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View Full Version : Homebrew Ruleset based on E6 (work in progress), please comment!



Simba
2010-02-15, 04:33 AM
I am writing up a ruleset based on the E6 variant rules for my upcoming campain and I change just about every class I will let players chose. I have reduced the class list as well.

I openly admit that many of the concepts I use are borrowed from somewhere else and hope the people who have come up with those ideas don't mind.

Please look at this little concept and practice constructive criticism. I am looking for capstone abilities for some classes, others already have them.

I have deleted the stuff up here as it does not fit into one post. I have created new postd further down the thread instead!

Cataphract
2010-02-15, 05:47 AM
Mighty interesting!

Are ToB classes going to be supported or not?

Simba
2010-02-15, 05:49 AM
They will be inasfar as you can take the feats to get maneuvers. Prestige classes might be ToB-classes, but that is for later.

Cataphract
2010-02-15, 06:12 AM
Why not base classes?

Or, if you're not fond of having a ton of classes, how about fighting classes giving a handful of maneuvers?

And if you don't like how ToB handles them, I'm in the process of homebrewing a slightly different approach with different maneuvers. While it'll take some time before it's finalized, I'm sure I can have the first three levels of maneuvers for each discipline ready.

BooNL
2010-02-23, 02:48 AM
Heh, didn't know you posted this up in homebrew yet :smallsmile:.

Anyway, as I mentioned the Pathfinder transition looks pretty cool. Wondering what you mean by the Cleric's Domain Powers though. I thought PF clerics get them from their domains at set levels?

The barbarian looks pretty powerful compared to other melee classes, especially once he picks up Powerful Build and Pounce. If you factor in feats like Shocktrooper and Leap Attack he'll splatter most enemies against the wall at level 6.

You might want to consider giving Pounce to all full BAB classes. Though that might be a bit unfair to the scout.

Races look alright, but you might want to remove one of the attribute bonusses from humans. As is, they've got 2 bonus attributes of choice, an extra feat and an extra skill point. That's stronger than what any other race gets!

Last comment: might want to break down the races and classes in spoilers, for better formatting.

Simba
2010-02-23, 04:12 AM
Races look alright, but you might want to remove one of the attribute bonusses from humans. As is, they've got 2 bonus attributes of choice, an extra feat and an extra skill point. That's stronger than what any other race gets!
Done.


Last comment: might want to break down the races and classes in spoilers, for better formatting.

Also done :)

Cogwheel
2010-02-23, 05:49 AM
Interesting... I wasn't too fond of E6, but this seems decent. I thought it basically came down to "like D&D, only it ends at level 6 and you're also all nerfed". In any case, this looks good. Looking forward to seeing the other classes finished up :smallbiggrin: I admit, I miss a whole bunch of other classes (warlock, ToB, binder and a couple others), but still. Good luck with the rest, anyway! Little advice: Don't be afraid to toss in abilities that seem a bit crazy. It's served me well in class design.

Sliver
2010-02-23, 05:58 AM
Love the races, have a few comments on the classes though, hope it doesn't sound too harsh.. It's just a point by point critic, but I really do love what I have seen so far :smalltongue:

Barbarian
It might be just me, but Lasting Rage of the barbarian seems to be an overkill.. If you invest in Con (and you will) and take a racial Con bonus so you will end up with 16 or 18 Con, then with +4 from Rage you end up with 8-9 turns of Rage at level 1. Unless it is some mass combat that will take a long time, a barbarian at level 1 should be able to start the combat in rage and it probably will last until the end of the combat. At third level, that extra won't matter a lot.

With Powerful Build and strongarm braces, a medium barbarian can use huge weapons?

Tireless Rage as a level 5 ability is a bit underwhelming.. I would put it instead of Lasting Rage and Regeneration at level 5.

Also, Regeneration 1 at level 5 or 6 is a bit weak and only useful outside of combat. In combat, at that level, you won't be feeling the healing.. It might save you from dying, but if you are low on HP, unless you suffered from a lucky strike, IMO, it won't improve your chances that much for it to be a minor capstone.

FighterSeem a bit dull to me.. Flat bonuses to AC or attack is efficient, but not really exciting to invest in. At the moment, it looks like a dip class like fighter was in, an option if you really need the feat, but might not be worth taking 4 levels of small bonuses and feats to get fear immunity and a slightly improved Mettle..

Unless he invests his feats in maneuvers.. Sure he could become a tripper quickly, but he will still be better off taking the fighter as a dip IMO..

Monk made me confused after reading the Barbarian, but the I thought of another option.. The barbarian's Fast Movement lacks a 0, giving it +1ft of ground movement. (at first I thought it was ment to be 5ft just divided into squares instead of feet)

You might want to mention that there are some edits that you didn't make in the text (referring to table numbers or wrong levels (like the monk's flurry penalty decreasing at level 5 instead of 3, or level 9 instead of 5.))

I didn't find your discription of slow fall. IMO you shouldn't keep it as is, edit the need for a wall out of it.. It stacks with jumping and tumbling to reduce falling damage?

Rogue has a lot to it, I will comment on it later when I dedicate more time to it (if you want, of course), as well as scout..

Simba
2010-02-23, 05:59 AM
Interesting... I wasn't too fond of E6, but this seems decent. I thought it basically came down to "like D&D, only it ends at level 6 and you're also all nerfed". In any case, this looks good. Looking forward to seeing the other classes finished up :smallbiggrin: I admit, I miss a whole bunch of other classes (warlock, ToB, binder and a couple others), but still. Good luck with the rest, anyway! Little advice: Don't be afraid to toss in abilities that seem a bit crazy. It's served me well in class design.

Thank you for your comment. I am trying to give each class a real capstone ability, some are already there, some are still missing. Adding classes is no problem, but I want the core ones done before charging into new ones. And each new class needs to have its own nieche to be added. I am actually thinking about adding a swordsage-like class and giving the Champion a maneuver or two in addition to defensive stance.

Cogwheel
2010-02-23, 06:06 AM
Honestly? The big deal isn't maneuvers, here. While I can't speak for others, the reason I enjoy ToB is that it gives tanks something interesting to do, beyond "and on my turn, I hit it again." The current fighter lacks that.

And yes, I agree with what Sliver's said. All the same, nice job here. Looking forward to seeing the rest.

Simba
2010-02-23, 09:20 AM
Love the races, have a few comments on the classes though, hope it doesn't sound too harsh.. It's just a point by point critic, but I really do love what I have seen so far :smalltongue:

Fine with me, as long as criticism is constructive it can be as harsh as you want.

Sliver
2010-02-23, 11:44 AM
It would be nice if you can bold the parts where you edited on the existing abilities, so if someone goes over it quickly he will notice the parts that were edited quickly.

Rogue, Evasion: Minor editing error, copied over the monk part.

Rogue Talent: (same as above, editing thing) For an E6 game, saying "for every two levels" is.. Nah.. But Rogues don't get Rogue Talent at level 6, they get Advanced Talent, so saying "At 2nd and 4th level.." instead is more fitting..

Combat Trick: What exactly is defined as a combat feat? Tactical ones? There isn't a combat feat category.. Maybe from the fighter bonus feat list? But then what is the point of Weapon Training?

