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Stormageddon
2013-08-17, 01:34 PM
Stormageddon's P6 Compendium

This project is under ongoing development, so check back often for updates and discussions.


Table of Contents

Introduction


Chapter 1: The Classes


Warrior

Duelist
Martial Artist
Savage
Cavalier Hoplite
Expert

Assassin
Hunter
Tinker Burglar Detective
Magic User

Mage
Priest
Warden
Witch Siphon

Leader

Templar
Noble Captain Summoner Beastmaster


Chapter 2: Hybrids
Hybrid Table Descriptions


Chapter 3: Race


Favored Class Bonus
Racial Archetypes



Chapter 4: Feats





Introduction


Let me first say that this project was inspired by Gnorman's Complete E6 Compendium (http://www.giantitp.com/forums/showthread.php?t=250820) and [3.5/E6] Rizban's E6 Player's Guide (http://www.giantitp.com/forums/showthread.php?t=273643). I feel in love with the rules of E6 (http://www.enworld.org/forum/showthread.php?200754-E6-The-Game-Inside-D-amp-D-(new-revision)) and the Gritty Fantasy campaigns the system provides. I'm also a fan of the pathfinder system, and thought that the E6 system could be used for Pathfinder. The system worked well as I thought it would. However, I find that standard Pathfinder punishes multi-classing, and Pathfinder E6 punishes multi-classing even harder. Pathfinder attempted to fix this problem with its' Archetype system, but I find (and it seems to be a common opinion) that the Archetypes were very lack luster. Often the Archetypes would give up some of the classes better abilities in exchange for a bland ability that is not worth the trade. This lead me to find that characters would be pegged into a hole, and to have a rather sameness about them.

This Compendium is not to change the face of Pathfinder, but rather designed to have a system were multi-classing is not punished as hard and Player Characters are able to make unique character in their builds each and every time.

When I saw Gnorman's Complete E6 Compendium I started thinking about how his Archetype system could be used to fix the multi-classing problem. I then developed the Hybrid class system where players can have a multitude of chooses in character creation, and could create a character they wanted and have it be as unique as the background they created for the character.

Stormageddon
2013-08-17, 01:43 PM
Chapter 1



Warrior



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features |Damage Reduction
1st|
+1|
+2|
+0|
+0|Archetype power (1st), Combat Versatility |
1/- |
2nd|
+2|
+3|
+0|
+0|Archetype power (2nd), Weapon Training 1, Armor Training 1|
1/-|
???|
3rd|
+3|
+3|
+1|
+1|Archetype power (3rd), Combat Versatility Bonus Feat |
2/-|
???|
4th|
+4|
+4|
+1|
+1|Archetype power (4th), Unorthodox Maneuvers|
2/-|
???|
5th|
+5|
+4|
+1|
+1|Archetype power (5th), Weapon Training +1, Armor Training +1|
3/-|
???|
6th|
+6 / +1|
+5|
+2|
+2|Archetype power (6th), Combat Versatility Bonus Feat|
3/-|
3/-|[/table]

Starting Wealth: Same as the Fighter
Hit Die: d10
Class 4 + Int modifier per level: List of class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Class Features
All of the following are class features of The Warrior.
Weapon and Armor Proficiency: A Warrior is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields), and one Exotic weapon of the player's choice.


Damage Reduction (Ex): The Warrior learns how to position his/herself so the Warrior takes the minimal amount of damage. The Warrior gains damage reduction equal to the table.

Combat Versatility (Ex): The Warrior 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 Warrior 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 Training (Ex): Starting at 2nd level, a Warrior can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This bonus increases to +2 at 5th level. If this class feature is pick by a Hybrid at 5th level the bonus is +1.

A Warrior also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the Warrior's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups): Weapon Groups. (http://www.d20pfsrd.com/classes/core-classes/fighter#TOC-Weapon-Training-Ex-)

Armor Training (Ex): Starting at 2nd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At level 5 this bonus increase by +1 , to a maximum –2 reduction of the armor check penalty and a +2 increase of the maximum Dexterity bonus allowed.

In addition, a Warrior can also move at his normal speed while wearing medium armor. At 5th level, a Warrior can move at his normal speed while wearing heavy armor.

Unorthodox Maneuvers (Ex): As a full-round action, the warrior may make a wide swing attack, a lunge attack, or a counter-flank attack, which allows him to target multiple creatures with a single blow.

A wide swing attack targets a creature and the two creatures on either side of it

A lunge attack targets a creature and the creature behind it, from the point of view of the warrior, effectively giving him reach

A counter-flank attack targets a creature and the corresponding creature on the opposite side of the warrior.

The warrior makes one attack roll at his full attack bonus, and uses that result for all targets in the affected creatures.

Archetypes


Duelist

Archetype Power (1st): A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll.

When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Archetype Power (2nd): a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist makes a full round attack with a light or one-handed piercing weapon, she can elect to reduce her attack bonus on one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same the same bonus as his/her bonus reduced from her attack. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.

Archetype Power (3rd): Acrobatic Charge (Ex): a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Archetype Power (4th): A duelist adds Combat Reflexes (http://www.d20pfsrd.com/feats/combat-feats/combat-reflexes-combat) as a bonus feat

Archetype Power (5th): A duelist many use his/her duelist abilities with any weapon.

Archetype Power (6th): Improved parry: the duelist may make an parry attack against all attacks made against her or an adjacent Alie.


Martial Artist

Archetype Power (1st): The Martial Artist gains the unarmed damage progression of as the monk and the flurry of blow as a monk of the same level. The table of these progressions can be found here. (http://www.d20pfsrd.com/classes/core-classes/monk)

Archetype Power (2nd): Evasion (http://www.d20pfsrd.com/classes/core-classes/monk#TOC-Evasion-Ex-)

Archetype Power (3rd): Weapon Flurry: The Martial Artist can now use the Flurry of Blows with one weapon type of his choice.

Archetype Power (4th): Fast Movement (http://www.d20pfsrd.com/classes/core-classes/monk#TOC-Fast-Movement-Ex-) +10 feet

Archetype Power (5th): Ki Pool (Magic) (http://www.d20pfsrd.com/classes/core-classes/monk#TOC-Ki-Pool-Su-)

Archetype Power (6th): The Martial Artist may use a Full Round Action to attack to attack all enemies adjacent to her.


Savage
Archetype Power (1st): The Salvage gains Fast Movement and Rage as the Barbarian. (http://www.d20pfsrd.com/classes/core-classes/barbarian)

Archetype Power (2nd): Uncanny Dodge (http://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Uncanny-Dodge-Ex-)

Archetype Power (3rd): Rage Power a complete list of rage powers can be found here. (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers)

Archetype Power (4th): Trap sense +1 (http://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Trap-Sense-Ex-)

Archetype Power (5th): Rage Power

Archetype Power (6th): The Savage can make a full attack action at the end of a Charge action.




Cavalier
Cavalier Gains Handle Animal to his/her class skills.

Archetype Power (1st): Challenge 1/day, mount, order, Mounted Combat Feat

Archetype Power (2nd): Order Ability, +1 Mount Level

Archetype Power (3rd): Cavalier’s charge, +1 Mount Level

Archetype Power (4th): Challenge 2/day, +1 Mount Level

Archetype Power (5th): Expert Trainer (http://www.d20pfsrd.com/classes/base-classes/cavalier#TOC-Expert-Trainer-Ex-), +1 Mount Level

Archetype Power (6th): Banner, +1 Mount Level

Powers for the Cavalier can be found here. (http://www.d20pfsrd.com/classes/base-classes/cavalier)


Hoplite
Archetype Power (1st): Phalanx Fighting: when a Hoplite wields a shield, he can use any polearm or spear of his size as a one-handed weapon.

Archetype Power (2nd): Stand Firm: a phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every 2 levels beyond 1st.

Archetype Power (3rd): Ready Pike: a Hoplite can, once per day, ready a weapon with the brace property as an immediate action, gaining a +1 bonus on attack and damage rolls. at 6th level this bonus increases by +1, and he can use the ability one additional time per day. He cannot use this ability when flat-footed.

Archetype Power (4th): Shield Ally: when a Hoplite is using a heavy or tower shield, he can, as a move action, provide partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves) to himself and one adjacent allies until the beginning of his next turn.

Archetype Power (5th): Irresistible Advance: When a Hoplite is using a heavy or tower shield he gains a +2 to his CMB checks when performing a bull rush and overrun attack.

Archetype Power (6th): The Hoplite gains the Shield Master (http://www.d20pfsrd.com/feats/combat-feats/shield-master-combat---final) Feat as a free feat. He does not need to meet the requirements for this feat.


Sell-Sword
Archetype Power (1st): Experienced Maneuver: The sell-sword can take any Improved Combat Maneuver feat without meeting the requirements for the feat.

The sell-sword gains Improved Dirty Trick as a bonus feat. The sell-sword does not need to meet the requirements for this feat.

Archetype Power (2nd): Professional Soldier: The sell-sword gains a bonus equal to his level on his Profession (Soldier) skill.

Archetype Power (3rd): Maneuver Opportunist: The sell-sword may make an attack after he/she uses a combat maneuver on an enemy.

Archetype Power (4th): Mettle (Ex): the sell-sword can resist magical and unusual attacks with great willpower of fortitude. If she makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping sell-sword does not gain the benefit of mettle.

Archetype Power (5th): Watchful Eye: The sell-sword gains a +2 bonus on perception and initiative checks.

Archetype Power (6th): The Bigger They Are...: The sell-sword when using a combat maneuver against an enemy that gains a CMD bonus for size; the size bonus to CMD is negated. The sell-sword also gains a +2 to all combat maneuvers.

Stormageddon
2013-08-17, 01:45 PM
Expert



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features |Rogue Talents
1st|
+0|
+0|
+2|
+0|Archetype power (1st), Sneak Attack +1d6, Trapfinding |
Rogue Talent |
2nd|
+1|
+0|
+3|
+0|Archetype power (2nd), Evasion, Uncanny Dodge|
-|
???|
3rd|
+2|
+1|
+3|
+1|Archetype power (3rd), Sneak Attack +1d6 |
Rogue Talent|
???|
4th|
+3|
+1|
+4|
+1| Archetype power (4th), Trap Sense +2|
-|
???|
5th|
+3|
+1|
+4|
+1|Archetype power (5th), Sneak Attack +1d6|
Rogue Talent|
???|
6th|
+4|
+2|
+5|
+2|Archetype power (6th), Improve Uncanny Dodge|
Greater Rogue Talent||[/table]

Starting Wealth: Same as the Rogue
Hit Die: d8
Class 8 + Int modifier per level: List of class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Class Features
All of the following are class features of The Expert.
Weapon and Armor Proficiency: An Expert is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If an Expert can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Expert's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two Experts levels thereafter. Should the expert 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 weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a expert can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The Expert must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A expert cannot sneak attack while striking a creature with concealment.

Trapfinding: An Expert adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A
Expert can use Disable Device to disarm magic traps.

Evasion: At 2nd level and higher, an Expert can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless Expert does not gain the benefit of evasion.

Rogue Talents: As an Expert gains experience, she learns a number of talents that aid her and confound her foes. An Expert cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

(Editor's Note: A complete listing of rogue talents can be found here: Rogue Talents (http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents))

Trap Sense: At 4th level, an Expert gains an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.

Uncanny Dodge: a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Improved Uncanny Dodge: Improved Uncanny Dodge (http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Improved-Uncanny-Dodge-Ex-)





Archetypes


Assassin
Archetype Power (1st): poison use, An assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.

Archetype Power (2nd): Save Bonus against Poison +1

Archetype Power (3rd): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Archetype Power (4th): Save Bonus against Poison +1

Archetype Power (5th): Assassin gains Vanish (http://www.d20pfsrd.com/magic/all-spells/v/vanish) as a spell like ability usable 1+ Wisdom bonus rounds per day. These rounds do not have to be used consecutively.

Archetype Power (6th): once per day, an assassin can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.


Hunter
Archetype Power (1st): The Hunter adds Survival to his/her class skill list. The hunter also gains Track (http://www.d20pfsrd.com/classes/core-classes/ranger) as a Ranger.

Archetype Power (2nd): Combat Style Feat (http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Combat-Style-Feat-Ex-)

Archetype Power (3rd): As a move action the Hunter can "Mark" his prey. The hunter can target any creature within 50 feet of the Hunter that the Hunter can see. While Marked the Hunter gains +2 to attack and damage and to track the marked target. The Mark lasts as long as the target is alive. The Hunter can only have one mark active at a time.

Archetype Power (4th): Trackless Step (http://www.d20pfsrd.com/classes/core-classes/druid#TOC-Trackless-Step-Ex-)

Archetype Power (5th): Combat Style Feat (http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Combat-Style-Feat-Ex-) The hunter may add the 6th level feat for her combat style feat.

Archetype Power (6th): The hunter's mark increase +2, A Hunter is now able to locate where his prey is any where in the world so long as the Hunter keeps the mark active.



Tinker
Archetype Power (1st): Brew Potion (http://www.d20pfsrd.com/feats/item-creation-feats/brew-potion-item-creation---final), Mutagen (http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Brew-Potion-Ex-)

Archetype Power (2nd): Discovery (http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Discovery-Su-)

Archetype Power (3rd): Alchemy: At 3rd level the Tinker can brew Potion. At third level the tinker can brew 3, 1st level potions per day. The types of potions the Tinker can brew can be found on the Formulae list

Archetype Power (4th): Discovery (http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Discovery-Su-)

Archetype Power (5th): Swift Alchemy (http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Swift-Alchemy-Ex-)

Archetype Power (6th): Greater Alchemy: At 6th level the Tinker can brew 2 second level Formulae per day.


