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Gnorman
2012-07-27, 12:56 AM
Version 2.0

What is E6?

E6 is, very simply, the principle that characters do not level beyond six. Every 5,000 experience points you gain beyond that point, you gain an extra feat.

E6's rules and philosophical framework can be found here (http://www.enworld.org/forum/general-rpg-discussion/206323-e6-game-inside-d-d.html).

What's different from regular E6?

Classes weren't designed with level 6 as the maximum level. There are a lot of dead levels, a lot of uninteresting abilities. I'm trying to do my best to alleviate that, while hopefully keeping the balance point between the classes a little more reasonable.

Gnorman
2012-07-27, 12:57 AM
Combat Classes

The Brawler

HD: d8
Class Skills (3.5): Balance, Climb, Craft, Hide, Intimidate, Escape Artist, Jump, Knowledge (geography), Knowledge (local), Knowledge (religion), Move Silently, Listen, Profession, Sense Motive, Spot, Swim, Tumble
Class Skills (Pathfinder): Acrobatics, Climb, Craft, Intimidate, Escape Artist, Knowledge (geography), Knowledge (local), Knowledge (religion), Perception, Profession, Stealth, Swim
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
Unarmed Damage
AC Bonus
Speed Bonus


1st
+1
+2
+2
+0
Archetype Power (Lesser), A Leaf in the Wind
1d6
+0
+0 ft.


2nd
+2
+3
+3
+0
Elusive Target
1d6
+0
+10 ft.


3rd
+3
+3
+3
+1
Archetype Power (Moderate)
1d6
+0
+10 ft.


4th
+4
+4
+4
+1
Strike the Heavens
1d8
+0
+10 ft.


5th
+5
+4
+4
+1
Faster Than the Naked Eye
1d8
+1
+10 ft.


6th
+6/+1
+5
+5
+2
Archetype Power (Greater), Perfect Harmony
1d8
+1
+20 ft.



Proficiencies: A brawler is proficient with simple weapons, as well as the kama, the nunchaku, the sai, the singham, and the shuriken. He is also always considered proficient with his own unarmed strikes. A brawler is not proficient with any kinds of armor or shields.

Archetype Power: At 1st level, a brawler chooses an archetype from the list below. He gains the powers of the archetype at the appropriate levels, as indicated above. Once made, this choice is final.

A Leaf in the Wind: The brawler gains a dodge bonus to his armor class equal to either his Intelligence or Wisdom modifier (whichever is higher) as long as he is wearing no armor, unencumbered and not equipped with a shield. This bonus increases by 1 at 5th level, and applies even when the brawler is flat-footed. He gains Improved Unarmed Strike as a bonus feat, and his unarmed strikes deal damage according to the table above.

Elusive Target: The brawler gains Evasion. He also gains a 10' bonus to his base land speed - this bonus increases to 20' at 6th level.

Strike the Heavens: The brawler's unarmed attacks are now considered magic, with a +1 enhancement bonus. They may be enchanted further, as any other magic weapon.

Faster Than the Naked Eye: The brawler may make a full attack action as a standard action or as part of a charge, but only if he is unarmored and unarmed. The brawler may only do so once per round.

Perfect Harmony: Once per day, the brawler may make use of one of the following abilities.

Blink And You'll Miss Me: As a swift action, the brawler may move up to his base land speed, even if he has already moved that round. In addition, he gains 20% concealment for the next three rounds.

Hammer Fist: This ability may be declared as part of an unarmed attack - if the brawler succeeds on the attack, he inflicts maximum damage. The receiving opponent must make a Fortitude save (DC equal to 10 + 1/2 the brawler's class level + the brawler's Strength modifier) or be stunned for one round.

Mystic Resonance: As an immediate action, the brawler can negate one hostile spell or spell-like ability cast upon him, as if he possessed insurmountable spell resistance. He may negate a spell with an area of effect, but if he does, all others in the area are affected as usual. The brawler is also restored a number of hit points equal to his class level multiplied by his Wisdom modifier (if positive).


Archetypes:

Breathstealer


Lesser Archetype Power: A breathstealer gains Improved Grab, and is treated as being one size larger than he actually is for the purposes of grappling.
Moderate Archetype Power: Once per round as an immediate action, a breathstealer can initiate a grapple against an opponent within reach that has just missed him with a melee attack.
Greater Archetype Power: A breathstealer can constrict his opponent for his normal unarmed attack damage, and may use his Improved Grab ability against opponents of up to Huge size.


Bruiser

Lesser Archetype Power: A bruiser gains a battlefist, which replaces a hand of his choice permanently. The battlefist allows his unarmed strike to deal damage as if it was a two-handed weapon (allowing him to add 1.5x his Strength modifier), and overcome damage reduction as if it was made of cold iron.
Moderate Archetype Power: A bruiser's unarmed attacks are now considered to have reach, though he may still attack adjacent opponents. His unarmed attacks are considered to be silver for the purposes of overcoming damage reduction.
Greater Archetype Power: As a standard action, a bruiser may make an unarmed attack as a ranged touch attack against any foe within 120' that he could normally target with a ranged attack. In addition, his unarmed attacks are considered to be adamantine for the purposes of overcoming damage reduction. He may not, however, treat his unarmed attacks as adamantine for the purpose of overcoming the hardness of objects.


Cenobite

Lesser Archetype Power: A cenobite may Lay on Hands as a paladin of his class level, although the ability uses Wisdom instead of Charisma to determine the amount healed.
Moderate Archetype Power: A cenobite gains blindsight out to 30'. In addition, any creature striking the cenobite in melee takes divine damage equal to the cenobite's Wisdom modifier.
Greater Archetype Power:


Ravager

Lesser Archetype Power: A ravager's unarmed strikes do damage as if they were one step higher on the brawler's progression - 1d8 at 1st level, and 1d10 at 4th level. He also may choose to do slashing damage instead of bludgeoning with their unarmed strikes.
Moderate Archetype Power: A ravager may enter a Whirling Frenzy (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#rageVariantWhirlingFrenzy ) as a barbarian of his class level three times per day.
Greater Archetype Power: If a ravager hits an opponent with at least two attacks during his own turn, he may rend his opponent for an amount of damage equal to his base unarmed attack damage plus his Strength modifier. The ravager is healed for an amount equal to the rending damage caused. A ravager may only use this ability once per round.


The Gladiator

HD: d10
Class Skills (3.5): Balance, Climb, Craft, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Profession, Spot, Swim, Tumble
Class Skills (Pathfinder): Acrobatics, Climb, Craft, Intimidate, Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Perception, Profession, Swim
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+0
Archetype Power (Lesser), Combat Versatility


2nd
+2
+3
+0
+0
Weapon of Choice


3rd
+3
+3
+1
+1
Archetype Power (Moderate), Combat Versatility Bonus Feat


4th
+4
+4
+1
+1
Unorthodox Maneuvers


5th
+5
+4
+1
+1
Fancy Footwork, Combat Versatility Bonus Feat


6th
+6/+1
+5
+2
+2
Greater Archetype Power, Riddle of Steel



Proficiencies: The gladiator is proficient with light armor, medium armor, and shields. He is proficient with simple weapons, martial weapons, and three exotic weapons of his choice.

Archetype: At 1st level, the gladiator chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

Combat Versatility: The gladiator qualifies for feats as if he was a fighter of his class level. He also gains bonus fighter feats at 1st, 3rd, and 5th level. Once every twenty-four hours, the gladiator may swap any of these bonus feats for another feat he qualifies for, even all three - he must still fill the prerequisites of any feat he selects.

Weapon of Choice: The gladiator chooses a single weapon that he is proficient with. He gains a bonus on attack rolls and damage rolls with that weapon equal to half his class level. That weapon may not be sundered and the gladiator may not be disarmed of it while he is wielding it. Once per encounter, he may reroll a failed attack when using this weapon. Once every twenty-four hours, the gladiator may select a new weapon by spending five minutes practicing with it.

Unorthodox Maneuvers: As a full-round action, the gladiator may make a wide swing attack, a lunge attack, or a counter-flank attack, which allows him to target multiple squares with a single blow. A wide swing attack targets a square and the two squares on either side of it, a lunge attack targets a square and the square behind it (from the point of view of the fighter), and a counter-flank attack targets a square and the corresponding square on the opposite side of the gladiator making the attack. The gladiator makes one attack roll at his full attack bonus, and uses that result for any and all targets in the affected squares.

Fancy Footwork: The gladiator may take an extra 5' step each round as an swift action. In addition, when taking the 5' step he may take normally, he may move 10' instead.

Riddle of Steel: Once per day, the gladiator may make use of one of the three following abilities:

Shake It Off: As an immediate action, the gladiator may remove one of the following conditions from himself, even if the condition would prevent him from doing so: ability damage, blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and any forms of fear. Upon using this ability, any non-lethal damage the gladiator has suffered is immediately healed.

It's All in the Wrist: As a swift action, the gladiator may make a full attack, even if he has already performed one that turn. He may take an additional 5' step and select new targets as normal.

Glancing Blow: As an immediate action, the gladiator gains damage reduction 10/- against the next attack that targets him.


Archetypes:

Brute

Lesser Archetype Power: A brute may Rage (http://www.d20srd.org/srd/classes/barbarian.htm#rage) as a barbarian of his class level, three times per day, and may add his Strength modifier to all Intimidate attempts. In addition, he gains a 10' bonus to his base land speed, and is no longer encumbered or slowed by wearing medium armor.
Moderate Archetype Power: A brute may charge over difficult terrain and may make one direction change of up to 90 degrees during a single charge. While raging, he gains damage reduction X/-, where X is equal to his Constitution modifier.
Greater Archetype Power: A brute may make a full attack at the end of a charge and no longer suffers a penalty to armor class when charging. In addition, while raging, he gains an additional +4 bonus to Will saves against hostile mind-affecting effects.


Master at Arms

Lesser Archetype Power: A master at arms may treat his weapons as any material for the purposes of overcoming damage reduction. He may not, however, treat his weapons as adamantine for the purpose of overcoming the hardness of objects.
Moderate Archetype Power: Once per day, a master at arms may change his weapon of choice to any other in his possession as a swift action. In addition, he gains a +4 bonus to all combat maneuvers with any weapon of choice.
Greater Archetype Power: The threat range of the master at arm's weapon of choice is doubled, and the critical multiplier increased by one - this ability cannot, however, increase the critical multiplier of a weapon beyond x4.


Pit Fighter

Lesser Archetype Power: Anytime a pit fighter successfully connects with an attack of opportunity, he may also immediately take a 5' step, even if he has already used one for the round.
Moderate Archetype Power: Opponents threatened by a pit fighter provoke attacks of opportunity when taking a 5' step or when casting a spell or spell-like ability, even if doing so defensively.
Greater Archetype Power: Anytime a pit fighter makes an attack of opportunity they may make a full attack rather than a single attack.


Rage Magus
Lesser Archetype Power:
Moderate Archetype Power:
Greater Archetype Power:



Spells Per Day




Level
0
1
2


1st
2
-
-


2nd
3
0*
-


3rd
3
1
-


4th
3
2
0*


5th
3
3
1


6th
3
3
2





* provided that the rage magus has a high enough Charisma score to have a bonus spell of that level


Vindicator

Lesser Archetype Power: A vindicator gains the favored enemy (http://www.d20srd.org/srd/classes/ranger.htm#favoredEnemy) progression as if he were a ranger of his class level.
Moderate Archetype Power: A vindicator gains a bonus on attack and damage rolls against a particular opponent equal to the number of times that encounter he has been successfully attacked by that opponent (to a maximum of +3).
Greater Archetype Power: A vindicator's weapon of choice is considered to be a bane weapon against his favored enemies. In addition, he may replace his favored enemies with different choices once every 24 hours.


The Hunter

HD: d8
Class Skills (3.5): Balance, Climb, Craft, Disable Device, Escape Artist, Handle Animal, Hide, Jump, Knowledge (geography), Knowledge (local), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope
Class Skills (Pathfinder): Acrobatics, Climb, Craft, Disable Device, Escape Artist, Handle Animal, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Professions, Ride, Stealth, Survival, Swim
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+2
+0
Archetype Power (Lesser), Animal Companion


2nd
+2
+3
+3
+0
Deadly Aim, Trapper


3rd
+3
+3
+3
+1
Archetype Power (Moderate)


4th
+4
+4
+4
+1
Hawkeye


5th
+5
+4
+4
+1
Penetration


6th
+6/+1
+5
+5
+2
Archetype Power (Greater), Peerless Archer



Proficiencies: The hunter is proficient with light armor, medium armor, and bucklers. He is also proficient with simple and martial weapons.

Archetype: At 1st level, the hunter chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

Animal Companion: The hunter gains the services of an animal companion (http://www.d20srd.org/srd/classes/druid.htm#animalCompanion), as a druid of his class level.

Deadly Aim: The hunter may add his Dexterity modifier to damage rolls while using ranged weapons. When using thrown weapons, he may substitute his Dexterity modifier for his Strength modifier for the purposes of damage rolls.

Trapper: The hunter gains the ability to set traps in a square he occupies as a full-round action. He may set traps with a level equal to his own class level divided by two. Unless otherwise noted, traps are set off when someone steps in the square they were set in, and they have a save DC of 10 + half the hunter's HD + the hunter's Intelligence modifier. Opponents may become aware of them with a successful Spot check, or if they witness the hunter setting them. The hunter may have a number of active traps equal to his Intelligence modifier. In addition, the hunter gains the Trapfinding ability.

Hawkeye: The hunter takes half the normal penalty (-1 instead of -2) for each range increment beyond the second, and takes no penalties whatsoever for the second, effectively doubling his normal range. He also gains a bonus to Spot checks equal to his class level.

Penetration: The hunter attacks with ranged weapons and one-handed melee weapons automatically overcome up to 5 points of damage reduction. This ability does not allow the hunter to overcome DR/epic or DR/-.

Peerless Archer: Once per day, the hunter may make use of one of the following abilities:

Soft Underbelly: As a free action, the hunter may overcome any and all damage reduction (except for DR/epic) on ranged one attack against an opponent.

Unerring Shot: As a free action, the hunter may ignore all cover and concealment (except for total cover or concealment) with one ranged attack against an opponent.


Archetypes:

Beastmaster

Lesser Archetype Power: A beastmaster's animal companion gains an inherent +4 bonus to its Strength and Constitution scores. A beastmaster also gains the ability to heal his companion once per day as a full-round action, restoring a number of hit points equal to his Intelligence modifier multiplied by his class level.
Moderate Archetype Power: A beastmaster gains the ability to speak with all animals, as if permanently under the effects of a Speak With Animals spell. This is an extraordinary ability.
Greater Archetype Power: A beastmaster gains a second animal companion as a druid of 1st level. He may now heal his companions three times a day (in total, not per companion).


Peltast
Lesser Archetype Power: A peltast deals an extra 1d6 damage per two class levels (minimum of 1d6) on all attacks rolls with thrown weapons in a given round provided that he has moved at least 10' in the same round. This is considered precision damage, but still applies (though at half the amount) against creatures normally immune to sneak attacks or critical hits. In addition, a peltast may draw new thrown weapons as a free action.
Moderate Archetype Power: As a full-round action, a peltast may make a single ranged attack against any and all opponents in a 30' line, using up only one unit of ammunition in the process. He makes a single attack roll and applies that against all enemies in the line, but rolls damage separately for each opponent successfully hit.
Greater Archetype Power: A peltast may make a full attack as a standard action in a given round, provided that he has moved at least 10' in the same round. Attacks made in this way must be with thrown weapons that the peltast is proficient with.


Sniper

Lesser Archetype Power: A sniper only takes a -10 penalty when sniping, and may attempt to hide after making a ranged attack as a swift action. He may also attempt to move at his full speed while hiding without taking the normal -5 penalty on the check.
Moderate Archetype Power: If a sniper successfully attacks an opponent who is completely unaware of his presence, his weapon's critical range is tripled. As long as the opponent does not know the sniper's exact location, the opponent is considered flat-footed against the sniper's ranged attacks.
Greater Archetype Power: A sniper may hide without cover or concealment as long he is in natural terrain.


Stalker

Lesser Archetype Power: A stalker gains the favored enemy (http://www.d20srd.org/srd/classes/ranger.htm#favoredEnemy) ability as a ranger of his class level.
Moderate Archetype Power: A stalker may set traps as a standard action. In addition, his traps are harder to spot, offering a +5 bonus to their spot DC.
Greater Archetype Power: A stalker gains the woodland stride and swift tracker abilities of an 8th-level ranger.


Warden
Lesser Archetype Power:
Moderate Archetype Power:
Greater Archetype Power:

{table=head]Spells Per Day
{table=head]Level | 0 | 1 | 2
1st|2|-|-
2nd|3|0*|-
3rd|3|1|-
4th|3|2|0*
5th|3|3|1
6th|3|3|2 [/table][/table]

* provided that the warden has a high enough Wisdom score to have a bonus spell of that level


Hunter Traps

Level One (Spot DC: 15)
Poison Dart
If an enemy sets off a poison dart trap, they suffer 1d6 damage and are afflicted with greenblood oil poison. A Reflex save negates the damage and the poison. If the Reflex save is failed, the target may still attempt a Fortitude save against the poison.

Razorwire
If an enemy sets off a razorwire trap, they suffer 1d6 slashing damage and are knocked prone. A successful Reflex save negates the damage and prevents them from being knocked prone. A razorwire trap may be set across two squares.

Vinesnare
If an enemy sets off a vinesnare trap, they must make a Reflex save or be entangled for three rounds.

Level Two (Spot DC: 20)
Acidvial
If an enemy sets off an acidvial trap, they suffer 2d6 acid damage immediately and suffer 2 acid damage per round for the next three rounds. A Reflex save halves the initial damage and negates the recurring damage.

Fireburst
If an enemy sets off a fireburst trap, all in a 5' radius suffer 2d6 fire damage and risk being set on fire. A Reflex save halves the damage and prevents them from being set on fire.

Frosthold
If an enemy sets off a frosthold trap, they suffer 2d6 cold damage and act as if affected by the Slow spell for one round. A Fortitude save halves the damage and negates the slowing effect.

Level Three (Spot DC: 25)
Explosive
If an enemy sets off an explosive trap, all in a 5' radius suffer 2d6 fire damage and 2d6 piercing damage and are knocked prone. A Reflex save halves the damage and prevents them from being knocked prone.

Deadfall
If an enemy sets off a deadfall trap, they suffer 4d6 bludgeoning damage and are dazed for one round. A successful Reflex save halves the damage and prevents the dazing.

Vicious Poison Dart
If an enemy sets off a vicious poison dart trap, they suffer 2d6 piercing damage and must make a Fortitude save or be afflicted with black adder venom.

Gnorman
2012-07-27, 12:58 AM
The Sentinel

HD: d12
Class Skills (3.5): Balance, Climb, Craft, Intimidate, Jump, Knowledge (history), Knowledge (nobility and royalty), Listen, Profession, Ride, Spot, Swim
Class Skills (Pathfinder): Acrobatics, Climb, Craft, Intimidate, Knowledge (history), Knowledge (nobility and royalty), Perception, Profession, Ride, Swim
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+0
Archetype Power (Lesser), Warding


2nd
+2
+3
+0
+0
Clear and Present Danger, Iron Hide


3rd
+3
+3
+1
+1
Archetype Power (Moderate)


4th
+4
+4
+1
+1
Battlefield Awareness


5th
+5
+4
+1
+1
Stalwart Defender


6th
+6/+1
+5
+2
+2
Archetype Power (Greater), Immovable Object



Proficiencies: A sentinel is proficient with light, medium, and heavy armor, as well as all shields (including tower shields). He is proficient with all simple and martial weapons.

Archetype: At 1st level, a sentinel chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

Warding: Once per round as an immediate action, the sentinel may declare that he is protecting an adjacent ally. That ally gains cover for one round.

At 3rd level, when using this ability, the sentinel may opt to switch places with the chosen ally.

At 5th level, this ability grants improved cover instead.

Clear and Present Danger: Opponents provoke attacks of opportunity from the sentinel when they make a melee attack against any target other than the sentinel. If the sentinel's attack of opportunity hits, he may choose to have it deal no damage. The opponent takes a penalty on his upcoming attack roll equal to the amount of damage the attack of opportunity would have dealt.

Iron Hide: The sentinel gains damage reduction /- equal to his Constitution modifier or his level, whichever is lower. Any ally under the effects of the Warding ability gains damage reduction equal to the same amount.

Battlefield Awareness: The sentinel can no longer be flanked or caught flat-footed.

Stalwart Defender: If the sentinel successfully hits and damages an opponent with an attack of opportunity while the opponent is moving through his threatened area, the opponent must immediately stop moving and cannot move further that round.

Immovable Object: Once per day, the sentinel may use one of the following abilities:

Peerless Bodyguard: As an immediate action, the sentinel grants total cover to one adjacent ally for one round.

Shrug It Off: As an immediate action, the sentinel negates all damage dealt to him as part of a single melee or ranged attack.


Archetypes:

Bastion

Lesser Archetype Power: When using the Warding ability, a bastion grants the protected ally concealment, as long as the bastion is wielding a shield.
Moderate Archetype Power:
Greater Archetype Power: When using the Warding ability, a bastion grants the protected ally total concealment, as long as the bastion is wielding a shield.


Juggernaut

Lesser Archetype Power: A juggernaut gains a bonus to both performing and resisting overrun and bullrush attempts equal to his Constitution modifier, and may attempt to bullrush an opponent of any size.
Moderate Archetype Power: A juggernaut does not need to move with an opponent in order to move him when performing a bullrush.
Greater Archetype Power: If a juggernaut bullrushes an opponent into a wall or other solid object (i.e., the opponent cannot move the full distance he is required to due to the object being in the way), that opponent takes bludgeoning damage equal to 4d6 + twice the juggernaut's Strength modifier.


Landsknecht

Lesser Archetype Power: Any opponent moving into a landsknecht's reach is considered to be charging, giving it a -2 penalty to AC (though no positive benefits unless it was actually already charging) and allowing the landsknecht to do double damage with a weapon set against a charge. In additions, a landsknecht may attack adjacent opponents with reach weapons.
Moderate Archetype Power: All squares within a landsknecht's reach are considered difficult terrain for opponents.
Greater Archetype Power:


Praetorian

Lesser Archetype Power: A praetorian gains a +1 untyped bonus to armor class for each ally adjacent to him (to a maximum of +5). When using Warding, this bonus is also extended to the target he protects.
Moderate Archetype Power: Anytime an ally under the effects of a praetorian's Warding ability is missed with a melee attack, that ally may make an immediate attack of opportunity against the opponent that missed them. This attack of opportunity does not count towards the usual limit of one attack of opportunity per round.
Greater Archetype Power: All allies adjacent to a praetorian are immune to fear and negative morale effects, and may no longer be flanked or caught flat-footed.


The Zealot

HD: d10
Class Skills (3.5): Climb, Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Listen, Profession, Ride, Sense Motive, Spot, Swim
Class Skills (Pathfinder): Climb, Craft, Diplomacy, Heal, Intimidate, Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Perception, Profession, Ride, Sense Motive, Swim
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
Auras Known


1st
+1
+2
+0
+2
Archetype Power (Lesser), Smite Opposition
-


2nd
+2
+3
+0
+3
Benediction, Conviction
1


3rd
+3
+3
+0
+3
Archetype Power (Moderate)
1


4th
+4
+4
+1
+4
Purification
2


5th
+5
+4
+1
+4
Retribution
2


6th
+6/+1
+5
+1
+5
Archetype Power (Greater), Dedication
3



Proficiencies: The zealot is proficient with light, medium, and heavy armor as well as shields. He is also proficient with simple and martial weapons.

Archetype: At 1st level, the zealot chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

Smite Opposition: The zealot gains the ability to smite a foe as part of a melee or ranged attack. He gains a bonus on the attack equal to his Charisma modifier (if positive), deals additional damage equal to his class level plus his Charisma modifier (if positive), and ignores any damage reduction the target possesses. A zealot may smite a foe a number of times per encounter equal to half his class level. A zealot's smite does not function against opponents who are within one step or less of his own alignment.

Benediction: The zealot gains the ability to exude an aura that provides him and his allies with a beneficial effect. He learns one aura from the list given below, gaining more as he progresses in levels. He may only learn auras with a level equal to half his class level. He may activate or deactivate an aura as a free action, but may only project one aura at a time, to a distance equal to 5' per class level. By spending five minutes in prayer and meditation, he may switch his active aura to any other that he knows. If the zealot is rendered unconscious or killed, his aura immediately ceases to function.

Conviction: The zealot becomes immune to fear, charm, and compulsion. Allies within 5' per the zealot's class level gain a +4 bonus on saves against the same effects, as long as the zealot is alive and conscious.

Purification: The zealot becomes immune to poison, disease, nausea, and the sickened condition. Allies within 5' per the zealot's class level gain a +4 bonus on saves against the same effects, as long as the zealot is alive and conscious.

Retribution: All of the zealot's attacks now overcome damage reduction as if they were aligned with one component of his own personal alignment, chosen upon receiving this ability and permanent once chosen (i.e, a lawful good zealot could choose for his attacks to be considered either lawful or good, while a neutral evil zealot could only select evil). A true neutral zealot may select any alignment component.

Dedication: Once per day, the zealot may make use of one of the following abilities:

Back from the Brink: As an immediate action, the zealot with at least 12 Charisma may restore a number of hit points equal to his class level multiplied by his Charisma modifier to himself or a single ally within 30'.

Raise the Banners: As a swift action, the bonuses and range of the zealot's aura are doubled for one round.

Rally the Troops: As a swift action, the zealot may remove all negative status effects from himself or a single ally within 30' as a swift action.


Archetypes:

Cavalier

Lesser Archetype Power: A cavalier has a special mount, as the paladin ability. The cavalier is treated as having a paladin level of at least five for the purposes of this ability (unless his class level is higher than five, in which case treat his effective paladin level as his class level). Unlike the core class feature, however, if the cavalier's mount dies, it is immediately banished back to the celestial realms, rather than killed - the cavalier is not prevented from summoning it again for 30 days, nor does he take a penalty on attack and damage rolls, because that is dumb.

Moderate Archetype Power: A cavalier adds the following aura to his list of auras known:

Divine Wind: The cavalier gains a bonus to his base land speed equal to half his Charisma modifier (if positive) multiplied by 5'. Affected allies gain half this bonus, rounded down to the nearest multiple of five. This bonus is applied after movement penalties for encumbrance or armor.

Greater Archetype Power: When making a smite as part of a charge, a cavalier's additional damage is equal to twice his level plus twice his Charisma modifier. If the attack connects, the target must make a Will save (DC equal to 10 + 1/2 the cavalier's level + the cavalier's Charisma modifer) or be dazed for one round.


Initiate
Lesser Archetype Power: An initiate gains the ability to cast a small number of spells from the white mage's spell list, as outlined in the table below. In all respects, an initiate casts spells just as a white mage would, though he may ignore the arcane spell failure chance of all armor and shields. In addition, an initiate's class features key off of Wisdom instead of Charisma.



Spells Per Day




Level
0
1
2


1st
2
-
-


2nd
3
0*
-


3rd
3
1
-


4th
3
2
0*


5th
3
3
1


6th
3
3
2





* provided that the initiate has a high enough Wisdom score to have a bonus spell of that level

Moderate Archetype Power: An initiate gains the ability to turn (if good or neutral) or rebuke (if evil) undead as a cleric of his level, a number of times per day equal to 3 + his Wisdom modifier.
Greater Archetype Power: An initiate may now cast spells with a range of personal and a casting time of a standard action as a swift action.


Reaver

Lesser Archetype Power: If a reaver successfully deals a killing blow to a foe, he gains a +2 morale bonus to attack rolls, damage rolls, and armor class for the next three rounds. In addition, a reaver may demoralize an opponent as a swift action.
Moderate Archetype Power: A reaver adds the following aura to his list of auras known:

Aura of Despair: All opponents within the range of this aura take a penalty on saves equal to half the reaver's Charisma modifier (if positive).

Greater Archetype Power: Any foe hit by a reaver's melee attacks must make a Fortitude save (with the DC being 10 + 1/2 the reaver's class level + the reaver's Charisma modifier) or become fatigued for one round. If a reaver hits a foe who is already fatigued with this ability, the foe becomes exhausted for one round instead.


Templar

Lesser Archetype Power: If an enemy capable of casting spells or SLAs is successfully hit and damaged by a templar's attack, that enemy's next spellcasting attempt or SLA use automatically fails unless it makes a Will save, with the DC equal to 10 + half the templar's class level + the templar's Charisma modifier. A templar also treats Spellcraft as a class skill, and gains a +4 bonus to identify hostile spells.
Moderate Archetype Power: A templar adds the following aura to his list of auras known:

Aura of Denial: The templar gains spell resistance equal to 10 + twice his class level. Affected allies gain spell resistance equal to 10 + the templar's class level.

Greater Archetype Power: A templar may cast a targeted version of Greater Dispel Magic as a spell-like ability once per encounter, with a caster level equal to twice his level.


Zealot Auras

Level One

Aura of Deflection: The zealot gains a sacred bonus to his armor class equal to his Charisma modifier (if positive). Affected allies gain half that bonus.

Aura of Endurance: The zealot gains a sacred bonus on all saves equal to his Charisma modifier (if positive). Affected allies gain half that bonus.

Aura of Might: The zealot gains a sacred bonus to ranged and melee damage rolls equal to his Charisma modifier (if positive). Affected allies gain half that bonus.

Level Two

Aura of Accuracy: The zealot gains a sacred bonus to ranged and melee attack rolls equal to his Charisma modifier (if positive). Affected allies gain half that bonus.

Aura of Vitality: The zealot gains temporary hit points equal to his Charisma modifier (if positive). Affected allies gain half that amount. These hit points are refreshed each round that the aura is active (provided that allies remain within range), but do not stack.

Aura of Purity: Evil outsiders and undead within range of this aura take divine damage equal to the zealot's Charisma modifier (if positive) each round. This damage is applied at the end of the zealot's turn.

Level Three

Aura of Ablation: The zealot gains damage reduction X/-, where X is equal to his Charisma modifier (if positive). Affected allies gain half that amount.

Aura of Warding: This aura almost exactly mimics the Magic Circle Against Chaos/Evil/Good/Law spell, though it offers its benefits to affected allies out to the zealot's normal aura range rather than just 10'. Upon learning this aura, the zealot chooses which alignment component it protects against - this choice is permanent. This aura is a supernatural ability with a caster level equal to the zealot's class level.

Gnorman
2012-07-27, 01:00 AM
Skilled Classes

The Engineer

HD: d6
Class Skills: Appraise, Concentration, Craft, Disable Device, Forgery, Heal, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Listen, Open Lock, Profession, Search, Spot
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
1
2
3


1st
+0
+0
+0
+2
Archetype Power (Lesser), Inventions, Trapfinding
2
-
-


2nd
+1
+0
+0
+3
The Knack
3
-
-


3rd
+2
+1
+1
+3
Archetype Power (Moderate)
3
1
-


4th
+3
+1
+1
+4
Jury Rigging
3
2
-


5th
+3
+1
+1
+4
Bombardier
3
2
1


6th
+4
+2
+2
+5
Archetype Power (Greater), Improvisation
3
3
2



Proficiencies: The engineer is proficient with light armor and bucklers. He is proficient with simple weapons, the hand crossbow, and any weapon-like invention he prepares. He may also wear mechanized armor without penalty, even though it is considered heavy armor.

Archetype: At 1st level, the engineer chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

Inventions: The engineer gains the ability to use Inventions. Inventions are limited-use mechanical or alchemical items that mimic supernatural or magical effects, but are completely mundane and scientific in nature. He may prepare a number of inventions per day as listed in the table above, and from any of six disciplines, though he may only prepare each individual invention once each day (one-handed firearms and melee weapons, however, may be prepared twice). Once depleted, the invention may not be used until it has been prepared again - however, some inventions may contain multiple doses or may be used multiple times. The save DC of an invention, unless otherwise noted, is equal to 10 + the level of the invention + the engineer's Intelligence modifier. At 1st level, he may only prepare 1st level inventions, but may prepare 2nd level inventions at level 3 and 3rd level inventions at level 5. Activating an invention, unless otherwise noted in its description, requires a standard action, and they may only be used or equipped by the engineer who prepared it. Preparing inventions requires one hour of dedicated work, and may only be done once every 24 hours.

Trapfinding: The engineer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, 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. The engineer can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. An engineer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

The Knack: The engineer gains a bonus on all Craft checks equal to half his level. He also receives a 25% reduction in the crafting cost of all mundane and alchemical items, and his crafting progress checks are measured in days instead of weeks. He may also craft alchemical items as if he were a spellcaster.

Jury Rigging: Once per day, the engineer may immediately regain the use of one invention that he has just depleted.

Bombardier: The engineer gains an +4 bonus to attack rolls with splash weapons, or inventions that mimic them. Any such weapons or inventions have their splash radius increased by 5'.

Improvisation: Once per day, the engineer may activate any invention as a standard action, even if he does not normally have it prepared. If the invention normally has a duration (even if that duration is "indefinite while prepared"), it functions for a maximum of six rounds.


Archetypes:

Cannoneer

Lesser Archetype Power: A cannoneer may load heavy crossbows and two-handed firearms as a move action, or light crossbows, hand crossbows, or one-handed firearms as a free action. He may make an aimed shot with a firearm or crosbow at an opponent's legs (or leg equivalent) as a full round action. If this shot hits and does damage, the opponent must make a Reflex save (DC equal to 10 + 1/2 the cannoneer's class level + the cannoneer's Dexterity modifier) or have its base land speed halved for one turn. A cannoneer may also prepare an extra invention per day from either the Explosives or Smithy discipline.
Moderate Archetype Power: A cannoneer, when firing a firearm or a crossbow, may choose to have it do fire damage, electrical damage, or cold damage instead of physical damage. He is now always considered to have a supply of bullets and powder or bolts. He may now make an aimed shot with a firearm or crossbow at an opponent's torso as a full-round action. If the shot hits and does damage, his opponent must make a Fortitude save (DC equal to 10 + 1/2 the cannoneer's class level + the cannoneer's Dexterity modifier) or be sickened for one round.
Greater Archetype Power: Once per encounter, a cannoneer may make an attack or an aimed shot with a firearm or crossbow as a ranged touch attack. He may now make an aimed shot with a firearm or crossbow at an opponent's head as a full-round action. If the shot hits and does damage, his opponent must make a Will save (DC equal to 10 + 1/2 the cannoneer's class level + the cannoneer's Dexterity modifier) or be staggered for one round.


Innovator

Lesser Archetype Power: An innovator may prepare one extra invention per day from any discipline, and the DC of any invention he uses gains a +1 bonus.
Moderate Archetype Power: An innovator may combine inventions as a full-round action, creating a new contraption. He may pick and choose which invention's duration, range, and area to use, and adds the effects of the other invention to it. He must expend the use of both inventions when combining them, and each target is entitled to save separately for all effects. Nonsensical combinations simply do not work.
Greater Archetype Power: Anytime an innovator rolls a natural twenty, he may recover an expended invention. If he does not have any expended inventions to recover, he may instead use any invention he currently has prepared without expending it. He must use the free invention within one round of rolling the twenty.


Machinist

Lesser Archetype Power: A machinist may select one warforged body feat, even if he is not a warforged, and gains its benefits. If he is a warforged, he may select one bonus warforged feat. A machinist may also prepare an extra invention per day from either the Mechanical or the Smithy disciplines.
Moderate Archetype Power: As part of a normal melee attack, a machinist may use an invention, either one applied as a melee touch attack (in which case it is no longer a touch attack) or as a splash weapon (in which case the invention only applies to the target of the attack). If he connects with the attack, the invention is applied to the target with no save offered. In addition, he may now be healed by spells, powers, abilities, and inventions that normally only target constructs.
Greater Archetype Power: A machinist gains light fortification, giving him a 25% chance to ignore critical hits or sneak attacks. If he already possesses light fortification, the chance increases to 50%. The armor check penalty offered by his warforged plating decreases by 2, and the maximum dexterity bonus it offers increases by 2.


Sawbones

Lesser Archetype Power: A sawbones gains a bonus on melee damage rolls equal to half his total Heal modifier (i.e, his ranks + his Wisdom modifier + any relevant feats, items, spell effects, et cetera), to a maximum of +2 per class level. This is considered precision damage and is halved against non-living creatures, creatures with indiscernible anatomies, and creatures immune to critical hits. A sawbones may also prepare an extra invention per day from either the Chemistry or Medicine discipline.
Moderate Archetype Power: As a full-round action, a sawbones may attempt to remove non-magical disease or poison from himself or an adjacent ally as a full-round action that provokes attacks of opportunity. The sawbones makes a Heal check - if it is higher than the DC of the disease or poison, the subject is cured. He may also use inventions from the Medicine discipline on allies, as long as he is adjacent to them.
Greater Archetype Power: As a full-round action that provokes attacks of opportunity, a sawbones can perform a Heal check on any adjacent creature that has died within the last three rounds. If the sawbones succeeds on the check, which has a DC equal to 20 + the HD of the creature, the creature is brought back to life, stabilized at -9 hit points. This ability may only be used on a particular subject once every 24 hours.


Tinker

Lesser Archetype Power: A tinker gains the services of a construct companion. Treat this companion as if it were an astral construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm) of a level no greater than half the tinker's class level (minimum of one), though it is made of mundane metal rather than ectoplasm. The special ability selected for the construct is permanent until a new companion is created. He may create a new companion by spending 8 hours "building" one, and must spend that time initially to gain the services of his first companion. He may repair his companion with a Craft check (Armorsmithing, Blacksmithing, Sculpting, or another deemed appropriate) that takes one hour and heals his companion of hit points equal to the check result -10. A tinker may also prepare an extra invention per day from either the Mechanics or Electromagnetism discipline.
Moderate Archetype Power: A tinker may choose to split any damage done to either him or his construct companion - rather than have one suffer the full amount, each one takes half damage.
Greater Archetype Power: A tinker's construct companion gains one choice from Menu B on the astral construct menu. By spending one hour tinkering with his companion, the tinker may select new special abilities.


Engineer Inventions

Armament: Armaments are pieces of equipment that take up the listed slot on the body. Armaments are generally able to be used for as long as they are prepared, without being expended.

Gadgets: Gadgets are a catch-all term for inventions that do not fall in the other categories - their effects range widely.

Grenades: Grenades are splash weapons with a range increment of 10' and a splash radius of 5'.

Serum: A beneficial serum may be applied to the user as a standard action that provokes attacks of opportunity. A harmful serum must be applied as a melee touch attack.

Chemistry
1st Level

Hypnotic Fog
Type: Grenade
Save: Will negates
Direct Hit: Target is fascinated for 10 rounds.
Indirect Hit: Targets are dazzled for 5 rounds.

Knock-Out Gas
Type: Grenade
Save: Will negates
Direct Hit: Target must save or fall asleep for 5 rounds.
Indirect Hit: As Direct Hit.
Creatures that do not breathe are immune to this invention.

Softening Agent
Type: Gadget
Softening agent is a concoction that reduces the hardness and break DC of whatever it is applied to by 5. It can be spread over a 10 ft. by 10 ft. surface, and lasts for 10 minutes once applied.

Unstable Elixir
Type: Serum
Save: Fortitude partial
Unstable elixir deals 1d4 acid damage per round for 1d4 rounds, and the target is sickened for the same number of rounds. A save negates the sickening effect, but not the damage.

2nd Level

Corrosive Acid
Type: Grenade
Save: Reflex for half
Direct Hit: 3d6 acid damage plus 3 acid damage per round for the next three rounds.
Indirect Hit:1d6 acid damage plus 1 acid damage per round for the next three rounds.
A successful Reflex save prevents the recurring damage.

Flash-Freezer
Type: Grenade
Save: Fortitude partial
Direct Hit: Target is dealt 3d6 cold damage and acts as if affected by the Slow spell for one round
Indirect Hit: Targets are dealt 1d6 cold damage.
A successful Fortitude save reduces the damage by half and negates the slowing effect.

Mystical Suppressant
Type: Serum
Save: Will negates
The target must make a Will save before casting any spell or spell-like abilities - if they fail, their spell automatically fails. This effect lasts 3 rounds.

Phasic Injection
Type: Serum
Save: Will negates
The user or target becomes incorporeal for 3 rounds.

3rd Level

Hallucinogenic Aerosol
Type: Grenade
Save: Will negates
Direct Hit: The target is frightened for 3 rounds.
Indirect Hit: Targets are shaken for 3 rounds
Creatures that do not breathe are immune to this effect.

Paralytic Toxin
Type: Serum
Save: Fortitude negates
The target is paralyzed for 3 rounds. Creatures immune to poison are immune to the paralysis.

Virulent Microbe
Type: Serum
Save: Fortitude negates
The target is infected with the user's choice of either blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom unless a Fortitude save is made. The incubation period is measured in rounds rather than days.

Volatile Transmogrifier
Type: Serum
Save: Fortitude (harmless)
The user gains a +6 alchemical bonus to Strength and the Powerful Build quality (if he does not already possess it) for one minute. When the effect ends, the user is exhausted for the duration of the current encounter. Constructs and undead gain no benefit from this invention.

Mechanics
1st Level

Clockwork Decoy
A clockwork decoy, when activated, may move at a speed of up to 20 ft. per round at its inventor's command (commanding it is a free action). It has only 1 hit point, is of Tiny size, and has an AC of 15. If desired, a clockwork decoy can emit a loud noise like an alarm or an animal call.

Spring-loaded Shoes
When worn on the feet slot, spring-loaded shoes give a +8 untyped bonus on Jump checks and allow the user to make Jump checks without a running start. They also allow the user to treat falls as if they were up to 30 feet shorter. Spring-loaded shoes may be used indefinitely while prepared.

Trapspringer
A trapspringer allows the engineer using it to attempt to disarm one trap with a +10 competence bonus at a range of up to 15'. Even if the engineer fails by 5 or more, he does not spring the trap.

Wax Cylinder
A wax cylinder is capable of recording up to 5 minutes of audio and playing it back afterwards. It captures sound clearly within 30 feet, and faintly within 60 feet. It is about the size and shape of a standard spyglass, and makes no noise while recording. It may be used indefinitely while prepared, and may be reused, taping over any existing audio.

2nd Level

Automated Laboratory
An automated laboratory can make craft checks for the user - it uses the user's skill modifier, but the user is free to perform other actions during the interim. An automated laboratory is difficult to move and requires 10 minutes each to set up and take apart. It may be used indefinitely while prepared.

Foothold Trap
A foothold trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, which then inflicts 3d6 piercing damage to it, entangles it, and prevents it from moving from its space. A Reflex save halves the damage and negates the entanglement and immobilization. A trapped creature may attempt a DC 20 Strength check or a DC 25 Escape Artist check to escape the trap.

Portable Locksmith
A portable locksmith, when activated, allows the engineer to attempt to open one lock with a +10 competence bonus.

Telescopic Goggles
Telescopic goggles, when worn in the eyes slot, give a +5 bonus to Spot checks to see at long distance, and halve the penalties for each additional range increment. Telescopic goggles may be used indefinitely while prepared.

3rd Level

Automaton
An automaton, when activated, creates a 3rd-level Astral Construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm). This construct is treated as being made of mundane metal rather than ectoplasm, and so is susceptible to spells and effects that affect metal. It fights on the user's behalf for a minute before being depleted.

Clockwork Dragonfly
A clockwork dragonfly, when activated, may fly at a speed of up to 60 feet per round at its inventor's command. It has 1 hit point. However, a clockwork dragonfly is invisible when at rest and moves completely silently - the only way to detect it is with a DC 30 Spot check while it is in motion. The user may see through its eyes. A clockwork dragonfly may operate for 10 minutes before being depleted.

Rebreather
A rebreather, when worn on the face slot, supplies the user with air and obviates his need to breathe. The user is also immune to inhaled poisons, gas-based attacks, and overpowering odors. A rebreather may be used indefinitely while prepared.

Steam-Powered Gyrocopter
A steam-powered gyrocopter, when activated, allows the user to fly at a speed of 60 feet (clumsy) for 10 minutes. The flight time does not need to be used consecutively and may be split up over one-minute increments.
Explosives
1st Level

Crackerjack Caltrops
Crackerjack caltrops are spread in a 10 foot square. When any creature treads on them, they do 1d6 piercing damage and halve the creature's movement rate for the next 3 rounds. Once spread, they can affect a maximum of 5 creatures before being depleted.

Molotov Cocktail
A molotov cocktail is a splash weapon with a range increment of 10 ft. On impact, it explodes in a 10 ft. radius, dealing 1d6 fire damage, half on a Reflex save. It may be used 3 times before being depleted.

Smoke Grenade
A smoke grenade is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of smoke in a 20 ft. radius that obscures all sight beyond 5 ft. The cloud lasts for 3 rounds.

Stinkbomb
A stinkbomb is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of gas in a 10 ft. radius that sickens all within it unless they make a Fortitude save each round. The cloud lasts for 3 rounds.

2nd Level

Dragonsbreath Cannon
A dragonsbreath cannon shoots out a jet of flame in a 20 ft. line when activated. Any creature caught in the jet suffers 3d6 fire damage. A successful Reflex save halves the damage. It may be activated 3 times before being depleted.

Flashbang
A flashbang is a splash weapon with a range increment of 10 ft. On impact, it deafens all creatures in a 10 ft. radius for 2 rounds and blinds them for 1 round. A successful Fortitude save reduces the deafness to 1 round and negates the blindness.

Shrapnel Grenade
A shrapnel grenade is a splash weapon, with a range increment of 10 ft. On impact, it inflicts 2d6 piercing and 1d6 fire damage in a 10 ft. radius, half on a Reflex save. It may be used 3 times before being depleted.

Homing Rocket
A homing rocket, when activated, fires and does 3d6 bludgeoning damage to one target within 100'. The rocket ignores all cover and concealment, except total cover.

3rd Level

Liquid Flame
Liquid flame can be used in one of two ways: it can be poured out in multiple squares (to a maximum of four) and lit on fire, creating a barrier of flame that lasts for a minute and deals 3d6 fire damage to anything passing through it, half on a Reflex save. Liquid flame can also be thrown as a splash weapon with a range increment of 10 ft. On impact, it inflicts 3d6 fire damage and clings to its target, continuing to do 3d6 fire damage per round for 2 more rounds. A Reflex save halves the damage from both the initial and continuing damage.

Pocket Bombard
A pocket bombard, when activated, allows its user to make a ranged touch attack against a single target within 100'. If successful, it deals 5d8 bludgeoning damage and forces the target to make a Reflex save or be knocked prone.

Shrapnel Mine
A shrapnel mine is a small explosive disc that is is activated and planted against any surface - it is adhesive and can be placed on floors, walls, ceilings, or other, irregular structures. Once activated, it lies dormant for up to one hour until a creature comes within 5', at which point it explodes, doing 5d6 piercing damage to anything in a 5 ft. radius (half on a successful Reflex save). For every 6 damage a shrapnel mine does, it imbeds a jagged fragment into its target, which does 1 damage per round for the next 6 rounds.

Time Bomb
When a time bomb pack is activated, it counts down and explodes, causing 3d6 piercing damage and 3d6 fire damage to everything in a 20 ft. radius, half on a Reflex save. This damage is doubled against objects and structures. A time bomb can have its activation delayed from 3 rounds up to 10 minutes.
Smithy
1st Level

Compact Repair Kit
A compact repair kit can be activated as a standard action to restore 15 hit points to one inanimate object or construct.

Pneumatic Gauntlet
A pneumatic gauntlet is a spiked gauntlet that deals 1d10 bludgeoning damage (1d8 for a small user) with a critical modifier of 20/x3. It cannot be disarmed or sundered. On a critical hit, the opponent must make a Fortitude save or be staggered for one round. A pneumatic gauntlet may be used indefinitely while prepared.

Revolver
A revolver is a light one-handed firearm that deals 1d6 piercing damage, has a critical modifier of 19-20/x2, a range increment of 60', and may fire 6 rounds before reloading, which takes a full-round action. A revolver may be used indefinitely while prepared.

Serum Injector
A serum injector is a projectile weapon that fires darts, dealing 1d4 damage with a critical modifier of 20/x2 and a range increment of 30'. An engineer may use a serum injector to apply any invention that normally must be applied as a melee touch attack or any injury poison as part of a ranged attack - if the attack hits and deals damage, the invention or poison's effects take place. A serum injector holds only a single dart at a time, may be reloaded as a move action, and may be used indefinitely as long as it is prepared.

2nd Level

Blunderbuss
A blunderbuss is a two-handed firearm. A blunderbuss does not require an attack roll, but instead fires in a 15' cone, dealing 2d8 damage to all within. A successful Reflex save (DC equal to 10 + 1/2 the engineer's class level + the engineer's Dexterity modifier) halves this damage. A blunderbuss may fire 2 rounds before reloading, which takes a full-round action. A blunderbuss may be used indefinitely while prepared.

Climbing Spurs
Climbing spurs, when worn in the gauntlet slot, give the user a climb speed equal to his base land speed. They also may be used to make rudimentary attacks, doing 1d6 piercing damage with a critical modifier of 20/x2. They may be used indefinitely while prepared.

Repeater
A repeater is a two-handed firearm that deals 1d10 piercing damage, has a critical modifier of 19-20/x2, a range increment of 120', and may fire 12 rounds of ammunition before reloading, which takes a full-round action. A repeater may be used indefinitely while prepared.

Sawtooth Blade
A sawtooth blade is a special kind of bastard sword that deals 1d12 damage (1d10 for a small user), has a critical modifier of 19-20/x2, an effective +1 enhancement bonus, and conveys no penalties for being non-proficient in its use. It overcomes any material-based damage reduction, except adamantine. On a critical hit, a sawtooth blade deals an extra 2d6 slashing damage. A sawtooth blade may be used indefinitely as long as it is prepared.

3rd Level

Hand Cannon
A hand cannon is a one-handed firearm that deals 2d6 piercing damage, has a critical modifier of 20/x3, a range increment of 30', and may fire 3 rounds of ammunition before reloading, which takes a standard action. A hand cannon may be used indefinitely while prepared.

Mechanized Armor
Mechanized armor is a special kind of full plate armor. When worn, it gives a bonus of 10 ft. to the wearer's base land speed and adds a +4 enhancement bonus to Strength. However, it has a maximum dexterity bonus of 0, and its armor check penalties are increased to -8. Due to the immense customization required for each suit, mechanized armor will only function for the user. Mechanized armor may be used indefinitely as long as it is prepared.

Piston Hammer
A piston hammer is a two-handed greathammer that does 2d6 damage (1d10 for a small user), has a critical modifier of 20/x3, an effective +2 enhancement bonus, and conveys no penalties for being non-proficient in its use. It may ignore any material-based damage reduction and the hardness of objects. On a critical hit, the target is knocked back a number of squares equal to the damage dealt divided by 5 - if it cannot move any further, it is dealt 1d6 damage for each square it was not able to move. A piston hammer may be used indefinitely while prepared.

Telescopic Rifle
A telescopic rifle is a two-handed firearm that requires a full-round action to fire, deals 2d6 piercing damage, has a critical modifier of 20/x4, a range increment of 200', and may fire one round of ammunition before reloading, which takes a full-round action. A telescopic rifle may be used indefinitely while prepared.
Electromagnetism
1st Level

Detection Matrix
When a detection matrix is activated, it alerts its user to the presence of any invisible or hidden creatures within 60 feet. It does not pinpoint the location or give the user any information about the creatures. Once activated, a detection matrix functions for up to one hour before being depleted.

Filament Lantern
A filament lantern provides clear illumination in a 15 ft. radius and shadowy illumination in a 30 ft. radius. At the user's option, it can switch to a 60 ft. cone of clear illumination, with a 120 ft. cone of shadowy illumination. A filament lantern requires no fuel and may be used indefinitely as long as it is prepared.

Multipurpose Compass
A multipurpose compass always shows the direction north, shows the correct time, and can detect magic in a radius of 30 ft. It is only capable of denoting the presence, general direction, strength, and spell school of magical effects, and cannot pinpoint from what specific objects it emanates. A multipurpose compass also emits an alarm when within 30 ft. of noxious fumes, gaseous poisons or toxins, or harmful radiation.

Static Trigger
A static trigger allows the user to make a melee touch attack that deals 1d6+1 electrical damage. It may be used indefinitely while prepared, but may not be used with a serum injector.

2nd Level

Biocircuitry Harness
A biocircuitry harness, when activated, grants its user fast healing 1 for 3 minutes before depletion. If desired, the user may instead receive fast healing 2 for 1 minute, or fast healing 3 for 5 rounds.

Lightning Rod
When a lightning rod is activated, it automatically strikes the nearest hostile creature within 30 ft. with a bolt of electricity, doing 2d6 damage, half on a successful Reflex save. It fires again once per round for the next 2 rounds. A lightning rod can be thrown as a splash weapon with a range increment of 10 ft. and activated on impact, or it can be set down and timed to activate after a delay of up to 6 rounds.

Live Wire
A live wire must be anchored against two solid and diametrically opposed surfaces - once anchored, it deals 1d6 electrical damage to any creature that comes into contact with it, and they must make a Reflex save or be knocked prone. Each creature can only be affected once. A live wire may stretch up to 30 ft. across, and remains active for 1 minute before being depleted.

Magnetic Pulsar
When activated, a magnetic pulsar grants the user a +6 bonus to armor class against any attacks made with metal weapons. A magnetic pulsar lasts for 10 minutes before it is depleted.

3rd Level

Flux Inhibitor
A flux inhibitor, when activated, attempts to resist the next hostile spell that affects the user, as if he possessed spell resistance of 22. If the flux inhibitor fails to resist the spell, it remains in effect until it is successful on another attempt. It functions for a maximum of one minute before being depleted.

Force Field
A force field may be activated as an immediate action - once activated, it gives its user a +20 bonus to armor class for one round.

Shock Capacitor
A shock capacitor can be attached to any melee weapon, causing it to do an extra 1d6+1 electrical damage. A shock capacitor can be used indefinitely as long as it is prepared.

Synaptic Accelerator
Synaptic accelerator, when activated, immediately allow the user to take one standard action. It may be activated as a swift action. After using synaptic accelerator, the user is fatigued for the rest of the encounter.
Medicine
1st Level

Revitalization Tonic
When activated, revitalization tonic restores 1d10 hit points to the user.

Sensory Expander
When activated, sensory expander gives the user a +4 alchemical bonus to Spot and Listen checks for 1 hour.

Smelling Salts
When activated, smellings salts instantly negate sleep effects and unconsciousness in a 20 ft. radius around the user. If the unconsciousness was caused by non-lethal damage, the target has 3 rounds to reduce its total non-lethal damage to less than its hit points - if it does not, it falls unconscious again. If the unconsciousness was caused by being below 0 hit points, smelling salts have no effect.

Topical Anaesthetic
When activated, topical anesthetic gives the user damage reduction 2/- for 10 minutes.

2nd Level

Muscle Builder
When activated, muscle builder gives a +4 alchemical bonus to the physical ability scores (Strength, Dexterity, and Constitution) of the user, while applying a -4 alchemical penalty to their mental ability scores (Intelligence, Wisdom, and Charisma). The effects last for 10 minutes.

Neurological Stimulator
When activated, neurological stimulator gives a +4 alchemical bonus to the mental scores of the user, while applying a -4 alchemical penalty to their physical scores. The effects last for 10 minutes.

Patented Cure-All
When activated, patented cure-all removes one disease or a single poison from its user.

Reflex Replacer
Reflex replacer allows the user to reroll their initiative as an immediate action. It may only be used at the start of an encounter, immediately after initiative is first rolled. The user must abide by the second roll.

3rd Level

Adrenaline Boost
Adrenaline boost, when activated, allows the user to function normally even if at 0 hit points or lower. The user does not die when he reaches -10 hit points, but may operate normally. Adrenaline boost lasts for three rounds - if the user is still at -10 hit points or below when its effects are over, he dies. If he is between -1 and -9, he is considered to be dying. If he is at 0, he becomes disabled.

Miracle Cure
When activated, miracle cure restores 3d10 hit points and up to 3 points of ability damage to the user.

Pheromone Enhancer
When activated, pheromone enhancer gives the user a +4 alchemical bonus on Charisma-based checks for 10 minutes.

Reanimation Salve
When activated, reanimation salve creates a zombie out of any dead corporeal creature with a skeletal system and no more than 8 HD. The zombie obeys any simple commands and lasts for an hour, after which it falls dead and may not be reanimated again.


The Noble

HD: d8
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Sleight of Hand, Spot, Tumble, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+2
+2
Archetype Power (Lesser), Loyal Lackeys


2nd
+1
+0
+3
+3
Silver Tongue


3rd
+2
+1
+3
+3
Archetype Power (Moderate)


4th
+3
+1
+4
+4
Impel


5th
+3
+1
+4
+4
Commanding Presence


6th
+4
+2
+5
+5
Archetype Power (Greater), Birthright



Proficiencies: The noble is proficient with light armor, medium armor, and shields. He is proficient with simple weapons and martial weapons.

Archetype: At 1st level, the noble chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

Loyal Lackeys: As a full-round action, the noble may summon any humanoid from the Monster Manual (hereafter referred to as a "minion") whose hit dice do not exceed half his class level into an unoccupied square within 10'. The noble may only have a number of active minions at any one time equal to his level (maximum of five), and may only summon a number of minions per day equal to his Charisma modifier plus twice his class level. Minions have the statistics, abilities, and equipment of a typical member of their race, and act on the noble's initiative. The noble may command or dismiss his minions as a free action, but may only give them complicated commands if he speaks the same language as they do - if not, minions may only attack the nearest opponent to the best of their ability. Minions of any kind only have one hit point, but they do not suffer partial or half damage from spells or effects on a successful save. Minions also only offer half the normal bonus for aiding another.

Silver Tongue: The noble may take 10 on Diplomacy checks, even if threatened or distracted. He may also make rushed Diplomacy checks without taking a penalty to the roll.

Commanding Presence: As a full-round action, the noble may emit an aura of command that lasts for one round - all allies (excluding himself) within 30' of the noble act as if affected by a Good Hope spell, gain 5 temporary HP (which disappear at the start of the next round), and a 10' bonus to their base land speed. This is an extraordinary mind-affecting effect.

Impel: By giving up his own actions for a round, the noble may allow his allies to take additional actions. At 4th level, the noble may forgo his own move action to allow an ally within 30' to take an additional move action on its next turn. At 6th level, the noble may forgo his own standard action to allow an ally within 30' to take an additional standard action on its own turn. The noble may only grant one type of action in this way in any given turn. A noble may only use this ability a number of times per day equal to his level.

Birthright: Once per day, the noble may make use of one of the following abilities:

Fly, You Fools: As a move action, all allies within 30' of the noble (excluding himself) have their base land speed doubled for one round, and may immediately move up to their newly-modified base speed.

Supreme Motivation: As a full-round action, the noble allows one ally within 30' (excluding himself) to immediately take a full round's worth of actions.

The Whites of Their Eyes: As an standard action, the noble allows all allies within 30' (excluding himself) to make a single melee or ranged attack as an immediate action.


Archetypes:

Dilettante

Lesser Archetype Power: A dilettante may choose one of three focuses at the beginning of each day: Combat Focus, Stealth Focus, or Magic Focus. Combat Focus gives him a +1 bonus to attack and damage rolls, one bonus fighter feat (chosen at focus selection, and he must qualify for it as normal), and a +2 bonus to Climb, Jump, and Swim checks. Stealth Focus gives him Trapfinding, +1d6 sneak attack damage, and a +2 bonus to Disable Device, Open Lock, and Search checks. Magic Focus allows him to cast a small amount of spells - he may cast cantrips or 1st-level spells from one mage class (excluding archetype bonus spells). He may only cast a number of spell levels per day equal to his Intelligence modifier (if any). Treat cantrips as 1/2 a spell leve. He may choose a different mage class each time he selects Magic Focus. His caster level is equal to half his class level, and the DC of his spells are equal to 10 + the spell level + half his Intelligence modifier (if any). He also gains a +2 bonus to Concentration, Knowledge (arcana), and Spellcraft checks.
Moderate Archetype Power: A dilletante gains a bonus on all skills he has no ranks in equal to half his class level, and is considered to be trained in their use.
Greater Archetype Power: A dilletante's focuses improve. While in Combat Focus, the bonuses on attack and damage rolls increase to +2, and the dilettante may make a second attack, albeit with a -5 penalty to the roll. When in Stealth focus, his sneak attack damage increases to +2d6 and he gains Evasion. While in Magic Focus, he may cast 2nd-level spells and may cast a number of spell levels equal to twice his Intelligence modifier (if any). In addition, the skill bonuses from his focuses increase to +4.


Duelist

Lesser Archetype Power: Once per round as a free action, a duelist may make one melee attack at his highest base attack bonus against an opponent that has just missed him with a melee attack. This ability only applies while the duelist is wielding a one-handed weapon with nothing in his off hand. A duelist may add his Intelligence modifier to his armor class as long as he wears light or no armor and does not equip a shield.
Moderate Archetype Power: Once per encounter, a duelist can designate a specific opponent as his chosen foe. The duelist gains a bonus to attack rolls and damage equal to half his Intelligence modifier (minimum of +1) against the chosen foe for as long as he remains in melee range with that foe (if the opponent moves away, the duelist has one round to close the gap before the bonuses disappear), If the chosen foe does not target him in kind or refuses to engage him in combat, these bonuses are instead equal to the duelist's full Intelligence modifier.
Greater Archetype Power: If a duelist succeeds on a feint check against his chosen foe, his next melee attack has its critical range tripled. This ability only applies while the duelist is wielding a one-handed weapon with nothing in his off hand. A duelist's Commanding Presence ability now affects himself as well.


Patrician

Lesser Archetype Power: If a patrician fails a Diplomacy check, he may instantly retry the roll at -5 penalty. Even if the second check fails, the disposition of the target cannot be reduced below unfriendly (unless already hostile).
Moderate Archetype Power: Once per round, as a standard action, a patrician may make an opposed Diplomacy check against any opponent with an intelligence score of 3 or higher within hearing distance. If the patrician wins, the opponent is unable to take standard actions for one round. The patrician may not use this ability if silenced or if he does not speak the target's language. If the target is attacked, the effect is broken.
Greater Archetype Power: Before attacking a patrician, any opponent with a intelligence score of 3 or higher must make a Will save (DC equal to 10 + 1/2 the patrician's HD + the patrician's Charisma modifier) or pick a new target. If no other valid opponents are within reach, the attack fails. In addition, a patrician may use Commanding Presence as a move action.


Tyrant

Lesser Archetype Power: When summoning minions, the tyrant may apply one of the following three abilities to them:

Toxic Assassin: This minion gains the Sneak Attack ability of a 1st-level rogue, though it may only make such attacks with melee weapons. When it dies, it produces a noxious cloud that lingers in a 10' radius for three rounds, dealing 1d6 acid damage for each hit dice it has (minimum of one) per round to any creature caught inside. A Fortitude save (DC 11 + the minion's HD) negates the damage entirely. The minion may, as a standard action, sacrifice itself to produce the cloud.

Unstable Scout: This minion may teleport up to 20' as a move action, as per the Dimension Door spell. It may not bring other creatures or any objects besides its starting equipment, but it is not restricted from taking actions after doing so. The minion deals 1d6 electricity damage to anything caught in the path of its teleportation. When it dies, it may teleport once per each hit dice it has as an immediate action, dealing 1d6 electricity damage to anything caught in the path of its teleportation (targets can be struck multiple times). Any creature damaged by the minion's death throes must make a Will save (DC 11 + the minion's HD) or be stunned for one round - however, even if the creature is struck multiple times, it need only make one save against the stunning effect. The minion may, as a standard action, sacrifice itself to trigger the teleportation effect.

Volatile Saboteur: This minion possesses a ranged attack that deals 1d6 fire damage. Treat this as a thrown weapon with a range increment of 20'. When this minion dies, it explodes, dealing 1d6 fire damage for each hit dice it has (minimum of one) in a 10' radius. A successful Reflex save (DC 11 + the minion's HD) halves the damage. The minion may, as a standard action, sacrifice itself to explode.

In addition, intimidation attempts made by a tyrant do not cause the target to default to unfriendly or hostile after the tyrant leaves the target's presence.
Moderate Archetype Power: A tyrant may now summon a more substantial minion, a henchman. Treat the henchman as a cohort of half the tyrant's class level, though it must be a humanoid that the tyrant is capable of summoning as a minion. Summoning a henchman takes one minute of uninterrupted concentration, after which it appears in the closest unoccupied square to the tyrant. A tyrant may only have one henchman at any one time, but the henchman remains until dismissed. Commanding or dismissing a henchman may be done as a free action. While a henchman is summoned, a tyrant may not summon minions, and any minions in existence are dismissed. If a henchman is reduced to 0 hit points, it is dismissed and a tyrant may not summon it again until the next day. In addition, a tyrant's minions gain bonus hit points equal to the tyrant's Charisma modifier (if positive).
Greater Archetype Power: As long as a tyrant has a living minion or henchman within 10', any melee or ranged attacks directed against the tyrant may be redirected against his minions or henchman instead. In addition, all minions and henchmen receive the tyrant's Charisma modifier as a bonus to armor class and Will saves.


Warchief

Lesser Archetype Power: On his action, before making attack rolls for a round, a warchief may choose to subtract a number from all melee attack rolls. That same number is added to the attack and damage rolls of all allies within 5'. This number may not exceed the warchief's base attack bonus. The penalty and bonuses remain until the warchief's next turn.
Moderate Archetype Power: Whenever a warchief makes an attack of opportunity against an opponent, any number of allies up to his Charisma modifier (if any) who threaten that opponent may also make an attack of opportunity against it.
Greater Archetype Power: Upon successfully demoralizing an opponent, the penalties inflicted by the warchief are equal to his Charisma modifier or -2, whichever is lower. This is a morale penalty and does not stack.

Gnorman
2012-07-27, 01:01 AM
The Poet

HD: d6
Class Skills: Appraise, Balance, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (all), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Speak Language, Sleight of Hand, Spot, Tumble, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
0
1
2


1st
+0
+0
+2
+2
Archetype Power (Lesser), Eye of Newt, Inspiration
2
-
-


2nd
+1
+0
+3
+3
The Food of Love
3
0
-


3rd
+2
+1
+3
+3
Archetype Power (Moderate)
3
1
-


4th
+3
+1
+4
+4
Once More Unto the Breach
3
2
0


5th
+3
+1
+4
+4
A Charmed Life
3
3
1


6th
+4
+2
+5
+5
Archetype Power (Greater), Full of Sound and Fury
3
3
2



Proficiencies: The poet is proficient with light armor and shields (except tower shields). He is proficient with simple and martial weapons.

Archetype: At 1st level, the poet chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

Eye of Newt: The poet gains a limited ability to cast spells. He chooses two of the five mage classes (Black Mage (http://www.giantitp.com/forums/showthread.php?t=215165), Blue Mage (http://www.giantitp.com/forums/showthread.php?t=215876), Green Mage (http://www.giantitp.com/forums/showthread.php?t=215432), Red Mage (http://www.giantitp.com/forums/showthread.php?t=215306), and White Mage (http://www.giantitp.com/forums/showthread.php?t=215538)), and may use the spell lists of the two he chooses. This choice is permanent. He may not cast spells given by archetypes. These spells are considered arcane, and the poet need not prepare them beforehand - he may spontaneously cast any spell drawn from his two chosen lists. His sole casting stat is Charisma, which dictates both the DC of the spell in question and his bonus spells. To cast a spell, the poet must have a Charisma score equal to 10 + the level of the spell in question. The poet does not suffer from arcane spell failure while wearing light armor or equipped with a shield (except tower shields).

Inspiration: The poet gains the ability to use bardic music (http://www.d20srd.org/srd/classes/bard.htm#bardicMusic) as a bard of his class level. He may use this ability a number of times per day equal to his class level plus his Charisma modifier. Unless otherwise noted, activating this ability (or others that require the expenditure of Inspiration) requires a standard action.

The Food of Love: The poet gains sonic resistance 5 and a +4 bonus on saves against effects that would deafen or silence him.

Once More Unto the Breach: The poet may spend one use of his Inspiration to give all allies (including himself) within 30' fast healing 1. This lasts for as long as the poet concentrates, and five rounds after. At 6th level, this ability grants fast healing 2. This ability cannot heal any ally above 50% hit points.

A Charmed Life: The poet can no longer roll a natural one on anything - if he does, he immediately gains a free reroll. He must abide by the results of the reroll, unless it is another one. In addition, anytime he rolls a natural twenty, he gains a +2 luck bonus to attack rolls, damage rolls, armor class, saving throws, and skill checks for the next three rounds.

Full of Sound and Fury: Once per day, the poet may make use of one of the following abilities:

Concord of Sweet Sounds: The poet may use his Inspiration ability (or any other ability that requires the expenditure of Inspiration) without it being deducted from his daily limit. He may use this ability even if he has no uses of Inspiration left.

Let Slip the Dogs of War: If the poet attacks an opponent in melee and succeeds, he may allow all allies who threaten that opponent to make a single attack at their highest attack bonus on that same opponent as an immediate action.

Out of the Jaws of Death: As an immediate action, the poet may restore a number of hit points equal to his class level times his Charisma modifier (if positive) to any ally within 30' with 0 or fewer hit points.


Archetypes:

Banshee
Lesser Archetype Power: A banshee may spend one use of his Inspiration ability to deal 1d6 sonic damage per class level to all opponents in a 15' radius. A successful Fortitude save halves the damage, with the DC equal to 10 + 1/2 the banshee's HD + the banshee's Charisma modifier. A banshee may only spend Inspiration in this way three times per day.
Moderate Archetype Power: A banshee may spend two uses of his Inspiration ability to target one opponent within hearing range. This ability does sonic damage equal to the banshee's Charisma modifier each round and deafens the opponent with no save. This ability lasts as long as the banshee concentrates. If desired, the banshee may instead use this ability against unattended objects - the sonic damage ignores the object's hardness.
Greater Archetype Power: Whenever a banshee uses the Inspiration ability from his lesser archetype power, affected opponents are stunned for one round unless they make a Will save, with the DC equal to 10 + half the banshee's HD + the banshee's Charisma modifier.


Bravado

Lesser Archetype Power: The penalties a bravado receives for fighting with two weapons are lessened by 2 for both the primary and off hands. In addition, a bravado may spend one use of his Inspiration ability to give all allies (including himself) within 30' a 1d4 bonus on melee damage rolls. The type of this damage is equal to the type of damage that the ally's weapon inflicts. This lasts for as long as the poet concentrates, and five rounds after. This bonus increases to 2d4 at 4th level and 3d4 at 6th level. A bravado may only use Inspiration in this way three times per day.
Moderate Archetype Power: If a bravado is attacked in melee and the attack misses, the bravado may immediately make one melee attack against the opponent who missed. This counts as an attack of opportunity and is subject to the same limits. In addition, a bravado may now also add his full Strength modifier to his off-hand attacks.
Greater Archetype Power: As a swift action, a bravado may spend two uses of his Inspiration ability to enter a battle trance for a number of rounds equal to his Charisma modifier. While in a battle trance, his base land speed doubles and he gains the benefits of the Spring Attack feat.


Doomsinger

Lesser Archetype Power: A doomsinger may spend one use of his Inspiration ability to give all opponents within 30' a -1 penalty to all saves. This penalty lasts for as long as the poet concentrates, and five rounds after. This penalty increases to -2 at 4th level and -3 at 6th level. A doomsinger may only use Inspiration in this way three times per day.
Moderate Archetype Power: All allies under the effects of a doomsinger's Inspire Courage ability do an additional 1d6 negative energy damage with all attacks. At 6th level, the additional damage increases to 2d6.
Greater Archetype Power: A doomsinger may spend two uses of his Inspiration ability to reanimate a corpse as a skeleton or a zombie. This ability only functions on corporeal creatures of up to 8 HD with skeletal structures. This ability lasts as long as the doomsinger concentrates, and five rounds after, after which the corpse falls dead, unable to be reanimated. The doomsinger may only animate one corpse at a time.


Skald

Lesser Archetype Power: A skald gains proficiency with medium armor (and may ignore arcane spell failure while wearing it) and becomes immune to fear. A skald may also spend one use of his Inspiration ability to give all allies within 30' a +2 bonus to AC. This bonus lasts as long as the poet concentrates and for five rounds after. This bonus increases to +3 at 4th level and +4 at 6th. A skald may only use Inspiration in this way three times per day.
Moderate Archetype Power: The bonuses given by a skald's inspire courage ability increase by 1, and the bonus given by his inspire competence ability increases to +4.
Greater Archetype Power: A skald may spend two uses of his Inspiration ability to inspire greatness (http://www.d20srd.org/srd/classes/bard.htm#inspireGreatness) as if he were a bard of 9th level. In addition, his inspire courage ability now grants immunity to fear.


Trickster

Lesser Archetype Power: A trickster may spend one use of his Inspiration ability to give all opponents within 30' a -1 penalty to attack rolls and armor class. This penalty lasts for as long as the poet concentrates, and five rounds after. This penalty increases to -2 at 4th level and -3 at 6th level. A trickster may only use Inspiration in this way three times per day.
Moderate Archetype Power: If a trickster successfully denies an opponent its Dexterity bonus to armor class by feinting, one ally who threatens that opponent may immediately make a melee attack against it. This attack does not use up that ally's immediate action for the round.
Greater Archetype Power: Any opponents affected by a trickster's lesser archetype power must make a Will save the first round they are affected or be confused. The DC for this save is equal to 10 + half the trickster's HD + the trickster's Charisma modifier. If they fail their save, they may make another the following round. A creature that saves against this ability is immune to it for 24 hours.


The Sage

HD: d6
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Heal, Intimidate, Knowledge (all), Listen, Perform, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+2
Archetype Power (Lesser), Encyclopedic Knowledge


2nd
+1
+0
+0
+3
Gaze into the Abyss


3rd
+2
+1
+1
+3
Archetype Power (Moderate)


4th
+3
+1
+1
+4
Targeted Strike


5th
+3
+1
+1
+4
Find the Flaw


6th
+4
+2
+2
+5
Archetype Power (Greater), Pure Genius



Proficiencies: The sage is proficient with light armor, medium armor, and bucklers. He is proficient with simple weapons and one martial weapon of his choice.

Archetype Power: At 1st level, the sage chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

Encyclopedic Knowledge: If a sage successfully identifies a foe, he taps into his stores of encyclopedic knowledge as a swift action, searching for some obscure fact that might confer a distinct advantage. He chooses one of the bonuses on the following list. Any bonuses given only last until the end of the encounter, and only apply to the specific creature in question and any others of its exact kind (i.e., if the sage identifies a goblin, he gains the bonuses against all goblins in the encounter, but if a hobgoblin is present, he does not receive the bonus against it). A sage may only gain one bonus per encounter for each two class levels he has (minimum of one) - after reaching the maximum, he may not activate this ability again even if he successfully identifies another kind of foe in the same encounter. He may not gain multiple kinds of bonuses against one particular foe. If he identifies multiple kinds of foes at once, he may activate a bonus for each one successfully identified (provided that he does not exceed his maximum) as a single swift action.

Find the Gap: A sage gains a +1 insight bonus on all attack rolls against the creature and any others of its kind. For every ten points by which the sage's check result exceeds the base DC, the bonus increases by +1.

Twist the Knife: A sage deals an additional 1d6 damage against the creature and any others of its kind. This is considered precision damage, and is halved against creatures immune to critical hits. For every ten points by which the sage's check result exceeds the base DC, he deals an additional 1d6 damage.

Stay the Hand: A sage gains a +1 insight bonus to armor class and all saves against any attacks or abilities made by the creature and any others of its kind. For every ten points by which the sage's check result exceeds the base DC, the bonus increases by one.

The sage also gains the bardic knowledge (http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge) ability as if he were a bard of his class level and may make knowledge checks untrained.

Gaze into the Abyss: The sage becomes immune to fear and the sickened and nauseated conditions. He gains a bonus on saves against disease and poison equal to his Intelligence modifier.

Targeted Strike: Three times per encounter, a sage may make a targeted strike as a standard action, aiming at a specific organ or body part in order to cripple his opponent. Treat this as a normal melee attack, though the sage may add his Intelligence modifier instead of his Strength modifier to the roll. If the attack hits and deals damage, apply one of the effects below. The save DC of all targeted strikes is equal to 10 + 1/2 the sage's level + the sage's Intelligence modifier. Unless otherwise noted, the duration of a targeted strike is equal to half the sage's Intelligence modifier. Creatures with indiscernible anatomies are immune to targeted strikes, as are any creatures that lack the proper organ (i.e. a creature with no eyes would be immune to an Eyes strike).

Arms: The target must make a Reflex save or drop whatever is in its hands and take a -4 penalty on all melee attacks for the duration of the strike. It is unable to use claw, slam, or tentacle attacks for the duration of the strike.

Eyes: The target must make a Fortitude save or dazzled for the duration of the strike. It is unable to use gaze attacks for the duration of the strike.

Head: The target must make a Will save or be confused for the duration of the strike. It is unable to use spell-like abilities for the duration of the strike.

Legs: The target must make a Reflex save or have its base land speed halved for the duration of the strike. It is unable to use Trample, Pounce, or any burrow/climb/swim speeds for the duration of the strike.

Torso: The target must make a Fortitude save or be fatigued for the duration of the strike. It is unable to use any breath weapon for the duration of the strike. Creatures that do not breathe are immune to this strike.

Find the Flaw: Once per encounter, if a sage has identified an opponent using his Encyclopedic Knowledge ability, he may activate this ability as a swift action. Unlike Encyclopedic Knowledge, target a single creature, which must be within 60' of the sage when this ability is activated. For the next three rounds, the sage may ignore up to 10 points of damage reduction that the opponent possesses.

Pure Genius: Once per day, the sage may make use of one of the following abilities:

Eureka: The sage may treat the result of any knowledge check as a natural twenty. He must announce that he is using this ability before he rolls.


Archetypes:

Anatomist

Lesser Archetype Power: An anatomist gains a bonus on all melee damage rolls equal to his Intelligence modifier. The anatomist is able to discern anatomies on even the most confusing creatures, allowing him to do full precision damage against any creature.
Moderate Archetype Power: Anytime an anatomist is under the effect of a bonus from his Encyclopedic knowledge ability, the critical range of any weapon he wields is doubled against the creature he has a bonus against, and he gains a bonus to confirm critical hits against that creature equal to his Intelligence modifier.
Greater Archetype Power: An anatomist's targeted strikes may be used on creatures normally immune to critical hits or with indiscernible anatomies. In addition, the anatomist may select the following additional organs:

Amygdala: The target must make a Will save or be shaken for the duration of the strike. It is unable to use fear cones/ray/auras or frightful presence for the duration of the strike.

Inner Ear: The target must make a Will save or be deafened for the duration of the strike. It is unable to use Evasion or Improved Evasion for the duration of the strike.

Glossopharyngeal Nerve: The target must make a Fortitude save or be sickened for the duration of the strike. It is unable to use bite attacks or the Swallow Whole ability for the duration of the strike.

Subclavian Artery: The target must make a Fortitude save or be staggered for the duration of the strike. Any fast healing or regeneration is suppressed for duration of the strike.


Investigator

Lesser Archetype Power: An investigator is more inclined to use non-violent means to achieve his goals. When using his Encyclopedic Knowledge ability, he may instead grant himself a +2 bonus to all Intelligence-, Wisdom-, or Charisma-related checks against the identified creature. For every 10 by which the investigator's check result exceeds the base DC, these bonuses increase by +2. In addition, an investigator gains the Trapfinding ability, Disable Device and Open Lock as class skills, and darkvision out to 60' if he does not already possess it (if he does, his darkvision range doubles).
Moderate Archetype Power: An investigator may add his Intelligence modifier to all Strength- and Dexterity-related checks, as well as Spot and Listen checks. In addition, he is permanently affected by the See Invisibility spell.
Greater Archetype Power:


Monster Hunter

Lesser Archetype Power: By spending one minute butchering a fallen creature's corpse, a monster hunter can create a trophy that grants him a modified version of the ranger's Favored Enemy ability. He gains a +2 bonus to Bluff, Hide, Intimidate, Listen, Move Silently, Spot, Sense Motive, and Survival checks when used against creatures of the same type, and a +2 bonus on attack and damage rolls against such creatures. A monster hunter may only possess one trophy at a time - if he creates a new one, the old one disintegrates into dust.
Moderate Archetype Power: Once per encounter, a monster hunter can brandish his trophy dramatically, showing the fate of all who oppose him. Any creature of the same type as the creature the trophy was made from within 30' must make a Will save or be frightened for a number of rounds equal to the monster hunter's Intelligence modifier. Even if a creature makes the save, it is shaken for the same duration.
Greater Archetype Power: By spending one minute butchering a creature's corpse, a monster hunter can create a relic that allows him to tap into some of that creature's power. When creating the relic, he may select one special attack that the fallen creature possessed whose effective spell level does not exceed three. By spending a standard action activating the relic (which disintegrates into dust after activation), he may use that special attack himself, using the same parameters (range, duration, et cetera) as the original attack. The DC, if applicable, is equal to 10 + 1/2 the monster hunter's level + the monster hunter's Intelligence modifier. For example, a monster hunter could create a relic from a medusa's corpse that would allow him to use the medusa's gaze attack. In addition, a monster hunter may now possess two trophies at a time, and the bonuses he gains from them increase to +4. When using his moderate archetype power, both types of creatures are subject to the fear.


