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    Default Gnorman's Complete E6 Compendium

    Version 2.0

    What is E6?

    E6 is, very simply, the principle that characters do not level beyond six. Every 5,000 experience points you gain beyond that point, you gain an extra feat.

    E6's rules and philosophical framework can be found here.

    What's different from regular E6?

    Classes weren't designed with level 6 as the maximum level. There are a lot of dead levels, a lot of uninteresting abilities. I'm trying to do my best to alleviate that, while hopefully keeping the balance point between the classes a little more reasonable.

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    Default Re: Gnorman's E6 Compendium

    Combat Classes

    The Brawler

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    HD: d8
    Class Skills: Balance, Climb, Craft, Hide, Intimidate, Escape Artist, Jump, Knowledge (geography), Knowledge (local), Knowledge (religion), Move Silently, Listen, Profession, Sense Motive, Spot, Swim, Tumble
    Skill Points: 4 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Unarmed Damage|AC Bonus|Unarmored Speed Bonus

    1st|+1|+2|+2|+0|Archetype Power (Lesser), A Leaf in the Wind|1d6|+0|+0 ft.

    2nd|+2|+3|+3|+0|Elusive Target|1d6|+0|+10 ft.

    3rd|+3|+3|+3|+1|Archetype Power (Moderate)|1d6|+0|+10 ft.

    4th|+4|+4|+4|+1|Strike the Heavens|1d8|+0|+10 ft.

    5th|+5|+4|+4|+1|Faster Than the Naked Eye|1d8|+1|+10 ft.

    6th|+6/+1|+5|+5|+2|Archetype Power (Greater), Perfect Harmony|1d8|+1|+20 ft.[/table]

    Proficiencies: A brawler is proficient with simple weapons, as well as the kama, the nunchaku, the sai, the singham, and the shuriken. He is also always considered proficient with his own unarmed strikes. A brawler is not proficient with any kinds of armor or shields.

    Archetype Power: At 1st level, a brawler chooses an archetype from the list below. He gains the powers of the archetype at the appropriate levels, as indicated above. Once made, this choice is final.

    A Leaf in the Wind: The brawler gains a dodge bonus to his armor class equal to either his Intelligence or Wisdom modifier (whichever is higher) as long as he is wearing no armor, unencumbered and not equipped with a shield. This bonus increases by 1 at 5th level, and applies even when the brawler is flat-footed. He gains Improved Unarmed Strike as a bonus feat, and his unarmed strikes deal damage according to the table above.

    Elusive Target: The brawler gains Evasion. He also gains a 10' bonus to his base land speed - this bonus increases to 20' at 6th level.

    Strike the Heavens: The brawler's unarmed attacks are now considered magic, with a +1 enhancement bonus. They may be enchanted further, as any other magic weapon.

    Faster Than the Naked Eye: The brawler may make a full attack action as a standard action or as part of a charge, but only if he is unarmored and unarmed. The brawler may only do so once per round.

    Perfect Harmony: Once per day, the brawler may make use of one of the following abilities.

    Blink And You'll Miss Me: As a swift action, the brawler may move up to his base land speed, even if he has already moved that round. In addition, he gains 20% concealment for the next three rounds.

    Hammer Fist: This ability may be declared as part of an unarmed attack - if the brawler succeeds on the attack, he inflicts maximum damage. The receiving opponent must make a Fortitude save (DC equal to 10 + 1/2 the brawler's class level + the brawler's Strength modifier) or be stunned for one round.

    Mystic Resonance: As an immediate action, the brawler can negate one hostile spell or spell-like ability cast upon him, as if he possessed insurmountable spell resistance. He may negate a spell with an area of effect, but if he does, all others in the area are affected as usual. The brawler is also restored a number of hit points equal to his class level multiplied by his Wisdom modifier (if positive).

    Archetypes:

    Breathstealer

    Lesser Archetype Power: A breathstealer gains Improved Grab, and is treated as being one size larger than he actually is for the purposes of grappling.
    Moderate Archetype Power: Once per round as an immediate action, a breathstealer can initiate a grapple against an opponent within reach that has just missed him with a melee attack.
    Greater Archetype Power: A breathstealer can constrict his opponent for his normal unarmed attack damage, and may use his Improved Grab ability against opponents of up to Huge size.

    Bruiser

    Lesser Archetype Power: A bruiser gains a battlefist, which replaces a hand of his choice permanently. The battlefist allows his unarmed strike to deal damage as if it was a two-handed weapon (allowing him to add 1.5x his Strength modifier), and overcome damage reduction as if it was made of cold iron.
    Moderate Archetype Power: A bruiser's unarmed attacks are now considered to have reach, though he may still attack adjacent opponents. His unarmed attacks are considered to be silver for the purposes of overcoming damage reduction.
    Greater Archetype Power: As a standard action, a bruiser may make an unarmed attack as a ranged touch attack against any foe within 120' that he could normally target with a ranged attack. In addition, his unarmed attacks are considered to be adamantine for the purposes of overcoming damage reduction. He may not, however, treat his unarmed attacks as adamantine for the purpose of overcoming the hardness of objects.

    Cenobite

    Lesser Archetype Power: A cenobite may Lay on Hands as a paladin of his class level, although the ability uses Wisdom instead of Charisma to determine the amount healed.
    Moderate Archetype Power: A cenobite gains blindsight out to 30'. In addition, any creature striking the cenobite in melee takes divine damage equal to the cenobite's Wisdom modifier.
    Greater Archetype Power:

    Ravager

    Lesser Archetype Power: A ravager's unarmed strikes do damage as if they were one step higher on the brawler's progression - 1d8 at 1st level, and 1d10 at 4th level. He also may choose to do slashing damage instead of bludgeoning with their unarmed strikes.
    Moderate Archetype Power: A ravager may enter a Whirling Frenzy as a barbarian of his class level three times per day.
    Greater Archetype Power: If a ravager hits an opponent with at least two attacks during his own turn, he may rend his opponent for an amount of damage equal to his base unarmed attack damage plus his Strength modifier. The ravager is healed for an amount equal to the rending damage caused. A ravager may only use this ability once per round.