Burglar
Archetype Power (1st): Skilled Acrobat (Ex): A Burglar is quite adept at maneuvering through obstacles and has become highly trained in avoiding pursuit. She gains a circumstance bonus equal to her Burglar level on all Acrobatics, Climb, Escape Artist, and Sleath checks.
Additionally, a Burglar may choose to use either her Dexterity or her Strength modifier when making Climb and Jump checks.
Finally, a Burglar can make a single turn of up to 90 degrees when running or charging.
A Burglar only gains this bonus while wearing light or no armor.

Archetype Power (2nd): Careful Disarm (Ex): whenever a burglar attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.

Archetype Power (3rd): Fast Stealth (Ex): This ability allows a Burglar to move at full speed using the Stealth skill without penalty.

Archetype Power (4th): A Burglar may take ten on Acrobatics, and Climb checks even if stressed or endangered. He now no longer needs a running start when jumping.
Archetype Power (5th): A Burglar does not provoke attacks of opportunity for moving through an opponent's threatened area.

Archetype Power (6th): Hide in Plain Sight (Ex) (http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/assassin#TOC-Hide-in-Plain-Sight-Su-)


Detective
Archetype Power (1st): Canny Sleuth: A detective adds her Intelligence bonus (if any) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in addition to adding her Wisdom or Charisma modifier as normal.

Archetype Power (2nd): A detective gains Alertness (http://www.pathfinder-srd.nl/wiki/Alertness) as a bonus feat.


Archetype Power (3rd): Follow Clues: a detective can use Perception to follow tracks as per the Survival skill, as though she possessed the follow clues rogue talent. If the detective already has this ability from another class, she can move at her normal speed while tracking with the Perception skill without taking the usual –5 penalty on her Perception checks.

Archetype Power (4th): Deductive Examination: the Sleepless detective can use the spell residual tracking (http://www.d20pfsrd.com/magic/all-spells/r/residual-tracking) three times per day as a spell-like ability (caster level equal to her class level).

Archetype Power (5th): Forensic Thaumaturgy: A detective can cast detect magic at will as a spell-like ability (caster level equal to her class level). When using detect magic (or spells that function as detect magic, such as arcane sight), the detective treats recently ended magical effects as though they were one category stronger when determining how long a lingering aura remains, and by concentrating for an additional round can determine exactly how long the lingering aura has been there (effectively allowing the detective to learn when the spell or magic item that caused the aura was cast or destroyed, respectively).

Archetype Power (6th): Hematomancy: a detective learns to extract information from blood and other bodily fluids through extensive alchemical analysis. The detective can use the spell http://www.d20pfsrd.com/magic/all-spells/b/blood-biographyblood biography three times per day (caster level equal to her class level). When using this ability, any type of bodily fluid or part of a creature's body will suffice in place of blood.


Spy
Archetype Power (1st): Art of Deception: A spy adds her class level to all Bluff, Disguise, and Sense Motive checks.

Archetype Power (2nd): Master of Disguise: A spy can create a disguise in half the time normally required. In addition, any penalties from assuming a disguise of a different gender, race, age, or size are reduced by 1.

Archetype Power (3rd): Mask Alignment: A spy of 2nd can alter her alignment aura to deceive spells that discern alignment (such as detect evil). She may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking her alignment aura is a standard action, and lasts until she changes it again or ends the effect.

Archetype Power (4th): Glib Lie: A spy can deceive truth-detecting magic. A creature using this sort of magic against the spy must succeed on a caster level check against a DC of 15 + the master spy’s class level to succeed (as if she were under the effect of a glibness spell); failure means the magic doesn’t detect the spy’s lies or force her to speak only the truth. This ability does not give the master spy the glibness spell’s bonus on Bluff checks.

Archetype Power (5th): Superficial Knowledge:
A spy gives the appearance of knowing more than she actually does. Starting at 3rd level, she can make untrained Knowledge and Profession checks pertaining to her cover or assumed identity as if she were trained and gains a bonus equal to half her level on these checks. For example, a master spy masquerading as a noblewoman can make untrained Knowledge (history) checks about the kingdom and Knowledge (nobility) checks about its noble and royal families as if she were trained, but she cannot make untrained Knowledge (nature) skill checks to identify herbs.

Archetype Power (6th): Elude Detection: A spy can befuddle divinations used against her as if she were under the effect of a nondetection spell with a caster level equal to her character level. She can suppress or resume this protection as a standard action. If dispelled, the spy cannot resume the nondetection for 1d4 rounds.

Stormageddon
2013-08-17, 01:46 PM
Magic User



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Metamagic Reduction | Spell Slot | 1st | 2nd | 3rd
1st|
+0|
+0 |
+0 |
+2 | Archetype power (1st), Archetype Spellcasting, Scribe Scroll, Bond Level +1|
0 | |
3 |
0 |
0 |
2nd |
+1 |
+0 |
+0 |
+3 | Archetype power (2nd), Bond level +1 |
0 | |
4 |
0 |
0 |
3rd|
+1|
+1|
+1|
+3|Archetype power (3rd), Bond level +1|
1| |
5|
3|
0 |
4th|
+2|
+1|
+1|
+4|Archetype power (4th), Bond level +1|
1| |
6|
4|
0 |
5th |
+2 |
+1 |
+1 |
+4 | Archetype power (5th), Bond level +1 |
2 | |
6 |
5 |
3 |
6th |
+3 |
+2 |
+2 |
+5 | Archetype power (6th), Bond level +1 |
2 | |
6 |
6 |
4[/table]

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d6
Class 2 + Int modifier per level: List of class skills: The Magic User's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Class Features
All of the following are class features of The Magic User.
Weapon and Armor Proficiency:the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a Magic User's movements, which can cause his spells with somatic components to fail.

Archetype Spellcasting: Magic users gain Spell casting based on the chosen Archetype. Details can be found in the Archetype description. Number of Spells per day can be be found on the table Magic User. All Archetype can spontaneously cast from the Archetype's known spells.

Scribe Scroll: Magic Users gain Scribe Scroll as a free feat.

Bond: All Magic Users will gain a "Bond." The nature of the bond will depend on the archetype chosen. The bond increases +1 level each level for a max of 6 bond levels. If using a hybrid class the bond does not have to be chosen at level 1, and can start gaining levels at any level. If using a single class hybrid the player must choose one of the two archetype bonds; once chosen the choice can not be changed. The Magic User can never gain use of the bond not chosen.

Meta Magic Reduction: The Magic User starting at level 3 gains the ability to reduce the cost of Meta Magic Feats. At level 3 the Magic User can reduce the level increase of Meta Magic Feats by 1. At 5th level the Magic User can reduce the cost by 2 levels.

the total spell level after the metamagic adjustment but before the reduction must be no higher than 1+1/2 Magic User Level. For Example: A 6th level Magic User could cast put dazing spell on a 1st level spell and cast it using a 2nd level slot. However, the total spell level is 4th level (1 + 3 [Dazing Spell]); so it's at the maximum spell level possible. This prevents him from casting a 2nd level Dazing Spell in a 3rd level slot because that spells total spell level would be 5th (2 + 3 [dazing]) which is beyond his limit.

This can not be used to reduce the spell below its original level.

A Magic User can not use this ability more then 2 times per day.





Archetypes


[B]Mage
Spell Casting: A Mage casts arcane spells drawn from the sorcerer/wizard spell list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---sorcerer-and-wizard)t. A Mage can cast any spell she knows without preparing it ahead of time.

To learn, prepare, or cast a spell, the Mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mage's spell is 10 + the spell level + the wizard's Intelligence modifier.

A Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magic User. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A Mage may know any number of spells. He must get 8 hours of sleep and spending 1 hour studying his spellbook in order to receive the Mage's spells know. A Mage may cast any spell in his spell book with need to prepare the spell.

Starting Spells (See Spellbooks below): A Mage begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus all 1st-level spells of his Arcane school of choice. The mage also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At third level the Mage gains all 2nd level spells from his Arcane school of choice. At 5th level the Mage gains all 3rd level spells from his Arcane School of choice.

Arcane School:A Mage must chose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed.

Arcane Bond: The Mage gains service of a Familiar (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar). The level of the familiar is based on the bond level.

Archetype Power (1st):

Arcane School: The Mage must pick a Arcane School picking between Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.

Cantrips: The Mage can cast level 0 spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. The Mage begins with knowing all level 0 spells except spells from the Mage's opposition school.

School Power: A Mage may select one of the schools powers from the Mage's selected school. The mage must be able to qualify for the power.

Archetype Power (2nd): Diverse Arcane School study: A Mage can select two spell from his not specialization school and add it to his/her spell book.

Archetype Power (3rd): School Power: A Mage may select one of the schools powers from the Mage's selected school. The mage must be able to qualify for the power.

Archetype Power (4th): Diverse Arcane School study: A Mage can select two spell from his not specialization school and add it to his/her spell book.

Archetype Power (5th): Bonus Metamagic Feat

Archetype Power (6th):

Greater School Power: A Mage takes the 6th or 8th level power from the selected school.

Diverse Arcane School study: A Mage can select two spell from his not specialization school and add it to his/her spell book.




[B]Priest
Archetype Class Skills: Heal

Spell Casting: A Priest casts divine spells which are drawn from the http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---cleric. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A

To cast a spell, a Priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the Priest Wisdom modifier.

Like other spellcasters, a Priest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Magic User. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Priests meditate or pray for their spells. Each Priest must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A Priests cast any spell on the cleric spell list, provided that she can cast spells of that level.

Divine Bond: Priests forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the Priest to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per Bond level. When called, the spirit causes the weapon to shed light as a torch. At 1st level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +3 at 6th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the Priest. These bonuses apply to only one end of a double weapon. A Priest can use this ability once per day at 1st level, and one additional time per day for every four Bond levels beyond 1st, to a total of two times per day at 4th level.

If a weapon bonded with a celestial spirit is destroyed, the Priest loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the Priest takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a Priest to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium Priest) or a pony (for a Small Priest), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions), using the Priest's Bond level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a Priest may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the Priest's level. The mount immediately appears adjacent to the paladin. A Priest can use this ability once per day at 1st level, and one additional time per day for every 4 levels thereafter.

Should the Priest's mount die, the priest may not summon another mount for 30 days or until she gains a Priest level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Archetype Power (1st):

Aura: A Priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy: As cleric (http://www.d20pfsrd.com/classes/core-classes/cleric#TOC-Channel-Energy-Su-)

Domains A priest's deity influences her alignment, what magic she can perform, her values, and how others see her. A priest chooses one domain from among those belonging to her deity. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a priest is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

At 1st level a priest gains 1st level grant powers of her chosen domain. Unless otherwise noted, activating a domain power is a standard action.

(Editor's Note: A complete listing of priest's domains can be found here: Cleric Domains (http://www.d20pfsrd.com/classes/core-classes/cleric/domains))

Orisons: Priests can cast 0-level spells, each day. These spells are treated like any other spell, but they are not expended when cast and may be used again.

Archetype Power (2nd): Lay On Hands: If good: a Priest can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her Priest level plus her Wisdom modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two Priest levels she possesses. Using this ability is a standard action, unless the Priest targets herself, in which case it is a swift action. Despite the name of this ability, a Priest only needs one free hand to use this ability.

Alternatively, a Priest can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the Priest possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

If Evil: an Priest surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his Priest level + his Wisdom modifier. As a touch attack, an Priest can cause 1d6 points of damage for every two Priest levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an Priest can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the Priest possesses.

A Neutral Priest can select either option.

Archetype Power (3rd):

Channel Energy +1d6

Domain Spells: The Priest gain access to the 1st, and 2nd level to spells to her spell list.

Archetype Power (4th): Divine Health (http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Divine-Health-Ex-)

Archetype Power (5th): Divine Grace (httphttp://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Divine-Grace-Su-://), The Priest gains access to his/her 3rd level Domain Spell.

Archetype Power (6th):
Channel Energy +1d6

Greater Domain Power: The Priest can now access the 8th level power of her chosen Domain.


Warden
Spell Casting: A Warden casts divine spells, which are drawn from the Warden Spell list below. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells.

To cast a spell, the Warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Warden's spell is 10 + the spell level + the Warden's Wisdom modifier.

Like other spellcasters, a Warden can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Magic User. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A Warden must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A Warden may cast any spell on the druid spell list, provided that she can cast spells of that level.

Nature Bond: At 1st level, a Warden forms close bond with an animal companion. A Warden may begin play with any of the animals listed in Animal Choices (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Animal-Choices). This animal is a loyal companion that accompanies the Warden on her adventures.

(Editor: Details on how animal companions work can found be here: Animal Companions (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions))

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the Warden's Bond advances in level. Most animal companions increase in size when their nature bond reaches 4th level, depending on the companion. If a Warden releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Archetype Power (1st):


A Warden adds Survival to the Warden's class skills.

Orisons: Wardens can cast a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Nature Sense: A Warden gains a +2 bonus on Knowledge (nature) and Survival checks.


Archetype Power (2nd): Wild Empathy (http://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Empathy-Ex-)

Archetype Power (3rd): Shapeshifting: The Warden gains the wild shape 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 Warden 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. This spell acts as the spell Beast Shape I (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape) except for the changes stated here.

Archetype Power (4th): Woodland Stride (http://www.d20pfsrd.com/classes/core-classes/druid#TOC-Woodland-Stride-Ex-)

Archetype Power (5th): Trackless Step (http://www.d20pfsrd.com/classes/core-classes/druid#TOC-Trackless-Step-Ex-)

Archetype Power (Greater): Improved Shapeshifting: The shapeshifting ability now acts like the spell Beast Shape II (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape)

Warden 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




Witch

Spell Casting: A witch casts arcane spells drawn from the witch spell list. (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-list---witch)

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.

In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A witch may know any number of spells. She must spend 8 hours of sleep and spending 1 hour communing with her familiar to gain her spells.

Witch's Bond: a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the Mage’s arcane bond class feature, except as noted in the Witch’s Familiar section (http://www.d20pfsrd.com/classes/base-classes/witch/witch-s-familiar).