Occultist

Lesser Archetype Power: If an occultist is targeted by a hostile spell or spell-like ability, he may recast that exact spell on his next turn as a spell-like ability. The occultist may only recast spells with an effective spell level equal to or less than half his own level (minimum of one). The caster level of any recasted spell is equal to the occultist's level, and any DC is equal to 10 + the recasted spell's effective level + the occultist's Intelligence modifier. The occultist may not recast any spell that has a casting time of longer than a standard action or one that requires an XP cost or material components with a value measured in gold pieces. If the spell does not target him specifically but he is included in its area of effect, he may still recast it.
Moderate Archetype Power: Anytime an occultist is the target of a spell or is included in a spell's area, he gains fast healing equal to the spell's effective level for a number of rounds equal to his Intelligence modifier. Multiple instances do not stack - only the highest value applies.
Greater Archetype Power: When using his lesser archetype power, an occultist may store up to three spells in his short-term memory for later recasting. He may store a spell for a number of rounds equal to his Intelligence modifier. If he does not choose to cast the spell before that time, it dissipates from his mind. If he has currently reached his limit of three spells stored and is targeted with another that he wishes to store instead, he may choose to dismiss one of his stored spells from memory to make room for the new one.


Tutor

Lesser Archetype Power: The tutor may share any creature-identification bonus he receives from his Encyclopedic Knowledge ability with all allies within 30'. The bonus a tutor provides for aiding another or receives for being aided by another increases to +4.
Moderate Archetype Power: A tutor gains a single bonus feat. He may share the benefits of this bonus feat with all allies within 30'. Every 24 hours, he may select a different feat for which he qualifies.
Greater Archetype Power: The bonuses received by a tutor's Find the Flaw ability may be applied to all allies within 30'


The Scoundrel

HD: d8
Class Skills: Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble. Use Magic Device, Use Rope
Skill Points: 8 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+2
+0
Archetype Power (Lesser), Sneak Attack +1d6, Trapfinding


2nd
+1
+0
+3
+0
Exit Strategy


3rd
+2
+1
+3
+1
Archetype Power (Moderate), Sneak Attack +2d6


4th
+3
+1
+4
+1
Underhanded Tactics


5th
+3
+1
+4
+1
Critical Strike, Sneak Attack +3d6


6th
+4
+2
+5
+2
Archetype Power (Greater), Close Shave



Proficiencies: The scoundrel is proficient with light armor and bucklers. He is proficient with simple weapons, the rapier, the longsword, the shortbow, the short sword, the sap, and the hand crossbow.

Archetype: At 1st level, the scoundrel chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

Sneak Attack: (http://www.d20srd.org/srd/classes/rogue.htm#sneakAttack) As the rogue ability, with the following exception: The scoundrel may sneak attack non-living creatures, ones without discernible anatomies, or ones immune to critical hits, but his sneak attack damage is halved while doing so.

Trapfinding: (http://www.d20srd.org/srd/classes/rogue.htm#trapfinding) As the rogue ability.

Exit Strategy: The scoundrel gains Evasion and Uncanny Dodge.

Underhanded Tactics: The scoundrel gains a +4 to attacks made while flanking, instead of +2, and he deals an additional point of damage per sneak attack die while doing so.

Critical Strike: If the scoundrel successfully sneak attacks an opponent who is completely unaware of his presence, the sneak attack damage is maximized.

A Dash of Rogue: Once per day, the scoundrel may make use of one of the following abilities:

Close Shave: As an immediate action, the scoundrel may negate a melee or ranged attack that would otherwise have brought him to 0 or negative hit points, as if the attack had missed. He may then immediately take a move action.


Archetypes:

Charlatan

Lesser Archetype Power:
Moderate Archetype Power:
Greater Archetype Power:


Phantom

Lesser Archetype Power: A phantom may move at full speed without penalty when hiding and may take 10 on Hide and Move Silently checks, even if stressed or endangered.
Moderate Archetype Power: If a phantom is completely unobserved (allies excluded), he may become invisible for a number of rounds equal to his class level as a full round action. The invisibility ends if the phantom attacks any creature. This is a supernatural ability.
Greater Archetype Power: A phantom gains permanent 20% concealment and may hide in plain sight as long as there is a shadow within 10', excepting his own shadow.


Silencer

Lesser Archetype Power: A silencer is trained in the use of poison and never risks poisoning himself when applying it to a weapon. He may also apply poison as a swift action, does not provoke attacks of opportunity for doing so, and each application of poison lasts for two hits rather than being used up after one.
Moderate Archetype Power: The save DC of any poison used by a silencer is increased by 2. In addition, he may force an opponent to reroll a save against one of his poisons once per encounter - he may do this after the result of the first roll is announced, but must abide by the result of the second.
Greater Archetype Power: A silencer becomes immune to poison, and may partially overcome an opponent immunity to poison - against opponents immune to poison, a silencer's poisons apply, but only with half effect and a -4 penalty to the save DC. If the poison causes unconsciousness, sleep, or paralysis, it causes the dazed condition instead against an opponent immune to poison.


Thief-Acrobat

Lesser Archetype Power: A thief-acrobat gains a bonus to Balance, Climb, Jump, and Tumble checks equal to his class level. He also gains a base climb speed of 30' and need only move 10' to get a running start.
Moderate Archetype Power: A thief-acrobat may take ten on all Balance, Climb, Jump, and Tumble checks, even if stressed or endangered. He now no longer needs a running start when jumping, and may ignore falling damage of up to 60'.
Greater Archetype Power: A thief-acrobat does not provoke attacks of opportunity for moving through an opponent's threatened area, and gains Improved Evasion.

Gnorman
2012-07-27, 01:03 AM
Magical Classes


The Black Mage

HD: d6
Class Skills: Bluff, Concentration, Craft, Decipher Script, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
0
1
2
3


1st
+0
+0
+0
+2
Archetype Power (Lesser), Spellcasting
5
4
-
-


2nd
+1
+0
+0
+3
Rebuke Undead
6
5
-
-


3rd
+1
+1
+1
+3
Archetype Power (Moderate)
6
6
3
-


4th
+2
+1
+1
+4
Fell Knowledge
6
6
4
-


5th
+2
+1
+1
+4
Minion Mastery
6
6
5
3


6th
+3
+2
+2
+5
Archetype Power (Greater), Capstone SLA
6
6
6
4



Proficiencies: The black mage is proficient with light armor and simple weapons. He does not suffer from arcane failure while in light armor.

Archetype: At 1st level, the black mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the black mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

Spellcasting: The black mage casts arcane spells from a specialized list, which is included below. The black mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence, which dictates both the DC of his spells and his bonus spells. To cast a spell, the black mage must have an Intelligence score equal to 10 + the level of spell in question.

Rebuke Undead: The black mage may rebuke undead as a cleric of his class level. He may do so a number of times per day equal to 3 + his Charisma modifier.

Fell Knowledge: The black mage gains an untyped +2 bonus to both Knowledge (religion) and Knowledge (the planes).

Minion Mastery: Any creature summoned by the black mage gains a bonus on attack rolls and Will saves equal to half the black mage's Charisma modifier.

Capstone SLA: The black mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

Black Mage Spell List:
0: Acid Splash, Detect Magic, Disrupt Undead, Inflict Minor Wounds, Mage Hand, Message, Prestidigitation, Read Magic, Touch of Fatigue
1: Bane, Cause Fear, Chill Touch, Command, Detect Undead, Disguise Self, Doom, Inflict Light Wounds, Protection from Alignment, Ray of Enfeeblement, Summon Monster I (non-good creatures only)
2: Blindness/Deafness, Darkness, Death Knell, Eagle's Splendor, False Life, Fox's Cunning, Ghoul Touch, Inflict Moderate Wounds, Spectral Hand, Scare, Summon Monster II (non-good creatures only), Summon Swarm, Undetectable Alignment
3: Bestow Curse, Contagion, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Magic Circle Against Alignment, Phantom Steed, Ray of Exhaustion, Speak with Dead, Stinking Cloud, Summon Monster III (non-good creatures only), Vampiric Touch


Archetypes

Demonologist

Bonus Spells:
1: Burning Hands, Grease
2: Pyrotechnics, Scorching Ray
3: Fireball, Fly
Capstone SLA: Summon Monster IV

Lesser Archetype Power: The casting time of any summoning spell cast by a demonologist is reduced to one standard action. If it is already a standard action or faster, this power has no effect.
Moderate Archetype Power: A demonologist may use his rebuke undead power to rebuke or command evil outsiders, creatures with the fiendish template, or evil creatures with the extraplanar subtype.
Greater Archetype Power Whenever a demonologist summons a fiendish creature or a creature with the [evil] subtype using a Summon Monster spell or SLA, the spell is automatically extended, and neither increases the slot used nor increases the casting time.


Hexer

Bonus Spells:
1: Hideous Laughter, Sleep
2: Hold Person, Touch of Idiocy
3: Deep Slumber, Crushing Despair
Capstone SLA: Fear

Lesser Archetype Power: As a free action, a hexer can exude fear in a 10' radius. Affected creatures are shaken. This is a mind-affecting fear effect, and if a creature saves against it, it cannot be affected for 24 hours. The DC to resist the fear is equal to 10 + 1/2 the hexer's HD + the hexer's Charisma modifier.
Moderate Archetype Power: A hexer exudes an aura that causes all opponents within 10' to take a -2 penalty to all saves. There is no save and the penalty persists until the foe has moved out of range of the aura. This ability does not stack with similar abilities, such as that of other hexers or reaver zealots.
Greater Archetype Power: Three times per day, a hexer may adversely affect his opponent's luck. This ability affects a single die roll an opponent makes - the final result is reduced by an amount equal to the hexer's Charisma modifier. The hexer must declare that he is using this power before the die is rolled, but may do so at any time.


Necromancer

Bonus Spells:
1: Deathwatch, Hide from Undead
2: Command Undead, Desecrate
3: Animate Dead, Halt Undead
Capstone SLA: Death Ward

Lesser Archetype Power: When casting Summon Monster, a necromancer may summon undead creatures instead. He may summon any corporeal undead whose hit dice do not exceed the spell's level (if summoning skeletons, the hit dice limit is twice the spell's level; for zombies, three times the spell's level). In addition, when using his rebuke undead ability, a necromancer may command a number undead whose hit dice do not exceed twice his class level.
Moderate Archetype Power: Any zombies created or commanded by the necromancer lose the single action only quality.
Greater Archetype Power A necromancer becomes immune to negative energy, level drain and ability drain.


Pestilent

Bonus Spells:
1: Entangle, Magic Fang
2: Spider Climb, Web
3: Gaseous Form, Poison
Capstone SLA: Giant Vermin

Lesser Archetype Power: A pestilent becomes immune to the effects of extraordinary disease (though he may still contract them and spread them) and to the distraction ability of swarms. He may only carry a number of diseases at one time equal to his Constitution modifier.
Moderate Archetype Power: A pestilent may use his rebuke undead ability to rebuke or command vermin, and becomes immune to poison.
Greater Archetype Power Any disease transmitted by a pestilent, whether through a spell or through normal infection, gains a +2 bonus to its DC and measures its incubation period in rounds rather than days.


Void Cultist

Bonus Spells:
1: Divine Favor, Entropic Shield
2: Silence, Touch of Madness
3: Prayer, Searing Light
Capstone SLA: Dimensional Anchor

Lesser Archetype Power: A void cultist possesses a natural tentacle slam attack that does 1d6 bludgeoning damage, with a critical range of 20/x3 and a range of five feet per two class levels. A void cultist may use this tentacle to deliver touch attacks.
Moderate Archetype Power: Any creature summoned by a void cultist gains a +4 bonus to saves against mind-affecting spells and effects.
Greater Archetype Power A void cultist gains cold resistance 5 and no longer needs to eat, drink, or breathe. In addition, if a void cultist's tentacle inflicts a critical hit, the target must make a Fortitude save (DC equal to 10 + 1/2 the void cultist's class level + the void cultist's Intelligence modifier) or receive a negative level.


The Blue Mage

HD: d6
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Disable Device, Disguise, Forgery, Hide, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (local), Knowledge (the planes), Move Silently, Open Lock, Profession, Sleight of Hand, Spellcraft
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
0
1
2
3


1st
+0
+0
+0
+2
Archetype Power (Lesser), Spellcasting
5
4
-
-


2nd
+1
+0
+0
+3
Counterspell Mastery
6
5
-
-


3rd
+1
+1
+1
+3
Archetype Power (Moderate)
6
6
3
-


4th
+2
+1
+1
+4
Pure Arcana
6
6
4
-


5th
+2
+1
+1
+4
Bend the Will
6
6
5
3


6th
+3
+2
+2
+5
Archetype Power (Greater), Capstone SLA
6
6
6
4



Proficiencies: The blue mage is proficient with light armor and simple weapons. He does not suffer from arcane failure while in light armor.

Archetype Power: At 1st level, the blue mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the blue mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

Spellcasting: The blue mage casts arcane spells from a specialized list, which is included below. A blue mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence, which dictates both the DC of his spells and his bonus spells. To cast a spell, the blue mage must have an Intelligence score equal to 10 + the level of spell in question.

Counterspell Mastery: The blue mage no longer needs to use the correct spell to counterspell - he may counterspell with any spell of an equivalent level. In addition, if he successfully counters a spell, the originator of the countered spell may not cast spells for one round.

Pure Arcana: The blue mage gains an untyped +2 bonus to both Knowledge (arcana) and Spellcraft.

Bend the Will: The blue mage may ignore an opponent's immunity to mind-affecting effects once per encounter.

Capstone SLA: The blue mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

Blue Mage Spell List:
0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation
1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Feather Fall, Floating Disk, Identify, Mage Armor, Obscuring Mist, Protection from Alignment, Sleep, Summon Monster I (non-chaotic creatures only), Unseen Servant, Ventriloquism
2: Blur, Cat's Grace, Detect Thoughts, Fox's Cunning, Gust of Wind, Hideous Laughter, Invisibility, Knock, Levitate, Mirror Image, Obscure Object, See Invisibility, Summon Monster II (non-chaotic creatures only), Touch of Idiocy, Whispering Wind
3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Displacement, Fly, Gaseous Form, Hold Person, Invisibility Sphere, Magic Circle Against Alignment, Nondetection, Suggestion, Summon Monster III (non-chaotic creatures only), Wind Wall


Archetypes

Chronomancer

Bonus Spells:
1: Deja Vu (as the psionic power), True Strike
2: Make Whole, Shatter
3: Slow, Time Hop (as the psionic power)
Capstone SLA: Resilient Sphere

Lesser Archetype Power: A chronomancer gains a +4 bonus to initiative. This bonus is also shared with any adjacent allies at the beginning of combat.
Moderate Archetype Power: A chronomancer may take a swift action at any time he could take an immediate action - however, he is still limited to one per round.
Greater Archetype Power: Once per day, a chronomancer may jump back in time, allowing him to replay one round. He may make different choices and reroll any relevant rolls. He must declare that he is using this ability at the end of his turn. This ability may not be used if the chronomancer is unconscious or otherwise mentally unaware.


Hyperborean

Bonus Spells:
1: Chill Touch, Grease
2: Chill Metal, Fog Cloud
3: Iceball (as Fireball, but cold damage), Sleet Storm
Capstone SLA: Wall of Ice

Lesser Archetype Power: Any creature summoned by a hyperborean does an additional 1d6 cold damage with each attack. In addition, they and the hyperborean himself gain resistance to cold 5.
Moderate Archetype Power: Anytime a hyperborean deals damage to an opponent with a [cold] spell, that opponent is slowed for one round with no save.
Greater Archetype Power: A hyperborean gains the cold subtype and emits an aura of frost, doing 1d6 cold damage per round to all opponents within ten feet. Allies are unaffected.


Mountebank

Bonus Spells:
1: Command, Hypnotism
2: Daze Monster, Enthrall
3: Heroism, Glibness
Capstone SLA: Charm Monster

Lesser Archetype Power: A mountebank may add his Intelligence modifier to all his Bluff, Disguise, and Sleight of Hand checks. In addition, any HD caps on his enchantment spells are increased by his Charisma modifier.
Moderate Archetype Power: If a mountebank is able to cast a spell of the enchantment or illusion school upon an opponent who is unaware of the mountebank's presence, the DC of that spell increases by 2.
Greater Archetype Power Any opponent saving against the mountebank's enchantment spells must roll twice and take the lower of the two results. If both saves are failures, the spell is automatically extended.


Wayfarer

Bonus Spells:
1: Expeditious Retreat, Jump
2: Dimension Swap (as the psionic power), Rope Trick
3: Blink, Haste
Capstone SLA: Dimension Door

Lesser Archetype Power: A number of times per day equal to his Intelligence modifier, a wayfarer may teleport 10 feet as an immediate action.
Moderate Archetype Power: A wayfarer may teleport up to his speed as a move action, provided that he has line of effect to the destination. In addition, a wayfarer may use a modified version of Spring Attack when teleporting - he may pause at any point during the line of transport, take a standard action (if he has one available), and then continue to his final destination.
Greater Archetype Power When teleporting (whether through his other archetype powers, spells, or SLAs), a wayfarer may bring along up to three adjacent allies.


Weaver

Bonus Spells:
1: Magic Aura, Silent Image
2: Misdirection, Minor Image
3: Major Image, Tiny Hut
Capstone SLA: Greater Invisibility

Lesser Archetype Power: Opponents take a -4 penalty when attempting to disbelieve a weaver's illusions, and must still make a save even when presented with proof that it is unreal.
Moderate Archetype Power: A weaver may concentrate on illusion spells as a swift action.
Greater Archetype Power After casting an illusion spell, a weaver gains 50% concealment for one round.


The Green Mage

HD: d6
Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Listen, Profession, Spellcraft, Spot, Survival
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
0
1
2
3


1st
+0
+0
+0
+2
Archetype Power (Lesser), Spellcasting
5
4
-
-


2nd
+1
+0
+0
+3
Shapeshifting
6
5
-
-


3rd
+1
+1
+1
+3
Archetype Power (Moderate)
6
6
3
-


4th
+2
+1
+1
+4
Whispers of Nature
6
6
4
-


5th
+2
+1
+1
+4
Power from the Land
6
6
5
3


6th
+3
+2
+2
+5
Archetype Power (Greater), Capstone SLA
6
6
6
4



Proficiencies: The green mage is proficient with light armor, simple weapons, the scimitar, the shortbow, and the greatclub. He does not suffer from arcane failure while in light armor.

Archetype: At 1st level, the green mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the green mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

Spellcasting: The green mage casts arcane spells from a specialized list, which is included below. A green mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Wisdom, which dictates both the DC of his spells and his bonus spells. To cast a spell, a green mage must have a Wisdom score equal to 10 + the level of spell in question.

Shapeshifting: The green mage gains the wild shape (http://www.d20srd.org/srd/classes/druid.htm#wildShape) ability, with the following changes: he may shift into an alternate form an unlimited number of times per day, but doing so still requires a standard action and may only be done once per round. He is not healed upon shifting. He may only select mammalian or avian forms, and may not select dire animals (however, a green mage with either the reptilian or aquatic subtypes may select reptilian or piscine forms, respectively). He may not cast spells when in an alternate form, even with the Natural Spell feat. This ability does not qualify him for feats that require wild shape, nor may he use it to fuel abilities that require the expenditure of a use of wild shape.

Whispers of Nature: The green mage gains an untyped +2 bonus to both Knowledge (geography) and Knowledge (nature).

Power from the Land: When in a natural environment, the green mage gains a +1 bonus to caster level and a +1 bonus to attack rolls and damage rolls.

Capstone SLA: The green mage gains the knowledge of two particular 4th-level spells and may choose one of them each day to cast as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.

Green Mage Spell List:
0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Longstrider, Magic Fang, Obscuring Mist, Pass Without Trace, Shillelagh, Speak with Animals, Summon Nature's Ally I
2: Animal Messenger, Animal Trance, Barkskin, Cat's Grace, Cure Moderate Wounds, Delay Poison, Fog Cloud, Gust of Wind, Hold Animal, Owl's Wisdom, Resist Energy, Soften Earth and Stone, Summon Nature's Ally II, Warp Wood, Wood Shape
3: Call Lightning, Cure Serious Wounds, Diminish Plants, Dominate Animal, Greater Magic Fang, Plant Growth, Poison, Remove Disease, Sleet Storm, Speak with Plants, Spike Growth, Summon Nature's Ally III, Water Breathing, Wind Wall


Archetypes

Elementalist

Bonus Spells:
1: Burning Hands
2: Levitate
3: Flame Arrow, Gaseous Form
Capstone SLA: Ice Storm

Lesser Archetype Power: An elementalist gains the services of a small elemental as a companion, which is treated in all ways like an animal companion except that it does not receive any bonuses for advancement except for Share Spells, Evasion, and Devotion. He may choose from water, earth, fire, or air elementals. He also gains the appropriate elemental language of his companion (Aquan, Auran, Ignan, or Terran) as a bonus languages if he does not already speak it.
Moderate Archetype Power: An elementalist gains a small amount of resistance depending on the type of his elemental companion. He gains either acid resistance 5 (Earth), cold resistance 5 (Water), fire resistance (Fire), or lightning resistance 5 (Air). In addition, his companion becomes a medium elemental of the same type.
Greater Archetype Power An elementalist may merge with his companion, gaining special mobility for as long as they remain merged. Air elementalists receive a 20 foot fly speed with perfect maneuverability. Earth elementalists receive a 20 foot burrow speed. Water elementalists receive a 20 foot swim speed and the ability to breathe underwater. Fire elementalists receive a 20 foot bonus to their base land speed. While merged, the elemental companion is completely subsumed into the elementalist, and may no longer act or even exist physically. In addition, he may choose from small or medium elementals when shifting.


Ophidian

Bonus Spells:
1: Cause Fear, Ray of Enfeeblement
2: Acid Arrow, Blindness/Deafness
3: Hold Person, Tongues
Capstone SLA: Phantasmal Killer

Lesser Archetype Power: An ophidian becomes immune to injury poison and gains resistance to acid 5. Reptilian creatures of animal intelligence will not attack an ophidian unless provoked.
Moderate Archetype Power: His natural attacks while shifted deal additional acid damage equal to half his Constitution modifier. When shifting, an ophidian may select reptilian forms if he cannot already do so.
Greater Archetype Power: An ophidian may transmit black adder venom with his natural attacks while shifted. The DC of this venom is equal to 10 + half the ophidian's class level + the ophidian's Constitution modifier.


Phytomancer

Bonus Spells:
1: Bless, Sanctuary
2: Lesser Restoration, Tree Shape
3: Daylight, Searing Light
Capstone SLA: Reincarnate

Lesser Archetype Power: When in direct sunlight, a phytomancer gains fast healing equal to half his Constitution modifier.
Moderate Archetype Power: A phytomancer can choose to share his fast healing with any and all allies within five feet. He must still be in direct sunlight and his allies must be touching him to benefit.
Greater Archetype Power A phytomancer takes on some characteristics of the plant he venerates: he becomes immune to critical hits, though he also develops a vulnerability to fire and takes 50% more damage from it. In addition, when shifting, he may now select plant forms.


Subterranean

Bonus Spells:
1: Magic Stone, Produce Flame
2: Flaming Sphere, Heat Metal
3: Meld into Stone, Stone Shape
Capstone SLA: Spike Stones

Lesser Archetype Power: A subterranean possesses darkvision out to 60 feet and tremorsense out to 30 feet. If the subterranean already possesses darkvision or tremorsense, it doubles in range.
Moderate Archetype Power: A subterranean gains the extraordinary ability to walk on walls or ceilings as naturally as he might walk along the floor, as long as those surfaces are made of earth or stone.
Greater Archetype Power: A subterranean gains a 10' burrow speed. In addition, he may select vermin forms when shifting.


Wildling

Bonus Spells:
1: Enlarge Person, True Strike
2: Bear's Endurance, Bull's Strength
3: Greater Magic Fang, Keen Edge
Capstone SLA: Summon Nature's Ally IV

Lesser Archetype Power: A wildling possesses a natural bite attack (1d6 piercing damage) and two natural claw attacks (1d4 piercing damage) in his natural form.
Moderate Archetype Power: A wildling may cast spells from the Summon Nature's Ally line even while shifted. In addition, a wildling may select dire animals when shifting.
Greater Archetype Power: A wildling is treated as having two additional hit dice for the purposes of shifting, to a maximum of eight. In addition, he may select large animals while shifting.

Gnorman
2012-07-27, 01:04 AM
The Red Mage

HD: d6
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Profession, Ride, Spellcraft, Swim, Tumble
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
0
1
2
3


1st
+0
+2
+0
+2
Archetype Power (Lesser), Spellcasting
5
4
-
-


2nd
+1
+3
+0
+3
Combat Panache
6
5
-
-


3rd
+2
+3
+1
+3
Archetype Power (Moderate)
6
6
3
-


4th
+3
+4
+1
+4
Battlefield Intelligence
6
6
4
-


5th
+3
+4
+1
+4
Spellbattle Escalation
6
6
5
3


6th
+4
+5
+2
+5
Archetype Power (Greater), Capstone SLA
6
6
6
4



Proficiencies: The red mage is proficient with light armor, medium armor, simple weapons, and martial weapons. He does not suffer from arcane failure while in light armor or medium armor.

Spellcasting: The red mage casts arcane spells from a specialized list, which is included below. The red mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Charisma, which dictates both the DC of his spells and his bonus spells. To cast a spell, a red mage must have an Charisma score equal to 10 + the level of spell in question.

Archetype: At 1st level, the red mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the red mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

Combat Panache: As a full-round action, the red mage may make a single melee attack and cast a spell with a casting time of a standard action, even if he has no free hand to do so. He does not provoke attacks of opportunity for casting a spell in this manner.

Battlefield Intelligence: The red mage gains a +2 untyped bonus to all Knowledge checks involving the identification of foes and to Concentration checks to cast defensively.

Spellbattle Escalation: The red mage gains a +2 to attack and damage rolls against a specific opponent if he has targeted and affected that opponent with a spell. The red mage also gains a +2 bonus to penetrate spell resistance and a +1 bonus to the DCs of spells cast against a specific opponent if he has successfully attacked that opponent in melee. These bonuses last until the end of the encounter.

Capstone SLA: The red mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Charisma modifier. This SLA may not be modified by feats (such as Empower Spell-like Ability), nor may be it used in item creation.

Red Mage Spell List:
0: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic
1: Alarm, Burning Hands, Endure Elements, Enlarge Person, Entropic Shield, Grease, Jump, Magic Missile, Magic Weapon, Shield, Shocking Grasp, Summon Monster I (non-lawful only), True Strike
2: Acid Arrow, Bear's Endurance, Bull's Strength, Continual Flame, Eagle's Splendor, Flaming Sphere, Glitterdust, Protection from Arrows, Pyrotechnics, Resist Energy, Scorching Ray, Summon Monster II (non-lawful only)
3: Dispel Magic, Explosive Runes, Fireball, Haste, Heroism, Greater Magic Weapon, Keen Edge, Lightning Bolt, Magic Circle Against Alignment, Phantom Steed, Protection from Energy, Slow, Summon Monster III (non-lawful only)


Archetypes


Chaos Child

Bonus Spells:
1: Disguise Self, Magic Fang
2: Alter Self, Spider Climb
3: Gaseous Form, Greater Magic Fang
Capstone SLA: Polymorph (monstrous humanoids or giants only)

Lesser Archetype Power: While polymorphed, a chaos child gains a +4 enhancement bonus to Strength and Constitution.
Moderate Archetype Power: Any beneficial polymorph spell cast on a chaos child is automatically extended.
Greater Archetype Power: A chaos child may ignore the somatic or verbal components of spells with a range of personal or touch while polymorphed, and may cast those spells even when in an alternate form.


Crimson Disciple

Bonus Spells:
1: Charm Person, Ventriloquism
2: Fog Cloud, Locate Object
3: Fly, Suggestion
Capstone SLA: Shout

Lesser Archetype Power: A crimson disciple gains a bonus to natural armor equal to his Constitution modifier.
Moderate Archetype Power: A crimson disciple gains the claw and bite attacks (http://www.d20srd.org/srd/prestigeClasses/dragonDisciple.htm#clawsandBite) of a Dragon Disciple of 2nd level. If he already possesses a bite and/or claw attack(s), their damage is increased by one step. In addition, he gains darkvision out to 60 feet and a +4 bonus to saves against sleep and paralysis.
Greater Archetype Power: A crimson disciple gains the ability to breathe fire in a thirty-foot cone, with a Reflex save for half damage. The DC is equal to 10 + 1/2 the crimson disciple's HD + his Constitution modifier. His breath weapon does 1d10 damage per two class levels. Once he uses his breath weapon, he may not do so for another 1d4 rounds.


Magesmith

Bonus Spells:
1: Identify, Magic Stone
2: Align Weapon, Spiritual Weapon
3: Magic Vestment, Shrink Item
Capstone SLA: Stoneskin

Lesser Archetype Power: A magesmith gains proficiency with heavy armor and shields, and does not suffer from arcane spell failure while wearing equipment from those categories.
Moderate Archetype Power: Once per day, a magesmith may imbue any mundane weapon he is holding with any combination of enchantment up to a +2 bonus. These bonuses last twenty-four hours, or until the magesmith no longer possesses the weapon. At 6th level, he may imbue his weapon in such a way up to a +3 bonus.
Greater Archetype Power: A magesmith's effective caster level is 50% higher for the purposes of crafting magical weapons or armor, to a maximum of 9th level.


Pyromancer

Bonus Spells:
1: Faerie Fire, Produce Flame
2: Fire Trap, Flame Blade
3: Fire Shield (warm only), Flame Arrow
Capstone SLA: Wall of Fire

Lesser Archetype Power: Anytime a pyromancer deals fire damage, he deals an extra amount of fire damage equal to his Constitution modifier.
Moderate Archetype Power: A pyromancer may omit a number of targets in the area (if any) of his spells equal to his Constitution modifier. This ability only applies to spells that deal fire damage.
Greater Archetype Power: When casting any spell that deals fire damage, the pyromancer may choose to have it deal hellfire damage instead. This damage is not subject to fire resistance or immunity. The pyromancer is dealt hellfire damage equal to the square of the level of the spell.


Sand Shaper

Bonus Spells:
1: Obscuring Mist, Ray of Enfeeblement
2: Gust of Wind, Soften Earth and Stone
3: Ray of Exhaustion, Stone Shape
Capstone SLA: Flame Strike

Lesser Archetype Power: A sand shaper may add his Constitution modifier to his armor class as long as he does not wear any armor or wield a shield. In addition, his summoned creatures deal an additional 1d6 fire damage and are surrounded by swirling sand, giving them 20% concealment.
Moderate Archetype Power: A sand shaper receives a bonus to his base land speed equal to 5' multiplied by his Constitution modifier. He may also move normally over loose sand and dirt.
Greater Archetype Power: A sand shaper may shape soil, dirt, loose rock, and sand into mundane items for his use. He may create any item so long as the value of the item is fifty GP or less, and he must spend one round concentrating for each 10 GP in value of the item. Once shaped, the item lasts for ten minutes, at which point it dissolves back into its original form. A sand shaper may not create alchemical or edible items with this ability, nor may he form any sort of liquid.


The White Mage

HD: d6
Class Skills: Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (arcana), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
0
1
2
3


1st
+0
+0
+0
+2
Archetype Power (Lesser), Spellcasting
5
4
-
-


2nd
+1
+0
+0
+3
Turn Undead
6
5
-
-


3rd
+1
+1
+1
+3
Archetype Power (Moderate)
6
6
3
-


4th
+2
+1
+1
+4
Healing Hands
6
6
4
-


5th
+2
+1
+1
+4
Righteous Crusade
6
6
5
3


6th
+3
+2
+2
+5
Greater Archetype Power, Capstone SLA
6
6
6
4



Proficiencies: The white mage is proficient with light armor and simple weapons.

Spellcasting: The white mage casts divine spells from a specialized list, which is included below. The white mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Wisdom, which dictates both the DC of his spells and his bonus spells. To cast a spell, the white mage must have a Wisdom score equal to 10 + the level of spell in question.

Archetype: At 1st level, the white mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the white mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

Turn Undead: The white mage may turn undead as a cleric of his class level. He may do so a number of times per day equal to 3 + his Charisma modifier.

Healing Hands: Anytime the white mage casts a beneficial spell on an ally, that ally is restored a number of hit points equal to the white mage's Charisma modifier.

Righteous Crusade: All allies within 30' of a white mage (including himself) gain a bonus to saves against spells and spell-like abilities originating from evil sources equal to the white mage's Charisma modifier.

Capstone SLA: The white mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Charisma modifier. This SLA may not be modified by feats (such as Empower Spell-like Ability), nor may be it used in item creation.

White Mage Spell List:
0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Bane, Bless, Cause Fear, Command, Cure Light Wounds, Detect Alignment, Divine Favor, Endure Elements, Protection from Alignment, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I (non-evil creatures only)
2: Aid, Align Weapon, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Find Traps, Owl's Wisdom, Protection from Arrows, Remove Paralysis, Resist Energy, Lesser Restoration, Sound Burst, Summon Monster II (non-evil creatures only)
3: Mass Aid, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Magic Circle Against Alignment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Summon Monster III (non-evil creatures only), Water Walk


Archetypes

Champion

Bonus Spells:
1: Bless Weapon, True Strike
2: Bull's Strength, Shield Other
3: Heroism, Keen Edge
Capstone SLA: Divine Power

Lesser Archetype Power: A champion is proficient with medium and heavy armor. He also gains proficiency with a single martial weapon of his choice.
Moderate Archetype Power:
Greater Archetype Power A champion gains a sacred bonus on attack and damage rolls against evil outsiders and undead equal to his Charisma modifier (if any).


Exorcist

Bonus Spells:
1: Faerie Fire, Comprehend Languages
2: Hold Person, Zone of Truth
3: Halt Undead, Invisibility Purge
Capstone SLA: Dismissal

Lesser Archetype Power: An exorcist becomes immune to charm, compulsion, and possession.
Moderate Archetype Power: An exorcist may turn outsiders when using his turn undead ability.
Greater Archetype Power An exorcist may use the Greater Turning power of the Sun domain three times per day - in addition, this ability may be used against evil outsiders, but instead of being destroyed, they are dismissed.


Healer

Bonus Spells:
1: Bless Water, Goodberry
2: Make Whole, Status
3: Create Food and Water, Plant Growth
Capstone SLA: Restoration

Lesser Archetype Power: A healer may cast any spell of the healing subschool that normally has a range of Touch at a range of Close instead.
Moderate Archetype Power: Dying allies within 30 feet of a healer automatically succeed on all stabilization attempts and gain fast healing equal to the healer's Charisma modifier. This fast healing cannot, however, take them above 0 hit points.
Greater Archetype Power: Once per day, a healer may restore a single deceased target to life as a full-round action. The target cannot have been dead for more than one round, and the healer must make physical contact in order to raise him. The target suffers no level loss from being raised, and is restored to a single hit point.


Divine Executioner

Bonus Spells:
1: Doom, Inflict Light Wounds
2: Inflict Moderate Wounds, Spectral Hand
3: Inflict Serious Wounds, Vampiric Touch
Capstone SLA: Holy Smite

Lesser Archetype Power: A divine executioner may channel Inflict Wounds spells as part of a melee attack. If the attack is successful, it deals normal weapon damage and the spell is delivered without offering a save. A divine executioner may channel Cure spells in this way if he chooses, such as when attacking the undead or other creatures harmed by positive energy.
Moderate Archetype Power:
Greater Archetype Power


Oracle

1: Detect Secret Doors, Identify
2: Augury, Locate Object
3: Clairaudience/Clairvoyance, Divination
Capstone SLA: Scrying

Lesser Archetype Power: An oracle gains Spot and Listen as class skills, and receives a +4 insight bonus to both skills.
Moderate Archetype Power: An oracle always has the maximum chance for a correct answer on spells like Augury or Divination.
Greater Archetype Power: All divination spells cast by an oracle are automatically extended, and the oracle is always considered to have at least firsthand knowledge of his chosen target when using his Scrying SLA.

Gnorman
2012-07-27, 01:05 AM
Psionic Classes


The Aspirant

HD: d10
Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (local), Knowledge (psionics), Profession, Psicraft, Ride, Sense Motive, Swim, Tumble
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
Power Points
Powers Known
Maximum Power Level Known


1st
+1
+2
+0
+0
Archetype Power (Lesser), Manifesting, Martial Training
3
2
1st


2nd
+2
+3
+0
+0
Body and Mind As One
5
3
1st


3rd
+3
+3
+1
+1
Archetype Power (Moderate)
7
4
1st


4th
+4
+4
+1
+1
Fuel for the Fire
11
5
2nd


5th
+5
+4
+1
+1
Preternatural Reflexes
15
6
2nd


6th
+6/+1
+5
+2
+2
Archetype Power (Greater), Capstone PLA
19
7
2nd



Proficiencies: The aspirant is proficient with light armor, medium armor, heavy armor, shields (including tower shields), as well as simple and martial weapons.

Manifesting: The aspirant manifests powers as a psychic warrior does, chosen from the psychic warrior's list (http://www.d20srd.org/srd/psionic/powerList.htm#psychicWarriorPowers). The aspirant's sole manifesting stat is Wisdom.

Archetype: At 1st level, the aspirant chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power associated with it, which the aspirant receives at 1st, 3rd, and 6th level. Each archetype also adds bonus powers known, which are listed below and received when the aspirant becomes capable of manifesting powers of the same level.

Martial Training: At 1st level, the aspirant qualifies for feats as if he were a fighter of his own level. He gains a single fighter bonus feat at 1st level, and a second at 5th level.

Body and Mind as One: At 2nd level, the aspirant may expend psionic focus to manifest a single power with a range of personal as a swift action.

Fuel for the Fire: At 4th level, the aspirant gains an enhancement bonus to all weapons, natural attacks, or unarmed attacks based on how many power points remain in his reserve. If he has between 1 and 15 power points, he gains an enhancement bonus of +1. If he has between 16 and 24, he gains an enhancement bonus of +2. If he has 25 or more, he gains an enhancement bonus of +3. If the weapon in question already has an enhancement bonus, they are not cumulative - only the higher of the two applies.

Preternatural Reflexes: At 5th level, the aspirant may expend psionic focus to take a five-foot step as an immediate action.

Capstone PLA: At 6th level, the aspirant gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.


Archetypes:

Animus

Bonus Powers
1st: Prevenom Weapon
2nd: Strength of My Enemy
Capstone PLA: Vampiric Blade

Lesser Archetype Power: An animus gains the ability to form a mind blade (http://www.d20srd.org/srd/psionic/classes/soulknife.htm#mindBlade)as a soulknife of his level, with the following caveats: he may form the mind blade into any simple or martial weapon that does slashing or piercing damage and is appropriate for a creature of his size, (he may choose to create two mind blades and dual wield them, but both weapons must be light), he may do so as a free action once per round, and he may throw a mind blade as a ranged weapon with a range increment of thirty feet.
Moderate Archetype Power: While psionically focused, an animus may apply a single enchantment with a +1 enhancement bonus to his mind blade (if he chooses to dual-wield, he must apply the same enchantment to both weapons). He may apply a single enchantment of up to a +2 enhancement bonus at 6th level (if he chooses to dual-wield, he may only apply +1 enchantments to each blade). The bonuses are selected the first time the animus manifests his mind blade each day, and may be changed by spending five minutes in meditation.
Greater Archetype Power: An animus may animate a mind blade as a standard action, allowing it to attack on its own, using the animus' base attack bonus and his Wisdom modifier in place of Strength when determining both attack and damage bonuses. It has a movement speed of thirty feet, lasts for a number of rounds equal to the animus' Wisdom modifier, and retains any relevant enhancement bonuses, though it may not benefit from any enchantments offered by the animus' moderate archetype ability. While his mind blade is animated, an animus may manifest a new one to use as a weapon, but any enchantments given by the animus' moderate archetype ability are suppressed while an animated mind blade is in effect. The animated mind blade may be sundered as a normal mind blade, and possesses hardness 10 and 10 hit points.


Atavist

Bonus Powers
1st: Bite of the Wolf
2nd: Endorphin Surge (http://dsp-d20-srd.wikidot.com/endorphin-surge)
Capstone PLA: Claws of the Vampire

Lesser Archetype Power: An atavist gains the ability to manifest Claws of the Beast on himself as a psi-like ability at will, and his effective manifester level is treated as two higher than it actually is for purposes of determining how much damage his claws do. He also gains an insight bonus on Reflex saves equal to half his level (rounded down, minimum of one).
Moderate Archetype Power: While psionically focused, an atavist gains Pounce and Scent as extraordinary abilities.
Greater Archetype Power: An atavist gains fast healing equal to his Constitution modifier when he is at or below 50% of his hit points.


Pugilist

Bonus Powers
1st: Expansion
2nd: Body Adjustment
Capstone PLA: Greater Concealing Amorpha

Lesser Archetype Power: A pugilist gains the unarmed damage progression of a monk of his level. He also gains Improved Unarmed Strike as a bonus feat, and is considered proficient in his own unarmed strikes.
Moderate Archetype Power: While psionically focused, a pugilist gains Evasion and his unarmed strikes do extra damage equal to his Wisdom modifier. This extra damage is psionic and may not be reduced by damage reduction.
Greater Archetype Power: As a full-round action, a pugilist may make a stunning strike. If it connects, the attack does extra damage equal to the pugilist's Strength modifier multiplied by his Wisdom modifier and the target is stunned for one round unless it makes a Will save (the DC equals 10 + 1/2 the pugilist's HD + the pugilist's Wisdom modifier). This extra damage is psionic and may not be reduced by damage reduction.


Tempest

Bonus Powers
1st: Burst
2nd: Hustle
Capstone PLA: Dimension Slide

Lesser Archetype Power: A tempest may move without penalty through difficult terrain or areas of poor visibility, and may at his normal speed even while wearing medium or heavy armor or when encumbered.
Moderate Archetype Power: A tempest gains a bonus on melee damage rolls equal to the number of feet he has moved in that round divided by five (minimum of zero).
Greater Archetype Power: While psionically focused, a tempest may take an additional swift or immediate action each round. A tempest also may use his Mind and Body as One ability without expending psionic focus.


Warden

Bonus Powers
1st: Thicken Skin
2nd: Damp Power (CP)
Capstone PLA: Earthshaker (http://dsp-d20-srd.wikidot.com/earthshaker)

Lesser Archetype Power: A warden gains the ability to form a shield out of psychic power as a swift action - treat this is as a heavy steel shield with an enhancement bonus equal to the warden's Wisdom modifier. The shield is weightless and levitates in front of the warden, instinctively moving to block attacks and therefore does not require the warden to use one of his hands to wield it nor does it apply a penalty to attack rolls or armor checks. The bonus to his armor class from the shield also still applies if he is denied his Dexterity bonus to his armor class. The shield may be dismissed as a free action and disappears if the warden is knocked unconscious, asleep, or otherwise mentally unaware.
Moderate Archetype Power: A warden gains the ability to throw his psychic shield as a standard action. Treat this ability as a ranged touch attack with a range increment of twenty feet, using the warden's Wisdom modifier instead of his Dexterity modifier. The shield does 2d6 plus the aspirant's Wisdom modifier in bludgeoning damage with a 19-20/x2 critical modifier. It ignores material-based damage reduction and on a critical hit the target is stunned for one round with no save. The shield instantly returns once thrown, allowing the warden to retain its defensive abilities. In addition, his shield now applies to his touch AC.
Greater Archetype Power: While psionically focused, a warden with his psychic shield ability active blocks line of effect for hostile spells and abilities, allowing him to shield allies from a dragon's breath weapon, for example. In addition, his psychic shield now functions as if it were a tower shield, and while using the shield as total cover, spellcasters may not target the shield to target the warden as normal.


The Empath

HD: d6
Class Skills: Autohypnosis, Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (local), Knowledge (psionics), Knowledge (the planes), Profession, Psicraft, Sense Motive
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
Power Points
Powers Known
Maximum Power Level Known


1st
+0
+0
+0
+2
Archetype Power (Lesser), Manifesting, Social Maven
3
3
1st


2nd
+1
+0
+0
+3
Inner Peace
9
5
1st


3rd
+1
+1
+1
+3
Archetype Power (Moderate)
15
7
2nd


4th
+2
+1
+1
+4
Secrets of the Mind
23
9
2nd


5th
+2
+1
+1
+4
Telepathy
32
11
3rd


6th
+3
+2
+2
+5
Archetype Power (Greater), Capstone PLA
44
13
3rd



Proficiencies: The empath is proficient with light armor and simple weapons.

Archetype Power: At 1st level, the empath chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power associated with it, which the empath receives at 1st, 3rd, and 6th level, respectively. Each archetype also adds bonus powers known, which are listed below and received when the empath becomes capable of manifesting powers of the same level.

Manifesting: The empath manifests powers as a psion does. He is restricted to powers on the general psion/wilder list in the disciplines of telepathy and clairsentience. He may also select Dispel Psionics. The empath's sole manifesting stat is Intelligence.

Social Maven: The empath gains a bonus to Charisma-based checks based on the amount of power points left in his reserve - between 1 and 15 power points gives a +1 bonus, between 16 and 30 gives a +2 bonus, between 31 and 45 gives a +3 bonus, and more than 46 gives the maximum of a +4 bonus.

Inner Peace: At 2nd level, the empath becomes immune to morale penalties, and gains a +4 bonus to saves against fear and mind-affecting spells or abilities.

Secrets of the Mind: At 4th level, the empath gains an untyped +2 bonus to Diplomacy and Knowledge (psionics) checks.

Telepathy: At 5th level, the empath gains a limited form of telepathy out to 60 feet, which can be activated as a free action. The empath may not use telepathy to communicate with creatures he does not share a language with - he may transmit and receive basic emotions and simple concepts, but may not hold detailed verbal conversations unless a shared language is used.

Capstone PLA: At 6th level, the empath gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.


Archetypes:

Abhorrent

Bonus Powers
1st: Unearthly Terror (http://dsp-d20-srd.wikidot.com/unearthly-terror)
2nd: Aversion
3rd: Induce Phobia (http://dsp-d20-srd.wikidot.com/induce-phobia)
Capstone PLA: Death Urge

Lesser Archetype Power: Any fear effect cast upon an abhorrent is reflected back against the originator of the effect. In addition, an abhorrent gains a bonus on saves against Fear equal to his Charisma modifier.
Moderate Archetype Power: While psionically focused, fear effects caused by an abhorrent are one step greater - shaken foes are frightened, frightened foes are panicked, and panicked foes are so insensate with fear that they fall unconscious.
Greater Archetype Power: An abhorrent may expend psionic focus to ignore an opponent's immunity to fear for one round.


Mentalist

Bonus Powers
1st: Psionic Charm
2nd: Psionic Suggestion
3rd: False Sensory Input
Capstone PLA: Psionic Dominate

Lesser Archetype Power: A mentalist does not need to make an opposed Charisma check to convince a charmed target to complete dangerous tasks, nor do targets receive the standard +5 bonus to the save if attacked or threatened. Charmed targets will still refuse to carry out blatantly suicidal orders.
Moderate Archetype Power: A mentalist may expend psionic focus to affect one additional target (within 15 feet of the original) with any power of the telepathy school.
Greater Archetype Power: As long as a mentalist is psionically focused, he is immune to charm, compulsion, and possession, and gains a +4 bonus to saves against spells from the Enchantment or Illusion schools or powers from the Telepathy discipline.


Precognitive

Bonus Powers
1st: Precognition
2nd: Clairvoyant Sense
3rd: Eradicate Invisibility
Capstone PLA: Remote Viewing

Lesser Archetype Power: A precognitive may expend psionic focus to roll twice for initiative and takes the better of the two results.
Moderate Archetype Power: While psionically focused, a precognitive becomes instantly aware of hidden, incorporeal, or invisible creatures that come within 30 feet of him - this ability does not allow him to pinpoint their location, just their presence and number.
Greater Archetype Power: A precognitive may never be surprised - he may not be caught flat-footed and always acts in the surprise round. In addition, a precognitive may no longer be flanked.


Superegoist

Bonus Powers
1st: Skills as One (http://dsp-d20-srd.wikidot.com/skills-as-one)
2nd: Sense as One (http://dsp-d20-srd.wikidot.com/sense-as-one)
3rd: Strike as One (http://dsp-d20-srd.wikidot.com/strike-as-one)
Capstone PLA: Schism

Lesser Archetype Power: All allies adjacent to a superegoist are aware of any danger that one of them is aware of - none of them may be flanked or caught flat-footed unless all of them are.
Moderate Archetype Power: A superegoist may expend psionic focus to affect one intelligent adjacent ally per two levels (to a maximum of three) with a power that normally has a range of personal, in addition to himself.
Greater Archetype Power: While psionically focused, a superegoist's powers cost one less power point for every two intelligent allies adjacent to him (minimum of zero). This may not reduce a power's cost to less than one, nor does it allow him to augment powers higher than his manifester level.


Walker

Bonus Powers
1st: Psionic Sleep (as the spell, though augmentable - each PP spent increases the HD cap by one)
2nd: Waking Dreams (MoE)
3rd: Forced Dream (MoE)
Capstone PLA: Psionic Modify Memory

Lesser Archetype Power: A walker is immune to sleep effects and no longer requires a good night's sleep to rest and refresh power points - he may make do with half the normal sleep, requiring only four hours as a human, for example.
Moderate Archetype Power: While psionically focused, any power of the telepathy discipline a walker manifests targeting an opponent who is dazed, stunned, or asleep is irresistable.
Greater Archetype Power: A walker may expend psionic focus to leave his body and enter a dream state for a number of rounds equal to his Charisma modifier. While in a dream state, the walker is incorporeal, invisible, and invulnerable but may not influence his physical environment or attack in any way. Once the duration runs out, the walker is immediately returned to his body.


The Esoteric

HD: d8
Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (history), Knowledge (nobility and royalty), Knowledge (psionics), Knowledge (religion), Profession, Psicraft, Sense Motive
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
Power Points
Powers Known
Maximum Power Level Known


1st
+0
+2
+0
+2
Archetype Power (Lesser), Manifesting, Mantle of Ideals
3
3
1st


2nd
+1
+3
+0
+3
Personal Mantra
9
4
1st


3rd
+2
+3
+1
+3
Archetype Power (Moderate)
15
6
2nd


4th
+3
+4
+1
+4
Unlock the Self
23
7
2nd


5th
+3
+4
+1
+4
Deep Trance
32
9
3rd


6th
+4
+5
+2
+5
Archetype Power (Greater), Capstone PLA
44
10
3rd



Proficiencies: The esoteric is proficient with light armor, medium armor, heavy armor, shields (except tower shields), and simple weapons.

Archetype: At 1st level, the esoteric chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power associated with it, which the esoteric receives at 1st, 3rd, and 6th level, respectively. Each archetype also adds bonus powers known, which are listed below and are received when the esoteric is capable of manifesting powers of the same level.

Manifesting: The esoteric manifests powers as a psion does. He is restricted to powers on the general psion/wilder list in the disciplines of psychometabolism and clairsentience, as well as powers from his mantles or nodes. He may also select Dispel Psionics or Solicit Psicrystal. The esoteric's sole manifesting stat is Wisdom.

Mantle of Ideals: At 1st level, an esoteric gains access to two mantles or nodes (http://dsp-d20-srd.wikidot.com/nodes) of his choice, and gains their granted abilities. When selecting new powers to learn, he may choose from powers on those lists.

Personal Mantra: At 2nd level, the esoteric gains the ability to gain psionic focus as a swift action.

Unlock the Self: At 4th level, the esoteric gains an untyped +2 bonus to Concentration and Autohypnosis checks.

Deep Trance: At 5th level, the esoteric is no longer required to expend psionic focus to apply a metapsionic feat to a power.

Capstone PLA: At 6th level, the esoteric gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.


Archetypes:

Anchorite

Bonus Powers
1st: Mending Touch (http://dsp-d20-srd.wikidot.com/mending-touch)
2nd: Body Adjustment
3rd: Body Purification
Capstone PLA: Stygian Ward (CP)

Lesser Archetype Power: An anchorite may manifest powers with a range of personal at a range of touch. In addition, any beneficial powers manifested by an anchorite heal a number of hit points equal to their effective power level, in addition to any other effects.
Moderate Archetype Power: While an anchorite is psionically focused, any powers he manifests that restore hit points have their final effects doubled. The amount of extra healing added by an anchorite's lesser archetype ability is now equal to twice the power's effective level.
Greater Archetype Power: An anchorite may expend his psionic focus to remove one of the following conditions from an ally with a touch: confused, dazed, nauseated, sickened, shaken, or stunned.


Apostate
Bonus Powers
1st: Hungry Touch (CP)
2nd: Claws of Darkness (CP)
3rd: Crisis of Breath
Capstone PLA: Shadow Eft (CP)

Lesser Archetype Power: An apostate gains the ability to use a beam of disruptive psionic energy as a ranged touch attack, with a range of 60 feet. Alternately, an apostate may channel this as part of a melee attack. This ability deals 1d6 untyped damage (if channeled, this damage is in addition to whatever melee damage is caused). At 4th level, the damage increases to 2d6, and at 6th, it increases to 3d6.
Moderate Archetype Power: While psionically focused, an apostate becomes immune to negative energy damage and fear. In addition, his beam now heals the apostate for whatever damage is done - this cannot heal the apostate higher than his normal maximum total of hit points.
Greater Archetype Power: An apostate may expend psionic focus to have his beam ability instead do damage in a ten-foot radius from the target, either as a ranged touch attack or as part of a melee attack. The attack must still hit the original target to function.


Demiurge

Bonus Powers
1st: Minor Psionic Creation
2nd: Dissolving Touch
3rd: Ectoplasmic Form
Capstone PLA: Psionic Fabricate

Lesser Archetype Power: A demiurge's equipment (and psicrystal, if he has one) is immune to being sundered or otherwise destroyed, unless he wishes it to be so.
Moderate Archetype Power: While psionically focused, a demiurge can either increase or decrease the hardness of an object by an amount equal to his class level by touching it. The shift in hardness lasts a number of minutes equal to the demiurge's Wisdom modifier. This power may not reduce an object's hardness below zero.
Greater Archetype Power: A demiurge may expend psionic focus to manifest any power with an [energy] descriptor or of the metacreativity discipline as a swift action.


Sympathetic

Bonus Powers
1st: Mindlink
2nd: Empathic Transfer
3rd: Hostile Empathic Transfer
Capstone PLA: Empathic Feedback

Lesser Archetype Power: If a sympathetic is within 30 feet of a cure spell or any other targeted effect that restores hit points, the sympathetic receives the benefits of the effect, even if he was not the original target.
Moderate Archetype Power: Whenever a sympathetic takes damage from an opponent while psionically focused, half of the damage inflicted (rounded down, before any damage reduction) is reflected back against the attacker. This reflected damage bypasses all damage reduction. Damage taken from environmental hazards, traps, or otherwise passive sources is not reflected, nor is any sort of "friendly fire."
Greater Archetype Power: Whenever a sympathetic reflects damage using its Moderate Archetype Power, he may expend psionic focus to inflict the damage reflected to all opponents within 30 feet of the sympathetic.


Transcendent

Bonus Powers
1st: Thicken Skin
2nd: Animal Affinity
3rd: Physical Acceleration (http://dsp-d20-srd.wikidot.com/physical-acceleration)
Capstone PLA: Inertial Barrier

Lesser Archetype Power: Psionic feats that require a transcendent to maintain psionic focus to gain their benefit (such as Psionic Dodge or Speed of Thought) have their numerical effects doubled.
Moderate Archetype Power: A transcendent may expend psionic focus as an immediate action to immediately negate the effect of any single mind-affecting spell, power, or ability that he is afflicted with. He may not do so if he is unconscious or otherwise mentally unaware, but he may preempt an effect that is about to put him in such a state with this ability.
Greater Archetype Power: While psionically focused, a transcendent is healed for a number of hit points equal to his Wisdom modifier every time he successfully attacks a target in melee. This ability does not allow him to surpass his normal maximum.

Gnorman
2012-07-27, 01:06 AM
The Kinetic

HD: d6
Class Skills: Autohypnosis, Bluff, Concentration, Craft, Disguise, Knowledge (architecture and engineering), Knowledge (psionics), Knowledge (the planes), Profession, Psicraft, Sleight of Hand, Use Psionic Device
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
Power Points
Powers Known
Maximum Power Level Known


1st
+0
+0
+0
+2
Archetype Power (Lesser), Manifesting, (In)Constant Companion
3
3
1st


2nd
+1
+0
+0
+3
Focused Student
9
5
1st


3rd
+1
+1
+1
+3
Archetype Power (Moderate)
15
7
2nd


4th
+2
+1
+1
+4
Psionic Knack
23
9
2nd


5th
+2
+1
+1
+4
Energetic Efficiency
32
11
3rd


6th
+3
+2
+2
+5
Archetype Power (Greater), Capstone PLA
44
13
3rd



Proficiencies: The kinetic is proficient with light armor and simple weapons.

Archetype Power: At 1st level, the kinetic chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power associated with it, which the kinetic receives at 1st, 3rd, and 6th level, respectively. Each archetype also adds bonus powers known, which are listed below and are received when the kinetic becomes capable of manifesting powers of the same level.

Manifesting: The kinetic manifests powers as a psion does. He is restricted to powers on the general psion/wilder list in the disciplines of metacreativity, psychokinesis, and psychoportation. He may also select Detect Psionics or Solicit Psicrystal. The kinetic's sole manifesting stat is Intelligence.

(In)Constant Companion: At 1st level, the kinetic gains Psicrystal Affinity as a bonus feat. At the beginning of each day, he may select a new personality for his psicrystal. If he chooses the Sage personality, the choice of Knowledge skill is not permanent - he may change that at the start of each day as well.

Focused Student: At 2nd level, the kinetic selects one of the following abilities.

Fire and Ice: The damage of any psychokinesis power is increased by one die, and the save DC (if applicable) is increased by one.

Shape and Form: The duration of any metacreativity power is doubled, and the hardness of any objects created by a metacreativity power is increased by 50%.

Space and Time: The range and weight limits of any psychoportation powers are doubled.

Psionic Knack: At 4th level, the kinetic gains an untyped +2 bonus to Psicraft and Use Psionic Device.

Energetic Efficiency: At 5th level, the kinetic reduces the extra power point cost associated with metapsionic feats by 2, to a minimum of 0.

Capstone PLA: At 6th level, the kinetic gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.


Archetypes:

Architect

Bonus Powers
1st: Astral Construct
2nd: Psionic Repair Damage
3rd: Ectoskeleton (http://dsp-d20-srd.wikidot.com/ectoskeleton)
Capstone PLA: Wall of Ectoplasm

Lesser Archetype Power: Astral constructs under an architect's control gain a +2 bonus to hit points per hit die, and a +2 bonus to attack and damage rolls. In addition, he may manifest the astral construct power as a standard action.
Moderate Archetype Power: While psionically focused, an architect may share senses with any construct within 10 feet per level. He may manifest powers from that construct's space as if he occupied it for the purposes of determining range, origin square, and line of sight and effect. He may also use powers with a range of personal on that construct.
Greater Archetype Power: By expending psionic focus, an architect may add +1 to his effective manifester level when manifesting Astral Construct, allowing him to summon 4th-level constructs.


Energist

Bonus Powers
1st: Energy Ray
2nd: Energy Missile
3rd: Energy Cone
Capstone PLA: Energy Ball

Lesser Archetype Power: When manifesting a power that allows an energist to select an energy type (fire, cold, electricity, or sonic), the energist may also select acid or force. Acid damage does extra damage equal to the number of damage dice rolled for 3 rounds after it successfully hits a foe (so a power that caused 3d6 acid damage would do 3 acid damage for the next three rounds), but a successful save against the original power negates the recurring damage. Force damage reduces the damage die by one step, but ignores all damage reduction, cover, and concealment (except total cover or concealment).
Moderate Archetype Power: While psionically focused, an energist gains resistance 5 to all elemental damage types he is capable of utilizing - acid, cold, electricity, fire, force, and sonic.
Greater Archetype Power: By expending psionic focus, an energist can cause any damaging power he manifests to recur the following round, doing half its original damage (rounded down) to any and all targets it successfully afflicts in the original round. If there was a save for half damage originally, the recurrence also offers a save for half damage.


Gravitic

Bonus Powers
1st: Stomp
2nd: Gravitational Well (http://dsp-d20-srd.wikidot.com/gravitational-well)
3rd: Baleful Compression (http://dsp-d20-srd.wikidot.com/baleful-compression)
Capstone PLA: Rending Rift (http://dsp-d20-srd.wikidot.com/rending-rift)

Lesser Archetype Power: A gravitic reduces the speed of all opponents within 60 feet by 10 feet (to a minimum of 5 feet). This ability does not stack with that of other gravitics.
Moderate Archetype Power: While psionically focused, all squares within 15 feet of a gravitic are treated as difficult terrain for opponents.
Greater Archetype Power: A gravitic may expend psionic focus to deny one opponent within 60 feet the ability to move for one round. The affected creature may make a Fortitude save (equal to 10 + 1/2 the gravitic's HD + the gravitic's Intelligence modifier), in which case it may still move but at half its normal rate (the gravitic's lesser archetype power is applied first, before the halving). Flying opponents affected may no longer fly, but descend in a controlled fall at a rate of 60 feet per round and take no falling damage.


Telephasm

Bonus Powers
1st: Control Object
2nd: Control Air
3rd: Skeletal Vibration (http://dsp-d20-srd.wikidot.com/skeletal-eruption)
Capstone PLA: Control Body

Lesser Archetype Power: Powers manifested by a telephasm that do physical or force damage receives a +1 bonus to their damage per damage die.
Moderate Archetype Power: A telephasm may expend psionic focus to release a wave of psionic energy - all opponents within five feet must make a Reflex save (DC equal to 10 + 1/2 the telephasm's HD + the telephasm's Intelligence modifier) or be knocked prone and pushed ten feet away from the telekinetic. If the path is blocked or they are otherwise unable to move in such a direction, they take 1d6 bludgeoning damage for each square they were unable to move.
Greater Archetype Power: While a telephasm is psionically focused, opponents must make a Fortitude save to step into a square adjacent to a telephasm. The DC is equal to 10 + 1/2 the telephasm's HD + the telephasm's Intelligence modifier. Even if they save, the square is considered difficult terrain.


Transmigrant

Bonus Powers
1st: Dimension Hop (CP)
2nd: Dimension Swap
3rd: Psionic Blink (http://dsp-d20-srd.wikidot.com/blink-psionic)
Capstone PLA: Psionic Fly

Lesser Archetype Power: A transmigrant increases the speed of all allies (including himself) within 60 feet by 10 feet, and allows them to hustle for two hours or march for twelve hours before taking non-lethal damage or requiring Constitution checks. This ability does not stack with that of other transmigrants.
Moderate Archetype Power: A transmigrant may expend psionic focus as an swift action to instantly teleport up to his move speed in any direction, provided he has line of effect to the destination.
Greater Archetype Power: A transmigrant may levitate at will while psionically focused, normally hovering a foot off the ground. While levitating, the transmigrant may move his speed horizontally (vertical movement is limited to 10 feet per round) and perform actions normally. Unlike similar abilities, a transmigrant does not take penalties to attack rolls while levitating. If the transmigrant loses psionic focus, he instantly begins to fall.


The Subliminal

HD: d8
Class Skills: Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (local), Knowledge (psionics), Listen, Move Silently, Open Lock, Profession, Psicraft, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Psionic Device, Use Rope
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
Power Points
Powers Known
Maximum Power Level Known


1st
+0
+0
+2
+0
Archetype Power (Lesser), Manifesting, Sneak Attack +1d6, Trapfinding
3
2
1st


2nd
+1
+0
+3
+0
Collective Unconscious
5
3
1st


3rd
+2
+1
+3
+1
Archetype Power (Moderate)
7
4
1st


4th
+3
+1
+4
+1
Microkinesis, Sneak Attack +2d6
11
5
2nd


5th
+3
+1
+4
+1
Blind Spot
15
6
2nd


6th
+4
+2
+5
+2
Archetype Power (Greater), Capstone PLA
19
7
2nd



Proficiencies: The subliminal is proficient with light armor and bucklers, as well as simple weapons. The subliminal is also proficient with the hand crossbow, the rapier, the longsword, the shortsword, the shortbow, and the sap.

Archetype Power: At 1st level, the subliminal chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power, and a Capstone PLA associated with it, which the subliminal receives at 1st, 3rd, and 6th level, respectively. Each archetype also adds bonus powers known, which become available once the subliminal is capable of manifesting powers of the same level.

Manifesting: The subliminal manifests powers as a psychic warrior does, albeit from a specialized list included below. The subliminal's sole manifesting stat is Intelligence.

Trapfinding: (http://www.d20srd.org/srd/classes/rogue.htm#trapfinding) As the scoundrel ability.

Sneak Attack: At 1st level, if the subliminal can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage. The subliminal'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 subliminal flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three subliminal levels thereafter. Should the subliminal 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, the subliminal can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. The subliminal may sneak attack non-living creatures, ones without discernible anatomies, or ones immune to critical hits, but his sneak attack damage is halved while doing so. The subliminal must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The subliminal cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Collective Unconscious: At 2nd level, the subliminal gains a +1 bonus to the DC and a +1 bonus to manifester level checks to overcome power resistance of all powers manifested against opponents who are denied their Dexterity bonus to their armor class.

Microkinesis: At 4th level, the subliminal gains the ability to manipulate small mechanisms and machinery telekinetically, allowing him to perform Disable Device or Open Lock checks from up to thirty feet away. He no longer takes a penalty for not having the appropriate tools.

Blind Spot: At 5th level, the subliminal may expend psionic focus as a swift action (even though expending psionic focus does not normally require an action) to deny an opponent within sneak attack range his Dexterity bonus to AC for one round. The opponent is only denied his Dexterity bonus to AC against the subliminal.

Capstone PLA: At 6th level, the subliminal gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

Subliminal Power List

1st: Adrenaline Boost (CP), Burst, Catfall, Chameleon, Conceal Thoughts, Compression, Control Light, Control Object, Create Sound, Detect Psionics, Detect Teleportation, Dimensional Pocket (CP), Distract, Entangling Ectoplasm, Far Hand, Psionic Grease, Know Direction and Location, Sense Link, Sensory Gloom (CP), Skate
2nd: Biofeedback, Body Equilibrium, Concealing Amorpha, Control Sound, Detect Hostile Intent, Elfsight, Faint Memory (MoE), Psionic Knock, Psionic Levitate, Moment of Insight (CP), Object Reading, Read Thoughts, Psionic See Invisibility (CP), Sense Danger (MoE), Wall Walker


Archetypes:

Deadmind

Bonus Powers
1st: Mind Thrust
2nd: Inflict Pain
Capstone PLA: Crisis of Breath

Lesser Archetype Power: A deadmind rolls twice to save against any hostile mind-affecting spell, power, or effect, and takes the higher of the two rolls as his result. If the effect offers a save for half, he instead takes no damage on a successful save. If he successfully saves, the originator of the effect takes damage equal to five times the effective level of the effect. This damage is empathic in nature and cannot be reduced by damage reduction.
Moderate Archetype Power: While psionically focused, a deadmind may project an aura of mental silence - within 30 feet, telepathy, spells and powers that read thoughts or detect hostile intent, and feats or abilities that detect opponents based on their Intelligence score (such as mindsight) do not function for opponents (the deadmind himself may function as normal). Scrying attempts, whether spell- or power-based, function as normal but the deadmind does not appear in them in any fashion. A deadmind may activate and deactivate this aura as a free action as long as he remains psionically focused.
Greater Archetype Power: A deadmind who successfully sneak attacks an opponent may opt to give up his sneak attack damage to instead deal 2 points of ability damage to one of his opponent's mental ability scores.


Operative

Bonus Powers
1st: Psionic Charm
2nd: Id Insinuation
Capstone PLA: False Sensory Input

Lesser Archetype Power: An operative may subtly alter the perception of himself in others' minds as a full-round action. This ability functions in many ways like the Disguise Self (http://www.d20srd.org/srd/spells/disguiseSelf.htm) spell, offering the operative a +10 bonus on Disguise checks and the ability to change his appearance, but because it affects that perception of others and is not an illusion, creatures that interact with it do not receive a Will save to detect it, though True Seeing reveals the operative's real appearance.
Moderate Archetype Power: While psionically focused, all Spot and Listen checks made to detect an operative take a -10 penalty, and he may hide in plain sight as long as he has a sizable crowd to slip into. If an opponent is searching specifically for him, and knows exactly what he looks like, the penalties do not apply.
Greater Archetype Power: An operative gains the ability to psionically phase through solid objects. As a full-round action, an operative may move up to his speed through walls, doors, and other solid objects. He may not, however, phase through any object with a hardness of 10 or greater. Alternatively, he may phase only parts of his body to reach inside chests or stick his head through a ceiling, but he may not allow objects he touches to phase. If an operative ends his movement still embedded within a solid object, he is shunted to his original position and takes 1d6 damage per five feet moved.


Razor

Bonus Powers
1st: Metaphysical Weapon
2nd: Dissolving Weapon
Capstone PLA: Psionic Keen Edge

Lesser Archetype Power: A razor gains a bonus on total sneak attack damage equal to his Intelligence modifier. On a critical hit, this bonus is doubled.
Moderate Archetype Power: If a razor successfully connects with an attack that threatens a critical hit, it is automatically confirmed - no second attack roll is necessary.
Greater Archetype Power: While a razor is psionically focused, his sneak attack damage increases to +3d6 and all ones he rolls for sneak attack damage are instead treated as twos.


Trueshot

Bonus Powers
1st: Trick Shot (http://dsp-d20-srd.wikidot.com/trick-shot)
2nd: Ephemeral Bolt (http://dsp-d20-srd.wikidot.com/ephemeral-bolt)
Capstone PLA: The Arrow Knows the Way (http://dsp-d20-srd.wikidot.com/the-arrow-knows-the-way)

Lesser Archetype Power: A trueshot gains the ability to form and fire mind arrows as a free action as part of an attack - treat these as arrows shot from a shortbow appropriate for the trueshot's size, using the trueshot's Dexterity modifier to determine attack bonus and doing 1d6 piercing damage with a 20/x3 critical modifier. They ignore material-based damage reduction, have a range increment of 60 feet, and deal extra damage equal to the trueshot's Intelligence modifier.
Moderate Archetype Power: A trueshot may sneak attack at ranges up to 60 feet. In addition, his mind arrows now possess a +1 enhancement bonus to attack and damage rolls, and overcome damage reduction as if they were magic.
Greater Archetype Power: While psionically focused, a trueshot may apply an enchantment of up to a +1 enhancement bonus value to his mind arrows. This enchantment is chosen at the beginning of the day, and may be changed by spending five minutes in meditation.


Untouchable

Bonus Powers
1st: Compression
2nd: Dimension Swap (as psychic warrior)
Capstone PLA: Greater Concealing Amorpha

Lesser Archetype Power: An untouchable gains Evasion and a bonus equal to half his level (minimum of one) to Reflex saves against traps and to armor class against the attacks of traps. The bonus to armor class is considered a dodge bonus.
Moderate Archetype Power: When making any Reflex save or any save against a trap, an untouchable may roll twice and take the higher of the two rolls. If the trap uses an attack roll instead, the attack is rolled twice and the lower of the two is used.
Greater Archetype Power: While psionically focused, an untouchable possesses 20% concealment.

Gnorman
2012-07-27, 01:07 AM
Alternate Classes


The Shaper (by Rizban)

HD: d8
Class Skills: Climb, Concentration, Craft, Handle Animal, Jump, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
Soul Melds
Essentia
Chakra Binds


1st
+0
+2
+0
+0
Archetype Power (Lesser), Meldshaping
2
1
0


2nd
+1
+3
+0
+0
Open Chakra
3
2
1


3rd
+2
+3
+1
+1
Archetype Power (Moderate)
3
3
1


4th
+3
+4
+1
+1
Open Chakra
4
4
1


5th
+3
+4
+1
+1
Rapid Reshaping
4
5
1


6th
+4
+5
+2
+2
Archetype Power (Greater)
4
6
2



Proficiencies: The shaper is proficient with simple weapons, light and medium armor, and shields (except tower shields).

Archetype Power: At 1st level, a shaper chooses an archetype from the list below. He gains the powers of the archetype at the appropriate levels, as indicated above. Once made, this choice is final.

Meldshaping: The shaper may shape soulmelds drawn from the appropriate list for his archetype. The DC of the shaper's soulmeld, if appropriate, is equal to 10 + the number of points of essentia invested in the soulmeld + the shaper's Constitution modifier. His meldshaper level is equal to his class level. The shaper may only shape a number of soulmelds at any one time equal to his Constitution score -10 or the maximum appropriate for his level (given in the above table), whichever is lower. The shaper must get a good night's rest and spend one hour meditating to shape his soulmelds for the day. Soulmelds remain shaped until the shaper chooses to unshape them, such as when he decides to shape new melds, or when a spell or effect causes it to unshape.

Open Chakra: At 2nd and 4th level, the shaper gains the ability to bind a soulmeld to one or more chakras. The exact chakras are determined by his chosen archetype.

Rapid Reshaping: Once per day, the shaper may use a full-round action to unshape any one soulmeld he has and shape a different soulmeld of his choice. This action provokes attacks of opportunity. If the unshaped soulmeld was bound to a chakra, the new soulmeld may also be bound to the chakra appropriate for that soulmeld.


Archetypes:

Azure Adept

Aligned Soulmelds: The azure adept may shape soulmelds from the Incarnate list; however, he must choose one extreme of alignment, i.e. Neutral Good, Neutral Evil, Lawful Neutral, or Chaotic Neutral. He may not shape soulmelds with an alignment descriptor that does not match his alignment. If his alignment changes away from the one extreme, he may no longer shape any soulmelds with an alignment descriptor until his alignment again matches one of the four alignments listed above.
Open Chakra: At 2nd level, the azure adept may bind soulmelds to his crown chakra.
At 4th level, he may also bind soulmelds to his feet and hands chakras.
Lesser Archetype Power: The azure adept gains an feat of his choice for which he meets the prerequisites as a bonus feat. Once per day when he shapes his soulmelds, he may spend an additional 10 minutes in meditation to exchange this feat with a different feat of his choice for which he meets the prerequisites.
Moderate Archetype Power: At 3rd level, The azure adept's maximum essentia capacity increases by one. This affects all soulmelds, feats, and any other essentia receptacles that he possesses.
Greater Archetype Power: At 6th level, an azure adept chooses one of the following chakras: arms, brows, or shoulders. He is able to bind soulmelds to this chakra. His essentia pool also increases by 1.


Soulstealer

Aligned Soulmelds: The soulstealer may shape soulmelds from the Incarnate list as if her alignment were evil, regardless of her actual alignment. She may not shape soulmelds with the good, law, or chaos descriptors, but she may shape necrocarnum soulmelds.
Open Chakra: At 2nd level, the soulstealer may bind soulmelds to her crown chakra.
At 4th level, she chooses either the feet or hands chakra and is able to bind to that one chakra.
Lesser Archetype Power: A soulstealer is able to sense living creatures within 10ft. as if she had blindsense and may determine the condition of creatures near death within this range as with the deathwatch spell. The range of this ability increases to 15ft. at 3rd-level and to 20ft. at 5th level. Each point of essentia invested into this ability increases the range by an additional 5ft.
Moderate Archetype Power: When a soulstealer reduces a living creature to -1 or fewer hit points, she gains temporary hit points equal to twice the creature's HD. She also gains one temporary essentia which can be immediately invsted as a free action. The temporary hitpoints last for one hour while the temporary essentia lasts 24 hours. Multiple uses of this ability do not stack.
Greater Archetype Power: A soulstealer gains resistance to death in the form of immunity to energy drain and to negative levels. She also gains the ability to have two temporary essentia at one time, assuming she reduces two or more creatures to -1 or fewer hit points.


Oversoul

Proficiencies: The oversoul gains proficiency with martial weapons.
Aligned Soulmelds: The oversoul may shape soulmelds from the soulborn list. He may be any alignment, but he may not shape soulmelds with an alignment descriptor that does not match his alignment. For example, he may only shape [Good] soulmelds if he is of Lawful Good, Neutral Good, or Chaotic Good alignment.
Open Chakra: At 2nd level, the oversoul may bind soulmelds to his crown chakra.
At 4th level, he may also bind soulmelds to his feet and hands chakras.
Lesser Archetype Power:
An oversoul gains the ability to cast a small number of divine spells from the white mage's spell list but not spells granted by any of the white mage archetypes. He casts spells exactly as the white mage, but Charisma is his casting stat. The spells per day available to an oversoul are given on the following table.
Spells per Day{table=head]Level|0|1|2
1st|2|-|-|
2nd|2|-|-|
3rd|3|0*|-
4th|3|1|-
5th|3|2|0*
6th|3|3|1[/table]
* An oversoul may only cast spells at this level if his Charisma score is high enough to gain a bonus spell of this spell level.
Moderate Archetype Power: At 3rd level, the oversoul gains the ability to smite a foe as part of a melee or ranged attack. He gains a bonus on the attack equal to his Charisma modifier (if positive) and deals additional damage equal to his class level plus his Charisma modifier (if positive), ignoring any damage reduction the target possesses. An oversoul may make a number of smite attacks in each encounter equal to one third his oversoul level, rounded down. An oversoul's smite attack only functions against opponents whose alignment opposses the oversoul's. A Lawful good oversoul may smite an opponent who is either Evil or Chaotic, but an Chaotic Neutral oversoul may smite only Lawul opponents.
Greater Archetype Power: The oversoul gains his Charisma modifier (minimum 1) as a bonus on all saving throws and rolls to resist a bull rush, disarm, grapple, sunder, or trip attack. He also retains his Dexterity bonus to AC (if any) even while flat-footed. For every point of essentia invested in this ability, this bonus increases by one, and allows the oversoul to select one ally per point of essentia within 20ft to also gain this bonus. The ally receives only half of the total bonus (minimum 0), rounded down, and does not gain the ability to retain Dex bonus while flat-footed.


Soulforger

Proficiencies: The soulforger gains proficiency with martial weapons and heavy armor.
Aligned Soulmelds: The soulforger may shape soulmelds from the soulborn list. He may be any alignment, but he may not shape soulmelds with an alignment descriptor that does not match his alignment. For example, he may only shape [Good] soulmelds if he is of Lawful Good, Neutral Good, or Chaotic Good alignment.
Open Chakra: At 2nd level, the soulforger may bind his Soulforged Weapon (see Lesser Archetype Power below) to his crown, feet, or hands chakra. He may not bind any other soulmelds to these chakras.
At 4th level, he may bind his Soulforged Weapon to his arms, brow, or shoulders chakra. He also gains the ability to bind any of his soulmelds to his crown chakra but not to any other chakra.
Lesser Archetype Power: The soulforger gains the ability to bind his soul into any weapon he wields, created a Soulforged Weapon. This is a special soulmeld available only to a soulforger, and the abilities do not function for anyone else who wields the weapon.

Soulforged Weapon: When a soulforged shapes his soulmelds for the day, one of them may be a soulforged weapon, and he is able to bind this weapon to a chakra of his choice. The weapon made soulforged is still wielded normally, even if it is bound to a chakra other than the hands. It can be disarmed normally, and it can still be sundered in the usual way. If a soulforger loses or puts down the weapon while it is bound, it remains bound and retains its special characteristics; he also retains the special abilities gained from the bind. No one else can benefit from the weapon’s incarnum-based powers. Unlike a typical chakra bind, this one does not close the corresponding body slot, but no other soulmeld may be shaped on the bound chakra.
Essentia: For every point of essentia invested into a soulforged weapon, the soulforger gains a +1 insight bonus to attack and damage. If the soulforged weapon is non-magical, it is treated as magical while essentia is invested into it.
Soulforged Weapon Chakras:
[i]Crown Chakra: While bound to his crown chakra, the soulforger may not be flanked. He also gains a +4 insight bonus to resist disarm and sunder attacks.
Essentia: Every point of invested essentia increases the insight bonus to resist disarm and sunder attacks by 2.
[i]Feet Chakra: While bound to his feet chakra, the soulforger gains a +2 insight bonus to initiative and is treated as having the Combat Reflexes feat if he does not possess it.
Essentia: Every point of invested essentia increases the insight bonus to initiative checks by 1.
Hand Chakra: This chakra grants the soulforger a +1 insight bonus on damage rolls made with the soulforged weapon.
Essentia: The soulforger gains a +1 insight bonus on attack rolls made with the soulforged weapon for each point of invested essentia.
Arms Chakra: The critical threat range of the soulforger weapon increases by 1 while bound to the soulforger's arms chakra. This stacks with the Improved Critical feat or the keen weapon enhancement.
Essentia: The soulforger gains an insight bonus on attack rolls made to confirm critical threats equal to the number of essentia invested in his soulforged weapon.
Brow Chakra: While bound to his brow chakra, a soulforger is treated as having the Blind-Fight feat. If he already possesses this feat, he gains no additional benefit.
Essentia: If at least one point of essentia is invested in the soulforged weapon, the soulforger ignores concealment less than total concealment. If at least three points of essentia are invested, the soulforged weapon functions as if it had the ghost touch property.
Shoulders Chakra: While bound to his shoulders chakra, the soulforger is treated as having light fortification, giving him a 25% chance to resist sneak attacks and critical hits. He need not be aware of the attack for the ability to function, but it grants no benefit if he is unconscious or otherwise helpless.
Essentia: If at least two points of essentia are invested in the soulforged weapon, he is instead treated as having moderate fortification.
Throat Chakra: The soulforger may brandish his weapon and utter a hearty battle shout that demoralizes foes. Each enemy within 60 feet who can hear him must save or become shaken for 1d6 rounds (Will DC 10 + soulforger level + Con modifier). He can use this ability as a move action once per encounter.
Essentia: Each point of invested essentia increases the save DC by 2.
Waist Chakra: As long as this chakra bind is in effect, the soulforger gains a +2 insight bonus on checks made to avoid being bull rushed, grappled, tripped, or overrun. He also retains his Dexterity bonus to AC (if any) even while flat-footed.
Essentia: For every point of invested essentia, the soulforger gains a +2 insight bonus when making bull rush, grapple, trip, or overrun attacks.
Heart Chakra: The soulforged weapon grants the soulforger bonus hit points equal to twice his soulforger level. These extra hit points are not lost first the way temporary hit points are; if he changes the chakra bind of his blademeld, he loses them immediately.
Essentia: The soulforger gains 2 additional hit points for every point of invested essentia. If the essentia is uninvested, these hit points are immediately lost.
Soul Chakra While bound to his soul chakra, the soulforged weapon gains one alignment descriptor of the soulforger's choice. The chosen alignment must match one component of the soulforger's alignment.
Essentia: The soulforged weapon deals an additional 1d6 damage for each point of invested essentia to creatures with an alignment subtype opposed to the soulforged weapon's alignment descriptor. For instance, a [good] soulforged weapon would deal bonus damage to creatures with the [evil] subtype.
Moderate Archetype Power: The soulforger gains the ability to invest essentia into his armor. Each point of invested essentia increases the AC granted by his armor by 1.
Greater Archetype Power: The soulforger chooses either the throat or waist chakra and gains the ability to bind his soulforged weapon to that chakra.


