false identity, Dispel effects on an enemy's group, bypassing NR resistance if their HD≥ 20
Level 5: 2S, Spend 1 sl(s), 3/hour: A random ally gets SEL=1 Exceptional Stat for 2 round(s)
Level 7: 4P, Spend 2 hp(s): A random ally gets SEL=5 Improved Free Action for 2 segment(s)
Level 8: 3X, ML/lifetime: Silence a target mid-cast, preventing the ability (No save)
Level 10: set AC 120
Level 10: +2 set Chr; +10% Money *
Level 11: +1 feat (can go beyond limit with this)
Level 11: Immune to a [C] section effect
Level 11: Resist two [C] section effects
Level 12: Area effect psi power hits +1 group
Level 12: +1 professional wrestling maneuver
Level 14: +1 Edition Number to this class
Level 18: 2attack(s): Counter up to 3 effects targeting allies (BW 62+Dex save for half effect per effect)
Level 20: Each time an ally succeed(s) on a Strength saving throw, Attempt to dispel all effects on an enemy (No save, CR to resist) If resisted, target takes 75 Splinters damage
Level 26: An ally's group gains +15IW action(s) for 3 round(s)
Level 27: 10Z, Spend 8 Con: When your group takes damage, they gain SEL=5 Improved Free Action for 3 round(s)
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Random Mini Classes #63

Maldev XP RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
238.4(none)
376.8(none)
4153.6(none)
5307.2(none)
6614.4(none)
71228.8(none)
82457.6(none)
94915.2(none)
107400(none)Automatically make Int checks and category=Spell saves.
You may take both forms of this Mini-class. Each still costs 1 Mini-class slot.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Cml. (This doesn't mean much. The two halves of Comeliness are "Appearance" and "Streetwise", for the record.)
Level 1: When all creatures a blasphemous act is/are committed, -14 dmg to all nearby enemies (RSW 10+Int to delay 1 segment, XR or TechR to resist)
Level 10: Blooddipped Drop: Your Group gain(s) +42 to hit
Level 10: When an ally's group takes damage, they gain +31 melee dmg, plus +1 for every 10 damage taken (rounded up)
Level 11: Set Dex = 32
Level 11: -1 to HNCL, Luck
Level 11: +1 alignment
Level 12: Your spells/psi shift blahR by -25%
Level 12: +1 wear location
Level 12: +35 to hit and +57 melee dmg to an ally's group
Level 12: x1.1 saves bonus
Level 13: CL=(13 or HNCL); know 13 schools(555 442 ---)
Level 13: +2 set Str; +2 more Str FPOW *
Level 14: +4 set Muscle (dmg); *
Level 18: Whenever all creatures enter(s) or exit(s) stealth, Drain 756% of actions from an enemy's group. Each failed save (Reflex 80+Con save to delay 1 segment) doubles the % drained
Level 22: Whenever a group is/are in a lair, Drain 110 hp from all enemies in 20 feet (No save, NR to resist)
Level 25: When you succeed(s) on a saving throw against magic, Debuff: -25 AC to your group, (Int or Reflex 86+Dex save for quarter effect), effect spreads to adjacent foes if failed
Level 30: 8M: Intercept a summoning or planar effect (No save)
Level 30: Whenever you is/are wounded under the moon, Drain 1485 points of Dex from an enemy (No save)
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Random Mini Classes #64

Saves4 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
250.8+2 lim ML
3101.6+3 lim ML
4203.2+4 lim ML
5406.4+5 lim ML
6812.8+6 lim ML
71625.6+7 lim ML
83251.2+8 lim ML
96502.4+9 lim ML
109800+10 lim MLGet an instance of Wis bonus to one spell progression.
Automatically make Str checks, PP saves, Bend Bars and Lift Gates rolls.
Sustain Str.
This class gives +1 rank of Exceptional Con which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: 25% of one BlahR Evasion
Level 10: +10 SLs
Level 10: +1 proficiency
Level 11: 1P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Level 11: 5Z, Spend 5 Str: When an ally falls, an ally gains SEL=8 Permanency Blah for 2 round(s)
Level 13: +13 SLs
Level 15: Every time all allies a blasphemous act is/are committed, An enemy's group is afflicted with both Drained PF and Prone (No save, XR to resist)
Level 19: Gain a Mycelial Bloom that heals you for 82% of damage you deal while active, until you die
Level 23: Gain a Solar Cocoon that delays up to 909 dmg/hit for 1 minute(s). (No save)
Level 23: 4P, Spend 16 Chr: If healed, an ally's group also gains SEL=9 Fall Short for 8 round(s)
Level 24: Allies within 30 feet gain +90 hp
Level 24: Each time a creature charge(s) into melee, Dispel effects on an enemy, bypassing XR resistance if their HD≥ 120
Level 25: When all allies take(s) radiant or necrotic damage, -113 max hp to all nearby enemies (No save, XR or IR to resist)
Level 27: 10Z, Spend 12 psp(s): A random ally gets SEL=9 Immune Matter for 5 round(s)
Level 28: 13B, ML/turn: Counter an action targeting your group (No save, IR to resist)
Level 29: When you attack(s) with advantage, -486 dmg to all nearby enemies (No save)
Level 29: Gain a Entropy Nimbus that reflects spells targeting you back to the caster for 1 minute(s)
Level 396: An ally's group surge(s) with +792 max hp for a single action
1114700+11 lim ML
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2583300+25 lim ML
2688200+26 lim ML
2793100+27 lim ML
2898000+28 lim ML
29102900+29 lim ML
30107800+30 lim ML
31112700+31 lim ML
32117600+32 lim ML
33122500+33 lim ML
34127400+34 lim ML
35132300+35 lim ML
36137200+36 lim ML

Random Mini Classes #65

Scarlet Armor Class Picks4 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
231.2(none)
362.4(none)
4124.8(none)
5249.6(none)
6499.2(none)
7998.4(none)
81996.8(none)
93993.6(none)
106000(none)This class gives +1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Con.
This class, unlike other Mini classes, can have Edition Numbers and gets the benefits from them.
Automatically make Dex checks and Reflex saves.
Level 4: 1G, NP/day: Counter up to 3 effects targeting allies (Str 16+Con to nullify, GR or TechR to resist per effect)
Level 6: 2H: Silence a target mid-cast, preventing the ability (Spell 23+Wis save for tenth effect)
Level 10: +1 AC
Level 10: +2 proficiencies (all from this class must be same)
Level 11: +4 set Intuition (prog. bonus)
Level 11: +1 damage (with weapons)
Level 11: ++1 damage (this adds +1 base die of damage)
Level 11: BlahR (RMPIR) +10%
Level 12: x1.1 AC (shift from 10)
Level 12: Each time an ally hear(s) their kind invoked or named, Dispel all magical effects on an enemy (No save, RR to resist) On failure, target is silenced for 1 round
Level 13: CL=(13 or HNCL); know 13 schools(655 543 2)
Level 14: 1 psi power gets -1 SL
Level 20: An Ally'S Group gain(s) +130 AC
Level 21: When a creature create(s) or destroy(s) a mental barrier, Applies -137 saves to your group. This ability ignores CR if target is below 50% HP
Level 22: An ally's group surge(s) with +19 saves for a single action
Level 30: Whenever you is/are affected by wild magic, Drain 15% of rogue points from an enemy's group. Each failed save (No save) doubles the % drained
Level 31: Every time all creatures create(s) or destroy(s) a mental barrier, All enemies within 20 feet are SEL=8 Temporally Incursed / Rewritten Out of Time (No save, MR or GR to resist)
Level 31: 6D, Spend 8 Dex: Your group gain(s) 109 stackable instance(s) of SEL=9 Immune Energy lasting 1 minute(s)
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Random Mini Classes #66

Orange To Hit Requirements2 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
236.6+2 lim ML
373.2+3 lim ML
4146.4+4 lim ML
5292.8+5 lim ML
6585.6+6 lim ML
71171.2+7 lim ML
82342.4+8 lim ML
94684.8+9 lim ML
107100+10 lim MLYou may "project" (copy) your Cml onto one other ability score. This is a constant overwrite, and does count for meeting stat requirements.
+2 Kit slots.
Level 1: Immune to a [C] section effect and it's Capital version
Level 1: +5% party money with jobs
Level 5: Gain a Obsidian Cocoon that reduces all forced movement by half unless resisted with (Horror or Spell 28+Wis save to reflect), for CL segments
Level 6: Whenever a group regenerate(s) or heals naturally, Drain 282 spell slots from all enemies in 20 feet (Horror 40+Str to delay 1 segment, GR or XR to resist)
Level 10: +4 set Muscle (dmg); *
Level 10: +1 Race Ability (÷1)
Level 12: 10% to one oBlahR
Level 12: +2 set Con; Regen +12 hp/s *
Level 12: 1 spell gets -1 SL
Level 14: +196 eels
Level 14: 6M: Reflect a hostile ability back to its source (No save or to avoid reflection)
Level 16: Each time all creatures link(s) mind(s) with another creature, Dispel 4 random magical effect(s) on your group, and suppress all other effects for 4 round(s)
Level 16: Each time all allies use(s) a disguise or false identity, Dispel all magical effects on your group (Chr 74+Str to nullify, PR or RR to resist) On failure, target is silenced for 1 round
Level 23: Gain a Ethereal Ward that grants immunity to the next status effect inflicted, for 1 segment
Level 23: Every time all enemies drop(s) an enemy to 0 hp, All enemies within 20 feet are SEL=3 Wounded (as in the weapon effect) (BW 107+Dex to nullify, TechR or PR to resist)
Level 23: 8P, Spend 3 rogue pt(s): An ally's group get(s) SEL=7 Cureall for 6 round(s)
Level 28: 8B, NP/turn: Disrupt a sustained or concentration-based effect (Sanity or Con 162+Con save for quarter effect)
Level 31: Gain a Elemental Buffer that deflects ranged attacks unless the attacker passes (Sanity 197+Int save to reflect), for CL days
1110650+11 lim ML
1214200+12 lim ML
1317750+13 lim ML
1421300+14 lim ML
1524850+15 lim ML
1628400+16 lim ML
1731950+17 lim ML
1835500+18 lim ML
1939050+19 lim ML
2042600+20 lim ML
2146150+21 lim ML
2249700+22 lim ML
2353250+23 lim ML
2456800+24 lim ML
2560350+25 lim ML
2663900+26 lim ML
2767450+27 lim ML
2871000+28 lim ML
2974550+29 lim ML
3078100+30 lim ML
3181650+31 lim ML
3285200+32 lim ML
3388750+33 lim ML
3492300+34 lim ML
3595850+35 lim ML
3699400+36 lim ML