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot cast a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Archetype Power (1st): Cantrips, Hex

Archetype Power (2nd): Patron Spell (http://www.d20pfsrd.com/classes/base-classes/witch/witch-patrons) The witch most select a patron once this choice is made it can not be changed. The Witch gains the 2nd level patron spell.

Archetype Power (3rd): Hex

Archetype Power (4th): The Witch gains the 4th level patron spell.

Archetype Power (5th): The Witch gains the 6th level patron spell.

Archetype Power (6th): Grand Hex

A complete list of Hexes can be found here. (http://www.d20pfsrd.com/classes/base-classes/witch#TOC-Hex)


Siphon
Spell Casting:The siphon casts spontaneously, as a Sorceror. His/her Charisma controls the level of the spells he/she is able to cast, spells' saving throw DCs, and bonus spells per day. Spells per day are shown on the table above.

Siphon Magic (Ex): The only way a siphon may learn new spells is to experience them. A spell that is saved for and the result is (Neg.), is not counted as experencing the spell. Once affected, the siphon may make a Spellcraft check (DC 10 +3 times the spell's level) to learn it.

Spell Resistance totally blocks the spell from reaching the siphon. This is tantamount to not being affected, even more to a point than saving versus a (Neg.) spell. Under no circumstances may a siphon learn a spell that has been stopped by Spell Resistance.

Spells cast through siphon require a somatic and/or verbal component as the original version of the spell, but never require a divine focus or material component worth less than 1 gp. (Material focus components, such as for the Fire Seed or Analyze Dweomer spells, or costly material components as for Identify, are still required.)

The siphon may also learn spell-like abilities, provided that the spell like ability mirrors a spell. For instance, if a creature can naturally cast Fireball 3/day, the siphon would be able to learn this 3rd level spell. Spell-like abilities are cast by the siphon with components and casting times equal to the sorceror/wizard (or a class specified by the DM) spell duplicated. If a creature ability does not duplicate a spell effect (such as Mind Blast for an Illithid), the siphon cannot learn it.

A siphon can know a number of spell levels equal to five times his/her class level plus his/her Charisma modifier. For purposes of calculating spells known, a 0-level spell counts as half of a spell level. As long as he/she is conscious, a siphon may voluntarily forget a spell at as a move action that does not provoke an attack of opportunity.

If learning a spell causes the siphon's spell levels known to exceed his capacity, he must make a Will save each round or lose 1 point of Wisdom for each spell level known above capacity, beginning with the round in which the spell is learned. The DC for the save is equal to 10 plus the number of spell levels above capacity. Wisdom lost in this way persists until the siphon's spell levels known fall below his limit, at which point it may be recovered naturally or magically. The DC for the Will save increases by +1 for every consecutive round.

A siphon may only learn a number of spell levels in a day equal to his/her level plus his/her CHA modifier. For instance, a 10th level Siphon with an CHA of 16, in one day, may learn a total of 13 spell levels. 0 level spells count as 1/2 for purposes pertaining to this limit.

At first level, a siphon may select 4 0-level spells and 3 1st level spell, from any spell list.

Arcane Bond: The Blue Mage gains service of a Familiar (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar). The level of the familiar is based on the bond level. The siphon may learn any spell casted on the siphon's Familiar.

Archetype Power (1st):

Cantrips: The siphon can cast level 0 spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. The Blue Mage begins with knowing 4 level 0 spells.

Been there, Done that (Ex): A siphon of 1st level gains a +1 competence bonus to a saving throw against any spell he currently knows through the Siphon Magic ability. This bonus increases by +1 for every two additional siphon levels (+2 at 3rd level, +3 at 5th, etc.).

Archetype Power (2nd): The siphon gains Toughness (http://www.d20pfsrd.com/feats/general-feats/toughness---final) as a Bonus feat.

Archetype Power (3rd): Siphon Awareness (Ex): The Siphon has become more sensitive to the feel of magic. The siphon may now learn a spell even when its effect is negated by a successful save. However, learning a negated spell is more difficult, and the Spellcraft DC is 10 +4 times Spell Level.

Archetype Power (4th): Unlock Magic: The siphon can draw out the powers in magic items easily. The siphon may take a 10 on Use Magic Device checks. The siphon may do this even if the siphon is stressed.

Archetype Power (5th): The siphon gain Evasion (http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Evasion-Ex-) the siphon's level counts as Rogue levels.

Archetype Power (6th): Improved Siphon Awareness (Ex): The siphon is now a conduit between magical and physical existence. By interacting with a spell's effect for 1 round per spell level, the siphon may attempt to learn "passive" spells. Spells without targets, such as Walls, Summoned Monsters, and Creation spells may be learned through this method. The Spellcraft DC for learning a spell in this way is 10 plus Three times spell level.


Elementalist
Spell Casting: An elementalist casts divine spells which are drawn from the elementalist's spell lists shown below. An elementalist at first level must choose one of the four elements Earth, Air, Water, or fire he then gains the spells on the corresponding spell list. All spells cast by the elementalist require that the element be present within line of sight of the elementalist. An air elementalist can not cast spells under water. A earth elementalist can not cast spells while flying high in the sky ect.

To cast a spell, an elementalist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the Priest Wisdom modifier.

Like other spellcasters, an elementalist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Magic User. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).


Elemental Bond: The elementalist gains the service of a small elemental of the same element type as the element chosen by the elementalist at first level.

Archetype Power (1st): Elemental Healing: An elementalist regains 1 hit point for each full round that it remains covered in the elementalist chosen element. When struck by a magical elemental spell effect from the same element as a the elementalist's chosen element, the elementalist creature heals 1 point of damage per 10 points of damage that the elemental effect would have dealt.

Archetype Power (2nd): Elemental feat: An elementalist gains a bonus feat based on the element that it chose.

Air Lightning: Reflexes
Earth: Iron Will
Fire: Quick Draw
Water: Great Fortitude

Archetype Power (3rd): Secondary Element: The elementalist selects a element: Fire, Water, Air, and earth one that he/she did not chose at first level. He/she gains the spell list of that element. The secondary elements does not effect the 1st or 2nd Archetype Powers.

Archetype Power (4th): Elemental Power: The elementalist can choose a power based on his first level element or Secondary Element from the list below:

Earth: Tremorsense - automatically sense the location of anything within 20 feet that is in contact with the ground.
Air: Gaseous From - can use gaseous form, as the spell (caster level equals air-infused creature’s HD), on itself once per day.
Water: Water Breathing - can use water breathing, as the spell (caster level equals water-infused creature’s HD).
Fire: Heat - natural attacks and melee attacks it makes with metallic weapons deals an extra +1d6 points of fire damage.

Archetype Power (5th): Elemental Movement: the elementalist gains a movement which he choose from his/her first level element or secondary element.

Earth: burrow speed equal to its highest speed. It can burrow through rock at half speed, and it does not leave a tunnel behind when it burrows.
Air: fly speed (perfect maneuverability) equal to its highest speed. If the base creature already has a fly speed, it increases to match the base creature’s highest speed, with perfect maneuverability.
Water: swim speed equal to its highest speed if the base creature does not already have one.
Fire: climb an object on fire as though it had a climb speed equal to its highest speed. Furthermore, it can fly at its highest speed with perfect maneuverability so long as it remains in contact with fire, and it can walk on flames at its highest speed, as though walking on air via the air walk spell.

Archetype Power (6th): Third Element: The elementalist selects a element: Fire, Water, Air, and earth one that he/she did not chose at first level or secondary element. He/she gains the spell list of that element. The secondary elements does not effect Archetype Powers.


Elementalist Spell List

Air
1st Level: Air Bubble (http://www.d20pfsrd.com/magic/all-spells/a/air-bubble), Alter Winds (http://www.d20pfsrd.com/magic/all-spells/a/alter-winds), Feather Step (http://www.d20pfsrd.com/magic/all-spells/f/feather-step), Obscuring Mist (http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist), Read Weather (http://www.d20pfsrd.com/magic/all-spells/r/read-weather), Unseen Servant (http://www.d20pfsrd.com/magic/all-spells/u/unseen-servant), Shocking Grasp (http://www.d20pfsrd.com/magic/all-spells/s/shocking-grasp), Feather Fall (http://www.d20pfsrd.com/magic/all-spells/f/feather-fall)
2nd Level: Gust of Wind (http://www.d20pfsrd.com/magic/all-spells/g/gust-of-wind), Fog Cloud (http://www.d20pfsrd.com/magic/all-spells/f/fog-cloud), Defensive Shock (http://www.d20pfsrd.com/magic/all-spells/d/defensive-shock), Pilfering Hand (http://www.d20pfsrd.com/magic/all-spells/p/pilfering-hand), Whispering Wind (http://www.d20pfsrd.com/magic/all-spells/w/whispering-wind) Wind Wall (http://www.d20pfsrd.com/magic/all-spells/w/wind-wall), Air Walk (http://www.d20pfsrd.com/magic/all-spells/a/air-walk),
3rd Level: Call Lightning (http://www.d20pfsrd.com/magic/all-spells/c/call-lightning), Sheet Lightning (http://www.d20pfsrd.com/magic/all-spells/s/sheet-lightning), Cloak of Winds (htthttp://www.d20pfsrd.com/magic/all-spells/c/cloak-of-windsp://), Lightning Bolt (http://www.d20pfsrd.com/magic/all-spells/l/lightning-bolt), Fly (http://www.d20pfsrd.com/magic/all-spells/f/fly), Hurricane Blast (http://www.d20pfsrd.com/magic/all-spells/h/hurricane-blast)

Earth
1st Level: Stone Fist (http://www.d20pfsrd.com/magic/all-spells/s/stone-fist), Magic Stone (http://www.d20pfsrd.com/magic/all-spells/m/magic-stone), Corrosive Touch (http://www.d20pfsrd.com/magic/all-spells/c/corrosive-touch), Grease (http://www.d20pfsrd.com/magic/all-spells/g/grease), Bed of Iron (http://www.d20pfsrd.com/magic/all-spells/b/bed-of-iron),
2nd Level: Groundswell (http://www.d20pfsrd.com/magic/all-spells/g/groundswell), Soften Earth and Stone (http://www.d20pfsrd.com/magic/all-spells/s/soften-earth-and-stone), Stone Call (http://www.d20pfsrd.com/magic/all-spells/s/stone-call), Acid Arrow (http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow), Spider Climb (http://www.d20pfsrd.com/magic/all-spells/s/spider-climb),
3rd Level: Blast Barrier (http://www.d20pfsrd.com/magic/all-spells/b/blast-barrier), Meld into Stone (http://www.d20pfsrd.com/magic/all-spells/m/meld-into-stone), Stone Shape (http://www.d20pfsrd.com/magic/all-spells/s/stone-shape), Transmute Rock to Mud (http://www.d20pfsrd.com/magic/all-spells/t/transmute-rock-to-mud), Shifting Sand (http://www.d20pfsrd.com/magic/all-spells/s/shifting-sand), Spiked Pit (http://www.d20pfsrd.com/magic/all-spells/s/spiked-pit), Stoneskin (http://www.d20pfsrd.com/magic/all-spells/s/stoneskin)

Fire
1st Level: Burning Hands (http://www.d20pfsrd.com/magic/all-spells/b/burning-hands), Burning Disarm (http://www.d20pfsrd.com/magic/all-spells/b/burning-disarm), Faerie Fire (http://www.d20pfsrd.com/magic/all-spells/f/faerie-fire), Produce Flame (http://www.d20pfsrd.com/magic/all-spells/p/produce-flame),
2nd Level: Burning Gaze (http://www.d20pfsrd.com/magic/all-spells/b/burning-gaze), Fire Trap (http://www.d20pfsrd.com/magic/all-spells/f/fire-trap), Flame Blade (http://www.d20pfsrd.com/magic/all-spells/f/flame-blade), Flaming Sphere (http://www.d20pfsrd.com/magic/all-spells/f/flaming-sphere), Heat Metal (http://www.d20pfsrd.com/magic/all-spells/h/heat-metal), Burning Arc (http://www.d20pfsrd.com/magic/all-spells/b/burning-arc), Continual Flame (http://www.d20pfsrd.com/magic/all-spells/c/continual-flame), Scorching Ray (http://www.d20pfsrd.com/magic/all-spells/s/scorching-ray), Spontaneous Immolation (http://www.d20pfsrd.com/magic/all-spells/s/spontaneous-immolation)
3rd Level: Fireball (http://www.d20pfsrd.com/magic/all-spells/f/fireball), Wall of Fire (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-fire), Firefall (http://www.d20pfsrd.com/magic/all-spells/f/firefall), Heatstroke (http://www.d20pfsrd.com/magic/all-spells/h/heatstroke), Zone of Foul Flames (http://www.d20pfsrd.com/magic/all-spells/z/zone-of-foul-flames)

Water
1st Level: Frostbite (http://www.d20pfsrd.com/magic/all-spells/f/frostbite), Hydraulic Push (http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-push), Snow Shape (http://www.d20pfsrd.com/magic/all-spells/s/snow-shape), Touch of the Sea (http://www.d20pfsrd.com/magic/all-spells/t/touch-of-the-sea), Create Water (http://www.d20pfsrd.com/magic/all-spells/c/create-water), Icicle Dagger (http://www.d20pfsrd.com/magic/all-spells/i/icicle-dagger)
2nd Level: Chill Metal (http://www.d20pfsrd.com/magic/all-spells/c/chill-metal), Slipstream (http://www.d20pfsrd.com/magic/all-spells/s/slipstream), Frigid Touch (http://www.d20pfsrd.com/magic/all-spells/f/frigid-touch), Frost Fall (http://www.d20pfsrd.com/magic/all-spells/f/frost-fall),
3rd Level: Aqueous Orb (http://www.d20pfsrd.com/magic/all-spells/a/aqueous-orb), Hydraulic Torrent (http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-torrent), Ice Spears (http://www.d20pfsrd.com/magic/all-spells/i/ice-spears), Quench (http://www.d20pfsrd.com/magic/all-spells/q/quench), Ride the Waves (httphttp://www.d20pfsrd.com/magic/all-spells/r/ride-the-waves://), Wall of Ice (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-ice)

Stormageddon
2013-08-17, 01:47 PM
Leader



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Bodygaurd Level
1st|
+0|
+1|
+1|
+1|Archetype power (1st), Tactician |
1 |
2nd|
+1|
+2|
+2|
+2|Archetype power (2nd), Banner|
1|
???|
3rd|
+2|
+2|
+2|
+2|Archetype power (3rd), Bonus Teamwork feat |
2|
???|
4th|
+3|
+2|
+2|
+2|Archetype power (4th), Solo Tactics|
3|
???|
5th|
+3|
+3|
+3|
+3|Archetype power (5th), Bonus Teamwork Feat|
3|
???|
6th|
+4|
+3|
+3|
+3|Archetype power (6th), Banner +1|
4||[/table]

Starting Wealth: Same as the Bard
Hit Die: d8
Class 6 + Int modifier per level: List of class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Class Features
All of the following are class features of the Leader.[spoiler]Weapon and Armor Proficiency: A Leader is proficient with all simple and choice of 2 martial weapons and with all armor (heavy, light, and medium) and shields (but not tower shields).