Most of the Rogue Talents seem fine but underwhelming, fitting something to start with and help define the starting Rogue. Like Innate Talents that would fit in level 1, then Improved Talent at level 3 which are more powerful, and then Advanced Talent at level 6. The existing Advanced Talents seem fine for that level, which makes it more odd the sudden increase from the basic Rogue Talents to Advanced Talents. If there was a in between stage, it would feel a bit more smooth.

Scout: Rogues get the best benefit from two weapon fighting, multiplying it's SA damage. Scouts can't do that, and their defining weapon, the bow, lacks that option too. If a scout would be getting his 5ft step increased, to become a 10ft step or later 15 (when his bonus speed becomes 20) then being able to use it with the only relevant feat for archers (Rapid Shot) will be quite nice. This of course should come not at level 1, but 2 or 3 (where he gets little exciting bonuses, as I don't think that not being able to be tracked is really interesting. Also, the party will leave tracks so it is even less relevant for a PC). Being able to get their bonus damage and still make a full attack doesn't seem OP to me, compared to the heavy hitting two handed Barbarian..

Simba
2010-02-23, 12:21 PM
I will try to incorporate all that. Now that many of my potential players are already here (glad you came along!) we might consider moving this thread to another place, I am running out of space in my post. We will see :)

Simba
2010-03-03, 05:44 AM
Races



Only the following races can be played, feel free to critique the ones here if you feel they are imballanced.

Human
+2 on 1 Attribute of player's choice
+1 feat at level 1
+1 skillpoint per level (multiplied at level 1)
+2 to any one skill of player's choice

Elf
+2 DEX, +2 to either INT or CHA
Lowlight Vision
+2 to Perception
+2 Saves against spells and spell-like abilities

Dwarf
+2 CON, +2 to either WIS or STR
Darkvision
+2 FORT and WILL saves

Halfling
+2 DEX, +2 to either CHA or WIS
small size
+1 on all saves
+2 Stealth

Gnome
+2 CON, +2 to either INT or CHA
small size
lowlight vision
+2 Crafts, Appraise
+2 to saves against illusions

Catfolk
+2 DEX, +2 to either STR or CHA
lowlight vision
+2 Acrobatics
+1 Natural Armor

Dragonborn
+2 STR, +2 to either CHA or INT
+2 Spellcraft
+2 Natural Armor

Wolven
+2 CON, +2 to either WIS or DEX
Scent
+1 Natural Armor
+2 Survival

Orc
+2 STR, +2 to either CON or WIS
lowlight vision
+2 Intimidate

Hobgoblin
+2 CON, +2 to either STR or DEX
lowlight vision
+2 Athletics


Skills:


Class Skill Points
{table]Class|Skill points
Barbarian | 4 + Int modifier
Bard | 6 + Int modifier
Cleric | 4 + Int modifier
Druid | 4 + Int modifier
Fighter | 4 + Int modifier
Monk | 6 + Int modifier
Champion | 4 + Int modifier
Ranger | 6 + Int modifier
Rogue | 8 + Int modifier
Sorcerer | 4 + Int modifier
Wizard | 4 + Int modifier
[/table]

Class Skills
{table]Skill|Bbn|Brd|Clr|Drd|Ftr|Mnk|Chm|Rgr|Rog|Sor|Wiz| Untrained|Ability
Acrobatics | C | C | — | — | — | C | — | — | C | — | — | Yes | Dex
Appraise | — | C | C | — | — | — | — | — | C | C | C | Yes | Int
Bluff | — | C | — | — | — | — | — | — | C | C | — | Yes | Cha
Climb | C | C | — | C | C | C | — | C | C | — | — | Yes | Str
Craft | C | C | C | C | C | C | C | C | C | C | C | Yes | Int
Diplomacy | — | C | C | — | — | — | C | — | C | — | — | Yes | Cha
Disable Device | — | — | — | — | — | — | — | C | C | — | — | No | Dex
Disguise | — | C | — | — | — | — | — | — | C | — | — | Yes | Cha
Escape Artist | — | C | — | — | — | C | — | — | C | — | — | Yes | Dex
Handle Animal | C | — | — | C | C | — | C | C | — | — | — | No | Cha
Heal | — | — | C | C | — | — | C | C | — | — | — | Yes | Wis
Intimidate | C | — | — | — | C | C | — | C | C | C | — | Yes | Cha
Knowledge (arcana) | — | C | C | — | — | — | — | — | — | C | C | No | Int
Knowledge (dungeoneering) | — | C | — | — | C | — | — | C | C | — | C | No | Int
Knowledge (engineering) | — | C | — | — | C | — | — | — | — | — | C | No | Int
Knowledge (geography) | — | C | — | C | — | — | — | C | — | — | C | No | Int
Knowledge (history) | — | C | C | — | — | C | — | — | — | — | C | No | Int
Knowledge (local) | — | C | — | — | — | — | — | — | C | — | C | No | Int
Knowledge (nature) | C | C | — | C | — | — | — | C | — | — | C | No | Int
Knowledge (nobility) | — | C | C | — | — | — | C | — | — | — | C | No | Int
Knowledge (planes) | — | C | C | — | — | — | — | — | — | — | C | No | Int
Knowledge (religion) | — | C | C | — | — | — | C | — | — | — | C | No | Int
Linguistics | — | C | C | — | — | — | — | — | C | — | C | No | Int
Perception | C | C | — | C | — | C | — | C | C | — | — | Yes | Wis
Perform | — | C | — | — | — | C | — | — | C | — | — | Yes | Cha
Profession | — | C | C | C | C | C | C | C | C | C | C | No | Wis
Ride | C | — | — | C | C | C | C | C | — | — | — | Yes | Dex
Sense Motive | — | C | C | — | — | C | C | — | C | — | — | Yes | Wis
Sleight of Hand | — | C | — | — | — | — | — | — | C | — | — | No | Dex
Spellcraft | — | C | C | C | — | — | C | C | — | C | C | Yes | Int
Stealth | — | C | — | — | — | C | — | C | C | — | — | Yes | Dex
Survival | C | — | — | C | C | — | — | C | — | — | — | Yes | Wis
Swim | C | — | — | C | C | C | — | C | C | — | — | Yes | Str
Use Magic Device | — | C | — | — | — | — | — | — | C | C | — | No | Cha
[/table]


Regions


Depending on the region of their upbringing, characters can chose from a variaty of bonus feats and skills. These represent the things a parson learns during his youth, when cultural influence is strong and they are taught the skills necessary for survival in their environment
Find a region where your race is listed, then chose one feat from the list you get for free. You also get the listed skills as class skills and a total of 10 points to distribute among them at level 1.