Random Mini Classes #67

Time Prerequisite XP RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
224.8(none)
349.6(none)
499.2(none)
5198.4(none)
6396.8(none)
7793.6(none)
81587.2(none)
93174.4(none)
104800(none)You can use an unlimited amount of shifting of Subability scores ("sleazing") for Con.
+2 Kit slots.
+1 summon slot.
Level 1: When a group create(s) or destroy(s) a mental barrier, Inflicts movement (-1) on your group (Chr or Con 11+Int save for half effect). Stacks with each failed save
Level 1: +4 set Intuition (prog. bonus)
Level 1: +1 B Action /r
Level 1: 1C, Spend 3 Chr, NP/segment: While within 20 feet of you, an ally has SEL=1 Modified for 2 segment(s)
Level 10: x6 base TH from class
Level 10: +1 Research point / reset
Level 10: Halve the F in Custom1 picks (Max F=5)
Level 10: +1V action
Level 11: Gain a volatile Frosted Barrier that explodes with Blizzard damage when struck, dealing 20% back to the attacker
Level 11: Gain a volatile Solar Wrap that explodes with Mist damage when struck, dealing 40% back to the attacker
Level 12: +4 set Fitness (hp bonus)
Level 12: Turn Undead at CL=12 (or +1 to existing CL)
Level 13: x1.1 saves bonus
Level 13: BlahR (RMPIR) +10%
Level 14: +19600 goodberries
Level 14: +31 saves and +66 ranged dmg to your group
Level 26: An ally's group gain(s) +47 to hit if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 360: 122KE, Spend 2 Wis: When an ally falls, you gains SEL=9 Shapechanged for 17 minute(s)
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Random Mini Classes #68

Weather Status Requirements5 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP123 456 789
102-- --- ---
2312-- --- ---
36222- --- ---
412422- --- ---
5248322 --- ---
6496322 --- ---
7992332 2-- ---
81984332 2-- ---
93968433 22- ---
106000433 22- ---Sustain hp and immune to Vile and Permanent dmg.
Level 1: When an enemy use(s) a magical item or scroll, Inflicts to hit (-11) on your group (No save). Stacks with each failed save
Level 1: +1 wear location
Level 4: You gain(s) +4 max hp each turn for 1 day, stacking until the effect ends
Level 7: Noosphere Rupture: 4P, Spend 3 animal companion(s): When an ally falls, your group gains SEL=2 Barbarian Stat for 3 round(s)
Level 9: Gain a Chaos Cocoon that delays up to 81 dmg/hit for 2 round(s). (No save)
Level 11: 4Z, Spend 1 Chr: After rolling a natural 20, an ally gains SEL=9 Save Point for 2 round(s)
Level 11: Gain a Solar Web that forces attackers to succeed on (No save, WR to resist) or deal half damage for 1 day
Level 12: +14400 goodberries
Level 12: 1 species resistance
Level 13: Gets two picks from Custom Mini9.1
Level 13: CL=(13 or HNCL); know 13 schools(555 442)
Level 14: 1M, 1/t: Cureall+Remove 1 [C] effect
Level 14: +5 proficiencies
Level 14: 6M: Reflect a hostile ability back to its source (No save or to avoid reflection)
Level 14: +4 set Presence (prog. bonus); *
Level 21: When all creatures is/are counterspelled, an enemy suffers -42 hp unless protected by HR
Level 31: Gain a Arcane Wrap that deals 35% of melee attackers dmg of type Annihilation, for 1 round
Level 792: 224KB, Spend 1 sl(s): When an ally falls, an ally's group gains SEL=4 Lucky for 3 minute(s)
Known Spells:
Antonio Lucio Vivaldi - The Four Seasons (SL=N): Wishoid for a Mtg GW spell if the season is spring, RW if it is summer, RG if it is autumn, and WU if it is winter of SL=N-1
What are you? Some Bottom-Feeding, Scum-Sucking Algae Eater? (SL=1): Legend Lore.
Spiritual Energy (SL=2): +LVL Con
FAIR GAME (SL=3): Target gains a severe allergy versus Scientology spells.
7 (SL=4): 1M: A group gets +CL B actions (no save)
Image Cloud (SL=5): Mirage Arcana as spell.
Adele - Set Fire to the Rain (SL=6): x1 Terrain Feature: It's raining E=1 Fire in the room for CL dmg/s
Titanic Ultimatum (SL=7): You and your subordinates get +50th/+50dmg, +1IP action, overhit, and vampiric regen this rd.
Social Contract (SL=8): One target Capital R Ruled and gains iAllyR 100%.
Palace Fields (SL=9): You don't lose initiative, can't be surprised; Can have +5 spirits in a summon slot.
119000443 322 ---
1212000443 322 ---
1315000544 332 2--
1418000544 332 2--
1521000554 433 22-
1624000554 433 22-
1727000655 443 322
1830000655 443 322
1933000665 544 332
2036000665 544 332
2139000766 554 433
2242000766 554 433
2345000776 655 443
2448000776 655 443
2551000877 665 544
2654000877 665 544
2757000887 766 554
2860000887 766 554
2963000988 776 655
3066000988 776 655
3169000998 877 665
3272000998 877 665
3375000A99 887 766
3478000A99 887 766
3581000AA9 988 776
3684000AA9 988 776

Random Mini Classes #69

Chromatic Divisor Status Immuner RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
244.8(none)
389.6(none)
4179.2(none)
5358.4(none)
6716.8(none)
71433.6(none)
82867.2(none)
95734.4(none)
108700(none)Sustain Con.
Level 1: +1 alignment
Level 1: +3" move rate
Level 3: Every time a group a divine entity is/are invoked, All enemies within 20 feet are SEL=1 Diseased (No save, WR to resist)
Level 5: When all enemies take(s) damage, -108 saves to an enemy's group. BW save for half effect (-54). On failed save, also becomes SEL=1 Dazed/Disoriented
Level 10: Turn Undead at CL=10 (or +1 to existing CL)
Level 10: Set Wis = 30
Level 11: +1 alignment
Level 11: Every time all allies a divine entity is/are invoked, While within 30 feet of you, your group is continually SEL=4 Jailed (Dex 41+Dex to counter, TechR or RR to resist) each turn
Level 11: Set Wis = 32
Level 13: +3 distributed among save categories
Level 20: 9G, NP/day: Reflect a hostile ability back to its source (Dex 26+Dex save for tenth effect or to avoid reflection)
Level 23: Gain a volatile Temporal Halo that explodes with Impact damage when struck, dealing 60% back to the attacker
Level 29: When all creatures lose(s) concentration, -617 saves to an enemy's group. Dex save for half effect (-309). On failed save, also becomes SEL=1 Reduced/Diminished
Level 30: Whenever all creatures complete(s) a prayer or blessing, Drain 1455 saving throws from up to 1 enemies (No save, NR to resist)
Level 30: 8M: Counter a spell as it is cast (Terror 36+Dex to negate, IR or PR to resist to resist)
Level 31: Gain a volatile Warding Web that explodes with Vibranium damage when struck, dealing 20% back to the attacker
Level 31: Every time all creatures create(s) or destroy(s) a mental barrier, All enemies within 20 feet are SEL=8 Temporally Incursed / Rewritten Out of Time (No save, MR or GR to resist)
Level 32: 9A, 3/natural reset: Counter an action targeting an ally (No save)
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Random Mini Classes #70

Absolute Status Slayer RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
228.8(none)
357.6(none)
4115.2(none)
5230.4(none)
6460.8(none)
7921.6(none)
81843.2(none)
93686.4(none)
105600(none)This class gives +1 rank of Exceptional Str which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: +1 A' action /r (3A' -> 1QZ)
Level 1: Everyone has --1 TH vs. you
Level 10: Area effect spell hits +1 group
Level 11: 1 DL worth of magic items /reset
Level 11: +2 set Int
Level 11: Everyone has --1 TH vs. you
Level 12: You surge(s) with +17 ranged dmg for a single action
Level 12: set AC 140
Level 12: 5B, NP/turn: Intercept a summoning or planar effect (No save, GR to resist)
Level 12: An ally gain(s) +12 hp if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 12: Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.
Level 13: +3 distributed among save categories
Level 14: +4 set Reason (Will saves); *
Level 20: 22 ally(ies) gain(s) +65 melee dmg
Level 23: 4P, Spend 16 Chr: If healed, an ally's group also gains SEL=9 Fall Short for 8 round(s)
Level 23: 8P, Spend 6 animal companion(s): Your group is/are affected by SEL=2 Inertial Barriered for 5 round(s)
Level 31: 15D, Spend 3 skill pt(s): When an ally falls, an ally's group gains SEL=4 Free Action for 1 minute(s)
Level 324: 681 ally(ies) gain(s) +1329 max hp
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Random Mini Classes #71