Bodyguard: Leaders are either assigned, or attract bodyguards to help them in court and protect them in battle. Thankfully these bodyguards are moderetaly competent in social situations and they add weight to a Leader's words when they are with their charge.
You gain a companion of the same race and alignment as you, with a Strength, Dexterity and Constitution score of 14 and an Intelligence, Wisdom and Charisma score of 10 before racial modifications. The companion has good base attack bonus, fortitude and will saves, d10 hit dice and gets 1 rank per level in Diplomacy, and Perception. The bodyguard's level is determined by the table shown above. The Leader is responsible for the bodyguard's equipment, and he must provide it himself. If the bodyguard dies, a new one will appear within 2 days if the Leader is in an urban area, or a week after the Leader sends out word of the loss.
Finally, whenever the bodyguard is adjacent to his Leader, the Leader automaticaly enjoys a +2 in all Bluff, Diplomacy, and Intimidate rolls used in social situations as if the bodyguard used Aid Another.

Tactician: Leaders gain Tactician (http://www.d20pfsrd.com/classes/base-classes/cavalier#TOC-Tactician-Ex-) as same level as Cavalier.

Banner: Leaders gain Banner (http://www.d20pfsrd.com/classes/base-classes/cavalier#TOC-Banner-Ex-)

Bonus Teamwork feat: Leaders gain a bonus teamwork feat. The leader still must meet the requirements of the feat.

Solo Tactics:





Templar
Archetype Power (1st): 1/day Smite Opposition: The Templar 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 Templar's smite does not function against opponents who are within one step or less of his own alignment.

In addition, while smite opposition is in effect, the Templar gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.

The smite Opposition effect remains until the target of the smite is dead or the next time the Templar rests and regains her uses of this ability.

Archetype Power (2nd): Stern Gaze (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Stern-Gaze-Ex-)

Archetype Power (3rd): Smite Opposition +1/day,

Archetype Power (4th): Discern Lies (http://www.d20pfsrd.com/magic/all-spells/d/discern-lies) as a spell like ability 2 times per day.

Archetype Power (5th): Sword Against Injustice (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/inheritor-s-crusader#TOC-Sword-Against-Injustice-Su-)

Archetype Power (6th): Smite Opposition +1/day.




Noble
Archetype Power (1st): Noble gains Command (http://www.d20pfsrd.com/magic/all-spells/c/command) as a spell like ability usable 1 +1/2 level.

Archetype Power (2nd): Magic Aptitude (Sp): Noble's have some minor magical skills learned during their studies and travel. They learn three cantrips from any one spell list or any one domain and may cast them a total number of times per day equal to 4 + Charisma modifier. These cantrips do not suffer from an arcane failure chance.


Archetype Power (3rd): Social Graces (Ex): Noble's gain a competence bonus of 2 + 1/2 their level on all Diplomacy checks. Whenever the Courtier is making a Bluff, Intimidate, or Knowledge(Nobility and Royalty) check, he may instead roll Diplomacy.

Archetype Power (4th): Sancrosant (Ex): When the Noble is attacked in melee by an opponent with an inteligence score of at least 3, he may roll Diplomacy as an immediate action with a DC of 10+the attacker's Hit Dice+the attacker's Base Attack Bonus+5 if the attacker is chaotic or -5 if the attacker is lawful.
If he beats the DC, the attacker immediately ends his turn, without attacking the Noble and doesn't threaten any square until the beginning of his next turn. This ability can be used only once per opponent per battle.

Archetype Power (5th): The Noble's command ability turns into Greater Command.

Archetype Power (6th): Noble gains Geas, Lesser as a spell like ability usable 1/day





Captain
Archetype Power (1st): Tactical Strike (Ex): +1/day a captain can make an attack action against single opponent that delivers one of possible combat effects in addition to regular damage:

Break Defense: The target is denied Dexterity bonus to AC for one round.
Close Opportunity: The target cannot make attacks of opportunity for one round.

Disrupt Focus: The target is distracted for one round and has to make concentration checks to cast spells or use other abilities that require concentration as if tactical strike was continuous damage.

Open Way: The target immediately provokes attack of opportunity from all the captain's allies threatening him.

Archetype Power (2nd): Captain's Presence (Ex): A captain extends commanding presence that bolsters vigilance of his allies within 20 feet that can see and hear him.
Captain's presence grants +1 morale bonus to initiative checks and Perception checks.
Captain's presence is suppressed when the captain is frightened, panicked, cowering, sleeping, unconscious, paralyzed, petrified or otherwise incapacitated.

Archetype Power (3rd): Coordination (Ex): A captain lends aid to his allies whenever he can. a captain can grant +2 bonus to attack rolls or +2 dodge bonus to AC for one round to one ally affected by the captain's captain's presence. Benefits of coordination are suppressed when the affected ally is unconscious, incapacitated, stunned or otherwise prevented from acting on orders issued by the captain.
Coordination is language-dependent ability that can be used as a swift action for a number of times per day equal to ½ captain level plus his Charisma modifier.

Tactical Strike: +1/day

Archetype Power (4th): Captain's Presence: Captain's Presence: +1 moral bonus +10 feet

Archetype Power (5th): Tactical Strike: +1/day

Archetype Power (6th): Captain's Presence: Captain's Presence: +1 moral bonus +10 feet

Leader Of Men (Ex): True leader is not great. He inspires others to be great. a captain can take an immediate action to bestow a full-round action or one standard and one move action to one ally under effects of the captain's presence. Each ally can be affected by this ability only once per day.


Summoner
Archetype Power (1st): Summoner gains Summon Monster I (http://www.d20pfsrd.com/magic/all-spells/s/summon-monster) as a spell like ability 3 +Charisma bonus times per day with the following changes:

The duration is now 1 minute per level.

The Summoner can have multiple summoned monsters in play at once.

Archetype Power (2nd): The Summoner gains Augment Summoning (http://www.d20pfsrd.com/feats/general-feats/augment-summoning---final) as a bonus feat.

Archetype Power (3rd): The Summoner can now use Summon Monster II with his summons.

Archetype Power (4th): Fast Summons: The Summoner can use his Summon Monster spell like ability as a standard action

Archetype Power (5th): The Summoner can now use Summon Monster III with his summons.

Archetype Power (6th): Legion: when the Summoner uses Summon Monster spell like ability 1 extra monster of the same type is summoned.


Beastmaster
Archetype Power (1st):


Animal Bodyguard: A Leader with the Bodyguard feature changes it to a Animal Companion as a Druid of the same level.

Beastmaster gains Summon Nature's Ally I (http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally) as a spell like ability 3 +Charisma bonus times per day with the following changes:

The duration is now 1 minute per level.

The Beastmaster can have multiple summoned monsters in play at once.


Archetype Power (2nd): Wild Shape 1/day: a Beastmaster gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A Beastmaster loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Archetype Power (3rd): The Beastmaster can now use Summon Nature's Ally II with his summons.

Archetype Power (4th): Wild Shape 2/day: a Beastmaster can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a Beastmaster's wild shape now functions as beast shape II. When taking the form of an elemental, the Beastmaster's wild shape functions as elemental body I.

Archetype Power (5th): The Beastmaster can now use Summon Nature's Ally III with his summons.

Archetype Power (6th): Wild Shape 3/day: a Beastmaster can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a Beastmaster's wild shape now functions as beast shape III. When taking the form of an elemental, the Beastmaster's wild shape now functions as elemental body II. When taking the form of a plant creature, the Beastmaster's wild shape functions as plant shape I.

Stormageddon
2013-08-17, 01:48 PM
Chapter 2



Hybrid Classes

Players who decide to hybrid classes will select two classes and two archetypes from each class. A player who selects the Warrior class and the Magic User class can select the Duelist archetype and the Mage archetype. When the selection of archetypes is made the player will assign one archetype to be the Primary archetype and the other archetype will be the Secondary archetype. This will be noted on the character sheet as the Primary archetype first and the secondary second. So player that selects Duelist as Primary archetype and Mage as Secondary archetype will show up on the character sheet as "Duelist/Mage". A player that selects Mage as Primary archetype and Duelist as Secondary archetype will show "Mage/Duelist" on his/her character sheet.

The player will use the class table shown below based on the classes chosen.

Archetype Hybridizing

Archetype Hybrids are limited to the first 3 archetype powers. The archetype powers are gained based on their assignment of Primary Archetype and Secondary Archetypes. The prepossession of archetype powers gained is shown on the table below.

{table=head]Level|Primary|Secondary
1|1|-
2|2|-
3|-|1
4|3|-
5|-|2
6|-|3
[/table]

Class Feature Hybridizing

Players will get to choose between the two class features based on character level. A first level Duelist/Mage will get to choose between the 1st level class features of the Warrior or Magic User. When the character advances in level to level 2 the Duelist/Mage can select between the 2nd level class features of the Warrior or Magic User. This advancement continues in this manner to level 6.

Stormageddon
2013-08-17, 01:50 PM
Warrior/Expert



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Easy Armor
1st|
+1|
+1|
+1|
+0|Primary Archetype Power (1st), Choice Warrior or Expert Class Features|
Light |
2nd|
+2|
+2|
+2|
+0|Primary Archetype Power (2nd), Choice Warrior or Expert Class Features|
Light|
???|
3rd|
+3|
+2|
+2|
+1|Secondary Archetype Power (1st), Choice Warrior or Expert Class Features|
Light|
???|
4th|
+4|
+2|
+2|
+1| Primary Archetype Power (3rd), Choice Warrior or Expert Class Features|
Medium|
???|
5th|
+5|
+3|
+3|
+1|Secondary Archetype Power (2nd), Choice Warrior or Expert Class Features|
Medium|
???|
6th|
+6/+1|
+3|
+3|
+2|Secondary Archetype Power (3rd), Choice Warrior or Expert Class Features|
Medium||[/table]

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8
Class 6 + Int modifier per level: List of class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Class Features
All of the following are class features of Warrior/Expert.
Weapon and Armor Proficiency: A Warrior/Expert is proficient with all simple and martial weapons and with all light and medium armor and shields (But not tower shields).

Easy Armor: Starting at level 1 the Warrior/Expert's Armor Check Penalty for light armor is reduced to 0. At 4th level the Armor Check Penalty for Medium armor is reduce to 0.

Stormageddon
2013-08-17, 01:51 PM
Magic User/Warrior



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Armored Casting | 1st | 2nd |
1st|
+0|
+1 |
+0 |
+1 | Primary Archetype power (1st), Archetype Spellcasting, Choice Warrior or Magic User Class Features|
Light |
3 |
0 |
2nd |
+1 |
+2 |
+0 |
+2 |Primary Archetype Power (2nd), Choice Warrior or Magic User Class Features|
light |
4 |
0 |
3rd|
+2|
+2|
+1|
+2|Secondary Archetype Power (1st), Choice Warrior or Magic User Class Features|
Light|
5|
3|
4th|
+3|
+2|
+1|
+2|Primary Archetype Power (3rd), Choice Warrior or Magic User Class|
Medium|
6|
4|
5th |
+3 |
+3 |
+1 |
+3 |Secondary Archetype Power (2nd), Choice Warrior or Magic User Class features|
Medium |
6 |
5 |
6th |
+4 |
+3 |
+2 |
+3 | Secondary Archetype power (3rd), Choice Warrior or Magic User Class Features|
Medium |
6 |
6 |[/table]

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8
Class 4 + Int modifier per level: List of class skills: The Magic User/Warrior's class skills are Climb (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Linguistics (Int), Preception (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Class Features
All of the following are class features of Warrior/Magic User.
Weapon and Armor Proficiency: A Warrior/Magic User is proficient with all simple and martial weapons and with all light and Medium armor. Unless Warrior/Magic User has at lest one hand free He/She can not cast spells.

Archetype Spellcasting: Magic users gain Spell casting based on the chosen Archetype. Details can be found in the Archetype description.

Armored Casting: Starting at level 1 the Warrior/Magic User's can cast spells in light armor without chance of spell failure. At 3rd level Medium armor no longer has a chance of spell failure, and at 5th level Heavy armor no longer has a chance of spell failure.

