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    Default GE6 Streamlined Class Compendium (Core-Only)

    Okay, you can start commenting if you want.

    Not that there's much to comment on yet.

    This will be a distillation of my previous Compendium into an easier-to-digest, core-only format. Instead of a hundred possible classes, there will only be fifteen. Easier to jump in for groups with less resources, less desire to spend time learning all the intricacies of 3.5, or just less inclination to mess about with all the various subsystems introduced over the years. Expect each archetype to add more than just one ability to compensate for the reduction - hopefully each one should feel unique while still coming from a common, easy-to-use mold.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    The Fighter


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

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

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

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

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

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

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

    6th|+6/+1|+5|+2|+2|Riddle of Steel[/table]

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

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

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

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

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

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

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

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

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

    Archetypes


    The Barbarian


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

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

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

    The Knight


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

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

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

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

    The Monk


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

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

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

    The Paladin


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

    Black or White Morality (Moderate Archetype Power): A paladin becomes immune to disease, charm, compulsion, and possession. In addition, he gains either the lay on hands or deadly touch ability. Finally, a paladin chooses one of the following abilities:

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

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

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

    The Ranger


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

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

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

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    The Rogue


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

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

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

    2nd|+1|+0|+3|+0|Polymath

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

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

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

    6th|+4|+2|+5|+2|Natural Genius[/table]

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

    Trapfinding: The rogue can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. The rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

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

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

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

    The Artificer


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

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

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

    The Assassin


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

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

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

    The Bard


    The Food of Love (Lesser Archetype Power): A bard gains the ability to use bardic music as a PHB bard of his class level. He may use bardic music a number of times per day equal to his class level plus his Charisma modifier. In addition, he gains the bardic knowledge ability.

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

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

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

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

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

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

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

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

    March Militaire: All allies within hearing range gain a bonus to armor class equal to the bard's Charisma modifier and have their base land speed doubled.

    In addition, a bard's Inspire Courage bonus increases to +2 and his Inspire Competence bonus increases to +4.

    The Sage


    Lesser Archetype Power: A number of times per day equal to his class level, the sage may imitate any spell on the mage list (including bonus spells granted by archetypes) as a spell-like ability. He may only imitate spells of a level equal to or less than half his level, and may only imitate one spell per day of the highest level available to him. He may not imitate spells that require the expenditure of experience or components with a value measured in gold pieces, nor may he use any feat that imitates a metamagic feat (such as Empower Spell-Like Ability) to modify the spell-like ability. The DC of the spell-like ability is equal to 10 + the level of the spell imitated + the sage's Intelligence modifier. The time it takes to imitate the spell is equal to the casting time of the spell. His caster level is equal to his class level. In addition, a sage may take ten on all knowledge checks, if even distracted or endangered.

    Moderate Archetype Power: If a sage successfully identifies an opponent using a knowledge check, he and all allies within 30 feet may ignore an amount of damage reduction equal to the sage's Intelligence modifier. In addition, any spellcasting allies within 30 feet gain the sage's Intelligence modifier as a bonus to overcome any spell resistance the identified opponent possesses. These bonuses last until the end of the encounter. If an ally moves more than 30 feet away from the sage, the bonuses no longer apply, but they are restored if he moves back within 30 feet of the sage during the same encounter.

    Greater Archetype Power: A sage may share knowledge of a single feat he possesses with all allies within 30 feet. He may select which feat he would like to share at the beginning of each day. If an ally moves more than 30 feet away from the sage, he no longer gains the shared feat's benefits, but if he moves back into range, the benefits are restored. In addition, a sage may treat spell completion items as if he knew the spell stored.

    The Swashbuckler


    Lesser Archetype Power: A swashbuckler gains the benefits of the Two-Weapon Fighting and Weapon Finesse feats, even if he does not qualify for them, as long as he wears light or no armor. In addition, he may add his Intelligence modifier to all damage rolls with finessable weapons, and as a dodge bonus to his armor class as long as he wears light or no armor. Finally, the swashbuckler may add his Intelligence modifier to all disarm, trip, or sunder attempts.

    Moderate Archetype Power: Once per round as a free action, if a swashbuckler is attacked in melee and the attack misses, he may make an immediate melee attack against the opponent who missed (provided that that opponent is within the swashbuckler's reach). In addition, a swashbuckler gains a +4 bonus to attacks made while flanking, rather than the normal +2. Finally, a swashbuckler gains Evasion and Uncanny Dodge.

    Greater Archetype Power:

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    The Mage



    HD: d6
    Class Skills: Choose any four skills as class skills, plus Craft, Knowledge (all), Profession
    Skill Points: 2 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2|3

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

    2nd|+1|+0|+0|+3|Advanced Learning, Channel Energy|6|5|-|-

    3rd|+1|+1|+1|+3|Moderate Archetype Power|6|6|3|-

    4th|+2|+1|+1|+4|Advanced Learning|6|6|4|-

    5th|+2|+1|+1|+4|Greater Archetype Power|6|5|3|-

    6th|+3|+2|+2|+5|Advanced Learning, Signature Spell|6|6|6|4[/table]

    Weapon and Armor Proficiencies: The mage is proficient with all simple weapons and light armor. A mage may cast arcane spells in light armor without incurring the normal arcane spell failure chance.

    Archetype: At 1st level, a mage picks an archetype from the list below, each of which confers bonus spells and special abilities. Bonus spells are available as soon as the mage is capable of casting the same level of spells, while the abilities become available at the levels in the above table. Once chosen, the archetype is permanent.