Wildspeaker

Open Chakra: At 2nd level, the wildspeaker may bind soulmelds to his totem chakra, and soulmelds have their essentia capacity increased by 1 while bound to his totem chakra.
At 4th level, he may also bind soulmelds to his crown, feet, and hands chakras.
Lesser Archetype Power: At 1st level, a wildspeaker gains wild empathy as a druid of his level and gain speak with animals as an extraordinary ability. He may use speak with animals a number of times per day equal to his wildspeaker level. Each point of essentia invested into this ability grants a +1 insight bonus to his wild empathy checks.
Moderate Archetype Power: If the soulmeld bound to a wildspeaker's totem chakra is associated with a magical beast, the wildspeaker takes no penalty on his wild empathy checks when used with that kind of magical beast. In addition, he may choose to use his speak with animals ability with that type of magical beast.
Greater Archetype Power: At sixth level, the wildspeaker gains the ability to bind any soulmeld to his totem and one other chakra of his choice, gaining the benefits of both chakra binds at once. This only counts as a single chakra bind.



The Summoner (by Sgt. Cookie)

Hit Die: 1d6
Class Skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (All except Nobility and Royalty and Architecture and Engineering), Listen, Ride, Sense Motive, Spellcraft, Spot, Use Magic Device
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd


1st
+0
+0
+2
+2
Archetype Power (Lesser), Spellcasting, Companion
5
4
—
—


2nd
+1
+0
+3
+3
Augment Summoning, Quick Summon
5
5
—
—


3rd
+2
+1
+3
+3
Archetype Power (Moderate)
5
5
4
—


4th
+3
+1
+4
+4
Extended Summoning
5
6
5
—


5th
+3
+1
+4
+4
Buffing Distance
5
6
5
—


6th
+4
+2
+5
+5
Archetype Power (Greater), Swift Summoning
5
6
6
4




Proficiencies: The Summoner is proficient with light armour and simple weapons. He does not suffer from arcane failure while in light armour.

Archetype Power: At 1st level, the Summoner chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and alters a Summoner's Summon X list, which are detailed below and become available when the Summoner is capable of casting Summon X spells of that level. The spell the archetype alters is also listed.

Spellcasting: The Summoner casts arcane spells from a specialized list, which is included below. A Summoner need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Charisma, which dictates both the DC of his spells and his bonus spells. To cast a spell, the Summoner must have a Charisma score equal to 10 + the level of spell in question.

Any Buffing spell (See Summoned Buff) ignores the Spell Resistance (If any) and/or other immunities of your summoned creatures. Mindless creatures cannot be affected by Mind Affecting abilities, however. Additionally, if a Buffing Spell has a Range of Personal (Such as Entropic Shield)

Companion (Su): Select a creature from either the Summon Monster list or Summon Nature's Ally list. Once made, this choice cannot be changed, except when you get access to a higher level list. Anything added via an Archetype (Such as Elemental Summoner's Moderate power) are eligible to become Companions.

If your Companion has less Hit Dice than you do class levels, then your Companion gains extra Hit Dice equal to the difference. Your Companion, if intelligent, possesses the same Alignment as you. Your Companion is loyal to you and follows your instructions without question, even if you do not share a language. Since your Companion cannot be killed, well permanently killed, it has no qualms about acting on dangerous or life-threatening orders.

Your Companion is summoned as a Standard Action and lasts indefinitely. You also summon the same creature each time. Once summoned, your Companion may enter Anti-Magic fields and the like but cannot be summoned within them. Your Companion can be the target of a Dispel or Dismiss spell, but can be resummoned the next round. You may dismiss your Companion as a free action. If your companion is killed, it reforms after an hour.

This ability is treated as a Conjuration (Summoning) Spell with a level equal to the highest level Summon Monster spell you can cast. As such, it can benefit from feats such as Augment Summoning that normally only affect actual spells.

Augment Summoning: At second level, a Summoner gets the Augment Summoning feat for free, regardless of whether he qualifies.

Quick Summoning (Ex): At second level, all Conjuration (Summoning) Spells have a Casting time of a Standard Action, rather than 1 Round.

Extended Summoning (Ex): At fourth level, all of a Summoner's Summon X spells are Extended automatically without using a higher level slot.

Summoned Buff (Ex): Whenever you cast a Summon X spell or summon your Companion you may, as a Free Action, cast a Buffing spell (Defined as any spell that grants a bonus to Ability Scores, skill checks, attack rolls, saves, damage rolls, grants temporary HP or grants a Miss Chance. Magic Weapon and Magic Fang, and the Greater versions, also count as Buffing spells.) on them. If the Buffing Spell has multiple targets, such as Good Hope, but you only summon one creature, then you may utilise these extra targets on other allies. If you summon multiple creatures, but cast a Buffing spell that cannot target all of them, then only some of them gain the benefits of the spell.

Swift Summon (Ex): At sixth level, all Conjuration (Summoning) Spells can be cast as a Move action, or as a Free action as part of a Move.

Summoner Spell List:
0: Detect Magic, Guidance, Message, Prestidigitation, Read Magic, Resistance, Virtue
1st: Bless, Comprehend Languages, Entropic Shield, Mage Armour, Magic Fang, Magic Weapon, Mount, Protection from Good/Evil/Chaos/Law, Remove Fear, Shield of Faith, Summon Monster I, Summon Nature's Ally I
2nd: Aid, Bear's Endurance, Blur, Bull's Strength, Cat's Grace, Dismiss*, Eagle's Splendour, Fox's Cunning, Heroism Owl's Wisdom, Rage, Resist Energy, Status, Summon Monster II, Summon Nature's Ally II, Summon Swarm, Tongues
3rd: Dimensional Anchor, Displacement, Good Hope, Haste, Keen Edge, Magic Circle against Good/Evil/Chaos/Law, Magic Fang (Greater), Magic Vestment, Magic Weapon (Greater), Phantom Steed, Prayer, Protection from Energy, Summon Monster III, Summon Nature's Ally III

*New Spell:


Dismiss
Conjuration

Level: Black Mage 2, Summoner 2, White Mage 2
Components: V, S
Casting Time: 1 Standard Action
Range: Medium
Target: One Summoned creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

This spell functions like a Targeted Dispel Magic, except as mentioned here: You may only affect Creatures summoned with a Conjuration(Summoning) effect and you gain a +4 bonus to the check.

If multiple creatures are summoned via one spell, such as via the "1d3 from the lower list" option, then you only need to successfully dismiss one creature from the group to dismiss all of them.

Dismiss can be used to Counterspell any Conjuration(Summoning) spell.




Archetypes


Elemental Summoner

Lesser Archetype Power: Any Celestial/Fiendish creatures you summon via Summon Monster instead have the following Template applied:

Elemental Creature:

Elemental Creature is an Inherited Template that can be applied to any of the following:aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin

Size and Type: The creature's size is unchanged. The creature's Type changes to Elemental and gains the Air/Earth/Fire/Water subtype as appropriate. If the Elemental Creature is found on the Material Plane, it gains the Extraplanar subtype.

Hit Dice: Change to d8s.

Speed: Air Elemental Creatures have a Fly Speed of 100ft (Perfect Manuverability).

Water Elemental Creatures have a Swim Speed of 90ft.

Special Attacks: An Elemental creature gets certain special attacks, depending on its subtype.

Air:

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an Air Elemental Creature.

Earth:

Earth Mastery (Ex): An Earth Elemental Creature gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls.

Push (Ex): An Earth Elemental Creature can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Fire:

Fire Damage (Ex): A Fire Elemental Creature's natural attacks deal extra Fire Damage, depending on their Hit Dice:
0-3HD: 1d4 Fire Damage.
4-7HD: 1d6 Fire Damage.

Burn (Ex): Those hit by a Fire Elemental’s natural attacks also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. Save DC 10 + 1/2 HD + Con mod. A burning creature can take a move action to put out the flame.

Creatures hitting a Fire Elemental Creature with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Water:

Water Mastery (Ex): A Water Elemental creature gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls.

Drench (Ex): The Water Elemental Creature’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals Elemental Creature’s HD).

Special Qualities:

All Elemental Creatures have Darkvision out to 60ft. If they already possess Darkvision, use whichever one is better.

Earth Elemental Creatures also the following:

Earth Glide (Ex): An Earth Elemental Creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Earth Elemental Creature flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Abilities:

Air: Dex +6

Earth: Str +6, Dex -2

Fire: Dex +2

Water: Str + 4, Con +2



The Elemental Summoner decides what type of Elemental Creature is summoned at the time of casting.

Your Companion also has the Elemental Creature template, instead of the Celestial/Fiendish. Each time you summon your Companion, you may apply a different Elemental Creature template.

Moderate Archetype Power: Add Small Elemental, Medium Elemental and Mephit (Air, Fire, Earth and Water only) to the Summon Monster I, II and III lists respectively.

Greater Archetype Power: Whenever the Elemental Summoner has summoned an Elemental Creature (Including his Companion), Elemental or Mephit, he may, as a Standard action, change what Elemental type it is.



Minionmancer

Lesser Archetype Power: Whenever you cast a Summon X Spell, you may, as a Free Action, cast another Summon X Spell. These do not have to be the same spell or even the same level. (So, you could cast Summon Monster II and then, as a free action, cast Summon Nature's Ally I.)

Moderate Archetype Power: Instead of the "1d3 from [Prior Level's List]" effect of the 2nd and 3rd level Summon X spells, you can summon 1d4+1 creatures.

Instead of the "1d4+1 from the 1st level list" effect from the Summon X III spells, you can summon 1d6+2 creatures.

Greater Archetype Power: Whenever you summon your Companion, you instead summon two.



Celestial/Fiendish Specialist

Good summoners cannot be Fiendish Specialists and Evil summoners cannot be Celestial Specialists. Neutral Summoners can decide to be either. If your Alignment changes, then so does your Specialist type. (For example, a Neutral Fiendish Specialist becomes Good, he becomes a Celestial Specialist, instead.) As such, all Fiendish Creatures are instead Celestial Creatures for a Celestial Specialist (vice versa for a Fiendish Specialist). This also applies to your Companion.

Lesser Archetype Power: The Natural Weapons of any Celestial/Fiendish creature you summon are treated as Good/Evil weapons for the purposes of overcoming Damage Reduction. In addition, whenever a Celestial creature attacks an Evil one (And vice versa for Fiendish creatures) with its natural weapons, they deal damage as if they were one size larger.

Moderate Archetype Power: Instead of the Celestial/Fiendish template, your summoned creatures have the Half-Celestial/Fiendish template instead. This also applies to your companion.

Greater Archetype Power: Once per week, you may use Lesser Planar Ally as a Spell-Like Ability. Unlike the ordinary use of the spell, you may decide what sort of being you call (I.e, if you want to summon a Succubus, you will get a Succubus).


Master Summoner

Lesser Archetype Power: Whenever you cast a Summon X Spell, you may, as a free action, cast the same Summon X Spell again (So, if you cast Summon Monster I, you must cast Summon Monster I again to benefit from this effect). If you do, then you may use the list from the next level up. (So, two Summon Monster I spells gives access to the Summon monster II list. Two SM II spells gives access to the SM III List and two SM III spells gives access to the SM IV list).

You cannot use this ability in conjunction with the "X from a lower list" option.

Moderate Archetype Power: You gain a bonus to your Caster Level equal to half your Charisma Modifier, but only when casting a Conjuration(Summoning) Spell or when casting Magic Circle to use as a trap for Lesser Planar Binding (See below).

Greater Archetype Power: Once per week, you may use Lesser Planar Binding as a Spell-Like ability. You must still use spell slots to cast Magic Circle Against (X) and Dimensional Anchor to create the trap. You must still offer rewards and the like to the creature you summon.

Gnorman
2012-07-27, 01:08 AM
Alternate Classes, Continued


The Warlock (by DMofDarkness)

HD: d6
Class Skills: Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
Invocations


1st
+0
+0
+0
+2
Invocations, Archetype, Eldritch Blast
1


2nd
+1
+0
+0
+3
Lesser Archetype Power
2


3rd
+2
+1
+1
+3
Damage Reduction
2


4th
+3
+1
+1
+4
Moderate Archetype Power
3


5th
+3
+1
+1
+4
Fiendish Resilience
3


6th
+4
+5
+2
+5
Greater Archetype Power, Hellfire Blast
4



Proficiencies: A Warlock is proficient with light armor, as well as simple weapons. He does not suffer from arcane failure while in light armor, though he suffers normally from all other kinds of armor and shields.

Eldritch Blast (Sp): At first level, a Warlock gains access to his most basic power: his Eldritch Blast. An Eldritch Blast is a ray with a range of 60ft. It is a ranged touch attack that affects a single target, allowing no saving throw. An Eldritch blast deals 1d6 damage at first level, which increases to 2d6 at third level and 3d6 at 5th level. This is the equivalent of a first level spell. An Eldritch Blast is subject to spell resistance. An Eldritch Blast deals half damage to objects.

Invocations: A Warlock has a repertoire of attacks, defenses, and other abilities known as invocations, which allow him to focus the wild energy that suffuses his soul. A Warlock can use any invocation he knows at will.

A Warlock's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a Warlock can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a Warlock is hit by an attack while invoking, he is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. His invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Warlock's caster level with his invocations is equal to his class level. He can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the Warlock's Cha modifier. Since spell-like abilities are not spells, a Warlock cannot benefit from the Spell Focus feat or from other feats that let him convert or spend an arcane spell slot to produce some other effect. He can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.

A 1st-level Warlock begins with knowledge of one least invocation, gaining access to an additional least invocation at second and fourth level. At 6th level, a Warlock gains access to a Lesser invocation. At any level when a Warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or lower grade.

Unlike other spell-like abilities, invocations are subject to arcane spell failure chance.

Archetype: At 1st level, a Warlock chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power, and a Capstone SLA associated with it, which the Warlock receives at the levels noted above. Each archetype also adds one extra invocation to the Warlock's invocations known at first level.

Lesser Archetype Power: At 2nd level, a Warlock gains the appropriate power for his archetype.

Damage Reduction: At 3rd level, fortified by the supernatural power flowing through his body, a warlock gains resiliance to mundane attacks. He gains damage reduction 1/cold iron. This improves to damage reduction 2/cold iron at 6th level.

Moderate Archetype Power: At 4th level, a Warlock gains the appropriate power for his archetype.

Fiendish Resiliance: At 5th level, a Warlock gains activate Fiendish Resiliance. While in this state, the Warlock gains fast healing one, and any damage reduction the Warlock has increases by 1 of whatever type it already was. The Warlock can only remain in this state for a total of two minutes/day. They may activate or deactivate this power as a swift action.

Greater Archetype Power: At 6th level, a Warlock gains the appropriate power for his archetype.

Hellfire Blast: At 6th level, whenever a Warlock uses his eldritch blast ability, he can change his eldritch blast into a hellfire blast. A hellfire blast deals his normal eldritch blast damage plus an extra 2d6 points of damage. If his blast hits multiple targets (for example, the eldritch chain blast shape invocation), each target takes the extra damage. This damage is not fire damage.

Each time he uses this ability, however, he takes 1 point of Constitution damage. This damage cannot be prevented or reduced; channeling hellfire overwhelms all mortal defenses.


Archetypes


Fae Warlock

Bonus Invocation:
Beguiling Influence

Lesser Archetype Power: A number of times per day equal to a Fae Warlock's intelligence modifier (minimum 1), they may teleport 10 ft as an immediate action, slipping through the portals to the Hedge and back again in less than a second.
Moderate Archetype Power: The Fae Warlock is able to subtly change their appearance, shifting forms to whatever suits their whims. They have the supernatural ability to alter their appearance as a full-round action as if using a Disguise Self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color or texture, and size, within the limits given for the spell. The Fae Warlock can use this ability at will, and it lasts until the shape is changed again. A Fae Warlock reverts to its natural form when killed. True Seeing reveals its true form. When using this to create a disguise, a changeling receives a +10 circumstance bonus on the check.
Greater Archetype Power: The Fae Warlock radiates a glamor that makes it difficult for anyone to willingly hit them. The Fae Warlock, at the start of each encounter, is treated as under a Sanctuary effect (DC 13+ Cha modifier). However, unlike the sanctuary spell, she may make offensive actions against people without breaking the spell; however, anyone damaged by the Fae Warlock are unaffected by this spell.


Spell-Bearer

Bonus Invocation:
Baleful Utterance

Lesser Archetype Power: A Spell-Bearer may use Detect Magic at will, his affinity with magical objects allowing him to see magical auras as easily as the ground in front of him.
Moderate Archetype Power: A Spell-Bearer's affinity with natural items allows him to wield superiority over them; he may take 10 on Use Magic Device checks.
Greater Archetype Power: The Spell-Bearer's familiarity with magic items has given him the power to craft magic into physical forms in ways he can't shape himself. While crafting an item, the Spell-Bearer may substitute a Use Magic Device check (DC = 15+ spell level) in the place of an arcane spell he doesn't know.


Glaivelock

Bonus Invocation:
Eldritch Glaive

Lesser Archetype Power: An Glaivelock's familiarity with his signature power allows him to use the Eldritch Glaive invocation as a standard action.
Moderate Archetype Power: A Glaivelock, when using his Eldritch Glaive invocation, may manifest his Eldritch Glaive as a semi-physical weapon, instead of just energy. While manifested this way, the Eldritch Glaive bypasses spell resistance and can be affected by feats such as Power Attack.
Greater Archetype Power: An Eldritch Glaivelock's mastery with the Eldritch Glaive becomes unparalleled. He may use the Invocation as a Full-Round action. When he does, he may make an additional attack with the glaive at a -5 penalty.



The Warlock (by me, incomplete)

HD: d6
Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, Spellcraft, Use Magic Device
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
Invocations Known


1st
+0
+0
+0
+2
Archetype Power (Lesser), Eldritch Blast 1d6, Invocations (Least)
1


2nd
+1
+0
+0
+3
Protective Patron
2


3rd
+2
+1
+1
+3
Archetype Power (Moderate), Eldritch Blast 2d6
2


4th
+3
+1
+1
+4
Natural Born Trickster
3


5th
+3
+1
+1
+4
Bound by Blood, Eldritch Blast 3d6
3


6th
+4
+2
+2
+5
Archetype Power (Greater), Invocations (Lesser)
4



Proficiencies: The warlock is proficient with light armor and simple weapons. He does not suffer any arcane spell failure when casting in light armor.

Archetype: At 1st level, the warlock chooses an archetype from the list below. He gains the powers of that archetype at the appropriate levels, as indicated above. Each archetype also offers bonus invocations known, which he learns at the level at which he becomes capable of casting them (i.e., Least at 1st level and Lesser at 6th).

Eldritch Blast: The warlock gains the ability to fire eldritch blasts, as a Complete Arcane warlock of his class level. His eldritch blast damage increases in damage as indicated in the above table.

Invocations: The warlock may use invocations as a Complete Arcane warlock of his class level. He learns a number of invocations as indicated above. He may only learn Least invocations at first, but may learn Lesser invocations at 6th level.

Protective Patron: The warlock gains damage reduction /- equal to half his class level.

Natural Born Trickster: The warlock may take 10 on Use Magic Device checks even if distracted or threatened.

Bound by Blood: Once per encounter, the warlock may draw on the powers of his patron to grant himself fast healing equal to half his Charisma modifier (minimum of zero) for a number of rounds equal to his class level.

Archetypes:


Changeling

Bonus Invocations
Least: Beguiling Influence
Lesser: Charm

Lesser Archetype Power:
Moderate Archetype Power:
Greater Archetype Power:


Devil's Advocate

Bonus Invocations
Least: Baleful Utterance
Lesser: Curse of Despair

Lesser Archetype Power:
Moderate Archetype Power:
Greater Archetype Power: A devil's advocate may choose to imbue their eldritch blast with hellfire. Hellfire increases the eldritch blast's damage by 2d6 against all targets affected, and the damage becomes irresistible. However, each time a hellfire blast is used, the devil's advocate takes 1 Constitution damage. If the devil's advocate is immune to Constitution damage or does not possess a Constitution score, he may not use this ability.


Dokaal

Bonus Invocations
Least: Draconic Knowledge
Lesser: Draconic Flight

Lesser Archetype Power: A dokaal, in lieu of the eldritch blast ability, gains a breath weapon usable at will as a standard action. The damage of the breath weapon scales at the same rate as the normal eldritch blast ability, but does fire damage. The breath weapon may be either a fifteen foot cone or a thirty foot line. A successful Reflex save (DC equal to 10 + half the dokaal's level + the dokaal's Constitution modifier) halves the damage. A dokaal may not select eldritch essence or blast shape invocations, but may instead choose a dragonfire adept breath effect in lieu of learning a new invocation (though they must meet the level requirement of the breath effect). In addition, a dokaal gains a bonus to natural armor equal to half his level.
Moderate Archetype Power:
Greater Archetype Power:


Gloombound

Bonus Invocations
Least: Darkness
Lesser: Walk Unseen

Lesser Archetype Power: A gloombound gains the ability to see perfectly in any kind of darkness, even magical darkness.
Moderate Archetype Power: A gloombound's eldritch blast does additional damage equal to the gloombound's Charisma modifier against any target within an area of magical darkness.
Greater Archetype Power:


Herald of the Beyond

Bonus Invocations
Least: See the Unseen
Lesser: Flee the Scene

Lesser Archetype Power:
Moderate Archetype Power:
Greater Archetype Power:


Elementalists (by Dandria):

The Earth Elementalist (http://www.giantitp.com/forums/showpost.php?p=13097737&postcount=402)

The Fire Elementalist (http://www.giantitp.com/forums/showpost.php?p=12900055&postcount=363)

The Water Elementalist (http://www.giantitp.com/forums/showpost.php?p=12950651&postcount=374)


The Storysinger (by unosorta) (http://www.giantitp.com/forums/showpost.php?p=12904303&postcount=366)


Initiator Archetypes (preserved for posterity):


Martial Artist (Brawler)

Lesser Archetype Power: A martial artist may initiate maneuvers as a swordsage of his class level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to the swordsage. The disciplines available to him are Diamond Mind, Setting Sun, Shadow Hand, and Desert Wind.
Moderate Archetype Power: A martial artist may add his Wisdom modifier as a bonus to damage rolls when executing strikes that do damage.
Greater Archetype Power: A martial artist may change stances once per round as an immediate action.


Kensei (Gladiator)

Lesser Archetype Power: A kensei gains the ability to initiate maneuvers as if he were a warblade of his own class level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are the same as a warblade of his class level. The disciplines available to him are Diamond Mind, Iron Heart, Stone Dragon, and Tiger Claw. His weapon of choice is always considered an associated weapon for all his disciplines.
Moderate Archetype Power: A kensei becomes immune to fear and demoralization.
Greater Archetype Power: Whenever a kensei rolls a natural twenty on a melee attack or martial strike with his weapon of choice, if he subsequently confirms the critical hit, any damage is maximized.


Deadeye (Hunter)

Lesser Archetype Power: A deadeye gains the ability to initiate maneuvers as a warblade of the his class level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are the same as a warblade. The disciplines available to him are Shadow Hand, Tiger Claw, Black Rain (http://www.giantitp.com/forums/showthread.php?p=5471518), Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614), and Falling Star (http://www.giantitp.com/forums/showthread.php?t=10707)In addition, the deadeye gains proficiency with the hand crossbow and one-handed firearms.
Moderate Archetype Power: A deadeye may make attacks of opportunity with hand crossbows or one-handed firearms as if they threatened a range of 10', and does not provoke attacks of opportunity for using a ranged weapon while using such weapons.
Greater Archetype Power: A deadeye may make the following combat maneuvers with ranged weapons without taking a penalty to the roll: disarm, sunder, and trip. If the maneuver requires a melee touch attack, the deadeye may substitute a ranged touch attack.


Gallant (Sentinel)

Lesser Archetype Power: A gallant gains the ability to initiate maneuvers as a crusader of his level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to the crusader. The disciplines available to him are Iron Heart, Stone Dragon, and White Raven.
Moderate Archetype Power: Anytime a gallant successfully executes a maneuver, he is healed for an amount equal to the level of the maneuver.
Greater Archetype Power: If an opponent is successfully damaged by a gallant using a strike, that opponent may only attack or target the gallant on the subsequent round.


Avenger (Zealot)

Lesser Archetype Power: An avenger may prepare and initiate maneuvers as if he were a crusader of his level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to that of the crusader. The disciplines available to him are Devoted Spirit, White Raven, and Stone Dragon.
Moderate Archetype Power: An avenger gains a bonus on attack and damage rolls in proportion to how close to death he is - if he is below 75% hit points, he gains a +1 bonus; if he is below 50%, he gains a +2 bonus; and if he is below 25%, he gains a +3 bonus. These bonuses are not cumulative and only the highest one applies.
Greater Archetype Power: An avenger is not disabled below 0 hit points, and does not die immediately upon reaching -10 hit points - he may act normally for a number of rounds equal to his Constitution modifier. If his hit points remain at -10 or lower after that time has passed, he dies as normal.


Cutthroat (Scoundrel)

Lesser Archetype Power: A cutthroat gains the ability to initiate maneuvers as a swordsage of two-thirds his class level. His maneuver progression (both known and readied) and his recovery mechanics are identical to the swordsage. The disciplines available to him are Setting Sun, Shadow Hand, and Tiger Claw.
Moderate Archetype Power: A cutthroat may perform a coup de grace as a standard action that does not provoke attacks of opportunity.
Greater Archetype Power: A cutthroat gains the Death Attack (http://www.d20srd.org/srd/prestigeClasses/assassin.htm#deathAttack) ability. The save DC of this ability is equal to 10 + half the cutthroat's hit dice + the cutthroat's Intelligence modifier.

Gnorman
2012-07-27, 01:09 AM
Generic Classes

The Fighter

HD: d10
Class Skills: Choose any eight skills as class skills, plus Craft and Profession
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+0
Versatile Combatant, Lesser Archetype Power


2nd
+2
+3
+0
+0
Unorthodox Maneuvers


3rd
+3
+3
+1
+1
Find the Gap, Moderate Archetype Power


4th
+4
+4
+1
+1
Fancy Footwork


5th
+5
+4
+1
+1
Bonus Feat, Greater Archetype Power


6th
+6/+1
+5
+2
+2
Riddle of Steel



Proficiencies: The fighter is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Versatile Combatant: The fighter gains a bonus fighter feat. Once every twenty-four hours, he may swap this feat out for any other fighter feat than he qualifies for. The fighter also qualifies as a PHB fighter of his level for the purposes of selecting feats. If a fighter selects feats that require him to designate a single weapon (such as Weapon Focus or Weapon Specialization), he may redesignate any number of those feats at the start of each day to a different weapon he possesses. At 5th level, he gains a second bonus fighter feat, and may swap it out every twenty-four hours as well.

Unorthodox Maneuvers: As a full-round action, a fighter may make a wide swing attack, a lunge attack, or a counter-flank attack, which allows him to target multiple squares with a single blow. A wide swing attack targets a square and the two squares on either side of it, a lunge attack targets a square and the square behind it (from the point of view of the fighter), and a counter-flank attack targets a square and the corresponding square on the opposite side of the fighter making the attack. The fighter makes one attack roll at his full attack bonus, and uses that result for any and all targets in the affected squares.

Find the Gap: Once per encounter, the fighter may resolve one attack as a touch attack that ignores any damage reduction the target possesses.

Fancy Footwork: A fighter may move 10 feet instead of 5 feet when taking a five foot step. He may now also perform any of his Unorthodox Maneuvers as a standard action.

Riddle of Steel: Once per encounter, a fighter may make use of one of the three following abilities:

Shake It Off: As an immediate action, a fighter may remove any and all negative conditions affecting him with a duration of more than one round, with the exception of ability drain, energy drain, exhaustion, death, disease, dying, or unconsciousness. He may use this ability even if his condition would normally prevent him from taking actions. Conditions removed by this ability include, but are not necessarily limited to: ability damage, blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and all forms of fear. Upon using this ability, any non-lethal damage the fighter has suffered is immediately healed.

It's All in the Wrist: As a swift action, a fighter may make a full attack, even if he has already performed one that turn. He may take an additional five-foot step and select new targets as normal.

Glancing Blow: As an immediate action, the fighter may negate one attack or spell targeting him. He may declare that he is using this ability even after damage or any relevant saves have been rolled.


Archetypes


The Barbarian

Hulk Out (Lesser Archetype Power): A barbarian may enter a rage (http://www.d20srd.org/srd/classes/barbarian.htm#rage) a number of times per day equal to half his level (minimum of one). In all respects, this ability is identical to that of the PHB barbarian. In addition, a barbarian gains a bonus of 10 feet to his base land speed and is no longer encumbered by carrying a medium load or wearing medium armor.

Ser Pounce-a-lot (Moderate Archetype Power): A barbarian may make a full attack at the end of a charge. In addition, he gains the Uncanny Dodge ability.

Furious Anger (Greater Archetype Power): While raging, a barbarian gains fast healing X and damage reduction X/-, where X is equal to his Constitution modifier. In addition, while raging, he is immune to mind-affecting spells and effects. Finally, he gains Greater Uncanny Dodge.


The Knight

Full Plate and Packing Steel (Lesser Archetype Power): Whenever an adjacent ally is the target of an attack, the knight can, as an immediate action, grant that adjacent ally a bonus to AC equal to his shield bonus + his knight level. The knight must be wielding a light shield, heavy shield, or tower shield to use this ability. He can use the ability after an opponent makes his attack roll, but before he knows whether the attack was a success or a failure.

In addition, a knight gains proficiency with heavy armor and tower shields, and does not take a penalty to attack rolls for wielding the latter.

Over Here, Over Here! (Moderate Archetype Power): As a standard action, a knight can attempt to make himself the center of attention and the primary target for his opponents. Until the start of his next turn, any opponents within 30 feet of the knight must make a Will save (with the DC equal to 10 + half the knight's hit dice + the knight's Charisma modifier) in order to attack any target other than the knight. Creatures with less than 3 Intelligence are not offered the chance to save. In addition, all opponents who begin their turn within a knight's threatened area treats all squares the knight threatens as difficult terrain.

Living Wall (Greater Archetype Power): If a knight uses the total defense action while equipped with a shield, he and all adjacent allies gain improved cover until the start of the knight's next turn. In addition, a knight equipped with a shield now blocks any detrimental line of effect, even if he is not using his shield as cover. Finally, a a knight may no longer be flanked.


The Monk

It's All in the Reflexes (Lesser Archetype Power): A monk gains Improved Unarmed Strike as a bonus feat and is always proficient with his own unarmed strikes (which deal 1d8 bludgeoning damage, increasing to 1d10 at 3rd level and 2d6 at 5th). His unarmed strike may be enchanted as if it was any other weapon, and is automatically considered masterwork for this purpose. He also gains his Wisdom modifier as a dodge bonus to his armor class as long as he wears light or no armor and does not equip a shield, and his base speed increases by 10 feet (and an additional 10 feet at 6th level).

Crackerjack Timing (Moderate Archetype Power): A monk gains spell resistance equal to 10 + his class level. This spell resistance only applies against hostile spells - beneficial spells affect him normally. If a hostile spellcaster fails to overcome the monk's spell resistance, the monk is healed for an amount equal to his Wisdom modifier multiplied by the level of the spell resisted (minimum of zero). This healing cannot take the monk above his normal maximum hit points. In addition, a monk gains Evasion and Blindsense out to 30 feet.

Shake the Pillars of Heaven (Greater Archetype Power): A monk may make a full attack and move up to his speed as a full round action. In addition, a monk now deals additional divine damage equal to his Wisdom modifier with his unarmed strikes. Finally, if a monk successfully damages an opponent capable of spellcasting or SLAs with an unarmed attack, that opponent must make a Will save (DC equal to 10 + the damage dealt) or be unable to cast spells for one round.


The Paladin

Blessed by the Gods (Lesser Archetype Power): Once per encounter, a paladin may smite an enemy as part of a single melee attack. He gains a bonus on the attack roll equal to his Charisma modifier (minimum of zero), and if it connects, he deals extra damage equal to his paladin level multiplied by his Charisma modifier (minimum of zero). He may smite twice per encounter beginning at 5th level. In addition, he gains immunity to fear, and each ally within 10 feet gains a +4 morale bonus to saves against fear effects.

Black or White Morality (Moderate Archetype Power): A paladin becomes immune to disease, charm, compulsion, and possession. In addition, he gains either the lay on hands (http://www.d20srd.org/srd/classes/paladin.htm#layonHands) or deadly touch (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinVariantsFreedom SlaughterAndTyranny) ability. Finally, a paladin chooses one of the following abilities:

Aura of Resolve: A paladin gains a bonus on all saves equal to his Charisma modifier (if positive). All allies within 10 feet also benefit from this ability.

Aura of Despair: All opponents within 10 feet of a paladin take a penalty on all saves equal to his Charisma modifier (if positive).

Atop a Mighty Steed (Greater Archetype Power): A paladin gains a special mount (http://www.d20srd.org/srd/classes/paladin.htm#specialMount), though rather than wait thirty days to replace a mount that has perished or been released, he may instead perform a ritual taking twelve hours and costing 100 gp per level. In addition, once per day as a free action, a paladin may infuse a single weapon he wields with either the Holy, Unholy, Axiomatic, or Anarchic properties for a number of rounds equal to his Charisma modifier.


The Ranger

Into Action! (Lesser Archetype Power): A ranger gains an animal companion (http://www.d20srd.org/srd/classes/druid.htm#animalCompanion) as a druid of his level. In addition, he may add his Dexterity modifier to damage with ranged weapons, and does not provoke attacks of opportunity for making a ranged attack while threatened. Finally, he gains the favored enemy (http://www.d20srd.org/srd/classes/ranger.htm#favoredEnemy) ability.

Up Close or Far Away (Moderate Archetype Power): A ranger takes half the normal penalty for each additional range increment beyond the second, which he takes no penalty on at all. In addition, a ranger may make attacks of opportunity with ranged weapons as if they threatened a range of ten feet.

A Cunning Plan (Greater Archetype Power): A ranger may ignore an amount of damage reduction any opponent possesses equal to his Dexterity modifier. In addition, a ranger may move through undergrowth or difficult terrain without suffering damage, impairment, or penalties to his speed. Finally, once per day as a free action, he may add the Bane property to a single weapon he wields for a number of rounds equal to his Intelligence modifier (if positive). The type or subtype he selects for the Bane property's bonus must also be one of his favored enemies.


The Rogue

HD: d8
Class Skills: Choose any twelve skills as class skills, plus Craft and Profession
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+2
+0
Skill Mastery, Trapfinding, Lesser Archetype Power


2nd
+1
+0
+3
+0
Polymath


3rd
+2
+1
+3
+1
Moderate Archetype Power


4th
+3
+1
+4
+1
Jack of All Trades


5th
+3
+1
+4
+1
Greater Archetype Power


6th
+4
+2
+5
+2
Natural Genius



Proficiencies: The rogue is proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). The rogue is also proficient with three martial weapons of his choice.

Trapfinding: The rogue can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, 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. The rogues 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. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Skill Mastery: At 1st level, the rogue selects three skills he currently has as class skills. He may take 10 on those skills, even if rushed, distracted, or endangered. Each time he gains a level in the rogue class, he may select an additional class skill for this ability.

Polymath: At 2nd level, the rogue gains a pool of bonus skill points equal to twice his class level (as he gains levels, his pool increases accordingly). He may invest these bonus skill points in any skill he desires (though he may not go higher than the maximum allowed rank). At the beginning of each day, he may select new skills to invest those ranks in.

Jack of All Trades: At 4th level, the rogue gains a bonus to all skills he has no ranks in equal to his Intelligence modifier, and may use them as if he was trained in their use.

Natural Genius: At 6th level, once per encounter, the rogue may treat any skill roll as if it was a natural twenty. He may use this ability after rolling the skill, but before the result is declared.


The Artificer

Lesser Archetype Power: An artificer may craft alchemical or magical items, even if he is not capable of casting spells himself. He must still possess any required feats or skills, but does not need to be able to cast the required spells or fulfill any racial or alignment-based prerequisites. His effective caster level for the purposes of crafting is equal to his class level. In addition, he gains the following item creation feats as bonus feats at the following levels: Scribe Scroll (1st), Brew Potion (2nd), Craft Wondrous Item (3rd), Craft Magic Arms and Armor (5th), and Craft Wand (6th).

Moderate Archetype Power: An artificer reduces any requirements for crafting (be it time, experience points, or gold pieces), by a percentage equal to five times his Intelligence modifier (provided that it is positive). This ability stacks with similar feats. In addition, any splash weapons thrown by an artificer have their radius and damage doubled.

Greater Archetype Power: An artificer may apply any metamagic feat he knows to a spell trigger item. Using this ability expends a number of additional charges equal to the number of effective spell levels the metamagic feat would add to the spell. In addition, an artificer may now use any spell trigger item as if he knew the spell stored in it.


The Assassin

Lesser Archetype Power: An assassin gains sneak attack (http://www.d20srd.org/srd/classes/rogue.htm#sneakAttack) as a rogue of his level, with the following exception: an assassin may use sneak attack against creatures with indiscernible anatomies or opponents immune to critical hits, but all sneak attack damage is halved against such targets. In addition, an assassin may apply poison to his weapon as a swift action and never risks poisoning himself. Finally, an assassin may move at full speed while hiding without taking the normal -5 penalty.

Moderate Archetype Power: An assassin may perform a coup de grace as a standard action that does not provoke attacks of opportunity. In addition, any injury poison used by an assassin has its DC raised by the assassin's Intelligence modifier.

Greater Archetype Power: If an assassin catches his opponent completely unaware of his presence, his sneak attack damage is doubled. In addition, an assassin gains the Death Attack ability.


The Bard

The Food of Love (Lesser Archetype Power): A bard gains the ability to use bardic music (http://www.d20srd.org/srd/classes/bard.htm#bardicMusic) as a PHB bard of his class level. He may use bardic music a number of times per day equal to his class level plus his Charisma modifier. In addition, he gains the bardic knowledge (http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge) ability.

Second Chair (Moderate Archetype Power): By expending a use of his bardic music, a bard may accomplish one of the following effects. Unless otherwise noted, the effects last for as long as the target hears the performance and for five rounds afterwards, up to a maximum of ten rounds.

Discordant Tone: One opponent or object 30 feet takes sonic damage equal to the bard's class level multiplied by his Charisma modifier. A Fortitude save (DC equal to 10 + half the bard's level + the bard's Charisma modifier) halves the damage. This is an instantaneous effect and does not persist.

Healing Hymn: All allies within hearing range gain fast healing equal to half the bard's Charisma modifier.

Song of Sorrow: All enemies within hearing range gain a penalty to saves equal to half the bard's hit dice.

In addition, whenever the bard is under the effects of his own Inspire Courage ability, he may add his Charisma modifier as a bonus to all attack and damage rolls.

Magnum Opus (Greater Archetype Power): By expending two uses of his bardic music ability, a bard may accomplish one of the following effects. Unless otherwise noted, the effects last for as long as the target hears the performance and five rounds after, up to a maximum of ten rounds.

Clashing Cacophony: All opponents within 60 feet take 1d6 sonic damage per class level and are stunned for one round unless they make a Will save (DC equal to 10 + half the bard's level + the bard's Charisma modifier). This is an instantaneous effect and does not persist.

Funeral Dirge: The bard summons a single zombie or skeleton to serve him for as long as he performs. Any skeleton summoned may not have more hit dice than the bard's class level, while any zombie summoned may not have more hit dice than twice the bard's class level.

March Militaire: All allies within hearing range gain a bonus to armor class equal to the bard's Charisma modifier and have their base land speed doubled.

In addition, a bard's Inspire Courage bonus increases to +2 and his Inspire Competence bonus increases to +4.


The Sage

Lesser Archetype Power: A number of times per day equal to his class level, the sage may imitate any spell on the mage list (including bonus spells granted by archetypes) as a spell-like ability. He may only imitate spells of a level equal to or less than half his level, and may only imitate one spell per day of the highest level available to him. He may not imitate spells that require the expenditure of experience or components with a value measured in gold pieces, nor may he use any feat that imitates a metamagic feat (such as Empower Spell-Like Ability) to modify the spell-like ability. The DC of the spell-like ability is equal to 10 + the level of the spell imitated + the sage's Intelligence modifier. The time it takes to imitate the spell is equal to the casting time of the spell. His caster level is equal to his class level. In addition, a sage may take ten on all knowledge checks, if even distracted or endangered.

Moderate Archetype Power: If a sage successfully identifies an opponent using a knowledge check, he and all allies within 30 feet may ignore an amount of damage reduction equal to the sage's Intelligence modifier. In addition, any spellcasting allies within 30 feet gain the sage's Intelligence modifier as a bonus to overcome any spell resistance the identified opponent possesses. These bonuses last until the end of the encounter. If an ally moves more than 30 feet away from the sage, the bonuses no longer apply, but they are restored if he moves back within 30 feet of the sage during the same encounter.

Greater Archetype Power: A sage may share knowledge of a single feat he possesses with all allies within 30 feet. He may select which feat he would like to share at the beginning of each day. If an ally moves more than 30 feet away from the sage, he no longer gains the shared feat's benefits, but if he moves back into range, the benefits are restored. In addition, a sage may treat spell completion items as if he knew the spell stored.


The Swashbuckler

Lesser Archetype Power: A swashbuckler gains the benefits of the Two-Weapon Fighting and Weapon Finesse feats, even if he does not qualify for them, as long as he wears light or no armor. In addition, he may add his Intelligence modifier to all damage rolls with finessable weapons, and as a dodge bonus to his armor class as long as he wears light or no armor. Finally, the swashbuckler may add his Intelligence modifier to all disarm, trip, or sunder attempts.

Moderate Archetype Power: Once per round as a free action, if a swashbuckler is attacked in melee and the attack misses, he may make an immediate melee attack against the opponent who missed (provided that that opponent is within the swashbuckler's reach). In addition, a swashbuckler gains a +4 bonus to attacks made while flanking, rather than the normal +2. Finally, a swashbuckler gains Evasion and Uncanny Dodge.

Greater Archetype Power:


The Mage

HD: d6
Class Skills: Choose any four skills as class skills, plus Craft, Knowledge (all), Profession
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
0
1
2
3


1st
+0
+0
+0
+2
Archetype, Spellcasting, Lesser Archetype Power
5
4
-
-


2nd
+1
+0
+0
+3
Advanced Learning, Channel Energy
6
5
-
-


3rd
+1
+1
+1
+3
Moderate Archetype Power
6
6
3
-


4th
+2
+1
+1
+4
Advanced Learning
6
6
4
-


5th
+2
+1
+1
+4
Greater Archetype Power
6
5
3
-


6th
+3
+2
+2
+5
Advanced Learning, Signature Spell
6
6
6
4



Proficiencies: The mage is proficient with all simple weapons and light armor. A mage may cast arcane spells in light armor without incurring the normal arcane spell failure chance.

Archetype: At 1st level, a mage picks an archetype from the list below, each of which confers bonus spells and special abilities. Bonus spells are available as soon as the mage is capable of casting the same level of spells, while the abilities become available at the levels in the above table. Once chosen, the archetype is permanent.

Spellcasting: The mage casts spells (either arcane or divine, depending on archetype chosen: clerics and druids cast divine spells, while warlocks, warmages, and wizards cast arcane spells) drawn from a specialized list given below. Depending on the archetype he chooses, a certain number of bonus spells are added to that list. The mage may spontaneously cast any spell on his list, assuming that he still has spells per day available of that level. When access to a new level of spells is gained, the mage automatically learns all spells of that level on his list. The number of spells he may cast per day is given in the above table. To cast a spell, the mage must have a primary spellcasting statistic equal to 10 + the level of the spell in question (The primary spellcasting statistic for warlocks, warmages, and wizards is Intelligence; for clerics and druid, it is Wisdom). A mage receives bonus spells for having a high primary spellcasting statistic. The DC of a mage spell is equal to 10 + the spell's level + the mage's Charisma modifier.

Channel Energy: At will as a standard action, a mage can attack with a burst of energy. This attack can be either a melee touch attack or a ranged touch attack, and has a range of 10 feet per mage level if used as the latter. The attack deals 1d6 + the mage's Charisma modifier in damage. The type of damage varies with archetype chosen - a cleric deals fire damage, a druid deals acid damage, a warlock deals negative energy damage, a warmage deals lightning damage, and a wizard deals cold damage.

Advanced Learning: At 2nd level, (and again at 4th and 6th), the mage may add one spell to his list of spells known. This spell must fulfill certain requirements based on the mage's archetype, and the mage may select only spells no higher than the highest level of spells he knows at the time.

Cleric: May select any spell from the cleric list.

Druid: May select any spell on the druid list.

Warlock: May select any spell of the conjuration or necromancy schools on either the cleric or sorcerer/wizard list.

Warmage: May select any spell of the abjuration, evocation, or transmutation schools on the sorcerer/wizard list.

Wizard: May select any spell of the divination, enchantment, or illusion schools on the sorcerer/wizard list.

Signature Spell: At 6th level, the mage gains a single 4th-level spell slot and selects one single 4th-level spell to add to his spell list. He does not receive any bonus spells at this level, regardless of his primary spellcasing score. He may not learn any other 4th-level spells through any method. The same restrictions that apply to his Advanced Learning class feature apply to selecting his Signature Spell (as in, a cleric can only select spells from the cleric list, et cetera). The mage may apply no metamagic to this spell, nor may he use the spell slot to cast other spells he knows with metamagic applied to them. This spell may not be used in the creation of any item. Essentially, the only thing he may do with this slot is cast the single 4th-level spell he knows once per day.

General Mage Spell List

0: Cure Minor Wounds, Detect Magic, Detect Poison, Inflict Minor Wounds, Light, Mending, Read Magic

1: Cure Light Wounds, Endure Elements, Inflict Light Wounds, Magic Weapon, Protection from Alignment, Summon Monster I (Summon Nature's Ally I instead for Druids)

2: Animal Affinity*, Continual Flame, Cure Moderate Wounds, Inflict Moderate Wounds, Resist Energy, Summon Monster II (Summon Nature's Ally II instead for Druids)

3: Cure Serious Wounds, Dispel Magic, Inflict Serious Wounds, Magic Circle Against Alignment, Protection from Energy, Summon Monster III (Summon Nature's Ally III instead for Druids)

* Animal Affinity described in spoiler

Animal Affinity
Transmutation
Level: Mage 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The affected creature gains a +4 enhancement bonus to one ability score of the caster's choice. Spellcasters do not gain any additional bonus spells if their primary spellcasting statistic is increased.

Archetypes


The Cleric

Bonus Spells
0: Create Water, Guidance, Inflict Minor Wounds, Purify Food and Drink, Resistance, Virtue
1: Bane, Bless Water, Command, Detect Alignment, Divine Favor, Hide from Undead, Magic Stone, Remove Fear, Sanctuary, Shield of Faith
2: Aid, Align Weapon, Augury, Delay Poison, Hold Person, Make Whole, Remove Paralysis, Lesser Restoration, Silence, Spiritual Weapon
3: Daylight, Create Food and Water, Glyph of Warding, Prayer, Invisibility Purge, Remove Curse, Remove Blindness/Deafness, Remove Disease, Searing Light, Water Walk

Trappings of Faith (Lesser Archetype Power):

A cleric gains the ability to turn undead (http://www.d20srd.org/srd/classes/cleric.htm#turnorRebukeUndead) a number of times per day equal to 3 + his Charisma modifier. He also gains proficiency with medium and heavy armor, as well as shields (except tower shields).

Sacred Secrets (Moderate Archetype Power):

Any time a cleric casts a beneficial spell on himself or an ally, the target(s) of that spell are restored a number of hit points equal to the cleric's Charisma modifier. In addition, a cleric chooses two Enemies of the Faith from the following list, and gains a sacred bonus on attack and damage rolls against those two types of creatures equal to his Charisma modifier (if positive).

Enemies of the Faith: Aberrations, evil outsiders, heretics (divine spellcasters or humanoid creatures with divine spell-like abilities), undead, or witches (arcane spellcasters or humanoid creatures with arcane spell-like abilities).

Divine Intervention (Greater Archetype Power):

Once per encounter as an immediate action, a cleric may infuse an ally within 30 feet with divine power. That ally is instantly healed for an amount equal to the cleric's class level multiplied by his Charisma modifier (if positive), and is immune to all forms of damage for one round. A cleric may use this ability on himself if he desires. In addition, his Channel Energy ability now deals divine damage and cannot be resisted.


The Druid

Bonus Spells
0: Create Water, Flare, Guidance, Know Direction, Purify Food and Drink, Resistance
1: Calm Animals, Charm Animal, Detect Animals and Plants, Entangle, Faerie Fire, Magic Fang, Longstrider, Obscuring Mist, Produce Flame, Speak with Animals
2: Animal Messenger, Barkskin, Chill Metal, Delay Poison, Flaming Sphere, Fog Cloud, Gust of Wind, Soften Earth and Stone, Warp Wood, Wood Shape
3: Call Lightning, Dominate Animal, Neutralize Poison, Plant Growth, Poison, Remove Disease, Sleet Storm, Spike Growth, Stone Shape, Wind Wall

Call of the Wild (Lesser Archetype Power):

A druid gains the ability to shift into Small and Medium animal forms. This functions as the alternate form (http://www.d20srd.org/srd/specialAbilities.htm#alternateForm) ability, with a few exceptions. A druid may shift at will as a standard action that does not provoke an attack of opportunity, and may retain an alternate form indefinitely. The new form's hit dice cannot exceed the druid's class level, and he must be familiar with the form he is taking (in this case, "familiar" means he has seen firsthand a living specimen of the animal in question). A druid may not speak while in animal form, except to other animals of the same general grouping. A druid may never cast spells while in alternate form, not even if he possesses the Natural Spell feat, nor may he use his Channel Energy ability. All gear carried or worn by a druid melds into his new form and becomes non-functional, but is restored once the druid retakes his natural shape. Any new items worn in the assumed form do not function, and simply fall off.

In addition, druids are proficient with hide armor and wooden shields (except tower shields).

Regrowth (Moderate Archetype Power:)

Any creature summoned by a druid gains fast healing equal to the druid's Charisma modifier. In addition, any time a druid casts a beneficial spell on himself or an ally, the target(s) of that spell gain fast healing 1 for a number of rounds equal to the druid's Charisma modifier (if positive).

Nature is a Fickle Mistress (Greater Archetype Power:)

When choosing a new form to shift into, a druid may now select Small or Medium elementals, though his hit dice limit remains the same. In addition, when shifted into an animal form, his natural attacks are now infused with a caustic venom and deal extra acid damage equal to his Charisma modifier (if positive). Finally, he gains immunity to all poisons.


The Warlock

Bonus Spells
0: Acid Splash, Disrupt Undead, Ghost Sound, Inflict Minor Wounds, Mage Hand, Touch of Fatigue
1: Bane, Cause Fear, Chill Touch, Deathwatch, Detect Undead, Disguise Self, Doom, Entropic Shield, Grease, Ray of Enfeeblement
2: Blindness/Deafness, Darkness, Death Knell, False Life, Scare, Spectral Hand, Spider Climb, Summon Swarm, Touch of Idiocy, Web
3: Animate Dead, Bestow Curse, Contagion, Deeper Darkness, Halt Undead, Poison, Ray of Exhaustion, Speak With Dead, Stinking Cloud, Vampiric Touch

Voidcaller (Lesser Archetype Power):

A warlock may cast any summoning spell that normally requires a full round as a standard action. In addition, any fiendish creatures or evil outsiders summoned by a warlock gain a bonus to attack rolls equal to the warlock's Charisma modifier (if positive).

Shadow's Embrace (Moderate Archetype Power)

Anytime a warlock deals negative energy damage (such as with an Inflict Light Wounds spell, or with his Channel Energy ability), he is healed for half the total amount of damage caused. In addition, a warlock gains the ability to see perfectly in total darkness, even magical darkness. Finally, a warlock gains the ability to rebuke undead as a cleric of his class level a number of times per day equal to 3 + the warlock's Charisma modifier.

Fell Servant (Greater Archetype Power)

A warlock gains the services of a powerful creature as a familiar. His servant may be an evil outsider, a corporeal undead, or a fiendish animal, but it may not have more hit dice than the warlock's own level minus two, and may not gain experience or create any kind of spawn. In all ways, this servant is treated like a wizard or sorcerer's familiars, and gains the same bonuses for the master's level. Unlike a normal familiar, the warlock does not lose experience points upon the familiar's death or dismissal nor does he have to wait a year and a day to summon a new one. A twelve-hour ritual costing 100 gold pieces per warlock level can replace a servant that has been released or has perished. In addition, any fiendish creatures or evil outsiders summoned by a warlock deal extra negative energy damage equal to the warlock's Charisma modifier (if positive).


The Warmage

Bonus Spells
0: Acid Splash, Dancing Lights, Daze, Flare, Ray of Frost, Prestidigitation
1: Alarm, Burning Hands, Enlarge Person, Floating Disk, Magic Missile, Mount, Reduce Person, Shield, Shocking Grasp, True Strike
2: Acid Arrow, Glitterdust, Flame Blade, Flaming Sphere, Heat Metal, Protection from Arrows, Pyrotechnics, Scorching Ray, Shatter, Sound Burst
3: Explosive Runes, Fireball, Flame Arrow, Haste, Heroism, Keen Edge, Lightning Bolt, Phantom Steed, Rage, Slow

Spell and Steel (Lesser Archetype Power):

A warmage may cast a spell and make an attack as a single full-round action, even if he does not have a free hand to cast the spell (such as if he is wielding a two-handed weapon). He also gains proficiency with medium armor, martial weapons, and shields (except tower shields). He may cast spells in medium armor or while wielding a shield without incurring the normal arcane spell failure chance.

Battle Boldness (Moderate Archetype Power):

A warmage may now channel energy as part of a normal melee attack - if he connects, he inflicts his channel energy damage in addition to weapon damage. He also gains a +2 bonus on caster level checks to overcome spell resistance and a +1 bonus to save DCs against a specific opponent, provided that he has successfully damaged that opponent in melee within one round (i.e., in either the current round or the round prior).

Burning Blood (Greater Archetype Power):

If a warmage has damaged an opponent in melee within one round, he may ignore any elemental resistance that opponent possesses. This does not allow the warmage to overcome immunity, however. In addition, if he has damaged an opponent with a spell within one round, he gains an untyped bonus to attack and damage rolls against that opponent equal to his Charisma modifier (provided that it is positive).


The Wizard

Bonus Spells
0: Dancing Lights, Ghost Sound, Mage Hand, Prestidigitation, Ray of Frost
1: Charm Person, Color Spray, Disguise Self, Expeditious Retreat, Feather Fall, Hypnotism, Silent Image, Sleep, Unseen Servant, Ventriloquism
2: Blur, Daze Monster, Detect Thoughts, Hideous Laughter, Invisibility, Levitate, Locate Object, Minor Image, Mirror Image, See Invisibility
3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Displacement, Fly, Gaseous Form, Hold Person, Invisibility Sphere, Major Image, Suggestion

Bend the Will (Lesser Archetype Power):

Once per encounter, a wizard may ignore a single opponent's immunity to mind-affecting effects (if applicable), or affect a single mindless creature with a mind-affecting spell. In addition, a wizard gains a familiar in the same manner as a PHB wizard or sorcerer. Unlike a normal familiar, a wizard does not lose experience upon the death or dismissal of a familiar, nor must he wait a year and a day to replace it. A twelve-hour ritual costing 100 gold pieces per wizard level can replace a familiar that has perished or been released.

Blur the Line (Moderate Archetype Power)

After casting an illusion spell, a wizard gains concealment for a number of rounds equal to his Charisma modifier (provided that it is positive). In addition, any HD caps on wizard spells (such as Daze or Sleep) are increased by the wizard's Charisma modifier.

Shackle the Mind (Greater Archetype Power)

Opponents making Will saves against a wizard's enchantment spells must roll twice and take the lower of the two results. If both save attempts are failures, the spell is automatically extended, if applicable. In addition, any creature being hit by a wizard's Channel Energy ability must make a Will save (DC equal to 10 + half the wizard's level + the wizard's Charisma modifier) or be confused for one round.


NPC Classes


The Peasant

HD: d4
Class Skills: Climb, Craft, Handle Animal, Jump, Listen, Profession, Ride, Spot, Swim, Use Rope
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+0
Archetype Power (Lesser), Housecat Immunity


2nd
+1
+0
+0
+0
Day Laborer


3rd
+1
+1
+1
+1
Archetype Power (Moderate)


4th
+2
+1
+1
+1
Animal Husbandry


5th
+2
+1
+1
+1
Hometown Advantage


6th
+3
+2
+2
+2
Archetype Power (Greater)



Proficiencies: The peasant is proficient with one simple weapon, but no armor or shields.

Housecat Immunity: The peasant has damage reduction of 1/- against all attacks made by housecats.

Day Laborer: The peasant gains a +2 competence bonus to all Craft and Profession checks, and may take 10 on them even if distracted or endangered.

Animal Husbandry: The peasant gains a +2 competence bonus to all Ride and Handle Animal checks, and may take 10 on them even if distracted or endangered.

Hometown Advantage: As long as the peasant is defending his home territory (be it hamlet, town, city, or other abode), he gains a +4 bonus to attack and damage rolls.

Archetypes

Adept
Lesser: An adept gains the ability to spontaneously cast a small amount of spells, chosen from one mage class's list (not including spells offered by archetypes). He does not need to prepare his spells, and knows all spells on his chosen list that he is capable of casting. He uses the same casting ability (Intelligence, Wisdom, or Charisma) as the class he chose, and his spells are considered either divine or arcane depending on the spell list he chooses (arcane for Black, Red, and Blue; divine for White and Green), and his caster level is equal to his level. Initially, he may only cast one first-level spell, plus any bonus spells given by having a positive modifier in his casting stat. The DC of a spell, if applicable, is equal to 10 + his casting stat's modifier + the level of the spell. He also gains the services of a familiar as if he were a wizard or sorcerer of the same level and a bonus on Will saves equal to half his level (minimum of 1).
Moderate: An adept may now cast second-level spells - he may cast one per day, plus whatever bonuses given by his casting stat. He also gains Brew Potion as a bonus feat.
Greater: An adept may now cast third-level spells - he may cast one per day, but does not receive bonus spells based on his casting stat. He also gains Craft Wand as a bonus feat.

Expert
Lesser: An expert gains six skill points per level rather than two, and may add ten skills of his choice to his class skill list. The expert also gains proficiency with light armor and simple weapons.
Moderate: An expert may take 10 on the ten skills he chose at 1st level, even if distracted or endangered.
Greater: When an expert takes 20 on any skill, he adds a +5 competence bonus to the final result. In addition, when taking 10 on a check, he treats the result of the roll as a 15 instead.

Magewright:
Lesser: A magewright gains Use Magic Device as a class skill. A magewright may craft alchemical and magical items even though he is not a spellcaster. His effective caster level for the purposes of crafting is equal to his class level. Though he does not know any spells, he may mimic the required spell when crafting an item by making a Use Magic Device check (with the DC equal to 15 + the level of the spell in question). If the check is successful, the spell is considered supplied. The check need only be made successfully once during the crafting period - the magewright is not required to mimic the spell each day. He may mimic spells with an effective level equal to or less than half the his class level (minimum of one)
Moderate: A magewright has the gold, experience, and time requirements of all crafting reduced by 25%. A magewright also gains Craft Wondrous Item and Craft Magic Arms and Armor as bonus feats.
Greater: A magewright's effective caster level for the purposes of crafting is increased by 50%, to a maximum of nine, and he may now mimic fourth-level spells (though only for the purposes of crafting wondrous items).

Warrior
Lesser: A warrior becomes proficient with all armor, shields, simple weapons, and martial weapons. He also gains a bonus to all attack rolls and Fortitude saves equal to half his hit dice (minimum of 1), and gains Intimidate as a class skill.
Moderate: A warrior gains a +2 bonus to hit points for each hit die he has. This bonus applies to each hit die, including those gained later. He also gains a +4 untyped bonus to all Spot and Listen checks.
Greater: A warrior may make one additional attack per round (as if his base attack bonus was +6/+1), and gains innate damage reduction of 3/-, even against non-housecat enemies.

Gnorman
2012-07-27, 01:11 AM
Monster Archetypes And Classes


Bearded Devil
(Gladiator Archetype)

Racial Traits: A bearded devil is a medium-sized outsider (with the lawful and evil subtypes) with a 30' base land speed. A bearded devil has a +2 racial bonus to Strength, Constitution, and the Climb and Hide skills, but suffers a -2 racial penalty to Intelligence. A bearded devil can see perfectly in any darkness, even magical darkness.
Archetype Power (Lesser): A bearded devil may enter a rage as a barbarian of his level three times per day. Unlike a barbarian, however, a bearded devil suffers no ill effects afterward. In addition, a bearded devil gains fire resistance 10 and a +4 bonus to saves against poison.
Archetype Power (Moderate): When using his Weapon of Choice, a bearded devil inflicts grievous, persistent wounds. An injured creature loses an additional point of vile damage per round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell.
Archetype Power (Greater): While raging, a bearded devil gains damage reduction 5/silver and spell resistance 17. Any spellcaster who tries and fails to overcome his spell resistance takes vile damage equal to the bearded devil's level - in addition, during a rage, he deals extra vile damage equal to his Charisma modifier on any successful attack against any creature capable of casting spells or spell-like abilities. A bearded devil also becomes immune to fire and poison.


Bralani Eladrin
(Poet Archetype)

Racial Traits: A bralani eladrin is a medium-sized outsider (with the chaotic and good subtypes) with a 30' base land speed, low-light vision, and darkvision out to 60'. A bralani eladrin has a +2 racial bonus to Strength, Dexterity, and the Escape Artist and Tumble skills, but suffers from a -2 racial penalty to Intelligence.
Archetype Power (Lesser): As a standard action once per encounter, a bralani can take the form of a whirlwind. It gains a fly speed equal to its base land speed (perfect maneuverability), two slam attacks at 1d6 damage each, and the ability to attack with a blast of wind in a 20-foot line. The wind blast does 1d6 damage for every two levels the bralani has (minimum of 1d6), which is halved on a successful Reflex save (DC equals 10 + 1/2 the bralani's level + the bralani's Constitution modifier). While in whirlwind form, a bralani's equipment is melded into the new form and becomes non-functional, and the bralani may not use magic items. A bralani may stay in whirlwind form for a number of rounds equal to his Charisma modifier. A bralani also gains electricity resistance 10 and a +4 bonus to saves against petrification in either form.
Archetype Power (Moderate): By spending one use of his Inspiration ability, a bralani may cast either Blur, Mirror Image, or Gust of Wind as a spell-like ability (caster level equal to the bralani's level, effective spell level of two). In addition, whenever a bralani is in whirlwind form, he gains damage reduction 5/cold iron.
Archetype Power (Greater): By spending two uses of his Inspiration ability, a bralani may cast either Cure Serious Wounds, Lightning Bolt or Wind Wall as a spell-like ability (caster level equal to the bralani's level, effective spell level of three). In addition, the bralani gains immunity to electricity and petrification.


Gorgon
(Hunter Archetype)

Racial Traits: A gorgon is a medium-sized monstrous humanoid with a 30' base land speed and darkvision out to 60'. A gorgon possesses a +2 racial bonus to Dexterity, Charisma, and the Bluff and Disguise skills, but also has a -2 racial penalty to Strength. Gorgons are immune to poisons and venoms created by reptilian creatures, including the snakes that make up their hair. A gorgon's automatic languages are Common and Abyssal.
Archetype Power (Lesser): As a swift action, a gorgon can pluck a snake from her hair and string it on a bow or load it into a crossbow, as a normal arrow or bolt. The snake does the same amount of damage as any other arrow or bolt, but also applies an injury poison if it connects and does damage. The initial and secondary damage is 1d2 Strength. The damage increases to 1d4 Strength at 3rd level, and 1d6 Strength at 6th level. A successful Fortitude save (DC equal to 10 + 1/2 the gorgon's level + the gorgon's Constitution modifier) negates the poison.
Archetype Power (Moderate): The poison of a gorgon's snake-hair arrows now burn with acid as well, and deal an additional 1d6 acid damage if they connect, even if the poison is saved against. In addition, any creature successfully damaging the gorgon in melee suffers 1d6 acid damage as well. The gorgon gains acid resistance 10 and immunity to all poisons, and her snake-hair arrows gain a +1 enhancement bonus.
Archetype Power (Greater): As a standard action, a gorgon can attempt to petrify a target with 30 feet for 1d3 rounds. A successful Fortitude save (DC equal to 10 + 1/2 the gorgon's level + the gorgon's Charisma modifier) negates the petrification.


Hound Archon
(Zealot Archetype)

Racial Traits: A hound archon is a medium-sized outsider (with the good and lawful subtypes) with a 30' base land speed and darkvision out to 60'. A hound archon has a +2 racial bonus to Strength, Wisdom, and the Jump and Survival skills, but suffers from a -2 racial penalty to Dexterity. A hound archon possesses the Scent special quality. A hound archon possesses a natural bite attack at 1d8 damage and a slam attack at 1d4 damage.
Archetype Power (Lesser): As a full-round action, a hound archon may briefly summon one lantern archon for every two levels he has, just long enough for them to fire off a ray of light that does 1d6 damage. Treat this as a ranged touch attack with a range of 30 feet that uses the hound archon's Charisma modifier instead of his Dexterity modifier (even if multiple attacks are being made, use one attack roll for all of them). The lantern archon's damage overcomes any and all forms of damage reduction, and the hound archon may direct them at as many targets as there are rays, or focus all or some of the rays against a smaller number of targets. In addition, a hound archon gains electricity resistance 10 and a +4 bonus on saves against petrification.
Archetype Power (Moderate): A hound archon exudes an aura of menace out to ten feet. Any hostile creature who enters the range of this aura must make a Will save (DC equal to 10 + 1/2 the hound archon's level + the hound archon's Charisma modifier) or take a -2 penalty to attacks, saves, and armor class for 24 hours or until they successfully hit the hound archon. Any creature who resists or breaks this effect cannot be affected by it again for 24 hours. In addition, a hound archon may assume the form of any Small or Medium canines of the animal type as a standard action (the hit dice of the shape he assumes cannot exceed his own). In such a form, he loses his own natural attacks and his equipment melds with him, becoming non-functional, but he gains the natural attacks of the form he chooses.
Archetype Power (Greater): Once per encounter, a hound archon can focus the power of his subservient lantern archons into a burst of holy power. This burst deals 3d6 damage to all evil creatures within 20 feet of the hound archon, with a Reflex save for half (DC equal to 10 + 1/2 the hound archon's level + the hound archon's Charisma modifier). Evil outsiders and undead take double damage and are not allowed a save. In addition, a hound archon's aura of menace extends to twenty feet and functions as the Magic Circle Against Evil spell (caster level equal to the hound archon's level). The hound archon also gains immunity to electricity and petrification.


Illithid
(Empath Archetype)

Racial Traits: An illithid is a medium-sized aberration with a 30' base land speed and darkvision out to 60'. An illithid has a +2 racial bonus to Intelligence, Charisma, and the Concentration and Sense Motive skills, but suffers a -2 racial penalty to Constitution. An illithid speaks Common and Undercommon.
Archetype Power (Lesser): An illithid gains four tentacle attacks at 1d4 damage. It also gains Improved Grab, which it may use on creatures up to Large size. If it wins the grapple check, it may attach one of its tentacles. If an illithid begins its turn with at least one tentacle attached, it can attempt to attach the rest of them with a successful grapple check. It gains a +2 circumstance bonus to grapple checks for every tentacle that was attached at the beginning of its turn.
Archetype Power (Moderate): An illithid gains a +1 bonus to the DC of all powers manifested against a target for every tentacle currently attached to the target (i.e., if the illithid has has four tentacles attached, it would gain a +4 bonus to the DC).
Archetype Power (Greater): If an illithid begins its turn with all four tentacles attached to an opponent and succeeds on a grapple check, the illithid extracts the opponent's brain, instantly killing it. Creatures immune to critical hits or with indiscernible anatomies are immune to this effect, and it is not instantly fatal to creatures with multiple heads. Upon extraction, the illithid regains a number of power points equal to the hit dice of the creature killed.

Bonus Powers:
1: Mind Thrust
2: Ego Whip
3: Psionic Blast
Capstone PLA: Psionic Dominate


Lich
(Black Mage Archetype)

Racial Traits: A lich is a medium-sized undead (with the living dead subtype, see below) with a 30' base land speed. A lich possesses a +2 racial bonus to Intelligence, Wisdom, and the Search and Spot skills, but also possesses a -2 racial penalty to Dexterity.
Archetype Power (Lesser): A lich possesses a phylactery, which is a vessel that holds his soul. This vessel has the same properties a lich's phylactery (Tiny size, 40 hit points, 20 hardness, and a break DC of 40), though the lich begins play with one. If the lich is reduced to -10 hit points, there is a 10% chance per the lich's level that he is resurrected at the phylactery's location 24 hours later. If the phylactery is destroyed, the lich does not immediately die, but may no longer be resurrected unless he crafts a new phylactery. Crafting a new phylactery requires one day, 250 gp, and 200 XP per level of the lich.
Archetype Power (Moderate): A lich may perform a melee touch attack in order to paralyze a target - if the touch attack is successful, the target must make a Fortitude save (DC equal to 10 + 1/2 the lich's level + the lich's Charisma modifier) or be paralyzed for 1d6 rounds. In addition, the lich gains resistance 10 to cold and electricity.
Archetype Power (Greater): A lich gains DR 5/bludgeoning and magic, as well as a +4 bonus on saves against mind-affecting and polymorph effects.

Bonus Spells:
1: Disguise Self, Magic Aura
2: Make Whole, Obscure Object
3: Arcane Sight, Glyph of Warding
Capstone SLA: Lesser Globe of Invulnerability or Scrying

Living Dead Subtype:
Creatures with the living dead subtype are closer to life than their other undead counterparts. They differ from undead in the following ways:
- Living dead possess a Constitution score. Subsequently, they are no longer immune to effects that require Fortitude saves and use their Constitution score for Concentration checks.
- Living dead are not immune to mind-affecting effects.
- Living dead are subject to death from massive damage, critical hits, nonlethal damage, ability drain, ability damage, and stunning.
- Living dead are not destroyed at 0 hit points, but become disabled instead. From -1 to -9 hit points, they are considered "dying". At -10 hit points, they are destroyed.
- Living dead possess +4 turn resistance.

Living dead retain the following qualities of the undead type:
- 60' Darkvision
- Living dead are immune to poison, sleep effects, paralysis, disease, and death effects.
- Living dead are not subject to energy drain, fatigue, or exhaustion.
- Living dead are healed by negative energy and harmed by positive energy.
- Living dead are not affected by raise dead or reincarnate.
- Living dead do not breathe, eat, or sleep.


Minotaur
(Gladiator Archetype)

Racial Traits: A minotaur is a medium-sized monstrous humanoid with a 30' base land speed and darkvision out to 60'. A minotaurs possesses a +2 racial bonus to Strength, Constitution, and the Search and Survival skills, but also has a -2 racial penalty to Intelligence. A minotaur possesses the Powerful Build quality as well as a natural gore attack that deals 1d8 damage (20/x3). A minotaur's automatic languages are Common and Giant.
Archetype Power (Lesser): On a charge, a minotaur's gore attack deals an additional 1d8 damage for every two levels he possesses, to a maximum of 4d8. A minotaur may designate his gore attack as his Weapon of Choice, and may have it enchanted as if it were a masterwork weapon. In addition, a minotaur gains the Scent ability and Track as a bonus feat.
Archetype Power (Moderate): A minotaur may no longer be caught flat-footed and becomes immune to confusion.
Archetype Power (Greater): As a standard action, a minotaur may snort loudly in an attempt to disorient his enemies, causing all creatures within 10 feet to make a Will save (DC equal to 10 + 1/2 the minotaur's level + the minotaur's Constitution modifier) or be deafened and confused for one round.


Nymph
(Green Mage Archetype)

Racial Traits: A nymph is a medium-sized fey with a 30' base land speed and low-light vision. A nymph possesses a +2 racial bonus to Dexterity, Charisma, and the Handle Animal and Knowledge (nature) skills, but also has a -2 racial penalty to Constitution. A nymph's automatic languages are Common and Sylvan.
Archetype Power (Lesser): A nymph's spellcasting is based upon Charisma, rather than Wisdom, and she gains the Wild Empathy ability of a druid of her level.
Archetype Power (Moderate): A nymph gains DR X/cold iron, where X is equal to her Charisma modifier, and a deflection bonus to her armor class equal to her Charisma modifier as long as she is in her natural form.
Archetype Power (Greater): As a standard action, a nymph may attempt to stun one opponent within 30 feet for 1d4 rounds. A successful Will save (DC equal to 10 + 1/2 the nymph's level + the nymph's Charisma modifier) negates the stunning effect.

Bonus Spells:
1: Charm Person, Sleep
2: Eagle's Splendor, Glitterdust
3: Deep Slumber, Suggestion
Capstone SLA: Dimension Door or Dominate Person


Rakshasa
(Red Mage Archetype)

Racial Traits: A rakshasa is a medium-sized outsider (with the native subtype) with a 30' base land speed and darkvision out to 60'. A rakshasa has a +2 racial bonus to Constitution, Charisma, and the Bluff and Disguise skills, but suffers a -2 racial penalty to Wisdom. A rakshasa has two natural claw attacks at 1d4 damage and one bite attack at 1d6.
Archetype Power (Lesser): A rakshasa may change shape (http://www.d20srd.org/srd/specialAbilities.htm#changeShape) into any Small or Medium humanoid form as a standard action. When in an alternate form, it loses its natural attacks.
Archetype Power (Moderate): A rakshasa can continuously use the Detect Thoughts spell (caster level equal to his level, effective spell level of two, save DC equal to 10 + 1/2 the rakshasa's level + the rakshasa's Charisma modifier), turning it on or off as a free action. If he successfully reads a creature's thoughts, he gains a bonus on Bluff checks, Disguise checks, and attack rolls against that creature equal to half his Intelligence modifer for the rest of the encounter. In addition, a rakshasa becomes immune to 1st-level spells.
Archetype Power (Greater): When in its natural form, a rakshasa gains damage reduction 5/piercing. In addition, a rakshasa becomes immune to 2nd-level spells.

Bonus Spells:
1: Charm Person, Silent Image
2: Hideous Laughter, Invisibility
3: Suggestion, Tongues
Capstone SLA: Charm Monster or Confusion


Succubus
(Scoundrel Archetype)

Racial Traits: A succubus is a medium-sized outsider (with the chaotic and evil subtypes) with a 30' base land speed and darkvision out to 60'. A succubus has a +2 racial bonus to Intelligence, Charisma, and the Bluff and Disguise skills, but suffers from a -2 racial penalty to Strength.
Archetype Power (Lesser): A succubus may assume the form of any Small or Medium humanoid as a full-round action (which gives her a +10 bonus on Disguise checks) and may cast Charm Person as a spell-like ability (caster level equal to her own level with an effective spell level of one) a number of times per day equal to her Charisma modifier. In addition, a succubus gains electricity resistance 10 and a +4 bonus to saves against poison.
Archetype Power (Moderate): A succubus gains a pair of bat-like wings that allow her to fly at her base land speed in her natural form, with average maneuverability. In addition, she may cast Suggestion as a spell-like ability a number of times per day equal to her Charisma modifier (caster level equal to her own level, with an effective spell level of two).
Archetype Power (Greater): If a succubus successfully lands a sneak attack on an opponent, she may sacrifice all sneak attack damage done to instead attempt to drain the lifeforce of her opponent. The creature must make a Fortitude save (DC equal to 10 + 1/2 the succubus' level + the succubus' Charisma modifier) or suffer one negative level. In addition, her Charm Person spell-like ability now functions as Charm Monster (caster level 7th, effective spell level of four). A succubus also becomes immune to electricity and poison.


Thri-Kreen
(Aspirant Archetype)

Racial Traits: A thri-kreen is a medium-sized monstrous humanoid with a 40' base land speed and darkvision out to 60'. A thri-kreen has a +2 racial bonus to Dexterity, Wisdom, and the Hide and Spot skills, but suffers a -2 racial penalty to Charisma. A thri-kreen is immune to sleep effects and has a racial bonus to Jump checks equal to five times its level. A thri-kreen's automatically speaks Common.
Archetype Power (Lesser): A thri-kreen possesses four arms, which allow it to wield weapons in ways that most creatures cannot. It could wield a one-handed weapon in each hand, allowing it to wield four weapons at once, or it could wield two two-handed weapons. In addition, a thri-kreen does not take penalties for fighting with two or more weapons, and gains his full Strength modifier as a bonus to secondary attacks. A thri-kreen also has four claw attacks at 1d4 damage.
Archetype Power (Moderate): Once per encounter, a thri-kreen can spit a paralyzing poison at an opponent within 30 feet as a standard action. The thri-kreen must make a ranged touch attack - if successful, the opponent must make a Fortitude save (DC equal to 10 + 1/2 the thri-kreen's level + the thri-kreen's Constitution modifier) or be afflicted. The initial damage of the poison is 1d6 Dexterity. The secondary damage is paralysis for 2d6 minutes.
Archetype Power (Greater): As a full-round action, a thri-kreen can move up to its speed, slicing and dicing along the way. It may make a single attack at its full base attack bonus against any opponent that comes within reach during its movement. It may not attack any opponent more than once.


Vampire
(Noble Archetype)

Racial Traits: A vampire is a medium-sized undead (of the living dead subtype, see below) with a base land speed of 30'. A vampire possesses a +2 racial bonus to Strength, Charisma, and the Bluff and Sense Motive skills, but suffers from a -2 racial penalty to Constitution. A vampire possesses a single natural slam attack at 1d8 damage.
Archetype Power (Lesser): A vampire gains the ability to take the form of a bat or a wolf as a standard action. This functions as the Alternate Form ability. In these forms, the vampire loses his slam attack and the dominate ability he gains at 6th level. In addition, whenever a vampire successfully does damage with its slam attack, it is healed a number of hit points equal to half the damage dealt, up to its normal maximum.
Archetype Power (Moderate): A vampire's minions may now transform into bats or wolves, as the Alternate Form ability. In addition, a vampire gains damage reduction 5/silver and fast healing 1 as long as it is not in direct sunlight.
Archetype Power (Greater): As a standard action, a vampire may attempt to dominate a target within 30 feet. The target must make a Will save (DC equal to 10 + 1/2 the vampire's level + the vampire's Charisma modifier) or fall under the vampire's influence as if affected by a Dominate Person spell (caster level 7th) for 1d4 rounds. In addition, if a vampire scores a critical hit with its slam attack, the target must make a Fortitude save (DC equal to 10 + 1/2 the vampire's level + the vampire's Charisma modifier) or suffer 1d4 Constitution drain.

Living Dead Subtype:
Creatures with the living dead subtype are closer to life than their other undead counterparts. They differ from undead in the following ways:
- Living dead possess a Constitution score. Subsequently, they are no longer immune to effects that require Fortitude saves and use their Constitution score for Concentration checks.
- Living dead are not immune to mind-affecting effects.
- Living dead are subject to death from massive damage, critical hits, nonlethal damage, ability drain, ability damage, and stunning.
- Living dead are not destroyed at 0 hit points, but become disabled instead. From -1 to -9 hit points, they are considered "dying". At -10 hit points, they are destroyed.
- Living dead possess +4 turn resistance.

Living dead retain the following qualities of the undead type:
- 60' Darkvision
- Living dead are immune to poison, sleep effects, paralysis, disease, and death effects.
- Living dead are not subject to energy drain, fatigue, or exhaustion.
- Living dead are healed by negative energy and harmed by positive energy.
- Living dead are not affected by raise dead or reincarnate.
- Living dead do not breathe, eat, or sleep.