Regional Feats and Skills
{table]Region|Races|Bonus Feats|Background Skills
Free Cities of Chroa|Human, Elf, Dwarf, Halfling, Gnome, Catfolk|Artist, Cosmopolitan, Street Smart, City Slicker|Bluff, Gather Information, Diplomacy, Perform (any)
Cra'shoch Plains|Hobgoblins|Aura of Bravery, Saddleback, Efficient Hunter, Horse Nomad|Ride, Handle Animal, Intimidate, Survival
Tal'gash|Orc, Elf, Catfolk|Forester, Foe Hunter – Orcs/Elves, Efficient Hunter, Treetopper|Climb, Jump, Knowledge (nature), Survival
High Hold|Dwarf, Gnome|Caver, Bullheaded, Forgeheart, Battle Hardened|Appraise, Craft (any stone or metal), Knowledge (engineering), Survival
Verial|Human, Elf, Dwarf, Halfling, Gnome, Dragonborn|Seafarer, Spontaneous Healer, Ship Savvy, Old Salt|Handle Animal, Knowledge (religion), Profession (any), Swim
[/table]

Simba
2010-03-03, 05:58 AM
Classes 1:

Barbarian

{table]BAB|HPs|FORT|RFL|WILL|DR|Special
+1|7|2|2|0|1|Fast movement, Rage
+2|14|3|3|0|1|Bonus Feat, Uncanny Dodge
+3|21|3|3|1|2|Tireless Rage, Nature's Lore
+4|28|4|4|1|2|Bonus Feat, Powerful Build
+5|35|4|4|2|3|Improved Uncanny Dodge, Spirit of the Fray
+6/+1|42|5|5|2|3|Pounce, Will to live
[/table]

Fast Movement: +10 ground movement

Rage: A barbarian can fly into a rage once per encounter. In a rage, a Barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Tireless Rage: At the end of the rage, the barbarian loses the rage modifiers but no longer becomes fatigued.

Nature's Lore: +2 Survival, Knowledge (nature)

Powerful Build: The physical stature of a Barbarian lets him function in many ways as if he were one size category larger. Whenever a Barbarian is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Barbarian is treated as one size larger if doing so is advantageous to him. A Barbarian is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Barbarian can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait does not stack with the effects of powers, abilities and spells that change the subject’s size category.

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Spirit of the Fray: When in combat a Barbarian of 5th level becomes one with the battle raging around him, tapping into the power of the spirits of war to greatly improve his body's regenerative power. For every successful strike causing damage to an enemy he recovers one third of the damage he has caused, rounded down, but always at least one point. Using this power a Barbarian can gain more hitpoints then he actually has, but all hitpoints over his maximum are lost once the battle is over.

Pounce: A Barbarian receives a Full Attack at the end of a Charge (instead of a Single Attack).

Will to live: A Barbarian of 6th level is simply too powerful to die. Once per encounter, when he takes damage in combat (from weapons or unarmed attacks only) that would cause him to fall below 0 hitpoints he can make a will save to completely ignore all damage taken from that attack and continue fighting. Target of the save is the damage the Barbarian received from that attack.


Fighter

{table]BAB|HPs|FORT|RFL|WILL|Martial disciplines|Maneuvers known|Stances known|Maneuvers readied|Special
+1|6|2|0|0|1|2|1|2|Bonus Feat, Weapon Focus
+2|12|3|0|0|2|3|1|2|Armor Training
+3|18|3|1|1|2|4|1|2|Bonus Feat, Shield training
+4|24|4|1|1|2|4|2|3|Weapon Specialisation
+5|30|4|2|2|3|5|2|3|Bonus Feat, Bravery
+6/+1|36|5|2|2|3|5|3|3|Bonus Feat, Resilience
[/table]

Martial Disciplines: A Fighter is schooled in the Arts of war, learning some of the ancient diciplines known as the subline way. He can chose a discipline at level 1 and add an additional one at levels 2 and 5. He can chose from the following disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, Twin Spirit and White Raven.

A Fighter can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action.

Weapon Focus: A Fighter can focus his training on a specific group of weapons, improving his mastery of them. He gains +1 to hit with a single group of weapons. Whenever a Fighter level is gained a Fighter can train with a different group of weapons, transfering his expertise to the new group while losing the benefit to the old one.

Armor Training: Fighters of the 2nd level learn to move in heavy armor and use it's protection to a higher degree. When wearing Medium or Heavy Armor, increase the AC bonus by 1 and reduce the Armor Check penalty by 2.

Shield Training: Shields grant a Fighter improved protection, so he trains extensively with it. When using a shield, a Fighter increases the AC bonus by 1 and reduces the Armor Check penalty by 1.

Weapon Specialisation: A Fighter of the 4th level learns to further improve his mastery with his favorite group of weapons. He gains +2 to damage with a single group of weapons he has Weapon Focus with. Just like Weapon Focus, this ability can be shifted to a new group whenever a Fighter level is gained.

Bravery: Fighters live to fight and learn to live with the dangers of the battlefield. At 5th level, Fighters become immune to all Fear effects, both natural & magical.

Resilience: A Fighter of the 6th level has learned to withstand outside influence. Whenever he has to make a Will save against a spell whose description says “Will partial” or a Fortitude save that says “Fortitude half”, he actually takes no effect at all. If he fails the save he takes only the partial effect.


Monk

{table]BAB|HPs|FORT|RFL|WILL|Move|Flurry|AC Bonus|Martial disc.|Man. known|Stances known|Man. readied|Special
+1|5|2|2|2|+0|-1/-1|+1|3|5|1|3|Unarmed Strike, Bonus Feat, Flurry of Blows, Monk Weapon Training
+2|10|3|3|3|+0|+0/+0|+1|3|6|2|3|Bonus Feat, Evasion, Slow Fall (10')
+3|15|3|3|3|+10|+2/+2|+1|4|7|2|3|Still Mind, Improved Mobility
+4|20|4|4|4|+10|+3/+3|+2|4|8|2|4|Bonus Feat, Sacred Strike, Slow Fall (20')
+5|25|4|4|4|+10|+5/+5|+2|5|9|3|5|Purity of Body, Improved Evasion
+6/+1|30|5|5|5|+20|+6/+6/+1|+3|5|10|3|6|Ki Strike, Slow Fall (30')
[/table]

Martial Disciplines: A Monk is trained in the Arts of unarmed combat, learning some of the ancient diciplines known as the subline way. He can chose 3 disciplines at level 1 and adds an additional one at levels 3 and 5. He can chose from the following disciplines: Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Tiger Claw.

A Monk can recover all expended maneuvers by exercising and meditating for 5 minutes. In combat, he can use a full round action to recover one expended maneuver.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist or with elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage,
but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while
grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would:

Unarmed Damage
{table]Level|Small Monk|Medium Monk|Large Monk
1st–3rd | 1d4 | 1d6 | 1d8
4th–5th | 1d6 | 1d8 | 2d6
6th | 1d8 | 1d12 | 2d8
[/table]

Flurry of Blows: When unarmored, a monk may strike with a f lurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before his next action. A monk must use a full attack action to strike with a f lurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). He may attack with unarmed strikes and special monk weapons interchangeably as desired.
When using weapons as part of a f lurry of blows, a monk applies his full Strength bonus to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in his f lurry of blows routine to do so. When a monk reaches 6th level, his f lurry of blows ability improves. In addition to the standard single extra attack he gets from f lurry of blows, he gets a second extra attack at his full base attack bonus.

Monk Weapon Training: A Monk is automatically proficient with all Monk weapons.

Evasion: At 2nd level or higher, if a monk makes a successful Ref lex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Effectively, a monk gains the ability to move out of the area of dangerous spells and effects. A monk who succeeds on a Reflex save against a spell or effect can choose to move out of the area of the spell or effect. She must take the shortest path available to her, and she can’t move farther than her speed. If more than one path of equal distance is available, she can choose which path to use. If no such path is available, the monk can’t use this ability, but still takes only half damage. This movement provokes attacks of opportunity as normal for movement. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Still Mind: A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Slow Fall:At 2nd level or higher, a monk can use his training to slow his descent when falling. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall) improves with his monk level.

