View Single Post

Thread: Gnorman's Complete E6 Compendium

  1. - Top - End - #388
    Titan in the Playground
     
    Rizban's Avatar

    Join Date
    Mar 2008
    Location
    Aldhaven
    Gender
    Male

    Default Re: Gnorman's Complete E6 Compendium

    Finished a few more
    Changelog
    Spoiler
    Show
    The Poet
    Spoiler
    Show
    • Skills - changed "Knowledge (all)" to "Knowledge (any; taken individually)"
    • Archetype - clarification.
    • Eye of Newt - minor wording change
    • Once More Unto the Breach - changed to "Into", specifed 50% "of his max" hit points
    • A Charmed Life - specified "natural" one
    • Full of Sound and Fury - slight wording edit

    • Banshee
      • Lesser - specified emanation, changed "HD" to "class level"
      • Moderate - slight rewording, gave the deafness a duration
      • Greater - changed "HD" to "class level"

    • Bravado
      • Lesser - specified as Two-Weapon Fighting, specified "weapon" damage, slight rewording
      • Moderate - slight rewording

    • Doomsinger
      • Lesser - added penalty type
      • Moderate - specified "weapon" attacks

    • Skald
      • Lesser - added bonus type

    • Trickster
      • Lesser - added penalty type
      • Modeate - reworded
      • Greater - changed "HD" to "class level", reworded slightly


    The Sage
    Spoiler
    Show
    • Skills - changed "Knowledge (all)" to "Knowledge (any; taken individually)"
    • Archetype Power - clarification
    • Encyclopedic Knowledge - specified Knowledge skill, made ability optional
    • Find the Gap - specified "identified" creature
    • Twist the Knife - specified "identified" creature
    • Stay the Hand - specified "identified" creature
    • Targeted Strike - rewritten for clarity
    • Arms - reworded, limited to single pair of arms
    • Eyes - reworded
    • Head - reworded
    • Legs - added rounding and restricted Overrun
    • Find the Flaw - Reworded

    • Anatomist
      • Lesser - specified "weapon", removed "precision"
      • Moderate - specified as the keen enhancement
      • Greater - various clarifications

    • Investigator
      • Lesser - Created an ability for the missing ability (see below).
      • Moderate - Moved lesser ability here, modified darkvision bonus
      • Greater - Moved moderate ability here, reworded, made see invisibility a supernatural power

    • Monster Hunter
      • Lesser - slight wording change
      • Moderate - slight wording change, added a DC
      • Greater - wording changes

    • Occultist
      • Lesser - slight rewording, specified "class" level
      • Greater - minor edit

    • Tutor
      • Moderate - Changed "Every 24 hours" to "Once per day", specified that the original feat is lost
      • Greater - Changed "applied to all allies" to "shared with all allies"


    The Scoundrel
    Spoiler
    Show
    • Skills - changed a period to a comma
    • Archetype - clarification.
    • Sneak Attack - reworded
    • Underhanded Tactics - specified attack "rolls", slight wording change
    • Close Shave - changed "move action" to "move up to his base land speed"

    • Charlatan
      • No changes... Ideas ran out on this one. I may return to it later.

    • Phantom
      • Greater - added cover in addition to shadow.

    • Silencer
      • Lesser - specified as Poison Use ability, slight edits
      • Moderate - wording change
      • Greater - clarification, added penalty type

    • Thief-Acrobat
      • Lesser - added bonus type
      • Moderate - changed "stressed or endangered" to "threatened or distracted" to match wording of skill use rules, reworded running start ability, changed falling damage from 60' to 10' per class level.
      • Greater - changed "moving" to "movement"



    Poet, Sage, and Scoundrel
    Spoiler
    Show
    The Poet

    Spoiler
    Show

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

    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2
    1st|+0|+0|+2|+2|Archetype Power (Lesser), Eye of Newt, Inspiration|2|-|-
    2nd|+1|+0|+3|+3|The Food of Love|2|-|-
    3rd|+2|+1|+3|+3|Archetype Power (Moderate)|3|0|-
    4th|+3|+1|+4|+4|Once More Unto the Breach|3|1|-
    5th|+3|+1|+4|+4|A Charmed Life|3|3|0
    6th|+4|+2|+5|+5|Archetype Power (Greater), Full of Sound and Fury|3|2|1[/table]

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

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

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

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

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

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

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

    Full of Sound and Fury: Once per day, the poet may make use of one of the following abilities:
    - Concord of Sweet Sounds: The poet may use his Inspiration ability (or any other ability that requires the expenditure of Inspiration) without it counting against his daily limit. He may use this ability even if he has no uses of Inspiration left.
    - Let Slip the Dogs of War: If the poet makes a successful melee attack against an opponent, all allies who threaten that opponent may use an immediate action to make a single attack against that opponent at their highest attack bonus.
    - Out of the Jaws of Death: As an immediate action, the poet may target an ally within 30' who has 0 or fewer hitpoints to heal a number of hit points equal to his poet class level times his Charisma modifier (if positive).