    Spellcasting: The mage casts spells (either arcane or divine, depending on archetype chosen: clerics and druids cast divine spells, while warlocks, warmages, and wizards cast arcane spells) drawn from a specialized list given below. Depending on the archetype he chooses, a certain number of bonus spells are added to that list. The mage may spontaneously cast any spell on his list, assuming that he still has spells per day available of that level. When access to a new level of spells is gained, the mage automatically learns all spells of that level on his list. The number of spells he may cast per day is given in the above table. To cast a spell, the mage must have a primary spellcasting statistic equal to 10 + the level of the spell in question (The primary spellcasting statistic for warlocks, warmages, and wizards is Intelligence; for clerics and druid, it is Wisdom). A mage receives bonus spells for having a high primary spellcasting statistic. The DC of a mage spell is equal to 10 + the spell's level + the mage's Charisma modifier.

    Channel Energy: At will as a standard action, a mage can attack with a burst of energy. This attack can be either a melee touch attack or a ranged touch attack, and has a range of 10 feet per mage level if used as the latter. The attack deals 1d6 + the mage's Charisma modifier in damage. The type of damage varies with archetype chosen - a cleric deals fire damage, a druid deals acid damage, a warlock deals negative energy damage, a warmage deals lightning damage, and a wizard deals cold damage.

    Advanced Learning: At 2nd level, (and again at 4th level, and 6th), the mage may add one spell to his list of spells known. This spell must fulfill certain requirements based on the mage's archetype, and the mage may select only spells no higher than the highest level of spells he knows at the time.

    Cleric: May select any spell from the cleric list.

    Druid: May select any spell on the druid list.

    Warlock: May select any spell of the conjuration or necromancy schools on either the cleric or sorcerer/wizard list.

    Warmage: May select any spell of the abjuration, evocation, or transmutation schools on the sorcerer/wizard list.

    Wizard: May select any spell of the divination, enchantment, or illusion schools on the sorcerer/wizard list.

    Signature Spell: At 6th level, the mage gains a single 4th-level spell slot and selects one single 4th-level spell to add to his spell list. He does not receive any bonus spells at this level, regardless of his primary spellcasing score. He may not learn any other 4th-level spells through any method. The same restrictions that apply to his Advanced Learning class feature apply to selecting his Signature Spell (as in, a cleric can only select spells from the cleric list, et cetera). The mage may apply no metamagic to this spell, nor may he use the spell slot to cast other spells he knows with metamagic applied to them. This spell may not be used in the creation of any item. Essentially, the only thing he may do with this slot is cast the single 4th-level spell he knows once per day.

    General Mage Spell List

    0: Cure Minor Wounds, Detect Magic, Detect Poison, Inflict Minor Wounds, Light, Mending, Read Magic

    1: Cure Light Wounds, Endure Elements, Inflict Light Wounds, Magic Weapon, Protection from Alignment, Summon Monster I (Summon Nature's Ally I instead for Druids)

    2: Animal Affinity*, Continual Flame, Cure Moderate Wounds, Inflict Moderate Wounds, Resist Energy, Summon Monster II (Summon Nature's Ally II instead for Druids)

    3: Cure Serious Wounds, Dispel Magic, Inflict Serious Wounds, Magic Circle Against Alignment, Protection from Energy, Summon Monster III (Summon Nature's Ally III instead for Druids)

    * Animal Affinity described in spoiler
    Spoiler
    Show

    Animal Affinity
    Transmutation
    Level: Mage 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes

    The affected creature gains a +4 enhancement bonus to one ability score of the caster's choice. Spellcasters do not gain any additional bonus spells if their primary spellcasting statistic is increased.


    Archetypes

    The Cleric



    Bonus Spells
    0: Create Water, Guidance, Inflict Minor Wounds, Purify Food and Drink, Resistance, Virtue
    1: Bane, Bless Water, Command, Detect Alignment, Divine Favor, Hide from Undead, Magic Stone, Remove Fear, Sanctuary, Shield of Faith
    2: Aid, Align Weapon, Augury, Delay Poison, Hold Person, Make Whole, Remove Paralysis, Lesser Restoration, Silence, Spiritual Weapon
    3: Daylight, Create Food and Water, Glyph of Warding, Prayer, Invisibility Purge, Remove Curse, Remove Blindness/Deafness, Remove Disease, Searing Light, Water Walk

    Trappings of Faith (Lesser Archetype Power):

    A cleric gains the ability to turn undead a number of times per day equal to 3 + his Charisma modifier. He also gains proficiency with medium and heavy armor, as well as shields (except tower shields).

    Sacred Secrets (Moderate Archetype Power):

    Any time a cleric casts a beneficial spell on himself or an ally, the target(s) of that spell are restored a number of hit points equal to the cleric's Charisma modifier. In addition, a cleric chooses two Enemies of the Faith from the following list, and gains a sacred bonus on attack and damage rolls against those two types of creatures equal to his Charisma modifier (if positive).

    Enemies of the Faith: Aberrations, evil outsiders, heretics (divine spellcasters or humanoid creatures with divine spell-like abilities), undead, or witches (arcane spellcasters or humanoid creatures with arcane spell-like abilities).

    Divine Intervention (Greater Archetype Power):

    Once per encounter as an immediate action, a cleric may infuse an ally within 30 feet with divine power. That ally is instantly healed for an amount equal to the cleric's class level multiplied by his Charisma modifier (if positive), and is immune to all forms of damage for one round. A cleric may use this ability on himself if he desires. In addition, his Channel Energy ability now deals divine damage and cannot be resisted.