    The Gladiator

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    HD: d10
    Class Skills: Balance, Climb, Craft, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Profession, Spot, Swim, Tumble
    Skill Points: 4 + Int per level (4x at 1st)

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

    1st|+1|+2|+0|+0|Archetype Power (Lesser), Combat Versatility

    2nd|+2|+3|+0|+0|Weapon of Choice

    3rd|+3|+3|+1|+1|Archetype Power (Moderate), Combat Versatility Bonus Feat

    4th|+4|+4|+1|+1|Unorthodox Maneuvers

    5th|+5|+4|+1|+1|Fancy Footwork, Combat Versatility Bonus Feat

    6th|+6/+1|+5|+2|+2|Greater Archetype Power, Riddle of Steel[/table]

    Proficiencies: The gladiator is proficient with light armor, medium armor, and shields. He is proficient with simple weapons, martial weapons, and three exotic weapons of his choice.

    Archetype: At 1st level, the gladiator 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.

    Combat Versatility: The gladiator qualifies for feats as if he was a fighter of his class level. He also gains bonus fighter feats at 1st, 3rd, and 5th level. Once every twenty-four hours, the gladiator may swap any of these bonus feats for another feat he qualifies for, even all three - he must still fill the prerequisites of any feat he selects.

    Weapon of Choice: The gladiator chooses a single weapon that he is proficient with. He gains a bonus on attack rolls and damage rolls with that weapon equal to half his class level. That weapon may not be sundered and the gladiator may not be disarmed of it while he is wielding it. Once per encounter, he may reroll a failed attack when using this weapon. Once every twenty-four hours, the gladiator may select a new weapon by spending five minutes practicing with it.

    Unorthodox Maneuvers: As a full-round action, the gladiator 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 gladiator making the attack. The gladiator makes one attack roll at his full attack bonus, and uses that result for any and all targets in the affected squares.

    Fancy Footwork: The gladiator may take an extra 5' step each round as an swift action. In addition, when taking the 5' step he may take normally, he may move 10' instead.

    Riddle of Steel: Once per day, the gladiator may make use of one of the three following abilities:

    Shake It Off: As an immediate action, the gladiator may remove one of the following conditions from himself, even if the condition would prevent him from doing so: ability damage, blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and any forms of fear. Upon using this ability, any non-lethal damage the gladiator has suffered is immediately healed.

    It's All in the Wrist: As a swift action, the gladiator may make a full attack, even if he has already performed one that turn. He may take an additional 5' step and select new targets as normal.

    Glancing Blow: As an immediate action, the gladiator gains damage reduction 10/- against the next attack that targets him.

    Archetypes:

    Brute

    Lesser Archetype Power: A brute may Rage as a barbarian of his class level, three times per day, and may add his Strength modifier to all Intimidate attempts. In addition, he gains a 10' bonus to his base land speed, and is no longer encumbered or slowed by wearing medium armor.
    Moderate Archetype Power: A brute may charge over difficult terrain and may make one direction change of up to 90 degrees during a single charge. While raging, he gains damage reduction X/-, where X is equal to his Constitution modifier.
    Greater Archetype Power: A brute may make a full attack at the end of a charge and no longer suffers a penalty to armor class when charging. In addition, while raging, he gains an additional +4 bonus to Will saves against hostile mind-affecting effects.

    Master at Arms

    Lesser Archetype Power: A master at arms may treat his weapons as any material for the purposes of overcoming damage reduction. He may not, however, treat his weapons as adamantine for the purpose of overcoming the hardness of objects.
    Moderate Archetype Power: Once per day, a master at arms may change his weapon of choice to any other in his possession as a swift action. In addition, he gains a +4 bonus to all combat maneuvers with any weapon of choice.
    Greater Archetype Power: The threat range of the master at arm's weapon of choice is doubled, and the critical multiplier increased by one - this ability cannot, however, increase the critical multiplier of a weapon beyond x4.

    Pit Fighter

    Lesser Archetype Power: Anytime a pit fighter successfully connects with an attack of opportunity, he may also immediately take a 5' step, even if he has already used one for the round.
    Moderate Archetype Power: Opponents threatened by a pit fighter provoke attacks of opportunity when taking a 5' step or when casting a spell or spell-like ability, even if doing so defensively.
    Greater Archetype Power: Anytime a pit fighter makes an attack of opportunity they may make a full attack rather than a single attack.

    Rage Magus
    Lesser Archetype Power:
    Moderate Archetype Power:
    Greater Archetype Power:

    {table=head]Spells Per Day
    {table=head]Level | 0 | 1 | 2
    1st|2|-|-
    2nd|3|0*|-
    3rd|3|1|-
    4th|3|2|0*
    5th|3|3|1
    6th|3|3|2 [/table][/table]

    * provided that the rage magus has a high enough Charisma score to have a bonus spell of that level

    Vindicator

    Lesser Archetype Power: A vindicator gains the favored enemy progression as if he were a ranger of his class level.
    Moderate Archetype Power: A vindicator gains a bonus on attack and damage rolls against a particular opponent equal to the number of times that encounter he has been successfully attacked by that opponent (to a maximum of +3).
    Greater Archetype Power: A vindicator's weapon of choice is considered to be a bane weapon against his favored enemies. In addition, he may replace his favored enemies with different choices once every 24 hours.


    The Hunter

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    HD: d8
    Class Skills: Balance, Climb, Craft, Disable Device, Escape Artist, Handle Animal, Hide, Jump, Knowledge (local), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope
    Skill Points: 6 + Int per level (4x at 1st)

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

    1st|+1|+2|+2|+0|Archetype Power (Lesser), Animal Companion

    2nd|+2|+3|+3|+0|Deadly Aim, Trapper

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

    4th|+4|+4|+4|+1|Hawkeye

    5th|+5|+4|+4|+1|Penetration

    6th|+6/+1|+5|+5|+2|Archetype Power (Greater), Peerless Archer[/table]

    Proficiencies: The hunter is proficient with light armor, medium armor, and bucklers. He is also proficient with simple and martial weapons.

    Archetype: At 1st level, the hunter 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.

    Animal Companion: The hunter gains the services of an animal companion, as a druid of his class level.