Status Picks3 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 ML
232.4+2 ML
364.8+3 ML
4129.6+4 ML
5259.2+5 ML
6518.4+6 ML
71036.8+7 ML
82073.6+8 ML
94147.2+9 ML
106300+10 MLYou can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Level 4: 1G, NP/day: Counter a spell as it is cast (No save to resist)
Level 5: When all creatures spend(s) or regain(s) psionic focus, Weaken(s) 1 enemies: -88 dmg (No save, RR to resist). Each failed save increases the penalty by 50%
Level 6: 2H: Silence a target mid-cast, preventing the ability (Spell 45+Wis for half effect, PR or XR to resist)
Level 7: Every time all enemies use(s) a combat maneuver, An enemy is SEL=1 Enraged for 1 rounds (Str or Spell 25+Chr save to nullify)
Level 10: ++1 damage (this adds +1 base die of damage)
Level 10: +1 LVL with Omens
Level 11: +10 all saves
Level 11: 5Z, Spend 5 Str: When an ally falls, an ally gains SEL=8 Permanency Blah for 2 round(s)
Level 13: +4 set Fitness (hp bonus)
Level 13: +1 damage (with weapons)
Level 13: ++1 saves
Level 14: ++1 to hit
Level 14: Whenever a creature manifest(s) a psionic power, Drain 546 points of spell slots from your group (Dex 76+Str to absorb, MR or RR to resist)
Level 15: Gain a Mycelial Bubble that deflects ranged attacks unless the attacker passes (Terror or Terror 10+Dex save for quarter effect), for CL minutes
Level 25: When an enemy enter(s) an antimagic field, Weaken(s) 2 enemies: -332 dmg (No save, XR to resist). Each failed save increases the penalty by 50%
Level 29: Gain a Solar Bastion that deflects ranged attacks unless the attacker passes (No save, RR or HR to resist), for 1 day
Level 30: Whenever an ally create(s) or destroy(s) a mental barrier, Drain 105 points of Str from an enemy's group (Chr or PPD 169+Str save to nullify)
Level 30: 8M: Counter and remove an ongoing effect from a target (No save, MR or TechR to resist)
119450+11 ML
1212600+12 ML
1315750+13 ML
1418900+14 ML
1522050+15 ML
1625200+16 ML
1728350+17 ML
1831500+18 ML
1934650+19 ML
2037800+20 ML
2140950+21 ML
2244100+22 ML
2347250+23 ML
2450400+24 ML
2553550+25 ML
2656700+26 ML
2759850+27 ML
2863000+28 ML
2966150+29 ML
3069300+30 ML
3172450+31 ML
3275600+32 ML
3378750+33 ML
3481900+34 ML
3585050+35 ML
3688200+36 ML

Random Mini Classes #72

Alteration Proficiencies RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
230.4(none)
360.8(none)
4121.6(none)
5243.2(none)
6486.4(none)
7972.8(none)
81945.6(none)
93891.2(none)
105900(none)Sustain Wis, San (Sanity).
Level 1: +10% dmg w/ damaging spells
Level 1: +4 set Fitness (hp bonus)
Level 5: 2S, Spend 16 psp(s), 3/hour: After rolling a natural 20, your group gains SEL=3 Extra Barbarian Stat for 1 round(s)
Level 10: When an ally's group takes damage, they gain +31 melee dmg, plus +1 for every 10 damage taken (rounded up)
Level 10: +10 all saves
Level 11: Every time all enemies charge(s) into melee, While within 30 feet of you, an enemy's group is continually SEL=4 Drained PF (RSW 35+Int to negate, HR or XR to resist) each turn
Level 11: +6050 leeches
Level 12: ++1 to hit
Level 13: +5 proficiencies
Level 13: DR (4*LVL)/+LVL
Level 13: +1 race slot
Level 13: +4 set Intuition (prog. bonus)
Level 16: 3A, ML/natural reset: Silence a target mid-cast, preventing the ability (No save, HR or XR to resist)
Level 17: 3C, Spend 4 skill pt(s), 3/segment: A random ally gets SEL=5 Capital E Euphoria for 6 round(s)
Level 26: An ally's group gains +13LZ action(s) for 1 minute(s)
Level 29: 5W, Spend 2 subordinate(s), ML/week: You is/are affected by SEL=5 Improved Free Action for 4 round(s)
Level 31: Gain a Force Cocoon that delays up to 326 dmg/hit for 9 round(s). (PP 81+Chr save for quarter effect)
Level 32: 15A, ML/natural reset: Intercept a summoning or planar effect (No save, IR or MR to resist)
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Random Mini Classes #73

Group Status Requirements1JG RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 ML
224.2+2 ML
348.4+3 ML
496.8+4 ML
5193.6+5 ML
6387.2+6 ML
7774.4+7 ML
81548.8+8 ML
93097.6+9 ML
104700+10 MLGet an instance of Wis bonus to one spell progression.
Automatically make Con checks, Fort saves, System Shock and Resurrection survival rolls.
Sustain Str.
Level 1: +1 limited ML *
Level 6: 2H: Reflect a hostile ability back to its source (BW or RSW 25+Chr save for tenth effect or to avoid reflection)
Level 8: An ally surge(s) with +25 max hp for a single action
Level 9: Berserker Grapple: Gain a Force Sheath that reflects spells targeting you back to the caster for 4 round(s)
Level 9: Gain a volatile Reflective Matrix that explodes with Vacuum damage when struck, dealing 5% back to the attacker
Level 10: Your group surge(s) with +43 AC for a single action
Level 10: Set Wis = 30
Level 11: +4 set Intuition (prog. bonus)
Level 12: ++1 to d20 and +1d12 effect with Turning
Level 13: +1 A' action /r (3A' -> 1QZ)
Level 13: +4 set Knowledge (prof.)
Level 14: +1 proficiency
Level 14: +5% money (incl. sold items)
Level 14: 10% to one oBlahR
Level 21: When all enemies use(s) a combat maneuver, Weaken(s) 1 enemies: -447 to hit (No save, WR to resist). Each failed save increases the penalty by 50%
Level 30: 8M: Cancel a unique or X/G action before it resolves (Reflex 182+Chr to negate, MR or GR to resist)
Level 72: 36E, Spend 1 skill pt(s): An ally's group gain(s) SEL=6 Ultra Barbarian Stat for 1 minute(s)
Level 612: An ally gains +628JH action(s) for 28 minute(s)
117050+11 ML
129400+12 ML
1311750+13 ML
1414100+14 ML
1516450+15 ML
1618800+16 ML
1721150+17 ML
1823500+18 ML
1925850+19 ML
2028200+20 ML
2130550+21 ML
2232900+22 ML
2335250+23 ML
2437600+24 ML
2539950+25 ML
2642300+26 ML
2744650+27 ML
2847000+28 ML
2949350+29 ML
3051700+30 ML
3154050+31 ML
3256400+32 ML
3358750+33 ML
3461100+34 ML
3563450+35 ML
3665800+36 ML

Random Mini Classes #74

Ill-Omen Armor Class RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
240.4+2 lim ML
380.8+3 lim ML
4161.6+4 lim ML
5323.2+5 lim ML
6646.4+6 lim ML
71292.8+7 lim ML
82585.6+8 lim ML
95171.2+9 lim ML
107800+10 lim MLYou may trade in 4 picks here to make a school/sphere "Robed" (-1 SL). This does not stack with other Robe effects you may have for that school/sphere.
1M, Gaze at a group: Awe power: Will save at DC=10+Cml or Charmed (can use CR to resist)
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Chr.
Sustain Chr, Cml.
Level 2: Your group gain(s) +6 to hit if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 10: set dmg 500 per melee attack
Level 10: Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
Level 10: Your summons have +1 rhp
Level 11: x1.1 to hit bonus
Level 11: +1 attack per P action with one weapon
Level 12: x7 base TH from class
Level 12: 1 species resistance
Level 12: +4 set Reason (prog. bonus)
Level 12: +10 all saves
Level 13: 3W, Spend 2 familiar(s), NP/week: An ally's group is/are affected by SEL=1 Partial Cover for 2 round(s)
Level 17: Gain a Twilight Bubble that forces attackers to succeed on (No save) or deal half damage for 1 turn
Level 22: 7H: Counter an action targeting an ally's group (No save, XR or NR to resist)
Level 23: Echoing Knot: Every time you attack(s) with advantage, Each time an enemy fails a save, they suffer an additional instance of SEL=4 DNA Scrambled (No save, XR or MR to resist)
Level 26: 112 ally(ies) gain(s) +62 to hit
Level 28: 11B, ML/turn: Silence a target mid-cast, preventing the ability (Wis 127+Dex to nullify, GR or GR to resist)
Level 30: Whenever all creatures become(s) invisible, Drain 690 points of Dex from an enemy (PPD 40+Int to absorb, TechR or WR to resist)
Level 31: 10D, Spend 4 sl(s): An ally is/are affected by SEL=6 Charged for 1 round(s)
1111700+11 lim ML
1215600+12 lim ML
1319500+13 lim ML
1423400+14 lim ML
1527300+15 lim ML
1631200+16 lim ML
1735100+17 lim ML
1839000+18 lim ML
1942900+19 lim ML
2046800+20 lim ML
2150700+21 lim ML
2254600+22 lim ML
2358500+23 lim ML
2462400+24 lim ML
2566300+25 lim ML
2670200+26 lim ML
2774100+27 lim ML
2878000+28 lim ML
2981900+29 lim ML
3085800+30 lim ML
3189700+31 lim ML
3293600+32 lim ML
3397500+33 lim ML
34101400+34 lim ML
35105300+35 lim ML
36109200+36 lim ML

Random Mini Classes #75

Proficiencies Slayer RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
241.8(none)
383.6(none)
4167.2(none)
5334.4(none)
6668.8(none)
71337.6(none)
82675.2(none)
95350.4(none)
108100(none)You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Get +1d+0 hit dice in each class.
When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
Level 1: 1 spell gets -1 SL
Level 1: What you need to hit = (target's AC)÷1
Level 2: 1attack(s): Silence a target mid-cast, preventing the ability (Spell 20+Wis save to negate)
Level 4: Each time an ally critically hit(s) an enemy, Dispel all magical effects on your group (No save, GR or RR to resist) On failure, target is silenced for 1 round
Level 11: +1 AC
Level 11: Every time all allies take(s) damage, Each time an enemy fails a save, they suffer an additional instance of SEL=3 Held (Con 61+Con to counter, TechR or HR to resist)
Level 11: Everyone has --1 saves vs. your effects
Level 11: You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Level 11: Level 11 Custom5 pick
Level 12: Set Con = 34
Level 13: +4 set Muscle (dmg); *
Level 15: 4D, Spend 6 Str: After rolling a natural 20, you gains SEL=6 Planar Displaced for 5 round(s)
Level 22: Whenever an enemy critically hit(s) an enemy, Drain 836% of spell slots from an enemy (Dex or Terror 44+Str save to counter)
Level 28: 10B, ML/turn: Counter a spell as it is cast (No save, MR to resist to resist)
Level 30: 8M: Counter up to 3 effects targeting allies (RSW 98+Dex to counter, XR or CR to resist per effect)
Level 30: Whenever you use(s) a magical item or scroll, Drain 120 actions per round from your group for 1 rounds (Fortitude 150+Dex save to negate)
Level 30: Swordmaster’s Riposte: Whenever you manifest(s) a psionic power, Drain 645 psi points per round from your group for 1 rounds (Horror 17+Int save to counter)
Level 540: Each time an enemy attack(s) with advantage, Dispel effects on an enemy's group, bypassing HR resistance if their HD≥ 2700
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3089100(none)
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34105300(none)
35109350(none)
36113400(none)

