View Single Post

Thread: Gnorman's Complete E6 Compendium

  1. - Top - End - #174
    Dwarf in the Playground
    Join Date
    Jan 2008

    Default Re: Gnorman's Complete E6 Compendium

    Forgot to say: Brawler getting bonuses from Wisdom is fine by me - Wisdom involves how aware you are of your surroundings, which is thematically how the brawler's talents work regardless.

    Anyway, Poet with the earlier design principles applied:

    Eye of Newt - Unchanged, Half spellcasting - So essentially a "half" ability each level, no capstone as it's without level 3 spells.

    Spoiler
    Show
    White: Trapfinding, healing, combat buffing.
    Blue: Secret Door detection, unlock anything, mobility and concealment, limited combat buffing and "social" spells such as charms, limited debuffing.
    Green: Healing, limited trapfinding, combat buffing, battlefield control, mobility and concealment.
    Red: Blasting (With Fiery Burst, Searing Ray is 8D6 ranged touch no save), battlefield control, limited combat buffing (plus rarely, if ever, can a problem not be solved with the Mount spell, not least summoning a ton of terrified horse 40' in the air for 9D6 damage within 10', no save).
    Black: "Social spells" in the form of disguise self and command, limited blasting, limited debuffing.

    The Poet's role varies based on the lists chosen, but not a huge amount considering how few spells they get.

    It's worth noting that because of the overlap issue with similar spell lists either having multiple effects for similar purposes or simply having the same spell, it's in the Poet's best interest to make the most of their unique ability to generalise into a very different field. Overall I'd say that Green/Red, Green/Blue or Blue/Red offer the most optimal combinations.


    Inspirations:

    Spoiler
    Show
    Inspiration: A number of times per day equal to his poet level + his Charisma modifier, a Poet may produce magical effects known as Inspirations on those around him through spoken word, song or with an instrument, though the quality of the performance is irrelevant to the power that sound contains.

    Starting an Inspiration is a standard action. Some inspirations require concentration, which means the poet must take a standard action each round to maintain the ability. Even while using Inspirations that don’t require concentration, a poet cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf poet has a 20% chance to fail when attempting to use inspirations. If he fails, the attempt still counts against his daily limit.

    The Poet is considered to have the Bardic Music class feature for the purpose of qualifying for feats. Any effect that applies to Bardic Music instead effects their Inspiration ability.

    [Note: Fascinate is Perform dependent, and therefore incompatible with the Poet ethos, as such, it has been removed, and a new inspiration included to replace it and Suggestion. Transparency with Bardic Music allows the Poet to use bard specific feats without a serious rewrite.]

    - Inspire Courage (Su)

    With this Inspiration a Poet may inspire courage in their allies (including themselves), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Poet perform. The effect lasts for as long as the ally hears the Poet perform and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.

    Inspire Courage is a mind-affecting ability.

    [Note: Unlike the Bard, none of the Poet's abilities scale, and are not counted as scaling accordingly. Effectively these are isolated abilities keyed off of Inspiration uses.]

    - Inspire Competence (Su)
    A Poet of 2nd level or higher can use an Inspiration to help an ally succeed at a task. The Poet must also be able to see the ally.

    The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Poet's performance. Certain uses of this ability are infeasible. The effect lasts as long as the Poet concentrates, up to a maximum of 2 minutes. A Poet cannot inspire competence in themselves. Inspire competence is a mind-affecting ability.

    [i][Note: Moved to level 2 for consistent accumulation of abilities.]

    - Inspire Health (Su)

    A Poet of 4th level or higher can use an Inspiration to fill their allies (including themselves) with supernatural vigour. Allies must be within 30 feet and able to see and hear the Poet.

    Allies get Fast Healing 1 as long as he or she continues to hear the Poet's performance and they are beneath 50% of their maximum hit points. The effect lasts as long as the Poet concentrates, up to a maximum of 2 minutes.

    [Note: Renamed for consistency, despite my appreciation for the original name.]


    The Food of Love: At second level, the Poet gains Sonic Resistance 5, this increases to Sonic Resistance 10 at level 5.

    Words of Power (Su): At third level, the Poet learns to fuel their performances with magical power. As a standard action, the Poet may sacrifice one of their spells per day to recover one use of their Inspiration ability per level of the spell sacrificed in this way.

    A Charmed Life (Ex): At sixth level, the Poet can no longer roll a natural one on anything - if he does, he may immediately gains a free reroll. They must abide by the results of the reroll, unless it is another natural one. They may do this a number of times per day equal to his charisma modifier (for a minimum of one).
    Any time the Poet rolls a natural twenty, they may use this ability an additional time per day.

    It takes no action to use this ability.

    [Note: Amended for balance - the ability to not just "ignore failure on 1" for everything, but also reroll for a guaranteed chance of a better result" is superior to epic feats.]



    This all would leave the Poet looking like this:

    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2

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

    2nd|+1|+0|+3|+3|Inspire Competence, Sonic resistance 5|3|0|-

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

    4th|+3|+1|+4|+4|Inspire Health|3|2|0

    5th|+3|+1|+4|+4|A Charmed Life, Sonic resistance 10|3|3|1

    6th|+4|+2|+5|+5|Archetype Power (Greater)|3|3|2[/table]
    Last edited by Kholai; 2012-08-11 at 04:46 PM.