    Deadly Aim: The hunter may add his Dexterity modifier to damage rolls while using ranged weapons. When using thrown weapons, he may substitute his Dexterity modifier for his Strength modifier for the purposes of damage rolls.

    Trapper: The hunter gains the ability to set traps in a square he occupies as a full-round action. He may set traps with a level equal to his own class level divided by two. Unless otherwise noted, traps are set off when someone steps in the square they were set in, and they have a save DC of 10 + half the hunter's HD + the hunter's Intelligence modifier. Opponents may become aware of them with a successful Spot check, or if they witness the hunter setting them. The hunter may have a number of active traps equal to his Intelligence modifier. In addition, the hunter gains the Trapfinding ability.

    Hawkeye: The hunter takes half the normal penalty (-1 instead of -2) for each range increment beyond the second, and takes no penalties whatsoever for the second, effectively doubling his normal range. He also gains a bonus to Spot checks equal to his class level.

    Penetration: The hunter attacks with ranged weapons and one-handed melee weapons automatically overcome up to 5 points of damage reduction. This ability does not allow the hunter to overcome DR/epic or DR/-.

    Peerless Archer: Once per day, the hunter may make use of one of the following abilities:

    Soft Underbelly: As a free action, the hunter may overcome any and all damage reduction (except for DR/epic) on ranged one attack against an opponent.

    Unerring Shot: As a free action, the hunter may ignore all cover and concealment (except for total cover or concealment) with one ranged attack against an opponent.

    Archetypes:

    Beastmaster

    Lesser Archetype Power: A beastmaster's animal companion gains an inherent +4 bonus to its Strength and Constitution scores. A beastmaster also gains the ability to heal his companion once per day as a full-round action, restoring a number of hit points equal to his Intelligence modifier multiplied by his class level.
    Moderate Archetype Power: A beastmaster gains the ability to speak with all animals, as if permanently under the effects of a Speak With Animals spell. This is an extraordinary ability.
    Greater Archetype Power: A beastmaster gains a second animal companion as a druid of 1st level. He may now heal his companions three times a day (in total, not per companion).

    Peltast
    Lesser Archetype Power: A peltast deals an extra 1d6 damage per two class levels (minimum of 1d6) on all attacks rolls with thrown weapons in a given round provided that he has moved at least 10' in the same round. This is considered precision damage, but still applies (though at half the amount) against creatures normally immune to sneak attacks or critical hits. In addition, a peltast may draw new thrown weapons as a free action.
    Moderate Archetype Power: As a full-round action, a peltast may make a single ranged attack against any and all opponents in a 30' line, using up only one unit of ammunition in the process. He makes a single attack roll and applies that against all enemies in the line, but rolls damage separately for each opponent successfully hit.
    Greater Archetype Power: A peltast may make a full attack as a standard action in a given round, provided that he has moved at least 10' in the same round. Attacks made in this way must be with thrown weapons that the peltast is proficient with.

    Sniper

    Lesser Archetype Power: A sniper only takes a -10 penalty when sniping, and may attempt to hide after making a ranged attack as a swift action. He may also attempt to move at his full speed while hiding without taking the normal -5 penalty on the check.
    Moderate Archetype Power: If a sniper successfully attacks an opponent who is completely unaware of his presence, his weapon's critical range is tripled. As long as the opponent does not know the sniper's exact location, the opponent is considered flat-footed against the sniper's ranged attacks.
    Greater Archetype Power: A sniper may hide without cover or concealment as long he is in natural terrain.

    Stalker

    Lesser Archetype Power: A stalker gains the favored enemy ability as a ranger of his class level.
    Moderate Archetype Power: A stalker may set traps as a standard action. In addition, his traps are harder to spot, offering a +5 bonus to their spot DC.
    Greater Archetype Power: A stalker gains the woodland stride and swift tracker abilities of an 8th-level ranger.

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

    {table=head]Spells Per Day
    {table=head]Level | 0 | 1 | 2
    1st|2|-|-
    2nd|3|0*|-
    3rd|3|1|-
    4th|3|2|0*
    5th|3|3|1
    6th|3|3|2 [/table][/table]

    * provided that the warden has a high enough Wisdom score to have a bonus spell of that level

    Hunter Traps

    Spoiler
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    Level One (Spot DC: 15)
    Spoiler
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    Poison Dart
    If an enemy sets off a poison dart trap, they suffer 1d6 damage and are afflicted with greenblood oil poison. A Reflex save negates the damage and the poison. If the Reflex save is failed, the target may still attempt a Fortitude save against the poison.

    Razorwire
    If an enemy sets off a razorwire trap, they suffer 1d6 slashing damage and are knocked prone. A successful Reflex save negates the damage and prevents them from being knocked prone. A razorwire trap may be set across two squares.

    Vinesnare
    If an enemy sets off a vinesnare trap, they must make a Reflex save or be entangled for three rounds.


    Level Two (Spot DC: 20)
    Spoiler
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    Acidvial
    If an enemy sets off an acidvial trap, they suffer 2d6 acid damage immediately and suffer 2 acid damage per round for the next three rounds. A Reflex save halves the initial damage and negates the recurring damage.

    Fireburst
    If an enemy sets off a fireburst trap, all in a 5' radius suffer 2d6 fire damage and risk being set on fire. A Reflex save halves the damage and prevents them from being set on fire.

    Frosthold
    If an enemy sets off a frosthold trap, they suffer 2d6 cold damage and act as if affected by the Slow spell for one round. A Fortitude save halves the damage and negates the slowing effect.


    Level Three (Spot DC: 25)
    Spoiler
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    Explosive
    If an enemy sets off an explosive trap, all in a 5' radius suffer 2d6 fire damage and 2d6 piercing damage and are knocked prone. A Reflex save halves the damage and prevents them from being knocked prone.

    Deadfall
    If an enemy sets off a deadfall trap, they suffer 4d6 bludgeoning damage and are dazed for one round. A successful Reflex save halves the damage and prevents the dazing.

    Vicious Poison Dart
    If an enemy sets off a vicious poison dart trap, they suffer 2d6 piercing damage and must make a Fortitude save or be afflicted with black adder venom.

