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Thread: Gnorman's Complete E6 Compendium

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    Default Re: Gnorman's Complete E6 Compendium

    WHAT IS THIS AN UPDATE WHAAAAAAAAAAAAAAAAAAAT

    seriously, here's a rough preview of the updated Scoundrel

    The Rogue

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

    Level BAB Fort Ref Will Special Luck Pool
    1st +0 +0 +2 +0 Archetype Power (Lesser), Sneak Attack +1d6, Trapfinding, Rogue's Luck 3
    2nd +1 +0 +3 +0 Blindsider, Evasion 4
    3rd +2 +1 +3 +1 Archetype Power (Moderate), Sneak Attack +2d6 4
    4th +3 +1 +4 +1 Better Lucky Than Good, Uncanny Dodge 5
    5th +3 +1 +4 +1 Opportunity Knocks, Sneak Attack +3d6 5
    6th +4 +2 +5 +2 Archetype Power (Greater), A Dashing Rogue 6

    Proficiencies: The rogue 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 rogue chooses an archetype from the list below. He gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the list. Once made, this choice is final.

    Sneak Attack: As the rogue ability.

    Trapfinding: As the rogue ability.

    Rogue's Luck: A rogue has a small pool of Luck points that allow him to gain advantages both in combat and out. The rogue's maximum pool of Luck is equal to the number given in the class table for the appropriate level. At the beginning of an encounter, the rogue begins with a full Luck pool, which replenishes itself over time naturally - in combat, a rogue regains one point of Luck at the end of his turn each round; out of combat, a rogue regains one point of luck each minute. A rogue may spend one or more Luck points as an immediate action, usually in concert with another die roll. However, the rogue must choose to spend Luck points before rolling. By spending these points, the Rogue may add additional dice to the roll, increase his damage, or achieve other effects, listed below:

    The Right Angle: For every two Luck points spent as part of a sneak attack, a rogue deals an additional 1d6 of sneak attack damage.

    Lucky Break: By spending one Luck point a part of an attack, skill, or saving throw roll, a rogue may roll an additional d4 and add the result of that die to his check. A rogue may also spend additional Luck on the same roll - for each additional point of Luck spent, the additional die increases by a step, to a maximum of a d12.

    Critical Strike: By spending two Luck points as part of a sneak attack, a rogue may ignore the sneak attack or critical immunity of his target, but dealing only half damage. By spending four Luck points, a rogue deals full damage instead.

    Blindsider: The rogue gains a +4 bonus to attacks made while flanking, instead of +2. Sneak attacks made while flanking add an additional point of damage per die.

    Evasion: As the rogue ability.

    Better Lucky Than Good: Once per day, a rogue may choose to spend Luck points after rolling, but before hearing the result of the roll. In addition, a rogue now regains Luck points at a rate of two per round while in combat, and two per minute while out.

    Uncanny Dodge: As the rogue ability.

    Opportunity Knocks: If the rogue successfully sneak attacks an opponent who is completely unaware of his presence, the sneak attack damage is maximized.

    A Dashing Rogue: Once per day, the rogue may make use of one of the following abilities:

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

    Ghost of a Chance: For the remainder of the encounter, the rogue gains concealment and may hide in plain sight, as the Shadowdancer ability.

    Seven-Leaf Clover: The rogue may spend Luck points to alter a roll even after the results of the roll have been announced.

    Archetypes:

    Spoiler
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    Assassin

    Lesser Archetype Power: An assassin is trained in the use of poison and immune to its effects. He may also apply poison as a swift action and does not provoke attacks of opportunity for doing so. In addition, by spending one hour using an alchemist's lab, he may craft a day's supply of poison without expending additional time or materials, or actually making a Craft check. However, to do so, he must spend Luck points, and Luck points spent in this way do not regenerate for 24 hours. By doing so, an assassin gains access to an unlimited supply of various types of poisons, the total value of which cannot exceed 100 gp per point of Luck spent. For example, by spending three Luck points (and thus reducing his maximum pool of Luck accordingly), he could have access to a limitless supply of sassone leaf residue, or spent four Luck points and have access to an unlimited supply of large scorpion venom, giant wasp venom, and drow poison (total value: 485 gp).
    Moderate Archetype Power: The save DC of any poison used by an assassin is increased by a number equal to his Intelligence modifier. In addition, by spending three points of luck as a swift action, he may force a poisoned opponent to immediately save or suffer the secondary effects of the poison currently coursing through its veins.
    Greater Archetype Power: As part of a sneak attack, an assassin may spend six points of Luck to make a Death Attack. If the sneak attack hits and deals damage, the target must make a Fortitude save (DC = 13 + the assassin's Intelligence modifier) or immediately die. In addition, an assassin may now poison even creatures that are immune to poison damage, though at a -4 penalty to the poison's DC.

    Beguiler

    Lesser Archetype Power: A beguiler may cast a small number of spells from the Wizard list, as outlined in the table below. A beguiler casts spontaneously, just as the Wizard does, and knows all the spells of the appropriate level. The beguiler does not suffer from arcane spell failure imposed by light armor, and his primary spellcasting ability is Intelligence.

    Spells Per Day
    Level 0 1 2
    1st 2 - -
    2nd 3 0* -
    3rd 3 1 -
    4th 3 2 0*
    5th 3 3 1
    6th 3 3 2
    * provided that the beguiler has an Intelligence score high enough to convey a bonus spell of that level

    Moderate Archetype Power: A beguiler may spend Luck to enhance the capabilities of his spells. A beguiler may spend three points of Luck to increase the DC of the spell by 1, or may spend two points of Luck to gain a +2 bonus to overcome the spell resistance of the target. A beguiler may spend as many points of luck on these abilities as he has, and may mix and match as he sees fit.
    Greater Archetype Power: Whenever a beguiler is the target of a mind-affecting ability and fails a save, he may spend three points of Luck to immediately attempt a new save. If the second save fails, he may not spend additional Luck to try again.


    Swashbuckler

    Lesser Archetype Power: Whenever a swashbuckler regains Luck, he regains an additional point on top of the normal recovery rate. In addition, his maximum Luck is increased by half his Charisma modifier, and he gains the benefits of the Two-Weapon Fighting feat, even if he does not qualify for it.
    Moderate Archetype Power: As long as a swashbuckler's Luck pool is full, he gains half that number, rounded down, as a bonus to his armor class and all saving throws.
    Greater Archetype Power: By spending Luck points, a swashbuckler may take additional actions in a single round. By spending three points, a swashbuckler may take an additional move action. By spending four points, a swashbuckler may take an additional standard action. And by spending six points, a swashbuckler may take an additional full-round action.