    The Druid


    Bonus Spells
    0: Create Water, Flare, Guidance, Know Direction, Purify Food and Drink, Resistance
    1: Calm Animals, Charm Animal, Detect Animals and Plants, Entangle, Faerie Fire, Magic Fang, Longstrider, Obscuring Mist, Produce Flame, Speak with Animals
    2: Animal Messenger, Barkskin, Chill Metal, Delay Poison, Flaming Sphere, Fog Cloud, Gust of Wind, Soften Earth and Stone, Warp Wood, Wood Shape
    3: Call Lightning, Dominate Animal, Neutralize Poison, Plant Growth, Poison, Remove Disease, Sleet Storm, Spike Growth, Stone Shape, Wind Wall

    Call of the Wild (Lesser Archetype Power):

    A druid gains the ability to shift into Small and Medium animal forms. This functions as the alternate form ability, with a few exceptions. A druid may shift at will as a standard action that does not provoke an attack of opportunity, and may retain an alternate form indefinitely. The new form's hit dice cannot exceed the druid's class level, and he must be familiar with the form he is taking (in this case, "familiar" means he has seen firsthand a living specimen of the animal in question). A druid may not speak while in animal form, except to other animals of the same general grouping. A druid may never cast spells while in alternate form, not even if he possesses the Natural Spell feat, nor may he use his Channel Energy ability. All gear carried or worn by a druid melds into his new form and becomes non-functional, but is restored once the druid retakes his natural shape. Any new items worn in the assumed form do not function, and simply fall off.

    In addition, druids are proficient with hide armor and wooden shields (except tower shields).

    Regrowth (Moderate Archetype Power:)

    Any creature summoned by a druid gains fast healing equal to the druid's Charisma modifier. In addition, any time a druid casts a beneficial spell on himself or an ally, the target(s) of that spell gain fast healing 1 for a number of rounds equal to the druid's Charisma modifier (if positive).

    Nature is a Fickle Mistress (Greater Archetype Power:)

    When choosing a new form to shift into, a druid may now select Small or Medium elementals, though his hit dice limit remains the same. In addition, when shifted into an animal form, his natural attacks are now infused with a caustic venom and deal extra acid damage equal to his Charisma modifier (if positive). Finally, he gains immunity to all poisons.

    The Warlock



    Bonus Spells
    0: Acid Splash, Disrupt Undead, Ghost Sound, Inflict Minor Wounds, Mage Hand, Touch of Fatigue
    1: Bane, Cause Fear, Chill Touch, Deathwatch, Detect Undead, Disguise Self, Doom, Entropic Shield, Grease, Ray of Enfeeblement
    2: Blindness/Deafness, Darkness, Death Knell, False Life, Scare, Spectral Hand, Spider Climb, Summon Swarm, Touch of Idiocy, Web
    3: Animate Dead, Bestow Curse, Contagion, Deeper Darkness, Halt Undead, Poison, Ray of Exhaustion, Speak With Dead, Stinking Cloud, Vampiric Touch

    Voidcaller (Lesser Archetype Power):

    A warlock may cast any summoning spell that normally requires a full round as a standard action. In addition, any fiendish creatures or evil outsiders summoned by a warlock gain a bonus to attack rolls equal to the warlock's Charisma modifier (if positive).

    Shadow's Embrace (Moderate Archetype Power)

    Anytime a warlock deals negative energy damage (such as with an Inflict Light Wounds spell, or with his Channel Energy ability), he is healed for half the total amount of damage caused. In addition, a warlock gains the ability to see perfectly in total darkness, even magical darkness. Finally, a warlock gains the ability to rebuke undead as a cleric of his class level a number of times per day equal to 3 + the warlock's Charisma modifier.

    Fell Servant (Greater Archetype Power)

    A warlock gains the services of a powerful creature as a familiar. His servant may be an evil outsider, a corporeal undead, or a fiendish animal, but it may not have more hit dice than the warlock's own level minus two, and may not gain experience or create any kind of spawn. In all ways, this servant is treated like a wizard or sorcerer's familiars, and gains the same bonuses for the master's level. Unlike a normal familiar, the warlock does not lose experience points upon the familiar's death or dismissal nor does he have to wait a year and a day to summon a new one. A twelve-hour ritual costing 100 gold pieces per warlock level can replace a servant that has been released or has perished. In addition, any fiendish creatures or evil outsiders summoned by a warlock deal extra negative energy damage equal to the warlock's Charisma modifier (if positive).

    The Warmage



    Bonus Spells
    0: Acid Splash, Dancing Lights, Daze, Flare, Ray of Frost, Prestidigitation
    1: Alarm, Burning Hands, Enlarge Person, Floating Disk, Magic Missile, Mount, Reduce Person, Shield, Shocking Grasp, True Strike
    2: Acid Arrow, Glitterdust, Flame Blade, Flaming Sphere, Heat Metal, Protection from Arrows, Pyrotechnics, Scorching Ray, Shatter, Sound Burst
    3: Explosive Runes, Fireball, Flame Arrow, Haste, Heroism, Keen Edge, Lightning Bolt, Phantom Steed, Rage, Slow

    Spell and Steel (Lesser Archetype Power):

    A warmage may cast a spell and make an attack as a single full-round action, even if he does not have a free hand to cast the spell (such as if he is wielding a two-handed weapon). He also gains proficiency with medium armor, martial weapons, and shields (except tower shields). He may cast spells in medium armor or while wielding a shield without incurring the normal arcane spell failure chance.

    Battle Boldness (Moderate Archetype Power):

    A warmage may now channel energy as part of a normal melee attack - if he connects, he inflicts his channel energy damage in addition to weapon damage. He also gains a +2 bonus on caster level checks to overcome spell resistance and a +1 bonus to save DCs against a specific opponent, provided that he has successfully damaged that opponent in melee within one round (i.e., in either the current round or the round prior).

    Burning Blood (Greater Archetype Power):

    If a warmage has damaged an opponent in melee within one round, he may ignore any elemental resistance that opponent possesses. This does not allow the warmage to overcome immunity, however. In addition, if he has damaged an opponent with a spell within one round, he gains an untyped bonus to attack and damage rolls against that opponent equal to his Charisma modifier (provided that it is positive).