Improved Mobility: A Monk of can do a 10' step any time he makes a 'take a 5' step' action. This improves to 15' at 6th level.

Sacred Strike: When using your bare hands or your Deity’s favored weapon, you may declare a ‘Sacred Strike’ before making an attack. If your opponent is a ‘Sworn Enemy’ of your Deity, you receive +(Charisma modifier) as a bonus on your attack roll. If you hit, you do +(Monk level) damage. Usable (1 + Wisdom modifier) times per day (min 1).

Purity of Body: At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Improved Evasion: At 5th level, a monk’s evasion ability improves. He still takes no damage on a successful Ref lex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Ki Strike: 3 times/day a Monk can automatically overcome damage reduction with his strikes for one round. This ability has to be declared at the beginning of the round and uses are lost no matter if the attacks resulted in a hit or not.


Rogue

{table]BAB|HPs|FORT|RFL|WILL|Special
+0|4|0|2|0|Sneak Attack +1d6, Trapfinding, Rogue Talent
+1|8|0|3|0|Evasion, Rogue Talent
+2|12|1|3|1|Sneak attack +2d6, Trap Sense +1, Rogue Talent
+3|16|1|4|1|Rogue Talent, Uncanny Dodge
+3|20|2|4|2|Sneak attack +3d6, Trap Sense +2, Rogue Talent
+4|24|2|5|2|Improved Uncanny Dodge, Rogue Talent, Advanced Talent
[/table]

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Rogues and Scouts can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 10, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues and Scouts can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

Evasion: At 2nd level or higher, if a Rogue makes a successful Ref lex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Effectively, a rogue gains the ability to move out of the area of dangerous spells and effects. A rogue who succeeds on a Reflex save against a spell or effect can choose to move out of the area of the spell or effect. She must take the shortest path available to her, and she can’t move farther than her speed. If more than one path of equal distance is available, she can choose which path to use. If no such path is available, the rogue can’t use this ability, but still takes only half damage. This movement provokes attacks of opportunity as normal for movement. Evasion can be used only if a rogue is wearing light armor or no armor. A helpless Rogue does not gain the benefit of evasion.

Rogue Talent: As a rogue gains experience she learns a number of talents that aid her and confound her foes. A rogue gains one rogue talent per level. A rogue cannot select an individual talent more than once.

Rogue talents:

- Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (ie. 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself.

- Fast Stealth (Ex): This ability allows a rogue to move at full speed using Stealth without penalty.

- Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using Acrobatics without penalty.

- Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the wizard/sorcerer spell list. This spell can be cast 2/day as a spell-like ability. The caster level for this ability is equal to half her rogue level. The save DC for this spell is determined using the rogue’s
Intelligence modifier. A rogue must have the minor magic rogue talent before choosing this talent.

- Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the wizard/sorcerer spell list. This spell can be cast 2/day as a spell-like ability. The caster level for this ability is equal to half her rogue level. The save DC for this spell is determined using the rogue’s Intelligence modifier.

- Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using Disable Device (minimum 1 round).

- Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

- Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue cannot take 5-foot steps while crawling.

- Slow Reactions (Ex): Opponents damaged by this rogue’s sneak attack cannot make attacks of opportunity for 1 round.

- Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

- Surprise Attacks (Ex): During the surprise round, opponents are always considered f lat-footed to a rogue with this ability, even if they have acted.
Opponents who cannot be caught f lat-footed (such as through improved uncanny dodge) are immune.

- Special Training: A rogue may gain any feat that she qualifies for in place of a rogue talent.


Advanced Talent:

At 6th level a rogue can choose one of the following advanced talents in place of a rogue talent:

- Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

- Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Ref lex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Ref lex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

- Dispelling Attack (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest level spell effect active on the target. The caster level for this ability is equal to the rogue’s level. A rogue must have the major magic rogue talent before choosing dispelling attack.

- Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save and movement using this ability does not provoke attacks of opportunity as normal for movement would. A helpless rogue does not gain the benefit of improved evasion.

- Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Ref lexes feat can’t use the opportunist ability more than once per round.

- Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

- Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

- Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.


Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Ref lex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 5th level. Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught f lat-footed or struck by an invisible attacker. She still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: A rogue of 6th level can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her.


Ranger

{table]BAB|HPs|FORT|RFL|WILL|Move|Special
+1|5|2|2|0|+10|Skirmish (+1d6), Trapfinding, Track, 1st Favored Terain
+2|10|3|3|0|+10|Bonus Feat, Battle Fortitude +1, Wild Empathy, Hunter’s Bond
+3|15|3|3|1|+10|Skirmish (+1d6, +1 AC), Trackless Step, Improved Mobility, Endurance
+4|20|4|4|1|+20|Bonus Feat, Fast Climb, Uncanny Dodge
+5|25|4|4|2|+20|Evasion, Skirmish (+2d6, +1 AC), Battle Fortitude +2, 2nd Favored Terain
+6|30|5|5|2|+20|Bonus Feat, Woodland Stride, Camouflage, Swift Tracker
[/table]

Skirmish: A Ranger relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. This bonus improves to 2d6 when the Ranger reaches the 5th level. The extra damage only applies to attack taken during the Ranger's turn. At 3rd level a Ranger gains an extra +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The Ranger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Ranger cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. A Ranger loses this ability when wearing medium or heavy armor or carrying a medium or heavy load.

Trapfinding: Rogues and Rangers can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 10, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues and Rangers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

Track: A Ranger adds half his level to Survival skill checks made to follow or identify tracks.

Favored Terrain: (Ex): A Ranger may select a type of terrain from among those given on the Favored Terrain Table. The Ranger gains a +2 bonus on Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. Likewise, he gets a +1 bonus on initiative checks when in this terrain.

Favored Terrains
{table]
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material)
Swamp
Underground (caves)
Underground (dungeons)
Urban (buildings, streets, and sewers)
Water (on boats and other craft)
Water (below surface)
[/table]

Battle Fortitude: On 2nd level a Ranger gains a +1 competence bonus on fortitude saves and initiative checks. This bonus increases to +2 when the Ranger reaches level 5. A Ranger loses this ability when wearing medium or heavy armor or carrying a medium or heavy load.

Wild Empathy: A Ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his Ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Ranger can also use this ability to inf luence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Hunter’s Bond: Hunter’s Bond (Ex): At 4th level, a Ranger forms a bond with those he hunts with. This bond can take one of two forms. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored terain bonus to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the Ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored terain bonuses possessed by his allies; they use whichever bonus is higher. The second option is to form a close bond with an animal companion. A Ranger who selects an animal companion can choose from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Ranger on his adventures as appropriate for its kind. A Ranger’s animal companion shares his favored terrain bonuses. This ability functions like the Druid ability of the same name, except that the Ranger’s effective druid level is his ranger level -2. A Ranger may select from the alternative lists of animal companions just as a Druid can, though again his effective Druid level is his ranger level -2. Like a Druid, a Ranger cannot select an alternative animal if the choice would reduce his effective Druid level below 1st.

Trackless Step: Beginning on 3rd level, a Ranger can no longer be tracked in natural surroundings.