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    Default Re: Gnorman's E6 Compendium

    The Sentinel

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    HD: d12
    Class Skills: Balance, Climb, Craft, Intimidate, Jump, Knowledge (history), Knowledge (nobility and royalty), Listen, Profession, Ride, Spot, Swim
    Skill Points: 4 + Int per level (4x at 1st)

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

    1st|+1|+2|+0|+0|Archetype Power (Lesser), Warding

    2nd|+2|+3|+0|+0|Clear and Present Danger, Iron Hide

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

    4th|+4|+4|+1|+1|Battlefield Awareness

    5th|+5|+4|+1|+1|Stalwart Defender

    6th|+6/+1|+5|+2|+2|Archetype Power (Greater), Immovable Object[/table]

    Proficiencies: A sentinel is proficient with light, medium, and heavy armor, as well as all shields (including tower shields). He is proficient with all simple and martial weapons.

    Archetype: At 1st level, a sentinel 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.

    Warding: Once per round as an immediate action, the sentinel may declare that he is protecting an adjacent ally. That ally gains cover for one round.

    At 3rd level, when using this ability, the sentinel may opt to switch places with the chosen ally.

    At 5th level, this ability grants improved cover instead.

    Clear and Present Danger: Opponents provoke attacks of opportunity from the sentinel when they make a melee attack against any target other than the sentinel. If the sentinel's attack of opportunity hits, he may choose to have it deal no damage. The opponent takes a penalty on his upcoming attack roll equal to the amount of damage the attack of opportunity would have dealt.

    Iron Hide: The sentinel gains damage reduction /- equal to his Constitution modifier or his level, whichever is lower. Any ally under the effects of the Warding ability gains damage reduction equal to the same amount.

    Battlefield Awareness: The sentinel can no longer be flanked or caught flat-footed.

    Stalwart Defender: If the sentinel successfully hits and damages an opponent with an attack of opportunity while the opponent is moving through his threatened area, the opponent must immediately stop moving and cannot move further that round.

    Immovable Object: Once per day, the sentinel may use one of the following abilities:

    Peerless Bodyguard: As an immediate action, the sentinel grants total cover to one adjacent ally for one round.

    Shrug It Off: As an immediate action, the sentinel negates all damage dealt to him as part of a single melee or ranged attack.

    Archetypes:

    Bastion

    Lesser Archetype Power: When using the Warding ability, a bastion grants the protected ally concealment, as long as the bastion is wielding a shield.
    Moderate Archetype Power:
    Greater Archetype Power: When using the Warding ability, a bastion grants the protected ally total concealment, as long as the bastion is wielding a shield.

    Juggernaut

    Lesser Archetype Power: A juggernaut gains a bonus to both performing and resisting overrun and bullrush attempts equal to his Constitution modifier, and may attempt to bullrush an opponent of any size.
    Moderate Archetype Power: A juggernaut does not need to move with an opponent in order to move him when performing a bullrush.
    Greater Archetype Power: If a juggernaut bullrushes an opponent into a wall or other solid object (i.e., the opponent cannot move the full distance he is required to due to the object being in the way), that opponent takes bludgeoning damage equal to 4d6 + twice the juggernaut's Strength modifier.

    Landsknecht

    Lesser Archetype Power: Any opponent moving into a landsknecht's reach is considered to be charging, giving it a -2 penalty to AC (though no positive benefits unless it was actually already charging) and allowing the landsknecht to do double damage with a weapon set against a charge. In additions, a landsknecht may attack adjacent opponents with reach weapons.
    Moderate Archetype Power: All squares within a landsknecht's reach are considered difficult terrain for opponents.
    Greater Archetype Power:

    Praetorian

    Lesser Archetype Power: A praetorian gains a +1 untyped bonus to armor class for each ally adjacent to him (to a maximum of +5). When using Warding, this bonus is also extended to the target he protects.
    Moderate Archetype Power: Anytime an ally under the effects of a praetorian's Warding ability is missed with a melee attack, that ally may make an immediate attack of opportunity against the opponent that missed them. This attack of opportunity does not count towards the usual limit of one attack of opportunity per round.
    Greater Archetype Power: All allies adjacent to a praetorian are immune to fear and negative morale effects, and may no longer be flanked or caught flat-footed.


    The Zealot

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    HD: d10
    Class Skills: Climb, Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Listen, Profession, Ride, Sense Motive, Spot, Swim
    Skill Points: 4 + Int per level (4x at 1st)

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

    1st|+1|+2|+0|+2|Archetype Power (Lesser), Smite Opposition|-

    2nd|+2|+3|+0|+3|Benediction, Conviction|1

    3rd|+3|+3|+0|+3|Archetype Power (Moderate)|1

    4th|+4|+4|+1|+4|Purification|2

    5th|+5|+4|+1|+4|Retribution|2

    6th|+6/+1|+5|+1|+5|Archetype Power (Greater), Dedication|3[/table]

    Proficiencies: The zealot is proficient with light, medium, and heavy armor as well as shields. He is also proficient with simple and martial weapons.

    Archetype: At 1st level, the zealot 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.

    Smite Opposition: The zealot gains the ability to smite a foe as part of a melee or ranged attack. He gains a bonus on the attack equal to his Charisma modifier (if positive), deals additional damage equal to his class level plus his Charisma modifier (if positive), and ignores any damage reduction the target possesses. A zealot may smite a foe a number of times per encounter equal to half his class level. A zealot's smite does not function against opponents who are within one step or less of his own alignment.

    Benediction: The zealot gains the ability to exude an aura that provides him and his allies with a beneficial effect. He learns one aura from the list given below, gaining more as he progresses in levels. He may only learn auras with a level equal to half his class level. He may activate or deactivate an aura as a free action, but may only project one aura at a time, to a distance equal to 5' per class level. By spending five minutes in prayer and meditation, he may switch his active aura to any other that he knows. If the zealot is rendered unconscious or killed, his aura immediately ceases to function.

    Conviction: The zealot becomes immune to fear, charm, and compulsion. Allies within 5' per the zealot's class level gain a +4 bonus on saves against the same effects, as long as the zealot is alive and conscious.