    Archetypes:

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

    Bravado

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

    Doomsinger

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

    Skald

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

    Trickster

    Lesser Archetype Power: A trickster may spend one use of his Inspiration ability to give all opponents within 30' a -1 morale penalty to attack rolls and armor class. This penalty lasts for as long as the poet concentrates and for five rounds after. This penalty increases to -2 at 4th level and -3 at 6th level. A trickster may only use Inspiration in this way three times per day.
    Moderate Archetype Power: If a trickster successfully denies an opponent its Dexterity bonus to armor class by feinting, one ally who threatens that opponent may use an immediate action to make a melee attack against it at his highest base attack bonus.
    Greater Archetype Power: Any opponents affected by a trickster's lesser archetype power must make a Will save the first round they are affected or become confused (Will DC 10 + half the trickster's class level + the trickster's Charisma modifier negates). If the opponent fails his save, he may make another save the following round. A creature that saves against this ability is immune to it for 24 hours.


    The Sage

    Spoiler
    Show

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

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1st|+0|+0|+0|+2|Archetype Power (Lesser), Encyclopedic Knowledge
    2nd|+1|+0|+0|+3|Gaze into the Abyss
    3rd|+2|+1|+1|+3|Archetype Power (Moderate)
    4th|+3|+1|+1|+4|Targeted Strike
    5th|+3|+1|+1|+4|Find the Flaw
    6th|+4|+2|+2|+5|Archetype Power (Greater), Pure Genius[/table]

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

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

    Encyclopedic Knowledge: If a sage successfully identifies a foe using a Knowledge skill check, he may tap into his stores of encyclopedic knowledge as a swift action, searching for some obscure fact that might confer a distinct advantage. He chooses one of the bonuses on the following list. Any bonuses given only last until the end of the encounter and only apply to the specific creature in question and any others of its exact kind (i.e., if the sage identifies a goblin, he gains the bonuses against all goblins in the encounter, but if a hobgoblin is present, he does not receive the bonus against it). A sage may only gain one bonus per encounter for each two class levels he has (minimum of one) - after reaching the maximum, he may not activate this ability again even if he successfully identifies another kind of foe in the same encounter. He may not gain multiple kinds of bonuses against one particular foe. If he identifies multiple kinds of foes at once, he may activate a bonus for each one successfully identified (provided that he does not exceed his maximum) as a single swift action.
    - Find the Gap: A sage gains a +1 insight bonus on all attack rolls against the identified creature and any others of its kind. For every ten points by which the sage's check result exceeds the base DC, this bonus increases by +1.
    - Twist the Knife: A sage deals an additional 1d6 damage against the identified creature and any others of its kind. This is considered precision damage but still deals half damage against creatures immune to critical hits. For every ten points by which the sage's check result exceeds the base DC, he deals an additional 1d6 damage.
    - Stay the Hand: A sage gains a +1 insight bonus to armor class and all saves against any attacks or abilities made by the identified creature and any others of its kind. For every ten points by which the sage's check result exceeds the base DC, the bonus increases by one.
    The sage also gains the bardic knowledge ability as if he were a bard of his sage class level and may make knowledge checks untrained.

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

    Targeted Strike: Three times per encounter, a sage may use a standard action to make a targeted attack against an opponent. The sage adds his Intelligence modifier instead of his Strength modifier on this attack roll. If the attack deals damage, he may apply one of the effects below, but the target may make a save to negate the effect (DC 10+ 1/2 the sage's level + the sage's Intelligence modifier). Unless otherwise noted, the duration of the applied effect is equal to one half the sage's Intelligence modifier, rounded down (minimum 1). Creatures with indiscernible anatomies are immune to targeted strikes, as are any creatures that lack the proper organ (i.e., a creature with no eyes would be immune to a strike against the Eyes).
    - Arms: The target must make a Reflex save or drop whatever is in its hands and take a -4 penalty on all melee attacks for the duration of the strike. It is unable to use natural attacks of the affected limbs for the duration of the strike. If the target has more than one pair of arms, the strike affects only one pair.
    - Eyes: The target must make a Fortitude save or become dazzled and unable to use gaze attacks for the duration of the strike.
    - Head: The target must make a Will save or become confused and unable to use spell-like abilities for the duration of the strike.
    - Legs: The target must make a Reflex save or have its base land speed halved (rounded down to the nearest 5-foot increment) for the duration of the strike. It is also unable to use Trample, Pounce, Overrun, or any burrow, climb, or swim speeds for the duration of the strike.
    - Torso: The target must make a Fortitude save or be fatigued for the duration of the strike. It is unable to use any breath weapon for the duration of the strike. Creatures that do not breathe are immune to this strike.

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

    Pure Genius: Once per day, the sage may make use of one of the following abilities:
    [INDENT]- Eureka: The sage may treat the result of any knowledge check as a natural twenty. He must announce that he is using this ability before he rolls.