Improved Mobility: A Ranger can do a 10' step any time he makes a 'take a 5' step' action. This improves to 15' at 5th level.

Endurance: A Ranger gains Endurance as a bonus feat at 3rd level.

Fast Climb: At 4th level a Ranger gains Climb speed of half his land move.

Uncanny Dodge: Starting at 4th level, a Ranger can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. She still loses her Dexterity bonus to AC if immobilized. If a Ranger already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Evasion: At 2nd level or higher, if a Ranger makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Effectively, a ranger gains the ability to move out of the area of dangerous spells and effects. A ranger who succeeds on a Reflex save against a spell or effect can choose to move out of the area of the spell or effect. She must take the shortest path available to her, and she can’t move farther than her speed. If more than one path of equal distance is available, she can choose which path to use. If no such path is available, the ranger can’t use this ability, but still takes only half damage. This movement provokes attacks of opportunity as normal for movement. Evasion can be used only if a Ranger is wearing light armor or no armor. A helpless Ranger does not gain the benefit of evasion.

Woodland Stride: Starting at 6th level, a Ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Camouflage: A Ranger of 6th level can use the Stealth skill to hide in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Swift Tracker: Beginning at 6th level, a Ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.



Champion

{table]BAB|HPs|FORT|RFL|WILL|Special
+1|6|2|2|2|Alignment Aura, Detect Enemies, Smite
+2|12|3|3|4|Divine Grace, Divine Touch
+3|18|3|3|3|Aura of Courage, Divine Health
+4|24|4|4|4|Bonus Feat, Cast spells from the Champion spell list
+5|30|4|4|4|Remove Disease, Holy Enemy, Aura of Resolve
+6/+1|36|5|5|5|Bonus Feat, Defensive Stance
[/table]

Alignment Aura: The power of a Champion’s alignment aura is equal to twice her Champion level.

Detect Enemies: At will, a Champion can detect Enemies of her faith. This ability works like the spell Detect Evil, but detects both lignments oposite to the alignment of her faith.

Smite: Once per encounter, a Champion may attempt to smite an enemy of her faith with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1d6 extra points of damage per Champion level. If the Champion accidentally smites a creature that is not an enemy of her faith, the smite has no effect, but the ability is still used up for that encounter. At 3rd and 5th level the Champion may smite one additional time per day.

Divine Grace: At 2nd level, a Champion gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Divine Touch: Beginning at 2nd level, a Champion can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to her Champion level. With one use of this ability, a Champion can heal one target a number of hit points equal to her level times her Charisma bonus. As a Champion gains levels, she can use this ability to create other effects. The DC for any of these abilities is based off the Champion’s Charisma. Alternatively, a Champion can use this healing power to deal damage to undead creatures. Using Divine Touch in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. This attack deals an amount of damage equal to the Champion’s level times her Charisma bonus. Undead do not receive a saving throw against this damage.

Aura of Courage: Beginning at 3rd level, a Champion is immune to fear (magical or otherwise). Each ally within 30 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Champion is conscious, but not if she is unconscious or dead.

Divine Health: At 3rd level, a Champion gains immunity to all diseases, including supernatural and magical diseases.

Remove Disease: At 5th level, a Champion can spend two uses of her divine touch ability to remove disease, as the spell. Her caster level for this effect is equal to her Champion level.

Aura of Resolve: At 5th level, a Champion is immune to charm spells and spell-like abilities. Each ally within 30 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions while the Champion is conscious, but not if she is unconscious or dead.

Holy Enemy: At 5th level, as a free action usable once per encounter, a Champion can declare an enemy she is fighting or engaging an enemy of her faith. Against that enemy a Champion adds her class level or Charisma bonus (whichever is higher) to her BAB bonus and melee weapon damage. The effects of this power can be combined with the Champion's smite ability and add both the bonus to BAB and damage. While fighting a holy enemy, a Champion's weapons automatically overcome any DR the enemy might have. She must face that enemy and fight him to the end, to the best of her ability. She can only break off this fight if continuing it would be against her code of conduct. This ability only works when the enemy is of an oposing alignment or directly endangers followers or holy places of the Champion's faith.

Defensive Stance: At 6th level, as a free action usable once per encounter, a Champion can assume a defensive stance that lasts up to one minute per Champion level. When in a defensive stance, a Champion gains DR and AC bonus equal to her Champion level and adds half of this bonus to allies within 10' of her.

Simba
2010-03-03, 06:03 AM
Classes 2:

Bard

{table]BAB|HPs|FORT|RFL|WILL|Special
+0|4|0|2|2|Bardic knowledge, Bardic Performance, Cantrips, Inspire Courage +1
+1|8|0|3|3|Countersong, Fascinate
+2|12|1|3|3|Inspire Competence
+3|16|1|4|4|Inspire Courage +2,
+3|20|2|4|4|Suggestion, Soothing Voice
+4|24|2|5|5|Bardic Knack, Command
[/table]

Bardic Knowledge: At 1st level, a bard selects one Knowledge skill. He gains 1 bonus skill point to place in that Knowledge skill and an additional skill point every time he gains a level. In addition, a bard adds 1/2 his level (minimum 1) to all Knowledge skill checks and may make such checks untrained.

Bardic Performance: Once per day per bard level, a bard can use his Perform skill to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic performance, they can be activated using any Perform skill, such as dancing, singing, playing an instrument, or performing comedy. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic performance ability until he acquires the needed ranks. Some abilities can only be used by a bard with a specific type of Perform. Starting a bardic performance effect is a standard action. Some bardic performance abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using a bardic performance ability that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Bardic performance has specific limitations, depending on the type of Perform skill used to activate it. Bardic performance activated with Perform (act) or Perform (dance) requires line of sight to the targets of its effects and does not affect blind creatures. Bardic performance activated with Perform (comedy) and Perform (oratory) requires the targets to be able to hear the bard, and such effects are language dependent (although the bard can activate magic items that require a magic word, such as wands, while using these types of Perform to activate bardic performance). Bardic performance activated using any other type of Perform only requires the targets to be able to hear the bard. These requirements are in addition to those listed with each bardic performance ability. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic performance using a Perform skill that relies on sound. A blind bard has a 50% chance to fail when attempting to use bardic
performance using a Perform skill that relies on sight. If he fails either of these checks, the attempt still counts against his daily limit.