    Purification: The zealot becomes immune to poison, disease, nausea, and the sickened condition. Allies within 5' per the zealot's class level gain a +4 bonus on saves against the same effects, as long as the zealot is alive and conscious.

    Retribution: All of the zealot's attacks now overcome damage reduction as if they were aligned with one component of his own personal alignment, chosen upon receiving this ability and permanent once chosen (i.e, a lawful good zealot could choose for his attacks to be considered either lawful or good, while a neutral evil zealot could only select evil). A true neutral zealot may select any alignment component.

    Dedication: Once per day, the zealot may make use of one of the following abilities:

    Back from the Brink: As an immediate action, the zealot with at least 12 Charisma may restore a number of hit points equal to his class level multiplied by his Charisma modifier to himself or a single ally within 30'.

    Raise the Banners: As a swift action, the bonuses and range of the zealot's aura are doubled for one round.

    Rally the Troops: As a swift action, the zealot may remove all negative status effects from himself or a single ally within 30' as a swift action.

    Archetypes:

    Cavalier

    Lesser Archetype Power: HORSEYS?

    Moderate Archetype Power: A cavalier adds the following aura to his list of auras known:

    Divine Wind: The cavalier gains a bonus to his base land speed equal to half his Charisma modifier (if positive) multiplied by 5'. Affected allies gain half this bonus, rounded down to the nearest multiple of five. This bonus is applied after movement penalties for encumbrance or armor.

    Greater Archetype Power: When making a smite as part of a charge, a cavalier's additional damage is equal to twice his level plus twice his Charisma modifier. If the attack connects, the target must make a Will save (DC equal to 10 + 1/2 the cavalier's level + the cavalier's Charisma modifer) or be dazed for one round.

    Initiate

    Lesser Archetype Power: An initiate gains the ability to cast a small number of spells from the white mage's spell list, as outlined in the table below. In all respects, an initiate casts spells just as a white mage would, though he may ignore the arcane spell failure chance of all armor and shields. In addition, an initiate's class features key off of Wisdom instead of Charisma.

    {table=head]Spells Per Day
    {table=head]Level | 0 | 1 | 2
    1st|2|-|-
    2nd|3|0*|-
    3rd|3|1|-
    4th|3|2|0*
    5th|3|3|1
    6th|3|3|2 [/table][/table]

    * provided that the initiate has a high enough Wisdom score to have a bonus spell of that level

    Moderate Archetype Power: An initiate gains the ability to turn (if good or neutral) or rebuke (if evil) undead as a cleric of his level, a number of times per day equal to 3 + his Wisdom modifier.
    Greater Archetype Power: An initiate may now cast spells with a range of personal and a casting time of a standard action as a swift action.

    Reaver

    Lesser Archetype Power: If a reaver successfully deals a killing blow to a foe, he gains a +2 morale bonus to attack rolls, damage rolls, and armor class for the next three rounds. In addition, a reaver may demoralize an opponent as a swift action.
    Moderate Archetype Power: A reaver adds the following aura to his list of auras known:

    Aura of Despair: All opponents within the range of this aura take a penalty on saves equal to half the reaver's Charisma modifier (if positive).

    Greater Archetype Power: Any foe hit by a reaver's melee attacks must make a Fortitude save (with the DC being 10 + 1/2 the reaver's class level + the reaver's Charisma modifier) or become fatigued for one round. If a reaver hits a foe who is already fatigued with this ability, the foe becomes exhausted for one round instead.

    Templar

    Lesser Archetype Power: If an enemy capable of casting spells or SLAs is successfully hit and damaged by a templar's attack, that enemy's next spellcasting attempt or SLA use automatically fails unless it makes a Will save, with the DC equal to 10 + half the templar's class level + the templar's Charisma modifier. A templar also treats Spellcraft as a class skill, and gains a +4 bonus to identify hostile spells.
    Moderate Archetype Power: A templar adds the following aura to his list of auras known:

    Aura of Denial: The templar gains spell resistance equal to 10 + twice his class level. Affected allies gain spell resistance equal to 10 + the templar's class level.

    Greater Archetype Power: A templar may cast a targeted version of Greater Dispel Magic as a spell-like ability once per encounter, with a caster level equal to twice his level.

    Zealot Auras

    Level One

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    Aura of Deflection: The zealot gains a sacred bonus to his armor class equal to his Charisma modifier (if positive). Affected allies gain half that bonus.

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

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


    Level Two

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    Aura of Accuracy: The zealot gains a sacred bonus to ranged and melee attack rolls equal to his Charisma modifier (if positive). Affected allies gain half that bonus.

    Aura of Vitality: The zealot gains temporary hit points equal to his Charisma modifier (if positive). Affected allies gain half that amount. These hit points are refreshed each round that the aura is active (provided that allies remain within range), but do not stack.

    Aura of Purity: Evil outsiders and undead within range of this aura take divine damage equal to the zealot's Charisma modifier (if positive) each round. This damage is applied at the end of the zealot's turn.


    Level Three

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    Aura of Ablation: The zealot gains damage reduction X/-, where X is equal to his Charisma modifier (if positive). Affected allies gain half that amount.

    Aura of Warding: This aura almost exactly mimics the Magic Circle Against Chaos/Evil/Good/Law spell, though it offers its benefits to affected allies out to the zealot's normal aura range rather than just 10'. Upon learning this aura, the zealot chooses which alignment component it protects against - this choice is permanent. This aura is a supernatural ability with a caster level equal to the zealot's class level.

  4. - Top - End - #4
    Ogre in the Playground
     
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    Default Re: Gnorman's E6 Compendium

    Skilled Classes

    The Engineer

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    HD: d6
    Class Skills: Appraise, Concentration, Craft, Disable Device, Forgery, Heal, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Listen, Open Lock, Profession, Search, Spot
    Skill Points: 4 + Int per level (4x at 1st)

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

    1st|+0|+0|+0|+2|Archetype Power (Lesser), Inventions, Trapfinding|2|-|-

    2nd|+1|+0|+0|+3|The Knack|3|-|-

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

    4th|+3|+1|+1|+4|Jury Rigging|3|2|-

    5th|+3|+1|+1|+4|Bombardier|3|2|1

    6th|+4|+2|+2|+5|Archetype Power (Greater), Improvisation|3|3|2[/table]

    Proficiencies: The engineer is proficient with light armor and bucklers. He is proficient with simple weapons, the hand crossbow, and any weapon-like invention he prepares. He may also wear mechanized armor without penalty, even though it is considered heavy armor.