Random Mini Classes #76

Absolute Proficiencies Progression2 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
234.6(none)
369.2(none)
4138.4(none)
5276.8(none)
6553.6(none)
71107.2(none)
82214.4(none)
94428.8(none)
106700(none)You get x3 effect with these [C7] Combat Maneuvers: Bash, Bypassing Armor, Charge, Cleave, Disarm, Kick, Parry, Sap, Shield Bash, Subdue.
Sustain Wis, San (Sanity).
Level 1: +1 limited ML *
Level 1: When all allies succeed(s) on a saving throw against magic, Debuff: -1 movement to an enemy, (No save), effect spreads to adjacent foes if failed
Level 6: An ally's group gains +6LB action(s) for 1 round(s)
Level 9: Noetic Anchor: When all enemies take(s) psychic damage, Lingering effect: -203 to saves on your group, stacking each round they remain affected. NR reduces the buildup
Level 12: Set Int = 34
Level 13: Gain a Mycelial Mantle that reflects spells targeting you back to the caster for 3 round(s)
Level 13: +2 proficiencies (all from this class must be same)
Level 13: Hit Dice & 1d4
Level 14: 0, 1/r: Counter someone entering your group (either by moving or by other means).
Level 14: Support characters gain +291 max hp
Level 14: +1 B Action /r
Level 14: 6M: Reflect a hostile ability back to its source (No save or to avoid reflection)
Level 16: 3A, ML/natural reset: Counter a spell as it is cast (No save to resist)
Level 16: Each time an ally critically hit(s) an enemy, Dispel 4 random magical effect(s) on your group, and suppress all other effects for 4 round(s)
Level 17: 3C, Spend 4 skill pt(s), 3/segment: A random ally gets SEL=5 Capital E Euphoria for 6 round(s)
Level 27: Gain a Blood Cloak that reflects spells targeting you back to the caster for 1 minute(s)
Level 28: Each time all enemies meditate(s) or enter(s) a trance state, Remove all beneficial effects from an enemy's group (Dex 139+Con for half effect, WR or WR to resist)
Level 31: Gain a Mycelial Bastion that deals 115% of melee attackers dmg of type Radiance, for 1 segment
1110050(none)
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Random Mini Classes #77

Elemental Damage Penalty RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
237.4(none)
374.8(none)
4149.6(none)
5299.2(none)
6598.4(none)
71196.8(none)
82393.6(none)
94787.2(none)
107200(none)Sustain Wis, San (Sanity).
Level 1: Set Dex = 12
Level 1: When a group meditate(s) or enter(s) a trance state, Lingering effect: -24 to movement on an enemy, stacking each round they remain affected. GR reduces the buildup
Level 3: Steeled Barrage: 2E, Spend 5 Str: When an ally falls, an ally's group gains SEL=1 Bound Wounds for 6 segment(s)
Level 5: Gain a Vital Shroud that grants immunity to the next status effect inflicted, for CL days
Level 7: 4P, Spend 4 Con: When an ally falls, an ally gains SEL=4 Improved Invisibility for 2 round(s)
Level 10: 1M: Twist an effect on a target (use ER to resist)
Level 11: Every time all allies a divine entity is/are invoked, While within 30 feet of you, your group is continually SEL=4 Jailed (Dex 41+Dex to counter, TechR or RR to resist) each turn
Level 11: Gain a volatile Solar Wrap that explodes with Mist damage when struck, dealing 40% back to the attacker
Level 11: +1 limited ML *
Level 12: +5% money (incl. sold items)
Level 12: +4 set Leadership (followers); *
Level 13: Custom2 picks (Max F=6.5)
Level 14: +2 to hit with one weapon, or against one enemy type
Level 14: +5 damage (with weapons)
Level 21: Gain a Blood Ward that heals you for 9% of damage you deal while active, permanently
Level 22: 7H: Counter a spell as it is cast (Fortitude 76+Chr to delay 1 segment, MR or MR to resist to resist)
Level 30: Whenever all allies complete(s) a prayer or blessing, Drain 930 points of Con from your group (Con or Str 62+Chr save to delay 1 segment)
Level 32: An ally gains +24LA action(s) for 1 minute(s)
1110800(none)
1214400(none)
1318000(none)
1421600(none)
1525200(none)
1628800(none)
1732400(none)
1836000(none)
1939600(none)
2043200(none)
2146800(none)
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3079200(none)
3182800(none)
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Random Mini Classes #78

##
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
233.2(none)
366.4(none)
4132.8(none)
5265.6(none)
6531.2(none)
71062.4(none)
82124.8(none)
94249.6(none)
106400(none)You may trade in 4 picks here to make a school/sphere ½M to cast. Material componenting still costs 1V though.
You may trade in 4 picks here to make a school/sphere ½M to cast. Material componenting still costs 1V though.
+2 Kit slots.
Level 6: Whenever an enemy cast(s) a spell, Drain 18 actions from up to 1 enemies (No save, PR to resist)
Level 7: Gain a Spectral Barrier that deals 28% of melee attackers dmg of type Air, for CL minutes
Level 8: 3X, ML/lifetime: Counter up to 3 effects targeting allies (No save per effect)
Level 10: +1 to d20 & d12 rolls for Turn Undead
Level 10: 2F: Counter a spell as it is cast (Spell 72+Wis for tenth effect, MR or MR to resist to resist)
Level 11: ++1 saves
Level 11: Avoid all Traps (don't trigger them)
Level 11: +1 kit (still limited to total kits = LVL)
Level 11: +2 half plusses /reset
Level 13: +8450 leeches
Level 13: 1 species resistance
Level 13: When a creature restore(s) hp to another creature, Debuff: -43 movement to an enemy's group, (No save), effect spreads to adjacent foes if failed
Level 13: Gain a Runic Cocoon that delays up to 377 dmg/hit for 2 round(s). (BW 52+Con save for half effect)
Level 14: -1/3 Size Class
Level 19: 10E, Spend 8 Con: While within 20 feet of you, you has SEL=6 Ultra Barbarian Stat for 2 round(s)
Level 29: Gain a Frosted Cocoon that delays up to 232 dmg/hit for 1 minute(s). (No save, TechR to resist)
Level 29: Gain a Runic Cloak that deals 70% of melee attackers dmg of type Disintegration, for 1 reset
Level 29: Thaumic Thread: When you cast(s) a spell, Inflicts movement (-261) on an enemy's group (No save, CR or XR to resist). Stacks with each failed save
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Random Mini Classes #79

Arch- Ignore Armor Class5 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 ML
233+2 ML
366+3 ML
4132+4 ML
5264+5 ML
6528+6 ML
71056+7 ML
82112+8 ML
94224+9 ML
106400+10 MLYou can use an unlimited amount of shifting of Subability scores ("sleazing") for Chr.
Get +1d+0 hit dice in each class.
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Str.
Level 1: +5% money (incl. sold items)
Level 5: When all creatures use(s) a disguise or false identity, an enemy suffers -114 hp unless protected by XR
Level 9: Gain a volatile Mirror Fold that explodes with Slashing damage when struck, dealing 20% back to the attacker
Level 10: +1 set Cml
Level 11: 332 21- --- [--- --]
Level 11: +2 set Con; Regen +11 hp/s *
Level 11: Immune to TK and Falling Damage (but not high Gravity)
Level 11: Set Wis = 32
Level 12: +1 damage per die (with spells / psi)
Level 12: Weapon Spec, +3 half plusses
Level 14: +1 AC
Level 20: Each time an enemy become(s) invisible, Dispel all magical effects on an enemy's group (RSW 58+Str save for quarter effect) On failure, target is silenced for 1 round
Level 20: An ally gains +6LB action(s) for 1 round(s)
Level 22: 10H: Disrupt a sustained or concentration-based effect (Spell or Sanity 49+Wis save to nullify)
Level 29: When all creatures is/are affected by wild magic, an enemy's group suffers -290 hp unless protected by GR
Level 31: 7D, Spend 6 Con: When an ally's group takes damage, they gain SEL=1 Modified for 1 minute(s)
Level 108: Gain a Mirror Cocoon that delays up to 1458 dmg/hit for 8 round(s). (Fortitude 111+Con save to delay 1 segment)
Level 432: When an ally's group takes damage, they gain +692 to hit, plus +1 for every 10 damage taken (rounded up)
119600+11 ML
1212800+12 ML
1316000+13 ML
1419200+14 ML
1522400+15 ML
1625600+16 ML
1728800+17 ML
1832000+18 ML
1935200+19 ML
2038400+20 ML
2141600+21 ML
2244800+22 ML
2348000+23 ML
2451200+24 ML
2554400+25 ML
2657600+26 ML
2760800+27 ML
2864000+28 ML
2967200+29 ML
3070400+30 ML
3173600+31 ML
3276800+32 ML
3380000+33 ML
3483200+34 ML
3586400+35 ML
3689600+36 ML