    The Wizard



    Bonus Spells
    0: Dancing Lights, Ghost Sound, Mage Hand, Prestidigitation, Ray of Frost
    1: Charm Person, Color Spray, Disguise Self, Expeditious Retreat, Feather Fall, Hypnotism, Silent Image, Sleep, Unseen Servant, Ventriloquism
    2: Blur, Daze Monster, Detect Thoughts, Hideous Laughter, Invisibility, Levitate, Locate Object, Minor Image, Mirror Image, See Invisibility
    3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Displacement, Fly, Gaseous Form, Hold Person, Invisibility Sphere, Major Image, Suggestion

    Bend the Will (Lesser Archetype Power):

    Once per encounter, a wizard may ignore a single opponent's immunity to mind-affecting effects (if applicable), or affect a single mindless creature with a mind-affecting spell. In addition, a wizard gains a familiar in the same manner as a PHB wizard or sorcerer. Unlike a normal familiar, a wizard does not lose experience upon the death or dismissal of a familiar, nor must he wait a year and a day to replace it. A twelve-hour ritual costing 100 gold pieces per wizard level can replace a familiar that has perished or been released.

    Blur the Line (Moderate Archetype Power)

    After casting an illusion spell, a wizard gains concealment for a number of rounds equal to his Charisma modifier (provided that it is positive). In addition, any HD caps on wizard spells (such as Daze or Sleep) are increased by the wizard's Charisma modifier.

    Shackle the Mind (Greater Archetype Power)

    Opponents making Will saves against a wizard's enchantment spells must roll twice and take the lower of the two results. If both save attempts are failures, the spell is automatically extended, if applicable. In addition, any creature being hit by a wizard's Channel Energy ability must make a Will save (DC equal to 10 + half the wizard's level + the wizard's Charisma modifier) or be confused for one round.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Man, you're really dedicated to the E6 format. Kudos.

    As before, I'm sure I shall enjoy reading your classes.
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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Sweet. I love seeing your E6 classes. There is something to be said for simplicity so this core only set should be interesting.

    Edit: Looking over the classes I see that these archetypes will probably be bigger than the archetypes on your other set of classes. Instead of just bonus spells I expect each Spellcaster archetype would get a different spell list entirely (especially with both Cleric and Wizard under the same class)
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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    I really look forward to the rest of this. I love the concept and reasoning behind E6, but many classes (and all PrCs) lose good deal of options or interestring abilities while playing it. Any classes intended to be finished by level 6 are welcome, especially when they are as well-writtten as yours.
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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Quote Originally Posted by Bayonet Priest View Post
    Sweet. I love seeing your E6 classes. There is something to be said for simplicity so this core only set should be interesting.

    Edit: Looking over the classes I see that these archetypes will probably be bigger than the archetypes on your other set of classes. Instead of just bonus spells I expect each Spellcaster archetype would get a different spell list entirely (especially with both Cleric and Wizard under the same class)
    Yes, all archetypes will be meatier than before, to compensate for the reduced number of them. They will probably also add an ability each level, rather than every other level.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Quote Originally Posted by Gnorman View Post
    Yes, all archetypes will be meatier than before, to compensate for the reduced number of them. They will probably also add an ability each level, rather than every other level.
    Makes sense, although I worry that making archetypes too meaty might defeat the purpose of having them in the first place. With something every level and with each archetype resulting in such a different character it might almost be worth it to have each as a seperate class. Anyway, just my 2 cents.



    Now, I know these aren't finished yet so don't think I'm hounding you over stuff you just haven't got to yet. These are just my thoughts so far.

    Looking at the Mage spell lists you have so far is interesting. All Mages can be healers. I expect Clerics will get an archetype power that makes them the best at it.

    Let's see, The Cleric. He's got a great list of bonus spells, exactly what a cleric should have to feel like a holy spellcaster. I notice that they all seem to be "goodish" spells. No nasty stuff like Inflict or Animate Dead. Looking down the page it seems the Warlock covers all of those sort of spells. I don't know if this is incomplete or intentional but it's bringing forward all sorts of setting ideas for how to use this. Like a setting where there are only good or neutral gods or perhaps the gods are more impersonal and unknowable but Clerics get powerful magic from their faith. Maybe where a DM would use an Evil Cleric in base 3.5 he would use a Warlock in GE6.


    Druid's list looks good. Great thematic druid spells like Entangle and Call Lightning. Not too much to say here so far, for a full caster the Druid's spell list has never been the whole story.


    Warlock is cool. Here's the bad dude spell list. Animate Dead, Bestow Curse, Desecrate, lots of nasty spells here. And even more importantly you have the Warlocks Lesser Archetype Power up. It seems like a substantial boost to summons as it doesn't seem like it would be to difficult to get a 14 or 16 in Cha. Quite thematic.


    Warmage looks like it has a solid blasting and minor buffing list. Great combat stuff, blasting may be unoptimized but it sure is fun. Nice protective spells like Shield and Protection from Arrows. Those just fit the name Warmage for me, unsubtle defenses for an unsubtle caster.


    Wizard. Lot's of enchantments and illusions here. It's a nice list although I see it lacks any sort of direct damage spells. I know that's the Warmage's thing but all of the other mage's get something of the sort; Searing Light, Call Lightning, Warlock has several touch attacks. Tossing him a magic missile or something might be worth it just so he has at least one holdout gun.


    Anyway, I look forward to seeing where these go. I really liked your other E6 classes and it's interesting to see these come together from the beginning. I hope my feedback is useful and not annoying or anything.
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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Quote Originally Posted by Bayonet Priest View Post
    Makes sense, although I worry that making archetypes too meaty might defeat the purpose of having them in the first place. With something every level and with each archetype resulting in such a different character it might almost be worth it to have each as a seperate class. Anyway, just my 2 cents.

    That's a fair point, though if I really wanted to I could just make a base class for each one... but that wouldn't really be "streamlining." I'll stick with every other level for now unless I have a compelling reason to expand.

    Now, I know these aren't finished yet so don't think I'm hounding you over stuff you just haven't got to yet. These are just my thoughts so far.

    Looking at the Mage spell lists you have so far is interesting. All Mages can be healers. I expect Clerics will get an archetype power that makes them the best at it.