Werewolf
(Brawler Archetype)

Racial Traits: A werewolf is a medium-sized humanoid (of the shapechanger subtype) with a 30' land speed and low-light vision. A werewolf gains a +2 racial bonus to Dexterity, Wisdom, and the Listen and Spot skills, but suffers from a -2 racial penalty to Intelligence. A werewolf also possesses the Scent ability.
Archetype Power (Lesser): As a standard action, the werewolf can take the form of a wolf, as the Alternate Form ability. In addition, a werewolf may use his Constitution modifier to determine the bonuses he gains from his Fight Smarter and Harder ability, instead of Wisdom, and his natural attacks deal piercing and slashing damage.
Archetype Power (Moderate): A werewolf may assume a hybrid form once per encounter as a swift action. In the hybrid form, he gains a +4 bonus to Strength and Constitution, damage reduction 5/silver, and his unarmed attacks deal damage as if he was one size larger. The werewolf can maintain the hybrid form for a number of rounds equal to 3 + his newly-modified Constitution modifier. He may only use hybrid form in his natural form, and its effects end if he changes into another form of any kind.
Archetype Power (Greater): A werewolf may howl balefully as a standard action, causing all opponents within 30 feet to make a Will save (DC equal to 10 + 1/2 the werewolf's level + the werewolf's Charisma modifier) or be frightened for 1d4 rounds. In addition, when in hybrid form, a werewolf gains fast healing equal to his Constitution modifier.


The Dragon
HD: d12
Class Skills: Concentration, Craft, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Profession, Sense Motive, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+2
+2
Archetype Power (Lesser), Racial Traits, Breath Weapon


2nd
+2
+3
+3
+3
Dragon Magic


3rd
+3
+3
+3
+3
Archetype Power (Moderate)


4th
+4
+4
+4
+4
Weathered Hide


5th
+5
+4
+4
+4
Take Flight


6th
+6/+1
+5
+5
+5
Archetype Power (Greater), Shimmering Scales



Proficiencies: The dragon is proficient with no weapons and no armor, other than his own natural attacks.

Racial Traits: The dragon is both a class and a race (i.e, if you select this class, you may not select a race other than the dragon listed below). This class may only be taken at 1st level, though the dragon may multiclass out of it if desired. The dragon is a medium-sized quadruped of the dragon type. It possesses a 30 foot base land speed, darkvision out to 60', lowlight vision, and a racial immunity to paralysis and magic sleep effects. It has a +2 racial bonus to Constitution, and selects one of the following bloodlines, which give it a second attribute bonus, determine the type of damage that its breath weapon does, and add three additional class skills.

Black: +2 Dexterity, acid damage; Hide, Move Silently, Swim.
Blue: +2 Intelligence, electricity damage; Bluff, Hide, Spellcraft.
Brass: +2 Dexterity, fire damage; Bluff, Gather Information, Survival.
Bronze: +2 Strength, electricity damage; Disguise, Swim, Survival.
Copper: +2 Intelligence, acid damage; Bluff, Hide, Jump.
Gold: +2 Charisma, fire damage; Disguise, Heal, Swim.
Green +2 Wisdom, acid damage; Bluff, Hide, Move Silently.
Red: +2 Charisma, fire damage; Appraise, Bluff, Jump.
Silver: +2 Wisdom, cold damage; Bluff, Disguise, Jump.
White: +2 Strength, cold damage; Hide, Move Silently, Swim.

In addition to the above racial modifiers, the dragon possesses a single bite attack at 1d8 piercing damage. At 3rd level, he gains two claw attacks at 1d6 piercing damage. At 5th level, he gains a tail slap attack at 1d8 bludgeoning damage. The dragon also gains a bonus to natural armor equal to his hit dice.

Breath Weapon: The dragon receives a breath weapon that does 1d6 damage per class level in either a 15 foot cone or a 30 foot line. A successful Reflex save halves the damage, with the DC equal to 10 + 1/2 the dragon's class level + the dragon's Constitution modifier. Once used, he must wait 1d4 rounds before using it again.

Dragon Magic: The dragon casts arcane spells as a sorcerer of two-thirds his class level (minimum of one). However, he must choose one of the five mage classes (Black, Blue, Green, Red, and White), and may only learn spells off of the spell list of the mage he chooses. He may not select spells given as bonus spells by archetypes.

Weathered Hide: The dragon gains damage reduction 5/magic, and gains resistance 10 to the same energy type that its breath weapon deals.

Take Flight: The dragon gains a 30 foot fly speed with average maneuverability.

Shimmering Scales: The dragon gains spell resistance 15.


Archetypes


Ascendant
Lesser: An ascendant may select a single cleric domain. When he becomes capable of casting spells, he adds the 1st and 2nd level spells of that domain to his list of spells known. He may also add Heal and Spellcraft to his list of class skills.
Moderate: An ascendant may now turn or rebuke undead as a cleric of his level. He may do so a number of times per day equal to 3 + his Charisma modifier.
Greater: An ascendant gains a bonus equal to his Charisma modifier (if positive) on all saving throws, and may smite an enemy once per encounter with a normal melee attack. The smite attack gains a bonus equal to the ascendant's Charisma modifier, and deals additional damage equal to the ascendant's level if it connects.


Fundamental
Lesser: A fundamental's rolls d8s for his breath weapon rather than d6s, and gains a +2 bonus to its DC.
Moderate: A fundamental gains a 10 foot bonus to his base land speed. Once he becomes capable of flight, his flight speed increases by 10 feet and his maneuverability increases to good.
Greater: A fundamental's Weathered Hide ability now conveys immunity to the element instead of resistance 10. His Shimmering Scales ability conveys spell resistance 17 instead of 15.


Loredrake
Lesser: A loredrake gains a single bonus feat, which must be either a metamagic feat, an item creation feat, or a spell focus. A loredrake adds Decipher Script and Spellcraft to his list of class skills.
Moderate: A loredrake may select a second mage class to draw his spells known from, and gains an extra spell known per spell level.
Greater: A loredrake's caster level is equal to his full level, rather than two-thirds.


Scaled Stalker
Lesser: A scaled stalker gains the sneak attack progression of a rogue of half his level, and may add Disable Device, Hide, Open Lock, and Move Silently to his list of class skills. He also gains the Scent ability and Track as a bonus feat.
Moderate: A scaled stalker gains Evasion and Uncanny Dodge.
Greater: A scaled stalker's natural armor bonus is now considered a deflection bonus. His Scent range doubles and he gains the Swift Tracker ability of an 8th-level ranger.


War Wyrm
Lesser: The natural weapons of a war wyrm do damage as if he was one size larger than he actually is. He may add Climb, Jump, and Swim to his list of class skills.
Moderate: A war wyrm gains a bonus fighter feat, and qualifies for feats as if he was a fighter of his own level. Every 24 hours, he may change this bonus feat to any other fighter feat for which he qualifies.
Greater: The damage reduction offered by a war wyrm's Weathered Hide ability can no longer be overcome by any means.

Gnorman
2012-07-27, 01:12 AM
Non-Core Spell List

Black Mage Spell List:
0: Acid Splash, Detect Magic, Disrupt Undead, Inflict Minor Wounds, Mage Hand, Message, Prestidigitation, Read Magic, Resistance, Touch of Fatigue
1: Bane, Cause Fear, Chill Touch, Command, Death's Call (CM), Detect Undead, Doom, Ebon Eyes (SpC), Inflict Light Wounds, Net of Shadows (SpC), Nightshield (SpC), Protection from Alignment, Ray of Enfeeblement, Summon Monster I (non-good creatures only)
2: Darkness, Desecrate, False Life, Ghoul Touch, Inflict Moderate Wounds, Ray of Sickness (SpC), Ray of Weakness (SpC), Shadow Spray (SpC), Spectral Hand, Scare, Summon Monster II (non-good creatures only), Summon Swarm, Undetectable Alignment, Wall of Gloom (SpC)
3: Animate Dead, Bestow Curse, Caustic Smoke (CM), Contagion, Deeper Darkness, Dispel Magic, Halt Undead, Inflict Serious Wounds, Magic Circle Against Alignment, Ray of Exhaustion, Shadow Binding (SpC), Speak with Dead, Stinking Cloud, Summon Monster III (non-good creatures only), Vampiric Touch


Demonologist

Bonus Spells:
1: Demonhide (SpC), Kelgore's Fire Bolt (PHBII)
2: Demoncall (FCI), Vision of Entropy (FCI)
3: Clutch of Orcus (SpC), Demon Wings (FCI)
Capstone SLA: Lesser Planar Ally or Summon Monster IV


Hexer

Bonus Spells:
1: Karmic Aura (PHBII), Power Word Pain (RoD)
2: Black Karma Curse (PHBII), Curse of Ill Fortune (SpC)
3: Karmic Backlash (PHBII), Unluck (SpC)
Capstone SLA: Crushing Despair or Fear


Necromancer

Bonus Spells:
1: Chill of the Grave (SpC), Death Knell
2: Death Armor (SpC), Kelgore's Grave Mist (PHBII)
3: Undead Lieutenant (SpC), Undead Torch (MoF)
Capstone SLA: Enervation or Doom Scarabs (PHBII)


Pestilent

Bonus Spells:
1: Babau Slime (SpC), Spider Hand (BoVD)
2: Spider Legs (BoVD), Web
3: Contagious Fog (SpC), Spiderskin (SpC)
Capstone SLA: Giant Vermin or Horrid Sickness (CM)


Void Cultist

Bonus Spells:
1: Lesser Orb of Cold (SpC), Spirit Worm (SpC)
2: Desiccating Bubble (SpC), Wave of Grief (SpC)
3: Evard's Menacing Tentacles (PHBII), Shivering Touch (FB)
Capstone SLA: Black Tentacles or Wrack (SpC)

Blue Mage Spell List:
0: Amanuensis (SpC), Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation
1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Floating Disk, Frost Fingers (SpC), Identify, Mage Armor, Obscuring Mist, Protection from Alignment, Silent Image, Sleep, Summon Monster I (non-chaotic creatures only), Unseen Servant, Ventriloquism
2: Blur, Cloud of Bewilderment (SpC), Detect Thoughts, Dimension Hop (PHBII), Fog Cloud, Gust of Wind, Hideous Laughter, Ice Knife (SpC), Invisibility, Knock, Levitate, Minor Image, Mirror Image, See Invisibility, Summon Monster II (non-chaotic creatures only), Touch of Idiocy, Whispering Wind
3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dimension Step (PHBII), Dispel Magic, Displacement, Fly, Gaseous Form, Hold Person, Invisibility Sphere, Legion of Sentinels (PHBII), Magic Circle Against Alignment, Major Image, Nondetection, Sleet Storm, Suggestion, Summon Monster III (non-chaotic creatures only), Wind Wall


Chronomancer

Bonus Spells:
1: Deja Vu (arcane version of the psionic power), Nerveskitter (SpC)
2: Lesser Celerity (PHBII), Snake's Swiftness (SpC)
3: Haste, Time Hop (arcane version of the psionic power)
Capstone SLA: Greater Mirror Image (PHBII) or Celerity (PHBII)


Hyperborean

Bonus Spells:
1: Ice Slick (FB), Winter's Chill (SpC)
2: Creeping Cold (SpC), Numbing Sphere (FB)
3: Arctic Haze (FB), Icelance (SpC)
Capstone SLA: Ice Storm or Wall of Ice


Mountebank

Bonus Spells:
1: Distract (SpC), Serene Visage (SpC)
2: Insidious Insight (MoE), Ray of Stupidity (SpC)
3: Glibness, Miser's Envy (SpC)
Capstone SLA: Confusion or Dominate Person


Wayfarer

Bonus Spells:
1: Benign Transposition (SpC), Expeditious Retreat
2: Baleful Transposition (SpC), Rope Trick
3: G'Elsewhere Chant (SpC), Regroup (PHBII)
Capstone SLA: Baleful Blink (PHBII) or Dimension Door


Weaver

Bonus Spells:
1: Instant Diversion (RotD), Net of Shadows (SpC)
2: Phantasmal Assailants (SpC), Vertigo (PHBII)
3: Mask of the Ideal (CM), Shadow Binding (SpC)
Capstone SLA: Greater Invisibility or Shadow Conjuration

Green Mage Spell List:
0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Animate Wood (SpC), Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Enrage Animal (SpC), Entangle, Faerie Fire, Goodberry, Hide from Animals, Longstrider, Magic Fang, Obscuring Mist, Pass Without Trace, Shillelagh, Snake's Swiftness (SpC), Summon Nature's Ally I, Thunderhead (SpC), Lesser Vigor (SpC), Wood Wose (SpC)
2: Animalistic Power (PHB II), Barkskin, Brambles (SpC), Briar Web (SpC), Creeping Cold (SpC), Delay Poison, Fog Cloud, Gust of Wind, Healing Sting (SpC), Hold Animal, Mass Snake's Swiftness (SpC), Soften Earth and Stone, Splinterbolt (SpC), Summon Nature's Ally II, Tree Shape, Warp Wood, Wood Shape
3: Call Lightning, Cure Moderate Wounds, Diminish Plants, Dominate Animal, Greater Magic Fang, Plant Growth, Poison, Quillfire (SpC), Sleet Storm, Speak with Plants, Spike Growth, Spikes (SpC), Stone Shape, Summon Nature's Ally III, Vigor (SpC), Mass Lesser Vigor (SpC), Water Breathing, Wind Wall


Chloromancer

Bonus Spells:
1: Camouflage (SpC), Spore Field (CS)
2: One with the Land (SpC), Trip Vine (SpC)
3: Vine Mine (SpC), Thornskin (SpC)
Capstone SLA: Bloodbriars (LEoF) or Poison Vines (SpC)


Elementalist

Bonus Spells:
1: Cloudburst (SpC), Foundation of Stone (SpC)
2: Heart of Air (CM), Master Air (SpC)
3: Heart of Water (CM), Stony Grasp (SpC)
Capstone SLA: Defenestrating Sphere (SpC) or Heart of Stone (CM)


Ophidian

Bonus Spells:
1: Breath of the Jungle (SpC), Corrosive Grasp (SpC)
2: Blinding Spittle (SpC), Ray of the Python (PHBII)
3: Acidic Breath (SpC), Snakebite (MoF)
Capstone SLA: Murderous Mist (SpC) or Venom Bolt (SK)


Subterranean

Bonus Spells:
1: Fist of Stone (SpC), Hail of Stone (SpC)
2: Earthbind (SpC), Lava Missile (SK)
3: Meld into Stone, Tremor (SpC)
Capstone SLA: Stoneskin or Sudden Stalagmite (SpC)


Wildling

Bonus Spells:
1: Beast Claws (SpC), Beastland Ferocity (SpC)
2: Wild Instincts (RoE), Nature's Favor (SpC)
3: Spiritjaws (SpC), Jagged Tooth (SpC)
Capstone SLA: Essence of the Raptor (SpC) or Vortex of Teeth (SpC)

Red Mage Spell List:
0: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic
1: Alarm, Blade of Blood (PHBII), Burning Hands, Burning Rage (PHBII), Endure Elements, Enlarge Person, Grease, Jet of Steam (CM), Magic Missile, Magic Weapon, Shield, Shocking Grasp, Summon Monster I (non-lawful only), True Strike
2: Bear's Endurance, Boiling Blood (CM), Bull's Strength, Combust (SpC), Continual Flame, Eagle's Splendor, Fire Trap, Flame Blade, Flaming Sphere, Glitterdust, Incendiary Slime (CM), Protection from Arrows, Pyrotechnics, Resist Energy, Scorching Ray, Spiritual Weapon, Summon Monster II (non-lawful only)
3: Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Haste, Heroism, Greater Magic Weapon, Keen Edge, Lightning Bolt, Magic Circle Against Alignment, Phantom Steed, Protection from Energy, Slow, Summon Monster III (non-lawful only)


Chaos Child

Bonus Spells:
1: Aspect of the Wolf (SpC), Lesser Spider Form (DotU)
2: Bite of the Wererat (SpC), Least Dragonshape (DM)
3: Primal Form (SpC, fire or earth only), Shape of the Hellspawned Stalker (CM)
Capstone SLA: Displacer Form (SpC) or Trollshape (PHBII)


Crimson Disciple

Bonus Spells:
1: Ghostly Tail (RotD), Hoard Gullet (DM)
2: Tail Slap (RotD), Wings of Cover (RotD)
3: Dragonskin (SpC), Ferocity of Sanguine Rage (DM)
Capstone SLA: Voice of the Dragon (SpC) or Wings of Flurry (RotD)


Magesmith

Bonus Spells:
1: Backbiter (SpC), Cloud of Knives (PHBII)
2: Body Blades (SpC), Whirling Blade (SpC)
3: Bands of Steel (SpC), Ring of Blades (SpC)
Capstone SLA: Metal Melt (SpC) or Stoneskin


Pyromancer

Bonus Spells:
1: Lesser Orb of Fire (SpC), Produce Flame
2: Body of the Sun (SpC), Scorch (SpC)
3: Fire Shield (warm only), Fire Wings (SpC)
Capstone SLA: Firestride Exhalation (DM) or Orb of Fire (SpC)


Sand Shaper

Bonus Spells:
1: Parching Touch (SS), Sandblast (SpC)
2: Halo of Sand (SS), Scimitar of Sand (SS)
3: Dehydrate (SpC), Haboob (SS)
Capstone SLA: Parboil (SS) or Wall of Sand (SS)

White Mage Spell List:
0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Bless, Blessed Aim (SpC), Conviction (SpC), Cure Light Wounds, Detect Alignment, Divine Favor, Faith Healing (SpC), Impede (CC), Mark of Judgment (PHBII), Light of Lunia (SpC), Protection from Alignment, Ray of Hope (SpC), Remove Fear, Sanctuary, Shield of Faith, Summon Monster I (non-evil creatures only), Vision of Glory (SpC)
2: Aid, Benediction (CC), Conduit of Life (CC), Consecrate, Cure Moderate Wounds, Deific Vengeance (SpC), Delay Poison, Divine Insight (SpC), Divine Protection (SpC), Execration (CC), Glorious Rainment (BoED), Light of Mercuria (SpC), Lesser Restoration, Make Whole, Mark of Doom (PHBII), Summon Monster II (non-evil creatures only), Zone of Truth
3: Mass Aid, Awaken Sin (SpC), Mass Conviction (SpC), Cure Serious Wounds, Daylight, Dispel Magic, Divine Retaliation (PHBII), Grace (SpC), Holy Storm (SpC), Lesser Visage of the Deity (SpC), Light of Venya (SpC), Magic Circle Against Alignment, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stars of Arvandor (BoED), Summon Monster III (non-evil creatures only), Wall of Light (SpC)

Champion[/CENTER]

Bonus Spells:
1: Divine Sacrifice (SpC), Lionheart (SpC)
2: Checkmate's Light (SpC), Zeal (SpC)
3: Knight's Move (SpC), Righteous Fury (SpC)
Capstone SLA: Divine Power or Recitation (SpC)


Exorcist

Bonus Spells:
1: Handfire (MoF), Vision of Heaven (BoE)
2: Manifestation of the Deity (CS), Light of Faith (CC)
3: Demon Dirge (SpC), Light of Wisdom (CC)
Capstone SLA: Dimensional Anchor or Dismissal


Healer

Bonus Spells:
1: Healer's Vision (CS), Lesser Vigor (SpC)
2: Close Wounds (SpC), Healing Lorecall (SpC)
3: Mass Lesser Vigor (SpC), Vigor (SpC)
Capstone SLA: Death Ward or Restoration


Mystic

Bonus Spells:
1: Divine Inspiration (BoED), Twilight Luck (BoED)
2: Ayailla's Radiant Burst (BoED), Luminous Armor (BoED)
3: Celestial Aspect (BoED), Hammer of Righteousness (BoED)
Capstone SLA: Diamond Spray (BoED) or Summon Hound Archon (SpC)


Oracle

1: Omen of Peril (CD), Lore of the Gods (CC)
2: Augury, Chain of Eyes (SpC)
3: Clairaudience/Clairvoyance, Divination
Capstone SLA: Discern Lies or Scrying


Spell and Power Sources
BoE: Book of Exalted Deeds
BoVD: Book of Vile Darkness
CA: Complete Arcane
CC: Complete Champion
CD: Complete Divine
CM: Complete Mage
CP: Complete Psionic
CS: Complete Scoundrel
DM: Dragon Magic
FB: Frostburn
MoE: Magic of Eberron
MoF: Magic of Faerun
PHBII: Player's Handbook II
RoE: Races of Eberron
RotD: Races of the Dragon
SS: Sandstorm
SoS: Secrets of Sarlona
SpC: Spell Compendium
SW: Stormwrack
XPH: Expanded Psionics Handbook


Hunter Traps

Level One (Spot DC: 15)
Poison Dart
If an enemy sets off a poison dart trap, they suffer 1d6 damage and are afflicted with greenblood oil poison. A Reflex save negates the damage and the poison. If the Reflex save is failed, the target may still attempt a Fortitude save against the poison.

Razorwire
If an enemy sets off a razorwire trap, they suffer 1d6 slashing damage and are knocked prone. A successful Reflex save negates the damage and prevents them from being knocked prone. A razorwire trap may be set across two squares.

Vinesnare
If an enemy sets off a vinesnare trap, they must make a Reflex save or be entangled for three rounds.

Level Two (Spot DC: 20)
Acidvial
If an enemy sets off an acidvial trap, they suffer 2d6 acid damage immediately and suffer 2 acid damage per round for the next three rounds. A Reflex save halves the initial damage and negates the recurring damage.

Fireburst
If an enemy sets off a fireburst trap, all in a 5' radius suffer 2d6 fire damage and risk being set on fire. A Reflex save halves the damage and prevents them from being set on fire.

Frosthold
If an enemy sets off a frosthold trap, they suffer 2d6 cold damage and act as if affected by the Slow spell for one round. A Fortitude save halves the damage and negates the slowing effect.

Level Three (Spot DC: 25)
Explosive
If an enemy sets off an explosive trap, all in a 5' radius suffer 2d6 fire damage and 2d6 piercing damage and are knocked prone. A Reflex save halves the damage and prevents them from being knocked prone.

Deadfall
If an enemy sets off a deadfall trap, they suffer 4d6 bludgeoning damage and are dazed for one round. A successful Reflex save halves the damage and prevents the dazing.

Vicious Poison Dart
If an enemy sets off a vicious poison dart trap, they suffer 2d6 piercing damage and must make a Fortitude save or be afflicted with black adder venom.


Engineer Inventions

Armament: Armaments are pieces of equipment that take up the listed slot on the body. Armaments are generally able to be used for as long as they are prepared, without being expended.

Gadgets: Gadgets are a catch-all term for inventions that do not fall in the other categories - their effects range widely.

Grenades: Grenades are splash weapons with a range increment of 10' and a splash radius of 5'.

Serum: A beneficial serum may be applied to the user as a standard action that provokes attacks of opportunity. A harmful serum must be applied as a melee touch attack.

Chemistry
1st Level

Hypnotic Fog
Type: Grenade
Save: Will negates
Direct Hit: Target is fascinated for 10 rounds.
Indirect Hit: Targets are dazzled for 5 rounds.

Knock-Out Gas
Type: Grenade
Save: Will negates
Direct Hit: Target must save or fall asleep for 5 rounds.
Indirect Hit: As Direct Hit.
Creatures that do not breathe are immune to this invention.

Softening Agent
Type: Gadget
Softening agent is a concoction that reduces the hardness and break DC of whatever it is applied to by 5. It can be spread over a 10 ft. by 10 ft. surface, and lasts for 10 minutes once applied.

Unstable Elixir
Type: Serum
Save: Fortitude partial
Unstable elixir deals 1d4 acid damage per round for 1d4 rounds, and the target is sickened for the same number of rounds. A save negates the sickening effect, but not the damage.

2nd Level

Corrosive Acid
Type: Grenade
Save: Reflex for half
Direct Hit: 3d6 acid damage plus 3 acid damage per round for the next three rounds.
Indirect Hit:1d6 acid damage plus 1 acid damage per round for the next three rounds.
A successful Reflex save prevents the recurring damage.

Flash-Freezer
Type: Grenade
Save: Fortitude partial
Direct Hit: Target is dealt 3d6 cold damage and acts as if affected by the Slow spell
Indirect Hit: Targets are dealt 1d6 cold damage.
A successful Fortitude save reduces the damage by half and negates the slowing effect.

Mystical Suppressant
Type: Serum
Save: Will negates
The target must make a Will save before casting any spell or spell-like abilities - if they fail, their spell automatically fails. This effect lasts 3 rounds.

Phasic Injection
Type: Serum
Save: Will negates
The user or target becomes incorporeal for 3 rounds.

3rd Level

Hallucinogenic Aerosol
Type: Grenade
Save: Will negates
Direct Hit: The target is frightened for 3 rounds.
Indirect Hit: Targets are shaken for 3 rounds
Creatures that do not breathe are immune to this effect.

Paralytic Toxin
Type: Serum
Save: Fortitude negates
The target is paralyzed for 3 rounds. Creatures immune to poison are immune to the paralysis.

Virulent Microbe
Type: Serum
Save: Fortitude negates
The target is infected with the user's choice of either blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom unless a Fortitude save is made. The incubation period is measured in rounds rather than days.

Volatile Transmogrifier
Type: Serum
Save: Fortitude (harmless)
The user gains a +6 alchemical bonus to Strength and the Powerful Build quality (if he does not already possess it). It lasts for 1 minute - upon running out, the user suffers a -4 alchemical penalty to Strength for 3 rounds.

Mechanics
1st Level

Clockwork Decoy
A clockwork decay, when activated, may move at a speed of up to 20 ft. per round at its inventor's command (commanding it is a free action). It has only 1 hit point, is of Tiny size, and has an AC of 15. If desired, a clockwork decoy can emit a loud noise like an alarm or an animal call.

Spring-loaded Shoes
When worn on the feet slot, spring-loaded shoes give a +8 untyped bonus on Jump checks and allow the user to make Jump checks without a running start. They also allow the user to treat falls as if they were up to 30 feet shorter. Spring-loaded shoes may be used indefinitely while prepared.

Trapspringer
A trapspringer allows the engineer using it to attempt to disarm one trap with a +10 competence bonus at a range of up to 15'. Even if the engineer fails by 5 or more, he does not spring the trap.

Wax Cylinder
A wax cylinder is capable of recording up to 5 minutes of audio and playing it back afterwards. It captures sound clearly within 30 feet, and faintly within 60 feet. It is about the size and shape of a standard spyglass, and makes no noise while recording. It may be used indefinitely while prepared, and may be reused, taping over any existing audio.

2nd Level

Automated Laboratory
An automated laboratory can make craft checks for the user - it uses the user's skill modifier, but the user is free to perform other actions during the interim. An automated laboratory is difficult to move and requires 10 minutes each to set up and take apart. It may be used indefinitely while prepared.

Foothold Trap
A foothold trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, which then inflicts 3d6 piercing damage to it, entangles it, and prevents it from moving from its space. A Reflex save halves the damage and negates the entanglement and immobilization. A trapped creature may attempt a DC 20 Strength check or a DC 25 Escape Artist check to escape the trap.

Portable Locksmith
A portable locksmith, when activated, allows the engineer to attempt to open one lock with a +10 competence bonus.

Telescopic Goggles
Telescopic goggles, when worn in the eyes slot, give a +5 bonus to Spot checks to see at long distance, and halve the penalties for each additional range increment. Telescopic goggles may be used indefinitely while prepared.

3rd Level

Automaton
An automaton, when activated, creates a 3rd-level Astral Construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm). This construct is treated as being made of mundane metal rather than ectoplasm, and so is susceptible to spells and effects that affect metal. It fights on the user's behalf for a minute before being depleted.

Clockwork Dragonfly
A clockwork dragonfly, when activated, may fly at a speed of up to 60 feet per round at its inventor's command. It has 1 hit point. However, a clockwork dragonfly is invisible when at rest and moves completely silently - the only way to detect it is with a DC 30 Spot check while it is in motion. The user may see through its eyes. A clockwork dragonfly may operate for 10 minutes before being depleted.

Rebreather
A rebreather, when worn on the face slot, supplies the user with air and obviates his need to breathe. The user is also immune to inhaled poisons, gas-based attacks, and overpowering odors. A rebreather may be used indefinitely while prepared.

Steam-Powered Gyrocopter
A steam-powered gyrocopter, when activated, allows the user to fly at a speed of 60 feet (clumsy) for 10 minutes. The flight time does not need to be used consecutively and may be split up over one-minute increments.
Explosives
1st Level

Crackerjack Caltrops
Crackerjack caltrops are spread in a 10 foot square. When any creature treads on them, they do 1d6 piercing damage and halve the creature's movement rate for the next 3 rounds. Once spread, they can affect a maximum of 5 creatures before being depleted.

Molotov Cocktail
A molotov cocktail is a splash weapon with a range increment of 10 ft. On impact, it explodes in a 10 ft. radius, dealing 1d6 fire damage, half on a Reflex save. It may be used 3 times before being depleted.

Smoke Grenade
A smoke grenade is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of smoke in a 20 ft. radius that obscures all sight beyond 5 ft. The cloud lasts for 3 rounds.

Stinkbomb
A stinkbomb is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of gas in a 10 ft. radius that sickens all within it unless they make a Fortitude save each round. The cloud lasts for 3 rounds.

2nd Level

Dragonsbreath Cannon
A dragonsbreath cannon shoots out a jet of flame in a 20 ft. line when activated. Any creature caught in the jet suffers 3d6 fire damage. A successful Reflex save halves the damage. It may be activated 3 times before being depleted.

Flashbang
A flashbang is a splash weapon with a range increment of 10 ft. On impact, it deafens all creatures in a 10 ft. radius for 2 rounds and blinds them for 1 round. A successful Fortitude save reduces the deafness to 1 round and negates the blindness.

Shrapnel Grenade
A shrapnel grenade is a splash weapon, with a range increment of 10 ft. On impact, it inflicts 2d6 piercing and 1d6 fire damage in a 10 ft. radius, half on a Reflex save. It may be used 3 times before being depleted.

Homing Rocket
A homing rocket, when activated, fires and does 3d6 bludgeoning damage to one target within 100'. The rocket ignores all cover and concealment, except total cover.

3rd Level

Liquid Flame
Liquid flame can be used in one of two ways: it can be poured out in multiple squares (to a maximum of four) and lit on fire, creating a barrier of flame that lasts for a minute and deals 3d6 fire damage to anything passing through it, half on a Reflex save. Liquid flame can also be thrown as a splash weapon with a range increment of 10 ft. On impact, it inflicts 3d6 fire damage and clings to its target, continuing to do 3d6 fire damage per round for 2 more rounds. A Reflex save halves the damage from both the initial and continuing damage.

Pocket Bombard
A pocket bombard, when activated, allows its user to make a ranged touch attack against a single target within 100'. If successful, it deals 5d8 bludgeoning damage and forces the target to make a Reflex save or be knocked prone.

Shrapnel Mine
A shrapnel mine is a small explosive disc that is is activated and planted against any surface - it is adhesive and can be placed on floors, walls, ceilings, or other, irregular structures. Once activated, it lies dormant for up to one hour until a creature comes within 5', at which point it explodes, doing 5d6 piercing damage to anything in a 5 ft. radius (half on a successful Reflex save). For every 6 damage a shrapnel mine does, it imbeds a jagged fragment into its target, which does 1 damage per round for the next 6 rounds.

Time Bomb
When a time bomb pack is activated, it counts down and explodes, causing 3d6 piercing damage and 3d6 fire damage to everything in a 20 ft. radius, half on a Reflex save. This damage is doubled against objects and structures. A time bomb can have its activation delayed from 3 rounds up to 10 minutes.
Smithy
1st Level

Compact Repair Kit
A compact repair kit can be activated as a standard action to restore 15 hit points to one inanimate object or construct.

Pneumatic Gauntlet
A pneumatic gauntlet is a spiked gauntlet that deals 1d10 bludgeoning damage (1d8 for a small user) with a critical modifier of 20/x3. It cannot be disarmed or sundered. On a critical hit, the opponent must make a Fortitude save or be staggered for one round. A pneumatic gauntlet may be used indefinitely while prepared.

Revolver
A revolver is a light one-handed firearm that deals 1d6 piercing damage, has a critical modifier of 19-20/x2, a range increment of 60', and may fire 6 rounds before reloading, which takes a full-round action. A revolver may be used indefinitely while prepared.

Serum Injector
A serum injector is a projectile weapon that fires darts, dealing 1d4 damage with a critical modifier of 20/x2 and a range increment of 30'. An engineer may use a serum injector to apply any invention that normally must be applied as a melee touch attack or any injury poison as part of a ranged attack - if the attack hits and deals damage, the invention or poison's effects take place. A serum injector holds only a single dart at a time, may be reloaded as a move action, and may be used indefinitely as long as it is prepared.

2nd Level

Blunderbuss
A blunderbuss is a two-handed firearm. A blunderbuss does not require an attack roll, but instead fires in a 15' cone, dealing 2d8 damage to all within. A successful Reflex save (DC equal to 10 + 1/2 the engineer's class level + the engineer's Dexterity modifier) halves this damage. A blunderbuss may fire 2 rounds before reloading, which takes a full-round action. A blunderbuss may be used indefinitely while prepared.

Climbing Spurs
Climbing spurs, when worn in the gauntlet slot, give the user a climb speed equal to his base land speed. They also may be used to make rudimentary attacks, doing 1d6 piercing damage with a critical modifier of 20/x2. They may be used indefinitely while prepared.

Repeater
A repeater is a two-handed firearm that deals 1d10 piercing damage, has a critical modifier of 19-20/x2, a range increment of 120', and may fire 12 rounds of ammunition before reloading, which takes a full-round action. A repeater may be used indefinitely while prepared.

Sawtooth Blade
A sawtooth blade is a special kind of bastard sword that deals 1d12 damage (1d10 for a small user), has a critical modifier of 19-20/x2, an effective +1 enhancement bonus, and conveys no penalties for being non-proficient in its use. It overcomes any material-based damage reduction, except adamantine. On a critical hit, a sawtooth blade deals an extra 2d6 slashing damage. A sawtooth blade may be used indefinitely as long as it is prepared.

3rd Level

Hand Cannon
A hand cannon is a one-handed firearm that deals 2d6 piercing damage, has a critical modifier of 20/x3, a range increment of 30', and may fire 3 rounds of ammunition before reloading, which takes a standard action. A hand cannon may be used indefinitely while prepared.

Mechanized Armor
Mechanized armor is a special kind of full plate armor. When worn, it gives a bonus of 10 ft. to the wearer's base land speed and adds a +4 enhancement bonus to Strength. However, it has a maximum dexterity bonus of 0, and its armor check penalties are increased to -8. Due to the immense customization required for each suit, mechanized armor will only function for the user. Mechanized armor may be used indefinitely as long as it is prepared.

Piston Hammer
A piston hammer is a two-handed greathammer that does 2d6 damage (1d10 for a small user), has a critical modifier of 20/x3, an effective +2 enhancement bonus, and conveys no penalties for being non-proficient in its use. It may ignore any material-based damage reduction and the hardness of objects. On a critical hit, the target is knocked back a number of squares equal to the damage dealt divided by 5 - if it cannot move any further, it is dealt 1d6 damage for each square it was not able to move. A piston hammer may be used indefinitely while prepared.

Telescopic Rifle
A telescopic rifle is a two-handed firearm that requires a full-round action to fire, deals 2d6 piercing damage, has a critical modifier of 20/x4, a range increment of 200', and may fire one round of ammunition before reloading, which takes a full-round action. A telescopic rifle may be used indefinitely while prepared.
Electromagnetism
1st Level

Detection Matrix
When a detection matrix is activated, it alerts its user to the presence of any invisible or hidden creatures within 60 feet. It does not pinpoint the location or give the user any information about the creatures. Once activated, a detection matrix functions for up to one hour before being depleted.

Filament Lantern
A filament lantern provides clear illumination in a 15 ft. radius and shadowy illumination in a 30 ft. radius. At the user's option, it can switch to a 60 ft. cone of clear illumination, with a 120 ft. cone of shadowy illumination. A filament lantern requires no fuel and may be used indefinitely as long as it is prepared.

Multipurpose Compass
A multipurpose compass always shows the direction north, shows the correct time, and can detect magic in a radius of 30 ft. It is only capable of denoting the presence, general direction, strength, and spell school of magical effects, and cannot pinpoint from what specific objects it emanates. A multipurpose compass also emits an alarm when within 30 ft. of noxious fumes, gaseous poisons or toxins, or harmful radiation.

Static Trigger
A static trigger allows the user to make a melee touch attack that deals 1d6+1 electrical damage. It may be used indefinitely while prepared, but may not be used with a serum injector.

2nd Level

Biocircuitry Harness
A biocircuitry harness, when activated, grants its user fast healing 1 for 3 minutes before depletion. If desired, the user may instead receive fast healing 2 for 1 minute, or fast healing 3 for 5 rounds.

Lightning Rod
When a lightning rod is activated, it automatically strikes the nearest hostile creature within 30 ft. with a bolt of electricity, doing 2d6 damage, half on a successful Reflex save. It fires again once per round for the next 2 rounds. A lightning rod can be thrown as a splash weapon with a range increment of 10 ft. and activated on impact, or it can be set down and timed to activate after a delay of up to 6 rounds.

Live Wire
A live wire must be anchored against two solid and diametrically opposed surfaces - once anchored, it deals 1d6 electrical damage to any creature that comes into contact with it, and they must make a Reflex save or be knocked prone. Each creature can only be affected once. A live wire may stretch up to 30 ft. across, and remains active for 1 minute before being depleted.

Magnetic Pulsar
When activated, a magnetic pulsar grants the user a +6 bonus to armor class against any attacks made with metal weapons. A magnetic pulsar lasts for 10 minutes before it is depleted.

3rd Level

Flux Inhibitor
A flux inhibitor, when activated, attempts to resist the next hostile spell that affects the user, as if he possessed spell resistance of 22. If the flux inhibitor fails to resist the spell, it remains in effect until it is successful on another attempt. It functions for a maximum of one minute before being depleted.

Force Field
A force field may be activated as an immediate action - once activated, it gives its user a +20 bonus to armor class for one round.

Shock Capacitor
A shock capacitor can be attached to any melee weapon, causing it to do an extra 1d6+1 electrical damage. A shock capacitor can be used indefinitely as long as it is prepared.

Synaptic Accelerator
Synaptic accelerator, when activated, immediately allow the user to take one standard action. It may be activated as a swift action. After using synaptic accelerator, the user is fatigued for the rest of the encounter.
Medicine
1st Level

Revitalization Tonic
When activated, revitalization tonic restores 1d10 hit points to the user.

Sensory Expander
When activated, sensory expander gives the user a +4 alchemical bonus to Spot and Listen checks for 1 hour.

Smelling Salts
When activated, smellings salts instantly negate sleep effects and unconsciousness in a 20 ft. radius around the user. If the unconsciousness was caused by non-lethal damage, the target has 3 rounds to reduce its total non-lethal damage to less than its hit points - if it does not, it falls unconscious again. If the unconsciousness was caused by being below 0 hit points, smelling salts have no effect.

Topical Anaesthetic
When activated, topical anesthetic gives the user damage reduction 2/- for 10 minutes.

2nd Level

Muscle Builder
When activated, muscle builder gives a +4 alchemical bonus to the physical ability scores (Strength, Dexterity, and Constitution) of the user, while applying a -4 alchemical penalty to their mental ability scores (Intelligence, Wisdom, and Charisma). The effects last for 10 minutes.

Neurological Stimulator
When activated, neurological stimulator gives a +4 alchemical bonus to the mental scores of the user, while applying a -4 alchemical penalty to their physical scores. The effects last for 10 minutes.

Patented Cure-All
When activated, patented cure-all removes one disease or a single poison from its user.

Reflex Replacer
Reflex replacer allows the user to reroll their initiative as an immediate action. It may only be used at the start of an encounter, immediately after initiative is first rolled. The user must abide by the second roll.

3rd Level

Adrenaline Boost
Adrenaline boost, when activated, allows the user to function normally even if at 0 hit points or lower. The user does not die when he reaches -10 hit points, but may operate normally. Adrenaline boost lasts for three rounds - if the user is still at -10 hit points or below when its effects are over, he dies. If he is between -1 and -9, he is considered to be dying. If he is at 0, he becomes disabled.

Miracle Cure
When activated, miracle cure restores 3d10 hit points and up to 3 points of ability damage to the user.

Pheromone Enhancer
When activated, pheromone enhancer gives the user a +4 alchemical bonus on Charisma-based checks for 10 minutes.

Reanimation Salve
When activated, reanimation salve creates a zombie out of any dead corporeal creature with a skeletal system and no more than 8 HD. The zombie obeys any simple commands and lasts for an hour, after which it falls dead and may not be reanimated again.

Gnorman
2012-07-27, 01:16 AM
Subsystem Information, II

Combat Tactics

Level 1

Impale
Required Weapon Group: Polearms or Spears
You may make a melee attack as a 10' line. Use the same attack roll for all targets in that line. Roll damage separately for each opponent successfully hit.

Lunge
Required Weapon Group: Any
You may make one melee attack as if your weapon had reach.

Wide Swing
Required Weapon: Axes or Heavy Blades
You may make a melee attack against any opponents in three contiguous squares that you could normally reach.

Level 2

Backstab
Required Weapon Group: Light Blades
Make a melee attack roll against an opponent who is denied his Dexterity bonus to AC, or an opponent that you are currently flanking. If the attack is successful, it deals double damage.

Sand Toss
Required Weapon: Any
Make a melee attack roll against an adjacent opponent. If successful, the attack does no damage, but the opponent is blinded for three rounds.

Level 3

Flashbang Arrow
Required Weapon Group: Bows

Weapon Groups

Axes: Hand axe, battleaxe, greataxe, dwarven waraxe, orc double axe, dwarven urgrosh
Bows: Hand crossbow, heavy crossbow, light crossbow, repeating crossbow, longbow (normal and composite), shortbow (normal and composite)
Flails and Chains: Spiked chain, whip, dire flail, heavy flail, light flail, nunchaku
Hammers and Picks: Light pick, heavy pick, light hammer, warhammer, scythe, gnome hooked hammer, kama
Heavy Blades: Longsword, falchion, scimitar, greatsword, bastard sword, two-bladed sword
Light Blades: Dagger, kukri, rapier, short sword, sickle, sai, siangham
Maces and Clubs: Club, greatclub, light mace, quarterstaff, heavy mace, morningstar
Polearms: Glaive, guisarme, halberd, ranseur
Spears: Javelin, lance, spear, longspear, shortspear, trident
Thrown: Throwing axe, bolas, dagger, dart, javelin, shuriken, sling
Unarmed: Punching dagger, gauntlet, spiked gauntlet, unarmed strike

Gnorman
2012-07-27, 01:17 AM
New Feats, II

Gnorman
2012-07-27, 01:19 AM
Core Races


The Dwarf

• +2 Constitution, -2 Charisma - dwarves are hardy but gruff and belligerent
• Medium size
• 20' movement. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations)
• Humanoid (Dwarf) type.
• Darkvision 60'.
• Bloodline: All dwarves select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• Weapon Familiarity: Dwarves treat any weapon with "dwarven" or "dwarf" in the name as martial weapons, rather than exotic weapons. Dwarves are also always proficient with battleaxes and warhammers.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Tough as Stone: Dwarves possess a +2 racial bonus on saves against spells and spell-like effects, as well as poison.
• Second Skin: At 3rd level, a dwarf's speed increases to 30', and he may still move that speed when wearing medium or heavy armor or when carrying a medium or heavy load. The armor check penalty of any armor he is wearing is reduced by 2.
• Adamant Soul: At 6th level, whenever a dwarf is standing on a stone surface, he gains DR/- equal to half his hit dice. This ability is not triggered by equipment or anything the dwarf wears - he may not strap stone plates to his feet and gain the damage reduction, for example.
• +2 racial bonus to Appraise and Craft checks relating to stone or metal items.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon
• Favored Classes: Engineer and sentinel


Bloodlines

City Dwarf
• +2 Dexterity
• City dwarves gain a +2 bonus to Reflex saves made to avoid traps and a +2 bonus to dodge AC against attacks made by traps. This ability stacks with other trap sense bonuses. They may also disable simple devices or open locks as a standard action.

Duergar
• +2 Wisdom
• Duergar are immune to paralysis, poison, and phantasms, and possess a natural power point reserve of 3.

Mountain Dwarf
• +2 Strength
• Mountain dwarves possess a +4 dodge bonus to Armor Class against monsters of the giant type, and a +1 racial bonus to attack rolls against orcs and goblinoids.

Rune Dwarf
• +2 Intelligence
• Rune dwarves cast all transmutation and [earth] spells at +1 caster level and always treat Spellcraft as a class skill.

Shaped Stone (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, a dwarf character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, his Tough as Stone bonuses double, and the reductions in armor check penalty from his Second Skin ability is now 4.

Personality:

Physical Description:

Relations:

Alignment:

Lands:

Language:

Names:

Adventurers:


The Elf

• +2 Dexterity, -2 Constitution - elves are graceful but frail
• Medium size
• 30' movement.
• Humanoid (Elf) type.
• Low-light vision.
• Bloodline: All elves select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
• Weapon Familiarity: Elves treat any weapon with "elven" or
"elf" in the name as martial weapons, rather than exotic weapons. Elves are also always proficient with long swords and long bows.
• Trance Technique: Elves possess immunity to magic sleep effects, and a +2 racial saving throw bonus on all Will saves that increases to +4 against enchantment spells or effects.
• Elven Agility: Elves may use their Dexterity modifier instead of their Strength modifier when using the Climb, Jump, and Swim skills.
• Keen Senses: At 3rd level, elves may ignore the miss chance from partial concealment, and may roll twice and take the better of the two results against the miss chance from total concealment.
• Ancestral Wisdom: At 6th level, once per day, an elf may make an attack roll, ability check, or skill check with a +10 bonus to the check. He must declare that he is using this ability before he makes the check.
• +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Classes: Hunter and green mage


Bloodlines

Drow
• +2 Charisma
• Drow possess spell resistance equal to 11 + their hit dice.

Gray Elf
• +2 Intelligence
• Gray elves possess a +2 racial bonus to attempts to overcome spell resistance. This bonus stacks with Spell Penetration and any other similar feats.

High Elf
• +2 Wisdom
• High elves reduce the arcane spell failure chance of any armor they wear or shields they equip by 10%.

Wood Elf
• +2 Strength
• Wood elves may add their Strength modifier to damage when using bows, even if they are not composite bows. They may also move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.

Wisdom of the Ages (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, an elf character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, his Will save bonus doubles, and his Ancestral Wisdom ability now adds +20 to the skill check.

Personality:

Physical Description:

Relations:

Alignment:

Lands:

Language:

Names:

Adventurers:


The Gnome

• +2 Constitution, -2 Strength - gnomes are puny but surprisingly hardy
• Small size
• 20' movement.
• Humanoid (Gnome) type.
• Low-light vision.
• Weapon Familiarity: Gnomes treat any weapon with "gnomish" or "gnome" in the name as martial weapons, rather than exotic weapons. Gnomes are also always proficient with rapiers and one-handed firearms.
• Gnomes possess a +2 racial bonus on saves against illusion and enchantments.
• Gnomes possess a +1 racial bonus on attack rolls against kobolds and goblinoids.
• Gnomes possess a +4 dodge bonus to Armor Class against monsters of the giant type.
• Gnomes possess a +1 racial bonus to the DC of any illusion spells or SLAs they cast, which stacks with similar effects.
• Natural Magic: All gnomes possess the ability to work magic. They may cast Dancing Lights, Ghost Sound, Prestidigitation, Silent Image, and Speak with Animals as spell-like abilities once per day each. They also have a small complement of other spell-like abilities, as determined by their bloodline. They gain their first listed SLA at 1st level and may cast it once per day. The caster level of their SLAs is equal to their hit dice, and the DC is equal to 10 + the gnome's Charisma modifier + the level of the spell.
• Hedge Mage: At 3rd level, gnomes gain their second listed SLA, which they may cast once per day.
• Practical Magic: At 6th level, gnomes may cast all of their spell-like abilities three times per day.
• +2 racial bonus on Listen and Craft (alchemy) checks.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.
• Favored Classes: Blue mage and poet


Bloodlines

Forest Gnome
• +2 Wisdom
• Forest gnomes gain a +4 bonus to Hide checks, which increases to +8 in wooded areas. They also may choose to leave no tracks or scent, as if permanently under the Pass Without Trace spell.
• SLAs: Entangle, Barkskin

Rock Gnome
• +2 Charisma
• Rock gnomes possess a +1 racial bonus to the DC of any enchantment spells or SLAs they cast, which stacks with similar effects.
• SLAs: Charm Person, Hideous Laughter

Tinker Gnome
• +2 Intelligence
• Tinker gnomes may craft alchemical items even if they are not spellcasters and gain Craft Wondrous Item as a bonus feat. They may craft wondrous items even if they cannot cast the required spell(s) - if they possess no spellcasting ability, treat their hit dice as their caster level.
• SLAs: Identify, Locate Object

Whisper Gnome
• +2 Dexterity
• Whisper gnomes gain a +4 racial bonus to Move Silently and darkvision 60'. Their base land speed is 30'.
• SLAs: Ventriloquism, Silence (self only)

Child of Magic (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, a gnome character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, he may cast his spell-like abilities as swift actions that do not provoke attacks of opportunity, and he may use his Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals SLAs at will.

Personality:

Physical Description:

Relations:

Alignment:

Lands:

Language:

Names:

Adventurers:


The Halfling

• +2 Dexterity, -2 Strength - halflings are built for agility, not power
• Small size
• 20' movement.
• Humanoid (Halfling) type.
• Weapon Familiarity: Halflings treat any weapon with "halfling" in the name as martial weapons, rather than exotic weapons. Halflings are also always proficient with the short sword and shortbow.
• Lucky: Halflings possess a +1 racial bonus on all saving throws.
• Fearless: +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
• Skiprock Champion: +1 racial bonus on attack rolls with thrown weapons and slings.
• Padded Feet: Halflings may move their full speed or over noisy surfaces without taking a penalty to their Move Silently check.
• Below the Belt: At 3rd level, halflings gain a +4 dodge bonus to AC against any opponent that is more than two sizes larger than they are.
• Small Body, Big Heart: At 6th level, halflings may once per day elect to treat a saving throw as if they had rolled a natural twenty - they may do so after the die is rolled, but before the result is announced. In addition, they become immune to fear.
• +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
• Favored class: Hunter and scoundrel

Lightfoot Halfling
• +2 Charisma
• Lightfoot halflings gain a +4 bonus on Bluff checks to create a diversion and do not take the normal -10 penalty to Hide after doing so.

Stoutheart Halfling
• +2 Constitution
• Stoutheart halflings receive double the bonuses from their Lucky ability, giving them a +2 bonus on all saving throws.

Streetwise Halfling
• +2 Intelligence
• Streetwise halflings gain a bonus feat at 1st level.

Tallfellow Halfling
• +2 Wisdom
• Tallfellow halflings gain a +1 bonus to attack and damage rolls with all ranged weapons, and a +2 bonus to Spot checks.

Halfling Go Lightly (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, a halfling character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, his Below the Belt functions against any opponent larger than himself, and he may run or charge without taking a penalty to his Move Silently check.

Personality:

Physical Description:

Relations:

Alignment:

Lands:

Language:

Names:

Adventurers:


The Human

• Medium size
• 30' movement.
• Humanoid (Human) type.
• Bloodline: All humans select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
• Weapon Familiarity: Humans may select one martial weapon at 1st level, and gain proficiency with that weapon.
• Adaptability: Humans gain one bonus feat at 1st level. They also gain 4 bonus skill points at 1st level, and one bonus skill point each level thereafter.
• Versatility: Humans select two skills at 1st level not normally on their class list, and may treat them as class skills.
• At 3rd level, once every 24 hours, humans may re-invest their bonus skill points as they see fit.
• At 6th level, humans once every 24 hours, humans may switch their 1st-level bonus feat for any other for which they meet the prerequisites.
• Automatic Languages: Common. Bonus Languages: Any except secret languages.
• Favored class: Any


Bloodlines

Greenfinger
• +2 Wisdom
• Greenfingers may improve the attitudes of animals, as if using Wild Empathy (http://www.d20srd.org/srd/classes/druid.htm#wildEmpathy) as a druid of their own level. However, they add their Wisdom modifier rather than their Charisma modifier to the roll.

Highborn
• +2 Charisma
• Highborn gain a 25% bonus to their starting wealth and a +2 bonus to all Charisma-related checks when dealing with royalty, nobility, or high society.

Hinterlander
• +2 Constitution
• Hinterlanders may exist comfortably in environments ranging from -50 to 140 degrees Fahrenheit without having to make Fortitude saves.

Saltblood
• +2 Dexterity
• Saltbloods may hold their breath for a number of rounds equal to four times their Constitution score before they risk drowning.

Slicker
• +2 Intelligence
• Slickers may select a third skill for their Versatility ability.

Soldier
• +2 Strength
• For the purposes of qualifying for feats, soldiers treat their BAB as equal to their hit dice and count as fighters of their own level.

Factotum (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, a human character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice and, once per day, may replace his Versatility class skills with any other two. In addition, once per day, when using one of his Versatility class skills, he may treat the result of the roll as a natural twenty. He may use this ability after the die is rolled but must use it before the result is announced.

Personality:

Physical Description:

Relations:

Alignment:

Lands:

Language:

Names:

Adventurers:


The Orc

• +2 Strength, -2 Intelligence - orcs are muscular but rarely educated
• Medium size
• 30' movement.
• Humanoid (Orc) type.
• Darkvision 60'.
• Bloodline: All orcs select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
• Weapon Familiarity: Orcs treat any weapon with "orcish" or "orc" in the name as martial weapons, rather than exotic weapons. Orcs are also always proficient with falchions and greataxes
• Battle Fury: All orcs possess the ability to rage as a barbarian of their character level.
• Imposing Figure: Orcs may use their Strength modifier in place of their Charisma modifier on Intimidate checks.
• Nomad's Endurance: Orcs are not fatigued by forced marches or hustling, though they continue to take non-lethal damage as normal. They may exist comfortably in environments from -50 and 140 degrees Fahrenheit without having to make Fortitude saves, as if constantly under the effects of Endure Elements.
• Iron Stomach: At 3rd level, orcs gain a +2 racial bonus on Fortitude saves, which increases to +4 on saves against poison and disease.
• Indomitability: At 6th level, orcs are no longer disabled when dying, and may function normally while at 0 or lower hit points. If one reaches -10 hit points, he is not immediately killed, but may function normally for one round. After that round is over, if his hit point total is still at -10 or lower, he immediately dies.
• +2 racial bonus to Intimidate and Survival checks.
• Automatic Languages: Common and Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
• Favored Classes: Gladiator and brawler


Bloodlines

Desert Orc
• +2 Constitution
• A desert orc's base land speed is 40', and they may move over difficult terrain without having their movement hampered.

Mountain Orc
• +2 Dexterity
• Mountain orcs possess a natural climb speed of 20', and are not penalized on Jump checks for not having a running start.

Orog
• +2 Charisma
• Orogs possess fire resistance 5 and a +2 racial bonus on all Craft checks involving weapons and armor.

Swamp Orc
• +2 Wisdom
• Swamp orcs cast all necromancy spells at +1 caster level and are immune to the nausea and sickened conditions.

One with the War Drums (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, an orc character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, is no longer fatigued after raging, and gains fast healing 10 when in negative hit points, though this fast healing cannot take him above a single positive hit point.

Personality:

Physical Description:

Relations:

Alignment:

Lands:

Language:

Names:

Adventurers:

Gnorman
2012-07-27, 01:20 AM
Non-Core Races


The Cambion (http://www.giantitp.com/forums/showthread.php?t=230650)

• +2 Intelligence, -2 Strength - Cambions are cunning and fiendishly intelligent, but their specialized breeding has left them little in the way of athletic prowess
• Medium size
• 30' movement.
• Humanoid type.
• Low-light vision
• Bloodline: All cambions select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
• Resistance to fire 5.
• Infernal Heritage: Cambions have a +2 bonus to all Charisma-based checks when dealing with elementals or evil outsiders, and cast all (summoning) spells at +1 caster level.
• Fiendish Resistance: At 3rd level, cambions gain damage reduction equal to half their level (minimum of one). This damage reduction may be overcome by good-aligned or magic weapons.
• Beyond the Void: At 6th level, cambions may summon an evil outsider or elemental with HD equal to or less than one-half their level once per day. The outsider follows the cambion's commands faithfully and remains for up to five minutes or until killed. This is a (Su) ability with a caster level equal to the cambion's HD and an effective spell level of two.
• +2 racial bonus to Bluff and Knowledge (the planes) checks.
• Automatic Languages: Common and Inferal. Bonus Languages: Abyssal, Celestial, Draconic, Ignan, and Terran.
• Favored Classes: Black mage (http://www.giantitp.com/forums/showthread.php?t=215165) and noble (http://www.giantitp.com/forums/showthread.php?t=221050)


Bloodlines

Avernian
• +2 Constitution - Avernian cambions are solidly built and hardier than other cambions, with much larger horns
• Avernian cambions possess a natural gore attack that does 1d8 damage, double on a charge.

Disian
• +2 Wisdom - Disian cambions are cautious, somewhat reserved, and always on the lookout for danger
• Disian cambions possess a +1 bonus to natural armor.

Malbolgian
• +2 Charisma - Malbolgian cambions are supreme flatterers and liars, with the forked tongues to prove it
• Once per day, Malbolgian cambions may immediately reroll a failed Bluff, Diplomacy, or Intimidate check.

Minaurosian
• +2 Dexterity - Minaurosian cambions are quick and agile, with excellent manual dexterity - who wouldn't be with an extra limb?
• Minaurosian cambions possess a prehensile tail that may be used as a rudimentary extra limb. It may not grasp a weapon or make any sort of attack, but it may hold and manipulate objects and offers its owner a +2 bonus on Sleight of Hand checks.

Bound by Blood (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, a cambion character that has reached epic status may gain this ability. The cambion's type changes to Outsider, he gains a +2 inherent bonus to two ability scores of his choice, and his Beyond the Void ability may now summon evil outsiders or elementals with HD equal to or less than his own HD.

Personality: Cambions are quite similar to humans, and possess the same range of personalities that they do. However, due to their fiendish ancestry (however slight), they do tend to be sly, lascivious, and cunning. They excel at most intellectual pursuits, but can be arrogant and possess a certain moral flexibility that does not always leave them in the best graces of others. They are often eloquent speakers and expert negotiators, weaving tales and stories with grand, dramatic flourishes - cambions take to politics, law, and the theatre with notable frequency. They are also predisposed to the magical arts, and in particular excel at the calling and binding of extraplanar creatures - in fact, by calling on the power of their own blood, they may do so even without being trained in the ways of sorcery. Cambions tend to enjoy the easy route to things in life, and often use their prodigious talents at manipulation to avoid doing any sort of work themselves. Most cambions envision and desire a life of luxury, but they are driven to achieve the wealth and success that might potentially get them there - cambions are actually quite competitive, and enjoy the thrill of the game as much as the enjoy the spoils of victory (especially the money - Minaurosian cambions in particular are covetous of coin). Cambions also tend to be curious, even to a fault, and their prying often get them into trouble. At their best, cambions are sophisticated, erudite, inquisitive, graceful, and magnetic. At worst, they are vain, tyrannical, conniving, greedy, lecherous, and impatient.

Physical Description: Cambions resemble humans except for a faint reddish tint to their skin (which is usually olive-colored, though cambions with paler or darker skin are common), vestigial horns on top of their heads, sharp canines, and a tail. Not all cambions possess all of these traits, and some show no outward sign of their heritage at all beyond a dull red glow in their eyes and vertical slits for pupils. In others, physical fiendish traits are pronounced, and some cambions have elaborate curved horns, thick scaley skin, or forked tongues. In some, the tail is long, thick, and prehensile, acting as an extra limb. Most cambions have dark brown or black hair, though striking red hair is somewhat common and considered a sign of great beauty. Male cambions favor either short-cropped hair or keep it tied back, and often sport neatly-trimmed beards and goatees. Female cambions typically wear their hair up and in elaborate styles, often wrapping it around their horns in what some consider very fashionable styles. Both sexes prefer loose fitting clothing that allows their skin to breathe easily (one side effect of their fiendish blood is that their temperature often runs hot). They adore luxurious garments and jewelry, and see such things as a way to advertise their wealth and status to their peers. Avernian cambions tend to be more muscular and have pronounced horns. Disian cambions have thicker skin with a rust-red tint, and tend to be compact and solidly-built. Malbolgian cambions are tall, regal, and comely, but their lips hide a forked tongue and sharp, pronounced canines. Minaurosian cambions are wiry and thin, with a twitching, active tail.

Relations: Cambions are rarely viewed with the overt suspicion that fiendish races are on other worlds, though to say that they are loved and trusted would be a stretch. While cambions are personable, quick to make friends, and possess little prejudices themselves, they do have a reputation as swindlers, thieves, and lawyers that often precedes them. Among the urbane elite, this is no problem - they jockey for social position almost constantly, and deception is part of the game, though some people may find their constant prevarication to be tiring at best, and offensive at worst.

Alignment: Cambions can be of any alignment, though they do slightly favor lawful and/or evil alignments.

Lands: Cambions, as befitting their cosmopolitan leanings, are most often found in cities and large towns, though as one of the most prolific races they are a common sight all around the world. In some realms, cambions make up the upper crust of nobility, their heritage being seen as a mark of power and status.

Language: Cambions, with their natural intelligence and love of language, are natural linguists. Most are at least bilingual, and many speak three or four.

Names: Cambions typically have three names - their own name, typically first, an honorific (not all cambions possess one, and it is usually earned through deeds or reputation rather than given at birth, though it is occasionally used to denote birth order), and their family name (coming from the right family or the right house is a great boon in cambion society). Cambion names (and by extension, their society), do not hew strictly to patrilineal or matrilineal convention - the child is almost always named after the most powerful and influential member of the family, and so sons may end up being named after the mothers, daughters after their fathers, et cetera, though most names possess both a masculine and a feminine version. They tend to be elaborate, though not overly so, and almost lilt off the tongue.

Adventurers: Cambion adventurers are most often motivated by the acquisition of wealth. The second most common is boredom - cambions thrive on new experiences and enjoy the thrill of discovery and danger. They make excellent additions to any party, being predisposed to a variety of roles and adventuring professions. Just keep an eye on your coinpurse.


The Changeling (http://www.giantitp.com/forums/showthread.php?t=231315)


• +2 Charisma, -2 Constitution - Changelings possess an otherworldly presence and power, but are ephemeral and delicate
• Medium size
• 30' movement.
• Humanoid type.
• Bloodline: All changelings select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
• Change Shape: changelings have the supernatural ability to alter their appearance as a full-round action as if using a Disguise Self spell that affects their bodies but not their possessions. This is not an illusory effect, but a physical alteration of a changeling's features within the limits given for the spell. A changeling can use this ability at will, and it lasts until the shape is changed again. A changeling reverts to its natural form when killed. True Seeing reveals its true form, as does touching or wielding items made out of cold iron. When using this to create a disguise, a changeling receives a +10 circumstance bonus on the check. Changelings also have the innate ability to know if they are looking at a disguised changeling, but not the ability to see through the disguise.
• Fey Charm: Add +1 to the DC for all saving throws against enchantment spells and telepathy powers cast by changelings. This adjustment stacks with those from similar effects.
• Wild Soul: At 3rd level, a changeling may use wild empathy (http://www.d20srd.org/srd/classes/druid.htm#wildEmpathy), treating his hit dice as his druid level.
• Deep Cover: At 6th level, changelings gain a +4 bonus against all attempts to read their thoughts, discern their lies, or discover their true identity. If the attempt fails, he reads as if he truly was his cover identity. He is also no longer forced to revert to his true form by cold iron.
• +2 racial bonus to Diplomacy and Knowledge (local) checks
• Automatic Languages: Common and Sylvan. Bonus Languages: Any except secret languages.
• Favored Classes: Blue mage (http://www.giantitp.com/forums/showthread.php?t=215876) and poet (http://www.giantitp.com/forums/showthread.php?t=219290)


Bloodlines

Autumn Court
• +2 Wisdom - autumn court changelings are wistful, almost melancholy, but focused and observant
• Once per day, an autumn court changeling can foster a deep sense of loss in any opponent within 30 feet as a standard action, causing it to receive a -2 penalty on all attack rolls, saves, skill checks, and ability checks for a number of rounds equal to the changeling's hit dice. Any shapeshifted creature affected by this ability must revert to its true form for the duration.

Spring Court
• +2 Dexterity - spring court changelings are whimsical and graceful
• A spring court changeling may change shape as a standard action, and may use his Wild Soul ability on plants, even those who do not possess an Intelligence score.

Summer Court
• +2 Strength - summer court changelings are intense and vibrant
• Whenever a summer court changeling is damaged, he gains fast healing 1 for a number of rounds equal to the damage dealt to him. Multiple instances of this ability do not stack - only the longest-lasting applies.

Winter Court
• +2 Intelligence - winter court changelings are cold, cruel, and calculating
• If a winter court changeling damages an opponent, that opponent takes one additional damage any time it receives damage from any other source for one round. This damage is of the same type of the concurrent damage, not of the original damage inflicted by the changeling. This ability does not stack.

Embrace of the Sidhe (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, a changeling character that has reached epic status may gain this ability. The changeling's type changes to Fey, he gains a +2 inherent bonus to two ability scores of his choice, and his Deep Cover ability now provides immunity to the stated effects rather than a +4 bonus against them.

Personality: Descending from a hodge-podge of creatures including dryads, hags and trolls (and a mess of other fey creatures), changelings are a varied lot, to say the least. Changelings tend to wear their emotions on their sleeves, and even the most serious of them is taken by flights of fancy and humor at times. Born with an instinctive ability to mimic other forms, they enjoy trickery and games, and especially love pretending to be other people - they often see how far they can take the game, or how long they can deceive their target's family and friends before being discovered - though the game is usually good-natured and innocent, some changelings use their gifts for more sinister ends, making unparalleled assassins and spies. They are just as useful in counter-intelligence, as their unique ability to sense others of their kind can make changeling espionage a risky proposition. Despite their mutability, their natural form is the most comfortable to them, and they do prefer to spend as much time in it as possible unless required. They generally tend to be light-hearted and friendly no matter their form, and enjoy the myriad pleasures life has to offer with aplomb. They are artistically-inclined and often produce adept musicians, painters, and actors. The season has an effect on their mood, and even the dourest winter court changelings brighten during the height of summer. At best, changelings are charming, warm, accepting, conscientious, and the life of any gathering. At worst, they are capricious, selfish, uncaring, manipulative, and given to violent mood swings.

Physical Description: Changelings, given their whimsical nature and shapeshifting abilities, have a good deal of flexibility in their physical form. In their natural forms, however, they resemble non-descript humans, with slight shifts in appearance given their particular court or their specific ancestry - changelings in their normal form occasionally possess hooves, goat-like horns, long ears, thick, bark-like skin, or small patches of leaves or flowers growing from their skin. Spring court changelings are especially given to the latter, and in their natural form often possess brightly colored blonde, orange, or even pink hair, with rosy pink skin. Summer court changelings are almost as colorful, with dark brown or greenish hair and a hale and hearty complexion, being more robust and taller than others. They have a slight greenish tint to their skin, which many claim as proof of their trollish ancestry. Autumn court changelings have deep orange or red hair, and are taller and thinner than other changelings with slightly sullen skin. Winter court changelings are thin, sometimes to the point of emaciation, and invariably possess either jet black or stark white hair. Their skin is pale white and icy to the touch.

Relations: Changelings get along exceptionally well with others, at least if those others aren't aware that they are interacting with a changeling. A changeling's ability to be whatever suits his situation best allows for exceptional blending skills. Once discovered for what they really are, changelings drop somewhat in the estimation of most - smaller villages in particular tend to be superstitious and wary of feyborn, and will not trust a changeling unless he has proven himself. In larger cities and cosmopolitan provinces, changelings are relatively common and therefore more accepted - or at least tolerated. While they are rightly seen as fickle and inconsistent, they do not have a reputation for thievery or criminal behavior.

Alignment: Changelings exhibit no overwhelming preference for good or evil, but many possess a definite bent towards chaotic behavior.

Lands: Changelings are raised in many disparate areas and environments, and so have no true lands of their own. Quite a few of them aren't even raised by others of their kind - changelings balk at the idea of parenthood distressingly often, and commonly choose to leave their offspring on doorsteps and orphanages. A changeling's shapeshifting abilities do not usually manifest themselves until puberty, and so their adoptive parents are usually none the wiser until that time. Changelings tend to congregate in large cities, where the crowd offers them plenty of opportunity to satisfy their curiosity as well as the chance to disappear if necessary. Some band together in itinerant caravans, roaming the countryside as traveling merchants and entertainers. Changelings are often pariahs, unaccepted in either of the worlds from which they sprang - mortals find their shapeshifting abilities and capricious nature unsettling or off-putting at best and abominable at worst, and fey courts consider changelings to be too polluted by human blood to be allowed to join their society. The rare changeling who embraces his heritage and denounces mortal life may be allowed to join as a minor courtier.

Language: Changelings often learn two or three languages, the better to move from society to society, though they are not quite as linguistically adept as some. Changelings more interested in the fey side of their heritage will frequently learn the language of the fairy folk.

Names: Changelings adopt and discard names as easily as they do faces, but their true names tend to be short and relatively simple.

Adventurers: Changelings are possessed of a natural wanderlust and an endless desire to meet and interact with new people, so adventuring is a perfect vocation for them - though they are not the hardiest warriors or the most skilled swordsmen, they make up for their physical deficiencies with their talents in the mental and manipulative arts. They tend to be creative strategists in parties, and are usually the first to advocate a solution other than head-first assault.


The Jotun (http://www.giantitp.com/forums/showthread.php?t=230247)

• +2 Strength, -2 Intelligence - All jotun are descended from giants and possess a fraction of their strength, but often act before they think and rarely put much value in formal education or logical ability.
• Medium size
• 30' movement.
• Humanoid type.
• Bloodline: All jotun select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
• Stability: Jotun are exceptionally stable on their feet. A jotun has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.
• Powerful Build: At 3rd level, the physical stature of jotun lets them function in many ways as if they were one size category larger. Whenever a jotun is subject to a size modifier or special size modifier for an opposed check, the jotun is treated as one size larger if doing so is advantageous to him. A jotun is also considered to be one size larger when determining whether a creature’s special attacks based on size can affect him. A jotun 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 stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Elemental Acclimation: Jotun possess a limited resistance to a particular elements based on their heritage, as noted in the bloodline entry. At 6th level, their resistance increases from 5 to 10, and their bonus to saves against elemental spells and effects increases to +4.
• +2 racial bonus to Balance, Climb, and Swim checks.
• Automatic Languages: Common and Giant. Bonus Languages: Aquan, Auran, Dwarf, Ignan, Orc, and Terran.
• Favored Classes: Gladiator (http://www.giantitp.com/forums/showthread.php?t=217368) and red mage (http://www.giantitp.com/forums/showthread.php?t=215306)


Bloodlines

Flameheart
• +2 Charisma - Flameheart jotun are confident and possessed of a strong sense of self, prideful even to the point of arrogance.
• Resistance to fire 5.
• +2 racial bonus on saves against all fire spells and effects.

Frostblood
• +2 Wisdom - Frostblood jotun are keen, observant hunters and tend to be composed and well-controlled (at least, compared to other jotun).
• Resistance to cold 5.
• +2 racial bonus on saves against all cold spells and effects.

Stonebound
• +2 Constitution - Stonebound jotun are hardy and hale, and shrug off blows that would fell lesser beings as if they were mere nuisances.
• Resistance to earth* 5.
• +2 racial bonus on saves against all earth spells and effects.

* Earth resistance refers to any damage caused by stone, dirt, mud, or sand, such as the Hail of Stones spell, a boulder thrown by a giant, a stone axe, or a falling rock trap.

Stormsoul
• +2 Dexterity - Stormsoul jotun are quick and energetic, positively vibrating with activity.
• Resistance to electricity 5.
• +2 racial bonus on saves against all electricity spells and effects.

Soul of a Titan (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, a jotun character that has reached epic status may gain this ability. The jotun's size is increased to Large, his type changes to Giant, and he gains a +2 inherent bonus to two ability scores of his choice.

Personality: Jotun, being mostly human, tend to exhibit the range of personalities and types that humans possess. However, most of them tend to be boisterous and loud, reveling in the fact that they are descended from mighty warriors. They can be impatient and stubborn, even obnoxiously so, and their minds are difficult to change once made up. Jotun tend to be blunt and direct, unconcerned with social niceties or "proper" behavior, and even the most civilized jotun still feels a bit hemmed in by polite society. They rarely make for fine courtiers or nobles, and they certainly have little love for politics. They are much more at home in the wilds than trapped in a labyrinth of buildings, columns and walls - jotun are also particularly susceptible to claustrophobia. They are stronger and hardier than most people and they know it, and so tend to exhibit a certain pride and self-possession when feats of strength or athleticism are concerned. Jotun respect strength in any form, and so also give credit to the magical arts - jotun are particularly adept with spiritual and pragmatic magic, enjoying spells that mend their wounds or increase their physical capabilities. They can be arrogant and lord their strength over others, and a cruel jotun makes for a terrible taskmaster. Family, tribe, and heritage are extremely important to the jotun, and they tend to develop solid loyalties to friends and organizations they believe in. A jotun at your side is worth five lesser men, both in terms of their strength and their devotion. They tend to be slow to trust and wary of strangers and outsiders, but once a jotun is won over, he is a friend for life, short of abject betrayal or other egregious violations against him. By that same token, a jotun enemy is a difficult one to persuade otherwise, and they are legendary for their grudges and feuds. At their best, jotun are honorable, loyal, strong, brave, unpretentious, and forthright . At their worst, jotun are uncouth, cantankerous, overbearing, unyielding, brutish, and dull.

Physical Description: Jotun look mostly human, but with a few telltale signs that belie their heritage - jotun tend to be taller than most, rarely being shorter than six feet, and frequently approaching seven. They are muscular and broad, with powerful shoulders and upper bodies. Jotun men wear their hair long and somewhat shaggy, and typically remain clean-shaven until they have proven themselves in some way - a beard without a story behind it is usually considered no beard at all. Jotun women treat their hair in much the same manner - the longer and more elaborately braided the hair, the fiercer the warrior beneath it. Ritual tattoos are also popular, and display clan symbols or personal accomplishments, like a depiction of a particularly fierce beast the jotun has vanquished. Jotun dislike elaborate clothing, and prefer functional garments such as warm cloaks, sturdy boots, and heavy furs to silk robes or elegant finery. Fireheart jotun tend to have flaming red or orange hair and an ashen grey tint to their skin, and exude an unnatural warmth. Frostblood jotun tend to have pale blonde or white hair, fair alabaster skin, and are a few degrees cooler to the touch. Stonebound jotun usually have dark brown or black hair and their skin is ruddy brown or tinged with granite-grey, typically with a few rock-like protrusions about the shoulders or upper arms. Stormsoul jotun have striking blonde hair, rosy skin, and touching them often releases a small jolt of static electricity.

Relations: Jotun tend to get along well with most races, though they do occasionally dismiss races they see as weak, effete, or cowardly. Many jotun feel protective towards smaller races, and treat them as younger siblings to be watched over and guided in the proper direction, even if the littler one is much older and wiser than the jotun in question.

Alignment: Jotun display no overt attachment towards any alignment extreme, though due to their love of freedom and disdain for restrictions many of them have a slight chaotic bent.

Lands: Jotun tend towards environmental extremes, their resistance to the elements allowing them to eke out a living where other beings would not be able to - be that volcanic islands, frozen tundra, foreboding cliffs and mountains, or storm-battered coastlines. Jotun are also natural sailors, and many prefer the maritime life to that on dry land. Their societies tend to be clan-based, with a central patriarch or matriarch acting as the village or tribe's adviser. In large cities, where jotun of various clans may congregate together, they still hold clan loyalty to be of paramount importance. Many bar brawls and street fights have been caused by two jotun arguing the superiority of one clan or family over another.

Language: Jotun are not particularly adept with languages, and rarely go out of their way to learn new ones. Jotun typically speak the language of their home environment, which is most often the language of their clan. In larger cities and across most civilized lands, various jotun clans have synthesized their tribal dialects into a functional creole, which is what most non-jotun think of when they hear the term "the Jotun tongue."

Names: Jotun names tend to be short and to the point, rarely more than one or two syllables. Family names are usually patronymic or matronymic, depending on the exact nature of the clan they hail from, and jotun often take on a grandiose nickname that brags of their prowess or accomplishments (the more ridiculous and boisterous the better). Jotun are fiercely proud of clan names and reputations, and a jotun without a clan name is usually an exile, a traitor, or worse.

Adventurers: Jotun are natural adventurers - not only do they often succumb to wanderlust and curiosity, but going out and proving themselves is a rite of passage in many jotun societies. With their natural strength and predilection towards feats of martial prowess, many jotun make a fine living as sellswords and mercenaries.


The Nephilim (http://www.giantitp.com/forums/showthread.php?t=231027)

• +2 Wisdom, -2 Dexterity - Nephilim are strong-willed, righteous, and philosophical, but their frames are bulky and ungainly
• Medium size
• 30' movement.
• Humanoid type.
• Bloodline: All nephilim select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
• Heavenly Illumination: All nephilim may emit light as a hooded lantern, providing bright light within a thirty-foot radius and shadowy illumination within sixty feet. A nephilim may activate or dismiss this effect as a free action. As a standard action, he may focus and expend this light into a ranged touch attack that does 1d6 damage for every two hit dice he possesses. This damage overcomes all damage reduction, but deals no damage to inanimate objects or structures. Once expended, he may neither emit light nor focus it for five rounds.
• Celestial Aptitude: A nephilim casts spells with the (healing) subschool or the [good] and [light] descriptors at +1 caster level.
• Angelic Aura: At 3rd level, a nephilim may add half his Wisdom modifier as a deflection bonus to his armor class.
• Awestruck: At 6th level, a nephilim may, as an immediate action, force an opponent attempting to attack him in melee to make a Will save (with the DC equal to 10 + 1/2 the nephilim's hit dice + the nephilim's Wisdom modifier). If the save is failed, the opponent must choose another target - if no other valid targets are available, the attack and the action are wasted. This ability may be used once per encounter. Creatures without visual senses are immune to this effect.
• +2 racial bonus to Diplomacy and Knowledge (religion) checks.
• Automatic Languages: Common and Celestial. Bonus Languages: Aquan, Auran, Draconic, Elven, and Sylvan.
• Favored Classes: White mage (http://www.giantitp.com/forums/showthread.php?t=215538) and zealot (http://www.giantitp.com/forums/showthread.php?t=216635)


Bloodlines

Staff
• +2 Intelligence - staff nephilim are studious and learned, especially about medicine and healing
• Whenever a staff nephilim directly restores hit points with a spell or ability, increase the amount of hit points restored by a number equal to his hit dice.

Sun
• +2 Constitution - sun nephilim burn brightly in both spirit and body
• A sun nephilim may wreathe his melee weapons or natural attacks in sacred flame at will as a swift action, allowing them to do extra fire damage equal to half his hit dice (minimum of one). He may dismiss these flames as a free action.

Sword
• +2 Strength - sword nephilim are tenacious and sinewy, always ready for a fight
• A sword nephilim is always proficient with martial weapons, and gains a +1 bonus to attack and damage rolls when wielding swords.

Trumpet
• +2 Charisma - trumpet nephilim are unflappable and confident, naturally instilling courage and joy in those around them
• A trumpet nephilim is immune to silence effects and may inspire his allies once per day as a swift action, giving all allies within 30 feet a +1 morale bonus to attack and damage rolls as well as a +1 morale bonus to saves against charm and fear for five rounds.

Invoke the Heavens (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, a nephilim character that has reached epic status may gain this ability. The nephilim's type changes to Outsider, he gains a +2 inherent bonus to two ability scores of his choice, and may add his full Wisdom modifier as a deflection bonus to his armor class rather than just half of it. He may also use his Awestruck ability three times per encounter.

Personality: Nephilim, though as varied as any other mostly-human race, tend to be quiet, devout people who mostly keep to themselves. Though not as warlike as they once were, they still prize martial ability and prowess highly, and though they tend to express this through jousts and friendly duels rather than open combat, they will not hesitate to mete out retribution in blood and deed if necessary. They can be jovial and friendly, and are sometimes quite pleasant to be around, typically forthright and honest in their dealings with all. However, an angered nephilim is a fearful sight, and once their wrath is aroused, they can be vengeful, righteous warriors. Nephilim take a dim view of dishonesty and deception, and believe firmly in fair and honorable behavior. Nephilim often believe that their way is the right way, and that by extension it is the only way - any deviance from that way is a moral affront to be punished harshly. Some take the responsibility of judgment too far, dehumanizing and dismissing those who fail to live up to their code. They make excellent soldiers, especially excelling at battlefield tactics and commanding troops. However, they are equally drawn to mental pursuits, gravitating towards the philosophical and medical professions. They are unparalleled healers, and nephilim doctors are in high demand. Though they are not quite as radical or innovative as some other races, they are excellent engineers, builders, and craftsmen, approaching their work with patience, resolve, and an eye for quality. At their best, nephilim are noble, righteous, protective, unyielding, and contemplative. At their worst, they are intolerant, militant, condescending, obstinate, and conservative.