Cantrips

Inspire Courage

Countersong

Fascinate

Inspire Competence

Suggestion

Soothing Voice

Bardic Knack

Command


Sorcerer

{table]BAB|HPs|FORT|RFL|WILL|Special
+0|4|0|0|2|Cantrips, Bloodline Power, Eschew Materials
+1|8|0|0|3|
+1|12|1|1|3|Bloodline Power
+2|16|1|1|4|
+2|20|2|2|4|
+3|24|2|2|5|Greater Bloodline Power
[/table]

Cantrips:

Bloodline Power:

Eschew Materials:

Greater Bloodline Power:


Wizard

{table]BAB|HPs|FORT|RFL|WILL|Special
+0|3|0|0|2|Arcane bond, Cantrips, School Power, Scribe Scroll
+1|6|0|0|3|
+1|9|1|1|3|School Power
+2|12|1|1|4|Bonus Feat
+2|15|2|2|4|
+3|18|2|2|5|School Power
[/table]

Arcane Bond:

Cantrips:

School Power:

Scribe Scroll:


Cleric

{table]BAB|HPs|FORT|RFL|WILL|Special
+0|5|2|0|2|Channel Energy, Orisons, Domain Power, Proficiency with deities favored weapon, Alignment Aura
+1|10|3|0|3|Domain Power
+2|15|3|1|3|
+3|20|4|1|4|Domain Power
+3|25|4|2|4|
+4|30|5|2|5|Domain Power
[/table]

Channel Energy:

Orisons:

Domain Power:

Proficiency with deities favored weapon:

Alignment Aura:


Druid

{table]BAB|HPs|FORT|RFL|WILL|Special
+0|5|2|0|2|Nature Sense, Orisons, Wild Empathy
+1|10|3|0|3|Woodland Stride
+2|15|3|1|3|Trackless Step
+3|20|4|1|4|First Wild Shape
+3|25|4|2|4|Resist Nature’s Lure
+4|30|5|2|5|Venom Immunity, Second Wild Shape
[/table]

Nature Sense:

Orisons:

Wild Empathy: A Druid can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Druid rolls 1d20 and adds his Druid level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, inf luencing an animal in this way takes 1 minute, but, as with inf luencing people, it might take more or less time. The Druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Woodland Stride: Starting at 2nd level, a Druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Trackless Step:

First Wild Shape:

Resist Nature’s Lure:

Venom Immunity:

Second Wild Shape:

Simba
2010-03-03, 06:04 AM
Classes 3: (room for still more)

Weimann
2010-03-03, 06:23 AM
I've never been a great fan of the D&D 3.5 edition, mainly because the system is too long, and as I hear, it breaks pretty hard at even moderate levels. Therefore, E6 always appealed to me more, and even if I've never actually played it, I would like to at some point.

I will look over your changes now. Commenting later :)

Edit: Now it's later.

I have no real complaints, but then again, I'm not the most savvy guy. I can give the tip of adding some way of easily telling which level a trait is gained at, however. Either begin every entry with "At X level," or use captions in italics to create a division. It helps.

Furthermore, the Monk ability Flurry of Blows talk about the attack penalty disappearing at level 9. You might want to adjust that.

Otherwise, it looks good. With the addition of maneuvers, the everyone has some active ability, which is a very good thing. Nice work :)

Simba
2010-03-03, 08:02 AM
Furthermore, the Monk ability Flurry of Blows talk about the attack penalty disappearing at level 9. You might want to adjust that.

Done!


Otherwise, it looks good. With the addition of maneuvers, the everyone has some active ability, which is a very good thing. Nice work :)
Thank you!

Sliver
2010-03-03, 08:27 AM
Glad to see this coming along, can't wait for the actual game.

Most comments on the barbarian still hold, except the regeneration one. Like the change, just don't forget to edit the table to say Spirit of the Fray instead of regeneration. Maybe consider increasing it? It is similar to the crusader stance that does the same, but crusaders get it at level 1 when the amount of recovery is more relevant. 4%... It won't be the thing that helps a barbarian survive a match against another solid hitter at this level. Sure, pounce is good, but it only gives an extra attack at -5 at this point so making the other capstone better probably won't make the barbarian OP..

Giving monks and fighters maneuvers is a good way of making the classes more worthwhile. But slow fall still has no description. Also, they still have the problem of abilities contradicting each other, with the flurry being a full round action and having the high mobility abilities.. If later the flurry is upgraded to be a standard action or allowing him movement as a free (or swift) action like with the scout.. What do you think? But I just saw flurry giving 3 +6 attacks at level 6 so I donno.. shouldn't it be +6/+6/+1?

Can't wait for you to finish the other classes :smallsmile:

Note:

Simba
2010-03-03, 09:19 AM
Glad to see this coming along, can't wait for the actual game.
Me, too!


Most comments on the barbarian still hold, except the regeneration one. Like the change, just don't forget to edit the table to say Spirit of the Fray instead of regeneration. Maybe consider increasing it? It is similar to the crusader stance that does the same, but crusaders get it at level 1 when the amount of recovery is more relevant. 4%... It won't be the thing that helps a barbarian survive a match against another solid hitter at this level. Sure, pounce is good, but it only gives an extra attack at -5 at this point so making the other capstone better probably won't make the barbarian OP...
Take a look, I have changed it and included a new ability. Better now?


Giving monks and fighters maneuvers is a good way of making the classes more worthwhile. But slow fall still has no description. Also, they still have the problem of abilities contradicting each other, with the flurry being a full round action and having the high mobility abilities.. If later the flurry is upgraded to be a standard action or allowing him movement as a free (or swift) action like with the scout.. What do you think? But I just saw flurry giving 3 +6 attacks at level 6 so I donno.. shouldn't it be +6/+6/+1?
Changed


Can't wait for you to finish the other classes :smallsmile:
Working on it!

Sliver
2010-03-03, 09:27 AM
Will to live is really strong, even for a capstone, should be once per encounter IMO. Bonus feats should be noted to be drawn from what list.

BTW, just add in that monk weapons include unarmed strikes :smallwink:

Bards can keep performing without daily limits, right?

Yay for the nitpicky! :smallbiggrin:

All good so far :smallsmile:

Simba
2010-03-03, 09:46 AM
Yay for someone who find and points out weak points in my work!

Sliver
2010-03-03, 09:50 AM
Oh, I forgot to note that the fighter table is broken.

Simba
2010-03-03, 09:59 AM
corrected...

Sliver
2010-03-03, 10:06 AM
Should be like this if you do the warblade style:


A Fighter can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or expanding a standard action doing nothing.

Normally a swordsage has a significant amount of maneuvers readied compared to a warblade, so their "one maneuver per full round of nothing" makes more sense and it is still considered a feat tax when they take the feat to change that, but in this case the difference is way less and I think maybe recovering 2 maneuvers instead of one will be fairer.

Nero24200
2010-03-03, 10:10 AM
Bookmarked, always loved E6 and it's varients.

For magic will you be sticking to Vancian magic for the classes or attempting something different? Like maybe spell points or at-will invocations?

Simba
2010-03-03, 10:13 AM
Bookmarked, always loved E6 and it's varients.

For magic will you be sticking to Vancian magic for the classes or attempting something different? Like maybe spell points or at-will invocations?

I am at a crossroads there, I like the at-will cantrips and orisons, so I will use those. I also like the concept of spell points, but I fear there is only somuch change I can implement.

It would be interesting to see both in action, actually. Like making the Wizard and Cleric use the traditional concept while Sorcerors and Bards use spellpoints.

Sliver
2010-03-03, 10:47 AM
How about the recharging magic variant from UA? If you fear that it will be too powerful you can slow down spell progression so maybe 3rd level spells on 6th level, 2nd on 4th and 1st on 2nd together with no delay for cantrips on 2nd then it won't be too much for giving casters the ability to start encounters with most resources like the more fighting characters.. But at 1st level it will make casting a bit dull..

You are going to cancel out the slower spell progression of sorcerers and increase their spell known at least by one, right? :smallwink: That small spell/per day increase is not worth it compared to wizards..

Simba
2010-03-04, 04:35 AM
I am tempted to merge Ranger and Scout into one non-casting class. They are simply too close to each other.

Sliver
2010-03-04, 05:23 AM
Yeah they are quiet similar.. How do you think you will combine them though?