Stormageddon
2013-08-17, 01:52 PM
Magic User/Expert



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Trick Casting | 1st | 2nd |
1st|
+0|
+0 |
+1 |
+1 |Primary Archetype Power (1st), Archetype Spellcasting, Choice Expert or Magic User Class Features|
1/day |
3 |
0 |
2nd |
+1 |
+0 |
+2 |
+2 | Primary Archetype Power (2nd), Choice Expert or Magic User Class Features|
1/day |
4 |
0 |
3rd|
+1|
+1|
+2|
+2|Secondary Archetype Power (2nd), Choice Expert or Magic User Class Features|
1/day|
5|
3|
4th|
+2|
+1|
+2|
+2|Primary Archetype Power (3rd), Choice Expert or Magic User Class|
2/day|
6|
4|
5th |
+2 |
+1 |
+2 |
+2 |Secondary Archetype Power (2nd),Choice Expert or Magic User Class features|
2/day |
6 |
5 |
6th |
+3 |
+2 |
+3 |
+3 | Secondary Archetype power (3rd), Choice Expert or Magic User Class Features|
2/day |
6 |
6 |[/table]

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8
Class 6 + Int modifier per level: List of class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Knowledge all (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Class Features
All of the following are class features of Expert/Magic User.
Weapon and Armor Proficiency: A Expert/Magic User is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor A Expert/Magic User can cast spells while wearing light armor without incurring the normal arcane spell failure chance.

Archetype Spellcasting: Magic users gain Spell casting based on the chosen Archetype. Details can be found in the Archetype description.

Trick Casting: Starting at level 1 a Expert/Magic User can preform 1 trick from the list below. This increase to 2 times per day at level 4.


Ranged Legerdemain: An Expert/Magic User can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an Expert/Magic User cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Impromptu Sneak Attack: An Expert/Magic User can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

Tricky Spells: an Expert/Magic can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time.

Stormageddon
2013-08-17, 01:53 PM
Warrior/Leader



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Inspiring Commands known
1st|
+1|
+1|
+1|
+1| Primary Archetype Power (1st), Choice Warrior or Leader Class Features|
2 |
2nd|
+2|
+2|
+2|
+2|Primary Archetype Power (2nd), Choice Warrior or Leader Class Features|
3|
???|
3rd|
+3|
+2|
+2|
+2|Secondary Archetype Power (1st), Choice Warrior or Leader Class Features|
4|
???|
4th|
+4|
+2|
+2|
+2|Primary Archetype Power (3rd), Choice Warrior or Leader Class Features|
5|
???|
5th|
+5|
+3|
+3|
+3|Secondary Archetype Power (2nd), Choice Warrior or Leader Class Features|
6|
???|
6th|
+6/+1|
+4|
+3|
+3|Secondary Archetype Power (3rd), Choice Warrior or Leader Class Features|
7||[/table]

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d10
Class 6 + Int modifier per level: List of class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Class Features
All of the following are class features of Warrior/Leader.
Weapon and Armor Proficiency: A Warrior/Leader is proficient with all simple and martial weapons and with all light and medium armor and shields (But not tower shields).

Inspiring Command: A Warrior/Leader uses her keen tactical acumen and decisive judgment to lead others to victory, as well as her mastery of command to assist herself and her allies in battle.

Unless otherwise noted, these abilities provide a competence bonus equal to +1 at level 1 and +2 at level 4 to her and to all allies within 60 feet able to see or hear her. Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the battle herald).

Issuing an inspiring command is a move action. At 5th level, this becomes a swift action, but its effects end immediately if the Warrior/Leader is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned). The Warrior/Leader cannot have more than one command in effect at a time. She may use this ability for a number of rounds per day equal to 4 + her Charisma modifier, plus 2 additional rounds per level after 1st. Inspiring commands are language-dependent, mind-affecting effects.


Battle Magic*: One ally gains a bonus on caster level checks and concentration checks equal to the Warrior/Leader’s command bonus.

Inspire Hardiness: Allies gain DR/— equal to the Warrior/Leader’s inspiring command bonus.

Inspired Tactics: Allies apply the Warrior/Leader’s inspiring command bonus on critical hit confirmation rolls, on combat maneuver checks, and as a dodge bonus to AC against any attacks of opportunity provoked by combat maneuvers.

Keep Your Heads: Allies apply the battle herald’s inspiring command bonus on Will saves and concentration checks.

None Shall Fall*: A number of allies equal to the Warrior/Leader’s inspiring command bonus heal 1d6 points of damage. Targeted allies who are poisoned may attempt a new poison saving throw with a bonus equal to the Warrior/Leader’s inspiring command bonus; a failed save has no additional effect, but a successful save counts toward curing the poison. This healing is not positive energy and can heal undead creatures.

Pincer Maneuver: Allies apply the Warrior/Leader’s inspiring command bonus to attack and damage rolls when flanking and as a dodge bonus to AC against attacks of opportunity provoked by movement (including standing from prone).

Rally: Allies affected by a fear effect may attempt a new saving throw against each fear effect on them; this new save has a bonus equal to the Warrior/Leader’s inspiring command bonus.

Reveille: Allies affected by exhaustion, fatigue, or sleep effects may attempt a new saving throw against each such effect; this new save has a bonus equal to the Warrior/Leader’s inspiring command bonus. Allies who are sleeping normally automatically awaken when this ability is used.

Scatter*: A number of allies equal to the Warrior/Leader’s inspiring command bonus gain the benefits of the Wind Stance feat.

Shake It Off*: One ally subject to an ongoing condition may attempt a new saving throw to negate the effects with a bonus equal to the battle herald’s inspiring command bonus. This ability does not help against instantaneous effects, effects that require recurring saving throws to avoid additional penalties (such as diseases and poisons), or effects that do not allow a saving throw.

Sound the Charge: Allies apply the battle herald’s inspiring command bonus to attack and damage rolls. Charging allies increase their speed by 5 feet times the battle herald’s inspiring command bonus.

Sound the Retreat: Allies gain the benefit of the Lightning Stance feat. The Warrior/Leader must have the scatter ability to select this ability.

Stand Firm: Allies apply the Warrior/Leader’s inspiring command bonus to CMD and on Fortitude saves.

Teamwork: Allies add the Warrior/Leader’s inspiring command bonus on skill checks or attack rolls made when using the aid another action, and if successful, the assisted ally increases the aid another bonus by an amount equal to the Warrior/Leader’s inspiring command bonus.

Tuck and Roll: Allies apply the battle herald’s inspiring command bonus on Reflex saves and Acrobatics checks.

Stormageddon
2013-08-17, 01:54 PM
Magic User/Leader



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Auras | 1st | 2nd |
1st|
+0|
+1 |
+1 |
+1 | Primary Archetype Power (1st), Archetype Spellcasting, Choice Leader or Magic User Class Features|
1st level |
3 |
0 |
2nd |
+1 |
+2 |
+2 |
+2 |Primary Archetype Power (2nd), Choice Leader or Magic User Class Features|
1st level |
4 |
0 |
3rd|
+2|
+2|
+2|
+2|Secondary Archetype Power (1st), Choice Leader or Magic User Class Features|
2nd level|
5|
3|
4th|
+3|
+2|
+2|
+2|Primary Archetype Power (3rd), Choice Leader or Magic User Class|
2nd level|
6|
4|
5th |
+3 |
+3 |
+3 |
+3 |Secondary Archetype Power (2nd)Choice Warrior or Magic User Class features|
3rd level |
6 |
5 |
6th |
+4 |
+3 |
+3 |
+4 | Secondary Archetype Power (3rd), Choice Leader or Magic User Class Features|
3rd Level |
6 |
6 |[/table]

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8
Class 4 + Int modifier per level: List of class skills: The Leader/Magic User's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Class Features
All of the following are class features of Leader/Magic User.
Weapon and Armor Proficiency: A Leader/Magic User is proficient with all simple and martial weapons and with all light armor. Unless Leader/Magic User has at lest one hand free He/She can not cast spells.

Archetype Spellcasting: Leader/Magic User gain Spell casting based on the chosen Archetype. Details can be found in the Archetype description.

Auras: A Leader/Magic User can by the power of his Magic surround himself and allies within 30 feet an aura that give aid. Only one Aura can be activated at a time. It is a move action to activate the Auras. Auras can be used 3 + Charisma Level + 2 x class level rounds per day. Dismissing an Aura is a free action.


Level 1
Aura of Deflection: a Moral bonus to his armor class equal to his Charisma modifier (if positive). Affected allies gain half that bonus.

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

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

Level 2
Aura of Accuracy: Moral bonus to ranged and melee attack rolls equal to his Charisma modifier (if positive). Affected allies gain half that bonus.

Aura of Vitality: 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 damage equal to the Leader/Magic User's Charisma modifier (if positive) each round. This damage is applied at the end of the zealot's turn.

Level 3
Aura of Ablation: 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 Leader/Magic User's normal aura range rather than just 10'. Upon learning this aura, the Leader/Magic User chooses which alignment component it protects against - this choice is permanent. This aura is a supernatural ability with a caster level equal to the Leader/Magic User's class level.

Stormageddon
2013-08-17, 01:55 PM
Expert/Leader



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Bardic Performance
1st|
+0|
+1 |
+1 |
+1 | Primary Archetype Power (1st), Choice Expert or Leader Class Features|
inspire courage +1 |
3 |
0 |
2nd |
+1 |
+2 |
+2 |
+2 |Primary Archetype power (2nd), Choice Expert or Leader Class Features|
fascinate |
4 |
0 |
3rd|
+2|
+2|
+2|
+2|Secondary Archetype Power (1st), Choice Expert or Leader Class Features|
Inspire competence +2|
5|
3|
4th|
+3|
+2|
+2|
+2|Primary Archetype Power (3rd), Choice Expert or Leader Class Features|
Inspire courage +2|
6|
4|
5th |
+3 |
+3 |
+3 |
+3 |Secondary Archetype Power (2nd), Choice Expert or Leader Class Features|
Suggestion |
6 |
5 |
6th |
+4 |
+3 |
+4 |
+3 | Secondary Archetype Power (3rd), Choice Expert or Leader Class Features|
Inspire greatness |
6 |
6 |[/table]

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8
Class 6 + Int modifier per level: List of class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Class Features
All of the following are class features of Expert/Leader.
Weapon and Armor Proficiency: A Leader/Expert is proficient with all simple and 2 martial weapons and with all light and Medium armor.

Bardic Performance: Expert/Leader's gain the bardic performances listed in the table as a bard. Found here. (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance)

Stormageddon
2013-08-17, 01:57 PM
Chapter 3



Favored Class Options

Aasimar


Warrior: N/A

Expert:: N/A

Magic User: Add +1/3 to the caster level when casting spells with the good descriptor.

Leader: Add DR 1/evil to the leaders followers and summons. Each additional time the summoner selects this benefit, the DR/evil increases by +1/2.


Catfolk


Warrior: Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +1/2 on critical hit confirmation rolls made while using that weapon. This bonus does not stack with Critical Focus.

Expert:: Add a +1/2 bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.

Magic User: N/A

Leader: N/A


Dhampir
[
B]Warrior:[/B] Add a +2 bonus on rolls to stabilize when dying.

Expert:: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.

Magic User: Add +1/3 to the caster level when casting spells of the necromancy school.

Drow


Warrior: Choose the disarm or reposition combat maneuver. Add +1/2 to the Warrior's CMB when attempting this maneuver.

Expert:: Add a +1/2 bonus on Bluff checks to feint and pass secret messages.

Magic User: Add one spell to the Mage's spell book. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast. Mage Archetype only.

Leader: N/A


Dwarf


Warrior: Add +1 to the CMD when resisting a bull rush or trip.

Expert:: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.

Magic User: Add +1/3 natural armor bonus to the AC of the Creature used in the Bond.

Leader: Add a +1/3 natural armor bonus to the AC of the Leader's Bodyguard.


Elf


Warrior: Add +1 to the Warrior's base speed. In combat this option has no effect unless the Warrior has selected it five times.

Expert:: Add +1 to the number of times per day the Expert can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.

Magic User: Adds 1/6 levels to the Meta Magic Reduction feature.

Leader: Adds 1/3 daily use to one spell like ability.


Fetchling


Warrior: N/A

Expert:: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.

Magic User: Add one spell from the Mage's spell list to Mage's spellbook. The spell must be at or below the highest level he can cast and be of the illusion (shadow) subschool or have the [darkness] descriptor. Mage Archetype only.

Leader: N/A


Gnome


Warrior: Add +1 to the Warrior's CMD when resisting a dirty trick or steal attempt.

Expert:: The Expert gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.

Magic User: The Magic User Bond Creature gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 6 for any one type).

Leader: Add +1 hit point to the Leader's Bodyguard.


Goblin


Warrior: Gain a +1/2 bonus on damage dealt to dogs (and dog-like creatures) and horses (and horse-like creatures).

Expert:: Add a +1 bonus on sneak attack damage rolls during the surprise round or before the target has acted in combat.

Magic User: Add +1 on concentration checks made when casting spells with the fire descriptor.

Leader: N/A


Half Elf

When a Half Elf pick a Hybrid Class, and she selects to uses the favored class bonus she gains the bonuses of both of the favored classes picked. This replaces the Multitalented Trait.


Warrior: Add +1 to the fighter's CMD when resisting a disarm or overrun combat maneuver.

Expert:: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.

Magic User: When casting enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.

Leader: Adds 1/3 to the DC of one spell like ability.


Half Orc


Warrior: Add a +2 bonus on rolls to stabilize when dying

Expert:: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.

Magic User: Add a +1 bonus on concentration checks made due to taking damage while casting spells.

Leader: Adds 1/2 to Immediate skill.


Halfling


Warrior: Add +1 to the Fighter's CMD when resisting a trip or grapple attempt.

Expert:: Choose a weapon from the following list: sling, dagger, or any weapon with “halfling” in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.

Magic User: Add a +1/3 luck bonus on the saving throws of the Magic User's Bond creature

Leader: Adds +1/2 to bluff skill


Hobgoblin


Warrior: Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the Warrior's choice (maximum bonus +4). This bonus does not stack with Critical Focus.

Expert:: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.

Magic User: Add +1/2 to negative energy spell damage, including inflict spells.

Leader: Add a +1/2 bonus on Intimidate checks.


Human

1 Hit point or 1 skill point only.

Ifrit


Warrior: N/A

Expert:: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.

Magic User: When casting spells with a Fire descriptor, add +1/3 to the effective caster level of the spell.

Leader: N/A


Kobold


Warrior: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.