Physical Description: Nephilim stand tall and broad, and usually possess pale, alabaster skin, occasionally with a hint of silver or gold. Their eyes are notable for having no pupils, and glow bright gold, silver, or green. Their hair is usually blonde or white, though darker shades are not unheard of. Both sexes tend to wear their hair long and unfettered. Facial hair is uncommon. Nephilim favor ornate armor and clothing, enjoying elaborate designs and patterns - the brighter and more colorful, the better. Sword nephilim are stronger than others, with especially broad shoulders and arms. Sun nephilim are more stocky and compact, and their eyes glow the brightest out of all nephilim. They are more likely than other nephilim to have vibrantly-colored hair, usually orange or red. Staff nephilim are notably lanky, with long arms, spidery fingers, and whitish hair. They tend towards astigmatism. Trumpet nephilim are comely with bright, flashy smiles and shapely figures.

Relations: Nephilim usually get along well with most races, though their interactions with cambions can often be tense - despite centuries of peace between the two races, not all war wounds have closed completely. Nephilim are trustworthy and have a reputation for being kind and gentle to those in need, so they are typically well-liked in all environments, but especially in cities and towns.

Alignment: Nephilim run the gamut of alignments, but tend towards good and possess a slight lawful bent.

Lands: Nephilim are somewhat rare, their homeland of Aurum being shattered and most of it sunk beneath the sea. This cataclysm devastated their populations, and they have been slow to recover. Nephilim are rarely encountered in very large groups, and tend to integrate into whatever societies they are involved in rather than form their own separate communities, though they do stick close to each other out of a shared respect for their history and culture. Some nephilim have banded together in an attempt to reclaim the glory of Aurum, choosing to rebuild their white-gold cities on what little land remains of the once-great kingdom.

Language: Nephilim still cling to their prediluvian language as a way of reminding themselves of their past glory. It is an elaborate language and its script is full of elegant, curved symbols.

Names: Nephilim typically possess only a singular name, occasionally with second name denoting their homeland or town of origin. Family names are less important in nephilim culture, as each individual is judged on his merits rather than the accomplishments of his relatives. Many nephilim have adopted names that honor the memory of their lost kingdom, such as Aurelius, Aurelia, or Aurora.

Adventurers: Nephilim, though they can be reserved at times, enjoy the thrill of discovery and danger. Many adventure for noble causes, and a nephilim sent on a quest he believes to be righteous is an implacable opponent. Their sense of justice, level-headed nature, and general resistance to corruption make them excellent party leaders, quartermasters, and dividers of loot, much to the chagrin of would-be thieves.


The Primeval

• +2 Dexterity, -2 Charisma - Primevals are quick and possess excellent reflexes, but tend to be feral and solitary
• Medium size
• 40' movement.
• Humanoid type.
• Bloodline: All primevals select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
• Superior Senses: All primevals possess the Scent ability
• Always Armed and Armored: Primevals possess two natural claw attacks at 1d4 damage and one bite attack at 1d6 damage (each with a critical range/modifier of 19-20/x2). Primevals also possess a +1 bonus to natural armor.
• Totem Animal: Primevals may use a modified version of Wild Empathy on the animal they identify with (bear, boar, wolf, or rat), using Wisdom instead of Charisma.
• Winter Coat: At 3rd level, primevals' natural armor bonuses increases to a total of +3, and they gain resistance to cold 5.
• Recidivism: At 6th level, primevals gain the ability to revert to a feral state for a number of rounds equal to their 3 + their Constitution modifier . While in a feral state, they gain a +4 racial bonus to Strength and Constitution, their base land speed increases by 10 feet, and they gain fast healing equal to half their hit dice (minimum of one). They also gain Pounce and their natural attacks also double in damage, to 2d6 (bite) and 2d4 (claw). Like a barbarian's rage, primevals 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 they 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. They can use any feat they possess except Combat Expertise, item creation feats, and metamagic feats. They may enter a feral state three times per day.
• +2 racial bonus to Knowledge (nature) and Survival checks.
• Automatic Languages: Common. Bonus Languages: Auran, Elven, Giant, Gnoll, Orc, and Terran.
• Favored Classes: Green mage and hunter


Bloodlines

Packrunner
• +2 Wisdom
• Packrunner primevals gain a +4 bonus to attack rolls made while flanking, instead of +2. In addition, they gain their Dexterity modifier as a bonus to damage rolls made with their natural attacks against opponents they flank.

Razorback
• +2 Constitution
• Razorback primevals possess a gore attack instead of a bite attack, which deals double damage on a charge.
• Razorback primevals may act normally even if disabled or dying, and do not die until they reach a hit point total equal to their negative Constitution score.

Visejaw
• +2 Strength
• Whenever a visejaw primeval scores a critical hit with a natural attack, his opponent is knocked prone and stunned for one round. He is also treated as one size category larger than he actually is for the purposes of grappling.

Whiptail
• +2 Intelligence
• Small size and 30' movement
• Whiptail primevals gain Evasion. If they would gain it later through a class ability, they gain Improved Evasion instead.

Call of the Wild (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, a primeval character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, his natural armor bonus increases to +5, and his natural attacks have a critical range of 18-20 and a critical multiplier of x3.

Personality:

Physical Description:

Relations:

Alignment:

Lands:

Language:

Names:

Adventurers:


The Immortal

• +2 Constitution, -2 Dexterity - Their undead heritage gives the immortal almost supernatural toughness, but also leaves them with a creaking stiffness in their bones
• Medium size
• 30' movement.
• Darkvision 60'
• Humanoid type.
• Bloodline: All immortals select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
• Resistance to cold 5
• Life from Unlife: An immortal is attuned to the potent energies of death, at the sacrifice of those of life. It is healed by negative energy and harmed by positive energy as if it were an undead creature.
• The Dead Truce: Mindless undead recognize immortals as one of their own, and will not attack them unless provoked or directly commanded. Other undead are not so persuaded, but immortals still possess a +2 bonus to all Charisma checks when dealing with intelligent undead.
• Shun the Light: No immortal tolerates the sun for long, and they are dazzled in areas of bright sunlight or within the radius of a Daylight spell.
• Deadened Nerves: At 3rd level, an immortal's hide is infused with undead vigor, contracting and becoming thick and leathery. It chooses one of the following types of damage: bludgeoning, piercing, or slashing. It gains damage reduction X/- against that type of damage, where X is equal to half its hit dice (minimum of 1).
• Embrace the Dark: At 6th level, an immortal's transformation into one of the living dead is complete. Its type changes to undead, and it gains the living dead* subtype.
• +2 racial bonus to Concentration and Knowledge (religion) checks.
• Automatic Languages: Common and Undercommon.
• Favored Classes: Black mage and sage (http://www.giantitp.com/forums/showthread.php?t=250820)


Bloodlines

Dybbuk

Occasionally, a departed soul remains on the material plane in such strong spectral form that it is capable of feats normally reserved for creatures of flesh and blood. Feats such as siring children. Whether through possession of capable hosts or other methods best left to the imagination, such couplings are possible. The product of these unions are invariably dybbuks.

• +2 Wisdom - dybbuks are patient and perceptive
• A dybbuk can become incorporeal a number of times per day equal to its Charisma modifier as a standard action. Each time this ability is used, the dybbuk may maintain the incorporeal state for a number of rounds equal to its Constitution modifier. Any equipment worn or items carried by the dybbuk become incorporeal as well. If at the end of this ability's duration the dybbuk is inside a solid object, it is shunted to the most recent open space it occupied and is dealt 1 damage for each 5' it was forced to move.

Ghul

The taboo against cannibalism is present in most cultures, for fear that ghouls or ghasts may arise from its practice. However, in the farthest reaches of the wilderness (or the deepest reaches of the city sewers), the taboo is often broken. Whether through diseases like ghoul fever or perverse necromantic influence, children born amongst the refuse of these cannibalistic societies occasionally mature into ghuls.

• +2 Strength - the warped muscles of a ghul are filled with power
• A ghul exudes a thick, foul stench that surrounds to it at all times. All hostile creatures that come within a 5' radius of the ghul must make a Fortitude save (DC equal to 10 + 1/2 the ghul's HD + the ghul's Constitution modifier) or be sickened for as long as they remain within the radius, and one round afterwards. A creature that saves against this ability is immune to it for 24 hours.

Koschei

One of the little-known secrets in the world of dark magic is the exact process by which a lich is made. All that is known is that it is unspeakably evil. But ancient tomes and half-mad occultists whisper that becoming a lich requires the sacrifice of young woman pregnant with her first child. The final step involves plunging a knife into the expectant mother's belly, killing both her and her unborn progeny. On rare occasions, the infant will survive the hideous ritual. Perhaps a roving band of adventurers destroys the mage just before his transformation and rescues the child; perhaps some erstwhile minion takes pity on the babe and raises it as its own. When (and if) the child grows to maturity, it will be a koschei. Koschei are the rarest of immortals, but they are notoriously hard to kill.

• +2 Intelligence - koschei are ruthless calculators and schemers
• While a koschei is not a true lich, it does possess some of the lich's legendary resistance to death. Anytime a koschei is reduced to -10 hit points or lower, it may, as an immediate action, make a Charisma check (DC equal to 21 - its hit dice). If successful, the koschei is restored to -9 hit points and automatically stabilizes. This ability may only be used a number of times per day equal to the koschei's Constitution modifier.

Moroi

Perhaps the most common of immortals, the moroi are the product of vampiric influence. Many are formed by the unnatural coupling of a vampire sire and a mortal woman, but there are other methods. A woman who is bitten by a vampire while pregnant (even if cured or restored) will also most likely produce a moroi. A former vampire or vampire spawn, if somehow cured of their condition, will still produce moroi children.

• +2 Charisma - like their vampire sires, moroi are adept at manipulating the emotions of lesser beings
• A number of times per day equal to their Charisma modifier, a moroi may use a charming gaze on an opponent as a standard action. That opponent must make a Will save (DC equal to 10 + 1/2 the moroi's hit dice + the moroi's Charisma modifier) or act as if affected by a Charm Person spell. The caster level of this ability is equal to the moroi's hit dice.

Pact Eternal (Optional Epic Destiny)
Prerequisites: 6th-level character, twenty "epic" feats
Benefits: At the DM's discretion, an immortal character that has reached epic status may gain this ability. It gains an inherent +2 bonus to two ability scores of its choice, immunity to cold, and a 50% chance to negate critical hits and have them deal normal damage instead. If the immortal is ever killed, it reforms with a single hit point at the place of its death 3d6 days later. However, regardless of their own alignment, they are permanently destroyed with no chance of reformation if they are killed with a Holy or Disrupting weapon, by the Holy Smite or Searing Light spell, in a hallowed area, or while being turned by a cleric of at least their own level.

Personality:

Physical Description:

Relations:

Alignment:

Lands:

Language:

Names:

Adventurers:

* Living Dead Subtype:
Creatures with the living dead subtype are closer to life than their other undead counterparts. They differ from undead in the following ways:
- Living dead possess a Constitution score. Subsequently, they are no longer immune to effects that require Fortitude saves and use their Constitution score for Concentration checks.
- Living dead are not immune to mind-affecting effects.
- Living dead are subject to death from massive damage, critical hits, nonlethal damage, ability drain, ability damage, and stunning.
- Living dead are not destroyed at 0 hit points, but become disabled instead. From -1 to -9 hit points, they are considered "dying". At -10 hit points, they are destroyed.
- Living dead possess +4 turn resistance.
- Living dead must eat and have very specialized diets. Depending on the type of creature, they may only be able to subsist on blood or raw flesh (preferably from sentient beings). Other creatures absorb strong emotions such as fear or sorrow for sustenance, or feed on the nightmares of sleeping children.

Living dead retain the following qualities of the undead type:
- 60' Darkvision
- Living dead are immune to poison, sleep effects, paralysis, disease, and death effects.
- Living dead are not subject to energy drain, fatigue, or exhaustion.
- Living dead are healed by negative energy and harmed by positive energy.
- Living dead are not affected by raise dead or reincarnate.
- Living dead do not breathe or sleep.

Gnorman
2012-07-27, 01:21 AM
New Races, III

Gnorman
2012-07-27, 01:22 AM
Ritual Spells and Incantations

Step Between Space
Conjuration
Effective Level: 6th
Skill Check: Knowledge (arcana) DC 24, 4 successes; Knowledge (geography) DC 24, 2 successes; Knowledge (architecture and engineering) DC 24, 1 success
Failure: Caster and all participants are transported 1d20 miles in a random direction (roll 1d8 - results correspond to the cardinal and intermediate directions, starting with North and moving clockwise).
Components: V, S, M, F, SC, B
Casting Time: 60 minutes
Range: Personal and Touch
Target: Caster and between three and five other creatures
Duration: Instantaneous
Saving Throw: No and Will negates (unwilling subject or object)
Spell Resistance: No and Yes (unwilling subject or object)

Once this incantation is completed, the caster can bend the fabric of time and space and teleport to new destinations. The caster may transport himself and up to five other Medium or Small sized creatures to any destination within 1,200 miles. All creatures to be transported must be touching each other, and at least one of them must be touching the caster. Each creature transported may bring gear or equipment weighing up to its maximum load. The caster must roll on the Mishap table given in the Teleport spell's description (http://www.d20srd.org/srd/spells/teleport.htm) to determine how closely he arrives on target. If he rolls a mishap, he is considered to have failed the incantation and suffers the appropriate consequence.

Material Component
Silver dust costing at least 500 gp, sprinkled in a circle around the creatures to be transported

Focus
A star sapphire worth at least 5,000 gp.

Extra Casters Three required; they help to calculate distance and other equations

Backlash Component
Just prior to be transported, all subjects are knocked unconscious. Once they arrive at their destination, they awaken 1d6 hours later.


Effective Level:
Skill Check:
Failure:
Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:

Gnorman
2012-07-27, 01:24 AM
New Spells, II

Gnorman
2012-07-27, 01:25 AM
Magic Items, I

Gnorman
2012-07-27, 01:26 AM
Magic Items, II

Gnorman
2012-07-27, 01:28 AM
Miscellany

Gnorman
2012-07-27, 01:29 AM
Community Contributions

Dandria:

The Earth Elementalist (http://www.giantitp.com/forums/showpost.php?p=13097737&postcount=402) (Base Class)

The Fire Elementalist (http://www.giantitp.com/forums/showpost.php?p=12900055&postcount=363) (Base Class)

The Water Elementalist (http://www.giantitp.com/forums/showpost.php?p=12950651&postcount=374) (Base Class)

DMofDarkness:

The Warlock (http://www.giantitp.com/forums/showpost.php?p=12346660&postcount=160)(Base Class)

Engorde:

Vampire (http://www.giantitp.com/forums/showpost.php?p=13078664&postcount=387) (Black Mage Archetype)

Sgt. Cookie:

The Summoner (http://www.giantitp.com/forums/showsinglepost.php?p=19490185&postcount=635) (Base Class)

Surrealistik:

Blightmage (Black Mage Archetype)


Bonus Spells:
1: Spirit Worm (SpC), Deathwatch (SpC)
2: Ghoul Touch, Blindness/Deafness
3: Plague Carrier (SpC), Infestation of Maggots (SpC)

Lesser Archetype Power (Adaptive Blight): Whenever a creature succeeds on or fails a saving throw against one of your negative energy, poison or disease spells or SLAs, increase the DC for your negative energy, poison or disease spells and SLAs against that creature by +1 for the next 24 hours.
Moderate Archetype Power (Tenacious Affliction): Whenever a spell or effect would end the effects of one of your negative energy, poison or disease spells or SLAs with a duration other than instantaneous, the user of that spell or effect must succeed on a caster level (if a spell) or HD check with a DC equal to 15 + your caster level. On a failure, each creature other than you and your allies within 30' of those effects becomes subject to the that spell or SLA if a legal target.
Greater Archetype Power (Irresistable Pestilence): Creatures with negative energy, poison, ability damage, and/or disease immunity must succeed on an HD check with a DC equal to 15 + your caster level against your spells and SLAs when targeted with one. On a failure, that spell or SLA affects the creature as normal, ignoring these immunities for its duration.
Capstone SLA: Inflict Critical Wounds or Poison (SpC)

Stormbringer (Red Mage Archetype)

Bonus Spells:
1: Lesser Orb of Electricity (SpC), Thunderhead (SpC)
2: Electric Loop (SpC), Fly, Swift (SpC)
3: Call Lightning, Lightning Bolt

Lesser Archetype Power (Superconductive Lightning): A stormbringer ignores the first 10 points of energy resistance when using electrical spells or electrical SLAs - this also applies to any electrical damage on the stormbringer's weapon, if applied via one of his spells.
Moderate Archetype Power (Bounding Bolts): Whenever the stormbringer deals electrical damage to a creature targeted by an electrical spell or electrical SLA, the stormbringer can deal half that damage to another creature or object within 15 feet that's not a target of that spell or SLA.
Greater Archetype Power (Flashshock): Once per encounter, a stormbringer may choose to use one of his air or electrical spells or air or electrical SLAs he can use at-will or per encounter as a swift or immediate action. This use does not provoke attacks of opportunity, and cannot be counterspelled. Evasion and Improved Evasion cannot be used against a spell or SLA cast in this way.
Capstone SLA: Arc of Lightning (SpC)

Illusionist (Blue Mage Archetype)

Bonus Spells:
1: Net of Shadows (SpC), Disguise Self
2: Phantasmal Assailants (SpC), Wall of Gloom (SpC)
3: Shadow Binding (SpC), Phantom Guardians (SpC)

Lesser Archetype Power (Beguiling Deceit): Your illusion spells and illusion SLAs gain a +1 bonus to their save DCs. This bonus increases to +2 against flatfooted creatures and creatures unaware of the illusionist's presence.
Moderate Archetype Power (Enduring Illusion): Creatures that would see through an illusion spell or illusion SLA cast by the illusionist due to an ability, effect, spell or property must make a caster level (if the effect of a spell or SLA like True Seeing) or HD check against a DC equal to 15 + the illusionist's spell level. On a failure, the creature does not see through that spell or SLA's illusions, and that creature cannot make another check in this way against that illusion spell or SLA for its duration.
Greater Archetype Power (Nightmares Made Real): Once per encounter, an illusion spell or illusion SLA cast by the illusionist ignores immunity to fear and mind affecting spells and all saving throws it features against Will are instead made against Fortitude. If that spell or SLA features a save to disbelieve, the save to disbelieve is removed if that spell or SLA has more than one save. Otherwise, the save to disbelieve for that spell or SLA has its DC increased by +4.
Capstone SLA: Mirage Arcana or Shadow Conjuration

Unosorta:

The Storysinger (http://www.giantitp.com/forums/showpost.php?p=12904303&postcount=366) (Base Class)

Gnorman
2012-07-27, 01:30 AM
Community Contributions, II

Gnorman
2012-07-27, 01:32 AM
Community Contributions, III

Gnorman
2012-07-27, 01:33 AM
Appendices & Special Thanks

Gnorman
2012-07-27, 01:34 AM
Just In Case, I

Gnorman
2012-07-27, 01:35 AM
Just In Case, II

D-naras
2012-07-27, 06:09 AM
I am so happy to see this project grow, but aren't you forgetting your streamlined classes?

D@rK-SePHiRoTH-
2012-07-27, 06:18 AM
as good as always, great job with the races, I'm looking forward to see the rest!

Gnorman
2012-07-27, 07:04 AM
I am so happy to see this project grow, but aren't you forgetting your streamlined classes?

Yes, I suppose I am. I'll include them under a separate "Generic Classes" heading when I get a chance.

Spent some time with the zealot tonight, adding auras, a new capstone, and shifting a few abilities around (reaver and templar archetypes, mainly). I'm going to retool the cavalier significantly, as well as spend a little time touching up the Avenger and the Initiate.

D@rK-SePHiRoTH-
2012-07-27, 08:47 AM
can we have a str-based, front liner, charging Zealot archetype? I'd love it :smalltongue:

Eldest
2012-07-27, 11:27 AM
When you add the 5 "exotic" classes, you're going to need to stretch them out over two posts if they are the same length as the other classes. Which, since they are all dealing with their own individual subsystems, it is likely.

Wyntonian
2012-07-27, 12:22 PM
Jeez, dude. That's a lot of stuff.

Oh, and I hereby request a necropolitan-esque undead race. That is all.

Knaight
2012-07-27, 02:42 PM
Excellent. I can't wait to take a look at brand new, unpolished material where I actually notice flaws.

Gnorman
2012-07-27, 06:03 PM
can we have a str-based, front liner, charging Zealot archetype? I'd love it :smalltongue:

You know, that's not a bad idea. The zealot could use a little more offensive oomph (I find that it is more of a passive class, which is somewhat disappointing). I'll have to include some sort of smiting ability.


When you add the 5 "exotic" classes, you're going to need to stretch them out over two posts if they are the same length as the other classes. Which, since they are all dealing with their own individual subsystems, it is likely.

Well, it's a good thing I saved myself the entire first page of the thread then! I definitely learned my lesson - I always write more than I think I will, and even after extensive, ruthless editing I find myself running out of room. Hopefully this thread will not suffer from that for quite some time.


Jeez, dude. That's a lot of stuff.

Oh, and I hereby request a necropolitan-esque undead race. That is all.

An undead race has been on the docket for quite some time. I will see about pushing up the timetable for you.


Excellent. I can't wait to take a look at brand new, unpolished material where I actually notice flaws.

And I'm looking forward to fixing said flaws.

D@rK-SePHiRoTH-
2012-07-27, 08:15 PM
Invetigator capstone - what about allowing him to replicate other's archetype powers through his knowledge and intensive study? (something similar to the 19th factotum feature)
I don't know if this is out of concept due to the lack of an extended fluff text, but it looks interesting for a person whose main interest is knowledge

Mangles
2012-07-28, 02:34 AM
I posted this in the old thread. Thought I would move it over here.


I've been reading over Engineer (tinker) ability and specifically the astral construct text.

Quote:
Treat this companion as if it were an astral construct as if manifested by a power level equal to one-half the tinker's level (minimum of one),
I was assuming that this meant that the astral construct has half the HD of the engineer that built it. But it seems to read that you act like a psion of half your level. If you look at what a psion with half the HD of the engineer could construct with its 11 power points you get a 5 HD construct instead of a 3 HD one.

I feel this ability needs more clarification, whether my assumption was correct, and you only get a 3 HD construct, or I was wrong and you get a construct that is 5 HD at your max level of 6

As Eldest pointed out

With psionics, you can't spend more than your Manifester Level in power points on a single power

Does that mean that the highest level construct you can have is a HD 2 (1 to summon and 2 to make it a HD better), or is it HD equal to half your engineer level.

Edit: while I'm asking. Can the construct be used as a mount for small creatures. Are there any rules as to what sort of creature you can ride.

Gnorman
2012-07-28, 03:45 AM
I posted this in the old thread. Thought I would move it over here.


I've been reading over Engineer (tinker) ability and specifically the astral construct text.

Quote:
Treat this companion as if it were an astral construct as if manifested by a power level equal to one-half the tinker's level (minimum of one),
I was assuming that this meant that the astral construct has half the HD of the engineer that built it. But it seems to read that you act like a psion of half your level. If you look at what a psion with half the HD of the engineer could construct with its 11 power points you get a 5 HD construct instead of a 3 HD one.

I feel this ability needs more clarification, whether my assumption was correct, and you only get a 3 HD construct, or I was wrong and you get a construct that is 5 HD at your max level of 6

As Eldest pointed out


Does that mean that the highest level construct you can have is a HD 2 (1 to summon and 2 to make it a HD better), or is it HD equal to half your engineer level.

A power level of one would require the expenditure of one power point, getting you a level one astral construct. A power level or two would require the expenditure of three power points, getting you a level two astral construct. Power level three, five power points, level three astral construct. So yes, it caps out at 3 HD.

It should probably be "Treat this as an astral construct with a level equal to half the tinker's level."

Mangles
2012-07-28, 04:34 AM
That would simplify and clarify things a lot.

Engorde
2012-07-28, 08:20 AM
For the binder, i recommend reading the secrets of pact magic and villians of pact magic sourcebooks, they might give you some ideas; it definitely helped me when making my own binder e6 class.

By the way, congratulations on the new thread, i΄m looking forward to it.

yugi24862
2012-07-29, 04:32 PM
As far as I can tell, the Poet clas makes no mechion of how you gain and restore Insperation, only how it is spent. Can someone point me to where it tells you hows much you have and how often it regens?

Gnorman
2012-07-29, 04:46 PM
As far as I can tell, the Poet clas makes no mechion of how you gain and restore Insperation, only how it is spent. Can someone point me to where it tells you hows much you have and how often it regens?

How much you have: "He may use this ability a number of times per day equal to his poet level plus his Charisma modifier."

How often it regens: Whenever per-day abilities are refreshed. I guess naturally at the start of the day?

yugi24862
2012-07-29, 06:39 PM
How much you have: "He may use this ability a number of times per day equal to his poet level plus his Charisma modifier."

How often it regens: Whenever per-day abilities are refreshed. I guess naturally at the start of the day?

Sorry, I completely missed that. Thanks, I wasn't sure if it was per-day or per-encounter

TheLonelyScribe
2012-07-30, 03:41 AM
This really makes me want to play E6 :smallbiggrin:

Gnorman
2012-07-30, 06:32 AM
In my continued retooling of the zealot class, I hit upon something that, in retrospect, seems blindingly obvious: Half-caster archetypes for non-casting classes! Perhaps it's a bit overpowered, though, but I'm going to try it out, starting with the initiate archetype. It and the cavalier have been redone, though neither is quite complete. Still working, then on to the hunter and sentinel.

Timeless Error
2012-07-30, 10:38 AM
So, I see the Generic Classes are up. Are they intended for use alongside the non-generic/standard classes? Could there be a balanced party with both a Fighter and a Gladiator?

Waddacku
2012-07-30, 10:58 AM
You know, essentia capacity is an inherent function of character level. You don't need to specify it. Though I guess it might make it easier for people not familiar with Incarnum, but to use the class you'll have to learn the system anyway...

Kholai
2012-07-30, 12:19 PM
Looking at the Poet, I'm concerned it may perhaps be a little much.

Compared to a Red Mage, the Poet has a better Hitdie, better skills, some very versatile and decent inspirations, and the ability to cherry pick two spell lists, at the cost of two spells/day of each level (offset somewhat by being able to use two lists of scrolls for even more versatility).

Perhaps level 3 spells should be 0/day bonus spells only?

Speaking of the Red Mage, can Sand Shapers shape 50 GP?

For the Noble/Warchief archetype, the Greater Archetype Power should probably read: "the penalties inflicted by the warchief are equal to his Charisma modifier or -2, whichever is higher", since that could potentially work out to a penalty for levelling otherwise.

I note there is no greater archetype ability for the Sage>Investigator, is this in progress or an oversight?

Zealot: May wish to include a qualifier to "Back from the Brink", such as "with a Charisma score of 12 or higher".

A few of the classes are a little front-loaded, the main problem being where you have abilities that say "of his level". From a RAW perspective, that can either mean "his *class* level" or "his *character* level".

So as written, one level dip into Sentinel means full access to fighter only feats (you count as a level 6 fighter), a flexible fighter feat, full armour, shield and martial proficiencies, Interception, and Manoeuvres equal to a level 6 Crusader.

The same applies to the Hunter/Beastmaster archetype as well as elsewhere, "as a druid of his Hunter level" - an animal companion as a level 6 druid for a 1 level dip is arguably a very viable replacement for a Greater Archetype power.

It crops up quite a lot, so if these are all intentional, of course, then don't mind me, but assuming that multiclassing is allowed, this means that a Sentinel>Gallant 1/Hunter>Beastmaster 1/Gladiator>Kensei 1/Brawler>Martial Artist 3 gets:


12+ 4D10 HD + 1D8 HP +Con
38 Skill points + Int bonus.
6 BAB
Using fractional saves: +5/+4/+2 saves.
2 flexible Fighter feats. Counts as a level 6 fighter for the purpose of qualifying for feats.
Evasion
+1 bonus to AC in light armour.
Intelligence or Wisdom modifier to AC in light armour.
Intelligence or Wisdom modifier to damage on damaging strikes.
Dexterity modifier to Damage for ranged attacks.
"Power attack" for ranged attacks.
Unarmed strikes deal 1D8 damage and may be freely enchanted.
Proficiency in all types of armour, all simple and martial weapons, and three exotic weapons of their choice.
Manoeuvres readied and prepared as a level 6 Crusader.
Manoeuvres readied and prepared as a level 6 Warblade.
Manoeuvres readied and prepared as a level 6 Swordsage.
An animal companion as a level 6 Druid.

Removing those last four down to levels 1/1/3/1 by qualifying it as class, rather than character, level is a good step towards removing the front-loading, whilst you may also want to move either the feats or the archetype bonus to level 2.

On a side note, this is incredibly impressive stuff and it makes me want to start playing E6, I can't wait to see even more of this.

Conor77
2012-07-30, 01:38 PM
You seem to be a bit confused. Unless I am mistaken, all of these classes were designed to forego multiclassing, so you can assume any time level is used it means class level. In fact, without multiclassing, class level and character level are effectively the same thing, which is probably why the text only says "level". These classes become almost nonsensical if you start trying to mix an match them. The whole point of having archetypes and all is to give you some good options within a class.

Gnorman
2012-07-30, 06:02 PM
So, I see the Generic Classes are up. Are they intended for use alongside the non-generic/standard classes? Could there be a balanced party with both a Fighter and a Gladiator?

I suppose you could, though they're honestly quite similar in a lot of respects. A Fighter has archetypes intended to mimic the Brawler, the Gladiator, the Sentinel, the Zealot, and the Hunter, on a more general level. I've been poaching a few class features back and forth between the two (practice, experience, and perspective being what they are and hopefully improving my abilities), so in some cases they might be exactly the same.


You know, essentia capacity is an inherent function of character level. You don't need to specify it. Though I guess it might make it easier for people not familiar with Incarnum, but to use the class you'll have to learn the system anyway...

Fair enough.


Looking at the Poet, I'm concerned it may perhaps be a little much.

Go on.

Compared to a Red Mage, the Poet has a better Hitdie, better skills, some very versatile and decent inspirations, and the ability to cherry pick two spell lists, at the cost of two spells/day of each level (offset somewhat by being able to use two lists of scrolls for even more versatility).

Perhaps level 3 spells should be 0/day bonus spells only?

Adding level 3 spells to the poet was something I did only last night, and I'm not 100% on board with it just yet. Keeping them to level 2 spells (or at least having 0 level 3 spells per day, forcing them to invest heavily in the stat to reap the benefits might not be a bad idea. The advantage of the red mage is the archetype powers, bonus spells, increased spells per day, et cetera, but I can see your point.

Speaking of the Red Mage, can Sand Shapers shape 50 GP?

For comedy's sake, yes. For practicality's sake, no.

For the Noble/Warchief archetype, the Greater Archetype Power should probably read: "the penalties inflicted by the warchief are equal to his Charisma modifier or -2, whichever is higher", since that could potentially work out to a penalty for levelling otherwise.

Duly noted, will fix.

I note there is no greater archetype ability for the Sage>Investigator, is this in progress or an oversight?

Still in progress. The new sage is still a bit fresh, so I have yet to polish off all the edges.

Zealot: May wish to include a qualifier to "Back from the Brink", such as "with a Charisma score of 12 or higher".

Duly noted, will fix.

A few of the classes are a little front-loaded, the main problem being where you have abilities that say "of his level". From a RAW perspective, that can either mean "his *class* level" or "his *character* level".

This is something I started to notice recently myself. Generally, all instances of this should refer to class level. I am slowly working through to try and correct this.

So as written, one level dip into Sentinel means full access to fighter only feats (you count as a level 6 fighter), a flexible fighter feat, full armour, shield and martial proficiencies, Interception, and Manoeuvres equal to a level 6 Crusader.

Ouch. Yeah.

The same applies to the Hunter/Beastmaster archetype as well as elsewhere, "as a druid of his Hunter level" - an animal companion as a level 6 druid for a 1 level dip is arguably a very viable replacement for a Greater Archetype power.

It crops up quite a lot, so if these are all intentional, of course, then don't mind me, but assuming that multiclassing is allowed, this means that a Sentinel>Gallant 1/Hunter>Beastmaster 1/Gladiator>Kensei 1/Brawler>Martial Artist 3 gets:

12+ 4D10 HD + 1D8 HP +Con
38 Skill points + Int bonus.
6 BAB
Using fractional saves: +5/+4/+2 saves.
2 flexible Fighter feats. Counts as a level 6 fighter for the purpose of qualifying for feats.
Evasion
+1 bonus to AC in light armour.
Intelligence or Wisdom modifier to AC in light armour.
Intelligence or Wisdom modifier to damage on damaging strikes.
Dexterity modifier to Damage for ranged attacks.
"Power attack" for ranged attacks.
Unarmed strikes deal 1D8 damage and may be freely enchanted.
Proficiency in all types of armour, all simple and martial weapons, and three exotic weapons of their choice.
Manoeuvres readied and prepared as a level 6 Crusader.
Manoeuvres readied and prepared as a level 6 Warblade.
Manoeuvres readied and prepared as a level 6 Swordsage.
An animal companion as a level 6 Druid.

I've always stated that "multiclassing is not encouraged or supported in this system," but lord knows that doesn't cover it by RAW. This is exactly the kind of monster I'd like to avoid.

Removing those last four down to levels 1/1/3/1 by qualifying it as class, rather than character, level is a good step towards removing the front-loading, whilst you may also want to move either the feats or the archetype bonus to level 2.

I just overhauled the entire system to make archetype powers available at level one, so please understand that changing them to level 2 is absolutely, definitively off the table.

On a side note, this is incredibly impressive stuff and it makes me want to start playing E6, I can't wait to see even more of this.

Thanks!


You seem to be a bit confused. Unless I am mistaken, all of these classes were designed to forego multiclassing, so you can assume any time level is used it means class level. In fact, without multiclassing, class level and character level are effectively the same thing, which is probably why the text only says "level". These classes become almost nonsensical if you start trying to mix an match them. The whole point of having archetypes and all is to give you some good options within a class.

They were designed that way, but he's right, it doesn't technically mean that they do. By explicit RAW, it doesn't work like that, and that needs to be rectified.

Eldest
2012-07-30, 06:10 PM
I would second lowering the number of 3rd level spells the Poet gets to be 0, or even give them the ability to chose one spell off of the two spell lists they can cast from as a capstone SLA. Although that second part would be a pain to involve, so probably not.

Nihilarian
2012-07-30, 08:11 PM
Werewolf: They get a bonus to Dexterity (Which is superseded by the wolf's dexterity if you use the Alternate Form) and a bonus to Wisdom (which only affects Mystic Resonance because Fight Harder and Smarter is based off of Constitution).

The Alternate Form ability allows them, unlike any other brawler, the opportunity of dumping Strength and Dexterity with no consequences (like most other shapeshifters, point buy goes a long way for the werewolf). They can dump it and still get a Str of 25 in Dire Wolf form. This seems a bit too powerful, when you consider what other brawlers get.

I think you can use Alternate Form and then use Hybrid Form, allowing you to be a large sized Dire Wolf with 29 Strength and all the other little goodies that being hybrid gives you (for example, Fast Healing at 6th level). Was this intentional? I wouldn't mind it if it weren't for the whole Dire Wolf thing.

Overall the archetype seems to be at odds with itself. It would seem better to give them bonuses to Con and (either Charisma or Wisdom, with the howl and Mystic Resonance both based off of the same stat), and drop the Dire Wolf form. You might also give them something to compensate for losing Dire Wolf form (maybe something Charisma/Wisdom based, at Moderate).

With all that having been said, I definitely like most of the stuff here. I'd play any of these classes. :smallsmile:

Gnorman
2012-07-31, 07:29 AM
Werewolf: They get a bonus to Dexterity (Which is superseded by the wolf's dexterity if you use the Alternate Form) and a bonus to Wisdom (which only affects Mystic Resonance because Fight Harder and Smarter is based off of Constitution).

The Alternate Form ability allows them, unlike any other brawler, the opportunity of dumping Strength and Dexterity with no consequences (like most other shapeshifters, point buy goes a long way for the werewolf). They can dump it and still get a Str of 25 in Dire Wolf form. This seems a bit too powerful, when you consider what other brawlers get.

I think you can use Alternate Form and then use Hybrid Form, allowing you to be a large sized Dire Wolf with 29 Strength and all the other little goodies that being hybrid gives you (for example, Fast Healing at 6th level). Was this intentional? I wouldn't mind it if it weren't for the whole Dire Wolf thing.

Overall the archetype seems to be at odds with itself. It would seem better to give them bonuses to Con and (either Charisma or Wisdom, with the howl and Mystic Resonance both based off of the same stat), and drop the Dire Wolf form. You might also give them something to compensate for losing Dire Wolf form (maybe something Charisma/Wisdom based, at Moderate).

With all that having been said, I definitely like most of the stuff here. I'd play any of these classes. :smallsmile:

That is an interplay I had not predicted. I'll remove the dire wolf component and make sure that there is a clause that states you may not mix-and-match alternate and hybrid forms. I plan to keep the Wisdom bonus mostly because that's the standard lycanthrope bonus (most of my monster archetypes have their racial bonuses hew pretty closely to what their typical kind receives), but changing it to Constitution would not be unreasonable.

Nihilarian
2012-07-31, 08:34 AM
I don't disagree with that. I'd still suggest basing the howl on wisdom instead of charisma, to gibe people more of a reason to pump wisdom up.

Kholai
2012-07-31, 08:51 AM
Yeah, I pretty much figured multi-classing wasn't the intended use of it (I presume the original thread contained actual statements to that fact), glad you understood where I was coming from.

I'd be happy enough if it was specifically zero multi-classing bound into the class features, but a reasonable tradeoff between several lesser archetype bonuses and a single greater archetype might not be a bad thing to vaguely shoot for.

Back to Poet: Glad you removed the level 3 spell slot; having two spell lists to choose from for utility just gave too much potential to the Poet (especially if the Spontaneous equivalent to Pearls of Power are brought into it). Even with the reduced spell slots it's still a seriously decent

I also really like the new capstone.

Concord of Sweet Sounds: Does this allow an inspiration without having any inspirations left?
If so, then the wording might be something along the lines of:

"As a standard action the Poet may use any inspiration ability they have, including those granted by their archetype. Using an inspiration in this way does not count against their total number of inspirations per day."


Noble: To remedy the dead level 2, what about expanding Impel?

Level 2: Impel Quick: Target ally within 30' regains use of their swift action, if they had used it. A Noble may use Impel a number of times per day equal to half their class level plus their Charisma modifier.

Level 4: Impel Attack: Target ally within 30' may make an immediate attack against any enemy they threaten.

Level 6: Great Impel: Target ally within 30' may take a full round worth of actions etc. Using this ability consumes 2 Impel uses/day.

Eldest
2012-07-31, 09:23 AM
Concord of Sweet Sounds seems perfectly clear. You use a inspiration ability. You don't have to burn one of the charges.

Kholai
2012-07-31, 11:55 AM
Eldest: Note that by the literal text, they may use their ability without it being deducted from their daily limit. This does not dispense the ability to use it if they would otherwise not be able to by not having any remaining inspirations left, or by only having one daily use left for two-inspiration-use abilities.

As another viable alternative, they may simply regain one of their expended uses of inspiration for the day as a swift action; this is almost the same thing, except not quite so potent.


Brawler: Faster Than the Naked Eye: To amend the wording slightly, what about:
The Brawler may make a full attack as a standard action or as part of a charge. If they make a full attack action in this way they may make one additional attack as part of their full attack at their highest Base Attack Bonus. All attacks made in this full attack action must be made using the Brawler's unarmed strike or natural attacks.

In this way, if the brawler is "armed" by holding a salad fork in one hand, or wearing a spiked bracer, they can still flurry using only unarmed attacks.

Brawler > Martial Artist: I could be wrong here, but seeing as you only get one immediate or swift action per round, isn't restricting stance switching to once per round redundant?

Gladiator > Should Weapon of Choice require them to practice for five minutes with the new weapon in question? It seems odd that theoretically the gladiator could theoretically declare a particular farmer's Scythe as their WoC.

Secondly, it should probably be restricted to a weapon they are proficient with, at least thematically.

Does "attack" include anything with an attack roll?

Brute > "By wearing medium armour", perhaps? I know it's petty, but I have the grim vision of a player insisting that he can indeed carry around seventy-nine Breastplates without encumbrance because they're medium armour...

Man at Arms > No action is assigned to Weapon of Choice in the first place, and I'd again suggest possibly restricting it to any weapon which the Man at Arms is holding.

Pit Fighter > This archetype may be a little extreme in all honestly. Automatic spell loss combined with being almost literally impossible to escape makes this instant and irrevocable death to casters.

With a +9 to hit before Strength (Weapon of choice + BAB), the chance of a 16 Strength Pit Fighter with Weapon Focus hitting an unarmoured, Dex 16 mage is about 95%, for an average damage of 12 damage before power attack. At a D6 HD, your average mage is going to have ~31 HP. Power Attacking for an extra 20 damage is still a 50% chance to hit.

Whilst yes, I know and appreciate that mages are supposed to be squishy, but this can be done at reach, and it absolutely, utterly shuts down another class in a way that they have no means of dealing with (there's not much quicken in E6 is there?). That's not really fun design. Can an equal levelled mage survive a situation where a Pit Fighter ends up in melee range with them?

Second would be the fact they move like a cheetah on crack.

A level 6 Pit Fighter with a Spiked Chain may make make an attack of opportunity if anything within 10' moves, casts, draws, or 5' steps (or anything else, but you get the idea).

They may now also take a 10' step as per the Fancy Footwork ability, potentially leaving them 5' closer to the target ten feet away who took a 5' step away from them.

They can do this every time they "may make" an attack of opportunity (which is not the same thing as hitting with, or even "refraining from", an attack of opportunity). Imagine a line of goblins around the world all drawing their swords split seconds after one another. The Pit Fighter has now 10' stepped his way across thousands of miles.

Incidentally, the way the major archetype power is worded, it doesn't actually use up an AoO to make a Full Attack. Possibly this should be something along the lines of: "Any time the Pit Fighter makes an attack of opportunity they may make a full attack rather than a single attack."

Maybe limit their 5' steps to one extra one per round, stop it from being Fancy Footworkable, or possibly tie it to actually taking the AoO. Since their AoO-step also means that nobody wielding a reach weapon that also can't be used in melee can make a full attack against them.

For the mageslayer aspect, I'd suggest Concentration checks to engage in Defensive Casting automatically fail, and there's a -4 penalty against concentration checks about losing the spell to damage dealt by the Pit Fighter. This means that a Strength 4 pixie with a rapier can't auto-disrupt the mage with a 1-damage love-tap.

Vindicator: Lesser Archetype is a little confusingly worded, it may be an idea to lift it straight from the Ranger: At 5th level the Vindicator may select an additional favored enemy. In addition, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

Greater: Again I'd suggest a 5 minute workout or something to reselect a favoured enemy, or otherwise indicating when a new enemy can be selected each 24 hours, and how long it takes.

Hunter: Completely optional here, but swapping Trapper and Deadly Aim around might be a smoother progression (PA at level 1 is a little mediocre anyway)

Peltast: Suggested slight rewording of the Major Archetype:
The Peltast may make a full attack as a standard action on any round where they have moved at least 10'. All attacks made in this full attack action must be made using thrown weapons with which the Peltast is proficient.

Sentinel: Possible rewording of Interception: Once per round as an immediate action the Sentinel may attempt to intercept a melee attack targeted at any ally within 10' by making an opposed melee attack roll against the total result of the attack he wishes to intercept. If successful, the attack is instead directed towards the sentinel, and he may use his armour class to defend against it as if he were the original target.

Level 4 rework: A Sentinel may take one additional Immediate action per turn, so long as that immediate action is used to Intercept a blow.

By RAW, a Free action cannot be performed outside of your turn except for speaking.

Juggernaut: Major Archetype power - It may be worth clarifying that the Juggernaut is still subject to the attack normally. I don't like automatic "no save just suck" abilities, so if a balance check or reflex save or something were required to knock them prone that would be a lot better to me; it makes little thematic sense that a nimble Rogue is easier to knock over than a Fighter, who is easier to knock over than.... a Fighter that has Weapon Focus, or that waiting until their second iterative attack is basically a +5 bonus to Juggs on the check to auto-bulltrip them.

Also this sort of ability that triggers on interception makes it worth specifying on interception that they cannot intercept blows targeted at themselves (otherwise they may count as their own ally for the free bulltrip).

In fact, considering the logical extent of this ability, a Juggernaut who rolls a 20 (say 30, with 16 Str, Weapon Focus and 6 BAB), against a Tyrannosaurus that rolled a 2 (22), has just knocked a tyrannosaurus back eight feet and knocked them onto their back.

Cool? Hell yes. Little extreme though? What about a free bullrush attempt with a bonus pushback equal to half the difference if they succeed?

Landsknecht: When using Interception, if a landsknecht's opposing attack roll succeeds, the landsknecht may make one free melee attack at his highest base attack bonus as a free action.

Against the target who made the attack they were intercepting... right?

Praetorian: I'd seriously suggest capping the bonus by class level or +5. Having five pet parrots who are your allies at level 1? Pretty crazy go nuts.

Zealot: Raise the Banners: Considering the Poet can basically get a free inspiration for ~5 rounds once per encounter, perhaps this should be a number of rounds equal to half their charisma modifier or something?

Rally the Troops: Death is arguably a negative status by RAW.

All the auras need to cover "positive Charisma bonus (to a minimum of 1)" or something similar, and smiting needs to include the "bonus (if any)" clause to Smite instead of modifier.

How does the Templar's Aura interact with Raise the Banners?

Green Mage: I assume it's intentional that Green Mages are proficient with Light Armour, but still suffer ASF in it?

Eldest
2012-07-31, 01:19 PM
Eldest: Note that by the literal text, they may use their ability without it being deducted from their daily limit. This does not dispense the ability to use it if they would otherwise not be able to by not having any remaining inspirations left, or by only having one daily use left for two-inspiration-use abilities.

As another viable alternative, they may simply regain one of their expended uses of inspiration for the day as a swift action; this is almost the same thing, except not quite so potent.

The free inspiration ability is already the weakest of the three, giving you one more use of inspiration is far, far weaker (you can't use the 2/3 cost inspirations, for instance). Compare with the healing ability.


They can do this every time they "may make" an attack of opportunity (which is not the same thing as hitting with, or even "refraining from", an attack of opportunity). Imagine a line of goblins around the world all drawing their swords split seconds after one another. The Pit Fighter has now 10' stepped his way across thousands of miles.

Incidentally, the way the major archetype power is worded, it doesn't actually use up an AoO to make a Full Attack. Possibly this should be something along the lines of: "Any time the Pit Fighter makes an attack of opportunity they may make a full attack rather than a single attack."

Maybe limit their 5' steps to one extra one per round, stop it from being Fancy Footworkable, or possibly tie it to actually taking the AoO. Since their AoO-step also means that nobody wielding a reach weapon that also can't be used in melee can make a full attack against them.

Level 4 rework: A Sentinel may take one additional Immediate action per turn, so long as that immediate action is used to Intercept a blow.

By RAW, a Free action cannot be performed outside of your turn except for speaking.

Actually, the closest RAW (or at least the SRD) comes to adressing it is by saying you can preform 1 standard, swift, and move actions per round, and no limit on the number of free actions. Per round, not per turn.


In fact, considering the logical extent of this ability, a Juggernaut who rolls a 20 (say 30, with 16 Str, Weapon Focus and 6 BAB), against a Tyrannosaurus that rolled a 2 (22), has just knocked a tyrannosaurus back eight feet and knocked them onto their back.

Cool? Hell yes. Little extreme though? What about a free bullrush attempt with a bonus pushback equal to half the difference if they succeed?

You rolled a 20 and the other guy rolled a 2. The other guy has to be freaking legendary to win that round. Think of all the skill things you can get by putting a little effort in and getting a 20.


Rally the Troops: Death is arguably a negative status by RAW.

By RAW, death isn't defined very well. The only negative part is that you can't receive healing. Nothing preventing you from taking any action. And you can't be damaged any further, because your Con is at 0, which means you are dead, which means your health is permanently at -10. If you say dead people can't take actions, you are moving into (incredibly well supported and widely held as valid) RAI. So death is, by RAW, not negative because it is a net gain in power for the player. And if you try that with your DM, you will get hit with books.
So go ahead and state "except for death", but be aware of how rules-lawyery you'd need to get to have that work.

Kholai
2012-07-31, 03:53 PM
The free inspiration ability is already the weakest of the three, giving you one more use of inspiration is far, far weaker (you can't use the 2/3 cost inspirations, for instance). Compare with the healing ability.

I wasn't suggesting it to be the best, merely that a cleaner alternative was slightly less potent. You and I disagree on the comparative potency of a highly conditional healing move (healing, reasonably, about 30 HP to a target who must have just been disabled or worse), compared to an always relevant bonus that the poet can always benefit from even in the final round of combat (fully healing all party members after a combat for no resources), or even simple things like always having a +2 Inspire Courage available after a long day (force multipliers can save lives just as assuredly), or a 30' AOE stun. It's a great Poet ability - it's decently powerful, and it's very versatile. I just want it to be as clearly worded as possible.


Actually, the closest RAW (or at least the SRD) comes to adressing it is by saying you can preform 1 standard, swift, and move actions per round, and no limit on the number of free actions. Per round, not per turn.

The SRD states:


A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take. You can take a swift action any time you would normally be allowed to take a free action. Swift actions usually involve spellcasting or the activation of magic items; many characters (especially those who don't cast spells) never have an opportunity to take a swift action.

Without question, you cannot perform a Swift action outside of your turn. You can take a swift action any time you may take a free action. You cannot take free actions any time except during your own turn, with the sole (and explicit) exception of talking. This is why Immediate actions exist, to take actions out of turn.


You rolled a 20 and the other guy rolled a 2. The other guy has to be freaking legendary to win that round. Think of all the skill things you can get by putting a little effort in and getting a 20.

Assume the Sentinel has a one use +20 competence bonus to one attack roll. They roll to intercept an equal level Gladiator. That Gladiator has just been thrown 100'.

They're in a 20' by 20' room. The Gladiator has now taken 16D6 damage. With no save.

I can go on, but I feel it to be self-evident that there's something wrong here.




By RAW, death isn't defined very well.

This is actually what I was alluding to. By RAW, "Negative Status Effects" isn't defined at all. What about unconsciousness? Pinned? Disabled? Flat Footed? Helpless? Petrified? Energy/Ability Drained? Starvation? Drowning? Unhappy? Wounded? Diseased? Poisoned? Slightly gassy? Missing an arm? Blinded via eye trauma? On fire?

When a Zealot can instantly cure the cancerous, disease ridden, geas afflicted, god-blighted, quadriplegic king (who, for the sake of argument, is on fire) by staging a demonstration fight with their friend in front of him and popping off a swift action, I hope you're not in disagreement that this needs a little bit of limitation on exactly what entails "a negative status effect".

Eldest
2012-07-31, 04:40 PM
Sorry, for some reason I said the healing, I meant the free attacks move. But I do think that the ability should be the same power level as the Engineer's Improvisation ability.

Fair point on the swift action, didn't know that. Also fair point with the zealot. However, I am still not sure what's going on with the throwing. I'll be figuring that all out now.
EDIT: The damage does seem high. Perhaps it should be knocked down to 1d6/10 feet or offer a fort save for half. But it's essentially an opposed attack roll. And those should be close to what a level appropriate foe would be using. And I can't think of a way to get a +20 on the opposed roll, since true strike won't (and shouldn't) work. Actually, it's arguable, but I'd say no.

Gnorman
2012-07-31, 05:40 PM
Responses in bold below.


Yeah, I pretty much figured multi-classing wasn't the intended use of it (I presume the original thread contained actual statements to that fact), glad you understood where I was coming from.

The original thread did have the "word of God," so to speak, on the subject. But I wouldn't mind it now, it just takes a bit of work to suss it out. Yes, there will be overpowered combinations, even if "class level" is used uniformly. I'm only one designer, but I have one hell of an editing team - just let me know if you see weird interactions.

I'd be happy enough if it was specifically zero multi-classing bound into the class features, but a reasonable tradeoff between several lesser archetype bonuses and a single greater archetype might not be a bad thing to vaguely shoot for.

The way it is now you can either have a myriad number of lessers, two moderates, or a single greater. I think that's reasonable, though not all archetype powers are created equal.

Back to Poet: Glad you removed the level 3 spell slot; having two spell lists to choose from for utility just gave too much potential to the Poet (especially if the Spontaneous equivalent to Pearls of Power are brought into it). Even with the reduced spell slots it's still a seriously decent

I also really like the new capstone.

Concord of Sweet Sounds: Does this allow an inspiration without having any inspirations left?
If so, then the wording might be something along the lines of:

"As a standard action the Poet may use any inspiration ability they have, including those granted by their archetype. Using an inspiration in this way does not count against their total number of inspirations per day."

My intention was that it would, yes. I will add the wording.


Noble: To remedy the dead level 2, what about expanding Impel?

Level 2: Impel Quick: Target ally within 30' regains use of their swift action, if they had used it. A Noble may use Impel a number of times per day equal to half their class level plus their Charisma modifier.

Level 4: Impel Attack: Target ally within 30' may make an immediate attack against any enemy they threaten.

Level 6: Great Impel: Target ally within 30' may take a full round worth of actions etc. Using this ability consumes 2 Impel uses/day.


Eldest: Note that by the literal text, they may use their ability without it being deducted from their daily limit. This does not dispense the ability to use it if they would otherwise not be able to by not having any remaining inspirations left, or by only having one daily use left for two-inspiration-use abilities.

As another viable alternative, they may simply regain one of their expended uses of inspiration for the day as a swift action; this is almost the same thing, except not quite so potent.


Brawler: Faster Than the Naked Eye: To amend the wording slightly, what about:
The Brawler may make a full attack as a standard action or as part of a charge. If they make a full attack action in this way they may make one additional attack as part of their full attack at their highest Base Attack Bonus. All attacks made in this full attack action must be made using the Brawler's unarmed strike or natural attacks.

In this way, if the brawler is "armed" by holding a salad fork in one hand, or wearing a spiked bracer, they can still flurry using only unarmed attacks.

Will fix.

Brawler > Martial Artist: I could be wrong here, but seeing as you only get one immediate or swift action per round, isn't restricting stance switching to once per round redundant?

Yes. True. Fixed.

Gladiator > Should Weapon of Choice require them to practice for five minutes with the new weapon in question? It seems odd that theoretically the gladiator could theoretically declare a particular farmer's Scythe as their WoC.

Secondly, it should probably be restricted to a weapon they are proficient with, at least thematically.

Reasonable requests. Added.

Does "attack" include anything with an attack roll?

Brute > "By wearing medium armour", perhaps? I know it's petty, but I have the grim vision of a player insisting that he can indeed carry around seventy-nine Breastplates without encumbrance because they're medium armour...

Fixed.

Man at Arms > No action is assigned to Weapon of Choice in the first place, and I'd again suggest possibly restricting it to any weapon which the Man at Arms is holding.

Fixed.

Pit Fighter > This archetype may be a little extreme in all honestly. Automatic spell loss combined with being almost literally impossible to escape makes this instant and irrevocable death to casters.

With a +9 to hit before Strength (Weapon of choice + BAB), the chance of a 16 Strength Pit Fighter with Weapon Focus hitting an unarmoured, Dex 16 mage is about 95%, for an average damage of 12 damage before power attack. At a D6 HD, your average mage is going to have ~31 HP. Power Attacking for an extra 20 damage is still a 50% chance to hit.

Whilst yes, I know and appreciate that mages are supposed to be squishy, but this can be done at reach, and it absolutely, utterly shuts down another class in a way that they have no means of dealing with (there's not much quicken in E6 is there?). That's not really fun design. Can an equal levelled mage survive a situation where a Pit Fighter ends up in melee range with them?

Second would be the fact they move like a cheetah on crack.

A level 6 Pit Fighter with a Spiked Chain may make make an attack of opportunity if anything within 10' moves, casts, draws, or 5' steps (or anything else, but you get the idea).

They may now also take a 10' step as per the Fancy Footwork ability, potentially leaving them 5' closer to the target ten feet away who took a 5' step away from them.

They can do this every time they "may make" an attack of opportunity (which is not the same thing as hitting with, or even "refraining from", an attack of opportunity). Imagine a line of goblins around the world all drawing their swords split seconds after one another. The Pit Fighter has now 10' stepped his way across thousands of miles.

Incidentally, the way the major archetype power is worded, it doesn't actually use up an AoO to make a Full Attack. Possibly this should be something along the lines of: "Any time the Pit Fighter makes an attack of opportunity they may make a full attack rather than a single attack."

Maybe limit their 5' steps to one extra one per round, stop it from being Fancy Footworkable, or possibly tie it to actually taking the AoO. Since their AoO-step also means that nobody wielding a reach weapon that also can't be used in melee can make a full attack against them.

For the mageslayer aspect, I'd suggest Concentration checks to engage in Defensive Casting automatically fail, and there's a -4 penalty against concentration checks about losing the spell to damage dealt by the Pit Fighter. This means that a Strength 4 pixie with a rapier can't auto-disrupt the mage with a 1-damage love-tap.

Very good points. I've changed the Lesser Archetype ability to hinge on "successfully connect[ing]" with an attack of opportunity, so there's an inherent limit of either one or Dex modifier (in the case of Combat Reflexes), and removed the "threatens even during a 5' step" (mainly because it made it impossible for anyone to approach a pit fighter, especially one with a reach weapon). Moderate changed to give a -4 penalty to casting defensively or Concentration check to avoid losing a spell. Greater poached your wording. Hopefully that tones it down somewhat, while still maintaining its role as "dirty anti-mage fighter".

Vindicator: Lesser Archetype is a little confusingly worded, it may be an idea to lift it straight from the Ranger: At 5th level the Vindicator may select an additional favored enemy. In addition, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

The vindicator is on the chopping block. It's a lot of bookkeeping for little gain. I don't like favored enemy-style abilities very much (they're overly specific and do very little outside of a few numeric bonuses), so I'm hoping to replace it.

Greater: Again I'd suggest a 5 minute workout or something to reselect a favoured enemy, or otherwise indicating when a new enemy can be selected each 24 hours, and how long it takes.

See above.

Hunter: Completely optional here, but swapping Trapper and Deadly Aim around might be a smoother progression (PA at level 1 is a little mediocre anyway)

I'll consider it. I'd like the hunter's initial ability to support their combat style (i.e., shooting stuff). But it does prevent Hunter 1 from being a hell of a dip.

Peltast: Suggested slight rewording of the Major Archetype:
The Peltast may make a full attack as a standard action on any round where they have moved at least 10'. All attacks made in this full attack action must be made using thrown weapons with which the Peltast is proficient.

Fixed. Peltast in general reworked a bit.

Sentinel: Possible rewording of Interception: Once per round as an immediate action the Sentinel may attempt to intercept a melee attack targeted at any ally within 10' by making an opposed melee attack roll against the total result of the attack he wishes to intercept. If successful, the attack is instead directed towards the sentinel, and he may use his armour class to defend against it as if he were the original target.

Level 4 rework: A Sentinel may take one additional Immediate action per turn, so long as that immediate action is used to Intercept a blow.

By RAW, a Free action cannot be performed outside of your turn except for speaking.

Interception is going to be completely overhauled. It's an awkward mechanic in general.

Juggernaut: Major Archetype power - It may be worth clarifying that the Juggernaut is still subject to the attack normally. I don't like automatic "no save just suck" abilities, so if a balance check or reflex save or something were required to knock them prone that would be a lot better to me; it makes little thematic sense that a nimble Rogue is easier to knock over than a Fighter, who is easier to knock over than.... a Fighter that has Weapon Focus, or that waiting until their second iterative attack is basically a +5 bonus to Juggs on the check to auto-bulltrip them.

Also this sort of ability that triggers on interception makes it worth specifying on interception that they cannot intercept blows targeted at themselves (otherwise they may count as their own ally for the free bulltrip).

In fact, considering the logical extent of this ability, a Juggernaut who rolls a 20 (say 30, with 16 Str, Weapon Focus and 6 BAB), against a Tyrannosaurus that rolled a 2 (22), has just knocked a tyrannosaurus back eight feet and knocked them onto their back.

Cool? Hell yes. Little extreme though? What about a free bullrush attempt with a bonus pushback equal to half the difference if they succeed?

Landsknecht: When using Interception, if a landsknecht's opposing attack roll succeeds, the landsknecht may make one free melee attack at his highest base attack bonus as a free action.

Against the target who made the attack they were intercepting... right?

Praetorian: I'd seriously suggest capping the bonus by class level or +5. Having five pet parrots who are your allies at level 1? Pretty crazy go nuts.

I'll just say this for the sentinel: he is about to undergo a serious face lift.

Zealot: Raise the Banners: Considering the Poet can basically get a free inspiration for ~5 rounds once per encounter, perhaps this should be a number of rounds equal to half their charisma modifier or something?

Will consider.

Rally the Troops: Death is arguably a negative status by RAW.

Will clarify this, choosing specific statuses. Iron Heart Surge all over again.

All the auras need to cover "positive Charisma bonus (to a minimum of 1)" or something similar, and smiting needs to include the "bonus (if any)" clause to Smite instead of modifier.

Okay.

How does the Templar's Aura interact with Raise the Banners?

I do not know.

Green Mage: I assume it's intentional that Green Mages are proficient with Light Armour, but still suffer ASF in it?

From the proficiencies section of the green mage: "He does not suffer from arcane failure while in light armor"


The free inspiration ability is already the weakest of the three, giving you one more use of inspiration is far, far weaker (you can't use the 2/3 cost inspirations, for instance). Compare with the healing ability.



Actually, the closest RAW (or at least the SRD) comes to adressing it is by saying you can preform 1 standard, swift, and move actions per round, and no limit on the number of free actions. Per round, not per turn.

I was operating under this assumption for a long time, too, but it is not technically correct. As Kholai quotes below, you can't take free actions (other than speaking) when it's not your turn.

You rolled a 20 and the other guy rolled a 2. The other guy has to be freaking legendary to win that round. Think of all the skill things you can get by putting a little effort in and getting a 20.

While I agree with you that this should be a pretty epic win/fail, Kholai is right that it is a bit extreme for E6.

By RAW, death isn't defined very well. The only negative part is that you can't receive healing. Nothing preventing you from taking any action. And you can't be damaged any further, because your Con is at 0, which means you are dead, which means your health is permanently at -10. If you say dead people can't take actions, you are moving into (incredibly well supported and widely held as valid) RAI. So death is, by RAW, not negative because it is a net gain in power for the player. And if you try that with your DM, you will get hit with books.
So go ahead and state "except for death", but be aware of how rules-lawyery you'd need to get to have that work.


I wasn't suggesting it to be the best, merely that a cleaner alternative was slightly less potent. You and I disagree on the comparative potency of a highly conditional healing move (healing, reasonably, about 30 HP to a target who must have just been disabled or worse), compared to an always relevant bonus that the poet can always benefit from even in the final round of combat (fully healing all party members after a combat for no resources), or even simple things like always having a +2 Inspire Courage available after a long day (force multipliers can save lives just as assuredly), or a 30' AOE stun. It's a great Poet ability - it's decently powerful, and it's very versatile. I just want it to be as clearly worded as possible.

The SRD states:

Without question, you cannot perform a Swift action outside of your turn. You can take a swift action any time you may take a free action. You cannot take free actions any time except during your own turn, with the sole (and explicit) exception of talking. This is why Immediate actions exist, to take actions out of turn.

This problem was brought up in the last thread. I have not fixed it yet, because Interception will look quite different soon, but I am aware that free actions may not technically be performed on other turns.

Assume the Sentinel has a one use +20 competence bonus to one attack roll. They roll to intercept an equal level Gladiator. That Gladiator has just been thrown 100'.

They're in a 20' by 20' room. The Gladiator has now taken 16D6 damage. With no save.

I can go on, but I feel it to be self-evident that there's something wrong here.

Fair point. I'll reexamine.

This is actually what I was alluding to. By RAW, "Negative Status Effects" isn't defined at all. What about unconsciousness? Pinned? Disabled? Flat Footed? Helpless? Petrified? Energy/Ability Drained? Starvation? Drowning? Unhappy? Wounded? Diseased? Poisoned? Slightly gassy? Missing an arm? Blinded via eye trauma? On fire?

When a Zealot can instantly cure the cancerous, disease ridden, geas afflicted, god-blighted, quadriplegic king (who, for the sake of argument, is on fire) by staging a demonstration fight with their friend in front of him and popping off a swift action, I hope you're not in disagreement that this needs a little bit of limitation on exactly what entails "a negative status effect".

I'll reexamine the "negative status effect" thing, because yeah, that one doesn't specify. Others do. Originally it was truncated for space. Now I have space. You see where I'm going with this?

Eldest
2012-07-31, 05:44 PM
I'll reexamine the "negative status effect" thing, because yeah, that one doesn't specify. Others do. Originally it was truncated for space. Now I have space. You see where I'm going with this?

Hm... nope. No idea.
Incidentally, are there many giants in the MM that have a CR of three or under? From the minion ability of the Tyrant. Also, you might want to give the henchmen some sort of scaling.

Gnorman
2012-07-31, 05:50 PM
Hm... nope. No idea.
Incidentally, are there many giants in the MM that have a CR of three or under? From the minion ability of the Tyrant. Also, you might want to give the henchmen some sort of scaling.

Provided that that first bit wasn't sarcastic, it means I am going to spell out explicitly exactly what negative statuses the zealot can remove.

Giants: Just the ogre, I think. I am considering removing that, because unlimited ogre minions (even with severely reduced hit points) is a bit much.

As for the scaling, I could see the Greater archetype power giving their henchmen an additional level (to a total of 3). A cohort could be up to level 4, but using Leadership as a baseline is probably a bad idea.

Kholai
2012-07-31, 07:37 PM
Eldest: Yeah, the free attacks one is pretty great, especially with the right team.
This reminds me though - I assume "Let Slip" an immediate action? It's inferred from "immediately", but not stated.

Concerning the Noble > Tyrant I took a closer look and seriously love the concept, but I'm concerned about:
First and simply: Minion numbers need to be capped by Tyrant level; even five Kobolds are epic.

Secondly...
The potential to summon five Centaurs with longbows. A whole party has infinite, expendable mounts... With longbows. Even at 1 HP uncatchable horse archers are a terrifying prospect, especially with 19 AC from my Major Archetype Charisma bonus.
Five Dopplegangers. I've now won the social game forever.
These Dopplegangers Change Shape to Small to occupy squares next to me at all times. They use "Aid Another" to grant me +10 to Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot. Nobles can take ten on a few of those right?
If needed, I switch for five Derros, for Aid Another for Hiding and Moving Silently, or a few Locathah to "Aid Another" (aka "carry") me whenever there's a risk I get my feet wet.
If there's a chance I need to get my hands dirty, five Sahuagins can Aid me in Handle Animal, Profession (hunter), Ride and Survival checks, or five Dwarves to help me with Appraise, Craft (blacksmithing), and Craft (stonemasonry) checks.

I have a free-floating +10 bonus to most skills (and a 50/50 chance for any skill that can be used untrained out of combat). I have five attacks at +5 to hit, or five Aid Anothers to give up to a +10 attack bonus I can mete out in +2s at a time.

And thanks to an infinite supply of fodder minions, I even have "trapfinding", and Create Food is totally on my spell list.

Why would I ever want a henchman? I can't begin to express what a downgrade that would be from the ultimate cosmic power of being a Tyrant, just spam Halflings at problems until they go away.

So.... Yeah, there probably should be a real, tangible cost to calling up minions, HP and combat are by far the least devastating uses here.


On scaling Henchmen: What about something like Animal Companion scaling? I can totally see a retooled version of it fitting a hench.

'S late, so I'll respond to everything else later.

Eldest
2012-07-31, 08:13 PM
5 Centaurs: You must be level 6 to pull these out. By that level, you can afford to buy some mounts and bows. Not seeing the issue.

5 Dopplegangers: You are surrounded by 5 lackies. At level 6, you can get a +10 if you dedicate yourself to social for a bit. And the class is supposed to rock at social. Not seeing the issue, beyond diplomacy (which is borked already).

5 Derros: level 6 again.

Locathahs: Level one, but congrats, you don't have to work at swiming!

Now, there are two factors you're forgetting: you need to speak their language to give them complex orders, and this from the SRD:


You can help another character achieve success on his or her skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gets a +2 bonus to his or her check, as per the rule for favorable conditions. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once.

Which comes out to "DM, if parties start abusing this, give them issues." And the minions in this are going to be having the same issues as minions in 4e; they die really, really fast. Those centaurs you mentioned? 19 AC when you are level 6. They going down.

vasharanpaladin
2012-07-31, 08:44 PM
Except minions in 4e are supposed to work that way. That's not a bug, it's a feature.

Eldest
2012-07-31, 08:53 PM
I know that, and the same feature is meant for these minions. I think he even mentioned that he was basing the idea off of 4e's minions somewhat. But this is in response to Kholai stating that 19 AC centaurs would be really strong.

Gnorman
2012-07-31, 11:21 PM
I can see some valid points in this, and have responded accordingly:


Eldest: Yeah, the free attacks one is pretty great, especially with the right team.
This reminds me though - I assume "Let Slip" an immediate action? It's inferred from "immediately", but not stated.

Yes. I shall make it explicit.

Concerning the Noble > Tyrant I took a closer look and seriously love the concept, but I'm concerned about:
First and simply: Minion numbers need to be capped by Tyrant level; even five Kobolds are epic.

This is a reasonable change, and I have made it.

Secondly...
The potential to summon five Centaurs with longbows. A whole party has infinite, expendable mounts... With longbows. Even at 1 HP uncatchable horse archers are a terrifying prospect, especially with 19 AC from my Major Archetype Charisma bonus.
Five Dopplegangers. I've now won the social game forever.
These Dopplegangers Change Shape to Small to occupy squares next to me at all times. They use "Aid Another" to grant me +10 to Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot. Nobles can take ten on a few of those right?
If needed, I switch for five Derros, for Aid Another for Hiding and Moving Silently, or a few Locathah to "Aid Another" (aka "carry") me whenever there's a risk I get my feet wet.
If there's a chance I need to get my hands dirty, five Sahuagins can Aid me in Handle Animal, Profession (hunter), Ride and Survival checks, or five Dwarves to help me with Appraise, Craft (blacksmithing), and Craft (stonemasonry) checks.

Giants and monstrous humanoids have been removed as potential minions. Now, your best bets are likely gnolls or bugbears, as I originally intended waaaay back when I first designed the class.

I have a free-floating +10 bonus to most skills (and a 50/50 chance for any skill that can be used untrained out of combat). I have five attacks at +5 to hit, or five Aid Anothers to give up to a +10 attack bonus I can mete out in +2s at a time.

The bonus for aiding another a minion can offer has been cut down to +1. Yes, five of them could still give a hefty bonus, but that A:) requires you to spend five round summoning them B.) requires that they do nothing but aid you and C.) requires them to stay alive until that time. If I have five leering orcs surrounding me, brandishing their greataxes at the lowly shopkeep, a +5 bonus to Intimidate is not unreasonable.

And thanks to an infinite supply of fodder minions, I even have "trapfinding", and Create Food is totally on my spell list.

Working as intended.

Why would I ever want a henchman? I can't begin to express what a downgrade that would be from the ultimate cosmic power of being a Tyrant, just spam Halflings at problems until they go away.

I just gave henchmen a bit of a boost (made them a cohort with a level equal to half the tyrant's, technically a downgrade at 3rd level but net neutral or positive from there on). They're more customizable and equippable now - if you want to give your henchmen a magic suit of armor, you may do so now, though they will take it with them if they are dismissed or killed.

So.... Yeah, there probably should be a real, tangible cost to calling up minions, HP and combat are by far the least devastating uses here.

It's an opportunity cost more than anything else - the tyrant has very few other class features. "Throw minions at it until it stops being a problem" should be a viable strategy. Hopefully with the changes I've made it should be a little more reasonable, and the abusable parts of it less so.

On scaling Henchmen: What about something like Animal Companion scaling? I can totally see a retooled version of it fitting a hench.

'S late, so I'll respond to everything else later.

Also, I took the idea about expanding Impel and ran with it. Here's the new version of it, now available at level 2:

Impel: By giving up his own actions for a round, the noble may allow his allies to take additional actions. At first, the noble may only offer his allies swift actions - by forgoing his own swift action, he may select one ally within 30'. That ally may take an additional swift action during its next turn. At 4th level, the noble may forgo his own move action to allow an ally within 30' to take an additional move action on its next turn. At 6th level, the noble may forgo his own standard action to allow an ally within 30' to take an additional standard action on its own turn.

One archetype will likely have the ability to allow his allies to take those actions immediately, rather than having to wait for their next turn.

Also, the noble's new 6th level ability:

Natural Born Leader: Once per encounter, the noble may make use of one of the following abilities:

Fly, You Fools: As a move action, all allies within 30' of the noble (excluding himself) have their base land speed doubled for one round, and may immediately move up to their newly-modified base speed.

Supreme Motivation: As a full-round action, the noble allows one ally within 30' (excluding himself) to immediately take a full round's worth of actions.

The Whites of Their Eyes: As an immediate action, the noble allows all allies within 30' (excluding himself) to make a single melee or ranged attack as an immediate action.

Kholai
2012-08-01, 03:41 AM
Eldest:
Centaur: Note that even with 1 HP, if a creature does not have a ranged attack option and enough move to catch it, they cannot be killed. The aforementioned Tyrannosaurus is harmless - it simply cannot catch a Centaur, who also do not have a limited number of arrows. Whilst mounted (which, unlike regular mounts, can happen in any area of dungeon that he has enough space within), the Tyrant may move and take full round actions at the same time.

Doppleganger: Change Shape. Your lackeys look like anyone you could ever need. I cannot explain just how incredibly potent this is for how many different situations. Combat is not the only, or even the most important aspect of a game.

Forgetting Speak Language? No, an Elf can communicate with Centaurs and Dopplegangers, Dwarves, Sahuagins, Merfolk, and I'm pretty sure can spent 1 Skill Point to speak whatever language the Derro do. If intelligence bonus languages don't cover those already.

Relying on arbitrary DM fiat is not a solution:
-Of course your buddies can't swarm all over your enemy, distracting them for your easy convenience.
-Of course you can't have your five Dopplegangers who look like city officials help in your bluff roll that you're appointed by the city.
- Of course you can't have them use their detect thoughts ability on multiple targets to give you a perfect insight into how crowd pleasing your diplomatic efforts are.
- Of course those dwarves can't confer about how valuable something is, or be little worker slaves whilst you craft something.
- Of course five merpeople can't just carry you over the water whilst you take a nap.

I'm totally happy with the change halving the bonus and removing Doppleganger abuse.

How long do minion corpses stick around by the way? I assume they can't be raised as skeletons, turned into mobile fortresses of seppuku minions or otherwise stacked to provide a handy set of stairs over the castle walls?

Impel change looks neat, and very, very powerful. Impel Swift/Move/Standard: Target useful character can now take an additional turn on their own initiative.

This may need restricting to one use of Impel / Turn? Otherwise the only difference between this and the capstone at level 6 is whether they take that full round action now, or at their own initiative.

Gnorman
2012-08-01, 04:01 AM
Technically, I suppose minion corpses should poof away once killed, just for sanity's sake.

And I will include a restriction in Impel that "only one type of action may be forgone in any given round."

Kholai
2012-08-01, 07:18 AM
Engineer: Perhaps they should have "Inventors are automatically proficient with all their inventions"? This would be a lot more concise than having multiple "ignores non-proficiency" clauses.

Does the Engineer require access to their 15 GP "portable MacGuyver Satchel" and their 5 GP "Invention Component Pouch", or can a naked Engineer in an empty room fashion a Piston Hammer, a Mecha Suit and a Muscle Builder from, presumably, their own body hair, then batter their way out of the room?

Cannoneer: Aimed shot should thematically possibly be restricted to firearms and/or crossbows. I assume that the reading automatically discounts the Blunderbuss since it mentions an attack roll.

Note that the literal reading of the "cannot move" could be argued to render the target helpless.

I keep complaining (and apologise if I'm being a pest about it), but this sort of "no-save-just-suck" ability is very hard to balance.

Level 1 - Legs: Target low-AC/high DR enemy cannot enter melee or move because they just took 1D6 fire damage. No save.
Level 3 - Arms: Target Gladiator just dropped their Weapon of Choice. No save.
Level 6 - Two Cannoneer can now kill any Dragon. Seriously. They can't move (including wings), so the quick-drawing Cannoneer with rapid reload can take their time with their touch-attack revolvers which ignore DR. A Wyrm's Touch AC is 7 or worse. With 20 Dex, Weapon Focus: Hand Crossbow. (a +2 one is probably reasonable for E6), you have +12 to hit. A -6 means you only miss on a 1.

And as a bonus, Dragon's manoeuvrability is Clumsy. If they stop moving? They crash.

Feel free to substitute any other character with a mediocre touch AC and huge standard AC (Sentinels?) for this.

What about Fortitude Save for half movement speed/Free Disarm Attempt + Fortitude save/Fortitude Save on this?

Innovator: Nonsensical is a bit of a woolly term. Perhaps this could be restricted solely to non-equipment, or only grenade-like weapons or something similar. A Synaptic Hypnotic Accelerator Fog fascinates a cloud of creatures within 20', gives them all a standard action to be fascinated with, then fatigues them for the rest of the combat. Is this nonsensical?

Sawbones: Heal Modifier is a term I've not come across before, but if this means what I think it means then a 12 Wisdom Sawbones is dealing the same average bonus damage per hit as a level 3 Rogue. If heal bonuses from Masterwork Items, competence bonuses, skill focus, and the like kick in however, hanging around a Poet means these guys get an extra +3 or so, which is basically a free level 5 Rogue's worth of Sneak Attack every attack.

Is it possibly worth capping it to Sawbones level, and maybe Light/One Handed weapons or something? Maybe "ranks" rather than "modifier"? Right now it's not game-breaking, but it is a little front-loaded and open ended.

Currently, a 16 Wisdom 1 Sawbones/5 Brawler (cross class the Heal, no Skill Focus/Self-Sufficient feats) punches three times at 3 BAB each with TWF'd Fist + Club (Because hey, Martial Artist armed Standard Action Flurry), deals +6 damage per hit that connects. Plus he compensates a little for his lost 1/encounter powers with four Inventions for utility.

Major Archetype: I'd suggest "This ability may only be used on a particular subject once every 24 hours."

If it may only function once, that means you can basically keep trying for five rounds.

Gnorman
2012-08-01, 07:44 AM
This is all very valuable feedback. Thank you.


Engineer: Perhaps they should have "Inventors are automatically proficient with all their inventions"? This would be a lot more concise than having multiple "ignores non-proficiency" clauses.

A more economical way of expressing it, yes.

Does the Engineer require access to their 15 GP "portable MacGuyver Satchel" and their 5 GP "Invention Component Pouch", or can a naked Engineer in an empty room fashion a Piston Hammer, a Mecha Suit and a Muscle Builder from, presumably, their own body hair, then batter their way out of the room?

Absolutely yes but seriously I should probably have some kind of hammerspace receptacle, yeah...

Cannoneer: Aimed shot should thematically possibly be restricted to firearms and/or crossbows. I assume that the reading automatically discounts the Blunderbuss since it mentions an attack roll.

Note that the literal reading of the "cannot move" could be argued to render the target helpless.

Should probably be changed to "have their base land speed reduced by half" then.

I keep complaining (and apologise if I'm being a pest about it), but this sort of "no-save-just-suck" ability is very hard to balance.

The rationalization for the no-save-just-suck abilities is that they usually require a successful attack roll, but I see your point.

Level 1 - Legs: Target low-AC/high DR enemy cannot enter melee or move because they just took 1D6 fire damage. No save.
Level 3 - Arms: Target Gladiator just dropped their Weapon of Choice. No save.
Level 6 - Two Cannoneer can now kill any Dragon. Seriously. They can't move (including wings), so the quick-drawing Cannoneer with rapid reload can take their time with their touch-attack revolvers which ignore DR. A Wyrm's Touch AC is 7 or worse. With 20 Dex, Weapon Focus: Hand Crossbow. (a +2 one is probably reasonable for E6), you have +12 to hit. A -6 means you only miss on a 1.

And as a bonus, Dragon's manoeuvrability is Clumsy. If they stop moving? They crash.

Feel free to substitute any other character with a mediocre touch AC and huge standard AC (Sentinels?) for this.

What about Fortitude Save for half movement speed/Free Disarm Attempt + Fortitude save/Fortitude Save on this?

I'll reevaluate the aimed shots for balance's sake, sure.

Innovator: Nonsensical is a bit of a woolly term. Perhaps this could be restricted solely to non-equipment, or only grenade-like weapons or something similar. A Synaptic Hypnotic Accelerator Fog fascinates a cloud of creatures within 20', gives them all a standard action to be fascinated with, then fatigues them for the rest of the combat. Is this nonsensical?

I don't know about nonsensical, but it is pretty funny, and I sometimes leave weird class abilities in because they're funny (at least, until the serious designer part of me gets fed up and changes it). The innovator's a hard nut to crack, honestly, and I toy with axing him for sanity's sake almost every time I examine the engineer. I'll find a way to make it work, but it may take me a while.

Sawbones: Heal Modifier is a term I've not come across before, but if this means what I think it means then a 12 Wisdom Sawbones is dealing the same average bonus damage per hit as a level 3 Rogue. If heal bonuses from Masterwork Items, competence bonuses, skill focus, and the like kick in however, hanging around a Poet means these guys get an extra +3 or so, which is basically a free level 5 Rogue's worth of Sneak Attack every attack.