    Archetype: At 1st level, the engineer 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.

    Inventions: The engineer gains the ability to use Inventions. Inventions are limited-use mechanical or alchemical items that mimic supernatural or magical effects, but are completely mundane and scientific in nature. He may prepare a number of inventions per day as listed in the table above, and from any of six disciplines, though he may only prepare each individual invention once each day (one-handed firearms and melee weapons, however, may be prepared twice). Once depleted, the invention may not be used until it has been prepared again - however, some inventions may contain multiple doses or may be used multiple times. The save DC of an invention, unless otherwise noted, is equal to 10 + the level of the invention + the engineer's Intelligence modifier. At 1st level, he may only prepare 1st level inventions, but may prepare 2nd level inventions at level 3 and 3rd level inventions at level 5. Activating an invention, unless otherwise noted in its description, requires a standard action, and they may only be used or equipped by the engineer who prepared it. Preparing inventions requires one hour of dedicated work, and may only be done once every 24 hours.

    Trapfinding: The engineer 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 engineer can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. An engineer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

    The Knack: The engineer gains a bonus on all Craft checks equal to half his level. He also receives a 25% reduction in the crafting cost of all mundane and alchemical items, and his crafting progress checks are measured in days instead of weeks. He may also craft alchemical items as if he were a spellcaster.

    Jury Rigging: Once per day, the engineer may immediately regain the use of one invention that he has just depleted.

    Bombardier: The engineer gains an +4 bonus to attack rolls with splash weapons, or inventions that mimic them. Any such weapons or inventions have their splash radius increased by 5'.

    Improvisation: Once per day, the engineer may activate any invention as a standard action, even if he does not normally have it prepared. If the invention normally has a duration (even if that duration is "indefinite while prepared"), it functions for a maximum of six rounds.

    Archetypes:

    Cannoneer

    Lesser Archetype Power: A cannoneer may load heavy crossbows and two-handed firearms as a move action, or light crossbows, hand crossbows, or one-handed firearms as a free action. He may make an aimed shot with a firearm or crosbow at an opponent's legs (or leg equivalent) as a full round action. If this shot hits and does damage, the opponent must make a Reflex save (DC equal to 10 + 1/2 the cannoneer's class level + the cannoneer's Dexterity modifier) or have its base land speed halved for one turn. A cannoneer may also prepare an extra invention per day from either the Explosives or Smithy discipline.
    Moderate Archetype Power: A cannoneer, when firing a firearm or a crossbow, may choose to have it do fire damage, electrical damage, or cold damage instead of physical damage. He is now always considered to have a supply of bullets and powder or bolts. He may now make an aimed shot with a firearm or crossbow at an opponent's torso as a full-round action. If the shot hits and does damage, his opponent must make a Fortitude save (DC equal to 10 + 1/2 the cannoneer's class level + the cannoneer's Dexterity modifier) or be sickened for one round.
    Greater Archetype Power: Once per encounter, a cannoneer may make an attack or an aimed shot with a firearm or crossbow as a ranged touch attack. He may now make an aimed shot with a firearm or crossbow at an opponent's head as a full-round action. If the shot hits and does damage, his opponent must make a Will save (DC equal to 10 + 1/2 the cannoneer's class level + the cannoneer's Dexterity modifier) or be staggered for one round.

    Innovator

    Lesser Archetype Power: An innovator may prepare one extra invention per day from any discipline, and the DC of any invention he uses gains a +1 bonus.
    Moderate Archetype Power: An innovator may combine inventions as a full-round action, creating a new contraption. He may pick and choose which invention's duration, range, and area to use, and adds the effects of the other invention to it. He must expend the use of both inventions when combining them, and each target is entitled to save separately for all effects. Nonsensical combinations simply do not work.
    Greater Archetype Power: Anytime an innovator rolls a natural twenty, he may recover an expended invention. If he does not have any expended inventions to recover, he may instead use any invention he currently has prepared without expending it. He must use the free invention within one round of rolling the twenty.

    Machinist

    Lesser Archetype Power: A machinist may select one warforged body feat, even if he is not a warforged, and gains its benefits. If he is a warforged, he may select one bonus warforged feat. A machinist may also prepare an extra invention per day from either the Mechanical or the Smithy disciplines.
    Moderate Archetype Power: As part of a normal melee attack, a machinist may use an invention, either one applied as a melee touch attack (in which case it is no longer a touch attack) or as a splash weapon (in which case the invention only applies to the target of the attack). If he connects with the attack, the invention is applied to the target with no save offered. In addition, he may now be healed by spells, powers, abilities, and inventions that normally only target constructs.
    Greater Archetype Power: A machinist gains light fortification, giving him a 25% chance to ignore critical hits or sneak attacks. If he already possesses light fortification, the chance increases to 50%. The armor check penalty offered by his warforged plating decreases by 2, and the maximum dexterity bonus it offers increases by 2.

    Sawbones

    Lesser Archetype Power: A sawbones gains a bonus on melee damage rolls equal to half his total Heal modifier (i.e, his ranks + his Wisdom modifier + any relevant feats, items, spell effects, et cetera), to a maximum of +2 per class level. This is considered precision damage and is halved against non-living creatures, creatures with indiscernible anatomies, and creatures immune to critical hits. A sawbones may also prepare an extra invention per day from either the Chemistry or Medicine discipline.
    Moderate Archetype Power: As a full-round action, a sawbones may attempt to remove non-magical disease or poison from himself or an adjacent ally as a full-round action that provokes attacks of opportunity. The sawbones makes a Heal check - if it is higher than the DC of the disease or poison, the subject is cured. He may also use inventions from the Medicine discipline on allies, as long as he is adjacent to them.
    Greater Archetype Power: As a full-round action that provokes attacks of opportunity, a sawbones can perform a Heal check on any adjacent creature that has died within the last three rounds. If the sawbones succeeds on the check, which has a DC equal to 20 + the HD of the creature, the creature is brought back to life, stabilized at -9 hit points. This ability may only be used on a particular subject once every 24 hours.