    That is correct. In-combat healing makes so little difference that I see no reason to include a party member simply as a healbot. You can if you like, as the cleric and the druid will have abilities that make them better at it, but if you're running a smaller game, you won't need one.

    Let's see, The Cleric. He's got a great list of bonus spells, exactly what a cleric should have to feel like a holy spellcaster. I notice that they all seem to be "goodish" spells. No nasty stuff like Inflict or Animate Dead. Looking down the page it seems the Warlock covers all of those sort of spells. I don't know if this is incomplete or intentional but it's bringing forward all sorts of setting ideas for how to use this. Like a setting where there are only good or neutral gods or perhaps the gods are more impersonal and unknowable but Clerics get powerful magic from their faith. Maybe where a DM would use an Evil Cleric in base 3.5 he would use a Warlock in GE6.

    I've been expanding the cleric's list to include some of those spells - the overtly nasty ones like Animate Dead and Desecrate will be more in the warlock camp (they could still be servants of evil gods), but they have gained a few spells that could easily be interpreted as their gods cursing and/or smiting disbelievers, like the Inflict line, Bane, Doom, and Bestow Curse. Now there's some overlap between the cleric and the warlock, but the warlock was always going to be "half-necromancer/half-evil cleric" anyway.

    Druid's list looks good. Great thematic druid spells like Entangle and Call Lightning. Not too much to say here so far, for a full caster the Druid's spell list has never been the whole story.

    Taken pretty much wholesale from the PHB druid list. If it ain't broke, right?

    Warlock is cool. Here's the bad dude spell list. Animate Dead, Bestow Curse, Desecrate, lots of nasty spells here. And even more importantly you have the Warlocks Lesser Archetype Power up. It seems like a substantial boost to summons as it doesn't seem like it would be to difficult to get a 14 or 16 in Cha. Quite thematic.

    I powered that down a bit (to half) but I may restore it - I'm attempting to give every class archetype abilities that key off something other than their primary stat, to encourage them to diversify their attributes and reduce SAD (which I don't have a problem with per se, but I think unfairly penalizes MAD characters).

    Warmage looks like it has a solid blasting and minor buffing list. Great combat stuff, blasting may be unoptimized but it sure is fun. Nice protective spells like Shield and Protection from Arrows. Those just fit the name Warmage for me, unsubtle defenses for an unsubtle caster.

    Yup, it's about as unsubtle as a mage can get.

    Wizard. Lot's of enchantments and illusions here. It's a nice list although I see it lacks any sort of direct damage spells. I know that's the Warmage's thing but all of the other mage's get something of the sort; Searing Light, Call Lightning, Warlock has several touch attacks. Tossing him a magic missile or something might be worth it just so he has at least one holdout gun.

    Magic Missile has been added, good point (and a thematic addition). One of the mage abilities I plan on adding is an at-will ray (or touch attack) that does a bit of damage, enough that they don't need to depend on a crossbow when they run out of spells but not enough to make a real difference. The wizard's ray would likely be cold or lightning damage.

    Anyway, I look forward to seeing where these go. I really liked your other E6 classes and it's interesting to see these come together from the beginning. I hope my feedback is useful and not annoying or anything.
    Responded to some of your points in bold, thanks for the input so far.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    The Mage class is complete and ready for review.

    Work to commence on the Fighter class next.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    First off, I'm a huge fan of your work, so kudos to you for taking your insights into (what I feel is) an even more accessible direction.

    Therefore, anything I say is merely for consideration, and please don't let it be taken as any sort of criticism.

    Let me start with some high-concept thoughts and then move down into the nitty-gritty.

    1) BAB and saves. Since this is an E6 game, why not play around with the advancement of these parameters to give a slightly greater spread between those who are competent and those who are not? Something like a +1 BAB for fighters, and a +1/2 BAB for rogue and mage? For saves, maybe a +1/level for Good Saves, and a +1/2 levels or +1/3 levels for Bad saves? Play around to taste, but why keep a design that doesn't serve a game that is only going to 6th level?

    2) Mage: division between arcane and divine. Beyond ASF and some feats, what point does maintaining that division serve? You have 3 arcane classes, and 1 of them can cast in armor anyway.

    3) Mage: HPs and skill points between arcane and divine classes. Clerics and Druids are going to be skill-poor compared to virtually every other class, and don't even get a bump to HPs to compensate. If there is anywhere a division into a 4th class would seem warranted, it's between arcane and divine. Or, apitballing here, but since classes share skill points and HPs, drop the division between arcane and divine, and have a warrior-mage class and a pure-caster class.

    4) Multiclassing. If I recall, you're not a proponent of people going 3/3 or 2/2/2 or anything with your classes, so it may not matter to you. But a lot of interesting concepts can't be done with only three classes to pick from, like a theurge.

    5) Relative strength of archetype powers. I think when you're designing classes, that's it's easy to forget how much on an E6 campaign takes place at 6+. I think a lot of the archetype powers are good concepts, but may be too powerful upfront. Some of that power may be better to assign to feats that members of that archetype can take as capstone feats. I'm not going to pick on any particular power, since you may totally disagree concept with this concept, and that's fine.

    6) Monk: Flurry of blows is a really annoying ability. It's constantly argued about (just check out the Paizo forums) and runs counter to the fast movement ability of the monk. Which isn't there anymore. Hmm. I guess you didn't like that monk aspect? While I see that the greater power mitigates the movement aspect, maybe there are other ways to represent the monk's kung-fu fighting?

    7) Monk: The monk SR is really strong. I'd say start it at 8 + level, and maybe a feat to move it to 12 + level at level 6. And 100% spell failure if they don't penetrate seems really excessive.

    8) Knight: The lesser power is an immediate action, but they can do it 3 times per round at level 6. Since immediate actions are limited to once a round, something has to give in the description. Honestly, more than 1/round seems a bit much to me.