Is it possibly worth capping it to Sawbones level, and maybe Light/One Handed weapons or something? Maybe "ranks" rather than "modifier"? Right now it's not game-breaking, but it is a little front-loaded and open ended.

Ranks is likely more reasonable. There's an automatic hard cap in there, and it scales pretty decently.

Currently, a 16 Wisdom 1 Sawbones/5 Brawler (cross class the Heal, no Skill Focus/Self-Sufficient feats) punches three times at 3 BAB each with TWF'd Fist + Club (Because hey, Martial Artist armed Standard Action Flurry), deals +6 damage per hit that connects. Plus he compensates a little for his lost 1/encounter powers with four Inventions for utility.

A kung fu genius / mad scientist / medical doctor? Sounds like a great character to me. He specializes in pressure points. The bad kind.

Major Archetype: I'd suggest "This ability may only be used on a particular subject once every 24 hours."

If it may only function once, that means you can basically keep trying for five rounds.

EDIT: This clause already exists in that ability.

ForzaFiori
2012-08-01, 10:50 AM
I don't agree with the sawbones nerf. Yea, they can get a large bonus, but it's to MELEE attacks, and the engineer is not really set up to be front line fighter - it has med BAB and a d8 HD, meaning it's no more a front line fighter than a rogue. If a player boosts their heal, they're putting most of their resources into it, they SHOULD get a better bonus. If you spend you feat on skill focus heal, you deserve +1.5 damage, and I'm still not sure the feat would be a good decision. Not to mention that the sawbones who were boosting their WIS probably weren't maxing than STR (or, if they boost both for the massive damage, they'll have lower DEX and CON, making staying on the front lines even harder)

Kholai
2012-08-01, 11:35 AM
This is all very valuable feedback. Thank you.

Glad to be of help on such a great project.


The rationalization for the no-save-just-suck abilities is that they usually require a successful attack roll, but I see your point.

I think the closest parallel here for "things you can do all day" would be the Warlock. Making it a non-touch attack, or a melee attack etc might drop it down slightly in potency, and it's a good benchmark for potency.

There's a vague list here for reference:

http://dnd.kermodebear.org/InvocationLists

Beshadowed Blast: Lesser, 4th, Blast essence; Living creature struck makes Fort or blinded for 1 round.

Lesser is, at least in this E6 system, a singular, capstone ability.

Whilst this may correctly indicate that the E6 Warlock is dramatically subpar at the moment, if you want Lesser to be something you only get as a capstone in E6, then this indicates that a decent touch/+save is pretty decent.

Meanwhile, if it's something you can do ~ 3 times a day, then the comparison should be with a level 3 spell.


A kung fu genius / mad scientist / medical doctor? Sounds like a great character to me. He specializes in pressure points. The bad kind.

This is one of the reasons I like multiclassing. In hindsight, I think Ranks alone without it being based on level is fine - most classes with multiple hits to get full use out of it are at double cost / rank for it anyway.


Inventions:

Knock Out Gas: If this is a "toxic", rather than "enchantment" ability, should this be a Fortitude save and have no effect on non-living creatures?

Unstable Elixir: Untyped damage?

Corrosive Acid (and several others): Splash Weapons typically have a Direct Damage component and an indirect component, see Alchemist's Fire, for example.

http://www.d20srd.org/srd/equipment/goodsAndServices.htm#alchemistsFire /
http://www.d20srd.org/srd/combat/specialAttacks.htm#throwSplashWeapon

As such, you may wish to account for this with these types of invention.

Clockwork Decoy: Decay < typo. What size is the decoy? Stats? AC?

I'm thinking a construct version of the rat, which moves 20' in a random direction each turn, without being specifically commanded to do anything (it's a wind-up mouse).

Automated Laboratory: This brings up an interesting question. How heavy are inventions?

Foothold Trap: At level 3, you have basically created this: http://www.d20srd.org/srd/spells/glyphOfWarding.htm. With a caster level of 10.
Maybe it should be 1D6 damage per Engineer level, and again, amend the immobilisation (if it's a bear trap, maybe they can open it, if it's a foot-spiker, maybe something based on Caltrops?).

Trapspringer: With this, a level 1 Engineer has subsumed the role of a level 10 Rogue.

Portable Locksmith: At level 3, the Engineer has a lesser "Knock" three times per day. He's sort of making a Rogue feel sad here.

The Engineer is a Trapfinder with Open Lock and Disable Device. Perhaps these should give competence bonuses to these abilities, rather than a 3x per day (more than usually is required) "disable whatever"?

Steam Powered Gyroscope: Might this be better named Gyrocopter? I could be wrong but I didn't think Gyroscope was a flying device.

Crackerjack Caltrops: Needs rewording; as written, they may be spread indefinitely until they affect five creatures.

Might I suggest these use the actual caltrops rules, but with perhaps a bonus to the attack roll? That would actually be a power up to compensate for having a limited number of them.

Flash Grenade: Possibly this should be done in a similar way to the Thunderstone (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#thunderstone), but with an additional DC to avoid blindness? Automatic blindness, even for a round, is the domain of a spell like Sunburst.

Homing Rocket: So it's basically Magic Missile, cast at caster level 7 without a Shield spell equivalent or the ability to select a target? Perhaps this should deal 1D6 damage + 1D6 for every two Inventor levels?

Pocket Bombard: This is another automatic no-save-just-suck, but it's also competing favourably with Orb of X, which are level 4 spells in terms of damage output and effect.

Shrapnel Mine: As written, an Inventor can lay a Shrapnel Mine and come back days later. Again, this is a glyph of warding with bonus abilities and a much higher average damage.

Time Bomb: Caster level 8 Fireball, with extra features.


Overall, I'm getting a very, very powerful vibe from the engineer. I'll probably have a closer look and see what a level 6 Engineer can feasibly pull off alongside another character.



Table's out of date on the Poet; level 6 should be Full of Sounds and Fury.

For the Noble, would an initiator Archetype "War Marshal", with the focus on White Raven (and any other Leadership-brand manoeuvres, I don't keep up on homebrew Bo9S styles to keep track) be an idea? It's definitely within their remit as the Boss-man.

wadledo
2012-08-01, 04:30 PM
I should make a few ride based classes.
Hmmmm.

Sentinel Chargemonkey-Wrecking ball,
Hunter Wild Hunt, WE RIDE kinda thing,
Scoundrel trickrider with lots of cowboy themed stuff for when they are not riding.

Gnorman
2012-08-01, 04:33 PM
I don't agree with the sawbones nerf. Yea, they can get a large bonus, but it's to MELEE attacks, and the engineer is not really set up to be front line fighter - it has med BAB and a d8 HD, meaning it's no more a front line fighter than a rogue. If a player boosts their heal, they're putting most of their resources into it, they SHOULD get a better bonus. If you spend you feat on skill focus heal, you deserve +1.5 damage, and I'm still not sure the feat would be a good decision. Not to mention that the sawbones who were boosting their WIS probably weren't maxing than STR (or, if they boost both for the massive damage, they'll have lower DEX and CON, making staying on the front lines even harder)

The comparison being made is to the rogue, not a front-liner. The rogue does an extra 1d6 damage at 1st level. The sawbones, assuming a not-very-optimized WIS of 12 and Skill Focus (heal), gets an extra 4 damage with each attack, more than a rogue's average with little investment (Skill Focus does for a sawbones what Craven does for a rogue, with no drawback). Add in a 50 gp "Masterwork Scalpel" and it's 5. It's not about it being generally too powerful, it's about being noticeably more powerful than its closest comparison.

However, I do agree with you that if a player invests heavily into this aspect of their character, they should see dividends. Instead of ranks, what if it was limited to a +2 bonus per class level? That's about the same pace as the average sneak attack level, and it still allows a sawbones to improve it with feats, items, et cetera. Getting a Heal modifier of 24 is difficult but not impossible in E6.


Glad to be of help on such a great project.



I think the closest parallel here for "things you can do all day" would be the Warlock. Making it a non-touch attack, or a melee attack etc might drop it down slightly in potency, and it's a good benchmark for potency.

There's a vague list here for reference:

http://dnd.kermodebear.org/InvocationLists

Beshadowed Blast: Lesser, 4th, Blast essence; Living creature struck makes Fort or blinded for 1 round.

Lesser is, at least in this E6 system, a singular, capstone ability.

Whilst this may correctly indicate that the E6 Warlock is dramatically subpar at the moment, if you want Lesser to be something you only get as a capstone in E6, then this indicates that a decent touch/+save is pretty decent.

Meanwhile, if it's something you can do ~ 3 times a day, then the comparison should be with a level 3 spell.

Keep in mind that my breaking point for balance is above the warlock. I aim for mid to high tier 3, while the warlock is considered tier 4. Being "more powerful than the warlock" is a good thing.

This is one of the reasons I like multiclassing. In hindsight, I think Ranks alone without it being based on level is fine - most classes with multiple hits to get full use out of it are at double cost / rank for it anyway.

Max bonus of +2 per class level is my preferred method, after thinking about it. This keeps it from being front-loaded (same bonus at level 1), but also allows a dedicated sawbones to turn it into a signature ability. If you're willing to optimize heal, you should reap the benefits. It does keep it from being a phenomenal dip for a combat class, but a +2 bonus to damage rolls and a few cool inventions may be worth it for some.

Inventions:

Knock Out Gas: If this is a "toxic", rather than "enchantment" ability, should this be a Fortitude save and have no effect on non-living creatures?

I want it to remain a Will save (think of it like Sleep), but I'm willing to include a clause that creatures that do not breathe are immune.

Unstable Elixir: Untyped damage?

Damn, another one. Should be acid.

Corrosive Acid (and several others): Splash Weapons typically have a Direct Damage component and an indirect component, see Alchemist's Fire, for example.

http://www.d20srd.org/srd/equipment/goodsAndServices.htm#alchemistsFire /
http://www.d20srd.org/srd/combat/specialAttacks.htm#throwSplashWeapon

As such, you may wish to account for this with these types of invention.

I'll look into it. It actually may be a good way to tone down some of the more egregious grenades - as I recall, Mangles basically called them "must-haves for every engineer," which means I'm doing something wrong.

Clockwork Decoy: Decay < typo. What size is the decoy? Stats? AC?

I'm thinking a construct version of the rat, which moves 20' in a random direction each turn, without being specifically commanded to do anything (it's a wind-up mouse).

I will add those statistics accordingly.

Automated Laboratory: This brings up an interesting question. How heavy are inventions?

They all emit a subtle anti-gravity field that exactly negates their weight. That or hammerspace. There's not going to be a real good answer for you on this, because I don't have one. You have to be generous with your suspension of disbelief to accept that the engineer can whip all this convoluted machinery up and carry it all around in like a backpack or something. Maybe an Engineer's Backpack should be an automatic invention at level one? It stores parts, powers inventions, and acts as a mobile workbench to construct them all.

Foothold Trap: At level 3, you have basically created this: http://www.d20srd.org/srd/spells/glyphOfWarding.htm. With a caster level of 10.
Maybe it should be 1D6 damage per Engineer level, and again, amend the immobilisation (if it's a bear trap, maybe they can open it, if it's a foot-spiker, maybe something based on Caltrops?).

I cleaned up the immobilization language (stealing it shamelessly from the Web spell), added a way to get out of it, and reduced the damage somewhat.

Trapspringer: With this, a level 1 Engineer has subsumed the role of a level 10 Rogue.

Portable Locksmith: At level 3, the Engineer has a lesser "Knock" three times per day. He's sort of making a Rogue feel sad here.

The Engineer is a Trapfinder with Open Lock and Disable Device. Perhaps these should give competence bonuses to these abilities, rather than a 3x per day (more than usually is required) "disable whatever"?

I like the idea of a competence bonus. I'll consider it.

Steam Powered Gyroscope: Might this be better named Gyrocopter? I could be wrong but I didn't think Gyroscope was a flying device.

Yes... that would be fine.

Crackerjack Caltrops: Needs rewording; as written, they may be spread indefinitely until they affect five creatures.

Might I suggest these use the actual caltrops rules, but with perhaps a bonus to the attack roll? That would actually be a power up to compensate for having a limited number of them.

I will consider it.

Flash Grenade: Possibly this should be done in a similar way to the Thunderstone (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#thunderstone), but with an additional DC to avoid blindness? Automatic blindness, even for a round, is the domain of a spell like Sunburst.

For a level 2 invention, you're right, it is a bit much. I've removed the dazing, and reduced the blinding.

Homing Rocket: So it's basically Magic Missile, cast at caster level 7 without a Shield spell equivalent or the ability to select a target? Perhaps this should deal 1D6 damage + 1D6 for every two Inventor levels?

I've reduced the damage to be a bit more in line with level 3, but did give it the ability to actually home in, ignoring concealment and partial cover.

Pocket Bombard: This is another automatic no-save-just-suck, but it's also competing favourably with Orb of X, which are level 4 spells in terms of damage output and effect.

Added a Reflex save. I stand by the damage, though.

Shrapnel Mine: As written, an Inventor can lay a Shrapnel Mine and come back days later. Again, this is a glyph of warding with bonus abilities and a much higher average damage.

Glyph of Warding isn't exactly great damage-wise, so I don't consider this too much of a problem. Added a limit to the duration, though.

Time Bomb: Caster level 8 Fireball, with extra features.

Fireball is not a very good spell. To me, saying that something is better than Fireball tends to be complimentary. Keep in mind that the engineer's inventions are a bit more powerful than spells because he has commensurately fewer of them, and he can only prepare any particular invention once.

Overall, I'm getting a very, very powerful vibe from the engineer. I'll probably have a closer look and see what a level 6 Engineer can feasibly pull off alongside another character.

Though I am reluctant to admit it, I can see some of the engineer inventions being a bit over the top. I will do my best to rectify the most egregious ones, while still maintaining the flavor and power of the class.

Table's out of date on the Poet; level 6 should be Full of Sounds and Fury.

Fixed.

For the Noble, would an initiator Archetype "War Marshal", with the focus on White Raven (and any other Leadership-brand manoeuvres, I don't keep up on homebrew Bo9S styles to keep track) be an idea? It's definitely within their remit as the Boss-man.

Will consider, though I'm trying to stray away from adding these kinds of archetypes to non-alternate class.

In addition to the changes described above, I've also altered the Cannoneer's archetype powers (adding saves, removing aiming penalties, restricting ranged touch attack to 1/encounter) and a few other inventions here and there (not much, just some slight changes to damage and duration to a few).

theDuskling
2012-08-02, 05:59 AM
if the scoundrel would take the cutthroat archetype and invest the first feat into learning shadow blade he instantly gets dexterity as bonus damage. so he could easiely do more damage then the sawbones.

the sawbones got a higher MAD if he goes melee and still wants decent dc's, while the scoundrel can be decent with only maxing out dexterity.

i think as long as the sawbones just gets one archtype power that improves melee it is balanced as it is and it gives cool character options. lowering it would simply make it to an ability usable at the first two levels useless thereafter.

the engineer got other problems to keep an eye on. but we should keep in mind that there are not really many ability improving feats as for other characters which is making him not really scale up in the epic area.

Kholai
2012-08-02, 03:00 PM
if the scoundrel would take the cutthroat archetype and invest the first feat into learning shadow blade he instantly gets dexterity as bonus damage. so he could easiely do more damage then the sawbones.

Sawbones 1 / Scoundrel 5, 10 skill points cross-class. Your suggested combo just instantly got +5 damage to all melee attacks it makes, and some inventions for versatility.

Alternatively, as mentioned, Brawler 5/Sawbones 1 gets it too, and multiple attacks per round. Quite a few get access to Tiger Claw for free TWF multi-hitting, and yes, that ability is open to all of them. It's basically "give up 1 BAB for +5 damage permanently".

Heck, it's only two or three feats for any Sawbones to pick up the same advantage.

I suggest linking it to Archetype advancement:
Minor Archetype: 1/4 Modified Heal ranks. Maximum of +2 damage per Engineer level.
Moderate Archetype: 1/2 Modified Heal ranks.
Major Archetype: Maximum of +4 damage per Engineer level.


Keep in mind that my breaking point for balance is above the warlock. I aim for mid to high tier 3, while the warlock is considered tier 4. Being "more powerful than the warlock" is a good thing.

I am aware of, and appreciate this idea, but this is an example of a foundation. You can be consistently above Lesser invocations, but if you're better than Greater invocations, or a Level 3 Manoeuvre, we're pushing the borders on what's E6 appropriate.


Fireball is not a very good spell. To me, saying that something is better than Fireball tends to be complimentary. Keep in mind that the engineer's inventions are a bit more powerful than spells because he has commensurately fewer of them, and he can only prepare any particular invention once.

Remember that mages give up hitdie size, only get 2 skill points a level and have typically comparatively modest archetype powers purely because spells are a pretty big deal. If the Engineer or any other class isn't a 2+ Int, D6 HD class and has things as good as spells, or better, then something's wrong.

As far as Fireball goes however, it's not a "good" spell because damage isn't a good use of a mage's time. In terms of damage it's absolutely dead on with multiple targets, 6D6 damage. Remember that's the same as a mage's hitdie, so you're potentially into instant kill damage against any E6 character who rolled poorly on their HP).

Incidentally, please note that at level 6 they can use this or any other level three invention five times.

Invention, Jury Rig, Improvisation x3. You've now done five level 3 "spells" in five turns. You still have five more level 3 inventions unused, they're just not the same as the one you just used five times in a row.


As a suggested guideline, perhaps level 3 inventions should compare approximately with level 2 spells, rather than level 3 spells.

With this as your benchmark, the Engineer should compare with the Poet, who gets eight spells per day.

Gnorman
2012-08-02, 08:45 PM
My responses are in bold. As always, I appreciate the input and will do my best to address your critique.


Sawbones 1 / Scoundrel 5, 10 skill points cross-class. Your suggested combo just instantly got +5 damage to all melee attacks it makes, and some inventions for versatility.

Alternatively, as mentioned, Brawler 5/Sawbones 1 gets it too, and multiple attacks per round. Quite a few get access to Tiger Claw for free TWF multi-hitting, and yes, that ability is open to all of them. It's basically "give up 1 BAB for +5 damage permanently".

Heck, it's only two or three feats for any Sawbones to pick up the same advantage.

I suggest linking it to Archetype advancement:
Minor Archetype: 1/4 Modified Heal ranks. Maximum of +2 damage per Engineer level.
Moderate Archetype: 1/2 Modified Heal ranks.
Major Archetype: Maximum of +4 damage per Engineer level.

I'm going to stick with max of +2 per class level for now. +4 damage per Engineer level would be a total of +24, a bit much. Also, it'd be pretty dang hard to get a Heal check of 48.

I am aware of, and appreciate this idea, but this is an example of a foundation. You can be consistently above Lesser invocations, but if you're better than Greater invocations, or a Level 3 Manoeuvre, we're pushing the borders on what's E6 appropriate.

Okay, now I understand what you're saying here. I've tried to keep most things E6 appropriate, perhaps slightly more powerful in some cases (after all, I gave 4th-level spells to the mage classes, so I set that precedent a long time ago). I'm okay with giving certain abilities that higher-level classes get (like Swift Tracking or Hide in Plain Sight), but usually the ones I offer are not exactly over the top. I'll gladly reconsider any that seem to be too much.

Remember that mages give up hitdie size, only get 2 skill points a level and have typically comparatively modest archetype powers purely because spells are a pretty big deal. If the Engineer or any other class isn't a 2+ Int, D6 HD class and has things as good as spells, or better, then something's wrong.

My intention for the engineer was to have a greater day-to-day variety, but be restricted in the kinds of effects they can produce. That's why most of their inventions are damage-dealers, with a few exceptions. One option for reducing the power of the engineer is to have their archetype dictate which disciplines they can use - a sawbones could use chemistry and medicine, but no others, for example.

As far as Fireball goes however, it's not a "good" spell because damage isn't a good use of a mage's time. In terms of damage it's absolutely dead on with multiple targets, 6D6 damage. Remember that's the same as a mage's hitdie, so you're potentially into instant kill damage against any E6 character who rolled poorly on their HP).

That would be a pretty rare situation (the mage would have to have invested almost nothing into Constitution, and the rolls needed would be unlikely), but I see your point.

Incidentally, please note that at level 6 they can use this or any other level three invention five times.

This I do need to change, as it makes lower-level inventions obsolete in a way I do not want them to be.

Invention, Jury Rig, Improvisation x3. You've now done five level 3 "spells" in five turns. You still have five more level 3 inventions unused, they're just not the same as the one you just used five times in a row.

All too true. I think that this is a good argument for reducing the power of Improvisation. Once per encounter would improve their overall endurance, but also prevent them from going nova in this way.

As a suggested guideline, perhaps level 3 inventions should compare approximately with level 2 spells, rather than level 3 spells.

That or limit inventions to a per-level system, like spells. A certain number of level 1 inventions, level 2, et cetera. Perhaps like so:

{table=head]Inventions Per Day
{table=head]Level|1|2|3

1st|1|-|-
2nd|2|-|-
3rd|3|1|-
4th|3|2|-
5th|3|2|1
6th|3|2|1[/table][/table]

With this as your benchmark, the Engineer should compare with the Poet, who gets eight spells per day.

Yes, but the poet gets some pretty decent power from his songs. The engineer pretty much only has inventions.

Eldest
2012-08-02, 10:44 PM
Sawbones 1 / Scoundrel 5, 10 skill points cross-class. Your suggested combo just instantly got +5 damage to all melee attacks it makes, and some inventions for versatility.

Alternatively, as mentioned, Brawler 5/Sawbones 1 gets it too, and multiple attacks per round. Quite a few get access to Tiger Claw for free TWF multi-hitting, and yes, that ability is open to all of them. It's basically "give up 1 BAB for +5 damage permanently".

Which is a bloody awful trade for an E6 game. You'd never get your second attack per level.


As far as Fireball goes however, it's not a "good" spell because damage isn't a good use of a mage's time. In terms of damage it's absolutely dead on with multiple targets, 6D6 damage. Remember that's the same as a mage's hitdie, so you're potentially into instant kill damage against any E6 character who rolled poorly on their HP).

There are many instagib combos in E6. Fireball isn't a good one. Try Sudden Maximize, Sudden Empower Enervation. No save, just die for any of these classes. All for the cost of 2 feats. Or really pair that with any large damage spell. Dominate Person. Save or you're ****ed. The dragon gets unlimited 6d6 attacks in the form as breaths.

theDuskling
2012-08-03, 03:53 AM
enervation is pretty much overkill for e6. but fireball can be as well. with spell thesis, fire heritage (the one of the faerϋn books) and energy substitution since spell thesis gets you one free level of metamagic you deal 10 w 6.

with enough sudden feats and the pyromancer archetype you can get enough damage to kill every e6 char withing 9 m/ 30 feet even if they succeed their saves.

Kholai
2012-08-03, 04:54 AM
Which is a bloody awful trade for an E6 game. You'd never get your second attack per level.

Initiators trade attacks into single, much better, attacks all the time, is this a downgrade?

Secondly: You're getting Trapfinding, a Sleep spell, a melee touch at-will (Does Static Trigger, as a melee attack, count for the damage bonus as well?), or a permanent light source, or an invisibility detector, an awesome compass o' glory, or a huge Jump bonus....
You're trading an attack at a -5 to hit (when you can easily get three anyway without it), for a lot more than free bonus damage.
I'm totally happy with the +2 damage limit, because that stops it from being *totally* awesome.

The engineer basically has a combination of permanent class features and/or healing/damaging abilities they can change day by day, even at level 1.



My intention for the engineer was to have a greater day-to-day variety, but be restricted in the kinds of effects they can produce. That's why most of their inventions are damage-dealers, with a few exceptions. One option for reducing the power of the engineer is to have their archetype dictate which disciplines they can use - a sawbones could use chemistry and medicine, but no others, for example.

I actually like this a lot, maybe they could have an "inventions known" list and pick up one or two "cross-archetype" inventions as they levelled from other disciplines?


A certain number of level 1 inventions, level 2, et cetera. Perhaps like so...

I'd be happy with this, or possibly a total "pool" of "invention points" maybe? So for example at level 6 they can prepare 12 "points" worth of abilities. This could be four level 3 abilities, but you'd get overall more if you went with 2/2/2 instead.


Yes, but the poet gets some pretty decent power from his songs. The engineer pretty much only has inventions.

It may be an interesting exercise to list the "possible effects" available to each class at basic level 6 with their resources. I'll possibly have a go at it when I have some time on my hands, should be interesting.

theDuskling
2012-08-03, 05:10 AM
how bout a small inventions known list and the engineer may produce those items as real alchemistical / forged items for material or gold within a laboratory or whatever with craft checks.

of cause he would not be restricted to only use one or two of his flash bangs on a single day etc. there could be inventions allies can use and those a non engineer cannot use or does something really stupid on a critical failure or a normal failure. Like you envenom yourself rolling a one with poison without class ability. it could detonate a granade right in the own hand.

Gnorman
2012-08-03, 09:41 AM
When I first designed the inventions system, I based it on crafting, listing DCs, prices, time to craft, et cetera. It was quite unwieldy. I feel that going back to that system would be a bad choice. "Downtime" varies heavily from game to game, group to group, and I don't want a class to depend on it to function. Also, I don't like the idea of a class's features requiring gold to function - yes, some spells have expensive components, but they're comparatively rare. As difficult as it is to rationalize, I much prefer the nuclear-powered infinite backpack/laboratory of holding version. I'm okay with sacrificing verisimilitude for ease of play now and then.

Also, to help clean up the invention descriptions, I'm going to be organizing inventions into four basic types:

Armament: Permanent while prepared, must be worn or wielded and take up equipment slots on the body.

Grenade: Thrown splash weapons. 5' radius, range increment 10'.

Serum: Injections that must be applied as a melee touch attack, or, if beneficial, may be applied to oneself (or allies, if a sawbones) as a standard action with a range of touch that provokes attacks of opportunity.

Contraption: Everything else - essentially, inventions with a discrete activation and a finite duration, but generally do not require attack rolls.

Kholai
2012-08-03, 12:23 PM
So yeah, gave it a go with the Brawler at level 6.

Overview:

Best of Wis or Int modifier to AC.
+2 Dodge Bonus to AC.
50' Base Speed.
Evasion
Unarmed strikes count as D10 damage magical items and may be enchanted.
May make unarmed full attacks as a standard action for an extra attack at full BAB.
Unarmed-only pounce.

+6/+6/+1 Attacks
+5/+5/+2 Saves
15-60 + Con HP
4 + Int Maxed skills.

Once per encounter, either:
Swift: Gain 50% concealment for a round and move up to 50'.
Stunning Fist/Maximum damage with a Strength-based DC.
Mystic Resonance: Spell Immunity for one spell + Int or Wis modifier x 6.

For this, Mystic Resonance is unarguably the power move, since with an Int of 16, even in a combat with no enemy Spell Casters he can basically use this ability to turn an ally's cantrip into a Maximised Cure Light Wounds.

MAD, but the player can pick their MADness. The best feature is probably Standard Action full attacks making for an incredibly mobile combatant.

Optimisation easily gives Snap Kick for a fourth free attack (and the best reason to nab that 6th point of BAB).
Superior Unarmed Strike, by RAW is a downgrade, but depending on DM interpretation could up your dice to a 2D6 or 2D8 (which is pushing it).

Since unarmed strikes are freely enchanted, it's ultimately a lot cheaper to get Flaming or something onto your actual hands, then pick up an Amulet of Mighty Fists for the + to hit.

Breathstealer:

Improved Grab - Presumably, though not specified, for Unarmed Attacks - against any size creature, though you can't grapple Gargantuan creatures anyway.
+4 Bonus Size bonus to grappling and may grapple Huge creatures. With Improved Grapple
Deals Unarmed Damage bludgeoning damage on successful Grapple checks, which will be made in abundance with three "initiation" attacks a round.

Since it's specifically equal to Unarmed Damage, this means any enchantments, like the aforementioned Flaming, carry over, and since it's E6, with Improved Grapple and Jotunbrud you can pretty much grapple anyone with your +12 grapple bonus, whilst considering your own size to be Huge, so they can't grapple you back.

Later down the line, with Wild Talent into Illithid Heritage feats, you can grow four face tentacles and extract brains through the power of your incredibly awesome grappling, presumably whilst constricting up to four different targets with your tentacles for 1D10 damage each. (Unrelated: Looks like a great feat chain for the sawbones, four attacks at 1D4+12 each)

... That actually sounds pretty awesome. Fun and very powerful archetype if you can abide the grapple rules.

Bruiser:

Deals 2D6 unarmed strike damage.
Unarmed strikes have optional Reach.
Ignores pretty much all metal based DR ever.
May an unarmed strike as ranged touch attacks with a range of 30' as a Standard Action.

Sort of needs to specify that they're attacking with the Battlefist with this Archetype, and that the Brawler is considered unarmed when they are using their battlefist (if only to avoid Monks-with-Gauntlets style arguments).

One of the weaker archetypes overall, the Battlefist basically has an earlier ability to enchant their unarmed strike equivalent, and it deals damage as a Greatsword, an average improvement of about 1 damage a round on average.

You can't power attack Ranged Touch attacks, and seeing as how you can charge a hundred feet and full attack, rarely would that be an optimal choice compared to just carrying a bow and shooting things from much further away or just charging the thing.

Flavourful and cool archetype, not that powerful.

Perhaps the Battlefist should count as a Two-Handed-Weapon?

Cenobite:

Lay on Hands based on Int/Wis
Base saves become +5/+5/+5
May teleport up to 50' every three rounds as a move action. But only where they can see.

Lay on Hands is... Well it's not bad I suppose. A little strange for a hermit to focus on healing others though.
Saves are always nice.
The ability to teleport up to your move every three rounds is.... Significantly worse than Flee the Scene, a Lesser Invocation that can be used every round, and most of the time you can just walk there.

Not that great to be honest. What do you see the Cenobite as in this archetype? Some kind of "meditate for perfect clarity" type cerebral monk? Perhaps they should be the ones picking up Stunning Fist, being considered a monk for determining how many times a day they can use it, and ending up at level 6 with Quivering Palm Lite?

Martial Artist:

Armed Pounce.
Improvised Weapon Proficiency (Largely redundant but cool)
Armed Flurry and Full Attacks as a Standard Action.
Intelligence or Wisdom to damage on Strikes.
Stance change on an Immediate Action.
Eleven Manoeuvres up to level 3.
Six Manoeuvres readied.
Three Stances.

Insult/Injury time: Though it takes two rounds and a standard action, Martial Artists may also teleport 50' at a time with Shadow Jaunt.

Checking briefly through the homebrew styles mentioned, they get a 5' indestructible Wall of Force that lasts for Concentration +1 rounds, may make ranged attacks with their unarmed strike up to 30' away, a stance that gives +1D6 damage to unarmed strikes (the Martial Artist picks up free power points if you know any Sleeping Goddess Manoeuvres for easy Psionic Focus, so no penalty from it, and just grab 1 rank in autohypnosis), a Stance that gives Reach at no disadvantage.

As a counter they can get Wis to AC. Again. Manifest a Mind Blade for the whole encounter (Call the Heart’s Blade, level 2 Sleeping Goddess, I'll let you see for yourselves), Wisdom to Initiative, and a three round single target "Silence" which can't be ignored by the target, and also works on initiators or anyone with class features or feats that aren't passive.

Those are some wacky homebrew styles, but ignoring those, considering all the Brawler's other goodies (Boosts work wonders with flurries), this may be overkill. Initiator classes may be too powerful to be archetypes, you're basically adding fourteen feats to a Brawler with this.

Ravager:

They deal 2D6 damage with their unarmed strikes. Just like the Bruiser, except they can make it slashing.
Whirling Frenzy thrice a day (for yet another Attack a round)
If two of his four attacks hit (since Rend isn't restricted to unarmed strikes, make it six for ITWF as well, who needs an attack bonus when you roll six times?), he gets a free Rend for 2D6 +1/2 strength mod, which also heals him.

* Should probably restrict Rend to once per full attack as an optional free action against any target who he's hit at least twice this round with unarmed attacks.

Since Versatile Unarmed Strike can make strikes deal slashing or piercing, this is a net downgrade on the Battlefist in terms of DR, but other than that, this guy's a superfreak.

+6/+6/+1
Frenzy
+4/+4/+4/-1
Snap Kick
+2/+2/+2/-3
ITWF
0/0/0/0/0/-5

With 18 Strength (you probably should), Weapon Focus and +2 magic fists of fisting, that's +7, enough to hit most non-tanks reliably enough, and not gently either.

Mangles
2012-08-03, 05:07 PM
If you were to take away some of the engineers available inventions, it would heavily reduce their versatility. I would not go so far as to limit them to the two that they get a bonuses invention from. So far, when playing this guy, combat amounts to making the enemy make save vs suck effects a lot so your friends can do the real killing.

Gnorman
2012-08-06, 02:17 AM
So yeah, gave it a go with the Brawler at level 6.

Overview:

Best of Wis or Int modifier to AC.
+2 Dodge Bonus to AC.
50' Base Speed.
Evasion
Unarmed strikes count as D10 damage magical items and may be enchanted.
May make unarmed full attacks as a standard action for an extra attack at full BAB.
Unarmed-only pounce.

+6/+6/+1 Attacks
+5/+5/+2 Saves
15-60 + Con HP
4 + Int Maxed skills.

Once per encounter, either:
Swift: Gain 50% concealment for a round and move up to 50'.
Stunning Fist/Maximum damage with a Strength-based DC.
Mystic Resonance: Spell Immunity for one spell + Int or Wis modifier x 6.

For this, Mystic Resonance is unarguably the power move, since with an Int of 16, even in a combat with no enemy Spell Casters he can basically use this ability to turn an ally's cantrip into a Maximised Cure Light Wounds.

I will insert a "hostile spells only" clause.

MAD, but the player can pick their MADness. The best feature is probably Standard Action full attacks making for an incredibly mobile combatant.

Exactly what I was going for.

Optimisation easily gives Snap Kick for a fourth free attack (and the best reason to nab that 6th point of BAB).
Superior Unarmed Strike, by RAW is a downgrade, but depending on DM interpretation could up your dice to a 2D6 or 2D8 (which is pushing it).

Hmmm. 2D8 would be a ravager, I assume?

Since unarmed strikes are freely enchanted, it's ultimately a lot cheaper to get Flaming or something onto your actual hands, then pick up an Amulet of Mighty Fists for the + to hit.

It's like Magic Weapon, but permanent and much more expensive. I'm okay with that - Amulets of Mighty Fists are hard to craft in E6 - a limit of +2 in normal, and +3 if you use the Peasant's Magewright archetype.

Breathstealer:

Improved Grab - Presumably, though not specified, for Unarmed Attacks - against any size creature, though you can't grapple Gargantuan creatures anyway.
+4 Bonus Size bonus to grappling and may grapple Huge creatures. With Improved Grapple
Deals Unarmed Damage bludgeoning damage on successful Grapple checks, which will be made in abundance with three "initiation" attacks a round.

Since it's specifically equal to Unarmed Damage, this means any enchantments, like the aforementioned Flaming, carry over, and since it's E6, with Improved Grapple and Jotunbrud you can pretty much grapple anyone with your +12 grapple bonus, whilst considering your own size to be Huge, so they can't grapple you back.

Later down the line, with Wild Talent into Illithid Heritage feats, you can grow four face tentacles and extract brains through the power of your incredibly awesome grappling, presumably whilst constricting up to four different targets with your tentacles for 1D10 damage each. (Unrelated: Looks like a great feat chain for the sawbones, four attacks at 1D4+12 each)

... That actually sounds pretty awesome. Fun and very powerful archetype if you can abide the grapple rules.

That does sound awesome, and the feat investment required strikes me as being a solid tradeoff for the power gained. I may need to clean up some of the language here, though.

Bruiser:

Deals 2D6 unarmed strike damage.
Unarmed strikes have optional Reach.
Ignores pretty much all metal based DR ever.
May an unarmed strike as ranged touch attacks with a range of 30' as a Standard Action.

Sort of needs to specify that they're attacking with the Battlefist with this Archetype, and that the Brawler is considered unarmed when they are using their battlefist (if only to avoid Monks-with-Gauntlets style arguments).

One of the weaker archetypes overall, the Battlefist basically has an earlier ability to enchant their unarmed strike equivalent, and it deals damage as a Greatsword, an average improvement of about 1 damage a round on average.

You can't power attack Ranged Touch attacks, and seeing as how you can charge a hundred feet and full attack, rarely would that be an optimal choice compared to just carrying a bow and shooting things from much further away or just charging the thing.

Flavourful and cool archetype, not that powerful.

Perhaps the Battlefist should count as a Two-Handed-Weapon?

You're right, the ranged touch attack is kind of pointless unless your opponent is standing on the other side of a cliff or something (but with your mobility, you could probably make the Jump check). I'm sure I can find something else cool to do with a battlefist. Getting 1.5x Strength seems appropriate.

Cenobite:

Lay on Hands based on Int/Wis
Base saves become +5/+5/+5
May teleport up to 50' every three rounds as a move action. But only where they can see.

Lay on Hands is... Well it's not bad I suppose. A little strange for a hermit to focus on healing others though.
Saves are always nice.
The ability to teleport up to your move every three rounds is.... Significantly worse than Flee the Scene, a Lesser Invocation that can be used every round, and most of the time you can just walk there.

Not that great to be honest. What do you see the Cenobite as in this archetype? Some kind of "meditate for perfect clarity" type cerebral monk? Perhaps they should be the ones picking up Stunning Fist, being considered a monk for determining how many times a day they can use it, and ending up at level 6 with Quivering Palm Lite?

The cenobite, to me, is "PHB monk" for those purists who want their unarmed fighters to be ascetic mystics. I prefer the dirty brawler type, but I wanted to throw traditionalists a bone.

Martial Artist:

Armed Pounce.
Improvised Weapon Proficiency (Largely redundant but cool)
Armed Flurry and Full Attacks as a Standard Action.
Intelligence or Wisdom to damage on Strikes.
Stance change on an Immediate Action.
Eleven Manoeuvres up to level 3.
Six Manoeuvres readied.
Three Stances.

Insult/Injury time: Though it takes two rounds and a standard action, Martial Artists may also teleport 50' at a time with Shadow Jaunt.

Checking briefly through the homebrew styles mentioned, they get a 5' indestructible Wall of Force that lasts for Concentration +1 rounds, may make ranged attacks with their unarmed strike up to 30' away, a stance that gives +1D6 damage to unarmed strikes (the Martial Artist picks up free power points if you know any Sleeping Goddess Manoeuvres for easy Psionic Focus, so no penalty from it, and just grab 1 rank in autohypnosis), a Stance that gives Reach at no disadvantage.

As a counter they can get Wis to AC. Again. Manifest a Mind Blade for the whole encounter (Call the Heart’s Blade, level 2 Sleeping Goddess, I'll let you see for yourselves), Wisdom to Initiative, and a three round single target "Silence" which can't be ignored by the target, and also works on initiators or anyone with class features or feats that aren't passive.

Those are some wacky homebrew styles, but ignoring those, considering all the Brawler's other goodies (Boosts work wonders with flurries), this may be overkill. Initiator classes may be too powerful to be archetypes, you're basically adding fourteen feats to a Brawler with this.

I could probably remove the homebrew styles, since they tend to have optional ways of adding them to initiators anyway. As for the maneuvers in general, well, that one is decidedly out of my hands - I can't help it that maneuvers are just... better. I suppose I could restrict them to 2/3 initiator progression if I wanted to rein it in, but that just feels wrong for a full BAB class.

Ravager:

They deal 2D6 damage with their unarmed strikes. Just like the Bruiser, except they can make it slashing.
Whirling Frenzy thrice a day (for yet another Attack a round)
If two of his four attacks hit (since Rend isn't restricted to unarmed strikes, make it six for ITWF as well, who needs an attack bonus when you roll six times?), he gets a free Rend for 2D6 +1/2 strength mod, which also heals him.

* Should probably restrict Rend to once per full attack as an optional free action against any target who he's hit at least twice this round with unarmed attacks.

Since Versatile Unarmed Strike can make strikes deal slashing or piercing, this is a net downgrade on the Battlefist in terms of DR, but other than that, this guy's a superfreak.

+6/+6/+1
Frenzy
+4/+4/+4/-1
Snap Kick
+2/+2/+2/-3
ITWF
0/0/0/0/0/-5

With 18 Strength (you probably should), Weapon Focus and +2 magic fists of fisting, that's +7, enough to hit most non-tanks reliably enough, and not gently either.

I'll clean up the Rend ability, but otherwise this archetype seems to have hit my mark. Fists (claws?) of fury, fighting furiously, tearing mooks apart, but heavily-armored opponents give him trouble.


If you were to take away some of the engineers available inventions, it would heavily reduce their versatility. I would not go so far as to limit them to the two that they get a bonuses invention from. So far, when playing this guy, combat amounts to making the enemy make save vs suck effects a lot so your friends can do the real killing.

That is exactly what I'd hoped for when designing them. A little direct damage, a little bit of status infliction, some cool steampunk equipment, a few weird gizmos, and a little what have you. Upon reflection, I'm not going to restrict engineers to certain disciplines, but I am going to restrict them on a level-by-level basis. This should prevent lower-level inventions from becoming obsolete, and also rein in some of the abuse potential of the higher level ones (Improvisation comes to mind). Whereas before a 6th-level engineer could bust out 5 3rd-level inventions in one combat and still have five left for the rest of the day, now he'll only be able to bust out three, and be left with one (plus the lower-levels). I'm also considering reducing the power of inventions in general, but making them usable more frequently (grenades, for example, I might open up to Int modifier times per day, rather than just a flat three [which does seem to be the magic number of engineers]).

theDuskling
2012-08-06, 04:59 AM
The Rogue/Artificer is somehow a worse smith then the peasant/magewright. one gets cl 6 items which are crap most of the time, while the magewright can produce cl 9 s. f.e. belt of strength, never full bag etc.. the cheaper creation of items of the one is 5% * int mod versus flat 25%.

In my eyes if a player wants to play the crafter type, he should play a peasant class. in my opinion that should never be the case for a player character.

Gnorman
2012-08-06, 05:01 AM
The Rogue/Artificer is somehow a worse smith then the peasant/magewright. one gets cl 6 items which are crap most of the time, while the magewright can produce cl 9 s. f.e. belt of strength, never full bag etc.. the cheaper creation of items of the one is 5% * int mod versus flat 25%.

In my eyes if a player wants to play the crafter type, he should play a peasant class. in my opinion that should never be the case for a player character.

The magewright is not intended for player use (hence why it is an archetype for the NPC class). It's merely there to add an in-game method/justification for having slightly-higher magic items available, for those of you who prefer higher-magic games.

Kholai
2012-08-06, 05:16 AM
2D8 is probably ravager, yes. Given the language involved however, since it's not actually a Monk, it doesn't gain an unarmed strike bonus, its unarmed strike merely gains two sizes over base which don't stack unless your DM is laissez faire.
Since the Brawler's fists don't apply as natural weapons, Improved Natural Attack doesn't work either, which is probably for the best.

The only Breathstealer issue I can see is that they get a +12 to Grapple by level 1 if they're human, and can wrassle and hogtie Ogres most of the time. If your BBEG is going to be anything less than Huge, there's very, very little that he can do if and when he's grappled, since Dimension Door and Freedom of Movement are both out of E6.

At most I'd move the "counts as a size larger when grappling" to Moderate, since the immediate action thing is pretty situational.

For the Battlefist... He could potentially still make ranged touch attacks, but if he hits, he can then choose to pull himself after the fist, making it a sort of super Grappling Hook I suppose? Sounds familiar though...

For the Cenobite, what about "They may use Perfect Harmony three times per encounter" for their Major? At least this way they could do something actually cool, like move + 'port 100' to their target, then flurry with Hammer Blow on the first attack. They get so little from their Archetype comparatively that triple capstone is almost balanced.

Martial Artist: Bear in mind that the Swordsage is a BAB medium class, and the "best" initiator. Perhaps they should be getting manoeuvres as a Warblade in Setting Sun, Diamond Mind and Stone Dragon, with his choice of either Tiger Claw, Shadow Hand or Desert Sun? 6/4/2 with a swift recovery is a bit more reasonable, and since the Swift can be coupled with the Standard Full Attack Flurry that's still pretty sweet. And they can always use Extra Stance and Extra Manoeuvre feats.

Ravager: Pretty well solid really, they can always switch two +6/+6/+1 if they ever need to connect with things.
Should possibly add a clause to stop them from:
- Rend-healing more health than the target has.
- Using it on non-living targets.

I'd mention Minion abuse here, but given all the insane things the Tyrant can do, this barely blips on the radar.

Concerning Engineer versatility: How versatile is the engineer compared to the Red Mage? Serious question.

Gnorman
2012-08-06, 05:50 AM
Responses in bold.


2D8 is probably ravager, yes. Given the language involved however, since it's not actually a Monk, it doesn't gain an unarmed strike bonus, its unarmed strike merely gains two sizes over base which don't stack unless your DM is laissez faire.
Since the Brawler's fists don't apply as natural weapons, Improved Natural Attack doesn't work either, which is probably for the best.

The only Breathstealer issue I can see is that they get a +12 to Grapple by level 1 if they're human, and can wrassle and hogtie Ogres most of the time. If your BBEG is going to be anything less than Huge, there's very, very little that he can do if and when he's grappled, since Dimension Door and Freedom of Movement are both out of E6.

At most I'd move the "counts as a size larger when grappling" to Moderate, since the immediate action thing is pretty situational.

Seems like a reasonable suggestion. I'll see what I can do.

For the Battlefist... He could potentially still make ranged touch attacks, but if he hits, he can then choose to pull himself after the fist, making it a sort of super Grappling Hook I suppose? Sounds familiar though...

... robot Batman? Hmmmm... what about the reverse? Think Scorpion from Mortal Kombat. Tactical repositioning of enemies from range could be a useful skill, and not a very common one. Is there a term for a reverse bull rush?

For the Cenobite, what about "They may use Perfect Harmony three times per encounter" for their Major? At least this way they could do something actually cool, like move + 'port 100' to their target, then flurry with Hammer Blow on the first attack. They get so little from their Archetype comparatively that triple capstone is almost balanced.

No offense, but I'd rather come up with something unique to the archetype, something that sets them apart rather than just improved usage of a common ability. I don't know exactly why, other than it tickles the creative problem-solving part of my brain to try.

Martial Artist: Bear in mind that the Swordsage is a BAB medium class, and the "best" initiator. Perhaps they should be getting manoeuvres as a Warblade in Setting Sun, Diamond Mind and Stone Dragon, with his choice of either Tiger Claw, Shadow Hand or Desert Sun? 6/4/2 with a swift recovery is a bit more reasonable, and since the Swift can be coupled with the Standard Full Attack Flurry that's still pretty sweet. And they can always use Extra Stance and Extra Manoeuvre feats.

That's a good point. Much of the swordsage maneuvers were probably designed with medium BAB in mind.

Ravager: Pretty well solid really, they can always switch two +6/+6/+1 if they ever need to connect with things.
Should possibly add a clause to stop them from:
- Rend-healing more health than the target has.
- Using it on non-living targets.

I'd mention Minion abuse here, but given all the insane things the Tyrant can do, this barely blips on the radar.

I'm likely implementing a daily minion limit. It'll be high, but still finite. Likely class level + Charisma modifier. Dismissing a minion would add it back to the pool, but killing it would not. Kill enough minions, and the tyrant is looking a lot less intimidating. Adds elements of strategy, tactics, resource management to the archetype, too.

Also thinking about making minions and henchmen common to the noble class, not just the tyrant, but making the tyrant better at controlling and driving them on. It makes less sense for someone like the duelist (though duelists did have seconds and other various sycophants), but definitely fits with the warchief or the patrician, for example.

Concerning Engineer versatility: How versatile is the engineer compared to the Red Mage? Serious question.

Probably more so, at least day-to-day. The red mage probably adapts to change more quickly (especially in combat), but has overall more limited methods (especially outside of combat). It's wizard v. sorcerer all over again, honestly.

Kholai
2012-08-06, 07:05 AM
Heheh, I was thinking Bionic Commando as well.

Reverse Bullrush sounds interesting, you could simply resolve it "as a bullrush" but with the ultimate direction being towards instead of away from the player. There's a lot of tactical utility there.

No offence taken; it just occurred to me that the most Monk-like features were already present on the main class for everyone to use. If the Cenobyte is going to be more "pure brawler" than any other brawler, one that makes better use of the base class features is one way to go about it.


Probably more so, at least day-to-day. The red mage probably adapts to change more quickly (especially in combat), but has overall more limited methods (especially outside of combat). It's wizard v. sorcerer all over again, honestly.

Alright, expanding on this:

Are you including the fact that the Red Mage gets four fewer skills and a smaller hitdie than the Engineer into this consideration as well?

How does the Engineer compare against the Black Mage? Or the White Mage? The Blue Mage and the Green Mage?

If he's more versatile than primary spellcasters who are Low BAB, 2 Skillpoints and D6 HD, then I'm very much in the "Inventions get beaten heavily with the nerf-hammer" camp. If he's got more powerful options as well, then I'd be suggesting he gets 4 Skillpoints and a D6 HD, just to keep it reasonable.

Eldest
2012-08-06, 08:45 AM
The Rogue/Artificer is somehow a worse smith then the peasant/magewright. one gets cl 6 items which are crap most of the time, while the magewright can produce cl 9 s. f.e. belt of strength, never full bag etc.. the cheaper creation of items of the one is 5% * int mod versus flat 25%.

In my eyes if a player wants to play the crafter type, he should play a peasant class. in my opinion that should never be the case for a player character.

Red Mage with the crafter archetype.

Class level plus charisma mod minions actually seems a bit low: I'm imagining Pikmen here. Maybe 2 x class level plus charisma mod?

Kholai
2012-08-06, 10:54 AM
Thinking on it, maybe it should be the cenobite who gets the armed flurry, not the Martial Artist? Martial Artist can certainly afford to lose it, whilst Cenobytes would benefit the most from having an armed flurry - possibly not even restricted to monk-only weapons as opposed to weapons they're proficient with.

Gladiator Level 6.

Full simple weapon proficiency, full martial weapon proficiency, and three exotic weapon proficiencies.
Light and Medium armour proficiency.
Shields (not specified to include Tower Shields).
Three flexible Fighter Feats.
Counts as a Level 6 Fighter (Meaning, I believe, Weapon Specialisation and not much else).
May reroll a single miss per encounter, cannot be disarmed, and weapon cannot be sundered (as ever, absolute immunity seems a little excessive, perhaps they could get a +Class Level as a bonus to resist sunder and disarm attempts with it?)
Modified Whirlwind attack, essentially targeting between two and three targets at full BAB.
May move 5' as a swift action.
May take 10' steps instead of 5' steps.

+6/+1 Attacks
+5/+2/+2 Saves
15-60 + Con HP
4 + Int Maxed skills.

Once per encounter:
Remove all non-lethal damage and a slew of effects, not including most mental ones.
Additional Full Attack as a swift action. The RAW does not grant an additional 5' step, so that's fine.
Ignore any one attack as an immediate action.


Overall, the base chassis gives a lot less than the Brawler, who basically uses a Bastard Sword in each hand when they're level 6, attacks more often, has better saves, and with a Chain Shirt and 14 Int or Wis is getting AC equal to full plate (half of which applies to touch attacks). Has Evasion, moves faster, has Standard Action full attacks... And unarmed strikes can't be disarmed or sundered.

If it's the Battlefist, then they're even potentially doing Greatsword Strength-and-a-half damage. With reach.

And I almost forgot, they have pounce by default.

With this in mind, it may actually be fairer to make the Brawler medium BAB. It shouldn't greatly diminish the class, and will rein it in here. They'll still handily fulfil the mobile combatant archetype.

Anyway, on to the archetypes.

Brute:
Needs an "if positive" condition applied to Constitution modifer DR.

Rage 3x a day. "As a Barbarian of his class level" is slightly awkward, as a literal reading means that he may earn an additional Rage/day at level 4, but still gets the basic +4 Str/+4 Con/-2 AC and +2 Morale bonus to will saves.
Strength to Intimidate.
40' base speed, not slowed by wearing Medium armour.
May charge over difficult terrain and change direction up to 90 degrees whilst charging.
Pounce, and charge does not give an AC penalty.
DR of at least 2 + base con modifier/- whilst raging.
+6 untyped(?) bonus to Will saves against hostile mind-affecting effects whilst raging. Presumably stacks for a +10 Will save.

Not a big fan of rage, but it's a solid archetype, at least whilst raging. I'd even consider giving it an extra rage at level 6 as a minor boost.

Kensei:

I won't go into the homebrew disciplines for fear of what I'll find.
6 Manoeuvres known.
4 Manoeuvres readied. Recovered with a swift action.
2 Stances known.
Largely irrelevant "WoC is always discipline weapon", but opens the potential for Shadow Blade Dex SAD with a few feats.... With an Elven Courtblade.
Immune to fear.
Maximises damage on successful crits, if the threat was from a natural 20.

I would be concerned that he was a little lackluster on the archetype traits, but manoeuvres make up all of that. This is pretty well balanced in my opinion.

Master-At-Arms

Ignore metal-based DR.
Switch WoC as a swift action.
Basically free +4 to what I assume to be: Bullrush, Trip, Disarm, Feint, Sunder, Overrun, or Grapple. (I'm not sure if "Combat Manoeuvres" is a game term in D&D, but I think that's what it is in Pathfinder).
WoC is Keen and gets an extra x1 to its multiplier.

Subtle but potent, with his WoC (which is obviously pretty much always) he has the good half of every "Improved X" feat and is set up for easy specialisation into all of them. A Fullblade with a 17-20/x3 2D8 (with which they are proficient as one of their free proficiencies) or a 19-20/x4 Dwarven War Axe in each hand are both serious damage dealing options.

Pit Fighter
It should possibly change "connects" to "hits" with an AoO, I'm not sure if connecting is game terminology.

Needs the Combat Reflexes feat harder than the Druid needs Natural Spell.

Take a 5' step every time an AoO hits.
Gives mages serious issues with Defensive Casting and keeping spells.
Full Attacks on every AoO.

AoO specialist, if it weren't for that awesome capstone I'd consider it a rather modest class after removing those more insane features.

For optimisation...
With Karmic Strike this guy gets to Full Attack anyone who hits him in melee.
With Hold the Line he gets to Full Attack anyone who charges him.
With Close Quarters Fighting he gets to Full Attack the Breathstealer (or anyone else) whenever he attempts to pull grapple shenanigans, and add the damage dealt as a bonus to resisting the grapple.
With Expert Tactician, if you hit with your first AoO of your Full Attack, you get an immediate +2 to hit with the second, and for the next round.

He basically gets the Double Hit feat for free if he TWFs.

For survival purposes, it's arguably worthwhile to drop two feats to pick up Stone Power for temporary hitpoints each round, or the Fey Heritage feats for DR 4/Cold Iron, since you'd be getting hit a lot, and Karmic doesn't care if you get hurt or not.

Vindicator:

Skipped since he's getting potentially reworked. Conditional bonii aren't great, compared to the other archetypes he's a bit left out.

Eldest
2012-08-06, 12:06 PM
With this in mind, it may actually be fairer to make the Brawler medium BAB. It shouldn't greatly diminish the class, and will rein it in here. They'll still handily fulfil the mobile combatant archetype.

However, the Brawler is much more likely to have a lower strength, and so hit less. Add in medium BAB and while not being at monk levels of suck, a brawler will hit far less often.

Also, I would really prefer if the homebrew disciplines stayed in the base class design. I prefer them, to be honest, and as long as you have regular disciplines as alternatives it doesn't matter. And they actually are balanced.


Checking briefly through the homebrew styles mentioned, they get a 5' indestructible Wall of Force that lasts for Concentration +1 rounds
Ok, a very small wall. Don't see the issue.
may make ranged attacks with their unarmed strike up to 30' away
No issue here, if they are 30 feet away, in combat, and aren't just charging for a full attack they do need an option.
a stance that gives +1D6 damage to unarmed strikes (the Martial Artist picks up free power points if you know any Sleeping Goddess Manoeuvres for easy Psionic Focus, so no penalty from it, and just grab 1 rank in autohypnosis)
3.5 bonus damage. Not a big deal.
a Stance that gives Reach at no disadvantage.
Fairly strong. But reach is just a feat away, anyway.
As a counter they can get Wis to AC.
+4 to AC verus an attack? Give me Wall of Blades any day.
Manifest a Mind Blade for the whole encounter (Call the Heart’s Blade, level 2 Sleeping Goddess, I'll let you see for yourselves)
Not quite. Not really even close to as powerful as that sounds.
Wisdom to Initiative
+4 to int, that sounds like a feat.
and a three round single target "Silence" which can't be ignored by the target
Ambush feats do this.
and also works on initiators or anyone with class features or feats that aren't passive.
But not this. That last one does sound OP.

Dead_Jester
2012-08-06, 01:27 PM
How does the Engineer compare against the Black Mage? Or the White Mage? The Blue Mage and the Green Mage?

They where about the same in my independent playtest (not the short-lived one on the forum, and before the modification to the ability level order), the Engineer was about as versatile and powerful as a smart mage (who doesn't nova all the time); his powers are strong, but limited in uses and in versatility, and it is harder to make an Engineer that is good at more than one thing due to this.

Gnorman
2012-08-06, 03:23 PM
As always, responses in bold.


Heheh, I was thinking Bionic Commando as well.

Reverse Bullrush sounds interesting, you could simply resolve it "as a bullrush" but with the ultimate direction being towards instead of away from the player. There's a lot of tactical utility there.

I think this may be the direction I take it in (no pun intended). Outside of teleportation spells/powers and the odd bullrush-specialized class, moving your enemy is a fairly rare power.

No offence taken; it just occurred to me that the most Monk-like features were already present on the main class for everyone to use. If the Cenobyte is going to be more "pure brawler" than any other brawler, one that makes better use of the base class features is one way to go about it.

The cenobite isn't quite "more 'pure brawler'", he's intended to be the stereotypical mystical hermit. Meditation, mental and bodily perfection, all that jazz. Except without the anti-materialist angle, because Vow of Poverty sucks.

Alright, expanding on this:

Are you including the fact that the Red Mage gets four fewer skills and a smaller hitdie than the Engineer into this consideration as well?

How does the Engineer compare against the Black Mage? Or the White Mage? The Blue Mage and the Green Mage?

If he's more versatile than primary spellcasters who are Low BAB, 2 Skillpoints and D6 HD, then I'm very much in the "Inventions get beaten heavily with the nerf-hammer" camp. If he's got more powerful options as well, then I'd be suggesting he gets 4 Skillpoints and a D6 HD, just to keep it reasonable.

I think with the planned changes to the invention system (i.e. toning down a few of the more egregious ones, adding a per-level preparation table, et cetera), it should be fine. A red (or black, or white, or green, or blue) mage gets 22+ spells per day and a 4th-level capstone. At least 5 of those are 3rd-level effects. An engineer tops out at around 9 inventions per day (6 at level 6, with 1 bonus invention from archetype, 1 from Jury Rigging, and 1 from Improvisation [pending changes to the ability]), only about 4 of which will be able to be 3rd-level effects, with 3 of those 4 restricted in one way or another. I think that the improved chassis is a worthwhile trade. The engineer is versatile in that he can be a healer one day, a bomber another, or a tank on one, but has trouble adapting to short-term problems. A red mage is a gish, pure and simple, each and every day, but can respond to threats with spontaneity.


Red Mage with the crafter archetype.

Only works for Magic Arms and Armor, though - only the Magewright can craft higher-level wondrous items.

Class level plus charisma mod minions actually seems a bit low: I'm imagining Pikmen here. Maybe 2 x class level plus charisma mod?

Assuming an 18 Charisma, that's six minions at first level and sixteen at sixth. Not a bad progression. Will change.


Thinking on it, maybe it should be the cenobite who gets the armed flurry, not the Martial Artist? Martial Artist can certainly afford to lose it, whilst Cenobytes would benefit the most from having an armed flurry - possibly not even restricted to monk-only weapons as opposed to weapons they're proficient with.

Will consider.

Gladiator Level 6.

Full simple weapon proficiency, full martial weapon proficiency, and three exotic weapon proficiencies.
Light and Medium armour proficiency.
Shields (not specified to include Tower Shields).
Three flexible Fighter Feats.
Counts as a Level 6 Fighter (Meaning, I believe, Weapon Specialisation and not much else).
May reroll a single miss per encounter, cannot be disarmed, and weapon cannot be sundered (as ever, absolute immunity seems a little excessive, perhaps they could get a +Class Level as a bonus to resist sunder and disarm attempts with it?)
Modified Whirlwind attack, essentially targeting between two and three targets at full BAB.
May move 5' as a swift action.
May take 10' steps instead of 5' steps.

+6/+1 Attacks
+5/+2/+2 Saves
15-60 + Con HP
4 + Int Maxed skills.

Once per encounter:
Remove all non-lethal damage and a slew of effects, not including most mental ones.
Additional Full Attack as a swift action. The RAW does not grant an additional 5' step, so that's fine.
Ignore any one attack as an immediate action.

To me, that all sounds good.

Overall, the base chassis gives a lot less than the Brawler, who basically uses a Bastard Sword in each hand when they're level 6, attacks more often, has better saves, and with a Chain Shirt and 14 Int or Wis is getting AC equal to full plate (half of which applies to touch attacks). Has Evasion, moves faster, has Standard Action full attacks... And unarmed strikes can't be disarmed or sundered.

If it's the Battlefist, then they're even potentially doing Greatsword Strength-and-a-half damage. With reach.

And I almost forgot, they have pounce by default.

With this in mind, it may actually be fairer to make the Brawler medium BAB. It shouldn't greatly diminish the class, and will rein it in here. They'll still handily fulfil the mobile combatant archetype.

I'd prefer not to reduce the brawler's BAB, but you may be right that it needs to be reined in a little. Perhaps a slight reduction in unarmed damage , hit dice size, and the removal of light armor proficiency (forcing them to act more of a hit-and-run fighter, since they'd be a bit more fragile). I'd still like to keep them mobile with multiple attacks, since that's kind of the core idea of the standard 3.5 monk.

Anyway, on to the archetypes.

Brute:
Needs an "if positive" condition applied to Constitution modifer DR.

Rage 3x a day. "As a Barbarian of his class level" is slightly awkward, as a literal reading means that he may earn an additional Rage/day at level 4, but still gets the basic +4 Str/+4 Con/-2 AC and +2 Morale bonus to will saves.
Strength to Intimidate.
40' base speed, not slowed by wearing Medium armour.
May charge over difficult terrain and change direction up to 90 degrees whilst charging.
Pounce, and charge does not give an AC penalty.
DR of at least 2 + base con modifier/- whilst raging.
+6 untyped(?) bonus to Will saves against hostile mind-affecting effects whilst raging. Presumably stacks for a +10 Will save.

Not a big fan of rage, but it's a solid archetype, at least whilst raging. I'd even consider giving it an extra rage at level 6 as a minor boost.

Well, I need the barbarian represented somewhere (though I remain disappointed that the barbarian is represented solely by an archetype - almost every other base 3.5 class has its own adaptation of a class). Perhaps adding Rage to the base gladiator chassis (refluffed as some kind of battle frenzy), and making the brute the best at it, might not be a bad idea?

Kensei:

I won't go into the homebrew disciplines for fear of what I'll find.
6 Manoeuvres known.
4 Manoeuvres readied. Recovered with a swift action.
2 Stances known.
Largely irrelevant "WoC is always discipline weapon", but opens the potential for Shadow Blade Dex SAD with a few feats.... With an Elven Courtblade.
Immune to fear.
Maximises damage on successful crits, if the threat was from a natural 20.

I would be concerned that he was a little lackluster on the archetype traits, but manoeuvres make up all of that. This is pretty well balanced in my opinion.

Glad to hear it.

Master-At-Arms

Ignore metal-based DR.
Switch WoC as a swift action.
Basically free +4 to what I assume to be: Bullrush, Trip, Disarm, Feint, Sunder, Overrun, or Grapple. (I'm not sure if "Combat Manoeuvres" is a game term in D&D, but I think that's what it is in Pathfinder).
WoC is Keen and gets an extra x1 to its multiplier.

Subtle but potent, with his WoC (which is obviously pretty much always) he has the good half of every "Improved X" feat and is set up for easy specialisation into all of them. A Fullblade with a 17-20/x3 2D8 (with which they are proficient as one of their free proficiencies) or a 19-20/x4 Dwarven War Axe in each hand are both serious damage dealing options.

Sounds about right.

Pit Fighter
It should possibly change "connects" to "hits" with an AoO, I'm not sure if connecting is game terminology.

Sure, will do.

Needs the Combat Reflexes feat harder than the Druid needs Natural Spell.

Yes, yes he does.

Take a 5' step every time an AoO hits.
Gives mages serious issues with Defensive Casting and keeping spells.
Full Attacks on every AoO.

AoO specialist, if it weren't for that awesome capstone I'd consider it a rather modest class after removing those more insane features.

For optimisation...
With Karmic Strike this guy gets to Full Attack anyone who hits him in melee.
With Hold the Line he gets to Full Attack anyone who charges him.
With Close Quarters Fighting he gets to Full Attack the Breathstealer (or anyone else) whenever he attempts to pull grapple shenanigans, and add the damage dealt as a bonus to resisting the grapple.
With Expert Tactician, if you hit with your first AoO of your Full Attack, you get an immediate +2 to hit with the second, and for the next round.

He basically gets the Double Hit feat for free if he TWFs.

For survival purposes, it's arguably worthwhile to drop two feats to pick up Stone Power for temporary hitpoints each round, or the Fey Heritage feats for DR 4/Cold Iron, since you'd be getting hit a lot, and Karmic doesn't care if you get hurt or not.

It may not be a bad idea to include a clause for the Major ability that "a pit fighter may only do so a number of times per round equal to his Dexterity modifier". Otherwise, I agree, looks fine.

Vindicator:

Skipped since he's getting potentially reworked. Conditional bonii aren't great, compared to the other archetypes he's a bit left out.

I feel the same way. I'm going to replace him with a half-casting red mage archetype.


However, the Brawler is much more likely to have a lower strength, and so hit less. Add in medium BAB and while not being at monk levels of suck, a brawler will hit far less often.

I do not plan on reducing the brawler's BAB.

Also, I would really prefer if the homebrew disciplines stayed in the base class design. I prefer them, to be honest, and as long as you have regular disciplines as alternatives it doesn't matter. And they actually are balanced.

It's probably best to leave that adjudication to individual groups, I suppose.




They where about the same in my independent playtest (not the short-lived one on the forum, and before the modification to the ability level order), the Engineer was about as versatile and powerful as a smart mage (who doesn't nova all the time); his powers are strong, but limited in uses and in versatility, and it is harder to make an Engineer that is good at more than one thing due to this.

Thank you for the practical example - it sounds as if the engineer is operating as intended, at least in this case.

Kholai
2012-08-06, 09:41 PM
- Ok, a very small wall. Don't see the issue.

Indestructible Wall whose square area is one 5' square. Absolute, on-demand unbreakable cover. Free bridge or stepping stone. Interpose it between yourself and your opponent before walking away - they cannot follow, they must move 5' around, meaning they can't charge after you. Need to block a doorway? You have.

Freely available access to indestructible forcefields generated by level 5 spells is not appropriate for a level 1 manoeuvre.

- No issue here, if they are 30 feet away, in combat, and aren't just charging for a full attack they do need an option.

See Bruiser. You've now pretty much replaced their entire class feature with one manoeuvre. Also, why do they need yet another option when they're intentionally not fighting in melee? They could "use a bow", not "deal Greatsword + Str + Cha damage at 30'"

- 3.5 bonus damage. Not a big deal.

If you invest in Autohypnosios (not a bad thing to have), you have a 1D8 version instead.

Actual level of a stance that deals 1D6 of Fire damage to melee attacks for no disadvantage?
Level 6.

Mental Might, however, also works on ranged attacks.

I do not consider your idea of balance to be the same as my idea of balance.

- Fairly strong. But reach is just a feat away, anyway.

Yes, Reach is just a feat that gives you -1 to hit in melee as well away. Or this stance. At no drawbacks.

- +4 to AC verus an attack? Give me Wall of Blades any day.

If you're a brawler wearing a Chain Shirt, with an 18 Wisdom and only 10 Dex, you have 22 base AC. 26 with Adamant Will. You may use Adamant Will when flat footed.

Wall of Blades requires a roll, 1D20 + 6 BAB + Str or Dex Mod (let's assume +4). Mathematically, with no enhancements either way, you must roll a 12 to match the value of Adamant Blade.


- Not quite. Not really even close to as powerful as that sounds.

Actually it is. Pretty much exactly. Level 6 Soulknife can have a +1/+1 blade.

Fear: +2 to damage. Optional +10 bonus to intimidate checks.
Joy: +1 to all checks made with the blade.
Love: DC 12 + Wis to charm on hit for 2 PP? Nice actually, Charm Person is a level 1 spell, doing it as a side-effect to non-lethal isn't bad at all.
Sorrow: Ignore Morale bonuses - this basically means Inspire Competence, and can easily account for a +2 AC against a Poet/party. Optional Shaken on a DC 12 + Wis for the full encounter.
Wrath: +4 to confirm, power point fuelled Keen.

All of them count as +1 magic weapons. And may as well make it a Spiked Chain because you can make it anything you like.

These bonii? Forgettable, occasionally useful. The fact you have a +1 Enhancement weapon *on demand*? Yes, it really is that good. If you really want, get that Mental Might stance and you have your Psychokinetic enhancement bonus just like a real Soulknife.

You're welcome to disagree with me that it is imbalanced to have free access to a magic weapon at level 3 that cannot be found when you're searched, cannot be taken away from you, and reappears at no action cost if you're disarmed or it's sundered - For a feat for any class.

- +4 to int, that sounds like a feat.

A feat you get for free. That stacks with the actual feat. That you have no real penalty to having readied. So +8 total to initiative?

- But not this. That last one does sound OP.

Oh yeah, I just spotted this little gem: (Non-Swordsage adepts of the Sleeping Goddess discipline substitute their highest mental ability score for their Wisdom score when determining maneuver DCs)

So.... yeah, may as well go Intelligence for all those things.


However, the Brawler is much more likely to have a lower strength, and so hit less. Add in medium BAB and while not being at monk levels of suck, a brawler will hit far less often.

Challenge accepted.

Brawler with 16 Strength.

You're at a net -3 to hit against an 18 Strength Gladiator's first attack. Since you're flurrying, you're actually more likely to hit with attack #2 than you are attack #1.

Slap on an Enhancement of +2 and Weapon Focus for both.

+10/+10 vs +13/+7

Mithral Full Plate + 2, +2 Dex: 22 AC.
+2 Tower Shield: 28 AC.

Brawler has a 15% chance to hit, each hit.
72.5% chance to miss both.
Gladiator has a 30% chance to hit, and a 5% chance to hit.
66.5% chance to miss both.

A 6% chance against one of the best armoured targets you can hope to face is not "far less often".

In return, the Brawler gets a free undisarmable weapon, a better AC, Evasion, a better Ref save (at least), and frankly insurmountable SR on demand coupled with a decent self-heal is a whole lot better than anything else the Gladiator can come up with. I contend they would still be a very valid class.

If they're rebalanced in another way, that's fine, but they do need to be rebalanced.


The engineer is versatile in that he can be a healer one day, a bomber another, or a tank on one, but has trouble adapting to short-term problems.

I believe I may be in the minority here, but I honestly believe the invention part of the Engineer is distracting people from all the other things they can actually do rather well thank you.

Human Cannoneer

9 Strength
16 Dexterity
14 Constitution
17 > 18 Intelligence
10 Wisdom
8 Charisma

+4 BAB.
88 skillpoints.

Maxed Appraise, Craft (Alchemy), Craft (Weaponsmithing), Disable Device, Forgery, Listen, Open Lock, Search & Spot.
5 ranks in Knowledge (Architecture and Engineering), 1 skill trick: Clever Improviser.

Inventions, Smithing and Explosives only - 3/2/1

Smoke Grenade, Serum Injector, Crackerjack Caltrops
Climbing Spurs, Blunderbuss (Why does this have a crit range if it's a cone by the way? Should this be Reflex /2?)
Pocket Bombard

Extra Invention: Shrapnel Mine.

Feats: Grenadier (+1 to hit and damage with Splash Weapons), Mad Alchemist, Skill Focus (Craft {Alchemy}).
Gear of note: +2 Heavy Crossbow (If available musket instead, for the 1D12 damage die, reloading is irrelevant), Mithral Breastplate, Alchemist's Lab, and a whole slew of alchemical items.

Out of combat, he's in the role of the party trap handler, with decent scores in detection skills, artifice, appraisal (taking 10 reveals info about uncommon items), forgery and of course, the skills to make Alchemical items.

In his downtime, he makes things with Craft (Alchemy) like Auran Masks (Portable Waterbreathing/anti-toxin masks), Weapon Capsules (single use 1D6 Fire/Cold/Electricity damage or temporary ghost touch/silvered melee weapons - he makes these for his party mates), Screaming Flasks (1D8 Sonic plus deafness for 1 minute), Freeze and Razor Ice Powder, and of course, Alchemist's Fire, Tanglefoot Bags and Thunderstones, with a few Antitoxins just in case.

He can take 10 on Craft Alchemy checks for a result of 27, and make Craft (Poison) checks using his Craft Alchemy roll at -4 (I'll leave poison optimisation up to someone else). This is more than enough to make a DC 25 item every day, and harder items with a few buddies helping him (though a +5 competence bonus set of tools is apparently 2,500 GP or so and should cover most of it).

In combat, he can make a 5' square of difficult terrain as a standard action. If he hits a target with Alchemist's Fire, he can then use his Heavy Crossbow to deal fire damage for fire damage, dealing an additional 1D6 of damage, and setting them on fire for an extra 1D6 next turn, even if they doused themselves before getting hit.
Against mages, he can ready actions to throw thunderstones, disrupting their spell with a contested Concentration/Craft(Alchemy) check, in addition to being hit by a Thunderstone.

If he gets short on cash, he can sell these things at half their listed price for 12.5 GP profit a day thanks to only paying 25% on crafting items.

He can splash his waterskin across the floor and make slippery traps with Freeze powder, cover the square between him and his enemies with 1D4 + 1D6 hard to see Razor Ice. Since you can craft Traps with alchemical items incorporated, given prep time he can potentially set up traps with multiple Screaming Flasks and Thunder Stones activating in unison, then ready actions to set off this sonic deathzone whenever someone moves into range.

If he's feeling saucy, he can try to deny a lightly armoured mage his standard action by an aimed shot, using a smoke bomb to conceal and retreat if things don't go his way. He can stop a rampaging monster from charging him (well, by the current text it can actually charge, but not move - maybe this could be "does not get a move action next turn" as in Staggered or something? It's really hard finding wording for this).

He can climb anything with a DC 15 check or worse by taking 10, has a ranged touch attack at 5D8 damage, can make indefinite 2D8 cone attacks of Fire, Cold or Electrical damage with his Blunderbuss, or 1D10 damage of the same with his Heavy Crossbow.

Later, he can probably pick up Rapid Shot for the Blunderbuss with the rules as written, and if that gives him trouble, a Heavy Repeating Crossbow is only an EWP feat away for two shots a round full attacks with a swift reload.

So he's a full time trapfinder, lockpicker, who can appraise most things he picks up.
He makes valuable and useful items for the group, can basically pull off a level 3 spell non-magically for about 12.5 gp per person, has anti-caster functionality, has decent ranged attack options (and a lot of ways to avoid people getting near him), and has full access to a series of ranged splash weapons and a decent number of utility tools with a lot of different uses.
His toys include smoke bombs, making difficult terrain, booby traps, nausea causing gas attacks, clean, everlasting light supplies, water on demand, weightless sustenance as required, skill bonuses to a wide array of skills, curing of wounds, alleviating lost ability damage and lethal chemical attacks.

And then he has inventions as well.

Still think the Engineer isn't versatile?

Gnorman
2012-08-07, 02:25 AM
While you bring up some very valid points, it seems that alchemical items are more problematic than the engineer himself. Throwing out the quick-crafting times and the 25% reduction in costs might go a ways towards reining that in.

And, just for the record, I would absolutely love to play that cannoneer. That sounds awesome.

D-naras
2012-08-07, 06:42 AM
I don't think that you should mess with the better crafting the engineer enjoys. This problem is easily reined in by any dm that might have a problem with it, by making it hard to craft.

Kholai
2012-08-07, 07:13 AM
While you bring up some very valid points, it seems that alchemical items are more problematic than the engineer himself. Throwing out the quick-crafting times and the 25% reduction in costs might go a ways towards reining that in.

And, just for the record, I would absolutely love to play that cannoneer. That sounds awesome.

Thanks a lot! =) If you or anyone does want to play it, I'd recommend Quick Draw and Rapid Shot in short order - He can throw two Alchemist's Fires and the next turn shoot two targets with his Crossbow for "you're both on fire" shenanigans, which is 1D6+1 touch + 1D6 "on fire" + 1D10+1D6 ranged fire at -2 + another 1D6 of being on fire for 3D6 + 1D10 +1 each (and if they're near one another, they both take an extra +2 damage from splash).

So 3D6 + 1D10 +3 fire damage on two separate targets, 2D6 can be prevented if your targets lose their next two turns to do so.
Switching this to a single target this would be 2D6+2 +2D6 +2D10 +2D6 + 1D6 damage.

It takes Quick Draw, Point Blank Shot, Grenadier, Rapid Shot, and Mad Alchemist, so it's a bit of an investment, but an average 19 damage to two targets or 34 damage to a single target over three rounds (3-4 D6 of which doesn't involve actions on your part) with a non-magical Heavy Crossbow shooting what I assume to be laser beams or something is, frankly, awesome cool, even if it's not "Hit three times for 2D6+Str x 1.5".

The Master Alchemist feat from Pathfinder is another very valid choice for a would-be Engineer specialising in contact poisons.

I honestly don't believe this to be problematic at all. He's got 88 skill points - He should be using them, and quick, great crafting is their most interesting feature. As D-Naras says, if crafting anything becomes a problem (not that I believe DMs should ever arbitrarily mess with people playing intelligently with intelligent characters), then you can keep downtime to a minimum and force the Engineer into resource conservation, spending their downtime whenever they can.

The Engineer should be crafting things, he should be doing cool tricks with alchemical items (and has invested three feats into getting some neat tactical options from it), disabling gizmos and making poisons for his ranged touch attacks. This isn't separate from the Engineer - he makes them, they're as fundamentally "his" as his other inventions are and they're really (ranged touch attack Con-damage contact/injury poisons aside) very reasonable - 1D6s and 1D4s and entangle spells in a bag are all you get, and that's fine.

It's not his job to be the one dealing the damage, he's the skillful one, disrupting the enemy spellcaster with a Thunderstone to the face, setting up a lethal trap out of ten bottles of Acid set to drop on someone's head when they enter a room, gearing up his party against poison or water hazards, or giving them the chance for a +3D6 to damage for one round per battle, or being the guy that saves the day by Ghost Touching all their weapons when the Wraiths come by.

Gnorman
2012-08-07, 07:39 AM
So, in essence, what would your recommendation be for the engineer? Toning down the power and damage of his inventions? Fewer skill points and a smaller hit die? I'd be more inclined to the latter than the former.

Kholai
2012-08-07, 08:40 AM
So, in essence, what would your recommendation be for the engineer? Toning down the power and damage of his inventions? Fewer skill points and a smaller hit die? I'd be more inclined to the latter than the former.

It seems like you want a limited scope, non-magical "mage" type character - which is fine. I would honestly say bite the bullet and move him out of the Skilled Character section and into the mage section, drop skill points to 4 / level and drop The Knack. Leave him as a Trapfinder, and allow the Inventions to compete with - but not outclass - similar level spells in their types of effect.

Up the number of inventions per day up to

2 - -
3 - -
3 1 -
3 2 -
4 2 1
4 3 2

With the +1 invention / day making it 10 spells + Jury rig + Innovation. Some of those spells are basically permanent class features which offset the penalties, whilst he can still just about pull off a solid trapfinder role with 4+ Int.

I'll have a think about where I'd go in the other direction, see what I come out with.

Zale
2012-08-07, 10:02 AM
Fiendish Familiar appears to be cut off.

The black mage may replace a familiar with a ritual that takes 500

500g? Hours? Days?

Eldest
2012-08-07, 10:31 AM
Quick question or two; how many of those awesome things you listed were alchemical items, and thus availible to everyone, and what's to prevent the Engineer from making the items and giving them to others?

Kholai
2012-08-07, 11:40 AM
Quick question or two; how many of those awesome things you listed were alchemical items, and thus availible to everyone, and what's to prevent the Engineer from making the items and giving them to others?

Breaking it down:

Mad Alchemist allows Thunder Stones to be used as a readied action to give -2s to Attack rolls, skill checks and saves for 1 round, or disrupt spellcasting on an opposed skill check of Craft vs Concentration. It allows the Alchemist's Fire trick, for the net +2D6 fire damage. And it allows Tanglefoot Bags to made 5' squares of difficult terrain lasting ten minutes.

All skills and what they allow are obviously all him.

Auran Masks - Alchemical Item: Available for 50 GP each, DC 30 (hardish to acquire in E6).
Weapon Capsules - Alchemical Item.
Ghost Touch / Silvered - Alchemical Item.
Freeze Powder - Alchemical Item
Razor Ice Powder - Alchemical Item
Alchemist's Fire, Tanglefoot Bags, Thunderstones, Antitoxins - Alchemical Items.
Poison crafting - Essentially Alchemical Items, though Ranged Touch attacks with it being Engineer-only.