Simba
2010-03-04, 05:26 AM
Well, both are weaker than Barb or Fighter, or even Rogue. Many abilities are the same, anyway. Let's give it a try...

Scout
{table]BAB|HPs|FORT|RFL|WILL|Move|Special
+0|5|2|2|0|+10|Skirmish (+1d6), Trapfinding, Track
+1|10|3|3|0|+10|Battle Fortitude +1, Uncanny Dodge
+2|15|3|3|1|+10|Skirmish (+1d6, +1 AC), Trackless Step, Improved Mobility
+3|20|4|4|1|+20|Bonus Feat, Fast Climb
+3|25|4|4|2|+20|Evasion, Skirmish (+2d6, +1 AC), Battle Fortitude +2
+4|30|5|5|2|+20|Bonus Feat, Woodland Stride, Camouflage
[/table]

Ranger
{table]BAB|HPs|FORT|RFL|WILL|Special
+1|5|2|2|0|1st Favored Enemy, Track, Wild Empathy
+2|10|3|3|0|Combat Style Feat, First Favored Terrain
+3|15|3|3|1|Endurance, Woodland Stride
+4|20|4|4|1|Hunter’s Bond, Combat Style Feat
+5|25|4|4|2|2nd Favored Enemy, Second Favored Terrain
+6/+1|30|5|5|2|Combat Style Feat, Trackless Step, Swift Tracker
[/table]

"Stranger"
{table]BAB|HPs|FORT|RFL|WILL|Move|Special
+1|5|2|2|0|+10|Skirmish (+1d6), Trapfinding, Track, 1st Favored Enemy
+2|10|3|3|0|+10|Battle Fortitude +1, Uncanny Dodge, Wild Empathy
+3|15|3|3|1|+10|Skirmish (+1d6, +1 AC), Trackless Step, Improved Mobility, Endurance
+4|20|4|4|1|+20|Bonus Feat, Fast Climb, Hunter’s Bond
+5|25|4|4|2|+20|Evasion, Skirmish (+2d6, +1 AC), Battle Fortitude +2, 2nd Favored Enemy
+6|30|5|5|2|+20|Bonus Feat, Woodland Stride, Camouflage, Swift Tracker
[/table]

Losing:
- Favored Enemy
- Favored Terain
- Combat Style

Sliver
2010-03-04, 05:39 AM
Well, both are weaker than Barb or Fighter, or even Rogue. Many abilities are the same, anyway. Let's give it a try...

A swift hunter on steroids! I approve!

A ranger should have the mobility of the scout, and it gives the plain scout a good companion, especially if the rest of the party ignored stealth and so the scout doesn't need to go on alone.. Also, scouts with hawks is a classic.. With PbP at least, solo stealth missions are better because the party can still do something while the other character is away.. If the scouting is dealt with quickly enough and not dragged on..

I feel that Hunter’s Bond should come earlier.. The 4 level delay, especially on E6 PbP is a great deal of waiting and level 2 companion, level 3 tops, is little more then fluff, usable only as a flaking partner. And even then, you need to invest in it greatly so it will be able to survive, and then you are better off with a bag of tricks for flanking. Level 2 is a good place for a companion IMO. If you take say, a wolf, then you have an animal with half your hp and low attack and damage that might be good at tripping if it didn't need to come up close with it's poor AC and +1 trip modifiers and have a solid chance of dying to a first level orc. You get it at 4th level and it has 50% of dying against a 1st level orc. It's a follower, but should be treated like a cohort.

Note: I try to keep my advice to be on track comparing to other classes but also what I think will be more relevant and fun for the player. (like a +1 to a bunch of stuff may be relevant, but it isn't really exciting that this is 1/6th of what you are going to get)

Simba
2010-03-04, 05:45 AM
Like this?

"Stranger"
{table]BAB|HPs|FORT|RFL|WILL|Move|Special
+1|5|2|2|0|+10|Skirmish (+1d6), Trapfinding, Track, 1st Favored Terain
+2|10|3|3|0|+10|Bonus Feat, Battle Fortitude +1, Wild Empathy, Hunter’s Bond
+3|15|3|3|1|+10|Skirmish (+1d6, +1 AC), Trackless Step, Improved Mobility, Endurance
+4|20|4|4|1|+20|Bonus Feat, Fast Climb, Uncanny Dodge
+5|25|4|4|2|+20|Evasion, Skirmish (+2d6, +1 AC), Battle Fortitude +2, 2nd Favored Terain
+6|30|5|5|2|+20|Bonus Feat, Woodland Stride, Camouflage, Swift Tracker
[/table]

Sliver
2010-03-04, 05:50 AM
Sounds like a sweet deal.. Every level he gets a new toy, they are not too strong to overpower it and they work well together.. Not sure about the Favored Enemy but that is just me (It really depends on the campaign plan and useful only if there is a solid specific theme for the opposition.. Otherwise, it just a fluff thing.. Unless you take "arcanists" for it..)

Simba
2010-03-04, 05:53 AM
Maybe we should replace favored enemy with favored terrain to represent homeland advantage. Both are relatively weak, anyway, but forests can be found almost anywhere.

Sliver
2010-03-04, 06:00 AM
We? :smallbiggrin:

But yeah, I think favored terrain will fit better.. Maybe an option of "after spending at least a week in a new terrain, the Stranger can choose to trade his old favored terrain for the new one" to represent re-adjusting?

Also, what do you think about fighters having that ability like a warblade, to switch their weapon specific feats around if they train with the new weapon at the morning? It fits the idea of a weapon expert and doesn't force them into a specific weapon and prevents cases of "yeah, this weapon is awesome, but I already spent a bunch of feats on my weaker sword.. Lets melt it down to cash and upgrade a little my old sword... What? Not enough gold for another upgrade.. Well damn.." Oh, it's already there, forgot.. :smallredface:

Simba
2010-03-04, 07:13 AM
Ok, I removed the Scout and reworked the Ranger accordingly.

Sliver
2010-03-04, 10:34 AM
3 things to add:

I fully support ignoring the errata and letting rangers get skirmish bonuses while mounted and the mount is moving.

I believe bard's should be able to perform and give their bonuses without a daily limit.

Champions, if I understand correctly, will get a bonus for an entire encounter, for a set number of encounters per day. I do not know the bonus, but I think a "once per encounter" will be better then "an encounter once a day". It will encourage players to use the ability and not "but maybe there will be a tougher encounter..." until death..

Simba
2010-03-05, 04:24 AM
I fully support ignoring the errata and letting rangers get skirmish bonuses while mounted and the mount is moving.
Yes!


I believe bard's should be able to perform and give their bonuses without a daily limit.
Sure, but I have to rewrite a lot for that and it takes time...


Champions, if I understand correctly, will get a bonus for an entire encounter, for a set number of encounters per day. I do not know the bonus, but I think a "once per encounter" will be better then "an encounter once a day". It will encourage players to use the ability and not "but maybe there will be a tougher encounter..." until death..
Done. I am working on the Champion right now.

I have decided to change the way magic is used to a 'point buy' system. Every class gets spell points per day. Spontaneus casters can spend them on the fly while spellbook casters have to decide beforehand.

For example a Sorceror might get 15 spellpoints at level 4. He could cast a first level spell 15 times or a second level spell 7 times and have one first level slot left.