    Tinker

    Lesser Archetype Power: A tinker gains the services of a construct companion. Treat this companion as if it were an astral construct of a level no greater than half the tinker's class level (minimum of one), though it is made of mundane metal rather than ectoplasm. The special ability selected for the construct is permanent until a new companion is created. He may create a new companion by spending 8 hours "building" one, and must spend that time initially to gain the services of his first companion. He may repair his companion with a Craft check (Armorsmithing, Blacksmithing, Sculpting, or another deemed appropriate) that takes one hour and heals his companion of hit points equal to the check result -10. A tinker may also prepare an extra invention per day from either the Mechanics or Electromagnetism discipline.
    Moderate Archetype Power: A tinker may choose to split any damage done to either him or his construct companion - rather than have one suffer the full amount, each one takes half damage.
    Greater Archetype Power: A tinker's construct companion gains one choice from Menu B on the astral construct menu. By spending one hour tinkering with his companion, the tinker may select new special abilities.

    Engineer Inventions

    Armament: Armaments are pieces of equipment that take up the listed slot on the body. Armaments are generally able to be used for as long as they are prepared, without being expended.

    Gadgets: Gadgets are a catch-all term for inventions that do not fall in the other categories - their effects range widely.

    Grenades: Grenades are splash weapons with a range increment of 10' and a splash radius of 5'.

    Serum: A beneficial serum may be applied to the user as a standard action that provokes attacks of opportunity. A harmful serum must be applied as a melee touch attack.

    Chemistry
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    1st Level

    Hypnotic Fog
    Type: Grenade
    Save: Will negates
    Direct Hit: Target is fascinated for 10 rounds.
    Indirect Hit: Targets are dazzled for 5 rounds.

    Knock-Out Gas
    Type: Grenade
    Save: Will negates
    Direct Hit: Target must save or fall asleep for 5 rounds.
    Indirect Hit: As Direct Hit.
    Creatures that do not breathe are immune to this invention.

    Softening Agent
    Type: Gadget
    Softening agent is a concoction that reduces the hardness and break DC of whatever it is applied to by 5. It can be spread over a 10 ft. by 10 ft. surface, and lasts for 10 minutes once applied.

    Unstable Elixir
    Type: Serum
    Save: Fortitude partial
    Unstable elixir deals 1d4 acid damage per round for 1d4 rounds, and the target is sickened for the same number of rounds. A save negates the sickening effect, but not the damage.

    2nd Level

    Corrosive Acid
    Type: Grenade
    Save: Reflex for half
    Direct Hit: 3d6 acid damage plus 3 acid damage per round for the next three rounds.
    Indirect Hit:1d6 acid damage plus 1 acid damage per round for the next three rounds.
    A successful Reflex save prevents the recurring damage.

    Flash-Freezer
    Type: Grenade
    Save: Fortitude partial
    Direct Hit: Target is dealt 3d6 cold damage and acts as if affected by the Slow spell for one round
    Indirect Hit: Targets are dealt 1d6 cold damage.
    A successful Fortitude save reduces the damage by half and negates the slowing effect.

    Mystical Suppressant
    Type: Serum
    Save: Will negates
    The target must make a Will save before casting any spell or spell-like abilities - if they fail, their spell automatically fails. This effect lasts 3 rounds.

    Phasic Injection
    Type: Serum
    Save: Will negates
    The user or target becomes incorporeal for 3 rounds.

    3rd Level

    Hallucinogenic Aerosol
    Type: Grenade
    Save: Will negates
    Direct Hit: The target is frightened for 3 rounds.
    Indirect Hit: Targets are shaken for 3 rounds
    Creatures that do not breathe are immune to this effect.

    Paralytic Toxin
    Type: Serum
    Save: Fortitude negates
    The target is paralyzed for 3 rounds. Creatures immune to poison are immune to the paralysis.

    Virulent Microbe
    Type: Serum
    Save: Fortitude negates
    The target is infected with the user's choice of either blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom unless a Fortitude save is made. The incubation period is measured in rounds rather than days.

    Volatile Transmogrifier
    Type: Serum
    Save: Fortitude (harmless)
    The user gains a +6 alchemical bonus to Strength and the Powerful Build quality (if he does not already possess it) for one minute. When the effect ends, the user is exhausted for the duration of the current encounter. Constructs and undead gain no benefit from this invention.

    Mechanics
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    1st Level

    Clockwork Decoy
    A clockwork decoy, when activated, may move at a speed of up to 20 ft. per round at its inventor's command (commanding it is a free action). It has only 1 hit point, is of Tiny size, and has an AC of 15. If desired, a clockwork decoy can emit a loud noise like an alarm or an animal call.

    Spring-loaded Shoes
    When worn on the feet slot, spring-loaded shoes give a +8 untyped bonus on Jump checks and allow the user to make Jump checks without a running start. They also allow the user to treat falls as if they were up to 30 feet shorter. Spring-loaded shoes may be used indefinitely while prepared.

    Trapspringer
    A trapspringer allows the engineer using it to attempt to disarm one trap with a +10 competence bonus at a range of up to 15'. Even if the engineer fails by 5 or more, he does not spring the trap.

    Wax Cylinder
    A wax cylinder is capable of recording up to 5 minutes of audio and playing it back afterwards. It captures sound clearly within 30 feet, and faintly within 60 feet. It is about the size and shape of a standard spyglass, and makes no noise while recording. It may be used indefinitely while prepared, and may be reused, taping over any existing audio.

    2nd Level

    Automated Laboratory
    An automated laboratory can make craft checks for the user - it uses the user's skill modifier, but the user is free to perform other actions during the interim. An automated laboratory is difficult to move and requires 10 minutes each to set up and take apart. It may be used indefinitely while prepared.