Random Mini Classes #80

Black Improved Proficiencies Specialization1JG RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
234.8+2 lim ML
369.6+3 lim ML
4139.2+4 lim ML
5278.4+5 lim ML
6556.8+6 lim ML
71113.6+7 lim ML
82227.2+8 lim ML
94454.4+9 lim ML
106700+10 lim MLYou may trade in 4 picks here to make a school/sphere ½M to cast. Material componenting still costs 1V though.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
Sustain hp and immune to Vile and Permanent dmg.
Level 1: Race XP div. starts reducing at level 4
Level 1: ++1 to d20 and +1d12 effect with Turning
Level 2: Allies within 30 feet gain +5 saves
Level 5: 2S, Spend 13 Con, ML/hour: While within 20 feet of you, an ally has SEL=2 Invisible for 4 segment(s)
Level 7: Gain a Force Skin that deals 16% of melee attackers dmg of type Magma, indefinately
Level 10: x3.5 hp
Level 11: Every time all enemies succeed(s) on a Dexterity saving throw, An enemy is afflicted with both Capital D Dried Out and Combined (No save, PR or XR to resist)
Level 12: Immune to an element; does "spread"
Level 12: Level 12 Quintessential Custom6 pick
Level 13: Turn Undead at CL=13 (or +1 to existing CL)
Level 13: +169 eels
Level 13: Gain a Gravitic Bubble that reduces all forced movement by half unless resisted with (No save, CR to resist), while concentrating
Level 16: 3A, 3/natural reset: Counter up to 3 effects targeting allies (Chr or PPD 72+Con save for half effect per effect)
Level 16: Each time all allies take(s) damage from a hated foe, Dispel all effects on an enemy's group (No save, TechR or TechR to resist) If resisted, a random effect is reflected back at the source
Level 22: Heavenbound Revelation: 7H: Reflect a hostile ability back to its source (No save, CR to resist or to avoid reflection)
Level 22: 7H: Counter an action, but suffer x2 effect on failure (Fortitude 43+Dex to delay 1 segment, HR or RR to resist)
Level 25: Absolved Grace: 9V, Spend 11 Chr, 3/artifical reset: An ally's group is/are affected by SEL=1 Satiated for 4 round(s)
Level 504: You surge(s) with +832 melee dmg for a single action
1110050+11 lim ML
1213400+12 lim ML
1316750+13 lim ML
1420100+14 lim ML
1523450+15 lim ML
1626800+16 lim ML
1730150+17 lim ML
1833500+18 lim ML
1936850+19 lim ML
2040200+20 lim ML
2143550+21 lim ML
2246900+22 lim ML
2350250+23 lim ML
2453600+24 lim ML
2556950+25 lim ML
2660300+26 lim ML
2763650+27 lim ML
2867000+28 lim ML
2970350+29 lim ML
3073700+30 lim ML
3177050+31 lim ML
3280400+32 lim ML
3383750+33 lim ML
3487100+34 lim ML
3590450+35 lim ML
3693800+36 lim ML

Random Mini Classes #81

Ill-Omen Armor Class RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
222(none)
344(none)
488(none)
5176(none)
6352(none)
7704(none)
81408(none)
92816(none)
104300(none)Automatically make Str checks, PP saves, Bend Bars and Lift Gates rolls.
Level 1: ++1 to d20 and +1d12 effect with Turning
Level 4: Each time an ally critically hit(s) an enemy, Dispel the last 2 magical effects on an enemy's group. No save allowed
Level 5: 2S, Spend 1 max hp(s), 3/hour: An ally's group get(s) SEL=2 Inertial Barriered for 1 round(s)
Level 6: 2H: Counter and remove an ongoing effect from a target (Wis 11+Chr save to counter)
Level 9: Gain a Ethereal Nimbus that heals you for 7% of damage you deal while active, for 1 reset
Level 10: +1 Research point / reset
Level 10: You surge(s) with +44 ranged dmg for a single action
Level 10: Set Con = 30
Level 11: Every time a creature regenerate(s) or heals naturally, If an enemy is below half hit points, they are SEL=2 Cursed (BW 20+Con to absorb, RR or WR to resist)
Level 11: BlahR (RMPIR) +10%
Level 11: +4 set Intuition (prog. bonus)
Level 12: +1 Class sheet / reset
Level 12: +2 set Wis; +2 Personality *
Level 12: +5% party money with jobs
Level 14: +2 half plusses /reset
Level 20: Each time a group enter(s) or exit(s) stealth, Remove 1 highest-level effect and suppress 3 lesser effects on an enemy's group. No save
Level 29: When a creature lose(s) concentration, -87 to hit to an enemy's group (BW 164+Con save to negate). Each failed save increases the penalty by 50%
Level 32: Thoughtcarver Mindlock: An ally gains +31LX action(s) for 7 round(s)
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Random Mini Classes #82

Prerequisite Saving Throws Specialization0 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
217.6+2 lim ML
335.2+3 lim ML
470.4+4 lim ML
5140.8+5 lim ML
6281.6+6 lim ML
7563.2+7 lim ML
81126.4+8 lim ML
92252.8+9 lim ML
103400+10 lim MLSustain Int, Logic.
Sustain Str.
Level 1: ++1 to d20 and +1d12 effect with Turning
Level 1: +1/4 to all "number of attacks" rates
Level 2: 1attack(s): Counter a spell as it is cast (No save, PR to resist to resist)
Level 6: Allies within 30 feet gain +5 melee dmg
Level 10: ++1 to d20 and +1d12 effect with Turning
Level 10: Overwrite a spell/psi progression with ML=10
Level 10: x(Stat)/(Prereq.) XP, Max = x6 XP
Level 10: +5 proficiencies
Level 11: One Level 11 Rogue ability, 20 rogue points
Level 12: +12 SLs
Level 12: CL=(12 or HNCL); know 12 schools(444 441 ---)
Level 13: +4 set Knowledge (prof.)
Level 13: Everyone has --1 TH vs. you
Level 13: 544 31- --- [---]
Level 14: +4 set Muscle (dmg); *
Level 14: You gain(s) +15 hp if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 29: When an ally identify(ies) a spell or magical effect, Lingering effect: -203 to to hit on an enemy, stacking each round they remain affected. IR reduces the buildup
Level 108: 26X, ML/lifetime: Counter a spell as it is cast (Con or Spell 212+Dex save for quarter effect to resist)
115100+11 lim ML
126800+12 lim ML
138500+13 lim ML
1410200+14 lim ML
1511900+15 lim ML
1613600+16 lim ML
1715300+17 lim ML
1817000+18 lim ML
1918700+19 lim ML
2020400+20 lim ML
2122100+21 lim ML
2223800+22 lim ML
2325500+23 lim ML
2427200+24 lim ML
2528900+25 lim ML
2630600+26 lim ML
2732300+27 lim ML
2834000+28 lim ML
2935700+29 lim ML
3037400+30 lim ML
3139100+31 lim ML
3240800+32 lim ML
3342500+33 lim ML
3444200+34 lim ML
3545900+35 lim ML
3647600+36 lim ML

Random Mini Classes #83

Instantaneous XP Penalty RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
231.8+2 lim ML
363.6+3 lim ML
4127.2+4 lim ML
5254.4+5 lim ML
6508.8+6 lim ML
71017.6+7 lim ML
82035.2+8 lim ML
94070.4+9 lim ML
106200+10 lim MLSustain Int, Logic.
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
This class, unlike other Mini classes, can have Edition Numbers and gets the benefits from them.
Automatically make Con checks, Fort saves, System Shock and Resurrection survival rolls.
Level 1: Ignore one BlahR
Level 1: What you need when saving = (save DC)÷1
Level 1: Set Con = 12
Level 1: Custom2 picks (Max F=0.5)
Level 1: Immune to a [C] section effect and it's Capital version
Level 1: iStatusR 5%
Level 4: 1G, NP/day: Cancel a unique or X/G action before it resolves (No save)
Level 10: Support characters gain +78 to hit
Level 10: +1/3 Size Class
Level 10: +5 proficiencies
Level 12: x(Stat)/(Prereq.) XP, Max = x7 XP
Level 12: Each time all enemies climb(s) or traverse(s) difficult terrain, Dispel effects on your group (No save, WR or XR to resist)
Level 14: +100 max hp
Level 14: Awakened Sweep: Whenever an ally use(s) a combat maneuver, Drain 140 spell slots from up to 1 enemies (Wis 11+Str for half effect, NR or RR to resist)
Level 20: Each time a group successfully pick(s) a lock, Remove all beneficial effects from an enemy (No save, RR or NR to resist)
Level 24: Each time an enemy is/are wounded under the moon, Dispel effects on an enemy's group, bypassing GR resistance if their HD≥ 120
Level 29: Brutal Posture: 5W, Spend 1 skill pt(s), ML/week: A random ally gets SEL=3 No Target for 1 minute(s)
Level 32: +13 saves and +108 AC to an ally
119300+11 lim ML
1212400+12 lim ML
1315500+13 lim ML
1418600+14 lim ML
1521700+15 lim ML
1624800+16 lim ML
1727900+17 lim ML
1831000+18 lim ML
1934100+19 lim ML
2037200+20 lim ML
2140300+21 lim ML
2243400+22 lim ML
2346500+23 lim ML
2449600+24 lim ML
2552700+25 lim ML
2655800+26 lim ML
2758900+27 lim ML
2862000+28 lim ML
2965100+29 lim ML
3068200+30 lim ML
3171300+31 lim ML
3274400+32 lim ML
3377500+33 lim ML
3480600+34 lim ML
3583700+35 lim ML
3686800+36 lim ML

Random Mini Classes #84

Meta- To Hit1 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
243.6(none)
387.2(none)
4174.4(none)
5348.8(none)
6697.6(none)
71395.2(none)
82790.4(none)
95580.8(none)
108400(none)+2 Kit slots.
Level 1: Set Cml = 20
Level 1: BlahR (RMPIR) +10%
Level 1: +1/3 size "considered larger" for purposes of weapons and armor
Level 4: Each time an ally block(s) or parry an attack, Attempt to dispel all effects on an enemy's group (No save, CR to resist) If resisted, target takes 20 Magic damage
Level 7: 4P, Spend 4 Wis: If healed, an ally also gains SEL=4 Lucky for 1 round(s)
Level 9: 4V, Spend 1 max hp(s), ML/artifical reset: When an ally falls, an ally's group gains SEL=6 Planar Displaced for 3 round(s)
Level 10: +2 set Int
Level 11: +1 Class sheet / reset
Level 12: xx1.02 XP for the whole party
Level 15: Every time all allies enter(s) an antimagic field, Each failed save by an enemy increases the severity of SEL=4 Dominated (Physically) (No save)
Level 15: Gain a Runic Bloom that forces attackers to succeed on (No save, GR to resist) or deal half damage until you die
Level 15: Steeled Barrage: Gain a Warding Tangle that reduces all forced movement by half unless resisted with (Fortitude 11+Chr save for half effect), for CL days
Level 19: Every time a group climb(s) or traverse(s) difficult terrain, An enemy must succeed on a (Int 18+Chr save to absorb) or become SEL=10 Despair at the start of its next turn
Level 22: Heavenbound Revelation: 10H: Intercept a summoning or planar effect (Int 77+Con save to reflect)
Level 23: Gain a Solar Cocoon that delays up to 115 dmg/hit for 9 round(s). (Will or RSW 27+Con save to reflect)
Level 29: When you take(s) damage from a hated foe, Applies -588 movement to an enemy. This ability ignores CR if target is below 50% HP
Level 30: 149 ally(ies) gain(s) +39 AC
Level 540: 175bbbS, ML/turn: Counter and remove an ongoing effect from a target (No save, IR or XR to resist)
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Random Mini Classes #85