    I'm still looking, so more later.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Good points; I've addressed them individually in bold

    Quote Originally Posted by Renchard View Post
    First off, I'm a huge fan of your work, so kudos to you for taking your insights into (what I feel is) an even more accessible direction.

    Thank you!

    Therefore, anything I say is merely for consideration, and please don't let it be taken as any sort of criticism.

    I don't mind criticism in the slightest, no worries.

    Let me start with some high-concept thoughts and then move down into the nitty-gritty.

    1) BAB and saves. Since this is an E6 game, why not play around with the advancement of these parameters to give a slightly greater spread between those who are competent and those who are not? Something like a +1 BAB for fighters, and a +1/2 BAB for rogue and mage? For saves, maybe a +1/level for Good Saves, and a +1/2 levels or +1/3 levels for Bad saves? Play around to taste, but why keep a design that doesn't serve a game that is only going to 6th level?

    I don't quite follow you here - could you explain in further detail? I'd rather not penalize the rogue's BAB any further.

    2) Mage: division between arcane and divine. Beyond ASF and some feats, what point does maintaining that division serve? You have 3 arcane classes, and 1 of them can cast in armor anyway.

    Admittedly, not much. It's a legacy decision. In my previous compendium, I did away with divine spellcasting altogether. I could do that here; it's an easy enough adaptation.

    3) Mage: HPs and skill points between arcane and divine classes. Clerics and Druids are going to be skill-poor compared to virtually every other class, and don't even get a bump to HPs to compensate. If there is anywhere a division into a 4th class would seem warranted, it's between arcane and divine. Or, apitballing here, but since classes share skill points and HPs, drop the division between arcane and divine, and have a warrior-mage class and a pure-caster class.

    Clerics (and druids, to a lesser extent) were always skill-poor. I've given them both pretty heavy nerfs (removed the druid's animal companion and altered his wild shape for what I hope is the worse; removed cleric domains and fighting ability), but the fact remains that they are still full casters, and any more toys than that are gravy. A separate spellcasting class for divine casters would be a bit too much complexity, I think.

    4) Multiclassing. If I recall, you're not a proponent of people going 3/3 or 2/2/2 or anything with your classes, so it may not matter to you. But a lot of interesting concepts can't be done with only three classes to pick from, like a theurge.

    This particular incarnation is friendlier to multiclassing (I've moved archetype powers up a level, and tried to push the most "dippable" powers back to 3rd level. To reiterate, because it's a total 180 from my last effort: I support multiclassing with this compendium.

    5) Relative strength of archetype powers. I think when you're designing classes, that's it's easy to forget how much on an E6 campaign takes place at 6+. I think a lot of the archetype powers are good concepts, but may be too powerful upfront. Some of that power may be better to assign to feats that members of that archetype can take as capstone feats. I'm not going to pick on any particular power, since you may totally disagree concept with this concept, and that's fine.

    Pick away, please. I'm a theoretical designer and don't have many (if any) opportunities for playtesting, so I need all the feedback I can get. I'm trying my level best to make sure that the really powerful abilities are the Greater Archetype Powers (I think I need to switch around the monk).

    6) Monk: Flurry of blows is a really annoying ability. It's constantly argued about (just check out the Paizo forums) and runs counter to the fast movement ability of the monk. Which isn't there anymore. Hmm. I guess you didn't like that monk aspect? While I see that the greater power mitigates the movement aspect, maybe there are other ways to represent the monk's kung-fu fighting?

    I did forget to include fast movement (which I will rectify). I'm not at all opposed to axing flurry of blows, since it's kind of stupid anyway. I strongly believe that the monk (and really all fighting classes in general, but that's another point entirely) should be able to full attack and move in the same round.

    7) Monk: The monk SR is really strong. I'd say start it at 8 + level, and maybe a feat to move it to 12 + level at level 6. And 100% spell failure if they don't penetrate seems really excessive.

    8 + level means that he only has a 40% chance to resist spells cast by an equal level caster. I'd prefer it to be stronger - heck, drow get 11 + spell level just for being drow. If I spent years training in a monastery to unlock the powers of the mind, my spell resistance damn well better be higher than a prissy dark elf noble who spent his life dithering around in the underdark. But I digress. I could compromise at 10 + level.

    As to the second point, I have considered it and yes, it is excessive, but in duration. I'm either going to keep the 100% failure chance and make it only last for one round (it's going to be a one-shot anyway; no mage worth his spellbook is going to cast on a monk twice) or make it so that the monk is healed for a certain amount after absorbing spells.


    8) Knight: The lesser power is an immediate action, but they can do it 3 times per round at level 6. Since immediate actions are limited to once a round, something has to give in the description. Honestly, more than 1/round seems a bit much to me.

    Right, should be free action. Don't see why more than once a round is too much, though - the knight's entire schtick is "I am a D&D-based tank that can actually exert some control over who the enemy targets," and that's like... his central ability. But I'll think about it.

    I'm still looking, so more later.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    I've only had time to skim what you have up so far but here's a few thoughts.

    I love the Warlock, I just want to use him as a badguy so badly. The Cleric looks fine too, less martial than the PHB Cleric but not far behind and possibly ahead against his chosen enemies.

    I know it's just cosmetic but I'm not sure about the Wizard's name. Wizard feels like a name for a generalist type caster and this Wizard is almost entirely about Illusions and Enchantments. Really, with so few archetypes in this set it might pay to have a more generic option for each class. A Wizard who gets a little of everything or a Fighter that isn't pigeonholed into being someone who Rages or someone who is really tanky.

    As for the Fighter stuff, it looks good to me so far. The Fighter chassis especially is very nice. You've built in a few things that feel like ToB maneuvers that seem like they will be a lot of fun in a fight.

    On another note, I like that most classes have a primary and secondary attribute. Keeps the SAD down on those casters.

    I'll give more feedback later.
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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Responses in bold. As always, I appreciate the feedback, and will do my best to address as much of it as I can.