Expert:: Add +1/2 to trap sense bonus to AC.

Magic User: Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the Magic User.

Leader: Add 1/2 deflection bonus to AC.


Orc


Warrior: Add +1 to the Rage Archetype Power total number of rage rounds per day.

Expert:: N/A

Magic User: N/A

Leader: N/A


Oread


Warrior: Add +1 to the Warrior's CMD when resisting a bull rush or drag attempt.

Expert:: N/A

Magic User: N/A

Leader: Add +1/4 to the natural armor bonus of the Leader's bodyguard.


Ratfolk


Warrior: Add +1 to the Warrior's CMD when resisting a bull rush or grapple attempt.

Expert:: Add a +1/2 bonus on Escape Artist checks.

Magic User: N/A

Leader: Add a +1 bonus on saving throws against poison made by the Leader's bodyguard.


Sylph


Warrior: N/A

Expert:: Add a +1/2 bonus on Escape Artist checks.

Magic User: When casting spells with a Air descriptor, add +1/3 to the effective caster level of the spell.

Leader: N/A


Sylph


Warrior: N/A

Expert:: Add a +1/2 bonus on Escape Artist checks.

Magic User: When casting spells with a Air descriptor, add +1/3 to the effective caster level of the spell.

Leader: N/A


Tengu


Warrior: Add +1 to the Warrior's CMD when resisting a grapple or trip attempt.

Expert:: Choose a weapon from those listed under the tengu's swordtrained ability. Add a +1/2 bonus on critical hit confirmation rolls with that weapon. This bonus does not stack with Critical Focus.

Magic User: N/A

Leader: N/A


Tiefling


Warrior: N/A

Expert:: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.

Magic User: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Leader: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.


Undine


Warrior: N/A

Expert:: N/A

Magic User: When casting spells with a Water descriptor, add +1/3 to the effective caster level of the spell.

Leader: N/A

Stormageddon
2013-08-17, 02:03 PM
Racial Archetypes



Aasimar

Angelic Prophit
Leader Archetype
Archetype Power (1st): 1/day Smite Opposition: The Templar 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 Templar's smite does not function against opponents who are within one step or less of his own alignment.

In addition, while smite opposition is in effect, the Templar gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.

The smite Opposition effect remains until the target of the smite is dead or the next time the Templar rests and regains her uses of this ability.

Archetype Power (2nd):

Voice of the Angels: Angelic Prophet gains a +1 bonus per class level to diplomacy.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level.

Archetype Power (3rd): +1/day Smite Opposition

Archetype Power (4th): Wisdom of the Ancestors (Su): Once per day, you can enter a trance in which you commune with the spirits of your ancestors. This trance lasts for 10 minutes, which must be uninterrupted and during which you can take no other actions. When you come out of this trance, you have gained mystical insight into the future. the knowledge you gain is equivalent to a commune (http://www.d20pfsrd.com/magic/all-spells/c/commune) spell.

Archetype Power (5th): +1/day Smite Opposition

Archetype Power (6th): Angel Wings: You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.


Catfolk

Cat Burglar
Expert Archetype
Archetype Power (1st): Skilled Acrobat (Ex): A Cat Burglar is quite adept at maneuvering through obstacles and has become highly trained in avoiding pursuit. She gains a circumstance bonus equal to her Cat Burglar level on all Acrobatics, Climb, Escape Artist, and Sleath checks.
Additionally, a Cat Burglar may choose to use either her Dexterity or her Strength modifier when making Climb and Jump checks.
Finally, a Burglar can make a single turn of up to 90 degrees when running or charging.
A Burglar only gains this bonus while wearing light or no armor.

Archetype Power (2nd): Trap Saboteur: a cat burglar becomes a master of avoiding and manipulating traps and locks. She can attempt to open a lock as a standard action and takes 1/2 the normal amount of time to disable traps (minimum 1 round). When she has bypassed a trap without disarming it, she can also choose to suppress its trigger for up to 1 minute. If she does, she can also choose to end this suppression prematurely as a free action.

Archetype Power (3rd): Phantom Presence: a cat burglar masters stealthy movement and leaves no trace of her passing in dungeons and cities. While in dungeon and urban environments, she leaves no trail and cannot be tracked, though she can choose to leave behind a trail if she so desires. Furthermore, she can always choose to take 10 when making a Stealth check.

Archetype Power (4th): A Cat Burglar may take ten on Acrobatics, and Climb checks even if stressed or endangered. He now no longer needs a running start when jumping.

Archetype Power (5th): A Cat Burglar does not provoke attacks of opportunity for moving through an opponent's threatened area.

Archetype Power (6th): Hide in Plain Sight (Ex) (http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/assassin#TOC-Hide-in-Plain-Sight-Su-)


Dwarf

Defender
Warrior Archetype
Archetype Power (1st): Warding (Ex): Once per round as a move action, a Defender may select one willing ally within 30 feet. This ally becomes known as the Defender's ward. As long as the ward remains within 5 feet of the sentinel, the ward and sentinel gain a number of benefits. If the ward moves away from the Defender, both lose the benefits, but he does not cease to be counted as the Defender's ward. Either the sentinel or the ward may dismiss this ability as a free action. A Defender may not have more than one ward.
At first level, a Defender's ward is treated as having cover from attacks, regardless of the Defender's position in relation to the attacker. This grants the ward a +4 cover bonus to AC.

Archetype Power (2nd): The Defender gains Toughness (http://www.d20pfsrd.com/feats/general-feats/toughness---final) as a bonus feat.

Archetype Power (3rd): Provocation (Ex): Once per turn as a move action, a Defender may provoke a number of targets equal to his Constitution modifier within 30 feet to attack him, ignoring any other targets. Affected opponents must make a save at the start of their next turn (Will DC 10 + 1/2 the sentinel's class level + his Con modifier + his Warding bonus if his ward is within 5 feet). If an opponent fails his save, the sentinel is the only creature that opponent may attack this turn. The opponent may move and perform non-hostile acts (such as healing) as normal, and he is not compelled to move toward the Defender. This effects lasts for one round but ends immediately if the Defender is killed or falls unconscious or if the affected enemy loses sight of the Defender or is attacked by another creature before it makes its Will save.

Archetype Power (4th): Clear and Present Danger: Opponents provoke attacks of opportunity from the defender when they make a melee attack against any target other than the defender. 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.

Archetype Power (5th): Stalwart Defender: If the defender 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.

Archetype Power (6th): Unbreakable Shield (Ex): As an immediate action, the sentinel negates all damage from a single source against himself or his ward.


Halfling

Filcher
Expert Archetype
Archetype Power (1st): Quicker than the Eye (Ex): a filcher develops an amazingly swift and delicate touch. When she uses Sleight of Hand, creatures take a penalty on their Perception checks to notice the attempt equal to half the filcher's class level. The filcher also subtracts her class level from the normal –20 penalty when attempting to make a Sleight of Hand check as a move action instead of as a standard action. Lastly, the filcher can withdraw an object hidden on her person, including a weapon, as a move action instead of the usual standard action.

Archetype Power (2nd): Innocent: The filcher gains +1 per class level to bluff when claiming innocents.

Archetype Power (3rd): a filcher learns how pluck items off her opponents even in combat. She gains Improved Steal (http://www.d20pfsrd.com/feats/combat-feats/improved-steal-combat) as a bonus feat and can use her Sleight of Hand bonus instead of her CMB when performing a steal combat maneuver. If the filcher gains bonuses on combat maneuver checks from any feats, spells, magic items, or similar effects, they are added to the Sleight of Hand bonus when using the steal maneuver.

Archetype Power (4th): Fleet of Foot: Filchers are quicker than their kin but less cautious. filchers with this move at normal speed and have a base speed of 30 feet.

Archetype Power (5th): Swift as Shadows: Filchers possess incredible stealth even while moving through obstructed areas. Fichers reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces sure-footed.

Archetype Power (6th): She gains Greater Steal (http://www.d20pfsrd.com/feats/combat-feats/greater-steal-combat) as a bonus feat, and opponents do not gain a +5 bonus to their CMD when she tries to remove items fastened to them. The filcher can make a free steal attempt on a successful Sneak Attack.


Half Orc

Scarred Witch Doctor
Magic User Archetype
Spell Casting: A witch casts arcane spells drawn from the witch spell list. (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-list---witch)

To learn or cast a spell, a witch must have an Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Constitution modifier.

In addition, she receives bonus spells per day if she has a high Constitution score (see Table: Ability Modifiers and Bonus Spells).

A witch may know any number of spells. She must spend 8 hours of sleep and spending 1 hour communing with her familiar to gain her spells.

Witch's Bond: a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the Mage’s arcane bond class feature, except as noted in the Witch’s Familiar section (http://www.d20pfsrd.com/classes/base-classes/witch/witch-s-familiar).

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot cast a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Archetype Power (1st): Cantrips, Hex

Archetype Power (2nd): Patron Spell (http://www.d20pfsrd.com/classes/base-classes/witch/witch-patrons) The witch most select a patron once this choice is made it can not be changed. The Witch gains the 2nd level patron spell.

Archetype Power (3rd): Hex

Archetype Power (4th): The Witch gains the 4th level patron spell.

Archetype Power (5th): The Witch gains the 6th level patron spell.

Archetype Power (6th): Grand Hex

A complete list of Hexes can be found here. (http://www.d20pfsrd.com/classes/base-classes/witch#TOC-Hex)


Gnome

Fey Born

A Magic User Archetype.
Spell Casting: A Fey Born casts divine spells, which are drawn from the druid spell list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---druid). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells.

To cast a spell, the Fey Born must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the Fey Born's Charisma modifier.

Like other spellcasters, a Fey Born can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Magic User. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A Fey Born must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A Fey Born may cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Nature Bond: At 1st level, a Fey Born forms close bond with an animal companion. A Fey Born may begin play with any of the animals listed in Animal Choices (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Animal-Choices). This animal is a loyal companion that accompanies the Warden on her adventures.

(Editor: Details on how animal companions work can found be here: Animal Companions (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions))

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the Fey Born's Bond advances in level. Most animal companions increase in size when their nature bond reaches 4th level, depending on the companion. If a Fey Born releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Archetype Power (1st):


A Fey Born adds Survival to the Fey Born's class skills.

Orisons: Fey Born can cast a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Nature Sense: A Fey Born gains a +2 bonus on Knowledge (nature) and Survival checks.


Archetype Power (2nd): Wild Empathy (http://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Empathy-Ex-)

Archetype Power (3rd): Wild Shape 1/day: A Fey Born gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape) spell, except as noted here. The effect lasts for 1 hour per Warden level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the Fey Born is familiar with.

A Fey Born loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Archetype Power (4th): Woodland Stride (http://www.d20pfsrd.com/classes/core-classes/druid#TOC-Woodland-Stride-Ex-)

Archetype Power (5th): Trackless Step (http://www.d20pfsrd.com/classes/core-classes/druid#TOC-Trackless-Step-Ex-)

Archetype Power (Greater): Wild Shape 2/day/



Elf

Spellblade
This is a Warrior/Magic User Archetype. The Spellblade must be chosen as the warrior class.
Archetype Power (1st): Spell Combat (Ex): a Spellblade learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the SpellBlade must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from her spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his caster stat bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A Spellblade can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Archetype Power (2nd): Spellstrike (Su): whenever a Spellblade casts a spell with a range of “touch” from the her spell list, she can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a Spellblade can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.

Archetype Power (3rd): Improved Spell Combat (Ex): the Spellblade’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the Spellblade receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.


Half Elf

Wild Noble
Wild Noble is a Leader Archetype.
Archetype Power (1st): Wild Nobles adds Survival to his/her class skill list. The Wild Noble also gains Track (http://www.d20pfsrd.com/classes/core-classes/ranger) as a Ranger.

Archetype Power (2nd): Wild Noble Gains Summon Nature's Ally II (http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally) as a Spell like ability. Wild Noble is able to use this ability 4 + Charisma bonus times per day.

Archetype Power (3rd): Gains Wild Shape 1/day

Archetype Power (4th): Wild Spells: Wild Noble may pick 3 1st level spells off the Druid spell list and used them as spell like ability. Wild Noble is able to use this ability 4 + Charisma bonus times per day.

Archetype Power (5th): Wild Noble Gains Summon Nature's Ally III (http://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally) as a Spell like ability. Wild Noble is able to use this ability 4 + Charisma bonus times per day.

Archetype Power (5th): Wild Shape 2/day.

Stormageddon
2013-08-20, 03:03 AM
Chapter 4: Feats


Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +3, and every 3 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.

Prerequisite: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +3, and every +3 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Strong Second (Combat)
Your second swing is more accurate

Prerequisite: BAB +6/+1

Benefit: Your second attack only take a -2 to BAB, instead of the normal -5 BAB

Combat Feat Rules Change: Any Combat feat with a Prerequisite above +6 is now changed to +6 as it's prerequisite.

Stormageddon
2013-08-20, 03:04 AM
Reserved 2

Stormageddon
2013-08-20, 03:05 AM
Reserved 3

Stormageddon
2013-08-20, 03:06 AM
Reserved 4

Stormageddon
2013-08-20, 03:08 AM
Reserved 5

Stormageddon
2013-08-20, 03:09 AM
Reserved 6

Stormageddon
2013-08-23, 07:20 PM
On the Summoner: I was tempted to give the Summoner the spell like ability of Summon Monster II through IV, but did not want to give a 4th level spell. Unsure about this.

Any thoughts?

eftexar
2013-08-23, 11:15 PM
Looks good from what I've read so far, though there a couple of things I wonder if you could do to make it better.

Considering the higher number of abilities and lower number of levels hit points are going to be low and the chance of mortality is hightened. While I think higher levels are inflated, with hit points getting ridiculous, lower levels don't have enough.
I've always been a fan of adding bonus hit points of some kind at first level in any fix, remake, etc. (or expanding actual death from -10 to -10 plus con score; as to reduce mortality rates but still retain a grittier feel).