Astral Saving Throws Immuner0 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
238.4(none)
376.8(none)
4153.6(none)
5307.2(none)
6614.4(none)
71228.8(none)
82457.6(none)
94915.2(none)
107400(none)Get Int bonus to CL; you can no more than double the original CL of a class.
You may take both forms of this Mini-class. Each still costs 1 Mini-class slot.
This class gives +1 rank of Exceptional Wis which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: +2 damage per die with spells or psi
Level 4: Each time a group identify(ies) a spell or magical effect, Remove all beneficial effects from an enemy (Will 30+Chr to negate, IR or MR to resist)
Level 6: +11 AC and +20 to hit to an ally's group
Level 10: x1.1 to hit bonus
Level 10: +2 set Chr; +10% Money *
Level 11: Set Wis = 32
Level 13: +1 per die w/ damaging spells
Level 13: +5 proficiencies
Level 13: When all allies attack(s) with advantage, Debuff: -39 saves to an enemy's group, (No save, RR or WR to resist), effect spreads to adjacent foes if failed
Level 14: +1 Edition Number to this class
Level 14: -14 per physical attack
Level 14: Whenever a creature block(s) or parry an attack, Drain 56 psi points from all enemies in 20 feet (Chr 69+Con save to counter)
Level 21: When all enemies turn(s) or rebuke(s) undead, -279 AC to your group. Str save for half effect (-140). On failed save, also becomes SEL=1 Nauseated
Level 25: When you become(s) enraged, Debuff: -557 hp to an enemy's group, (No save), effect spreads to adjacent foes if failed
Level 25: 7V, Spend 4 subordinate(s), 3/artifical reset: An ally gain(s) 83 stackable instance(s) of SEL=7 On the Mound lasting 8 round(s)
Level 28: +49 max hp and +14 saves to you
Level 29: When all creatures is/are affected by wild magic, an enemy's group suffers -290 hp unless protected by GR
Level 30: Whenever all creatures complete(s) a prayer or blessing, Drain 525 resistances from all enemies in 20 feet (No save)
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Random Mini Classes #86

Alteration XP2 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
233.4(none)
366.8(none)
4133.6(none)
5267.2(none)
6534.4(none)
71068.8(none)
82137.6(none)
94275.2(none)
106500(none)This class gives +1 rank of Exceptional Chr which stacks on top on what you already have (unless the source says it can't be improved).
Resist falling damage.
+1 summon slot.
Level 1: +5 proficiencies
Level 1: +4 set Intuition (prog. bonus)
Level 10: +1 race slot
Level 10: Immune to a [C] section effect
Level 11: Gain a Mind Fold that reduces all forced movement by half unless resisted with (No save, IR or MR to resist), for 1 round
Level 11: CL=(11 or HNCL); know 11 schools(332 2-2 ---)
Level 11: Immune to 2 specific effects
Level 12: +5 3rd edition skill points
Level 12: Iron Technique: Each time an ally take(s) damage, Dispel all magical effects in a 20-ft radius (PPD or Dex 46+Con save to negate)
Level 13: 3W, Spend 1 animal companion(s), 3/week: A random ally gets SEL=5 Mega Barbarian Stat for 6 round(s)
Level 13: +3" move rate
Level 14: +1 damage per die (with spells / psi)
Level 16: An ally surge(s) with +42 AC for a single action
Level 17: 3C, Spend 5 subordinate(s), NP/segment: While within 20 feet of you, an ally's group has SEL=7 Phoenix Sanctuary for 2 round(s)
Level 21: Hallucinogenic Zone: 4S, Spend 6 psp(s), ML/hour: Your group get(s) SEL=5 Improved Free Action for 6 minute(s)
Level 24: Each time an enemy is/are wounded under the moon, Dispel effects on an enemy's group, bypassing GR resistance if their HD≥ 120
Level 26: Whenever you is/are bloodied, Drain 897 resistances per round from your group for 1 rounds (BW or PPD 128+Dex save to nullify)
Level 32: 6A, NP/natural reset: Disrupt a sustained or concentration-based effect (Fortitude 146+Chr to counter, MR or GR to resist)
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Random Mini Classes #87

Chromatic Status Requirements3 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
237.8(none)
375.6(none)
4151.2(none)
5302.4(none)
6604.8(none)
71209.6(none)
82419.2(none)
94838.4(none)
107300(none)You can use an unlimited amount of shifting of Subability scores ("sleazing") for Chr.
Sustain Str.
Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
1M, Gaze at a group: Awe power: Will save at DC=10+Cml or Charmed (can use CR to resist)
Level 2: 1attack(s): Counter an action, but suffer x2 effect on failure (Will 16+Chr for quarter effect, CR or PR to resist)
Level 6: Whenever an enemy restore(s) hp to another creature, Drain 153 rogue points from up to 1 enemies (Terror or RSW 28+Dex save for quarter effect)
Level 9: When all enemies a blasphemous act is/are committed, Lingering effect: -203 to dmg on your group, stacking each round they remain affected. IR reduces the buildup
Level 10: +1 Research point / reset
Level 11: Set Cml = 40
Level 11: inDR 22/+11
Level 11: +1 LVL with Omens
Level 13: 3W, Spend 2 familiar(s), ML/week: An ally gain(s) 27 stackable instance(s) of SEL=9 Unaging lasting 2 round(s)
Level 13: +1QZ action
Level 15: Gain a Blood Bloom that deals 66% of melee attackers dmg of type Impact, for CL segments
Level 22: 10H: Counter an action targeting an ally (Int or Spell 120+Wis save to delay 1 segment)
Level 26: Your group surge(s) with +29 AC for a single action
Level 28: 11B, ML/turn: Cancel a unique or X/G action before it resolves (No save, NR or WR to resist)
Level 29: 5W, Spend 14 Str, 3/week: When an ally takes damage, they gain SEL=11 Funied for 2 round(s)
Level 30: 8M: Counter up to 3 effects targeting allies (Int 171+Str for tenth effect, HR or MR to resist per effect)
Level 32: 5A, 3/natural reset: Silence a target mid-cast, preventing the ability (No save)
Level 32: Each time a group enter(s) an antimagic field, Dispel all magical effects on your group (No save, IR to resist) On failure, target is silenced for 1 round
Level 792: Whenever an enemy restore(s) hp to another creature, Drain 29,304 resistances from all enemies in 20 feet (RSW 3524+Str save to counter)
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Random Mini Classes #88

Status Specialization3 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
239.2(none)
378.4(none)
4156.8(none)
5313.6(none)
6627.2(none)
71254.4(none)
82508.8(none)
95017.6(none)
107600(none)Sustain Chr, Cml.
You may take both forms of this Mini-class. Each still costs 1 Mini-class slot.
Double your Personality score.
Level 1: ++1 saves
Level 1: ++1 damage (this adds +1 base die of damage)
Level 4: 1G, 3/day: Silence a target mid-cast, preventing the ability (No save)
Level 5: Noetic Anchor: When a group lose(s) concentration, Weaken(s) 1 enemies: -58 hp (No save, HR to resist). Each failed save increases the penalty by 50%
Level 9: Nimble Spiral: Gain a Arcane Halo that deals 37% of melee attackers dmg of type Darkness, Light, permanently
Level 9: Gain a Temporal Bastion that forces attackers to succeed on (BW 19+Chr to reflect, PR or PR to resist) or deal half damage for 1 turn
Level 10: Level 10 Quintessential Custom6 pick
Level 12: x1.1 AC (shift from 10)
Level 14: +1 specialty School or Sphere
Level 14: Psychoscape Shatter: 6M: Intercept a summoning or planar effect (No save)
Level 14: Whenever a creature regenerate(s) or heals naturally, Drain 294 saving throws and inflict a penalty for 1 rounds (Fortitude 52+Dex save for quarter effect)
Level 14: +2 half plusses /reset
Level 15: Gain a Force Web that grants immunity to the next status effect inflicted, for 1 minute
Level 23: Gain a Runic Envelope that reflects spells targeting you back to the caster for 5 round(s)
Level 23: Echoing Knot: Every time you charge(s) into melee, An enemy is SEL=14 Exterminated for 1 rounds (No save)
Level 24: 5X, NP/lifetime: Counter an action targeting an ally's group (No save, GR or RR to resist)
Level 27: Every time all enemies is/are not detected during an action, Your group must succeed on a (No save) or become SEL=3 Paralyzed at the start of its next turn
Level 360: Each time all allies charge(s) into melee, Dispel all magical effects on your group (No save) On failure, target is silenced for 1 round
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Random Mini Classes #89

Summoning XP1JG RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10+1 lim ML
229.8+2 lim ML
359.6+3 lim ML
4119.2+4 lim ML
5238.4+5 lim ML
6476.8+6 lim ML
7953.6+7 lim ML
81907.2+8 lim ML
93814.4+9 lim ML
105800+10 lim MLThis class, unlike other Mini classes, can have Edition Numbers and gets the benefits from them.
Level 1: set dmg 2 per missile attack
Level 1: +4 set Health (Fort saves); *
Level 2: Whenever all allies identify(ies) a spell or magical effect, Drain 34 actions and inflict a penalty for 1 rounds (No save, MR to resist)
Level 6: Whenever an enemy restore(s) hp to another creature, Drain 153 rogue points from up to 1 enemies (Terror or RSW 28+Dex save for quarter effect)
Level 7: 4P, Spend 9 max hp(s): When you takes damage, they gain SEL=2 Full Cover for 1 round(s)
Level 10: Merge Rogue chart up to LVL=10
Level 11: Every time all enemies charge(s) into melee, While within 30 feet of you, an enemy's group is continually SEL=4 Drained PF (RSW 35+Int to negate, HR or XR to resist) each turn
Level 12: BlahR (RMPIR) +10%
Level 13: +1 to hit
Level 13: x1.1 saves bonus
Level 14: +5470 gp per reset
Level 14: 6M: Counter a spell as it is cast (No save, WR to resist to resist)
Level 14: 0, 1/d: Immune to someone for 1t
Level 16: Your group gain(s) +43 AC if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 20: 9G, ML/day: Counter up to 3 effects targeting allies (No save per effect)
Level 22: Whenever an enemy sense(s) their territory is/are threatened, Drain 616% of saving throws from an enemy's group. Each failed save (No save, XR or NR to resist) doubles the % drained
Level 31: Every time a group lose(s) concentration, An enemy's group is SEL=12 Skinned for 1 rounds (Will 54+Str save to nullify)
Level 32: 84 ally(ies) gain(s) +16 melee dmg
118700+11 lim ML
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1931900+19 lim ML
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2343500+23 lim ML
2446400+24 lim ML
2549300+25 lim ML
2652200+26 lim ML
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3063800+30 lim ML
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3269600+32 lim ML
3372500+33 lim ML
3475400+34 lim ML
3578300+35 lim ML
3681200+36 lim ML