    Quote Originally Posted by Bayonet Priest View Post
    I've only had time to skim what you have up so far but here's a few thoughts.

    I love the Warlock, I just want to use him as a badguy so badly. The Cleric looks fine too, less martial than the PHB Cleric but not far behind and possibly ahead against his chosen enemies.

    Thanks! I'll admit, the warlock's my personal favorite (sometimes I have to check myself with him, and tone him down a little), and I'm happier with the cleric than I am with the original compendium's white mage, which I think always suffered from not having much offensive application.

    I know it's just cosmetic but I'm not sure about the Wizard's name. Wizard feels like a name for a generalist type caster and this Wizard is almost entirely about Illusions and Enchantments. Really, with so few archetypes in this set it might pay to have a more generic option for each class. A Wizard who gets a little of everything or a Fighter that isn't pigeonholed into being someone who Rages or someone who is really tanky.

    Part of my design philosophy is reducing the versatility of full casters to bring them down a tier or two. I am fairly set in my ways on this decision - too many options on a full caster diminishes the contributions of the rest of the party. The wizard is the hermetic magician, one who deals in subtle charms and sympathetic magic. The classic idea of a "wizard," rather than the D&D version of it. It's certainly the closest thing to a utility caster out of the five, though I have removed certain utility spells for their ability to circumvent problems vastly out of their element (the cleric does not get Find Traps, because that cuts into the rogue's territory; similarly, Comprehend Languages and Tongues undercut the value of knowing multiple languages, so I made a conscious decision to remove them). It's more similar to the beguiler class in terms of spell list, but that's how a lot of wizards are represented in mythology and literature.

    As to the fighter comment, the knight is probably closest to the generic D&D fighter, but here's the way I see it: the barbarian is defensive (don't let the name fool you, he could be any street thug or hardy warrior), the knight is defensive (doesn't have to be noble - could be a rank-and-file soldier apt at defending his allies), the monk is mobile (and a little anti-spellcasting), the ranger is... ranged (I wish I had more of an insightful thing to say there, but I do not; it does have a sideline in attacking quickly and finding the weak spot), and the paladin is a buffer/burst damager. The generic abilities are there in the chassis itself, and can be made use of regardless of archetype. I'm open to suggestions, though - what would represent a more generic fighter? Bonus feats? Combat maneuvers?


    As for the Fighter stuff, it looks good to me so far. The Fighter chassis especially is very nice. You've built in a few things that feel like ToB maneuvers that seem like they will be a lot of fun in a fight.

    Thanks. Melee deserves nice toys too, and another part of my design philosophy is to give non-magical classes meaningful options and ways to use the action economy or combat mechanics in the way that casters can currently. Something other than making the numbers go up (Thanks, Djinn_in_Tonic). It's both the biggest challenge of class design to me (few official sources have experimented with it outside of ToB and I haven't brushed up on a ton of pre-existing homebrew, so I'm kind of groping around blind in some respects) but also the biggest source of satisfaction when it works out (as much as I love playing casters, one of the things that I've loved seeing is how few of them seem to be submitted whenever a PbP game uses my classes).

    On another note, I like that most classes have a primary and secondary attribute. Keeps the SAD down on those casters.

    Hey, anything that keeps casters from dumping Charisma (in my mind, people used to imposing their will on the universe should have strong personalities) makes sense to me. It's a nice go-to stat for miscellaneous powers, too, but it's thematic too - the wizard's a natural enchanter, the cleric should be used to public speaking, the warlock's has experience wheeling and dealing with powerful entities, the warmage is a battlefield leader. The druid probably has the least overt connection to Charisma, but hey, they used to require 15 Charisma, so... there.

    I'll give more feedback later.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Regarding multiclassing, I'm wondering whether you made a conscious decision to limit multiclassing to between the Fighter, Rogue and Mage. Currently there doesn't seem to be any way to get two different archetypes (at reduced power of course), which is too bad since Warlock/Warmage would be very interesting.
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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Quote Originally Posted by Rion View Post
    Regarding multiclassing, I'm wondering whether you made a conscious decision to limit multiclassing to between the Fighter, Rogue and Mage. Currently there doesn't seem to be any way to get two different archetypes (at reduced power of course), which is too bad since Warlock/Warmage would be very interesting.
    Hmm, multiclassing between classes seems like it would work fine but you're right about multiclassing within a class. It can't be done. Perhaps a line of multiarchetype feats could partially solve this problem, something that could give you a limited splash of Warlock for your Warmage or something.

    Speaking of multiclassing I already see some good coming out of throwing a bit of Warmage into your Barbarian. They seem like they would play nice together.
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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    A fighter who isn't simply bonus feats? I'm interested already.

    The Fighter/Mage looks pretty good so far, can't wait to see what you do with the rogue. Though one complaint I have is the Ranger Archtype. It just feels kinda...sporadic. It gains ranged benefits, two-weapon benefits and an animal companion...all three of which I could easily see having their own archtypes if you really wanted.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Quote Originally Posted by Rion View Post
    Regarding multiclassing, I'm wondering whether you made a conscious decision to limit multiclassing to between the Fighter, Rogue and Mage. Currently there doesn't seem to be any way to get two different archetypes (at reduced power of course), which is too bad since Warlock/Warmage would be very interesting.
    Quote Originally Posted by Bayonet Priest View Post
    Hmm, multiclassing between classes seems like it would work fine but you're right about multiclassing within a class. It can't be done. Perhaps a line of multiarchetype feats could partially solve this problem, something that could give you a limited splash of Warlock for your Warmage or something.

    Speaking of multiclassing I already see some good coming out of throwing a bit of Warmage into your Barbarian. They seem like they would play nice together.
    Feats would definitely be the most obvious way to approach it, if you were so inclined. It should be a pretty long chain, though, and should not allow you to get the full power of another archetype. It wouldn't be out of the realm of logical possibility to double up on one class (say, Warmage 5 / Warlock 1); it's a bit awkward, but not terribly so, and there's room for theurgic concepts. I'll ponder it and see if I can come up with an easier way to do it.