Also there are a lot of archetype abilities with one at every level. Now I'm not saying that is a bad thing, but in fact quite the opposite, since it opens up opportunities for multiclassing.
Since I assume you can't take the same class multiple times, which would be silly because of overlapping abilities anyway, why not allow a player to take the first 3 abilities of two different archetypes? I would say to allow the ability to assign a primary and secondary progression with something like this:
{table=head]Level|Primary|Secondary
1|1|-
2|2|-
3|-|1
4|3|-
5|-|2
6|-|3
[/table]
With this progression it prevents things from getting to crazy, as far as optimizing, until mid levels, where the real 'cross-archetyping' takes place.

Stormageddon
2013-08-24, 11:25 PM
Looks good from what I've read so far, though there a couple of things I wonder if you could do to make it better.

Considering the higher number of abilities and lower number of levels hit points are going to be low and the chance of mortality is hightened. While I think higher levels are inflated, with hit points getting ridiculous, lower levels don't have enough.
I've always been a fan of adding bonus hit points of some kind at first level in any fix, remake, etc. (or expanding actual death from -10 to -10 plus con score; as to reduce mortality rates but still retain a grittier feel).

Also there are a lot of archetype abilities with one at every level. Now I'm not saying that is a bad thing, but in fact quite the opposite, since it opens up opportunities for multiclassing.
Since I assume you can't take the same class multiple times, which would be silly because of overlapping abilities anyway, why not allow a player to take the first 3 abilities of two different archetypes? I would say to allow the ability to assign a primary and secondary progression with something like this:
{table=head]Level|Primary|Secondary
1|1|-
2|2|-
3|-|1
4|3|-
5|-|2
6|-|3
[/table]
With this progression it prevents things from getting to crazy, as far as optimizing, until mid levels, where the real 'cross-archetyping' takes place.

The idea I really liked is limiting the Archetype selection to the first 3 abilities. That prevents players from Hybriding and taking 5 archetype powers from one class and only 1 from the last.

I was unsure about arranging the classes into secondary and primary classes and using the table. But the more I thought about it I saw the wisdom in this table. Making it so the player can not just go 1 through 3 than 1 through 3. And the that the player gets to set the primary and secondary archetype still provides the choice for the player that I was looking for.

I think when hybriding class features it should be left to the original design of picking the class features on character level.

Pathfinder uses - CON score then dead. I feel like I've giving the front line fighters enough abilities that they should be able to survive.

Stormageddon
2013-08-25, 12:55 AM
Did away with single class hybrids as I figure that they are unneeded and could be used to over powered ends. Also I figure that a person would not have a enough time to train to be a Mage/Warden.

Tovec
2013-08-25, 09:37 AM
Any thoughts?

I had been waiting on this for days. Was busy yesterday with family or else I would have responded.

Once again I'm going to have to do this one group at a time. It is a lot to get through.

Oh, so, to start: extra [ spoiler ] tag above the Warrior's class features.

Warrior's Armor Training:
I would rephrase it so the 2nd level stuff is all together. Then do the 5th level stuff together in its own paragraph. But this is really minor.

Unorthodox Maneuvers:
I still think you need to break this up. Something like..

"As a full-round action the warrior may perform one of several actions listed below. When performing unorthodox maneuvers, a warrior rolls once at their highest bonus against the AC of every opponent in the threatened squares.

"Wide Swing Attack: targets a square and two squares on either side."

And so on. It'll resemble how they do things like the Rogue's Talents (or PF's many sub-talents - rage powers for example).

Just realized this when I was writing up my response for Monk Martial Artist; you specify squares, which is fine, but it means if a monster takes up multiple squares you are hitting them multiple times. Also, technically, as it is written now you only have to hit the AC of the square and not the creature in it.

Duelist:
Is there any sort of armor requirement? I don't know if there should be. They can't use anything in their off-hand and can charge over any ground - seems funny in my mind if they're wearing full plate.

AP (6th):
"Improved parry: the bonus reduce from the attack is now doubled when making the parry attack. If using a hybrid and Parry was not chosen the parry. Just parry is gained not improved parry."
Huh?

Also, closing [ /b ] tag needed on AP (6th). You also need to bold the 6th powers of virtually all archetypes.

Martial Artist AP (4th):
A pure monk gets fast movement 20 by 6th level. And get's fast movement a level faster than this. This may be intentional, just noting.

AP 5th:
What parts of Ki Pool do they get? Do they get a ki pool, of as a monk of equal level? Or just their fists treated as magic. If it is just the latter, then ignore the link, or direct specifically to the magic part (or copy the magic part).

AP (6th):
"The Martial Artist and make a move action and use the Flurry of Blows action."
So, as a standard action?
Also, flurry of blows in many situations may be worse than the Warrior's own unorthodox maneuvers. Multiple rolls at a lower bonus. Although FoB can be used against a single target. Unless.. bigger monster (as noted above).

Salvage Finally. :P

Why do you list Cavalier last? Alphabetically it should be first, no? Still not commenting on material I don't know.

That's it for now.

EDIT: Give the warrior PERCEPTION (Spot/Listen).

Stormageddon
2013-08-26, 01:13 AM
I had been waiting on this for days. Was busy yesterday with family or else I would have responded.

Once again I'm going to have to do this one group at a time. It is a lot to get through.

Oh, so, to start: extra [ spoiler ] tag above the Warrior's class features.

Warrior's Armor Training:
I would rephrase it so the 2nd level stuff is all together. Then do the 5th level stuff together in its own paragraph. But this is really minor.

Unorthodox Maneuvers:
I still think you need to break this up. Something like..

"As a full-round action the warrior may perform one of several actions listed below. When performing unorthodox maneuvers, a warrior rolls once at their highest bonus against the AC of every opponent in the threatened squares.

"Wide Swing Attack: targets a square and two squares on either side."

And so on. It'll resemble how they do things like the Rogue's Talents (or PF's many sub-talents - rage powers for example).

Just realized this when I was writing up my response for Monk Martial Artist; you specify squares, which is fine, but it means if a monster takes up multiple squares you are hitting them multiple times. Also, technically, as it is written now you only have to hit the AC of the square and not the creature in it.

I Changed the Unorthodox Maneuvers.


Duelist:
Is there any sort of armor requirement? I don't know if there should be. They can't use anything in their off-hand and can charge over any ground - seems funny in my mind if they're wearing full plate

AP (6th):
"Improved parry: the bonus reduce from the attack is now doubled when making the parry attack. If using a hybrid and Parry was not chosen the parry. Just parry is gained not improved parry."
Huh?

Ah the Duelist always giving me a headache. I don't think that an armor requirement is needed either. I changed improved parry completely to something I think is better.



Martial Artist AP (4th):
A pure monk gets fast movement 20 by 6th level. And get's fast movement a level faster than this. This may be intentional, just noting.

AP 5th:
What parts of Ki Pool do they get? Do they get a ki pool, of as a monk of equal level? Or just their fists treated as magic. If it is just the latter, then ignore the link, or direct specifically to the magic part (or copy the magic part).

AP (6th):
"The Martial Artist and make a move action and use the Flurry of Blows action."
So, as a standard action?
Also, flurry of blows in many situations may be worse than the Warrior's own unorthodox maneuvers. Multiple rolls at a lower bonus. Although FoB can be used against a single target. Unless.. bigger monster (as noted above).

I'm not too worried about the fast movement. I've giving them heavy armor so they should be fine. I changed the 6th AP to a more whirlwind attack which should be better.


Salvage Finally. :P

Why do you list Cavalier last? Alphabetically it should be first, no? Still not commenting on material I don't know.

That's it for now.

EDIT: Give the warrior PERCEPTION (Spot/Listen).

Gave warrior perception. Thanks for the feed back! I'm finding it invaluable!

Tovec
2013-08-26, 12:39 PM
Expert:
The class abilities for expert are in semi-wrong order. Based on the table they should be:
Sneak Attack, Trapfinding, Rogue Talent, Evasion, Uncanny Dodge, Trap Sense, [Greater Rogue Talent - assuming this isn't a subsection of Rogue Talent], Improved Evasion, Brains over Brawn

Trapfinding:
Called the Expert a Rogue.

Rogue Talents:
Everything looks good. Except you never mention (in description) greater rogue talents. Only in the table.
And you should probably put a line like you did for warriors about expert being same level as a rogue blah blah blah.
Also.. Greater Rogue Talents? Really? Not sure of the potential power of giving greater talents at 5th level. Let me know how that works out.

Improved Evasion:
Seriously? Two greater talents and improved evasion. Damn. You really need to let me know how this turns out. *mumbles to self something about lifelong career as a rogue and never having improved evasion at 5th, err, 6th*

Brains Over Brawn:
How often does this come up? Strength checks to break down a door? Disable Device. What kind of Dexterity checks are there? I guess it might help in the case of Constitution checks.

Assassin AP (1st):
Break up poison use.

And sleight of hand.

They are different things. What is the rationale for sleight of hand?

AP (3rd):
As an assassin prestige class power, this is not too powerful. Actually, after playing one I can tell you it is fairly weak. However, in P6 it becomes a virtual autokill all the time. They don't even need a good INT (but if they have one it is even better). This DC will get to 20 if the assassin is at all competent. Again, 20 for a prestige class is fine but for a P6 seems high. IMHO consider dropping level or INT.

This is a small thing, but why is it ruined if the assassin does not immediately perform the death attack on round 3.. 4? Why must they then wait til round 7.. 8? I think it should be "must study opponent for AT LEAST 3 rounds." though I think 3 rounds is both too long and too short. (Too fixed then?)

AP (2nd and 4th):
Huh? Why? Also, really really minor benefit compared to everything, though considering what I'm about to say next that may not be so bad.

AP (5th):
Rationale for this? Makes assassins less assassins and more ninjas. Also, 3.5 ninjas have something like this.

AP (6th):
This is OMFG strong, especially when combined with the above (base) ability.

All in all, I dislike the assassin as it seems overpowered. And it is a one trick pony. An overpowered one trick pony. Interesting combo, and one I personally hate.

Hunter:
So, rangers are rogues but monks are fighters? Ok...

AP (2nd and 5th):
Why ranged weapons? Why attack? Why not pick a style, and get the feats. Why not add to damage? Why not favoured terrain or enemy, and therefore getting different/better bonuses.

AP (3rd):
I would also add a bonus to tracking their prey.

Tinker:
I don't know how you are thinking this is a tinker, pretty clearly an alchemist.

AP (3rd):
"Alchemy: At 3rd level the Tinker can brew Potion."
No, at first level, the Tinker can brew potions[/b].
And I get what you mean, but you aren't explaining this well. Are you trying to come up with a way to call the extracts potions? Call them formulas/formulae or something, they're drawn from a "Formulae list."
Why is this a 3rd level thing, don't want to give them a table of spells?

AP (5th):
Why is swift alchemy 5th level?

Burglar:
Why is this last? Alphabetically it should be first, same as Cavalier.

Misc. comments; this one seems the most thought out of the archetypes for Expert. But why does the burglar have ability titles?

AP (1st):
"She gains a circumstance bonus equal to her Skilled Acrobat bonus, as listed on the class table"
Which class table?

AP (1st and 4th):
You are using Pathfinder rules in general right?
"Balance, Climb, Escape Artist, Jump, Move Silently, and Tumble"?
You mean Acrobatics, Climb, Escape Artist, Stealth. There are no balance, tumble, move silently, or jump skills in that case.

So..

AP (4th):
A Burglar may take ten on all Acrobatics and Climb checks, even if stressed or endangered.

Also, you are giving the burglar "ignore falling damage up to 60' but the [s]monkmartial artist gets nothing similar?

AP (5th):
So, starting at 5th level, not that they would have failed often before, but they no longer need to roll to tumble through squares. Okay. *shrugs*

Stormageddon
2013-08-29, 05:35 PM
I'm sensing a love/hate relationship between you and Rogues. This is probably the class I tried to improve the most because I thought that skill monkeys could use a little boast.



Expert:
The class abilities for expert are in semi-wrong order. Based on the table they should be:
Sneak Attack, Trapfinding, Rogue Talent, Evasion, Uncanny Dodge, Trap Sense, [Greater Rogue Talent - assuming this isn't a subsection of Rogue Talent], Improved Evasion, Brains over Brawn

Trapfinding:
Called the Expert a Rogue.

Rogue Talents:
Everything looks good. Except you never mention (in description) greater rogue talents. Only in the table.
And you should probably put a line like you did for warriors about expert being same level as a rogue blah blah blah.
Also.. Greater Rogue Talents? Really? Not sure of the potential power of giving greater talents at 5th level. Let me know how that works out.

Yup, I'm polish this turd.


Improved Evasion:
Seriously? Two greater talents and improved evasion. Damn. You really need to let me know how this turns out. *mumbles to self something about lifelong career as a rogue and never having improved evasion at 5th, err, 6th*

Brains Over Brawn:
How often does this come up? Strength checks to break down a door? Disable Device. What kind of Dexterity checks are there? I guess it might help in the case of Constitution checks.

Never been happy with brains over brawn might try to dream up something a bit more on the nose.,

IE I'm going to change to Uncanny Dodge, and replace the 5th greater talent with just a talent.


Assassin AP (1st):
Break up poison use.

And sleight of hand.

They are different things. What is the rationale for sleight of hand?

Hidden weapons, how's a assassin going anywhere without hidden weapons.


AP (3rd):
As an assassin prestige class power, this is not too powerful. Actually, after playing one I can tell you it is fairly weak. However, in P6 it becomes a virtual autokill all the time. They don't even need a good INT (but if they have one it is even better). This DC will get to 20 if the assassin is at all competent. Again, 20 for a prestige class is fine but for a P6 seems high. IMHO consider dropping level or INT.

I'll drop INT. Make it more balanced.