Random Mini Classes #90

Elemental Proficiencies Specialization RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
231.6(none)
363.2(none)
4126.4(none)
5252.8(none)
6505.6(none)
71011.2(none)
82022.4(none)
94044.8(none)
106100(none)+2 Kit slots.
+1 summon slot.
You may trade in 4 picks here to make a school/sphere "Robed" (-1 SL). This does not stack with other Robe effects you may have for that school/sphere.
This class gives +1 rank of Exceptional Str which stacks on top on what you already have (unless the source says it can't be improved).
Level 1: +5% party money with jobs
Level 1: +1 specialty Discipline (psionics)
Level 1: +1 per die w/ damaging spells
Level 2: 1attack(s): Silence a target mid-cast, preventing the ability (Spell 20+Wis save to negate)
Level 7: 4P, Spend 4 Dex: An ally get(s) SEL=2 No Scent for 1 minute(s)
Level 10: Set Str = 30
Level 10: +4 set Coordination (TH)
Level 10: Whenever a creature spend(s) or regain(s) psionic focus, Drain 425 psi points from all enemies in 20 feet (No save)
Level 12: Set Dex = 34
Level 12: ++1 saves
Level 13: set hp 1690
Level 14: +2 set Dex
Level 15: 4D, Spend 8 Int: An ally's group get(s) SEL=7 On the Mound for 2 minute(s)
Level 15: Echoing Knot: Every time a group provok(es) an attack of opportunity, Each failed save by an enemy increases the severity of SEL=5 Unaware (Terror 63+Con to counter, RR or GR to resist)
Level 16: Each time all allies use(s) a disguise or false identity, Dispel all magical effects on your group (Chr 74+Str to nullify, PR or RR to resist) On failure, target is silenced for 1 round
Level 18: 2attack(s): Counter a spell as it is cast (Spell 47+Wis save for tenth effect to resist)
Level 24: Your group surge(s) with +46 hp for a single action
Level 25: When a creature steal(s) an item, your group suffers -138 hp unless protected by TechR
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Random Mini Classes #91

Infinite Damage Progression0 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
236.4(none)
372.8(none)
4145.6(none)
5291.2(none)
6582.4(none)
71164.8(none)
82329.6(none)
94659.2(none)
107000(none)Get Int bonus to CL; you can no more than double the original CL of a class.
Sustain Chr, Cml.
Level 1: When all allies meditate(s) or enter(s) a trance state, Inflicts max hp (-10) on an enemy (No save, IR to resist). Stacks with each failed save
Level 10: x3.5 hp
Level 11: Ignore one BlahR
Level 11: x1.1 damage
Level 13: CL=(13 or HNCL); PSPs = ½ of normal Psionicist(442 - )
Level 13: 1M, 1/t: Cureall+Remove 1 [C] effect
Level 14: +1 set Cml
Level 14: +1 all saves
Level 14: ++1 to hit
Level 14: Whenever a creature sense(s) a rival monster nearby, Drain 35 resistances per round from an enemy for 1 rounds (No save, WR or HR to resist)
Level 14: 1 psi power gets -1 SL
Level 17: Gain a Void Web that forces attackers to succeed on (Fortitude or Fortitude 36+Con save to negate) or deal half damage indefinately
Level 18: An ally gain(s) +29 ranged dmg each turn until end of combat, stacking until the effect ends
Level 19: Gain a Mind Cocoon that delays up to 314 dmg/hit for 7 round(s). (No save)
Level 20: Truesigil Turbulence: Each time a group take(s) psychic damage, Dispel 5 random magical effect(s) on an enemy's group, and suppress all other effects for 4 round(s)
Level 29: When an ally create(s) or destroy(s) a mental barrier, Inflicts movement (-22) on an enemy's group (Int or Fortitude 111+Chr save to absorb). Stacks with each failed save
Level 32: 5A, ML/natural reset: Cancel a unique or X/G action before it resolves (Str 24+Str save to negate)
Level 32: An Ally gain(s) +32 ranged dmg
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Random Mini Classes #92

The Second Greatest Improved Saving Throws1JG RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
227.6(none)
355.2(none)
4110.4(none)
5220.8(none)
6441.6(none)
7883.2(none)
81766.4(none)
93532.8(none)
105300(none)You can Turn Undead using the level of this Mini class. If you can already Turn Undead, you can do it as 1V action.
Sustain Dex.
Sustain Dex.
With an attack, you can Throw a Size M target Str*10', doing (Str)d6 falling dmg. This autohits and removes him from your group.
Level 1: +1 race slot
Level 1: +1 eels
Level 1: +x(level+1) max hp
Level 2: Anomalous Envelope: Allies within 30 feet gain +7 melee dmg
Level 6: An ally's group gains +3LB action(s) for 2 round(s)
Level 11: Every time you bless(es) an area or object, An enemy's group is SEL=2 Cannot Move for 1 rounds (No save, PR or WR to resist)
Level 12: -3 to stat requirements
Level 12: set hp 1440
Level 12: +1 to number of summons (same group)
Level 12: +1 to d20 & d12 rolls for Turn Undead
Level 13: +1 to number of summons (same group)
Level 14: +1 Race Ability (÷1)
Level 14: +1 B Action /r
Level 17: 3C, Spend 4 animal companion(s), 3/segment: An ally's group get(s) SEL=9 Unaging for 1 minute(s)
Level 22: Chanted Vow: An ally's group gains +26JH action(s) for 6 round(s)
Level 25: When a creature steal(s) an item, Debuff: -513 hp to an enemy, (Str 111+Str to absorb, WR or HR to resist), effect spreads to adjacent foes if failed
Level 28: 11B, ML/turn: Silence a target mid-cast, preventing the ability (Wis 127+Dex to nullify, GR or GR to resist)
Level 30: 8M: Cancel a unique or X/G action before it resolves (Reflex 25+Int to counter, CR or MR to resist)
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Random Mini Classes #93

The Last Status RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
234(none)
368(none)
4136(none)
5272(none)
6544(none)
71088(none)
82176(none)
94352(none)
106600(none)Automatically make Con checks, Fort saves, System Shock and Resurrection survival rolls.
Level 1: CL=(1 or HNCL); know 1 school(1-- ---)
Level 1: +3" move rate
Level 4: Allies within 30 feet gain +9 to hit
Level 5: 2S, Spend 2 subordinate(s), NP/hour: If healed, an ally's group also gains SEL=3 No Target for 9 segment(s)
Level 7: 4P, Spend 9 max hp(s): When you takes damage, they gain SEL=2 Full Cover for 1 round(s)
Level 8: Allies within 30 feet gain +22 to hit
Level 9: Gain a Celestial Aegis that heals you for 34% of damage you deal while active, for 1 round
Level 10: Set Cml = 38
Level 10: +3 distributed among save categories
Level 10: Whenever a creature climb(s) or traverse(s) difficult terrain, Drain 190 saving throws from all enemies in 20 feet (No save)
Level 13: Gain a Mind Ward that deals 6% of melee attackers dmg of type Metal, indefinately
Level 13: +1/3 Size Class
Level 14: +5470 gp per reset
Level 14: Manaborn Expansion: An ally gain(s) +7 AC each turn indefinately, stacking until the effect ends
Level 17: When all allies lose(s) concentration, Applies -115 dmg to an enemy. This ability ignores HR if target is below 50% HP
Level 22: You gain(s) +70 ranged dmg if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 23: Every time an enemy succeed(s) on a Dexterity saving throw, If an enemy is below half hit points, they are SEL=8 Truename Dominated (No save)
Level 30: Support characters gain +368 hp
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Random Mini Classes #94

Proficiencies Picks3 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
235(none)
370(none)
4140(none)
5280(none)
6560(none)
71120(none)
82240(none)
94480(none)
106800(none)+2 Kit slots.
Sustain Wis, San (Sanity).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Level 1: +2 set Dex
Level 3: Every time a group meditate(s) or enter(s) a trance state, If an enemy is below half hit points, they are SEL=1 Prone (Reflex 25+Str for half effect, MR or XR to resist)
Level 10: Double Displaced (+2 AC)
Level 11: iStatusR 55%
Level 11: +5 proficiencies
Level 11: CL=(11 or HNCL); know 11 schools(444 33- ---)
Level 12: BlahR (RMPIR) +10%
Level 12: 10% to one oBlahR
Level 12: +5 damage (with weapons)
Level 13: Your summons have +1 offensive DL
Level 14: +2 set Chr; +10% Money *
Level 19: Gain a Reality Carapace that grants immunity to the next status effect inflicted, for CL hours
Level 21: When an enemy is/are bloodied, Inflicts max hp (-48) on an enemy's group (Fortitude 129+Int to counter, IR or MR to resist). Stacks with each failed save
Level 21: Gain a Chaos Buffer that grants immunity to the next status effect inflicted, for 1 minute
Level 23: Gain a Solar Cocoon that delays up to 115 dmg/hit for 9 round(s). (Will or RSW 27+Con save to reflect)
Level 25: When a creature lose(s) concentration, -319 to hit to all nearby enemies (No save, CR to resist)
Level 26: An ally's group gain(s) +47 to hit if below 50% hp, doubled if below 10%, tripled if below 5%, and multiplied by 5 if at or below 1%
Level 31: Gain a Elemental Buffer that deflects ranged attacks unless the attacker passes (Sanity 197+Int save to reflect), for CL days
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Random Mini Classes #95