And I am thinking about the following concept: Every caster has ONE attribute that determines his casting ability, INT, WIS or CHA. CON+(casting attribute) determines how mans spellpoints are recovered per hour of uninterrupted rest.

INT: Wizard, Bard
WIS: Cleric, Druid
CHA: Sorceror, Champion

I would like to make the Bard into a spontaneous caster, along with the Sorc. A Bard needs all the love he can get!

For example a Wizard with INT 18 (+4) anc CON 14 (+2) would recover 6 spellpoints per hour of uninterrupted rest. This is enough to be full after a night's sleep, but also allows for short resting periods to regain a vital spell slot when needed. I would like to find an additional way of stopping abuse of this, but I am not sure how to do that. I could of course also simply trust my players or throw random riff-raff at them when I think they are abusing my generousity. Fair enough?

Spellpoints per level
{table]Class|Level 1|Level 2|Level 3|Level 4|Level 5|Level 6
Wizard|1|2|4|7|11|16
Sorceror|2|4|6|10|14|20
Cleric|1|2|4|7|11|16
Druid|1|2|4|7|11|16
Bard|1|2|3|4|6|8
Champion|0|0|1|2|3|4
[/table]

Sorceror Spells known
{table]Class Level|Spell Level 0|Spell Level 1|Spell Level 2|Spell Level 3
1|4|2|-|-
2|5|2|-|-
3|5|3|-|-
4|6|3|1|-
5|6|4|2|-
6|7|5|3|1
[/table]

Bard Spells known
{table]Class Level|Spell Level 0|Spell Level 1|Spell Level 2
1|4|2|-
2|5|3|-
3|6|4|-
4|6|4|2
5|6|4|3
6|6|4|4
[/table]

Sliver
2010-03-05, 04:35 AM
Sounds fair, but your level should be accounted in the calculation for spellpoints recovered.. Maybe work like fast healing instead of natural healing? So your score determines how fast you recover a point, instead of how much points you recover at X time. The need for rest to recover points will create a situation that if the adventurers aren't hurried they will rest after every fight in case the next one will be really tough and they will need all the spell power, while if they are hurried the casters might be pressed to use the better spells to finish new encounters quickly but have no means of recovering said spells.

A suggestion: Sorcerers get their points back without any need for rest or anything, it just comes back, while wizards need to train their mind with puzzles, riddles or just random reading, which can be done while traveling but they won't be as aware of their environment while doing so. A wizard can choose to either re-prepare an expanded spell or prepare a new one without needing to spend extra time if he has spent the time by studying that spell from his book.

Sliver
2010-03-06, 01:43 PM
Some more comments: (warning, long!)

1 spell known for sorcerers at level 4 and 6 of their new spell level and being behind in spell levels, it's an overkill. I think both of these are pretty harsh and personally would increase a bit the spells known (to 2 when they gain the spell level) and put their spell level access to the same as wizards.

I am not sure about bard's 1 spell day 1 but I believe you said cantrips are free of charge so maybe it's ok..

Monk's Sacred Strike.. Maybe make it 1+1/2 Wis modifier but a per encounter?

Purity of Body - Add immunity to poison as well. Diseases are way too minor for it to be an ability on it's own, poisons matter a bit more.

Rogue talents: maybe introduce ranks for the abilities?
Bleeding attack - Stronger bleeding with each instance of the ability.
Fast Stealth - As of now, it effectively gives a +20 to sneak. I think it should have 4 ranks: half speed with no penalty, 3/4 of speed and then full speed. Beyond that, you can run and tumble without penalty.
Magic already has it's "ranks"
Quick Disable - same as above, first at half, then at quarter, then a full round or less.
Resiliency - Shouldn't be a 1/per day, considering the more passiveness of the others. Maybe keep it but specify that you can take it more then once. Maybe make it a 1+Con times per day.
Slow reactions - Maybe rank 2 is a save (DC damage taken) or lose a move action, then a standard action, and then an entire turn?
Rogue Crawl - At some rank, you can say that a rogue doesn't have penalties while prone.
Stand up - well, a rank to cancel the provoke.
Surprise attacks - This one is underwhelming.. If the rogue can act during the surprise round, it means the opponents can't, most of them at least. Maybe add a +2/rank effective rogue levels for the purpose of attacking creatures with improved uncanny dodge and at rank 2 can even surprise opponents with uncanny dodge?

Advanced talent: Can instead of taking advanced talent, take 2 normal talents. Take of the Feat advanced talent. What do you think?

Uncanny Dodge - comes really late, considering barbarians get it at level 2, I think they should have it at 2 or 3.

Champoin:

Detect enemies - If you are lawful good, will you be able to use detect chaos and detect evil?

"a Champion can heal or cause one target a number of hit points equal to her level plus her Charisma bonus." - makes little sense :smallwink:

Divine touch - it talks about other effects, which I assume you speak of later (I comment as I read) and mention the DC. Which is only related to the other uses and not the divine touch itself so is pointless, unless there should be a DC against the damage, and then it should mention it. But the ability is extremely vague:

How much can it heal/damage? It should say it needs a touch attack. If it is a low value of damage, it shouldn't allow a DC to halve or avoid. It should say the DC is 10+Cha modifier+Champion level (or half of level..) in the middle of the ability you forgot to change it from paladin, also should note that it damages undead if you normally heal, and heals if you normally damage.

Aura of courage/dispair - range is small, maybe it should be 5ft/champion's level?

Divine Health - throw in an immunity to poison :smallwink:

Sliver
2010-03-15, 03:22 PM
Checking in, are you still working on it?

Simba
2010-03-16, 01:22 AM
Yes, I am still working on this project, but I was ill for a few days and offline because of it. Good things take time :)

Sliver
2010-03-16, 01:43 AM
Just making sure good time is invested in the good things :smallwink:

Feeling better now?

Simba
2010-03-16, 02:05 AM
Yes, I am much better now. Already back at work :(

Simba
2010-03-18, 10:18 AM
A question to those who will be playing with me: Would you consider it ok to try and play without all those magic items? Like, give characters 1-2 major ones (legacy, artifact...), but not have them fill all 'slots' with junk just to get better? Some things would have to be balanced, of course, but I think it would be interesting for a change.

Sliver
2010-03-18, 10:31 AM
Depends on the why.. If it's avoid the christmas tree effect, well magic items normally become common at around level 3, and that is only one or two anyway.. But instead of having magic items, it can be fluffed as special training or template gaining.. All stat enhancing can be counted as training and most slots won't be filled anyway so there is no need to think about the "no slot" power up, as well other magical items common for such levels..

The power up from special training will help with the feel that martial characters will actually feel that power comes from them..

Edit: Sounds like more game related then your homebrew system related..

Simba
2010-03-18, 11:32 AM
Depends on the why.. If it's avoid the christmas tree effect, well magic items normally become common at around level 3, and that is only one or two anyway.. But instead of having magic items, it can be fluffed as special training or template gaining.. All stat enhancing can be counted as training and most slots won't be filled anyway so there is no need to think about the "no slot" power up, as well other magical items common for such levels..

The power up from special training will help with the feel that martial characters will actually feel that power comes from them..

Edit: Sounds like more game related then your homebrew system related..

It would fit into my concept well enough and it would fit into the image of the world for this campaign even better.