This is a small thing, but why is it ruined if the assassin does not immediately perform the death attack on round 3.. 4? Why must they then wait til round 7.. 8? I think it should be "must study opponent for AT LEAST 3 rounds." though I think 3 rounds is both too long and too short. (Too fixed then?)

Hmmm good point. Took that one from the other pathfinder assassin. 3 or more it is.


AP (2nd and 4th):
Huh? Why? Also, really really minor benefit compared to everything, though considering what I'm about to say next that may not be so bad.

Left intentionally this way as the other powers or very powerful.


AP (5th):
Rationale for this? Makes assassins less assassins and more ninjas. Also, 3.5 ninjas have something like this.

Taken from Pathfinder and 3.5 both of which give a better ability for the assassin to become invisible.


AP (6th):
This is OMFG strong, especially when combined with the above (base) ability.

All in all, I dislike the assassin as it seems overpowered. And it is a one trick pony. An overpowered one trick pony. Interesting combo, and one I personally hate.

Yup it is strong, but you said it in the last paragraph it's a one trick pony, and only once a day at that. I'm thinking the DC change would make the difference between balanced and not. Maybe when I test play I'll feel different.


Hunter:
So, rangers are rogues but monks are fighters? Ok...

I've always had a love hate relationship with the Ranger class. Favored Enemy is a ability that only really worked on a metagamey level and dependent on a cooperative DM to be effective. And I never liked that a guy who spent most of his/her time in nature having as good of a BA as a person who spent there lives perfecting fighting.

The idea was not to recreate the Ranger but to make a more skill nature guy.


AP (2nd and 5th):
Why ranged weapons? Why attack? Why not pick a style, and get the feats. Why not add to damage? Why not favoured terrain or enemy, and therefore getting different/better bonuses.

A feat seems good to me.


AP (3rd):
I would also add a bonus to tracking their prey.

Sounds good to me.


Tinker:
I don't know how you are thinking this is a tinker, pretty clearly an alchemist.

AP (3rd):
"Alchemy: At 3rd level the Tinker can brew Potion."
No, at first level, the Tinker can brew potions[/b].
And I get what you mean, but you aren't explaining this well. Are you trying to come up with a way to call the extracts potions? Call them formulas/formulae or something, they're drawn from a "Formulae list."
Why is this a 3rd level thing, don't want to give them a table of spells?

AP (5th):
Why is swift alchemy 5th level?

Tinker was just a name choice. Will make the change to brew potions to make sense.




Burglar:
Why is this last? Alphabetically it should be first, same as Cavalier.

Done in order of creation not alphabetically yet will get around to it.


Misc. comments; this one seems the most thought out of the archetypes for Expert. But why does the burglar have ability titles?

AP (1st):
"She gains a circumstance bonus equal to her Skilled Acrobat bonus, as listed on the class table"
Which class table?

AP (1st and 4th):
You are using Pathfinder rules in general right?
"Balance, Climb, Escape Artist, Jump, Move Silently, and Tumble"?
You mean Acrobatics, Climb, Escape Artist, Stealth. There are no balance, tumble, move silently, or jump skills in that case.

So..

AP (4th):
A Burglar may take ten on all Acrobatics and Climb checks, even if stressed or endangered.

Also, you are giving the burglar "ignore falling damage up to 60' but the [s]monkmartial artist gets nothing similar?

AP (5th):
So, starting at 5th level, not that they would have failed often before, but they no longer need to roll to tumble through squares. Okay. *shrugs*

Will remove the 60' foot thing. Just need to polish burglar up.

Thanks again for the feedback! :smallsmile:

Tovec
2013-08-30, 02:18 PM
I'm sensing a love/hate relationship between you and Rogues.
Don't know where you would get this from my comments alone. I probably do have a bit of this in that I enjoy playing rogues, but dislike several things about them. I have played rogues probably the most in my career, with simple as mud barbarians second most; so that probably shows my style.


This is probably the class I tried to improve the most because I thought that skill monkeys could use a little boast.
Seems fair. In many cases though it seems like you tried to boost them to the same level as fighter (in combat). That is fine, if it is your goal, but it is not what I expected as this is titled a "P6" compendium. As I understand it they came up with the idea of P6 because it is where the most amount of lines sync'd up; 6/1 BAB, spells, SA, and so on. Now you are messing with that curve and I just want you to be aware of some issues I saw.


Never been happy with brains over brawn might try to dream up something a bit more on the nose.,
Actually, if you are looking, I suggest looking at other rogue "fixes" for these kinds of odd-hat abilities. There are a number depending on what you want them to be able to do. I just wondered how often the rogue would have to use straight physical ability checks.. that they couldn't already ace (DEX) or disable (device).


Hidden weapons, how's a assassin going anywhere without hidden weapons.
Fair enough, I think my question related more to "why here at first level" more than anything. The prestige class doesn't get hidden weapons until 4th level of the prestige, seemed odd.


Hmmm good point. Took that one from the other pathfinder assassin. 3 or more it is.
Something else I would specify, that the assassin does, is that studying them is a standard action. And that after those rounds they make the attack - so round 4.


Left intentionally this way as the other powers or very powerful.
I guess that is just my thing. It is such a minor benefit, and I hate just simple +1,+2s floating around. Every other level for the other archetypes and classes (so far) have had something substantive each level and these +1s don't compare; especially when you could rewrite it to be +1 now, and +2 later.


Taken from Pathfinder and 3.5 both of which give a better ability for the assassin to become invisible.
Where does the PF assassin have that? Hide in Plain Sight would be closest.

Also, as I said before, if you are going to do this, I recommend looking at the ninja (3.5) rules on the subject - to make it more balanced with E6/P6 material.
Namely..
Starting at 2nd level, a ninja can
spend one daily use of her ki power to become invisible
for 1 round. Using this ability is a swift action (see Swift
Actions and Immediate Actions, page 137) that does not
provoke attacks of opportunity.
Would come out to 3+WIS times a day for a 6th level character. But it only works for a round.


Yup it is strong, but you said it in the last paragraph it's a one trick pony, and only once a day at that. I'm thinking the DC change would make the difference between balanced and not. Maybe when I test play I'll feel different.
Yes, downgrading the DC helps a lot.

There are other changes you can make too, but that is a longer conversation than I'll do right now.


I've always had a love hate relationship with the Ranger class. Favored Enemy is a ability that only really worked on a metagamey level and dependent on a cooperative DM to be effective. And I never liked that a guy who spent most of his/her time in nature having as good of a BA as a person who spent there lives perfecting fighting.

The idea was not to recreate the Ranger but to make a more skill nature guy.
Again, that's fine. I have no issue with your preferences. I have one that paladins should have "Smite" and be able to hit whomever they want with it - and if they mis-choose then their god/order can blame them for it.

With that said, I would totally expect people to bring up that change if I included it in a set of conversions for P6. It does make them more versatile and powerful. So, yeah, feels odd to me but it could be very much what you're going for.


Tinker was just a name choice.
I meant, even if I had never heard of alchemists as a class - that's an alchemist. So, as written, I would suggest reflavouring some stuff. Instead of potions maybe bombs, instead of regents maybe.. something mechanical? I don't know. I didn't communicate this idea well last time either.


Will remove the 60' foot thing. Just need to polish burglar up.
Mostly I just want it added to the monk. I liked your burglar as written. Had a thief acrobat/catwoman thing going on. It was good. I liked that the burglar wasn't a veiled "thug" in disguise as it too often is.

If anything it was the 5th AP that bothered me more. I like rolling.

Stormageddon
2013-08-30, 03:39 PM
TO DO LIST:

1) Do racial bonuses for Leader Class

2) More archetypes... This is where you could help me out.

Detective (Expert Archetype): Master of putting together clues and hunting people down getting confessions. Like an Urban Hunter.

Spy (Expert Archetype): Disguises, bluff, hiding alignment.

Spell Thief: Not sure where to put this one expert is what I'm going for right now. A Spell Thief that's actually good.

Hoplite (Warrior Archetype): Shield and spear.

Mercenary (Warrior Archetype): Haven't thought this one out yet. Guy that's able to adjust to multiple situations.

Master of Death (Magic User Archetype): able to command undead, Cast Necromancy spell better than other Archetype.



Any suggestions you have would be great.


3) Featured Races bonuses and archetypes.

Stormageddon
2013-08-30, 10:42 PM
Ok so a thought occurred to me what if I take the thief out of Spell Thief and make it a Magic User Archetype. Thinking about using the name Siphon (If you can think of a better name please help out).

Here's what I'm thinking:

CHA based casting.

Touch attack to steal spells. Will save to prevent stolen spell yada yada.

Steals Arcane and Divine spells.

when a spell is stolen is added to the Siphon spells known.

Cap on how many spells it can know per level.

Energy Bond: The bond level effects how many spell like abilities it can steal. Maybe it can only steal one spell like ability at a time but the bond level increases the DC of spell like ability.

Able to take a 10 on use magical device.

need to work out the details on how to balance. Should the spells be lost after a time?

Should it gain it's own spells?

How to prevent it from stealing other party members spells? I was thinking maybe the spells could only be stolen from dead spell casters?

How to make it so if the DM does not throw casters at you, you can still be effective? Maybe drain spells from scrolls? Magic Items?

Stormageddon
2013-09-05, 11:31 AM
Change Log

New Archetypes: Blue Mage, Hoplite, and Detective.

Leader/Warrior: Gave full BAB, and increased the HD to a d10.

Stormageddon
2013-09-07, 09:52 PM
Change log

Gave Warrior Expert full BAB.

Created the Elementalist.

Tovec
2013-09-13, 02:36 PM
I've been away so I've missed a lot of your changes as well as haven't finished my evaluation in the first place. I'll try to get back to it now. This just caught my attention.

Ok so a thought occurred to me what if I take the thief out of Spell Thief and make it a Magic User Archetype. Thinking about using the name Siphon (If you can think of a better name please help out).

<snip>

Cap on how many spells it can know per level.

All of this sounds good.

I do like "siphon."

What number were you figuring? Would it be less, the same, or more than what your existing magic users get?


Energy Bond: The bond level effects how many spell like abilities it can steal. Maybe it can only steal one spell like ability at a time but the bond level increases the DC of spell like ability.
I like only one at a time. Especially since stealing spell-like can get crazy. I also like the boost to DCs but that might need testing with E6.


Able to take a 10 on use magical device.
Seems odd, but alright.


need to work out the details on how to balance. Should the spells be lost after a time?

Should it gain it's own spells?
I think yes they should be lost over time. Maybe a concentration or caster level check every X amount of time. X being .. encounter, hour, day.. as you see fit.
And yes I would say they should have their own spells. Well, no scratch that. I think they need their own base level utility and effectiveness. So many own "spell" like a single spell (or very limited list) that they can do X times a day or as spell-like? If not, I don't think it is a huge thing if they don't get their own so long as their thieving works well.


How to prevent it from stealing other party members spells? I was thinking maybe the spells could only be stolen from dead spell casters?
Is this a big issue? I've had a couple spell thieves (3.5) before and they only ever took spells from willing PCs in times of need - otherwise stealing from enemies was best.

How do you make it so that sneak attack doesn't work on PCs? Or sleight of hand? Seems the same to me. I'd let them but advise agaisnt it.

And, as long as the mechanics of stealing spells works properly I don't see the problem either way.

Like I would have a line that says spells taken by a spell thief cannot be recovered or replaced as other spells when preparing them or recovering spell slots for the day. So, you can't give the spell thief all your spells one night, sleep and get your new list in the morning. If he has it, he keeps it until he expends it or it is otherwise lost.

Stormageddon
2013-09-13, 04:41 PM
I've been away so I've missed a lot of your changes as well as haven't finished my evaluation in the first place. I'll try to get back to it now. This just caught my attention.

All of this sounds good.

I do like "siphon."

What number were you figuring? Would it be less, the same, or more than what your existing magic users get?


I like only one at a time. Especially since stealing spell-like can get crazy. I also like the boost to DCs but that might need testing with E6.


Seems odd, but alright.


I think yes they should be lost over time. Maybe a concentration or caster level check every X amount of time. X being .. encounter, hour, day.. as you see fit.
And yes I would say they should have their own spells. Well, no scratch that. I think they need their own base level utility and effectiveness. So many own "spell" like a single spell (or very limited list) that they can do X times a day or as spell-like? If not, I don't think it is a huge thing if they don't get their own so long as their thieving works well.


Is this a big issue? I've had a couple spell thieves (3.5) before and they only ever took spells from willing PCs in times of need - otherwise stealing from enemies was best.

How do you make it so that sneak attack doesn't work on PCs? Or sleight of hand? Seems the same to me. I'd let them but advise agaisnt it.

And, as long as the mechanics of stealing spells works properly I don't see the problem either way.

Like I would have a line that says spells taken by a spell thief cannot be recovered or replaced as other spells when preparing them or recovering spell slots for the day. So, you can't give the spell thief all your spells one night, sleep and get your new list in the morning. If he has it, he keeps it until he expends it or it is otherwise lost.

Yes I've had a surge of inspiration lately!

I made the Spell Thief as a kind of Blue Mage. I even kept the name Blue Mage, but recently changed it back to Siphon as I like the name better and it pulls away from Final Fantasy. A I figure a traditional Spell Theif can be made with a Siphon/Expert hybrid.

Stormageddon
2013-09-14, 06:34 PM
Change Log

Gave Magic User/Expert low BAB.

Stormageddon
2013-10-09, 01:45 PM
Change Log

Changed the Mage so the Mage must specialize, and will receive all spells from the Specialized school. The Mage will only receive certain amount of spells from other schools. This is for balance purposes and make a Illusionist much different from a Diviner.

To Do Log

Break up the Warden into three different types: Sky Warden, Earth Warden, and Sea Warden. Given each type its' own spell list.

Find a way to break up the Priest and Witch into different types and give them a smaller spell list.

Stormageddon
2013-10-10, 05:19 PM
Change Log

Changed the Warden so it's spell casting list is limited. Change Wild Shape to improve it to Shapeshifting. Nature Spell no longer works.