He needs to grab Least Dragonmark of Making and, if PF feats are allowed, Master Alchemist for the extra +4 to checks for making harder items with a take 10, which gives the chance at DC 40 Positoxins for anti-undead utility.
Crafting Traps is, due to the strange nature of trap creation, either something that anyone can pick up, or something all him.

Action Denial is Cannoneer. Smoke Bombs are essentially Smoke Sticks, so they're available to everyone anyway.
5D8 touch attacks are from Pocket Barrage. 2D8 15' cone attacks are Blunderbuss with Cannoneer's infinite ammo, and swift reload feature. Jury Rigging any bomb is Engineer only.
Pretty much everyone can get a Heavy Crossbow, but only he can pick an energy type to deal damage with it.
Climb Speed is Climbing Spurs for taking 10 +8 racial bonus to climb checks.

Curing wounds of specific energy types is alchemical, making water is alchemical, destroying metal with a touch attack ignoring hardness is alchemical, everlasting light sources are alchemical, a wide array of energy-type splash weapons are alchemical, negligible weight food is alchemical, nausea causing gas attacks are alchemical, lethal chemical attacks are still alchemical, and also poisons, as are lost ability score restoratives.



First part of the question: How much of those are available to other characters? This is down to DM fiat. Can you find an alchemist dealing with specific alchemical recipes in a certain town? Is that alchemist skilful enough to craft it?

Second part of the question: Even with the most permissive DM in the world, they are only available in at most quarter the quantity to all other characters, as the Engineer can make them in a seventh the time as anyone else, and at three quarters the cost that anyone else can make them at.

It's like an alchemical version of the Artificer, yes, they're available to everyone else. Sort of.

And yes, they definitely can give those things to other characters, and that's part of the advantage of the class.

If the party Pit Fighter drops all three Weapon Capsules (which are refillable with these alchemical doodads, and the triple applicator from memory is 475 GP) in a turn they full attack, swift full attack, and get an AoO full attack, then every hit that round they have 3D6 more damage purely thanks to the Engineer. Every time a member of the party uses the wineskin/frost-salts trick, it's because the Engineer allowed them to.

I'm sort of expecting the argument here that "as anyone can use them this means that the class isn't powerful or versatile at all, it's the items they're using". But I'll wait for such a claim to be made before I get into a discussion of that nature.

Gnorman
2012-08-07, 04:03 PM
It seems like you want a limited scope, non-magical "mage" type character - which is fine. I would honestly say bite the bullet and move him out of the Skilled Character section and into the mage section, drop skill points to 4 / level and drop The Knack. Leave him as a Trapfinder, and allow the Inventions to compete with - but not outclass - similar level spells in their types of effect.

Up the number of inventions per day up to

2 - -
3 - -
3 1 -
3 2 -
4 2 1
4 3 2

With the +1 invention / day making it 10 spells + Jury rig + Innovation. Some of those spells are basically permanent class features which offset the penalties, whilst he can still just about pull off a solid trapfinder role with 4+ Int.

I'll have a think about where I'd go in the other direction, see what I come out with.

Issues of symmetry aside, I don't want to drop the crafting element - as you said earlier, "quick, great crafting is their most interesting feature". It's a big part of what makes the engineer an engineer to me. Dropping it to 4 skill points a level, though, is more reasonable - after all, they're an Intelligence-based class, and they can take the hit. Eight skills maxed, let's see - Appraise, Craft (alchemy), Craft (trapmaking), Disable Device, Heal, Knowledge (architecture and engineering), Open Lock, and Search, just as an example. That's a good selection, and forces the engineer to specialize somewhat.


Fiendish Familiar appears to be cut off.

The black mage may replace a familiar with a ritual that takes 500

500g? Hours? Days?

500 gp. I guess I forgot to finish that.


Quick question or two; how many of those awesome things you listed were alchemical items, and thus availible to everyone, and what's to prevent the Engineer from making the items and giving them to others?


Breaking it down:

Mad Alchemist allows Thunder Stones to be used as a readied action to give -2s to Attack rolls, skill checks and saves for 1 round, or disrupt spellcasting on an opposed skill check of Craft vs Concentration. It allows the Alchemist's Fire trick, for the net +2D6 fire damage. And it allows Tanglefoot Bags to made 5' squares of difficult terrain lasting ten minutes.

All skills and what they allow are obviously all him.

Auran Masks - Alchemical Item: Available for 50 GP each, DC 30 (hardish to acquire in E6).
Weapon Capsules - Alchemical Item.
Ghost Touch / Silvered - Alchemical Item.
Freeze Powder - Alchemical Item
Razor Ice Powder - Alchemical Item
Alchemist's Fire, Tanglefoot Bags, Thunderstones, Antitoxins - Alchemical Items.
Poison crafting - Essentially Alchemical Items, though Ranged Touch attacks with it being Engineer-only.

He needs to grab Least Dragonmark of Making and, if PF feats are allowed, Master Alchemist for the extra +4 to checks for making harder items with a take 10, which gives the chance at DC 40 Positoxins for anti-undead utility.
Crafting Traps is, due to the strange nature of trap creation, either something that anyone can pick up, or something all him.

Action Denial is Cannoneer. Smoke Bombs are essentially Smoke Sticks, so they're available to everyone anyway.
5D8 touch attacks are from Pocket Barrage. 2D8 15' cone attacks are Blunderbuss with Cannoneer's infinite ammo, and swift reload feature. Jury Rigging any bomb is Engineer only.
Pretty much everyone can get a Heavy Crossbow, but only he can pick an energy type to deal damage with it.
Climb Speed is Climbing Spurs for taking 10 +8 racial bonus to climb checks.

Curing wounds of specific energy types is alchemical, making water is alchemical, destroying metal with a touch attack ignoring hardness is alchemical, everlasting light sources are alchemical, a wide array of energy-type splash weapons are alchemical, negligible weight food is alchemical, nausea causing gas attacks are alchemical, lethal chemical attacks are still alchemical, and also poisons, as are lost ability score restoratives.

First part of the question: How much of those are available to other characters? This is down to DM fiat. Can you find an alchemist dealing with specific alchemical recipes in a certain town? Is that alchemist skilful enough to craft it?

Second part of the question: Even with the most permissive DM in the world, they are only available in at most quarter the quantity to all other characters, as the Engineer can make them in a seventh the time as anyone else, and at three quarters the cost that anyone else can make them at.

It's like an alchemical version of the Artificer, yes, they're available to everyone else. Sort of.

And yes, they definitely can give those things to other characters, and that's part of the advantage of the class.

If the party Pit Fighter drops all three Weapon Capsules (which are refillable with these alchemical doodads, and the triple applicator from memory is 475 GP) in a turn they full attack, swift full attack, and get an AoO full attack, then every hit that round they have 3D6 more damage purely thanks to the Engineer. Every time a member of the party uses the wineskin/frost-salts trick, it's because the Engineer allowed them to.

I'm sort of expecting the argument here that "as anyone can use them this means that the class isn't powerful or versatile at all, it's the items they're using". But I'll wait for such a claim to be made before I get into a discussion of that nature.

I think we've already figured out that that argument doesn't work, as it is the engineer's crafting speed and efficiency that make the use of alchemical items such a valuable technique.

Kholai
2012-08-07, 04:11 PM
Alright, here's what I've come up with for a more skill oriented version, along with one of the invention fields converted to suit.

Engineer (Craftsman Edition)

HD: D8
Class Skills: Appraise, Concentration, Craft, Disable Device, Forgery, Heal, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Listen, Open Lock, Profession, Search, Spot
Skill Points: 6 + Int per level (4x at 1st)

BAB: Medium
Fort: Low
Reflex: Low
Will: High

Specials:

Level 1: Archetype Power (Lesser), Inventor, Trapfinding
Level 2: The Knack, Trap Sense +1
Level 3: Archetype Power (Moderate), Cross-Study
Level 4: Jury Rig, Bombardier
Level 5: Repurpose, Trap Sense +2
Level 6: Archetype Power (Greater), Improvisation, Cross-Study

Inventions Known:
Level 1: 3
Level 2: 4
Level 3: 5
Level 4: 6
Level 5: 7
Level 6: 8

Proficiencies: The engineer is proficient with light armor and bucklers. He is proficient with simple weapons and the hand crossbow. He is always considered proficient with any invention he creates.

Archetype: At 1st level, the engineer chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

Inventor (Ex): An Engineer gains the ability to craft and use inventions. Inventions are limited use mechanical or alchemical items with a variety of extraordinary, though non-magical effects. Due to their complexity and need for maintenance, Inventions, unless otherwise noted, may only be used by the inventor who created them, and if they leave the Engineer's possession then they become non-functional after 1D4 hours and fall apart.

An Engineer has a pool of Craft Points equal to two times their Engineer level + their Intelligence modifier.

The Engineer begins play knowing three inventions, chosen from Field Lists according to their archetype. He may learn one additional invention at each new level. At level 1 he may only learn Minor Inventions, but may learn Moderate inventions at level 3 and Major Inventions at level 5. They begin play with one of each of these three inventions in their possession.

To create an invention for use, an Engineer must successfully Craft it using the appropriate craft skill. Only an Engineer may craft inventions, and inventions may not be created using magical spells or effects. Crafting Progress for creating a new invention is measured in days, not weeks, and an inventor never receives a -2 penalty for not having appropriate tools for crafting.

Minor Inventions have a Craft DC of 15, Moderate Inventions have a Craft DC of 20, and Major Inventions have a Craft DC of 25. So long as an inventor has access to their belongings, they are always considered to have the necessary materials on-hand to create their inventions.

An Engineer does not need to pay gold to craft an invention, instead they must pay 1 Craft Point for Minor, 2 Craft Points for Major, and 3 Craft Points for Major inventions. Multiply the craft point costs by 200 to determine the equivalent "SP cost" for crafting inventions. As inventions infamously never work once they leave the hands of their creators, inventions are considered worthless by anyone who has encountered one before.

Craft points used in this way are lost until the invention created is no longer in the Engineer's possession and becomes non-functional - most typically by having been used - at which point the Craft points used in the item are released for new creations. An Engineer may take one minute to dismantle an invention in order to recover all craft points used in its creation.

The DC of inventions which offer a save is equal to 10 + half the Engineer's class level + Intelligence Modifier.

Trapfinding (Ex): An Engineer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a non-magical trap has a DC of at least 20, 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.

Engineer's 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.

An Engineer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

The Knack (Ex): At 2nd level and higher, an Engineer gains an insight bonus equal to half their class level to all Craft checks, and all Crafting Progress rolls for crafting items are measured in days, rather than weeks. An Engineer of 2nd level or higher may craft their inventions in hours, rather than days, by increasing the DC of the check by 10.

Trap Sense (Ex): At 2nd level, an Engineer gains an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Engineer reaches 5th level,

Cross Study (Ex): At 3rd level, the Engineer may add one Moderate or Minor Invention of any Field to their inventions known, even Fields not normally permitted by their archetype, they may add another Major or Moderate invention to their spells known at level 6.

Jury Rig (Ex): At 4th level, once per day an Engineer may attempt to craft any invention they know with their crafting progress measured in Rounds. They may not take 10 on this check, and if they fail, their attempt fails and all progress is lost. An Engineer at 4th level no longer increases the DC by 10 in order to craft their inventions in hours.

Bombardier (Ex): At 4th level, an Engineer gains a +1 bonus to the Save DC, +1 bonus to hit and +2 bonus to damage with splash weapons. This bonus damage also applies to splash damage dealt.

Repurpose (Ex): At 5th level, once per encounter an Engineer may convert any invention they possess into another invention in the same field that they also know of the same grade or lower as a full round action that provokes attacks of opportunity.

Improvisation (Ex): At 6th level, once per day an Engineer may attempt to fashion a device that replicates the effects of any invention of any field as a full round action that provokes attacks of opportunity. In order to do so, they must pass a Craft check using any Craft skill of their choice against the Craft DC of the invention they wish to replicate, regardless of the craft skill normally associated with the invention in question. If they do not know the invention, the DC increases by 10. If this Craft check succeeds then the Engineer is left holding the invention and may activate it once or equip it as a free action at the end of the full round action. Regardless of the nature of the invention, it only lasts for 3 rounds plus the Engineer's Intelligence bonus, if any.

Inventions

Alchemy Field

Required Craft Skill: Alchemy

Minor

Hypno-Fog
Weight: 1 lb.
You can throw a cannister of Hypno Fog as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit causes the target to take 1d3 points of non-lethal damage. Every creature within 5 feet of the point where the flask hits takes 1 point of non-lethal damage from the splash. On the round following a direct hit, the target must make a Will save or be fascinated for 1D6 rounds. All creatures that took splash damage must make a Will save or become Dazzled for 1 round. Creatures that do not breathe are immune to this effect.
This is a mind-affecting poison effect.

Knock-Out Gas
Weight: 1 lb.
You can throw a cannister of Knock-Out Gas as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit causes the target to take 1d6 points of non-lethal damage. Every creature within 5 feet of the point where the flask hits takes 1 point of non-lethal damage from the splash. On the round following a direct hit, the target must make a Will save or fall asleep for 1D3 rounds. All creatures that took splash damage must make a Will save or become Fatigued for 1 round. Creatures that do not breathe are immune to this effect.
This is a mind-affecting poison effect.

Softening Agent
Weight: 1 lb.
You may apply Softening Agent as a standard action to a single unattended object or up to a 5' x 5' square area per application. This agent reduces the hardness and break DC of whatever it is applied to by 5 for the next minute. It has no effect upon creatures.

Cancastick
Weight: -
A cancastick is a small white stick made of a foul smelling toxic substance, with a small yellow "handle" to handle it safely. It may be used in melee touch attack which, if it hits, causes 1D4 acid damage that round, and for 1D4-1 rounds after. The following round, the target must make a Fortitude save or become sickened for the duration of the effect. A creature may take a Standard action to wipe off the substance to prevent any further damage being taken, though they remain sickened for the remainder of the duration. Once a cancastick successfully hits any target it is destroyed.

Moderate

Unstable Base
Weight: 1 lb.
You can throw a cannister of Unstable Base as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit causes the target to take 3d6 points of acid damage. Every creature within 5 feet of the point where the flask hits takes 1D6 points of acid damage from the splash unless they can make a Reflex save. On the round following a direct hit, the target takes an additional 1D6 damage, whilst all creatures that took splash damage takes an additional 1 point of acid damage.

Flash-Freeze
Weight: 1 lb.
You can throw a cannister of Flash-Freeze as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit causes the target to take 2d6 points of cold damage and must make a fortitude save or be slowed, as per the slow spell, for 1D6 rounds. Every creature within 5 feet of the point where the flask hits takes 1 point of cold damage from the splash and must make a fortitude save or be fatigued for one round.

Itchistick
Weight: -
An itchistick is a small hollow rod containing a burning, itching powder. It may be used in melee touch attack which, if it hits, causes the rod to break and the powder to spray all over the target. For the next three rounds, the target is covered in an unbearable itching, burning sensation that, though it deals no damage interferes with any action that requires concentration, forcing them to make a DC 15 + the level of the spell they're casting (if any) + Engineer's Intelligence modifier in order to to succeed in the action. Submersion in water ends the effect prematurely.
This has no effect upon creatures immune to critical hits.

Scare Spray
Weight: 1 lb.
You can throw a cannister of Scare Spray as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
On a direct hit the target must make a Will save or be Frightened for 3 rounds. Every creature within 5 feet of the point where the flask hits must make a Will save or be shaken for one round. Even if the Will Save is successful, the target takes a -1 Morale penalty to attack rolls for 1 round.
This is a mind effecting, fear poison effect.

Major

Here Growth Cream
Weight: 1 lb.
Here Growth Cream is a serum that, when applied as a full round action that provokes an attack of opportunity, causes the user to increase in size as though effected by an Enlarge Person spell. The effect lasts for ten minutes. This cream may instead be applied to another willing target (or unwilling target who is helpless). A successful fortitude save negates the effect.

Here Reduction Cream
Weight: 1 lb.
Here Reduction Cream is a serum that, when applied as a full round action that provokes an attack of opportunity, causes the user to increase in size as though effected by a Reduce Person spell. The effect lasts for ten minutes. This cream may instead be applied to another willing target (or unwilling target who is helpless). A successful fortitude save negates the effect.

Morvine Gel
Weight: -
Morvine Gel is a transparent tube filled with a clear, viscous liquid. It may be used in a melee touch attack which, if it hits causes the target to become stunned for 1 round unless they can make a Fortitude save. Even if they make the fortitude save, the target is sickened for 1 round. If the melee touch attack misses, the Morvine Gel is wasted.
This is a poison effect.

Virulent Microbe
Weight: 1 lb.
A Virulent Microbe is a short stick with a brown sludge smeared upon one end. It may be used in a melee touch attack which, if it hits infects the target with the user's choice of either Blinding Sickness, Cackle Fever, Filth Fever, Mindfire, Red Ache, Shakes or Slimy Doom unless they make a Fortitude save. The incubation period is measured in rounds rather than days.

Eldest
2012-08-07, 04:33 PM
I'm sort of expecting the argument here that "as anyone can use them this means that the class isn't powerful or versatile at all, it's the items they're using". But I'll wait for such a claim to be made before I get into a discussion of that nature.
I was going in that direction, but not exactly. I was going to suggest instead that the reduced gold cost be removed, instead giving a little bit of "virtual gold", ala the artificier's Crafting points, that can be used to make alchemetical items per day. Combo that with a reduced number of inventions, and the Engineer can use inventions for big issues and whip up little items for smaller problems. My issue with your version is that it has a inventions known, which I dislike because I like that the engineer can adjust from day to day. I'll let you address that before I put up more stuff.

Kholai
2012-08-07, 06:45 PM
I was going in that direction, but not exactly. I was going to suggest instead that the reduced gold cost be removed, instead giving a little bit of "virtual gold", ala the artificier's Crafting points, that can be used to make alchemetical items per day. Combo that with a reduced number of inventions, and the Engineer can use inventions for big issues and whip up little items for smaller problems.

Interesting possibility, like an inbuilt Unearthed Arcana benefit?


My issue with your version is that it has a inventions known, which I dislike because I like that the engineer can adjust from day to day. I'll let you address that before I put up more stuff.

Minor change; I've tweaked it to have Craft Points equal to 2 x Engineer Level + Intelligence modifier. So: 12 + Int Craft points instead of 6.


This is limitation is, however, intentional.

1: The Crafting Engineer has no restriction on the number of inventions they can make.

In order to prepare from day to day, they can spend downtime to craft new materials. At hourly rates of progress, they should be able to squeeze in two or more inventions a day in the time they're getting ready for bed, or taking turns at watch, or are an elf and get four hours extra just for crafting.

Thusly the Crafting Engineer can adjust from day to day by making different selections from their inventions known in any combination. Facing trolls? Make a lot of Unstable Bases. Expecting a rough combat? Load up on Healing stuff. Fighting spellcasters? Make more itchisticks.

Wizards, outside of the theoretical, do not have infinite spells to choose from, they have spells known and choose those which to use. With ten known inventions on top of their pre-existent utility, they have more scope to change their abilities for the following day than any other non-mage class (who themselves are less changing themselves, more having a bigger pool to choose from in the first place).

2: Variety

If a mage uses five fireballs at midnight, they don't get new spells unless they rest for eight solid hours, then prepped spells. If they use five fireballs and six magic missiles, then eight hours later they get all eleven back.

If a Crafting Engineer uses five Pocket Bombards and then spends an hour downtime, they get one Pocket Bombard back. Eight hours rest, assuming two hours downtime not spent sleeping? They only get two back.

An Engineer who novas an entire inventory of expendables will have a bit longer to recover than a mage, but they do not need to rest to do so.

An Engineer who invests heavily into reusable items, and will get that benefit all day long without expending a thing.

With Repurpose the Engineer can change a prepared invention into something else on the fly. With Improvisation, they basically have an anyspell effect they can access once a day.

3: Variety Again.

Why does every Engineer know every possible "invention" ever? What ultimate difference is there between two different engineers when they've neither of them got anything the other can't do?

Thematically, Engineers are inventors, that means they come up with things, which in turn means that they must have things that other inventors do not. With a limited number of inventions they know, each of those inventions (short of retraining) is unique to them.

Eldest
2012-08-07, 07:25 PM
Thematically, Engineers are inventors, that means they come up with things, which in turn means that they must have things that other inventors do not. With a limited number of inventions they know, each of those inventions (short of retraining) is unique to them.

Ok, so long as you have a built-in retraining mechanism, I think I'd be good with it. But otherwise, at level six you are stuck with your inventions you chose for the rest of the game.

Nihilarian
2012-08-07, 11:34 PM
Not to make more work for you, but are you going to be making a generic psionic class? ("The Psychic")

Conor77
2012-08-08, 12:06 AM
I don't want to be abrasive, but I'm going to argue a little bit about some of these changes, because in looking through Kholai and Eldest's various discussions, I get the idea that both of you are approaching this from such an extreme powergamer angle that it becomes completely irrelevant to discuss. While optimization is part of D&D, at the highest levels it simply becomes asinine. Especially considering that Kholai's proposed Engineer hugely complicates the Engineer in order to get around a fairly minor balance issue. Alright, maybe not fairly minor, but still, I think reducing complication is one of the reasons people play E6 in the first place. The proposed change to Engineer creates a weirdly fused skill and point based system that, while balanced, would be hell to figure out for an unskilled player. I see no reason why E6 should be an advanced way to play Dungeons and Dragons, rather than a simplified way.

Also, as a DM, if my players tried to pull half of the crap you described in reasoning why the Engineer is more powerful, I would shut them down faster than you can say "overpowered". I think that, instead of tweaking each and every class so that they cannot be more powerful than others, you leave those extremely unlikely and rare cases where someone breaks the game in the hands of the individuals who run games using these classes. Some tweaking is necessary, but D&D isn't played in a vacuum. There are people on both ends, and if some DM allows one player to abuse the system, he isn't a good one.

I'm running an E6 game right now using this system, with some relatively new players. I have trouble getting them to use Vancian magic, as they'd rather just use the simpler attack system. I don't want them being discouraged from the Engineer class because it got "balanced", into a system that takes knowing the entire system of crafting, and several other books worth of alchemical items to effectively use.

Gnorman
2012-08-08, 01:22 AM
Any changes of that magnitude to the engineer will not be undertaken without some serious time and consideration, though I am very much impressed by your efforts and arguments. Right now, I'd like to concentrate on shoring up the hunter, zealot, sentinel, and noble, as well as fine-tuning a few of the archetypes.

Bit of a change for the black mage, too: Fiendish Familiar and Minion Mastery have been swapped, and Fiendish Familiar overhauled somewhat. I've spelled out the valid choices for familiars in the ability - some of them may be a bit much, please let me know if you see one you think is patently overpowered. The shadow and the wight may be pushing it.

Kholai
2012-08-08, 07:45 AM
Ok, so long as you have a built-in retraining mechanism, I think I'd be good with it. But otherwise, at level six you are stuck with your inventions you chose for the rest of the game.

I believe retraining should always be an option - after all, you're stuck with your assigned skills for the rest of the game too.


I don't want to be abrasive, but I'm going to argue a little bit about some of these changes, because in looking through Kholai and Eldest's various discussions, I get the idea that both of you are approaching this from such an extreme powergamer angle that it becomes completely irrelevant to discuss.

You're welcome to your opinion, however I'm not quite sure how I'm approaching this from a powergamer angle at all, mechanical, certainly, but nothing I've mentioned (apart from flagrant loopholes that just need closing) moves towards extreme character optimisation of any sort.

Would you mind providing some examples?


While optimization is part of D&D, at the highest levels it simply becomes asinine. Especially considering that Kholai's proposed Engineer hugely complicates the Engineer in order to get around a fairly minor balance issue.

I'm sure you appreciate the inherent idea of a primary caster (which the Engineer really sort of is) with awesome (6+!) skills and a medium BAB is something that needs work just as assuredly as the Brawler being consistently better than the Gladiator in pretty much everything needs work.

This is a thematic alternative dedicated to improving the use of a skill the class was already keyed off of, rather than lessening the class' ability to use skills. The same can be achieved by reducing the potency of inventions.

My proposition is that the Engineer can use a relevant craft skill (http://www.d20srd.org/srd/skills/craft.htm) to produce a number of usable items, freely selectable by themselves, whilst having a maximum number of these limited by their class level. Ideally this is no more complicated than the crafting system: Roll against a DC, measure progress, get item in that amount of time.

This could be simplified to:

- The Engineer may have prepared a number of inventions equal to their class level + intelligence modifier.
- Each invention only counts as "1" invention by default, regardless of "grade". Certain inventions will only count as 1/2 inventions, such as consumables. Some will explicitly count as 2 inventions, handled in the item text itself.
- Each invention has a craft DC on how difficult and how "expensive" it is to make, even though the Engineer never needs to pay that amount.
- Each invention requires a certain number of other inventions known in the discipline, but can be learned at any level.
- They still learn 3 inventions at level 1, plus 1 per level. At least 1 of the starting inventions must be in their archetype speciality.
- They are no longer constrained to their archetype disciplines, and may learn inventions from any field.

No points, just simple crafting checks every night, which they can take 10 on most of the time. A class that specialises in crafting its own tools and equipment.

As a logical extension, inventions would be items, and handled as such, rather than the hammer space thing method, they may be confiscated, sundered, or lost.
As items, they can be produced in any particular quantity (up to ~10) without arbitrary limitations on how many they can have at once.


Rebalancing of the engineer could potentially happen just by incorporating reasonable, comprehensive changes

Correct, a rebalancing of their spell-equivalents a non-vancian equivalent would be perfectly valid. Anything that reduces them to a level where they are on par with other Skilled classes.

If people are really that interested, I'd be happy to work on the other invention fields to that effect when we revisit the engineer at a later date.


I see no reason why E6 should be an advanced way to play Dungeons and Dragons, rather than a simplified way.

Not accusing you of this, but: "E6 should not give powerful abilities to all classes just in case the player can't be bothered to use their given class abilities to good effect."

The Engineer, as demonstrated, is able to craft themselves an immense arsenal of alchemical items, poisons and other consumables in short order, is not a bad combatant at all, and fulfils one of the four party roles. The fact that the inventions on top of all this are pretty well overkill is the problem we've been circling around for most of this.


Also, as a DM, if my players tried to pull half of the crap you described in reasoning why the Engineer is more powerful, I would shut them down faster than you can say "overpowered".

Are you saying the intelligent usage of alchemical items is overpowered? It would be appreciated if you could indicate the particulars you have a problem with, because I've not done anything beyond use a single feat and craft items that, as Eldest has pointed out, could be purchased by anyone.


I think that, instead of tweaking each and every class so that they cannot be more powerful than others, you leave those extremely unlikely and rare cases where someone breaks the game in the hands of the individuals who run games using these classes.

Relying on the DM to enforce class balance that could be achieved mechanically is not an optimal design goal. Every class should be fun to play and have things they can do without being consistently overshadowed.

The Engineer isn't "potentially more powerful" than the Scoundrel; they're consistently and routinely better than them in a large number of situations with the only possible exception being maybe the initiator, in and out of combat. They're not "potentially more versatile" than the Red Mage, they're consistently and routinely bringing more options to the table than the Red Mage can.

Breaking the game needs to be avoided, but so does having one class gets consistently more spotlight. This is why Tier 3 is the goal.

Primary party roles: Fighter, Mage, Cleric, Thief.

The Engineer is a Thief who can blast like a mage and heal and support like a cleric, whilst still being a full-scale Thief.


I'm running an E6 game right now using this system, with some relatively new players. I have trouble getting them to use Vancian magic, as they'd rather just use the simpler attack system. I don't want them being discouraged from the Engineer class because it got "balanced", into a system that takes knowing the entire system of crafting, and several other books worth of alchemical items to effectively use.

Core alchemy plus one feat in the PHB II: The Engineer is able to make difficult terrain on demand, deal his bonus fire damage with alchemist's fires or lantern oils (given the feat wording of "Weapon Attack or Spell" to cause damage, this covers breath Weapon, splash Weapon or the like, giving ultimately +1D6 bonus to each Alchemist's fire after the first on a direct hit, not too powerful per se, but a nice and flavourful boost), disrupt spellcasters with contested Concentration versus Craft rolls (with the Engineer reasonably expecting to have at least +3 advantage compared to the mage at level 6), or give great debuffs to non-casters with opposed Will Save versus Craft rolls (almost guaranteed -2 Atk, Saves and Skill Checks).

Water Breathing Auran masks I believe are in Complete Scoundrel or Complete Adventurer, as are Weapon Capsules. I do not consider the Complete series to be esoteric.

With one book - Frostburn, you get to make ice on demand (though you could do the same things with oil which is 1 SP), and 1D6+1D4 traps with Razor Ice. Neither is hugely necessary.

For the record, no, none of this is overpowered whatsoever, nor even close to what I'd consider serious char-op; Even with the more out-of-the-box uses. Reward players doing clever things with mundane items and you'll probably develop cleverer players.

In any case, if your players don't have a mastery of the flanking, feint, bluff system and never sneak attack with their Rogue, this doesn't mean that the class should be balanced around their failure to do so.


Any changes of that magnitude to the engineer will not be undertaken without some serious time and consideration, though I am very much impressed by your efforts and arguments. Right now, I'd like to concentrate on shoring up the hunter, zealot, sentinel, and noble, as well as fine-tuning a few of the archetypes.

No problem, apart from clearing up any current discussions on the matter I'll drop this and continue with running through the "by level 6" considerations. If you don't mind I'd like to visit it again once the classes are more complete.

Gnorman
2012-08-08, 07:58 AM
As far as I'm concerned the issue is always open; I just wanted to let you know that I will not be committing to any major changes at this time.

Conor77
2012-08-08, 08:40 AM
My problem was that most of the alchemical items you cited were from various other sources. That, and the fact that you don't seem to consider how you describe the example classes you make as "extreme character optimization". While I do agree that class balance is important, and I thank you for doing your part to help with that, it is not a problem with my players not playing intelligently, but rather that they have neither the time nor inclination nor money to buy or find other books online to download or purchase. They don't have the PHBII, and they don't want it. I can pull a feat from it for them, but if they don't know that feat exists, why would they want it? They deal mostly with what is provided for them by the classes set forth, and the core rulebooks that they had no problem in obtaining. I see your argument, I really do. Classes need to be balanced. But they need to be balanced for everyone, not just people who know exactly how much extra damage an increased crit threat means, and have every book with every alchemical item in them. I knew what an Auran mask was before you posted about it. All they know are the 7-9 basic alchemical items that are described in the PHB. I'm just saying, not everyone knows the rules system like you do, and not everyone has your access to books. I'd appreciate if you kept that in mind, while discussing this.

Kholai
2012-08-08, 01:18 PM
My problem was that most of the alchemical items you cited were from various other sources.

If you do not accept other sources, then how do you handle the non-core spell lists and the non-core manoeuvres? It is impossible for anyone attempting to write comparatively about the various sources that anyone does or does not allow.

Considering I was demonstrating versatility, rather than power (I would consider an engineer currently capable of a lot better than throwing 1D6 damage flasks at people every round), and core-only restricts everyone's versatility more or less equally, I don't think it's an issue not to restrict versatility considerations to Core as an excuse to give the engineer powerful abilities it doesn't need.

As a side note, speaking Core only, what would you rule, as a DM, if a player had a thin cloth sack containing six flasks of Alchemist's Fire, which they then threw at someone to break all the flasks?



That, and the fact that you don't seem to consider how you describe the example classes you make as "extreme character optimization".

If you will, the Breathstealer again:

They're wearing Scorpion Claws for +4 to grapple checks. An exotic weapon - that they're proficient with. Not that it matters if they were.

Level 1: Aberration Blood (Flexible Limbs) - +2 to Grapple Checks. Jotunbrud to count as Large for +4 to Grapple Checks.
Aberration Blood opens up: Inhuman Reach - Their soon-to-be-grapple attacks now have Reach.
Level 6 feat: Improved Grapple. If they're having trouble making friends with the full plate guy with a tower shield, then just let 'em make a touch attack to initiate it.

+18 grapple check before BAB and Strength modifiers.

Since you have Improved Grab, you may take a -20 penalty to act as though you are not grappled by just holding with the body part you made the grab with. Since you have +18, you can easily afford to get two grapples a round against two different opponents, or multiple grabs on the same target for multiple damage + constrict damage.

There's feats that can get you the "not grappled" benefit at a -10, then -0 penalty, just start with an 18 strength and bump it to 19 to qualify, but I'll skip Hentaizilla, the six tentacle rending constricter in order to protect 1D4 schoolgirls per round who would suffer his wrath.

Post level 6:

Inhuman Reach opens up: Deepspawn - You get two tentacles (by level 3) and another +2 to Grapple. Thanks to inhuman reach, they have reach too.

+26 total grapple check before Strength. An extra two attacks.

Battle Jump - They can now drop down onto enemies from a height of 5' in order to count as Gargantuan creatures. This can be readily enabled with skill tricks.

+30 total grapple check before Strength.

You can now grapple a Young Red Dragon with a good chance of making the pin, or grapple the first Breathstealer example I whipped up whilst taking a -20 penalty to not be grappled and still have a good chance of winning.

To extend in another direction - Power Attack > Cleave.
If you kill or disable a target with your constrict, your unarmed strike, or any other method, you get to make a free melee attack against any creature within your 10' reach.
15' when you pick up Extend Reach at the next 5,000 Exp feat.

And whilst you're at it, you may as well pick up Sneak Attack from Extra Manoeuvre/Stance for Assassin's Stance, because those helpless guys you pin may as well take Sneak Attack damage as well.

I'm pretty sure someone could probably optimise much better than I have, but this is what I would consider to be "extreme optimisation".

A tactical feat, its prerequisite +1 to hit and damage for splash weapons, and Skill Focus, dedicated around items the most damaging of which is "3D6 damage over time" is not what I would consider to be extreme optimisation. If

I were going for a more moderate optimisation, I would most likely be talking about making poisons instead.

Core only?
Blue Whinnis. DC 14, deals 1 Con/Unconsciousness
Bloodroot. DC 12, nothing, followed by 1d4 Con +1d3 Wis as a secondary.
Drow Poison. DC 13, Fall Unconscious/ Fall Unconscious for 2D4 hours.
Sassone leaf residue: DC 16, deals 2d12 damage/1d6 Con.

All applied on Ranged Touch attacks. I've skipped the gas attacks (which the Engineer can easily be immune to). All of them can be crafted in a day by taking 10, and you can make one Drow Poison a day for 18.75 GP, less than 10 GP if you have access to the raw materials (a species of underdark fungi). At an average strong fort save of +7, that's a 25% chance per round that your target is out of commission, way better against those pesky mages.

And you can still battlefield control with oil, smokesticks, deafen people with Thunderstones, battlefield control with tanglefoot bags...

The Engineer in Core is pretty well on solid footing or better versus the Rogue in Core.


I see your argument, I really do. Classes need to be balanced. But they need to be balanced for everyone, not just people who know exactly how much extra damage an increased crit threat means, and have every book with every alchemical item in them.

I appreciate the sentiment, but you must bear in mind - at suboptimal play, people will all be suboptimal. At Core only play - everyone has restricted tools and can still apply their limited resources to the limited situations they encounter.

Meanwhile, if you balance only for Core, you are not accounting for the interrelation between these things and non-Core. It's things not adequately accounting for non-core that makes up a lot of the theoretical optimisation interactions.

Eldest
2012-08-08, 01:37 PM
I appreciate the sentiment, but you must bear in mind - at suboptimal play, people will all be suboptimal. At Core only play - everyone has restricted tools and can still apply their limited resources to the limited situations they encounter.

Meanwhile, if you balance only for Core, you are not accounting for the interrelation between these things and non-Core. It's things not adequately accounting for non-core that makes up a lot of the theoretical optimisation interactions.

Setting aside the numbers, all of which made me think that the Breathstealer is good as is. This first bit is somewhat wrong. These are fixed list casters. No digging through splats for the best spells, even spell focus would work well. And you need to see what happens if you optimize the heck out of the mages and psionic people, and them compare that to the op-ed out engineer. Then, if the engineer is still busted, look at reducing the power.

Conor77
2012-08-08, 02:26 PM
Exactly as Eldest said. I think that the Engineer does need some balancing. but perhaps not in the way that you are currently going about it. A reduction of the skill points gained and the Class Skill list like Gnorman suggested might be more prudent.

Gnorman
2012-08-08, 05:30 PM
My problem was that most of the alchemical items you cited were from various other sources. That, and the fact that you don't seem to consider how you describe the example classes you make as "extreme character optimization". While I do agree that class balance is important, and I thank you for doing your part to help with that, it is not a problem with my players not playing intelligently, but rather that they have neither the time nor inclination nor money to buy or find other books online to download or purchase. They don't have the PHBII, and they don't want it. I can pull a feat from it for them, but if they don't know that feat exists, why would they want it? They deal mostly with what is provided for them by the classes set forth, and the core rulebooks that they had no problem in obtaining. I see your argument, I really do. Classes need to be balanced. But they need to be balanced for everyone, not just people who know exactly how much extra damage an increased crit threat means, and have every book with every alchemical item in them. I knew what an Auran mask was before you posted about it. All they know are the 7-9 basic alchemical items that are described in the PHB. I'm just saying, not everyone knows the rules system like you do, and not everyone has your access to books. I'd appreciate if you kept that in mind, while discussing this.

As some of you may know, I'm always in a constant battle with non-core elements, trying to reduce them as much as possible. This is more for practical reasons, allowing greater accessibility to a wider range of players. I'd absolutely love to trim this down to a point where you can use nothing but the SRD to play, and I think I eventually will. Still, non-core sources abound, and I do think it is important to recognize that certain options presented in those sources will have unintended consequences on my classes. I don't have anywhere near total system mastery, and so I depend on posters like Kholai pointing out potentially abusable interactions. They may not be relevant to every game or every group, but I appreciate being made aware of them nonetheless.

With that being said, I realize that some interactions are limited in scope and require the coordination of multiple sources, some of which may be mildly obscure. I can't design around the interaction of every feat and spell ever printed, but I'm going to try and recognize the more egregious examples.


If you do not accept other sources, then how do you handle the non-core spell lists and the non-core manoeuvres? It is impossible for anyone attempting to write comparatively about the various sources that anyone does or does not allow.

Considering I was demonstrating versatility, rather than power (I would consider an engineer currently capable of a lot better than throwing 1D6 damage flasks at people every round), and core-only restricts everyone's versatility more or less equally, I don't think it's an issue not to restrict versatility considerations to Core as an excuse to give the engineer powerful abilities it doesn't need.

As a side note, speaking Core only, what would you rule, as a DM, if a player had a thin cloth sack containing six flasks of Alchemist's Fire, which they then threw at someone to break all the flasks?

You know, I've never been able to find a ruling on this situation. Though part of me wants to reward clever play, being able to deal 6d6 fire damage for 120 gp is definitely over the top. Compare it to a scroll of Scorching Ray (a better comparison than Fireball, considering the reduced area and attack roll required), which costs 30gp more, does 2d6 less damage, and is restricted in use.

If you will, the Breathstealer again:

They're wearing Scorpion Claws for +4 to grapple checks. An exotic weapon - that they're proficient with. Not that it matters if they were.

Level 1: Aberration Blood (Flexible Limbs) - +2 to Grapple Checks. Jotunbrud to count as Large for +4 to Grapple Checks.
Aberration Blood opens up: Inhuman Reach - Their soon-to-be-grapple attacks now have Reach.
Level 6 feat: Improved Grapple. If they're having trouble making friends with the full plate guy with a tower shield, then just let 'em make a touch attack to initiate it.

+18 grapple check before BAB and Strength modifiers.

Since you have Improved Grab, you may take a -20 penalty to act as though you are not grappled by just holding with the body part you made the grab with. Since you have +18, you can easily afford to get two grapples a round against two different opponents, or multiple grabs on the same target for multiple damage + constrict damage.

There's feats that can get you the "not grappled" benefit at a -10, then -0 penalty, just start with an 18 strength and bump it to 19 to qualify, but I'll skip Hentaizilla, the six tentacle rending constricter in order to protect 1D4 schoolgirls per round who would suffer his wrath.

Let us never speak of Hentaizilla again... *shudders*

Post level 6:

Inhuman Reach opens up: Deepspawn - You get two tentacles (by level 3) and another +2 to Grapple. Thanks to inhuman reach, they have reach too.

+26 total grapple check before Strength. An extra two attacks.

Battle Jump - They can now drop down onto enemies from a height of 5' in order to count as Gargantuan creatures. This can be readily enabled with skill tricks.

+30 total grapple check before Strength.

You can now grapple a Young Red Dragon with a good chance of making the pin, or grapple the first Breathstealer example I whipped up whilst taking a -20 penalty to not be grappled and still have a good chance of winning.

To extend in another direction - Power Attack > Cleave.
If you kill or disable a target with your constrict, your unarmed strike, or any other method, you get to make a free melee attack against any creature within your 10' reach.
15' when you pick up Extend Reach at the next 5,000 Exp feat.

And whilst you're at it, you may as well pick up Sneak Attack from Extra Manoeuvre/Stance for Assassin's Stance, because those helpless guys you pin may as well take Sneak Attack damage as well.

I'm pretty sure someone could probably optimise much better than I have, but this is what I would consider to be "extreme optimisation".

I do have to say that this mostly hits the mark I'm aiming for (perhaps taken to an extreme, yes) - the breathstealer is very, very good at his niche, but that's about it. If you invest every feat you have into making your grapple attacks legendary, I would fully expect this kind of monster. I generally play at higher end of the optimization scale. I would grant you that the brawler chassis is better than I envisioned it, and that perhaps reducing unarmed damage, the movement speed bonus, the armor class bonus, and even toning down or replacing Faster than the Naked Eye may be in order.

A tactical feat, its prerequisite +1 to hit and damage for splash weapons, and Skill Focus, dedicated around items the most damaging of which is "3D6 damage over time" is not what I would consider to be extreme optimisation. If I were going for a more moderate optimisation, I would most likely be talking about making poisons instead.

Oh, god, the poisons. The reason I got into shaper psions...

Core only?
Blue Whinnis. DC 14, deals 1 Con/Unconsciousness
Bloodroot. DC 12, nothing, followed by 1d4 Con +1d3 Wis as a secondary.
Drow Poison. DC 13, Fall Unconscious/ Fall Unconscious for 2D4 hours.
Sassone leaf residue: DC 16, deals 2d12 damage/1d6 Con.

All applied on Ranged Touch attacks. I've skipped the gas attacks (which the Engineer can easily be immune to). All of them can be crafted in a day by taking 10, and you can make one Drow Poison a day for 18.75 GP, less than 10 GP if you have access to the raw materials (a species of underdark fungi). At an average strong fort save of +7, that's a 25% chance per round that your target is out of commission, way better against those pesky mages.

I've changed the serum injector since you mentioned this last time, for exactly this reason. It no longer uses ranged touch attacks, but regular old ranged attacks (it makes sense - if your poison-filled syringe bounces off a guy's armor, it's not going to work very well).

And you can still battlefield control with oil, smokesticks, deafen people with Thunderstones, battlefield control with tanglefoot bags...

The Engineer in Core is pretty well on solid footing or better versus the Rogue in Core.

I appreciate the sentiment, but you must bear in mind - at suboptimal play, people will all be suboptimal. At Core only play - everyone has restricted tools and can still apply their limited resources to the limited situations they encounter.

Meanwhile, if you balance only for Core, you are not accounting for the interrelation between these things and non-Core. It's things not adequately accounting for non-core that makes up a lot of the theoretical optimisation interactions.

I'd personally like to balance primarily around Core (that may be a contradiction in terms), but still keep the non-core options in mind when gauging interactions.


Setting aside the numbers, all of which made me think that the Breathstealer is good as is. This first bit is somewhat wrong. These are fixed list casters. No digging through splats for the best spells, even spell focus would work well. And you need to see what happens if you optimize the heck out of the mages and psionic people, and them compare that to the op-ed out engineer. Then, if the engineer is still busted, look at reducing the power.

While I like to think that the mages are much improved, balance-wise, versus the wizard, cleric, druid, and sorcerer, I won't kid myself into thinking that they're not breakable. I look forward to any efforts to do so, and may even contribute some myself. Something tells me that the Green and Black mages may be the easiest to optimize.


Exactly as Eldest said. I think that the Engineer does need some balancing. but perhaps not in the way that you are currently going about it. A reduction of the skill points gained and the Class Skill list like Gnorman suggested might be more prudent.

I think reducing skill points to 4 per level is reasonable here.

Nihilarian
2012-08-08, 05:38 PM
Gnorman, do you have any plans for a generic psionic class? (e.g. "The Psychic")

Not that I want to make more work for you.

Eldest
2012-08-08, 05:40 PM
While I like to think that the mages are much improved, balance-wise, versus the wizard, cleric, druid, and sorcerer, I won't kid myself into thinking that they're not breakable. I look forward to any efforts to do so, and may even contribute some myself. Something tells me that the Green and Black mages may be the easiest to optimize.

Yeah, I listed a few ways. Basically, Sudden Maximize and the other Sudden feats are your friends when you get lots of feats and no more spell levels.


I think reducing skill points to 4 per level is reasonable here.

They are Int focused, so they will still have skills. Ok.

Kholai
2012-08-08, 07:16 PM
Setting aside the numbers, all of which made me think that the Breathstealer is good as is. This first bit is somewhat wrong. These are fixed list casters. No digging through splats for the best spells, even spell focus would work well.

Just a minor thing, but do note that Core has explicitly different (sometimes better, sometimes worse) fixed lists compared to non-Core.

At those sorts of optimisations I think the Breathstealer's the go-to Grappler, which is fine, but I'd seriously prefer them to lose some things so they stop being so much better than the Gladiator.


Suggested changes for the Brawler:

Reduce Hit Die to D8
Remove scaling bonus to AC - The Swordsage has Wis-to-AC in Light armour, and it specifically does not gain an AC bonus for Monk levels.
Slow die progression by 1 level. D6 up to level 3, D8 at level 4+.

D8 is equal to the Ranger, their closest equivalent intended role-wise.
Losing the extra AC means that they're no longer automatically better armoured than the Gladiator (Chain Shirt + 2 bonus is better than a Breastplate).
The Unarmed Strike damage means that they deal damage as though they were a monk of their level, and need to actually invest a feat to get Bastard Sword damage (which they qualify for without fiat), and an archetype to get Greatsword damage.

Net result still probably outdamages the Gladiator, but they're the least tanky melee Combat class instead of one of the hardest to hurt.


And you need to see what happens if you optimize the heck out of the mages and psionic people, and them compare that to the op-ed out engineer. Then, if the engineer is still busted, look at reducing the power.

And this is why I'm moving onto the Hunter at level 6. I'll get to the mages eventually.

Hunter Level 6.

Full simple weapon proficiency, full martial weapon proficiency.
Light and Medium armour proficiency.
Buckler proficiency.

Dexterity to ranged damage.
Ranged Power Attack (I'd still suggest splitting this from Dex to damage and putting it into its own distinct skill at level 2, it's fairly useless at level 1 anyway. As it's presumably precision damage, half bonus damage against those immune to critical hits might be appropriate.)
Trapfinding (but no Disable Device, which it must presumably cross-class)
Trapper (he has no listed methods of making his traps, but I assume setting them counts as fabrication, needs a "if positive" to his int modifier)
+5 to spot hidden or distant enemies.
Ignores 5 DR of any type, including "Epic"
Shoot up to the theoretical 10 increment range (I assume this is a standard action), ignoring DR and attack penalties (including at invisible targets) three times a day.

+6/+1 Attacks
+5/+5/+2 Saves
13-40 + Con HP
6+ Int Maxed skills.

I'm not sure I like the DR ignoring. I'd suggest restricting this to being able to count their ranged attacks or one handed or smaller melee weapons as Piercing, Bludgeoning and Slashing damage. This ignores the basic mechanical damage reduction methods.

I would suggest a more standard +2 bonus to spot checks in general, with penalties for distance lowered to -1 for every 20 feet distance for spot checks, otherwise as written the Hunter has the mystic power to sense only those who are enemies of his.

Additionally: "At level 4, the Hunter gains the Precise Shot, even if they do not meet its prerequisites."

Since the Hunter's pretty light on its abilities, perhaps it should have either Evasion or Uncanny Dodge at level 5?

For Unerring Shot, this allows the Hunter with their eyes closed to shoot an invisible Tarrasque standing in a Darkness spell at night, through a keyhole, a quarter of a mile away, and deal damage.

The mechanics behind this feat boggle the mind.

How about instead:

A Hunter of sixth level's ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

When the hunter shoots or throws ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.


Beastmaster:

Has two animal companions. One presumes these to be a Dire Bat and a Riding Dog, because if you're not riding around on a monstrous giant bat firing down upon your hapless victims which your dog then finishes off, you're doing it wrong.
May shoot into melee with his animal companions with a +2 bonus to hit and no penalty. - There is no chance to hit an ally in melee unless they are grappling, so without the grappling clause, this is redundant.
Counts as a level 9 Druid for determining their first animal companion.
Counts as a level 4 Druid for determining their second animal companion. - This is presumably unintentional, but due to their Moderate Archetype boost.
May heal his animal companions three times a day for 60 HP a time.

This raises an unfortunate issue, wherein the Beastmaster's Riding Dog animal companion is actually level 8. In E6.

The Riding Dog - Fluffy the Terrible.

15-64 HP +24 from Con
+6/+6/+2 Saves
Str 18, Dex 18, Con 16, Int 2, Wis 12, Cha 7 (Yes, Fluffy elected to become cuter at level 8)
AC: 28 (+4 Dex, +11 Natural, +3 for Studded Leather Barding).

Jump +9, Listen +6, Spot +6, Swim +4, Survival +3*
4 Bonus Tricks
Feats: Alertness, Track, Improved Natural Armour, Power Attack.
Scent, Low-Light Vision.
Link - Handled as a free action, pushed as a move action.
Evasion
Devotion - +4 Morale bonus to will saves against enchantment spells and effects.

Being trained for War, Fluffy gets a free trip action like a Wolf does if he hits with his Bite. His Bite hits for 1D6+6 damage, with a +8 to hit when not power attacking.

Fluffy also has a cohort in the form of a level 6 Hunter who follows them around and heals them.

You'll be pleased to note that Fluffy is entirely Core.

With Natural Bond, the lesser animal companion develops up to a seventh level Druid companion, or even without the moderate applying, allows them to be flapping around with that Dire Bat either way, leaving ol' Fluffy to tank for the party.

It may be worth removing the "+3 druid levels" thing, since Fluffy would otherwise still be a level 6 War Dog.

Aside from that, this is a pretty awesome and powerful archetype.

I'll work on the other archetypes in the morning. And read all the posts that cropped up while I was writing this one.

Eldest
2012-08-08, 07:19 PM
At those sorts of optimisations I think the Breathstealer's the go-to Grappler, which is fine, but I'd seriously prefer them to lose some things so they stop being so much better than the Gladiator.

Why? What's wrong with the Breathstealer being much better at grappling than the Gladiator?

Kholai
2012-08-08, 08:08 PM
Why? What's wrong with the Breathstealer being much better at grappling than the Gladiator?

You misunderstand. As is, the Breathstealer's a better tank - better AC and saves. Better damage dealer, faster, more manoeuvrable, and sporting generally more potent encounter abilities.

10' step? 50' move is better.
Full attack as a swift 1/encounter? Flurry as a standard is better in the long run.
The Brute gets Pounce? All Brawlers get pounce.

D10 Hit Die? Yup.
High Fort Save? Yup.
4 skills? Yup. And Intelligence synergy for more skills generally.
Medium Armour? Even at 10 Wis, 10 Int a Chain Shirt is better than a Breast Plate with +2 free AC.
Modified Whirlwind Attack? Reroll a single miss/encounter? Flurry. Again.
Weapon can't be disarmed or sundered? Fists can't either.
Recover all non-lethal damage? Restore actual health.
Recover from status effects? Lolimmune to the source of most status effects.
Ignore any one attack? Evasion and better AC ignore more attacks in general.
Shield proficiency? Just barely closes the difference. If the Breathstealer has 10 Int, 10 Wis.
Bonus damage to a single weapon of choice? Unless it's a greatsword, fists hit harder and can be boosted by multiple magical sources.
Kensei maximises if they crit on a natural 20? Breathstealer can just Stunning Fist for maximised damage even if it doesn't crit.
Pit Fighter full attacks on an Attack of Opportunity? Breathstealer Attack of Opportunities for 2D10 + Strength x 2 + Enchantment bonuses.
Free Flexible Fighter Feats? Alliterative appeal will not save you now!
Wields a bastard sword? Fists deal equal damage to bastard swords.
Magic weapon? Fists are magic weapons.

The only time a Gladiator might reasonably hope to perform better in general slugging than the Breathstealer who, for some bizarre reason, doesn't want to grapple today, is probably when his +3 to hit with his WoC in situations where that's not offset by being able to take an extra attack at full BAB.

Eldest
2012-08-08, 09:11 PM
Excellent points. What if you just removed the armor, cutting the AC by 4 and encouraging mobility, and toned down the unarmed damage? I think that is the basis of most of your issues.

Conor77
2012-08-08, 09:42 PM
I agree with this analysis. Armor on a monk-like character doesn't feel quite right in the first place, and I think it needs to be taken away. However, may I suggest doing the same thing as was done with the fists, by making the Brawler's skin enchantable? In fact, as a balance for the enchantable fists, I would suggest making a Brawler's body being the enchantable item, meaning that you can have either armor or weapon enhancements on it, but both will cost you the amount of them combined. Such as, +1 Flaming attacks, +1 Lightly Fortified defense, costs you the equivalent of a +4 enchantment to have all of them. This means that a brawler will probably have to choose between stronger strikes or greater defense. Also, reducing unarmed strike dice is probably a good idea.

Nihilarian
2012-08-08, 09:52 PM
I agree with this analysis. Armor on a monk-like character doesn't feel quite right in the first place, and I think it needs to be taken away. However, may I suggest doing the same thing as was done with the fists, by making the Brawler's skin enchantable? In fact, as a balance for the enchantable fists, I would suggest making a Brawler's body being the enchantable item, meaning that you can have either armor or weapon enhancements on it, but both will cost you the amount of them combined. Such as, +1 Flaming attacks, +1 Lightly Fortified defense, costs you the equivalent of a +4 enchantment to have all of them. This means that a brawler will probably have to choose between stronger strikes or greater defense. Also, reducing unarmed strike dice is probably a good idea.The problem with this is that weapon enchantments cost more than armor enchantments. So does it cost as much as a +4 magic suit of armor, or a +4 magic weapon?

Conor77
2012-08-08, 09:55 PM
The problem with this is that weapon enchantments cost more than armor enchantments. So does it cost as much as a +4 magic suit of armor, or a +4 magic weapon?\

Dag. That is a problem. I'm not really the right person to ask. Maybe just a straight one or the other?

Eldest
2012-08-08, 10:11 PM
Eh, it's be limiting and unfair to the monk brawler (:smalltongue:) to make them pay through the nose for a similar amount of enchants. Plus, technically you can just enchant clothing as armor. Just have their body be enchantable for both weapons and armor. And explicitly disallow the size-changing enchantment.

Nihilarian
2012-08-08, 11:17 PM
Which size changing enchantment?

I'm for not limiting them beyond other weapons. Once you start limiting which effects can be used based solely on how absurd it is, you'll find another absurd fist echantment to disallow, then another...

I'm all for letting them get +1 Throwing Unarmed Strikes. It may seem silly at first, but you can flavor it however you want. Like making it a Hadouken!!, or rocket fists.

Now, limiting it for other reasons, such as balance, that I can get behind.

Conor77
2012-08-08, 11:19 PM
He means the rule that magic weapons and armor automatically shrink or grow to suit their user. That would be weird and broken in this instance.

EDIT: unless he doesn't. :\

Nihilarian
2012-08-08, 11:23 PM
He means the rule that magic weapons and armor automatically shrink or grow to suit their user. That would be weird and broken in this instance.

While I suddenly have an extremely gross vision of someone skinning someone else alive to wear their skin, I don't think that's what he was going for. "And explicitly disallow the size-changing enchantment."

What you're talking about isn't an enchantment but a "natural" property of magic suits of armor. He said enchantment, so unless he was mistaken I think he was talking about something else.

Eldest
2012-08-08, 11:29 PM
He means the rule that magic weapons and armor automatically shrink or grow to suit their user. That would be weird and broken in this instance.

That is, actually, not a rule. That role is filled by the Sizing enchantment, which lets somebody resize a weapon to whatever size they wish. Which is a bit odd when your body is enchanted with it. So I would recommend avoiding the can of worms by just not allowing the Brawler to be enchanted with Sizing.

Nihilarian
2012-08-08, 11:35 PM
Could have sworn that magical armor re-sized to fit the wearer. Maybe my DM houseruled it.

Gnorman
2012-08-09, 01:08 AM
I'm not sure I'm going to have a brawler's "body" enchantable (though I can't cite precedent for it, I see no problem with +1 robes, or some magic tattoos or something), but it might be the only way by RAW to do so, outside of designing a +0 AC lighter-than-light armor (which wouldn't be that hard, honestly).

Kholai, your suggestions for the brawler are spot on and just about what I was planning on doing myself. Light armor proficiency will be removed and the AC/speed/unarmed damage progression brought in line with the standard monk. I'm going to have to decide between Flurry and Pounce, because having both is a bit much.

The hunter: Unerring Shot is on the way out, though it may be incorporated into the hunter's new 6th level ability. I think I'm going to make Ranged Power Attack a feat, instead.

As for the beastmaster: You're right, the +3 level bonus has got to go. Natural Bond would allow the second animal companion to be level 4, if I am reading it correctly? A 6th level and a 4th level companion is certainly more tolerable than an 9th and a 6th. I threw in a thematic permanent speak with animals ability to compensate for the poorly-worded and redundant Moderate ability, and should probably include Wild Empathy as well.


Gnorman, do you have any plans for a generic psionic class? (e.g. "The Psychic")

Not that I want to make more work for you.

At this time I do not, but I'm not opposed to it.

Kholai
2012-08-09, 07:42 AM
I'm not sure I'm going to have a brawler's "body" enchantable (though I can't cite precedent for it, I see no problem with +1 robes, or some magic tattoos or something), but it might be the only way by RAW to do so, outside of designing a +0 AC lighter-than-light armor (which wouldn't be that hard, honestly).

... Bracers of Armour? It's not like there are many potential items to stick in that slot in E6, and it's up to a +3 bonus.

There are rules that support adding of AC bonii to clothing too, so you can just enchant your shirt for another +2, which stacks since it's an enhancement bonus and Bracers are an Armour bonus.

With 16 Int, this works out at +9 again, but with a lot of gold and effort put into it.


I'm going to have to decide between Flurry and Pounce, because having both is a bit much.

How about: 1: Can flurry on a full attack. 2: May Flurry on a Standard action, but only gains the first two attacks (at full BAB)?

Wording wise, this would be something like: Every time the Brawler makes a full or standard attack action using only unarmed strikes, they may make an additional additional unarmed strike at their full base attack bonus.

The Brawler should rarely need to charge, at 50' regular moves.

Pounce can then be either removed entirely or given as an archetype power.


The hunter: Unerring Shot is on the way out, though it may be incorporated into the hunter's new 6th level ability. I think I'm going to make Ranged Power Attack a feat, instead.

Grand. I'll keep an eye for the changes.


As for the beastmaster: You're right, the +3 level bonus has got to go. Natural Bond would allow the second animal companion to be level 4, if I am reading it correctly? A 6th level and a 4th level companion is certainly more tolerable than an 9th and a 6th. I threw in a thematic permanent speak with animals ability to compensate for the poorly-worded and redundant Moderate ability, and should probably include Wild Empathy as well.

I think I'd prefer just the Wild Empathy to be honest, a diplomacy roll to reduce animals to indifferent on a 9 or better, and magical beasts on a 13 or better is nice enough for a Moderate ability.


You know, I've never been able to find a ruling on this situation. Though part of me wants to reward clever play, being able to deal 6d6 fire damage for 120 gp is definitely over the top. Compare it to a scroll of Scorching Ray (a better comparison than Fireball, considering the reduced area and attack roll required), which costs 30gp more, does 2d6 less damage, and is restricted in use.

For this I'd personally... probably go with 3D6 + 3 damage, 3D6 the following turn unless they take the full round action to put out the flames at DC 17. 3 damage to anyone within 5'.

But yeah, this is my problem with alchemy too. It's capable of a lot, but how to keep it reasonable? What do you do if the player coated them in oil first? Does enough oil work like the grease spell? What about *actual grease*?

I have no problem alchemy being cheaper than a corresponding spell (a Scorching Ray scroll is a piece of paper that can produce magical fire and can hit at 40' with no attack penalty vs. you have to lug around a sack full of volatile alchemists fire in the first place and throw it at a 10' range increments), but its the freedom to apply these things in unusual ways that should by all rights be giving mundanes a lot of the things that RAW only gives to mages (and why the Engineer is such a neat character). If I weren't so terribly lazy, I'd homebrew something to codify something concrete.


I'd personally like to balance primarily around Core (that may be a contradiction in terms), but still keep the non-core options in mind when gauging interactions.

One way around both this and the inevitable scaling issue may be to explicitly restrict non-core feats (maybe include certain books, make it an "extended core", like Bo9S, Completes, PHB II, DMG II?) as standard for the system, but then have E6C specific feats to cover the gap.

For example:
Large And In Charge: You may count as one size larger when performing combat manoeuvres when it's beneficial to you.

Prerequisites: +5 BAB, STR 14+, CON 14+, Level 6, Must have five feats.

Scorpion Hold: You may grapple an opponent you have struck in combat with your unarmed attack with one hand by taking a -10 to the grapple check. If you do, you are not considered grappled. You must still move onto the target's space the next turn in order to maintain the grapple as normal.

Prerequisites: Improved Grab, Breathstealer Major Archetype Power (it would be nice to name these if they're going to show up this way, but I suck at names).


Deadeye:

One handed firearm and hand crossbow proficiency. May reload hand crossbows or one handed firearms as a free action with no AoO.
Homebrew disciplines.
6 Manoeuvres known.
4 Manoeuvres readied. Recovered with a swift action.
2 Stances known.
Firing pistols and hand crossbows does not provoke AoOs. May AoO with Pistols and Hand Crossbows, threatens a 10' area with them.
May disarm, sunder, and trip via ranged touch attempts with ranged weapons. (Should probably say not to apply their strength modifier and count their size as Medium for this attack, failing the trip attempt does not give their opponent the opportunity to trip them back). You may still not sunder with ranged weapons that do not deal slashing or bludgeoning damage, however.

- Free Shadow Hand access basically opens them up to even more SAD via the Shadow Blade feat. If you even bother to use a sword in melee since you get Dex to ranged anyway and a potential ranged-power attack.
For manoeuvres, just focusing on Shadow Hand and Tiger Claw:
-They can teleport 50' as a standard action.
- Sudden Leap: Swift action movement out of trouble? Always nice.
-Shadow Garotte basically allows them a Ranged Touch 5D8+ Dex every other turn (Ranged Power Attack probably shouldn't apply to ranged touch by the by), with a flat-footed penalty based on a save which you don't really care about.
- Cloak of Deception means they can invisibly snipe every other round better than the Sniper can.
- Dance of the Spider (Need an extra Stance feat to get it thanks to Warblade advancement): Spider Climb. This plus ranged specialist. Godmode.
- Child of Shadow: Concealment whenever you move 10'. Until you get Dance this is what you get Dex to Melee with.
- Hunter's Sense: Anti-Ambush utility, for whenever you're walking right side up.

With so few "core" manoeuvres, then outside of qualifying for Hunter's Sense and Sudden Leap they've got three manoeuvres going to waste.

Finally, you can pick up the Gloom Razor feat, just for the extra invisibility chances from misses due to concealment.

If the intention was for a powerful evasive sniper then you've definitely succeeded in my book, but otherwise there's not much encouragement for a gun/sword combatant. Perhaps they should drop their capstone for the ability to use one handed ranged weapons to make melee attacks with Reach if they're fighting within 10' of an opponent?

It just occurred to me that Initiators get the same Manoeuvres known just as an Engineer would get the same Inventions known, so if there's retraining for one, there should probably be retraining for the other.

Nihilarian
2012-08-09, 09:12 AM
One way around both this and the inevitable scaling issue may be to explicitly restrict non-core feats (maybe include certain books, make it an "extended core", like Bo9S, Completes, PHB II, DMG II?) as standard for the system, but then have E6C specific feats to cover the gap.I disagree. Restricting non-core feats falls under the scope of each individual DM and his/her preferences. And let's face it; whether you choose to limit it or not, groups that want to use non-core will use it, groups that don't want to use non-core won't. Adding E6 specific feats is fine, though.

Eldest
2012-08-09, 09:47 AM
Which reminds me, I will need to pull the epic feats I wrote on the old thread over to this one.

Kholai
2012-08-09, 10:16 AM
I disagree. Restricting non-core feats falls under the scope of each individual DM and his/her preferences. And let's face it; whether you choose to limit it or not, groups that want to use non-core will use it, groups that don't want to use non-core won't. Adding E6 specific feats is fine, though.

Restricting Base and Prestige Classes falls under the scope of each individual DM too.

This doesn't stop it being entirely reasonable to say "The E6C system is self-contained as such, and using Base and Prestige Classes with them is probably going to produce unexpected consequences." or indeed "This system isn't currently built with multiclassing in mind and as such multiclassing is assumed to be restricted."

Yes, the DM can override that, there's no threat of bodily harm when they apply rule 0, but then they're doing that in the full knowledge that doing so is outside of the original intent for the system. Think of this as a disclaimer, not a ball and chain.

In turn, by doing this, you have a finite supply of feats, skill tricks, additional skills, magic items, special equipment, races and the like you need to deal with. Without this, any addition of new feats is liable to stack somewhere on the fifty-odd books in 3.5.

Nihilarian
2012-08-09, 11:20 AM
Restricting Base and Prestige Classes falls under the scope of each individual DM too.

This doesn't stop it being entirely reasonable to say "The E6C system is self-contained as such, and using Base and Prestige Classes with them is probably going to produce unexpected consequences." or indeed "This system isn't currently built with multiclassing in mind and as such multiclassing is assumed to be restricted."

Yes, the DM can override that, there's no threat of bodily harm when they apply rule 0, but then they're doing that in the full knowledge that doing so is outside of the original intent for the system. Think of this as a disclaimer, not a ball and chain.

In turn, by doing this, you have a finite supply of feats, skill tricks, additional skills, magic items, special equipment, races and the like you need to deal with. Without this, any addition of new feats is liable to stack somewhere on the fifty-odd books in 3.5.There's a difference between "restricting" and "warning about", but I'll concede that a disclaimer about the feats is fine.

Minor quibble; E6 is not a self-contained system. It relies at least on core or else there won't be enough feats. Unless E6C means E6+Core?

Kholai
2012-08-09, 11:29 AM
Soft Underbelly: "on ranged one attack" typo.

Peltast:

+3D6 to thrown weapons if he moves 10', 1/2 damage against crit immune targets.
Quick Draw Feat (May wish to actually give them the feat here, since it's a pre-requisite).
Line Attack throw, with an attack roll instead of a reflex save.
Full attack with thrown attacks as a Standard Action if they've moved 10'.

First off, what about scrapping the Peltast's damage bonus and just give them Skirmish equal to a Scout of their level +1?

1: Skirmish (+1d6)
2: Skirmish (+1d6, +1 AC)
4: Skirmish (+2d6, +1 AC)
6: Skirmish (+2d6, +2 AC)

This way it applies with everything, whilst letting them qualify for Skirmish dependent feats without fiat.

As is, the Peltast is kind of boned. Returning weapons are useless to them if they skirmish, they're MADder, they have a shorter ranges than anyone else, and their ammo weighs more than everyone else. And you can forget about Traps (Not that I really like the Hunter's Traps at the best of times), they need to be so close that they'd need an epic Hide to stay unseen whilst they were setting them up.

Either give them something like Lightning Ricochet (Bloodstorm Blade) at Moderate, or give them some melee bonuses with ranged weapons when they're inevitably forced into melee.

Sniper:

Move at full speed whilst hiding.
Only a -10 penalty to rehide after shooting from hide.
May rehide as a swift after hiding (Redundant, this is umbrella'd under Sniping).
Triple threat range whilst shooting someone who has no idea they were actually anywhere near them (15-20 / x2 or a 17-20 x3 for most weapons worth using).
Outdoor, Natural HiPS.

Interesting, though the times that the Sniper is going to be useful versus the times they're going to be relegated to regular "Dungeon archery" makes me think of them as more appropriate for an NPC archetype. Not much to say outside of that unfortunately, apart from that Deadeyes are still overall better "snipers".

Stalker:

Two Terrain Masteries - Whilst Planar Terrain masteries are awesome, these are unfortunately fairly tame (Until I start the multiclassing experiments at least). Grab Marsh and Forest mastery to help you hide and set traps.
Set Traps as a Standard action (This reminds me, how are the Engineer and the Hunter setting these traps in their own squares, then leaving without setting them off?)
Ignore natural terrain effects.
Swift Tracking - But no Track feat.

Another class that comes off as a bit... lacking.

In general, Traps have potential, but at the same time - why is there a DC15 spot check to see a trap in the middle of an empty room? Why is there only a DC15 spot check to see it in tall grass? I'd be leaning more towards dropping the Trap feature entirely and just stick them all with an animal companion or a flexible favoured enemy bonus or something instead.


Concerning the "Ranged Power Attack" feat, what about having it applicable to any attack roll where the user of the feat may use their dexterity modifier to hit; remove the 2h bonus (which doesn't really make much sense anyway), and have it be precision damage for half damage against crit immunes. Ranged combat is pretty weak generally, so having a neat bonus like that for finesse as well might help the Hunter on it.

Since I glanced over at them and was moderately appalled, I'll take this opportunity to mention that the E6C human is insanely overpowered. Instead of having more 9 rank skills than anyone else, humans have any two (or three) 13 rank skills regardless of class, one of which is paid for by their human skill bonus. Meanwhile, they also get +2 to any stat for no penalty. Note that other races whose schtick is "Good at that particular thing at the expense of something else" are only equally as good as the human, whilst being countered by having a penalty somewhere else. And two feats, one of which is changeable?

So wherever I've assumed an 18 stat, up that to a 20.
For Engineers, assume that you can take 10 to craft up to DC 35 or so.
For Hunters, yes you can be the primary rogue with trap-finding - but only if you're human.
For pretty much any skill-based class, the best at it is always human.
And for the Breathstealer I've been using as an example, they may choose each day whether they have two tentacles and a +2 grapple check, can fly, or have a swimspeed and can breathe underwater, so they can just plain *drown* whatever they grapple.

I'll be looking at races in more detail later.


Edit: Whilst class and race are definitely self-contained in this thread, E6 Compendium system is assumed to consider at least Core for feats, skills and the like, yes. I'm effectively suggesting that E6C is a closed system containing "Core + A limited number of sources on which there is a general consensus and Gnorman is happy with" so it's easier to balance.

Any that are part of the closed system should work fine when interacting (and problems can then be dealt with). Any problems outside of the system are not supported and used at the DM's own risk of shenanigans (and nobody needs to worry about Pun Pun).

Gnorman
2012-08-09, 03:46 PM
While I understand the reasons you would want to do so, I'm not going to outright limit non-core sources. I learned my lesson with the multiclassing thing - those kinds of decisions are best left to individual groups.

As for the human: I definitely see your point.

And E6C doesn't mean anything, really (besides maybe Compendium) - it doesn't imply a restriction to Core. I usually abbreviate it GE6, for pure egotism reasons.

A heads up for sweeping mage class changes: I'm considering overhauling the spell lists completely, removing non-core sources (essentially, making the core-only spell list the normal spell-list) but adding an Advanced Learning class feature.

Eldest
2012-08-09, 05:04 PM
One point; the human's bonus feats in E6 go from being amazing to being... meh. I think that the humans are balanced with the other races. They get +4 to two skills and two feats, as well as a few other things. Compare with Orcs. Orcs get a rage, +2 to fort, and +2 to two different skills, as well as being very hard to kill. They seem to be of equal balance. Elves get a +2 to three skills, a 1/day +10 to something, boni against enchantments, and ability to get past concealment somewhat. So the humans have more skills and feats, while the other races get actual abilities. I don't see an issue.

This is what I meant by comparing all the options at the same time; as long as the power is consistent inside the system, who cares how it compares to a Monk or Fighter?

Eldest
2012-08-09, 05:05 PM
One point; the human's bonus feats in E6 go from being amazing to being... meh. I think that the humans are balanced with the other races. They get +4 to two skills and two feats, as well as a few other things. Compare with Orcs. Orcs get a rage, +2 to fort, and +2 to two different skills, as well as being very hard to kill. They seem to be of equal balance. Elves get a +2 to three skills, a 1/day +10 to something, boni against enchantments, and ability to get past concealment somewhat. So the humans have more skills and feats, while the other races get actual abilities. I don't see an issue.

This is what I meant by comparing all the options at the same time; as long as the power is consistent inside the system, who cares how it compares to a Monk or Fighter?

Eldest
2012-08-09, 05:11 PM
One point; the human's bonus feats in E6 go from being amazing to being... meh. I think that the humans are balanced with the other races. They get +4 to two skills and two feats, as well as a few other things. Compare with Orcs. Orcs get a rage, +2 to fort, and +2 to two different skills, as well as being very hard to kill. They seem to be of equal balance. Elves get a +2 to three skills, a 1/day +10 to something, boni against enchantments, and ability to get past concealment somewhat. So the humans have more skills and feats, while the other races get actual abilities. I don't see an issue.

This is what I meant by comparing all the options at the same time; as long as the power is consistent inside the system, who cares how it compares to a Monk or Fighter?

theDuskling
2012-08-09, 06:31 PM
there are some class and race abilities giving a bonus feat which may be switched for another one per 24h. But it is not clear how much time it needs to reselect, is it like preparing spells or every time as a free action?

Kholai
2012-08-09, 07:11 PM
While I understand the reasons you would want to do so, I'm not going to outright limit non-core sources. I learned my lesson with the multiclassing thing - those kinds of decisions are best left to individual groups.

That's fine. I would suggest you consider the possibility of including a few simple advisories later on about what should be avoided, like mixing in classes or prestige classes.

For example, what happens if you take Monk 1 / Brawler 5? Now the Brawler's lost an attack, but gained an attack at full BAB -2. Their attacks now count as natural weapons (+Die size from INA), get twice their Wisdom to AC, and have the Stunning Fist feat for free (which can otherwise never be got in E6).


One point; the human's bonus feats in E6 go from being amazing to being... meh. I think that the humans are balanced with the other races. They get +4 to two skills and two feats, as well as a few other things. Compare with Orcs. Orcs get a rage, +2 to fort, and +2 to two different skills, as well as being very hard to kill. They seem to be of equal balance. Elves get a +2 to three skills, a 1/day +10 to something, boni against enchantments, and ability to get past concealment somewhat. So the humans have more skills and feats, while the other races get actual abilities. I don't see an issue.

This is what I meant by comparing all the options at the same time; as long as the power is consistent inside the system, who cares how it compares to a Monk or Fighter?

I'll be going into this deeper, later, as stated. However:

Humans get a free better than skill focus feat that stacks with skill focus - they are, quite literally, the best at any two skill they please.

Humans get more skill points than anyone else. This means they are simply better at more skills than anyone else, and they are better at two of those skills than anyone else - better than someone who invests a feat into it, a feat they can also get.

Their two bonus skills are class skills. This means they are, quite literally, able to insert any skill into any class, giving them roles no other race can get. The other races, on the other hand, get +2 to set skills that are not automatic class skills. A +2 in an untrained skill is worth ultimately less than a class skill.

They essentially have a two feat advantage over every other character. This means, effectively, they are two "levels" higher than everyone else. Level 22 may not have much of an advantage over level 20, but it's still a major, tangible advantage. These feats may change every single day, meaning that they get a free mini-retraining every day.

A +10 once per day on a single roll is valuable once per day, a +4 (+7 with a flexible Skill Focus, +9 with a flexible Negotiator feat) is valuable every time you need to use it, which is something the human can help influence.

The fact that their bloodlines (Metropolitan in particular) are better than the other races is something I'll go into later. +2 to Will Saves? Meet Half Elf. +2 to Fort? Half-Orc. Any of them if they really need to? "Lightning Reflexes" or its cousins.

Meanwhile, Orcs? Rage twice per day, unless they pick an archetype with Rage. "Raging as a Barbarian of their level" given twice means they rage as a barbarian of their level. Rage isn't exactly useful for a mage, or anyone of the smart classes, whilst it's wasted if they play as a barbaric class.

No longer disabled while dying? Diehard is not a good feat, it's a liability; it means that they are more likely to be killed as a potential threat than be left safely dying.

Rest assured, my comparative balance is not, and will never be, based on "Monk".


But it is not clear how much time it needs to reselect, is it like preparing spells or every time as a free action?

I believe that it is essentially it's a non-action, and is consistent with the Chameleon, the original feat switcher. This "just happens" at the beginning of the day.
You're never in combat, you're not required to invest any real time into it; if you've just started your day, then you can reselect the feat.

Sentinel:

I know this class is up in the air, so rather than comment on this as is, I'll just start straight off into a possible revision:

HP: D12
Skillpoints: 4 per level.
BAB: High
Fortitude: High
Reflex: Low
Will: High

Proficiencies: A sentinel is proficient with light, medium, and heavy armor, as well as all shields (including tower shields). He is proficient with simple and martial weapons.

Level 1:
Archetype: (Lesser)
Uncanny Dodge (Ex): The Sentinel 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.
Combat Versatility (Ex): The Sentinel counts as a Fighter of their Sentinel level for the purpose of qualifying for feats. If the Sentinel has levels in another class with the Combat Versatility feature, their levels stack for the purpose of determining their effective Fighter level.

Level 2:

Ferocious Defender (Ex): Enemies provoke an attack of opportunity from the Sentinel whenever they make a melee attack against a target that is not the Sentinel. In the case of a full attack action, each individual attack provokes its own attack of opportunity.
Disrupt (Ex): At second level, whenever an opponent gives the Sentinel a chance to make an attack of opportunity with their Ferocious Defender ability, the Sentinel may instead choose to make a special attack of opportunity that deals no damage. If this attack of opportunity hits, then the target must make a Fortitude Save of DC 10 + half the Sentinel's class level + the Sentinel's Constitution modifier. If they fail their save, then the attack misses as though the target failed to beat the targets Armour Class. The Sentinel may use Disrupt up to once per round at level 2, twice per round at level 5.
This ability counts against the number of Attacks of Opportunity the Sentinel may make each round. It does not permit them to make more Attacks of Opportunity than they normally would.

Level 3:

Archetype: (Medium)
Flexible Feat (Ex): The Sentinel gains a bonus Flexible Feat at level 3. This bonus feats must be drawn from the feats noted as fighter bonus feats. The Sentinel may change their Flexible Feat for another fighter bonus feat for which they qualify for at the beginning of each day , though the Sentinel must still qualify for all their Flexible feats they have selected.
Flexible feats may not be used as the prerequisites for non-Flexible feats.

Level 4:

Steel Wall (Ex): At fourth level, once per encounter a Sentinel may choose to automatically succeed at a reflex save against an effect that allows a reflex save for half damage. They may only use this ability if they are wearing heavy armour and holding a shield.
Interpose (Ex): At fourth level, so long as the Sentinel is conscious and capable of actions, they may choose as a free action during their turn to grant one ally within 5' Soft Cover from all ranged attacks until the next turn. Should any attack beat the ally's regular AC but miss due to this Cover bonus, then the attack strikes the Sentinel, even if their attack roll would not normally be enough to do so. Should the ally move more than 5' away from the Sentinel then this bonus is lost.

Level 5:
Momentum (Ex): At fifth level the Sentinel may make an additional attack of opportunity per turn. This stacks with any additional attacks of opportunity provided by Combat Reflexes.
Disrupt.

Level 6:

Shrug Off (Ex): Once per encounter as an immediate action the Sentinel may choose to ignore all damage from a single source. They may only do this immediately before damage is rolled.
Archetype: (Major)


Design principles used:
Three abilities including archetype at level 1, two abilities each level after.

Class features are named after existing class features wherever possible.

Where clearly distinct, class features are differentiated by name for clarity.

Class depends on three stats, one primary, two secondary.
- Constitution for health and Disruption DC.
- Dexterity for maximising Attacks of Opportunity.
- Strength for maximising Melee Damage.

Improvement:
Base level 1 class gives archetype bonus and basic tools for operation.
- Heavy armour, tower shields, swords, counts as a Fighter, biggest Hit Die.

Class gains the biggest jump at level 2; 1/3 level investment gains the defining feature of the class.
- Attack of Opportunity whenever an ally is attacked, and the Sentinel may use that Attack of Opportunity to force the attack to miss, at the cost of dealing no damage. No benefit to protecting himself, and only applies to those close enough for them to threaten.

Minor-ish bonus at level 3, plus archetype bonus.
- Flexible Fighter Feat.

2/3 level investment gains an additional core benefit to the class' primary role.
- Steel Wall gives them automatic "non-evasion", helping keep their hitpoints high, whilst Interpose allows them to help protect their allies from ranged attacks.

Level 5 gives another big jump for their primary role.
- An additional Attack of Opportunity every round, combined with an extra use of Disrupt makes Sentinels twice as good as they were.

Level 6 gives class and archetype capstone.
- Shrug Off gets a benefit over the original in that it can be used continuously, but a penalty in that they can't save all three for the big boss fight.