    Archetypes:

    Anatomist

    Lesser Archetype Power: An anatomist gains a bonus on all melee weapon damage rolls equal to his Intelligence modifier. The anatomist is able to discern anatomies on even the most confusing creatures, allowing him to do full damage against any creature.
    Moderate Archetype Power: Anytime an anatomist has a bonus from his Encyclopedic Knowledge ability, the critical threat range of any weapon he wields is treated as though it had the keen enhancement against the identified creature, and he gains a bonus to confirm critical hits against that creature equal to his Intelligence modifier.
    Greater Archetype Power: An anatomist's targeted strikes may be used on creatures normally immune to critical hits or with indiscernible anatomies. In addition, the anatomist may select the following additional organs:
    - Amygdala: The target must make a Will save or be shaken for the duration of the strike and may not use any fear or frightful presence abilities.
    - Inner Ear: The target must make a Will save or be deafened and unable to use Evasion or Improved Evasion for the duration of the strike.
    - Glossopharyngeal Nerve: The target must make a Fortitude save or be sickened and unable to use bite attacks or the Swallow Whole ability for the duration of the strike.
    - Subclavian Artery: The target must make a Fortitude save or be staggered for the duration of the strike, and any fast healing or regeneration is suppressed.

    Investigator

    Lesser Archetype Power: An investigator gains the Trapfinding ability and adds Disable Device and Open Lock to his class skills. He may also use the Search skill to look for and analyze clues. Clues are always physical objects or markings or some kind, such as a torn corner from a cloak, a tuft of hair, a bit of parchment, skid marks on the floor, etc. Clues can be found with a DC 10 Search check and analyzed with a Search check with DC 15 + 2 per day since clue was left behind (max 25). Successfully analyzing a clue reveals information about the clue that reveals who or what performed some significant action in the area. For example, examining a broach could reveal that it was torn from a green cloak and of a typical style worn by halflings, further examination might reveal a bit of orc hair caught in the clasp. This might lead the investigator to decide that the owner is a halfling who has been abducted by orcs. A failed roll to analyze a clue reveals flawed information. Perhaps the hair was found but misidentified as belonging to a hobgoblin rather than an orc or assumed to belong to a halfling.
    Moderate Archetype Power: An investigator is more inclined to use non-violent means to achieve his goals. When using his Encyclopedic Knowledge ability, he may instead grant himself a +2 bonus to all Intelligence-, Wisdom-, or Charisma-related checks against the identified creature. For every 10 by which the investigator's check result exceeds the base DC, these bonuses increase by +2. In addition, he gains darkvision out to 60' if he does not already possess it. If he already has darkvision, his darkvision range increases by 30'.
    Greater Archetype Power: An investigator may add his Intelligence modifier to all Strength- and Dexterity-related checks, as well as Spot and Listen checks. In addition, he gains continuous See Invisibility, as the spell, as a supernatural ability.

    Monster Hunter

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

    Occultist

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

    Tutor

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


    The Scoundrel

    Spoiler
    Show

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

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1st|+0|+0|+2|+0|Archetype Power (Lesser), Sneak Attack +1d6, Trapfinding
    2nd|+1|+0|+3|+0|Exit Strategy
    3rd|+2|+1|+3|+1|Archetype Power (Moderate), Sneak Attack +2d6
    4th|+3|+1|+4|+1|Underhanded Tactics
    5th|+3|+1|+4|+1|Critical Strike, Sneak Attack +3d6
    6th|+4|+2|+5|+2|Archetype Power (Greater), Close Shave[/table]

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

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

    Sneak Attack: As the rogue ability, except that the scoundrel still deals half sneak attack damage to non-living creatures, ones without discernible anatomies, or ones immune to critical hits.

    Trapfinding: As the rogue ability.

    Exit Strategy: The scoundrel gains Evasion and Uncanny Dodge.

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

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

    A Dash of Rogue: Once per day, the scoundrel may make use of one of the following abilities:
    - Close Shave: As an immediate action, the scoundrel may negate a melee or ranged attack that would otherwise have brought him to 0 or negative hit points, as if the attack had missed. He may then immediately move up to his base land speed.


    Archetypes:

    Charlatan

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

    Phantom

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

    Silencer

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

    Thief-Acrobat

    Lesser Archetype Power: A thief-acrobat gains an insight bonus to Balance, Climb, Jump, and Tumble checks equal to his class level. He also gains a base climb speed of 30' and need only move 10' to get a running start for Jump checks.
    Moderate Archetype Power: A thief-acrobat may take ten on all Balance, Climb, Jump, and Tumble checks, even if threatened or distracted. He is also as always having running start when jumping and may ignore up to 10' of falling damage per class level.
    Greater Archetype Power: A thief-acrobat does not provoke attacks of opportunity for movement through an opponent's threatened area, and gains Improved Evasion.

    Last edited by Rizban; 2013-02-19 at 05:04 PM.
    Spoiler: Links to my content threads
    Show
    Aldhaven - May 27, 2010 and ongoing.
    Aldhaven Rules and Homebrew (aldhaven.com)

    Character Repository
    Homebrew List
    Quod tibi vis fieri, facias.