    A fighter who isn't simply bonus feats? I'm interested already.

    The Fighter/Mage looks pretty good so far, can't wait to see what you do with the rogue. Though one complaint I have is the Ranger Archtype. It just feels kinda...sporadic. It gains ranged benefits, two-weapon benefits and an animal companion...all three of which I could easily see having their own archtypes if you really wanted.
    I'll probably hone the ranger into an archery/pet class.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    I think the Paladin Archetype could get a Special Mount(as PHB Paladin, maybe with a different clause to regain it if it is killed) as Greater Archetype power.

    Furthermore, I don't really like the Knight archetype as presented here; the "swap places with the ally adjacent to me that is supposed to be protected" mechanic is certainly a way to protect allies, but IMO less elegant than the 2nd lvl Devoted Spirit maneuver Shield Block.

    As such, I'd like to suggest changing the Knight Archetype as follows:

    The Knight

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

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

    -----------------------------------------
    The inclusion of Stand Still as archetype power is certainly a good tanking ability, but doesn't mesh well with the (Tower)Shield support of the first ability. Since my suggested change makes shields necessary for protecting allies, reach weapons become very awkward to use.

    I'd suggest a challenge-ability as moderate archetype power, provoking either 1 enemy or all within a certain distance(akin to the 3.5 Knight's Test of Mettle)

    The third archetype power looks good(Blocking line of effect for harmful stuff); but I'd rather have a
    "If the knight uses the total defense action while wielding a shield, adjacent allies gain improved cover until the start of the knight's next turn." instead of the immunity to ranged attacks.
    Last edited by Aldgar; 2012-05-09 at 01:56 AM.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Quote Originally Posted by Gnorman View Post
    Feats would definitely be the most obvious way to approach it, if you were so inclined. It should be a pretty long chain, though, and should not allow you to get the full power of another archetype. It wouldn't be out of the realm of logical possibility to double up on one class (say, Warmage 5 / Warlock 1); it's a bit awkward, but not terribly so, and there's room for theurgic concepts. I'll ponder it and see if I can come up with an easier way to do it.
    Maybe give the ability to gain the lesser archetype power from an archetype you didn't choose as a moderate or greater archetype power?

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Quote Originally Posted by Aldgar View Post
    I think the Paladin Archetype could get a Special Mount(as PHB Paladin, maybe with a different clause to regain it if it is killed) as Greater Archetype power.

    Furthermore, I don't really like the Knight archetype as presented here; the "swap places with the ally adjacent to me that is supposed to be protected" mechanic is certainly a way to protect allies, but IMO less elegant than the 2nd lvl Devoted Spirit maneuver Shield Block.

    As such, I'd like to suggest changing the Knight Archetype as follows:

    Good Stuff
    I like your ideas quite a bit - they're simple and very elegant. I'll see what I can do about making some changes. I'm possibly changing the knight to a slightly more generic "Strategist" feel; we'll see.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Just in case this project hasn't been ditched, no D&D remake is complete without Restoration spell and some ancient ritual of bringing back the dead.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    Quote Originally Posted by nonsi View Post
    Just in case this project hasn't been ditched, no D&D remake is complete without Restoration spell and some ancient ritual of bringing back the dead.
    Oh, I never ditch anything entirely. I've had significantly less time to work in the last couple of weeks.

    Restoration and Raise Dead are out of the purview of this project. Unlike my previous E6 Compendium, this one will not have access to level 4 spells. Incantation rules are pretty easy to follow, though.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    The Fighter class has been finished, pending evaluation. Now working on the Rogue.

    Also, made one significant change to the Mage class: regardless of your primary spellcasting statistic, your spell DCs are based on Charisma. Advanced Learning has also been slightly retooled.

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    Default Re: GE6 Streamlined Class Compendium (Core-Only)

    I'm not good enough to give exact advice on what is too powerful or not powerful enough, but I have a few things I want to say about these versions.

    Firstly, I love what you did with the skill system. I've been thinking about skills, due to a combination of my frustrations with creating characters and realising that certain skills aren't class abilities for my class, despite being important to my character concept. Yours is much simplier than what I was thinking, though I wonder if certain skills should be forced to be class skills, like spellcraft for the mage. The idea I was thinking about was halving the number of class skills to the essentials, then allowing you to choose more skills equal to twice the character's intelligence modifier.

    One shame with these classes compared to your normal versions is they don't have as much flavour. This is partly because you don't have some of the stuff from other source books like maneuvers and partly that instead of 20 base classes split between fighter, rogue/intelligence, magic and psionic character types, you only have one martial, one rogue and one mage. Still, the classes are very flavourful. I just think I prefer your original ones where you can have 5 distinctive versions of the druid, for example, instead of only one. Sadly that is the cost of streamlining.

    The other thing I want to mention is the archetypes. I like the archetypes starting at level 1, but I don't like them ending at level 5 instead of level 6. I already discussed this in the other thread, but I feel it is more important here, now that there are so few classes. With only three classes, I feel it is even more important that the archetypes make each class distinct and different, and therefore the idea that two characters who are supposed to be distinctly different, like a Ranger and a Knight, reach level 6 and get the exact same power is a bit disappointing. I understand you changing it to make multiclassing easier (which I approve of and I eagerly suggest you make a feat that allows you to 'multiclass' into two archetypes of the same class. In fact, I might actually make a feat to do that), but the Greater Archetype power is probably something that shouldn't be accessible to a multiclass character. It should be a capstone. Maybe have the archetype powers advance at levels 1, 3 and 6 instead, as this makes multiclassing possible while keeping the importance of the Greater Archetype power as a capstone.

    Still, I have to say your homebrew is still some of the best I've seen. I love the archetype system you have developed and all the work you have put into everything you have made. Well done
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