Blue XP Immuner5 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
233.2(none)
366.4(none)
4132.8(none)
5265.6(none)
6531.2(none)
71062.4(none)
82124.8(none)
94249.6(none)
106400(none)Automatically make Wis checks and Will saves.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Str.
Level 1: +2 set Chr; +10% Money *
Level 1: +1 damage (with weapons)
Level 1: +4 set Reason (prog. bonus)
Level 11: Set Cml = 40
Level 11: +9 weapon needed to hit you
Level 12: +3" move rate
Level 12: +1 set Cml
Level 12: Merge Rogue chart up to LVL=12
Level 13: +2 AT; you don't get AT from armor
Level 14: +5 damage (with weapons)
Level 23: 4P, Spend 15 Str: While within 20 feet of you, you has SEL=13 Hyperactive for 7 segment(s)
Level 24: Support characters gain +384 max hp
Level 24: 3X, NP/lifetime: Intercept a summoning or planar effect (No save, TechR or WR to resist)
Level 24: Support characters gain +384 max hp
Level 26: 12F: Silence a target mid-cast, preventing the ability (Reflex 164+Str to reflect, NR or HR to resist)
Level 26: Whenever an enemy identify(ies) a spell or magical effect, Drain 1144 points of spell slots from your group (No save, NR to resist)
Level 26: Whenever a creature lose(s) concentration, Drain 689 points of rogue points from an enemy's group (RSW or Dex 118+Wis save for quarter effect)
Level 31: 12D, Spend 7 psp(s): While within 20 feet of you, your group has SEL=4 Super Barbarian Stat for 5 round(s)
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Random Mini Classes #96

Meta- Saves Progression0 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
239(none)
378(none)
4156(none)
5312(none)
6624(none)
71248(none)
82496(none)
94992(none)
107500(none)Sustain Chr, Cml.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Level 1: x1.25 hp
Level 1: 2 charges of 1s immunity
Level 4: An Ally'S Group gain(s) +22 ranged dmg
Level 10: +2 damage per die with spells or psi
Level 10: +1 Class sheet / reset
Level 10: Set Chr = 30
Level 10: +10 SLs
Level 12: Immune to an element; does "spread"
Level 12: Set Str = 34
Level 13: Overwrite a spell/psi progression with ML=13
Level 14: Your group gain(s) +37 hp each turn for CL days, stacking until the effect ends
Level 18: Whenever an enemy drop(s) an enemy to 0 hp, Drain 315 actions from all enemies in 20 feet (Con 119+Chr to delay 1 segment, MR or IR to resist)
Level 19: Gain a Sanctified Bubble that deflects ranged attacks unless the attacker passes (No save, PR to resist), until end of combat
Level 23: Every time a group provok(es) an attack of opportunity, Each failed save by an enemy's group increases the severity of SEL=16 Liquefied (Sanity 137+Int save for half effect)
Level 26: Whenever all enemies critically hit(s) an enemy, Drain 1170 resistances per round from your group for 1 rounds (BW 109+Wis save to negate)
Level 27: Noosphere Rupture: Every time you use(s) a magical item or scroll, If your group is standing on difficult terrain then they are SEL=8 Temporally Incursed / Rewritten Out of Time (Horror or BW 60+Dex save to delay 1 segment)
Level 32: An Ally gain(s) +32 ranged dmg
Level 180: When all creatures successfully pick(s) a lock, -3915 to hit to an enemy's group. PP save for half effect (-1958). On failed save, also becomes SEL=8 Truename Dominated
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Random Mini Classes #97

Astral Saving Throws1JG RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
226.6(none)
353.2(none)
4106.4(none)
5212.8(none)
6425.6(none)
7851.2(none)
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105200(none)Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
With an attack, you can Throw a Size M target Str*10', doing (Str)d6 falling dmg. This autohits and removes him from your group.
Level 1: +10 AC
Level 1: +10 gp per reset
Level 1: +1 B Action /r
Level 6: Whenever all creatures critically hit(s) an enemy, Drain 159 actions from all enemies in 20 feet (Spell or Spell 46+Chr save to nullify)
Level 9: Unwritten Twist: Gain a Mirror Buffer that grants immunity to the next status effect inflicted, for CL days
Level 9: When an enemy attack(s) with advantage, -133 saves to all nearby enemies (BW or Spell 25+Con save to nullify)
Level 10: +5% party money with jobs
Level 11: Area effect spell hits +1 group
Level 12: +4 set Reason (Will saves); *
Level 12: +1 B Action /r
Level 13: +1 class slot in chosen group
Level 13: Immune to an element; does "spread"
Level 13: +13 SLs
Level 17: Gain a Warding Carapace that reduces all forced movement by half unless resisted with (No save, MR or CR to resist), until end of combat
Level 19: Every time all creatures link(s) mind(s) with another creature, An enemy must succeed on a (Fortitude 37+Int save for tenth effect) or become SEL=5 Capital D Dried Out at the start of its next turn
Level 21: Gain a Obsidian Cocoon that delays up to 1008 dmg/hit for 8 segment(s). (Fortitude or Wis 52+Con save for quarter effect)
Level 24: Each time a group provok(es) an attack of opportunity, Remove 1 highest-level effect and suppress 3 lesser effects on your group. No save
Level 29: 5W, Spend 2 Con, NP/week: When your group takes damage, they gain SEL=4 Super Barbarian Stat for 1 minute(s)
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Random Mini Classes #98

Infinite Letter Proficiencies Specialization Slayer RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
234.8(none)
369.6(none)
4139.2(none)
5278.4(none)
6556.8(none)
71113.6(none)
82227.2(none)
94454.4(none)
106700(none)You can use an unlimited amount of shifting of Subability scores ("sleazing") for Str.
Sustain hp and immune to Vile and Permanent dmg.
This class gives +1 rank of Exceptional Wis which stacks on top on what you already have (unless the source says it can't be improved).
Automatically make Chr checks, Psionic Blast saves, and Leadership (Morale) checks.
Level 1: 10% to one oBlahR
Level 1: +1 all saves
Level 4: Each time all enemies turn(s) or rebuke(s) undead, Dispel the last 2 magical effects on an enemy. No save allowed
Level 6: Anomalous Envelope: 2H: Counter a spell as it is cast (Chr 35+Chr save for quarter effect to resist)
Level 10: +2 AT; you don't get AT from armor
Level 10: Immune to an element; does "spread"
Level 10: +1 B Action /r
Level 11: Sell items for 64+LVL% of value instead of 50%
Level 12: Immune to an element; does "spread"
Level 12: +2 AT; you don't get AT from armor
Level 12: Ignore one BlahR
Level 13: -1 to HNCL, Luck
Level 14: Relentless Rend: 6M: Silence a target mid-cast, preventing the ability (No save, NR or NR to resist)
Level 16: Each time an ally enter(s) or exit(s) stealth, Remove 1 highest-level effect and suppress 3 lesser effects on your group. No save
Level 28: 9B, NP/turn: Counter and remove an ongoing effect from a target (Horror or Horror 157+Wis save for half effect)
Level 32: Each time all allies take(s) psychic damage, Attempt to dispel all effects on your group (PPD 196+Int to delay 1 segment, PR or NR to resist) If resisted, target takes 141 Chaos, Law damage
Level 360: 122KE, Spend 2 Wis: When an ally falls, you gains SEL=9 Shapechanged for 17 minute(s)
Level 684: An ally gains +100LA action(s) for 4 minute(s)
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Random Mini Classes #99

Animal Damage Immuner RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
224.4(none)
348.8(none)
497.6(none)
5195.2(none)
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104700(none)You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Level 1: Set Int = 12
Level 10: Your summons have +1 defensive DL
Level 10: +1 Class sheet / reset
Level 10: 20 charges of 1s immunity
Level 11: 1P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Level 11: You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Level 12: +1 B Action /r
Level 12: Nonmagical weapons and armor are at half monetary cost for you
Level 12: 332 22- --- [--- --]
Level 12: +2 proficiencies (all from this class must be same)
Level 14: +3 distributed among save categories
Level 16: Each time all creatures link(s) mind(s) with another creature, Dispel 4 random magical effect(s) on your group, and suppress all other effects for 4 round(s)
Level 16: Each time a group take(s) radiant or necrotic damage, Remove all beneficial effects from an enemy's group (Fortitude 106+Con to absorb, TechR or HR to resist)
Level 17: 3C, Spend 6 animal companion(s), 3/segment: After rolling a natural 20, an ally gains SEL=12 Really Object for 4 round(s)
Level 23: 4P, Spend 16 subordinate(s): While within 20 feet of you, an ally has SEL=9 Indestructible for 1 round(s)
Level 30: 8M: Silence a target mid-cast, preventing the ability (No save, TechR to resist)
Level 31: Every time all allies identify(ies) a spell or magical effect, Your group is afflicted with both Turned Inside Out and Cursed Berserking (Horror 42+Dex to counter, NR or WR to resist)
Level 576: 68hhhM, Spend 3 Int, NP/hour: When you takes damage, they gain SEL=5 Physical Fury for 14 minute(s)
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Random Mini Classes #100

Armor Class Picks2 RDM
LevelSpellsRequisites:
Alignment: any
HD/level:
Weapon Prof.: 0+level/0
To Hit Table: (none)
Saves: None
Reference: RDM
Groups: Mini
Complexity: CF=1
KXP
10(none)
224(none)
348(none)
496(none)
5192(none)
6384(none)
7768(none)
81536(none)
93072(none)
104700(none)You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
You get x3 effect with these [C7] Combat Maneuvers: Bash, Bypassing Armor, Charge, Cleave, Disarm, Kick, Parry, Sap, Shield Bash, Subdue.
Level 1: What you need when saving = (save DC)÷1
Level 1: 1 spell gets -1 SL
Level 5: Gain a Phantom Veil that grants immunity to the next status effect inflicted, for 1 day
Level 10: x1.1 damage
Level 10: x1.1 to hit bonus
Level 10: Immune to 2 specific effects
Level 11: +x(level+1) max hp
Level 11: +5% party money with jobs
Level 12: set TH 130
Level 13: x7.5 base TH from class
Level 13: DR (4*LVL)/+LVL
Level 13: +1 damage (with weapons)
Level 14: +1 professional wrestling maneuver
Level 14: Manaborn Expansion: 6M: Counter an action targeting your group (No save)
Level 26: Whenever a creature lose(s) concentration, Drain 390% of resistances from an enemy's group (No save, PR or MR to resist)
Level 28: Each time all allies steal(s) an item, Dispel effects on your group (No save, PR to resist)
Level 29: 5W, Spend 2 Wis, NP/week: An ally get(s) SEL=9 Indestructible for 6 minute(s)
Level 72: You gain(s) +108 max hp
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