Eldest
2012-08-10, 12:24 AM
Alrighty, so much there I want to respond to. In bold...


I'll be going into this deeper, later, as stated. However:

Humans get a free better than skill focus feat that stacks with skill focus - they are, quite literally, the best at any two skill they please.

Yup, humans now have a niche: we are very skilled.

Humans get more skill points than anyone else. This means they are simply better at more skills than anyone else, and they are better at two of those skills than anyone else - better than someone who invests a feat into it, a feat they can also get.

See above. That is the human specialty.

Their two bonus skills are class skills. This means they are, quite literally, able to insert any skill into any class, giving them roles no other race can get. The other races, on the other hand, get +2 to set skills that are not automatic class skills. A +2 in an untrained skill is worth ultimately less than a class skill.

They essentially have a two feat advantage over every other character. This means, effectively, they are two "levels" higher than everyone else. Level 22 may not have much of an advantage over level 20, but it's still a major, tangible advantage. These feats may change every single day, meaning that they get a free mini-retraining every day.

First, in epic E6, 5 feats are the equivilant of a level. Second, how would you rank all day, permanent disguise self? Gaining powerful build? Are those equal to having 2 feats?

A +10 once per day on a single roll is valuable once per day, a +4 (+7 with a flexible Skill Focus, +9 with a flexible Negotiator feat) is valuable every time you need to use it, which is something the human can help influence.

Can't have 2 flex feats, only one. And this guy is devoting a ton of resources on one skill; it should certainly pay rich dividends.

The fact that their bloodlines (Metropolitan in particular) are better than the other races is something I'll go into later. +2 to Will Saves? Meet Half Elf. +2 to Fort? Half-Orc. Any of them if they really need to? "Lightning Reflexes" or its cousins.

You may have a point here. But you are picking the most powerful ones to demonstate. Compare them with the Whisper Gnome, the Drow, the Durogar. Stoutheart halflings get +2 to all saves, that's three feats worth right there. All of the Changeling bloodlines are great. Jotun bloodlines are kind of bland but good.

Meanwhile, Orcs? Rage twice per day, unless they pick an archetype with Rage. "Raging as a Barbarian of their level" given twice means they rage as a barbarian of their level. Rage isn't exactly useful for a mage, or anyone of the smart classes, whilst it's wasted if they play as a barbaric class.

Really? So extra con is never a good idea? I'd suggest making it so that the orcs can cast while they are in a rage, but really, I'd like to make an orc mage. I think it'd be a great idea. And why wouldn't a smart class want a melee boost in combat?

No longer disabled while dying? Diehard is not a good feat, it's a liability; it means that they are more likely to be killed as a potential threat than be left safely dying.

True, but together with One With The War Drums (admittedly very hard to get), you are insanely powerful. And it's still a feat. You were recommending skill focus and negotiator above.

Rest assured, my comparative balance is not, and will never be, based on "Monk".

Never thought it was, and wasn't meant as an insult. I'm still trying to convince you to look at the project as a whole and review, instead of the piecemeal version you are doing.

Gnorman
2012-08-10, 06:50 AM
Oof, and if you think Kholai is being brutal, I just got torn a new one over on TGD (http://tgdmb.com/viewtopic.php?t=53570). Though I think they focus a bit too much on the black mage, they make some good points. Going to need to rebalance quite a bit going forward here.

Kholai
2012-08-10, 07:33 AM
Yup, humans now have a niche: we are very skilled.

Humans were already very skilled, and were already the best race from an optimisation standpoint. Now they are the best at any two or three particular things, as well as being the best at "having more skills than anyone else", and they are still the best at most everything else, as they have a two feat advantage.

I am of the opinion that you (and others) are severely underestimating the value of skills and skillpoints.

Favoured class Any means Humans are the only class that can pull off a 3/1/1/1 build in any primary class too, if you use favoured class for some reason.


First, in epic E6, 5 feats are the equivalent of a level.

My apologies, then I misspoke. Instead they are merely 10,000 Exp ahead of everyone else.

The main advantage of being non-human - increased attributes beyond human capacity - is gone. Now humans get to boost their primary attribute without losing their secondary attributes; no longer is a 20 the domain of the inhuman.


disguise self?

1,800 GP. Changelings, whilst my favourite race, are not a powerful one.


Gaining powerful build

Outside of the ability to use larger weapons, this is a single feat.

With the ability, since wielding larger weapons does not grant larger reach, this is borderline better than Weapon Specialisation so long as you aren't an unarmed combatant or mage who doesn't really do much.

With a character that intends to avoid being in situations where size modifier is a factor, or where it's irrelevant, then at best this is mediocre, D&D rewards specialisation, and a bonus in something that's not a core focus is almost always worse than a bonus in something that is a core focus.

Incidentally, since we're assigning value:

+4 to two skills of your choice? Better than two feats, better than a +4 to a set skill you cannot change.
Two class skills? Feat - Able Learner allows 1 point rank increases cross class, it doesn't let you boost them as high. Making two skills class skills is therefore a feat.
Bonus Feat? One Feat.
Flexible Feat? One and a half feats at least.
Martial Weapon Proficiency in a single weapon: Technically a feat. Let's call it 1/4 of a feat.
Metropolitan: Two and a half feats. Noble: A feat. Half-Orc: About a feat and a half. Half-elf: Two feats. Rural: A feat.


Can't have 2 flex feats, only one. And this guy is devoting a ton of resources on one skill; it should certainly pay rich dividends.

Misread, sorry. How many resources are they devoting though? A flexible feat they can change at a whim so there's absolutely no opportunity cost? A skill bonus and class skill into the skill they wanted anyway? Skill points which they get more of than anyone else anyway?

No, they are not devoting a ton of resources into one skill. A +13 is what they get by just investing "as many resources as any other character who maxes a skill", a +16 is what they get for the cost of a daily application of their anyfeat if they know they're going to be using that skill a lot today, a +18 is what they get if they actually devote one feat to it.

The cool abilities are awesome and fun, skill rolls that belong to level 10 characters? Not quite so in the spirit of things.


Compare them with the Whisper Gnome, the Drow, the Durogar. Stoutheart halflings get +2 to all saves, that's three feats worth right there. All of the Changeling bloodlines are great. Jotun bloodlines are kind of bland but good.

Whisper Gnome: Two and a half feats. One of those feats is Dash.
Duergar: Two and a half feats.
Stoutheart Halfling: Feat. They are gaining +1 to all saves, not +2. Any level 1 human can take Luck of Heroes for +1 to all saves and +1 to AC.

Drow: 3-times a day SR (again needs to be changed to immediate action, and brings up awkwardness about awareness about the spell)? This gives a 50% chance of resisting three spells from an equal level spellcaster that doesn't have Spell Penetration, a 35% chance from a spellcaster with it, and a 25% chance from one with Greater Penetration.

I'd go with one feat. SR 3/day is drastically weaker than SR. You can't boost it, it doesn't scale with actual-threat spellcasters, and SR gets its value by the law of averages - your opponents will sometimes fail the roll through weight of rolling. The net result of this is 1 spell resisted against an equal level caster on average per day. At level 6, this drops to less than 1 spell resisted per day as spell penetration comes into the fore.


Really? So extra con is never a good idea? I'd suggest making it so that the orcs can cast while they are in a rage, but really, I'd like to make an orc mage. I think it'd be a great idea. And why wouldn't a smart class want a melee boost in combat?

Extra con whilst you what?

You get -2 AC, meaning you will take more damage. Barbarians get DR and the highest Hitdie for a reason.
If you take more than your regular HP, you will still keel over at the end of the rage. If they take enough damage where the rage bonus is actually useful, then they've taken enough damage where they're dying at the end of rage.
If you rage, you can't use most Cha, Dex or Int skills (aka: Most skills), any ability that requires patience or concentration (as a DM, I would certainly rule out "setting traps" and "activating complex inventions"; I'd be pretty leery of "tapping into encyclopedic knowledge" too).
A lot of the smart classes would probably like to be smart, something that stops them being smart, makes them more vulnerable to injury, and means they are actually encouraged to split resources to melee (since when all you have is a hammer...). Again, it's better to have a resource that helps you do what you are good at. Resources that make you average at what you are not good at are mediocre.
On top of that, they become fatigued the moment they drop rage, giving them even more penalties for the rest of the encounter.

One of his favoured classes is the Red Mage, which he is singly worse at than any other race in the compendium. As a result, the only classes for which Orcs get much utility at all are melee classes, two of which have access to rage anyway.


True, but together with One With The War Drums (admittedly very hard to get), you are insanely powerful. And it's still a feat. You were recommending skill focus and negotiator above.

In regular play, Skill Focus is situationally useful for the creation of a skilled character to achieve tricks and advantages normally not available to you.
In E6, Skill Focus is much more useful because it's at least a 33% bonus to your actual skill ranks, and feats are more freely available.

In all play, Diehard is a liability that means you die more often than you dying, or offers an ability which can be granted by ranks in Autohypnosis (which the human has as an optional class skill).

This is actually worse than a feat, because the orc doesn't auto-stabilise, he's just dying whilst still presenting a target.
With this or with One with the War Drums, in either case applying 1 point of nonlethal damage will render the Orc unconscious anyway.


Never thought it was, and wasn't meant as an insult. I'm still trying to convince you to look at the project as a whole and review, instead of the piecemeal version you are doing.

There is unfortunately the not small issue of "time" involved here. I may devote several hours to exploring a particular class or archetype, comparing all of them at once requires understanding what each can do.

Rest assured that as previously stated I shall be comparing both classes and races side by side once I have gone through them individually. Until this point I will still be mentioning issues that place them clearly above what I would consider a reasonable level above high-tier E6 play, or any other issues where they are not to my mind functioning as intended.


Oof, and if you think Kholai is being brutal, I just got torn a new one over on TGD. Though I think they focus a bit too much on the black mage, they make some good points. Going to need to rebalance quite a bit going forward here.

My apologies if I do come across as being this negative to anyone, I'm aware that I can come off as rather blunt, but I am trying to be constructive and provide a mechanical perspective.

And don't worry Gnorman, the party Brawler is way better at holding ground than a giant scorpion - to an insane degree.

Since there's been nothing on my suggestions for the Sentinel, and the Zealot is similarly under construction, and the Engineer has already been thoroughly examined, I'll be moving onto the Noble next.

ZeltArruin
2012-08-10, 07:36 AM
Oof, and if you think Kholai is being brutal, I just got torn a new one over on TGD (http://tgdmb.com/viewtopic.php?t=53570). Though I think they focus a bit too much on the black mage, they make some good points. Going to need to rebalance quite a bit going forward here.

Some of their points are relevant, sure, but lots of it seems to just be complaining for the sake of complaining. Maybe the problem lots of us have that are following, or creating in your case, have is that we have been here for a long time, we have seen the evolution of these classes and it's hard for us to take a step back now and see where you were coming from and what the classes wanted to do. I mean, I am kinda confused about their feedback, saying that it is hard to read and follow, because that mostly just sounds like they are being lazy.

Basically, this is what I got from most of those posts: "I can't read this!", "Too many class features", "no balance"(might actually be relevant), "archetypes are dumb", "looks boring", etc. I think one of the issues might be the nature of that board towards rather scathing reviews of anything, though I don't know this for sure. Just because they are really critical doesn't mean that their opinions are always well based.

Ugh, whatever, I wrote more about this than I wanted to, but I got a good laugh out of the link.

Gnorman
2012-08-10, 07:46 AM
I don't actually think you're being brutal at all, Kholai, just a small joke at the various controversies springing up. I very much appreciate the fine-toothed comb you're applying here, and it's been very enlightening for me personally to see the consequences (intended or not) of my choices. All I can say is that I will continue to try and improve my work as much as possible. And maybe not take TGD's comments too much to heart (I'll admit, it was kind of a tough read as I respect the hell out of Frank and K, but they're entitled to their opinions and I to mine). Plus, I think that site hates everything.

I haven't had enough time to work through your suggestions for the sentinel, but I will soon. I toned down the human as well - Versatility has been changed to simply adding skills as class skills. I may change it to a floating class skill, because I've also given them the ability to reinvest their bonus skill points each day. They only get one bonus feat now, and can't move it around until 6th level. Hopefully this should prevent them from being categorically better at skill checks than anyone else, but still preserve their versatility. Oh hey, I found this book on architecture? After I read it (i.e., tomorrow), I'm going to suddenly have full ranks in Knowledge (architecture and engineering). It may beggar belief as to how the party brawler became an expert forger overnight, though, and I'm sure Use Magic Device will be a very popular choice.


Some of their points are relevant, sure, but lots of it seems to just be complaining for the sake of complaining. Maybe the problem lots of us have that are following, or creating in your case, have is that we have been here for a long time, we have seen the evolution of these classes and it's hard for us to take a step back now and see where you were coming from and what the classes wanted to do. I mean, I am kinda confused about their feedback, saying that it is hard to read and follow, because that mostly just sounds like they are being lazy.

Basically, this is what I got from most of those posts: "I can't read this!", "Too many class features", "no balance"(might actually be relevant), "archetypes are dumb", "looks boring", etc. I think one of the issues might be the nature of that board towards rather scathing reviews of anything, though I don't know this for sure. Just because they are really critical doesn't mean that their opinions are always well based.

Ugh, whatever, I wrote more about this than I wanted to, but I got a good laugh out of the link.

Stepping back and examining the work is definitely the hardest part, and trying to maintain an objective eye is almost impossible. I don't think it's hard to read at all, but I know it like the back of my hand. To someone reading for the first time, yeah, it's kind of a daunting pile of text. Their points about balance are definitely the most relevant, but they're not privvy to my design goals and so it can't be held against them. It's supposed to be more powerful than standard E6 (well, in some regards), they're supposed to have class features at every level, et cetera.

On a somewhat-related note (I probably did spend more time on Google image search than class design): I've thought about this for a while now, and I will be removing the pictures from this thread. They're not my work, simple as that.

Eldest
2012-08-10, 08:41 AM
Didn't Djinn in Tonic start his E6 thing after getting the idea from you?

Gnorman
2012-08-10, 08:43 AM
Didn't Djinn in Tonic start his E6 thing after getting the idea from you?

Oh, god, no. He started his project back in 2008, which as you can easily tell was before I even joined the boards. If anything, he was my inspiration.

Eldest
2012-08-10, 09:10 AM
Ah, ok, got confused. Hm. Now I'm going to go look at that project...

Gnorman
2012-08-10, 09:14 AM
It's a very elegant system, much more free-form than my own - you basically design your own class, though he does provide examples. Unfortunately, I believe it has been abandoned.

Kholai
2012-08-10, 09:17 AM
Checking through the brawler changes, it occurs to me that you indicated that the Brawler wasn't going to be a "spiritual mystic" type versus "punch things until they stop moving" class, right? If so, perhaps you should consider moving the "spiritual" things like Mystic Resonance and high Will saves back exclusively to the Cenobite (who would instead gain an untyped will save bonus equal to half their level).

For general balance/gameplay considerations, how would you feel about extracting the "base-class" capstone entirely, and keeping level 6 as the Archetype capstone?

Toned down versions of the capstone would potentially be spread to earlier levels (in-fill, to maintain a consistent "two new things" pattern), or moved to the Archetypes?

So the Level 6 Brawler (I use them so much because they're at the top of the list) would be archetype (greater) only.

Cenobite would get Mystic Resonance as a capstone 1/encounter.
Bruiser would get Hammer Fist 1/encounter (they benefit from more Str the most anyway)
Blink and you'll miss me may be modified to omit 50% concealment (20% concealment might still be okay), and put into level 4, possibly as: "once per encounter the brawler may move up to double their move speed as a move action. They are fatigued until the end of their next round".

Noble Level 6 to be editted in when I'm done.


Noble Level 6

Proficient with Simple and Martial Weapons.
Proficient with Light and Medium armour, and Shields (Except Tower Shields).
May take 10 on Diplomacy, Intimidate and Bluff checks (Without an "always", this is redundant).
Always rush all Diplomacy checks.
May basically use Intimidate as a diplomacy check except with more penalties and restrictions.
May demoralise as a move action.
May give up a swift, move or standard action to grant the same to an ally - one type per turn. (I would suggest that move action be the level 2 version, rather than the swift, and that this be restricted to Half Class Level + Charisma times per day)
"Gold Standard"
May spend full-round actions to give all his buddies within 30' 5 Temporary HP and 10' move speed. Presumably whilst giving out swift actions and 5' stepping.

+4 Attack
+5/+5/+2 Saves (I would suggest, thematically, it might be more appropriate to be Ref/Wil instead. Nobles are rarely reknowned for their robust health.)
9-40 + Con HP
6 + Int Maxed skills.

Once per encounter:

As a move action, all allies within 30' of the noble double their base speed for a round and may move immediately.
As a full-round action, one ally within 30' immediately takes a full round's worth of actions.
As an immediate action, all allies within 30' may to make a single melee or ranged attack as an immediate action.


The first issue here, is that Diplomacy is insanely overpowered, and has always been insanely overpowered. By RAW, there's no real need for any combat skills, because you will never fail a roll.

5 Sense Motive, 5 Knowledge (N & R),5 Bluff, 9 Diplomacy and Skill Focus Diplomacy.

+19 before modifiers. You can grab a +2 from a Masterwork Tool (A masterwork purple hat with a long feather), and with a 20 Charisma (achievable by any non-dwarf from the E6C races) you have a +26.

Taking 10 as a rushed action at no penalty means that you can turn any Hostile enemy into a Friend automagically with a 1 level dip in Noble.

Intimidate without the negative modifiers afterwards is pretty much just as bad - It's a lot easier to beat an intimidate check overall; Their level + wis + bonus to fear saves (only their bonus against will saves) + D20 is almost invariably going to be lower than a DC 35, so intimidate away if you have the time and for some reason don't care to full round Diplomacy them.

The move action demoralise however, is fairly mediocre; the Noble must threaten them in melee to intimidate for a Shaken state for 1 round. A possible alternative to this one would be to make it possible within 30'.

Impel: As stated, should probably have a limit, it's much better than any Inspire X ability (The party mage may now basically has a quickened any spell ever from that extra standard action. Ray of Stupidity twice in a single round? You've just dropped half the Monster Manual.)

Gold Standard: Hirelings are a service. 50 GP per day hires me an infinite number of what level Hirelings again? Because they're all armed with Heavy Crossbows, Spears, and studded leather armour.

Casting Spells is a service, not a magic item. Any level 1 spell is at my disposal whenever there's someone there to cast it. I shall omit to use my identify items with Appraise, since I can just have someone cast identify for me.

Whilst my ten million hirelings are ravaging the countryside and earning me a kingdom to rule, I, and my twenty-three million guard dogs (and fifty million support staff to keep everyone fed and happy), shall be at home drinking my free 50 GP bottles of wine.

While I'm at it, I'll have ten million of my support staff using their free masterwork tools to make small toys to sell to children.

Discount: Potent but okay.
Free stuff: Once per day with a successful Diplomacy check by taking an hour to find the free thing. And yeah, probably limited to 5 GP, not 50 GP, since 5 GP is actually 50 days wages for most unskilled workers.

5/- DR + 10' move bonus? Extreme.

A lot of potentially horrifying issues with this one, including my concern that a Noble who actually takes their own turn to do cool things is a noble that is not fulfilling their potential.

Trundling around looking for things, D20 Modern has the:
http://www.d20resources.com/future.d20.srd/classes/field.officer.php

Who is basically the sort of role you're looking at here, except, like many things D20M, hilariously terrible.

It may however provide an appropriate base idea for the "noble" base class. Rather than having an entire class based around diplomancy and being insanely wealthy (insanely wealthy is not really a class feature), these could instead be an archetype - whose schtick is that they are a noble.

With this moved to archetype features, this would leave the noble ("Leader"? "Tactician"?) with a team director roll. Give them AOE full-round actions to give different advantages to their whole team, more advanced things as they improve, like Level 1: Target Ally gets Attack/Damage +1 on their turn, +1 per 2 levels (+1-+4), (Standard) Level 2: Single ally gets AC +1, +1 per 2 class levels (so +2-+4) (Standard) Level 3: Single Ally gets Temporary HP equal to the Noble's Charisma modifier. Level 4: May apply one of his directions to all allies except himself as a full round action. If he does so the bonus is halved. Level 5: May AOE direct allies as a standard action, or direct a single ally as a move action.

Eldest
2012-08-10, 09:18 AM
It was interesting reading the shift from G6 to G6+1 to G7 and what changed in his goals.
EDIT: Hm. The idea above is interesting. And Kholai, what do you think about choosing a baseline class and trying to balance around that one? It would give a similar effect to reviewing the entire project at once, while letting you go piecemeal as you are.

Kholai
2012-08-10, 12:32 PM
Noble edited in above. I hope you don't mind me just randomly plonking down full replacement suggestions like that Gnorman, it seems to be the most efficient way rather than trying to modify things piecemeal, then you're welcome to just pick and choose whichever parts appeal to you.

Just thought - would it be an idea to simply swap the Core and non-core spell lists? That way the non-core lists are still there and available, whilst the base chassis has everything required?


It was interesting reading the shift from G6 to G6+1 to G7 and what changed in his goals.
EDIT: Hm. The idea above is interesting. And Kholai, what do you think about choosing a baseline class and trying to balance around that one? It would give a similar effect to reviewing the entire project at once, while letting you go piecemeal as you are.

I am very happy to use a base class as reference. My personal favourite at this point is still the Poet (I'm a sucker for Jacks of all Trades). Level 2 spells, decent skills, decent melee, decent Hit Die...
It's actually got fairly tame archetype abilities for the most part, though I'd need to check that statement with each to make sure.

I'll be happy to take up another if there's a particular one that people feel is a better benchmark.

For this I would suggest first applying simple design principles which would then be stuck to whilst handling every base class (ignoring archetypes for the moment).

For example:

About two abilities per level - this includes archetype.
No hiding multiple abilities in a single ability (Combat Versatility is basically four abilities)
Manoeuvres/Spellcasting counts as an ability on all levels if present.
A scaling ability at level 1 as standard.
Capstone abilities for the base class at level 5 - mages get level 3 spells at level 5, and this is their capstone.
The most potent ability of each class overall should be their archetype capstone.
Classes should be generally Dual Attribute Dependent, with one tertiary attribute.
Avoid lolimmunity. - 99.9% of characters should not just be flat-out immune to things (BBEGs and monsters are the exception). It's not as heroic or as cool to bravely stand in front of a fireball when you're lolimmune to fire.
Avoid autowins - as with the tweaks to the Pit Fighter versus mages.
Base Classes must be competent at their intended role.
A Base Class that is competent in multiple roles must not be as effective as a specialist in that role - The Poet is a base class that is capable to an extent in all four roles, but they aren't the best in any of those roles.

You're welcome to suggest others as well, or in place of, these examples.

Eldest
2012-08-10, 01:14 PM
I might disagree with you on the 2 abilities per level thing; compare the spell casters on an odd level to melee, the brawlers (not capitalized here) should get some good abilities to match the new spell level they just got. Effectively, the mages would get one unmarked ability, while the melees only get an equivilant when they hit +6 BAB. Plus, some abilities are just going to be weaker or stronger than others, nothing you can do about it. I would recomend changing that to "Any given level should not be more powerful than any other level." So a collection of weak abilities would be on part with a new spell level and a minor boost. Seem good?

Also, the capstones for casters are not the level 3 spells, they are the level 4 SLAs.

Kholai
2012-08-10, 03:44 PM
I might disagree with you on the 2 abilities per level thing; compare the spell casters on an odd level to melee, the brawlers (not capitalized here) should get some good abilities to match the new spell level they just got.

If both characters are gaining abilities that support their archetype, and the non "mage" (non-magic/non-engineer/non-psionic/non-initiator) character is gaining two abilities where the mage is getting one, and both abilities are probably stronger than the one ability the mage gets.

Spells are pretty much the ultimate class feature so this should be easy to balance.

Restricting things to two per level has the added feature of keeping things simpler, though these features having more than one application (or modifying/improving multiple abilities).



Effectively, the mages would get one unmarked ability, while the melees only get an equivilant when they hit +6 BAB.

This is harder to account for; Chassis is not really an "ability" so much as it is "what the abilities are tied to", or "how they pay for an ability". You can't tie it to an extra ability because it's not tied to a class - You don't get BAB +6 as a capstone, you get it for having 1 level in any class which a full BAB.

It's more subtle with Hitpoints, skill points and saves, but it's there.



"Any given level should not be more powerful than any other level." So a collection of weak abilities would be on part with a new spell level and a minor boost. Seem good?

My only issue would be the difficulty getting multiple small things to compare "evenly" to few "big" abilities, but I'm willing to give it a go.



Also, the capstones for casters are not the level 3 spells, they are the level 4 SLAs.

This is an archetype capstone, not a base class capstone, and I would be strongly suggesting any level 4 spell is chosen from a very narrow list.

Gnorman
2012-08-11, 04:58 AM
I think the poet is a good balance point, too, placed as it is somewhat in the middle of all things.

I think I need to go over those 4th-level spells very, very carefully (Black Tentacles, Lesser Planar Ally, Polymorph, et cetera, probably have to go). A small part of me is thinking about removing them entirely, as it really does send the mage classes over the top compared to the others. I am considering replacing many of them with UA incantations, though.

Other points of order: I'm likely to remove non-core spells from the mage list, but keep them around as an "alternate" choice - same with initiator archetypes. I went through them and removed most of the homebrew disciplines (mainly because, as I said, most of those disciplines have ways of adding/substituting them), though I left Black Rain and Falling Leaf in the Deadeye, for reasons of there being no other ranged disciplines.

In my changes to the brawler class, I did remove most "or Intelligence" abilities, bringing the class perhaps closer to the standard monk than I would like. It's tentative, but I like your suggestions, Kholai. As well as the noble - I've never been happy with Gold Standard or the grand charlie foxtrot that is diplomacy. I think I'm going to make minions a standard class feature, not just limited to the tyrant. I've got to work on hunter traps and zealot auras, too.

wadledo
2012-08-11, 05:57 AM
Other points of order: I'm likely to remove non-core spells from the mage list, but keep them around as an "alternate" choice - same with initiator archetypes. I went through them and removed most of the homebrew disciplines (mainly because, as I said, most of those disciplines have ways of adding/substituting them), though I left Black Rain and Falling Leaf in the Deadeye, for reasons of there being no other ranged disciplines.

Didn't you already have a pure core list?
I'd have core only options be in a alternative rules section rather than just core only, if only because that will make it more likely for people to allow outside core things.

Gnorman
2012-08-11, 06:39 AM
Didn't you already have a pure core list?
I'd have core only options be in a alternative rules section rather than just core only, if only because that will make it more likely for people to allow outside core things.

I feel like it should be the other way around - design around maximum accessibility, and offer concessions to the converse.

Kholai
2012-08-11, 06:50 AM
I like the idea of fourth level spells being long and costly activities that are a serious undertaking for the mage that takes them. I'm not familiar with the UA rules but I'd be interested to see it.

Possible appropriate core spells might be:

Break Enchantment
Bestow Curse
Reincarnate
Scrying
Control Water
Dismissal
Divination
Discern Lies
Dispel Magic
Secure Shelter
Minor Creation
Arcane Eye
Detect Scrying
Lesser Geas
Illusory Wall
Hallucinatory Terrain
Stone Shape
Tongues
Neutralise Poison
Imbue with Spell-Like Ability
Sending
Command Plants
Armour of Darkness
Dominate Person
Tree Stride
Modify Memory
Mnemonic Enhancer

Maybe in a dedicated healer archetype, even Raise Dead.

Generally I'd expect these to be limited to 1/week instead.

Since everyone seems happy with the Poet, I'll be going over them next.

Gnorman
2012-08-11, 07:04 AM
deedle deedle deedle deeeee wowowowowow deeeeeeeeeeeeeeeeeee

(note: that is what a poet's music sounds like)

Eldest
2012-08-11, 10:14 AM
In-can-tah-tions! (http://www.d20srd.org/srd/variant/magic/incantations.htm)
(wooo-ooo! Wooo-ooo!)

wadledo
2012-08-11, 01:36 PM
I feel like it should be the other way around - design around maximum accessibility, and offer concessions to the converse.

My thought is primarily from the idea that if you design it with Core as the basis, and non-Core as an alternate option, people will be significantly less likely to use the non-Core option, because people are silly.

Kholai
2012-08-11, 02:01 PM
Forgot to say: Brawler getting bonuses from Wisdom is fine by me - Wisdom involves how aware you are of your surroundings, which is thematically how the brawler's talents work regardless.

Anyway, Poet with the earlier design principles applied:

Eye of Newt - Unchanged, Half spellcasting - So essentially a "half" ability each level, no capstone as it's without level 3 spells.

White: Trapfinding, healing, combat buffing.
Blue: Secret Door detection, unlock anything, mobility and concealment, limited combat buffing and "social" spells such as charms, limited debuffing.
Green: Healing, limited trapfinding, combat buffing, battlefield control, mobility and concealment.
Red: Blasting (With Fiery Burst, Searing Ray is 8D6 ranged touch no save), battlefield control, limited combat buffing (plus rarely, if ever, can a problem not be solved with the Mount spell, not least summoning a ton of terrified horse 40' in the air for 9D6 damage within 10', no save).
Black: "Social spells" in the form of disguise self and command, limited blasting, limited debuffing.

The Poet's role varies based on the lists chosen, but not a huge amount considering how few spells they get.

It's worth noting that because of the overlap issue with similar spell lists either having multiple effects for similar purposes or simply having the same spell, it's in the Poet's best interest to make the most of their unique ability to generalise into a very different field. Overall I'd say that Green/Red, Green/Blue or Blue/Red offer the most optimal combinations.

Inspirations:

Inspiration: A number of times per day equal to his poet level + his Charisma modifier, a Poet may produce magical effects known as Inspirations on those around him through spoken word, song or with an instrument, though the quality of the performance is irrelevant to the power that sound contains.

Starting an Inspiration is a standard action. Some inspirations require concentration, which means the poet must take a standard action each round to maintain the ability. Even while using Inspirations that don’t require concentration, a poet cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf poet has a 20% chance to fail when attempting to use inspirations. If he fails, the attempt still counts against his daily limit.

The Poet is considered to have the Bardic Music class feature for the purpose of qualifying for feats. Any effect that applies to Bardic Music instead effects their Inspiration ability.

[Note: Fascinate is Perform dependent, and therefore incompatible with the Poet ethos, as such, it has been removed, and a new inspiration included to replace it and Suggestion. Transparency with Bardic Music allows the Poet to use bard specific feats without a serious rewrite.]

- Inspire Courage (Su)

With this Inspiration a Poet may inspire courage in their allies (including themselves), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Poet perform. The effect lasts for as long as the ally hears the Poet perform and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.

Inspire Courage is a mind-affecting ability.

[Note: Unlike the Bard, none of the Poet's abilities scale, and are not counted as scaling accordingly. Effectively these are isolated abilities keyed off of Inspiration uses.]

- Inspire Competence (Su)
A Poet of 2nd level or higher can use an Inspiration to help an ally succeed at a task. The Poet must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Poet's performance. Certain uses of this ability are infeasible. The effect lasts as long as the Poet concentrates, up to a maximum of 2 minutes. A Poet cannot inspire competence in themselves. Inspire competence is a mind-affecting ability.

[Note: Moved to level 2 for consistent accumulation of abilities.]

- Inspire Health (Su)

A Poet of 4th level or higher can use an Inspiration to fill their allies (including themselves) with supernatural vigour. Allies must be within 30 feet and able to see and hear the Poet.

Allies get Fast Healing 1 as long as he or she continues to hear the Poet's performance and they are beneath 50% of their maximum hit points. The effect lasts as long as the Poet concentrates, up to a maximum of 2 minutes.

[i][Note: Renamed for consistency, despite my appreciation for the original name.]

The Food of Love: At second level, the Poet gains Sonic Resistance 5, this increases to Sonic Resistance 10 at level 5.

Words of Power (Su): At third level, the Poet learns to fuel their performances with magical power. As a standard action, the Poet may sacrifice one of their spells per day to recover one use of their Inspiration ability per level of the spell sacrificed in this way.

A Charmed Life (Ex): At sixth level, the Poet can no longer roll a natural one on anything - if he does, he may immediately gains a free reroll. They must abide by the results of the reroll, unless it is another natural one. They may do this a number of times per day equal to his charisma modifier (for a minimum of one).
Any time the Poet rolls a natural twenty, they may use this ability an additional time per day.

It takes no action to use this ability.

[Note: Amended for balance - the ability to not just "ignore failure on 1" for everything, but also reroll for a guaranteed chance of a better result" is superior to epic feats.]



This all would leave the Poet looking like this:

{table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2

1st|+0|+0|+2|+2|Archetype Power (Lesser), Eye of Newt, Inspiration, Inspire Courage|2|-|-

2nd|+1|+0|+3|+3|Inspire Competence, Sonic resistance 5|3|0|-

3rd|+2|+1|+3|+3|Archetype Power (Moderate)|3|1|-

4th|+3|+1|+4|+4|Inspire Health|3|2|0

5th|+3|+1|+4|+4|A Charmed Life, Sonic resistance 10|3|3|1

6th|+4|+2|+5|+5|Archetype Power (Greater)|3|3|2[/table]

Eldest
2012-08-11, 02:10 PM
Words of power is pretty awful. You get around 4 inspirations per day at level one, and you will get up to about 10 at level 6. Why would I burn a spell to do it again? I don't see the point of removing The Food of Love, it doesn't do much. Overall, that kinda seems bare.

Kholai
2012-08-11, 03:10 PM
Words of power is pretty awful. You get around 4 inspirations per day at level one, and you will get up to about 10 at level 6. Why would I burn a spell to do it again? I don't see the point of removing The Food of Love, it doesn't do much. Overall, that kinda seems bare.

I've intentionally left it as bare as possible. I'd sooner have too little and we then add to it than start out too extreme.

Food of Love as a flat immunity is against the design principles I was working on.

Sonic Resistance 5 on its own would be fine as a half ability, however.

Words of Power on its own is a half-ability; for the base Poet it's uninspiring (1-2 inspirations for a spell isn't a great trade-off), but would the Banshee, for example, be happy to spend a level 1 spell to AOE damage/stun an extra time?

Any ideas on toned down versions of the capstone that might make another half ability or two?

Edit: Table and info updated.

Eldest
2012-08-11, 04:54 PM
So if you are going for 2 abilities worth per level, would you mind listing number of abilities that design has as is?

Kholai
2012-08-11, 05:15 PM
So if you are going for 2 abilities worth per level, would you mind listing number of abilities that design has as is?

Level 1: Half Spellcasting, Inspirations (Pseudo Ability), Inspire Courage, Archetype (Minor)

2-2.5 abilities. Inspiration itself is a non-ability, Half Spellcasting at this level is essentially two cantrips so its value is fairly low at the moment, but I'm happy with a slightly stronger start to a class.

Level 2: Inspire Competence, Sonic Resistance 5, Half Spellcasting

Sonic Resistance 5 is half as potent as the Warlock equivalent, so this is about two abilities.

Level 3: Words of Power, Half Spellcasting, Moderate Archetype

Depending on the potency of the Archetype ability when they've been rendered approximately even, this is about two again, you're right that WoP isn't especially powerful.

Level 4: Inspire Health, Half Spellcasting.

One and a half abilities, casting just hit 2nd level spells though, which is a decent boost for the Poet.

Level 5: Charmed Life, Sonic Resist +5, Half Spellcasting

Two abilities again.

Level 6: Archetype power (Major), Half Spellcasting.

Half, plus capstone.

As an alternative, Sonic Resist +5 could be level 2, 4 and 6, and something else small but neat could go into level 5.

ZeltArruin
2012-08-11, 05:42 PM
The Noble
Gold Standard: The noble gains a 10% discount on all purchases. In addition, goods and services that costs 50 gold pieces or less (before discount) are considered free (they may not be resold, however), with the exception of magical and alchemical items. The noble may also identify magic items with a successful Appraise check, with the DC equal to 20, plus one for every 500 gp of the price of the item in question.

There's a bit of a problem with this. With no limitations, you could effectively walk into a city and own everything for sale in it less than 50gp. Or, you could hire an entire army of hirelings, also for free.

Gnorman
2012-08-11, 05:58 PM
There's a bit of a problem with this. With no limitations, you could effectively walk into a city and own everything for sale in it less than 50gp. Or, you could hire an entire army of hirelings, also for free.

Oh yeah. It's on the chopping block.

Gnorman
2012-08-12, 05:32 AM
A hypothetical redesign of the black mage:

{table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2|3

1st|+0|+0|+0|+2|Archetype Power (Lesser), Spellcasting|5|4|-|-

2nd|+1|+0|+0|+3|Advanced Learning, Rebuke Undead|6|5|-|-

3rd|+1|+1|+1|+3|Archetype Power (Moderate)|6|6|3|-

4th|+2|+1|+1|+4|Advanced Learning, Fell Knowledge|6|6|4|-

5th|+2|+1|+1|+4|Minion Mastery|6|6|5|3

6th|+3|+2|+2|+5|Advanced Learning, Archetype Power (Greater)|6|6|6|4[/table]

Fiendish Familiar gets axed due to being overly powerful

Advanced Learning: the black mage may add one spell to his list of spells known. This spell may not be of a higher level than the highest level of spells the black mage is normally capable of casting. This spell may be from the conjuration or necromancy schools, and may be drawn from either the sorcerer/wizard or cleric spell lists.

This would assume core-only spell lists, allowing mage classes to access non-core choices with Advanced Learning. This would also allow two necromancers, for example, to differentiate themselves a little.

Another possibility for reining in mage classes: d4 HD and no armor proficiency.

Kholai
2012-08-12, 06:08 AM
A hypothetical redesign of the black mage:

{table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2|3

1st|+0|+0|+0|+2|Archetype Power (Lesser), Spellcasting|5|4|-|-

2nd|+1|+0|+0|+3|Advanced Learning, Rebuke Undead|6|5|-|-

3rd|+1|+1|+1|+3|Archetype Power (Moderate)|6|6|3|-

4th|+2|+1|+1|+4|Advanced Learning, Fell Knowledge|6|6|4|-

5th|+2|+1|+1|+4|Minion Mastery|6|6|5|3

6th|+3|+2|+2|+5|Advanced Learning, Archetype Power (Greater)|6|6|6|4[/table]

Fiendish Familiar gets axed due to being overly powerful

Advanced Learning: the black mage may add one spell to his list of spells known. This spell may not be of a higher level than the highest level of spells the black mage is normally capable of casting. This spell may be from the conjuration or necromancy schools, and may be drawn from either the sorcerer/wizard or cleric spell lists.

This would assume core-only spell lists, allowing mage classes to access non-core choices with Advanced Learning. This would also allow two necromancers, for example, to differentiate themselves a little.

Another possibility for reining in mage classes: d4 HD and no armor proficiency.

Without going too deep into it, looks good to me. A few levels where it pushes the envelope a little, but nothing serious.

I would consider stripping out "cast in armour" and leave it with Red (and possibly certain archetype) mages. I'm less sold on the D4; mages are half cleric, half mage, so a D6 seems an adequate compromise unless further testing demonstrates them to be just that good.

Dead_Jester
2012-08-12, 08:51 AM
Another possibility for reining in mage classes: d4 HD and no armor proficiency.

The Mage class chassis doesn't really need any reigning in, as any problem stem from the actual spells and abilities; artificially weakening mages to somehow "compensate" only makes them squishier in a game where healing is much rarer than in standard d&d and where resurrection is almost unheard of. The fact that most casters can't have access to all the buffs usually used to compensate for their little health and armor (things like Mage Armor, Blur, Invisibility, and all the other spells that make arcane casters somewhat durable) already accentuates this.

Also, the d4 is just too small for a player character, especially in the post 6th level experience; it's why Pathfinder removed it.

Gnorman
2012-08-12, 06:43 PM
Points duly noted, and the d6 HD will remain. I think light armor proficiency will also stick around, as my concession for the reduced spell lists.

Black mage has been converted to core and Fiendish Familiar has been removed - mages probably shouldn't get to be two characters in one, and there's always Obtain Familiar if they can't live without it. This will also mean that the Elementalist green mage will have his companion removed, when I get to it.

Nihilarian
2012-08-12, 07:06 PM
There's also Wild Cohort if you want Animal Companion-lite

Gnorman
2012-08-13, 09:42 PM
The sentinel, while not quite complete, has been overhauled. Interception was an awkward mechanic, requiring an attack roll to avoid another attack roll. Now it allows the sentinel's allies to use the sentinel's armor class instead of their own (well, at least the armor bonus component of that). Should hopefully be a little smoother and more elegant. The sentinel can now also challenge all foes within a certain radius to attack him and him alone. I should probably have an ability that penalizes opponent who do not attack the sentinel, and I may fit that in elsewhere.

D-naras
2012-08-14, 05:46 AM
So, excepting the praetorian and bastion, interception makes an ally wear your full plate for an attack? To tell you the truth I don't really like it. What if the sentinel is caught sleeping naked with his wife by an assasin. He can't protect her then at all. Perhaps you should make it a flat +4 or +6 bonus (considering everyone can wear a chain shirt) or his armor bonus (so +8 usually), whichever is higher to help in cases like that. Also his challenge has an unlimited range, so he could challenge whole armies :smallbiggrin:. I guess E6 Kratos dipped Sentinel. :smalltongue:

Gnorman
2012-08-15, 12:36 AM
So, excepting the praetorian and bastion, interception makes an ally wear your full plate for an attack? To tell you the truth I don't really like it. What if the sentinel is caught sleeping naked with his wife by an assasin. He can't protect her then at all. Perhaps you should make it a flat +4 or +6 bonus (considering everyone can wear a chain shirt) or his armor bonus (so +8 usually), whichever is higher to help in cases like that. Also his challenge has an unlimited range, so he could challenge whole armies :smallbiggrin:. I guess E6 Kratos dipped Sentinel. :smalltongue:

I see your point on the sentinel, though I do want to encourage them to be the heavily-armored tank. Perhaps an additional bonus to the ally's armor class equal to the sentinel's BAB? That would make even a naked sentinel capable of protecting someone somewhat.

Challenge's range is an oversight on my part. Will fix. Should be 30'.

I'm envisioning the new sentinel as sort of a combat-oriented chessmaster, repositioning himself and allies to best defensive advantage while penalizing opponents for choosing targets other than himself.

theDuskling
2012-08-15, 04:01 AM
i d prefer a flat bonus maybe increasing at lvl 6. If you get bab as bonus at first level just 5% of the attacks assuming the opponent needs to roll a 10 to hit miss due to the inception ability, which is to less to get really noticed.

in my eyes a flat +4 increasing to +6 at lvl 6 or a flat attribute modifier would do the it better.



the scoundrel->cutthroat got a problem at lvl 4 he got 8 maneuvers known but his very narrow list got only 6 possible maneuvers he can choose from. he might get another discipline like the iron heart or sth.

another thing is the blackmages->necros enervation spell-like ability. enervation got no save just a ranged touch attack and if its maximized and empowerd it is a no save instagib for any not immune e6 char. how bout giving him eduads black tentacles? they are no necromancy spell, but a necromancer is a conjurer aswell.

at last a suggestion of mine about the zealot->initiate. how about giving him the choice of taking blackmage instead of whitemage if the character is evil?

Kholai
2012-08-15, 06:19 AM
Not to rehash my original suggestion for the Sentinel here, but the Cover mechanic already exists and is inherently scaling for these purposes. It would easily be possible to give increased cover should the Sentinel be using a shield.

theDuskling
2012-08-15, 06:46 AM
yea but what would happen to those landsknechts out of there using two handed spears.

Kholai
2012-08-15, 06:53 AM
yea but what would happen to those landsknechts out of there using two handed spears.

Presumably they would wear a buckler, or not grant an improved cover bonus and be left at +4, no?

Gnorman
2012-08-15, 02:12 PM
i d prefer a flat bonus maybe increasing at lvl 6. If you get bab as bonus at first level just 5% of the attacks assuming the opponent needs to roll a 10 to hit miss due to the inception ability, which is to less to get really noticed.

in my eyes a flat +4 increasing to +6 at lvl 6 or a flat attribute modifier would do the it better.

the scoundrel->cutthroat got a problem at lvl 4 he got 8 maneuvers known but his very narrow list got only 6 possible maneuvers he can choose from. he might get another discipline like the iron heart or sth.

another thing is the blackmages->necros enervation spell-like ability. enervation got no save just a ranged touch attack and if its maximized and empowerd it is a no save instagib for any not immune e6 char. how bout giving him eduads black tentacles? they are no necromancy spell, but a necromancer is a conjurer aswell.

at last a suggestion of mine about the zealot->initiate. how about giving him the choice of taking blackmage instead of whitemage if the character is evil?

Black Tentacles is currently off limits as a Capstone spell. It's just too much. I should probably do the same with Enervation, due to things like Maximize and Empower SLA. Death Ward may be an appropriate replacement.

I'll look into the other parts. The zealot suggestion seems reasonable. I'm about this close to removing the initiator archetypes and relegating them to the "Alternate Classes" section.


Not to rehash my original suggestion for the Sentinel here, but the Cover mechanic already exists and is inherently scaling for these purposes. It would easily be possible to give increased cover should the Sentinel be using a shield.

Oops, I seemed to have missed those. I like the idea of granting cover, but Disrupt seems a bit like it would bog down combat (attack + opponent save for every time you use it). I don't generally like to use "two rolls to make it work" effects, though for powerful effects like engineer inventions or sage strikes I occasionally find it appropriate. I do like Ferocious Defender, though. I'd be more inclined to just say "Hey, if your Ferocious Defender AoO hits, you can choose to have it do no damage to stop the incoming attack."


yea but what would happen to those landsknechts out of there using two handed spears.


Presumably they would wear a buckler, or not grant an improved cover bonus and be left at +4, no?

Landsknechts sacrifice defensive abilities for increased covering area, seems fair. It and all other archetypes are in transition right now, to account for outdated mechanics.

EDIT: Working a bit on the warlock right now; progress has been slowed somewhat by real life.

Mangles
2012-08-16, 06:08 AM
That is quite a nerf to the engineer. The main problem now is nova and having no inventions the other rounds.

From the changes it looks like the engineer will now need to buy a weapon (probably ranged) unless they take a gun invention. This could be a positive thing, as before I don't think I really used any of the engineers weapons, just his bombs and things.

This makes the engineer more a rouge with a couple of tricks up his sleeve but with less damage output. Whether this balances with the other classes though, I'm not sure.

Gnorman
2012-08-16, 03:24 PM
That is quite a nerf to the engineer. The main problem now is nova and having no inventions the other rounds.

From the changes it looks like the engineer will now need to buy a weapon (probably ranged) unless they take a gun invention. This could be a positive thing, as before I don't think I really used any of the engineers weapons, just his bombs and things.

This makes the engineer more a rouge with a couple of tricks up his sleeve but with less damage output. Whether this balances with the other classes though, I'm not sure.

It was pretty significant yeah. I think though, after examining all the angles and hearing out all the suggestions, that it is the best route for the engineer. Being able to bust out five level three inventions in one combat was a bit much, especially when you consider that level three inventions were on par (or sometimes even better than) level three spells. Your typical mage class could technically do the same at the cost of all his level three spell slots for the day - the previous incarnation of the engineer could still have five level three inventions left. So it A.) could use more powerful effects than the mage B.) could use them more often than the mage and C.) was better than the mage in almost every other respect - HD, skills, class features, et cetera. Toning down Improvisation and breaking Inventions Per Day down into levels was a reasonable way to rein that in without sacrificing the core essence of what the engineer is supposed to do.

However, balancing it against mages is only the start - I need to make sure that it's balanced against the other skilled classes. Right now, in my estimation, the Engineer and the Poet are a good baseline for what skilled classes should be capable of - jack-of-trades, with wide variety and adaptability, but not the pinnacles of power. The Sage redesign might be a bit over the top there (it certainly was when it had spellcasting), the Noble has been redone in some respects but still needs some work, and the Scoundrel honestly probably needs a boost.

theDuskling
2012-08-16, 05:13 PM
the engineer just seems a little bit weak at first look,but there are so many cool alchemical items you may craft in an amount of time a player normally cannot afford.
he can as only class to repair damaged items.
he got some healing powers that will lower the resting time, the sawbones got the only resurrecting power till now. by the way will there be an incantation for it in the near future?
and he is damned good with splash weapons :D.

Gnorman
2012-08-17, 02:38 PM
In a move that I may or may not regret, I've decided to make base class capstones usable once per day. Partly for design consistency, partly because I think I may have veered more towards the generous side of resource management (which contradicts somewhat the intention of E6).

Morph Bark
2012-08-17, 04:48 PM
Whelp, since you said yes to my request, and to simultaneously put a post in here so I got it marked and can find this thread in 3 seconds instead of 5, I shall show you my new toys: races (http://www.giantitp.com/forums/showthread.php?p=13745332#post13745332)! Ones with similar mechanics as the E6 ones as here! Just, not for E6 specifically. Or as awesome. But mainly fitting more for my setting, is all.

I JUST WANTED TO SAY.

Gnorman
2012-08-19, 07:10 AM
Always happy to see new ideas take flight. I'll spend some time looking over your new races when I get the chance.

gkathellar
2012-08-19, 08:46 AM
It's been a long time since I last looked at this project — I'm glad to see it's still coming along, and coming along so nicely, to boot. The inclusion of more subsystems is good to see.

(Out of curiosity, why did you get rid of all the art you had up?)

EDIT: Also, why'd you cut the Intelligence-based part out of Brawler?

theDuskling
2012-08-20, 02:16 PM
Human Soldier
• +2 Strength
• For the purposes of qualifying for feats, soldiers treat their BAB as equal to their hit dice and count as fighters of their own level.

this makes the soldier rather a good race for non combat archetypes and a not that good one for especially the gladiator or the fighter, granting them no sub race special at all.

maybe he should get a martial weapon proficiency and medium armor proficiency and +1 attack and +1 damage for a weapon or +1 maximal dexterity mod and 1 lower armor penalty for one armor of choice.

and why did the half races completely disappear :(?

Nihilarian
2012-08-20, 02:32 PM
Because what if you want to play a dextrous human rogue and don't want some dirty elf blood in your veins?

No offense to any elves reading this.

theDuskling
2012-08-20, 02:37 PM
i could argue as well that i would not want to be some kind of a fish folk with big lungs XD, but i believe in co-existence..^^

who would get the job of the half orc bouncers :p.

well, the main point is that half races rooted in campaign settings like forgotten realms ^^

Nihilarian
2012-08-20, 02:41 PM
Humans, Jotun, Dwarves, Orcs...

Pretty much anyone but halflings and gnomes, probably. Though that would be a fun character idea. :smallbiggrin:

Nihilarian
2012-08-20, 03:01 PM
Gnorman, may I suggest adding a new race? A race called Half-Human for all of those people out there who want to play a Half-Orc or Half-Elf. I'm uncertain as to what abilities would be granted, as it should be significantly different from the human. Any ideas?

Eldest
2012-08-20, 03:05 PM
You guys know that the idea of the Cambion, Jotun, Changeling, and Nephilim is that they are human with a bit of demon, giant, fey, and angel blood mixed in? So all of his personal races are "half" human?

Nihilarian
2012-08-20, 03:07 PM
I am aware of that, but some people really like half-elves.

Wyntonian
2012-08-20, 03:11 PM
I am aware of that, but some people really like half-elves.

They. WHAT.

Nihilarian
2012-08-20, 03:15 PM
Yeah, I really don't get it either.

Regardless.

Morph Bark
2012-08-20, 03:20 PM
They. WHAT.

Fluff-wise, not mechanics-wise. :smallwink:

Nihilarian
2012-08-20, 03:21 PM
Fluff-wise, not mechanics-wise. :smallwink:I thought that was implied. :smallsmile:

Gnorman
2012-08-20, 04:12 PM
Honestly, I just thought I'd avoid the whole swampy morass implied by "half-breed" for now. I may return them in some form or another.

Also, I have sort of a crazy idea I've been kicking around for caster classes: spheres.

Flame
1: Burning Hands, Produce Flame
2: Flaming Sphere, Scorching Ray
3: Fireball, Flame Arrow

Healing
1: Cure Light Wounds, Goodberry
2: Cure Moderate Wounds, Lesser Restoration
3: Cure Serious Wounds, Remove Disease

Lifetheft
1: Chill Touch, Ray of Enfeeblement
2: Death Knell, False Life
3: Ray of Exhaustion, Vampiric Touch

In this system, mage classes would not have a fixed list but instead choose a certain number of spheres, with each archetype adding a bonus sphere. Would allow for more customization of spell lists, but would also be a bit laborious and possibly obviate the need for multiple classes. It may be more complicated than it is worth, but hey, what is this if not a forum for kicking around ideas, right?

wadledo
2012-08-20, 05:09 PM
Also, I have sort of a crazy idea I've been kicking around for caster classes: spheres.

So it's kinda like Domains.

Morph Bark
2012-08-20, 05:10 PM
In this system, mage classes would not have a fixed list but instead choose a certain number of spheres, with each archetype adding a bonus sphere. Would allow for more customization of spell lists, but would also be a bit laborious and possibly obviate the need for multiple classes. It may be more complicated than it is worth, but hey, what is this if not a forum for kicking around ideas, right?

If I don't make spellshaping the main way of spellcasting in my setting, this was something that I'd do.

Wyntonian
2012-08-20, 05:11 PM
Honestly, I just thought I'd avoid the whole swampy morass implied by "half-breed" for now. I may return them in some form or another.

Also, I have sort of a crazy idea I've been kicking around for caster classes: spheres.

Flame
1: Burning Hands, Produce Flame
2: Flaming Sphere, Scorching Ray
3: Fireball, Flame Arrow

Healing
1: Cure Light Wounds, Goodberry
2: Cure Moderate Wounds, Lesser Restoration
3: Cure Serious Wounds, Remove Disease

Lifetheft
1: Chill Touch, Ray of Enfeeblement
2: Death Knell, False Life
3: Ray of Exhaustion, Vampiric Touch

In this system, mage classes would not have a fixed list but instead choose a certain number of spheres, with each archetype adding a bonus sphere. Would allow for more customization of spell lists, but would also be a bit laborious and possibly obviate the need for multiple classes. It may be more complicated than it is worth, but hey, what is this if not a forum for kicking around ideas, right?


http://3.bp.blogspot.com/-eQAPZBmwBpk/T0CsTmU6pWI/AAAAAAAAAM4/vgKVhpqhPhc/s1600/mother-god-meme.jpg

I really like that... a lot....

wadledo
2012-08-20, 05:21 PM
So it's kinda like Domains.

Oh, wait, no.

It's exactly like AD&D Clerics. I'm all for this, AD&D clerics were fun.

Nihilarian
2012-08-20, 05:28 PM
I'm afraid I can't comment because I don't know what a sphere* is.

*Within this context. Heh.

theDuskling
2012-08-20, 05:31 PM
some ideas from my side:

- there could be something like advanced spheres, which need some inferior sphere as prerequisite.
f.e. the normal healing would give the cure spells, the better restoration, cure blindness deafness, remove curse.
This option would give the opportunity to trade versatility for power and vice versa.


In a way, that sounds like one of the principles behind Shadowcasting.

-- what is shadow casting? :)

- Spheres could give some special power / powers fitting to the type.
f.e. Healing could give +2 on Heal and you might expend a spell slot as swift. The advanced sphere could give the ability to cast healing and debuff spells with more range or with more potency.
The existing class features from the mages and their archetypes could make good powers as well.

- then maybe some spheres should make other spheres impossible to take, like either you are a healer or a life thief. this could make balancing easier and make things make more sense but could also shortens the variety of the system.

- a thing to think about if there is an ultimative all in one caster class, will it be free to chose a primary attribute or will every sphere have its own needed attribute. the sphere with charm person and suggestion might be charisma only while healing might be wisdom only.

on the other hand this seems like much afford. and the actual mage classes still cover all common and even not that common spell casters.

Morph Bark
2012-08-20, 05:33 PM
some ideas from my side:

- there could be something like advanced spheres, which need some inferior sphere as prerequisite.
f.e. the normal healing would give the cure spells, the better restoration, cure blindness deafness, remove curse.
This option would give the opportunity to trade versatility for power and vice versa.

In a way, that sounds like one of the principles behind Shadowcasting.

Gnorman
2012-08-20, 05:38 PM
Oh, wait, no.

It's exactly like AD&D Clerics. I'm all for this, AD&D clerics were fun.

Yup, exactly. I steal a lot of ideas from AD&D; it's probably due to all the Baldur's Gate I played during my formative years. Archetypes are basically just renamed kits.

Spheres were, for the benefit of those who aren't familiar with them, to AD&D priests what domains are to 3rd edition clerics. They were fairly broad categories (astral, charm, necromantic, elemental, war, creation, protection, et cetera) that dictated what spells your priest had access to. Major access gave you spells from that sphere up to 7th level, minor access only gave you spells up to 4th level (I think, maybe it was 3rd), and no access meant you got diddly-squat. It was a way to justify, using in-game terms, why a cleric of Pelor might not have access to the Animate Dead spell.

wadledo
2012-08-20, 05:40 PM
Yup, exactly. I steal a lot of ideas from AD&D. Archetypes are basically just renamed kits.

As long as I can play a Halfling Cleric of the All-Father who punches people in the crotch, I'm happy.

Gnorman
2012-08-20, 06:01 PM
As long as I can play a Halfling Cleric of the All-Father who punches people in the crotch, I'm happy.

What is this I don't even

ahahahhahahahahahahahahahahaha that's so awesome

SpaceBadger
2012-08-20, 06:29 PM
Also, I have sort of a crazy idea I've been kicking around for caster classes: spheres.

I would love it if you did this for E6, as I've been kicking around a similar idea and I like the work you've done on E6, so chances are I would like your spheres and it would save lazy old me from doing the work.

Eldest
2012-08-20, 06:54 PM
I would suggest having that be a "generic" mage thing, not sure if it would work for the existing model. But feel free to try.

Gnorman
2012-08-20, 06:58 PM
I would suggest having that be a "generic" mage thing, not sure if it would work for the existing model. But feel free to try.

Yes, it would require some pretty heavy revamps of the existing mage classes. Although it wouldn't be too bad - you remove their list, and then say, for example, "The black mage has access to four of the following spheres, chosen at 1st level: Charm, Chaos, Corruption, Curse, Destruction, Fiends, Fire, Necromancy, Lifetheft, Summoning, and War." The archetype would add in a fifth.

More brainstorming...

Animal
1: Charm Animal, Speak with Animals
2: Animal Messenger, Hold Animal
3: Dominate Animal, Greater Magic Fang

Charm
1: Charm Person, Command
2: Calm Emotions, Daze Monster
3: Hold Person, Suggestion

Divination
1: Detect Secret Doors, Identify
2: Locate Object, See Invisibility
3: Arcane Sight, Clairaudience/Clairvoyance

Necromancy
1: Chill Touch, Detect Undead
2: Command Undead, Ghoul Touch
3: Animate Dead, Halt Undead

Plant
1: Detect Animals or Plants, Entangle
2: Barkskin, Tree Shape
3: Diminish Plants, Plant Growth

Time
1: Expeditious Retreat, Hold Portal
2: Blur, Protection from Arrows
3: Haste, Slow

Wards
1: Protection from Alignment, Sanctuary
2: Arcane Lock, Find Traps
3: Glyph of Warding, Magic Circle Against Alignment

Weather
1: Endure Elements, Obscuring Mist
2: Gust of Wind, Fog Cloud
3: Sleet Storm, Wind Wall

Conor77
2012-08-20, 07:03 PM
I sort of agree with Eldest in this regard. I don't think the greater customization and smaller spell list size does many favors. It opens up more opportunity for abuse while reducing the amount of things a caster can do. Or at least, the way I interpreted it would. Given that each sphere only has a handful of spells in it, how would this work with say, the Pyromancer? If he picks Fire, he gets like, 2 fire-related spells of each spell level, having to leave the rest for something else.

wadledo
2012-08-20, 08:22 PM
I think that giving people a domain like power for each sphere sounds like a good idea, simply because right now, each sphere is a little bland, though it would be important to figure out how powerful each power is.

Better than +2 to a certain skill, at least.
Maybe the equivalent of Air? I.e. Rebuke/Control/Bolster/Turn/Destroy things that oppose it? What is the equivalent of that though?
Possibly only for the archetype significant one?

Hmmmm.

Edit:
What is this I don't even

ahahahhahahahahahahahahahahaha that's so awesomeI played in a homebrew AD&D game where were were a bunch of not-south sea islanders fighting against the invading not-dutch colonists.
My character was a halfling Monk/Priest (the kit that turned the Priest into an unarmed fighter, I think) who worshiped the god of everything and nothing. Whenever I rolled unarmed (since AD&D had the best martial arts chart), it always landed on either head kicks (frankly impossible for a halfling) or crotch shots, so the DM just said that everything was a hit to the crotch whenever I rolled.
Fighting giant spiders? Crotch Shot.
Fighting Stone Giants? Crotch Shot.
Fighting a Giant Squid? Crotch Shot.
The best part was is that my character would semi-randomly disappear and reappear, since I had to work while the game was going on, so I was the magically vanishing halfling who would punch everyone in the crotch and then vanish into the mists.

Gnorman
2012-08-21, 12:09 AM
Oh hey I made a ritual teleportation spell

Step Between Space
Conjuration
Effective Level: 6th
Skill Check: Knowledge (arcana) DC 24, 4 successes; Knowledge (geography) DC 24, 2 successes; Knowledge (architecture and engineering) DC 24, 1 success
Failure: Caster and all participants are transported 1d20 miles in a random direction (roll 1d8 - results correspond to the cardinal and intermediate directions, starting with North and moving clockwise).
Components: V, S, M, F, SC, B
Casting Time: 60 minutes
Range: Personal and Touch
Target: Caster and between three and five other creatures
Duration: Instantaneous
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

Once this incantation is completed, the caster can bend the fabric of time and space and teleport to new destinations. The caster may transport himself and up to five other willing Medium or Small sized creatures to any destination within 1,200 miles. All creatures to be transported must be touching each other, and at least one of them must be touching the caster. Each creature transported may bring gear or equipment weighing up to its maximum load. The caster must roll on the Mishap table given in the Teleport spell's description (http://www.d20srd.org/srd/spells/teleport.htm) to determine how closely he arrives on target. If he rolls a mishap, he is considered to have failed the incantation and suffers the appropriate consequence.

Material Component
Silver dust costing at least 500 gp, sprinkled in a circle around the creatures to be transported

Focus
A star sapphire worth at least 5,000 gp.

Extra Casters
Three required; they help to calculate distance and other equations

Backlash Component
All participants in the incantation are exhausted at its conclusion.

Spin the Revolving Door
Conjuration
Effective Level: 6th
Skill Check: Knowledge (religion) DC 23, 3 successes; Knowledge (the planes) DC 23, 2 successes; Heal DC 23, 2 successes
Failure: Mirrorcast - the subject rises as a mindless zombie that immediately rampages, attacking anything in sight
Components: V, S, M, F, SC, B
Casting Time: 90 minutes
Range: Touch
Target: One dead creature
Duration: Instantaneous
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

This incantation, if successful, brings the subject back to life, as per the Raise Dead (http://www.d20srd.org/srd/spells/raiseDead.htm) spell. The subject can not have been dead for more than nine days.

Material Component
Diamonds worth at least 5,000 gp, crushed and sprinkled on the body

Focus
This incantation must take place within a consecrated temple, dedicated to a Greater deity that offers the Healing or Good domains.

Extra Casters
Five required; they offer up prayers and burn incense to entice the deity's intercession

Backlash
All casters and witnesses are blinded by intense light for 1d6 hours.

Kholai
2012-08-21, 01:44 PM
Looks good so far.

Step Between Space: Is there a backlash if a teleportee is undead or otherwise cannot be rendered unconscious?

Gnorman
2012-08-21, 07:40 PM
Ignite the Inner Spark
Transmutation
Effective Level: 6th
Skill Check: Knowledge (nature) DC 23, 3 successes; Knowledge (religion) DC 23, 1 successes; Survival DC 23, 1 success; Handle Animal DC 23, 1 success (if subject is an animal); Knowledge (geography) DC 23, 1 success (if subject is a tree)
Failure: Death - the subject of the incantation is permanently and irrevocably turned to stone
Components: V, S, M, F, XP, B
Casting Time: 24 hours
Range: Touch
Target: One animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes (harmless)

If the incantation is successful, the subject is given sentience, as per the Awaken (http://www.d20srd.org/srd/spells/awaken.htm) spell.

Material Component
The flower of a rare ghost orchid (market value: 1,000 gp)

Focus
A faerie ring in an old-growth forest, in the center of which the incantation must take place.

XP Component
100 XP per the subject's HD (or the HD it would receive, if a tree), to a maximum of 1,000 XP.

Backlash
The caster gains a negative level.

Scholar23
2012-08-21, 08:08 PM
hey its me agian, i sent you a message earlier and since i havn,t heard from you i decdided to send you an updated copy of the green mage archtype i desighned.

Hedge Wizard/Witch

Bonus Spells:
1: Soothsaying ( Hedge Wizard), Produce Flame (PH)
2: Augury (PH), Lesser Restoration (PH)
3: Locate Object (PH), Bestow Cruse (PH)
Capstone SLA: Control Weather (PH) or Scrying (PH)

Lesser Archetype Power: A Hedge Wizard gains the Craft Charm Feat for at 1st level, ignoring the feat prerequisites he learns another set of cantrips equal to his int modifier from any spell list. He gains the favored terrain ability.

Moderate Archetype Power: : A Hedge Wizard gains the Brew Potion Feat and gains the Power from the Land ability which stacks with the one gained at level five, but only when in the selected favorite terrain. Also he learns another set of cantrips equal to his int modifier from any spell list.

Greater Archetype Power: A Hedge Wizard gains the favored terrain ability. Also he learns another set of cantrips equal to his int modifier from any spell list.

P.S. still working on the last archtype

Hope you like it

theDuskling
2012-08-22, 04:02 AM
hey its me agian, i sent you a message earlier and since i havn,t heard from you i decdided to send you an updated copy of the green mage archtype i desighned.

Hedge Wizard/Witch

Bonus Spells:
1: Soothsaying ( Hedge Wizard), Produce Flame (PH)
2: Augury (PH), Lesser Restoration (PH)
3: Locate Object (PH), Bestow Cruse (PH)
Capstone SLA: Control Weather (PH) or Scrying (PH)

Can you give the source of the soothsaying spell?

Lesser Archetype Power: A Hedge Wizard gains the Craft Charm Feat for at 1st level, ignoring the feat prerequisites he learns another set of cantrips equal to his int modifier from any spell list. He gains the favored terrain ability.

Same with the origin of the Craft Charm Feat and what is favored terrain? The unearthed arcana variant of favored enemy? Or do you mix it up with terrain mastery or is it something completely different?

Moderate Archetype Power: : A Hedge Wizard gains the Brew Potion Feat and gains the Power from the Land ability which stacks with the one gained at level five, but only when in the selected favorite terrain. Also he learns another set of cantrips equal to his int modifier from any spell list.

Greater Archetype Power: A Hedge Wizard gains the favored terrain ability. Also he learns another set of cantrips equal to his int modifier from any spell list.

P.S. still working on the last archtype

Hope you like it

Some more lvl 0 spells are neat, but i don't think the witch should get more with every archetype level, rather remove the feat and the cantrips and give her something typical. To me this looks like a caster who is specialized in a natural terrain.

for me a witch should be able to: fly, curse, heal, disguise herself and be capable of some divinations.
Witches could do some deal with the devil, granting power for sacrifices.

Gnorman
2012-08-22, 04:47 AM
Actually, the archetype is quite appropriate for what hedge wizard (http://en.wikipedia.org/wiki/Hedge_wizard) means.

I too am not familiar with Craft Charm or Soothsaying.

Also, Control Weather is a 7th-level spell. Definitely too high.

Makes sense for an NPC, but might be a little lackluster for a player. But good effort!

Working on a little idea below


The Assassin

HD: d8
Class Skills: Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope
Skill Points: 4 + Int per level (4x at 1st)

{table=head]Level|BAB|Fort|Ref|Will|Special|Invocations Known

1st|+0|+0|+2|+0|Sneak Attack +1d6, Poison Use, Invocations (least)|1

2nd|+1|+0|+3|+0|Uncanny Dodge|1

3rd|+2|+1|+3|+1|Sneak Attack +2d6|2

4th|+3|+1|+4|+1|Virulent Toxin|2

5th|+3|+1|+4|+1|Sneak Attack +3d6|3

6th|+4|+2|+5|+2|Critical Strike|3[/table]

Proficiencies: The assassin is proficient with the crossbow (hand, heavy, and light), dagger, dart, rapier, sap, shortbow (normal and composite), and short sword. The assassin is also proficient with light armor.

Poison Use: The assassin is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.

Uncanny Dodge: The assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.

Virulent Toxin: Any poison applied to the assassin's blade gains a bonus on the save DC equal to the assassin's Intelligence modifier.

Critical Strike: If the assassin scores a critical hit with a sneak attack, his sneak attack damage is maximized.

theDuskling
2012-08-22, 06:00 AM
control weather seems like another cool idea for an incantation.

one question bout the incantations are they using the UA rules for incantations?




Poison Use: The assassin is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.

In my opinion poison use should not be restricted to blades, he should be able to poison an arrow, dart or bolt and even pour poison in a glass of wine without risk.


I quite like the assassin, is it getting archetypes or is it a non kit class and what are those invocations for?

Gnorman
2012-08-22, 06:01 AM
control weather seems like another cool idea for an incantation.

one question bout the incantations are they using the UA rules for incantations?

Yes, I'm using those rules to determine effects and DCs.

Variant Weapon Proficiency Rules

Non-Proficient: 1d3 damage, -4 to attack rolls, 20/x1 critical range
Proficient: 1d4 damage, 20/x2 critical range
Specialized: 1d6 damage, 19-20/x2 critical range, may use Dexterity instead of Strength for melee attack rolls if desired
Master: 1d8 damage, 19-20/x2 critical range, may be used for trip attacks
High Master: 1d10 damage, 19-20/x2 critical range, gain a +2 bonus on disarm attempts
Grand Master: 1d12 damage, 19-20/x3 critical range

Reach: Reduce critical range by one step (minimum of 20), reduce damage die by one step (minimum of 1d3), increase critical multipler by one step
Double/Light: Reduce damage die by one step (minimum of 1d3), increase critical range by one step
Two-Handed: Reduce critical multiplier by one step (minimum of x2), increase damage die by one step (1d12 becomes 2d6)

These optional rules are intended to prevent "everybody wields greatswords" syndrome. They do have the side effect of eliminating a lot of differences between weapons, essentially making it a flavor choice rather than a mechanical one. This may have some other consequences - dual-wielding may actually get a boost. I have not standardized everything just yet, so there are probably some standouts. Two-handed weapons remain generally the best choice for damage, but at least you can wield a greataxe now without getting weapon envy.

Classes with poor BAB are limited to proficient, medium BAB are limited to master, good BAB can invest all the way up to grand master. Poor BAB classes receive two specialization points at 1st level, and one per each two levels after that. Medium BAB classes receive four specialization points at 1st level, and one per each level after that. Good BAB classes receive six specialization points at 1st level, and two per level each after that.

theDuskling
2012-08-22, 07:02 AM
rolling as gladiator grandmaster with a two handed weapon a crit:

2w6 ~ 7 dmg
18 str +6 dmg
weapon spec +2 dmg
gladiator bonus +3

nothing fancy here and it would do 54 damage. a gladiator got with 14 con 12 + 5 * (5,5 + 2) only an average of 50 life. so he would be with full hp instant k.o. and that with such a high crit chance, this is over the top.

what kind of weapon groups will you be using? like small blades, axes, long blades, bows or like two handed sword, rapier etc

Gnorman
2012-08-22, 07:07 AM
rolling as gladiator grandmaster with a two handed weapon a crit:

2w6 ~ 7 dmg
18 str +6 dmg
weapon spec +2 dmg
gladiator bonus +3

nothing fancy here and it would do 54 damage. a gladiator got with 14 con 12 + 5 * (5,5 + 2) only an average of 50 life. so he would be with full hp instant k.o. and that with such a high crit chance, this is over the top.

Toned down the critical multiplier a bit.

Grand Master now does 2d6, 19-20/x2. 1d12, 20/x3 if using a reach weapon.

A Master Dual-Wielder should have 1d6, 18-20/x2. In each hand.

Scholar23
2012-08-22, 02:34 PM
With the hedge wizard pdf go to 4shared and type power class hedge wizard or on google type 4shared, hedge wizard.

In there is both the feat craft charm and the soothsaying spell.

Nexted the favored terrian ability is the one for the ranger favored enemy replacement.

i am looking for a lesser version of control weather and waswondering if it would be ok if a add a seperate list for the Hedge Witch side.

To replace the bonus cantrips matbe add a familar at first with the favored terrian.

overall i'm aiming at more of a mage who draws his power from the earth to cast both spells and craft minor magical items to aid the party. All the while acting as more of the geomancer with a bond with the land

Gnorman
2012-08-24, 02:07 AM
Did a little revamp of the Red and White Mages today. Moved a few of the archetype powers around, and fleshed in the Divine Executioner (the archetype that replaced the Mystic) a bit, though I am not completely finished with it.

Red Mage now keys off Charisma and Constitution - spellcasting is Charisma-based, while secondary abilities usually use Constitution. This should make them a bit hardier than the average mage.

Also, I'm hoping for a balance check on the new Pyromancer Greater ability:

Greater Archetype Power: When casting a spell that deals fire damage, the pyromancer may choose to fuel it with his own life force. For every 1 point of Constitution damage that he chooses to take, the spell deals an additional die of damage. This ability cannot increase the damage of a spell beyond twice its original damage.

A 6th-level Pyromancer could take 6 Constitution damage to have his Fireball deal 12d6 damage, for example, or take 1 Constitution damage to have his Flame Arrow spell cause the enchanted ammunition to deal an extra 2d6 fire damage. I think it makes for a high-risk, high-reward caster, but 12d6 fireballs may be... too much. Thoughts? Perhaps 2 points of Con damage per extra die?

Also! I'm working on a very bare-bones "combat tactics" system, which will be similar to maneuvers only much less... hrm... what's the word... mystical, I guess? There will be less "fightin' with fire and shadow and stuff" and more "throwing sand into your opponents eyes or stabbing him in the back" but a lot of the effects will be similar. I'm shooting for dirtier and more realistic with this, more Gladiator than Crouching Tiger.

One of the key things about the new system is Weapon Groups - you can't Backstab someone with a warhammer, and you can't Impale someone with a morningstar. Your choice of weapon is going to affect more than your damage die and type of damage - certain weapons will be able to perform certain Tactics that others will not, though there will be universal Tactics. I'm not an expert on medieval weaponry, though, so please bear with me if something seems outlandish. The plan is to offer Tactics to all the combat classes on a per-encounter basis. There will be ranged Tactics, unarmed Tactics, offensive Tactics, defensive Tactics, et cetera. If successful, I'll be implementing this as a way of increasing the versatility of combat classes without having to delve into a system not everyone is familiar with - I'm going to try and keep Tactics as accessible and easy to learn as possible. I'll keep you updated about this as time goes on.

If it works out, I may implement a Tricks system for the skilled classes, thus giving all the classes something fun to work with.

Kholai
2012-08-24, 02:59 AM
Greater Archetype Power means that it will be usable at will by anyone immune to con damage. I'd go with a subclause that they take damage equal to their character level.

You might also look to metamagic for their spells - they might give up a Con point for Widen + Half the spell's damage is now Hellfire, and ignores Fire resistance and immunity. Increase the DC by 1, increase the CL by 1, and so on, making it a separate payment for each, and allowing each one at absolute most twice or so.

Looking forward to the combat tactics.

theDuskling
2012-08-24, 03:19 AM
a main problem would be bonus damage combining with metamagic especially sudden metamagic.
i'd say:

- no damage improving metamagic
- no constitution damage immunity or even if it is immune to constitution he will get 2 damage per level per point (deals more damage but constitution damage is not healed that easily)

Mangles
2012-08-24, 03:23 AM
Just add a clause that the ability can't be used if your immune to con damage, like the hellfire warlock.

Gnorman
2012-08-24, 03:40 AM
Greater Archetype Power means that it will be usable at will by anyone immune to con damage. I'd go with a subclause that they take damage equal to their character level.

You might also look to metamagic for their spells - they might give up a Con point for Widen + Half the spell's damage is now Hellfire, and ignores Fire resistance and immunity. Increase the DC by 1, increase the CL by 1, and so on, making it a separate payment for each, and allowing each one at absolute most twice or so.

Looking forward to the combat tactics.

As mentioned below, I will include a clause to the effect of "If you are immune to Constitution damage you may not use this ability." Actually, giving up a Con point to ignore resistance/immunity's not a bad idea either.

The extra damage may help as a cost, but I might actually increase it. Maybe Con damage taken times spell level.

If I were a level 6 pyromancer with 18 Constitution... let's assume a reasonable average of 26 base HP, plus 24 from Constitution, 50 total. If I boosted a fireball to 12d6, I'd take: 6 Constitution damage, bringing me down to 12, and bringing my HP down to 32. Then I take 18 regular damage (maybe this could be fire damage for extra flavor, though that would make it significantly easier to resist), leaving me with 14 hit points. Unless I'm traveling with a White Mage, a Sawbones, or someone with a wand of Lesser Restoration, I've really cut down my survivability for a while. Something to think about, I suppose.

Anyway: I'm looking forward to writing combat tactics! It's going to be fun and will give me an excuse to play Gladius again (for those of you unfamiliar, it is a PS2/Xbox/Gamecube era tactical role-playing game, and a great source of inspiration for coming up with interesting moves for mundane fighters).


a main problem would be bonus damage combining with metamagic especially sudden metamagic.

Yes, I suppose that Sudden Empower or Sudden Maximize, for example, could be pretty hairy. I'll think on it. Still, that's only once a day... maybe the pyromancer also takes damage equal to the Con damage times the level increase of the metamagic? Or additional Con damage.


Just add a clause that the ability can't be used if your immune to con damage, like the hellfire warlock.

The "immune to Con damage" clause is definitely a must, thank you for reminding me of it.

theDuskling
2012-08-24, 04:44 AM
Yes, I suppose that Sudden Empower or Sudden Maximize, for example, could be pretty hairy. I'll think on it. Still, that's only once a day... maybe the pyromancer also takes damage equal to the Con damage times the level increase of the metamagic? Or additional Con damage.



I prefer more Con damage, maximizing a Xw6 spell gets you a power up by X*6 - X*3.5 = 2.5, 2.5/3.5 = ~0.70 so about 170%. So how bout one and a half times the cost?

Empower gets 150% the effect so maybe just give it the same penalty as maximize.

Gnorman
2012-08-24, 04:54 AM
The more I think about it, fueling your spells with Con damage should be a feat, not something unique to one archetype.

theDuskling
2012-08-24, 05:41 AM
Sounds good, maybe it should not simply give more dices but heighten the caster level. This would as well allow a natural cap

Gnorman
2012-08-24, 06:36 AM
Sounds good, maybe it should not simply give more dices but heighten the caster level. This would as well allow a natural cap

Technically, that would increase the damage dice of some of those spells anyway. That would keep Fireball capped at 10d6, but would also make the ability useless for some spells (Flame Arrow, for example), and a bit overly efficient for something like Scorching Ray (which gets a second ray at CL 7).

Eldest
2012-08-24, 07:11 AM
That was his idea, it would have an existing cap built into the system if you used CL.

Gnorman
2012-08-24, 07:34 AM
Right, gotcha. It's much, much easier to work with than my original idea.

New pyromancer ability:

Greater Archetype Power: When casting any spell that deals fire damage, the pyromancer may choose to have it deal hellfire damage instead. Hellfire damage is not subject to fire resistance or immunity. The pyromancer is dealt hellfire damage equal to the square of the level of the spell.

And the new feat:

Fuel for the Fire
Prerequisite: Ability to cast 2nd-level spells
Benefit: By voluntarily taking Constitution damage as part of casting a spell, you can increase the power of your spells beyond their natural limits. For each point of Constitution damage you take, your caster level for the spell increases by 1, even beyond the normal cap of your hit dice. You may not use this feat if you are somehow immune to Constitution damage.

Something else I'm trying out: scaling feats. In an E6 framework, these may be overpowered, but it never hurts to try. Here's an altered version of the above feat:

Magical Prodigy
Prerequisites: Ability to cast spells, 4 ranks in Spellcraft
Benefit: Your magical talents are better than others - you know more about magic and your spells are more powerful and harder to resist.
CL 1: You gain a +2 bonus on Spellcraft and Use Magic Device checks.
CL 3: You gain a +2 bonus to caster level checks when attempting to overcome spell resistance.
CL 6: By voluntarily taking Constitution damage as part of casting a spell, you can increase the power of your spells beyond their natural limits. For each point of Constitution damage you take, your caster level for the spell increases by 1, even beyond the normal cap of your hit dice. You may not use this feat if you are somehow immune to Constitution damage.

Kholai
2012-08-24, 07:57 AM
In terms of game power, this is sort of fine, though they're a wand of lesser restoration away from having a 10D6 fireball at will.

For the scaling feat itself, you've basically wrecked the power curve for every other feat - Compare this to Magical Aptitude + Spell Penetration + Overchannel. You get three feats for the price of one, which caster wouldn't pick this? It's a wash at level 1, at level 3 it's flat out better than getting Spell Penetration, at level 6 it's just plain better, and in E6 you can pick it up as one of your innumerable epic feats.

This said, I do like the idea of scaling feats, so maybe this could be explored further?