    Foothold Trap
    A foothold trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, which then inflicts 3d6 piercing damage to it, entangles it, and prevents it from moving from its space. A Reflex save halves the damage and negates the entanglement and immobilization. A trapped creature may attempt a DC 20 Strength check or a DC 25 Escape Artist check to escape the trap.

    Portable Locksmith
    A portable locksmith, when activated, allows the engineer to attempt to open one lock with a +10 competence bonus.

    Telescopic Goggles
    Telescopic goggles, when worn in the eyes slot, give a +5 bonus to Spot checks to see at long distance, and halve the penalties for each additional range increment. Telescopic goggles may be used indefinitely while prepared.

    3rd Level

    Automaton
    An automaton, when activated, creates a 3rd-level Astral Construct. This construct is treated as being made of mundane metal rather than ectoplasm, and so is susceptible to spells and effects that affect metal. It fights on the user's behalf for a minute before being depleted.

    Clockwork Dragonfly
    A clockwork dragonfly, when activated, may fly at a speed of up to 60 feet per round at its inventor's command. It has 1 hit point. However, a clockwork dragonfly is invisible when at rest and moves completely silently - the only way to detect it is with a DC 30 Spot check while it is in motion. The user may see through its eyes. A clockwork dragonfly may operate for 10 minutes before being depleted.

    Rebreather
    A rebreather, when worn on the face slot, supplies the user with air and obviates his need to breathe. The user is also immune to inhaled poisons, gas-based attacks, and overpowering odors. A rebreather may be used indefinitely while prepared.

    Steam-Powered Gyrocopter
    A steam-powered gyrocopter, when activated, allows the user to fly at a speed of 60 feet (clumsy) for 10 minutes. The flight time does not need to be used consecutively and may be split up over one-minute increments.

    Explosives
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    1st Level

    Crackerjack Caltrops
    Crackerjack caltrops are spread in a 10 foot square. When any creature treads on them, they do 1d6 piercing damage and halve the creature's movement rate for the next 3 rounds. Once spread, they can affect a maximum of 5 creatures before being depleted.

    Molotov Cocktail
    A molotov cocktail is a splash weapon with a range increment of 10 ft. On impact, it explodes in a 10 ft. radius, dealing 1d6 fire damage, half on a Reflex save. It may be used 3 times before being depleted.

    Smoke Grenade
    A smoke grenade is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of smoke in a 20 ft. radius that obscures all sight beyond 5 ft. The cloud lasts for 3 rounds.

    Stinkbomb
    A stinkbomb is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of gas in a 10 ft. radius that sickens all within it unless they make a Fortitude save each round. The cloud lasts for 3 rounds.

    2nd Level

    Dragonsbreath Cannon
    A dragonsbreath cannon shoots out a jet of flame in a 20 ft. line when activated. Any creature caught in the jet suffers 3d6 fire damage. A successful Reflex save halves the damage. It may be activated 3 times before being depleted.

    Flashbang
    A flashbang is a splash weapon with a range increment of 10 ft. On impact, it deafens all creatures in a 10 ft. radius for 2 rounds and blinds them for 1 round. A successful Fortitude save reduces the deafness to 1 round and negates the blindness.

    Shrapnel Grenade
    A shrapnel grenade is a splash weapon, with a range increment of 10 ft. On impact, it inflicts 2d6 piercing and 1d6 fire damage in a 10 ft. radius, half on a Reflex save. It may be used 3 times before being depleted.

    Homing Rocket
    A homing rocket, when activated, fires and does 3d6 bludgeoning damage to one target within 100'. The rocket ignores all cover and concealment, except total cover.

    3rd Level

    Liquid Flame
    Liquid flame can be used in one of two ways: it can be poured out in multiple squares (to a maximum of four) and lit on fire, creating a barrier of flame that lasts for a minute and deals 3d6 fire damage to anything passing through it, half on a Reflex save. Liquid flame can also be thrown as a splash weapon with a range increment of 10 ft. On impact, it inflicts 3d6 fire damage and clings to its target, continuing to do 3d6 fire damage per round for 2 more rounds. A Reflex save halves the damage from both the initial and continuing damage.

    Pocket Bombard
    A pocket bombard, when activated, allows its user to make a ranged touch attack against a single target within 100'. If successful, it deals 5d8 bludgeoning damage and forces the target to make a Reflex save or be knocked prone.

    Shrapnel Mine
    A shrapnel mine is a small explosive disc that is is activated and planted against any surface - it is adhesive and can be placed on floors, walls, ceilings, or other, irregular structures. Once activated, it lies dormant for up to one hour until a creature comes within 5', at which point it explodes, doing 5d6 piercing damage to anything in a 5 ft. radius (half on a successful Reflex save). For every 6 damage a shrapnel mine does, it imbeds a jagged fragment into its target, which does 1 damage per round for the next 6 rounds.

    Time Bomb
    When a time bomb pack is activated, it counts down and explodes, causing 3d6 piercing damage and 3d6 fire damage to everything in a 20 ft. radius, half on a Reflex save. This damage is doubled against objects and structures. A time bomb can have its activation delayed from 3 rounds up to 10 minutes.

    Smithy
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    1st Level

    Compact Repair Kit
    A compact repair kit can be activated as a standard action to restore 15 hit points to one inanimate object or construct.

    Pneumatic Gauntlet
    A pneumatic gauntlet is a spiked gauntlet that deals 1d10 bludgeoning damage (1d8 for a small user) with a critical modifier of 20/x3. It cannot be disarmed or sundered. On a critical hit, the opponent must make a Fortitude save or be staggered for one round. A pneumatic gauntlet may be used indefinitely while prepared.

    Revolver
    A revolver is a light one-handed firearm that deals 1d6 piercing damage, has a critical modifier of 19-20/x2, a range increment of 60', and may fire 6 rounds before reloading, which takes a full-round action. A revolver may be used indefinitely while prepared.

    Serum Injector
    A serum injector is a projectile weapon that fires darts, dealing 1d4 damage with a critical modifier of 20/x2 and a range increment of 30'. An engineer may use a serum injector to apply any invention that normally must be applied as a melee touch attack or any injury poison as part of a ranged attack - if the attack hits and deals damage, the invention or poison's effects take place. A serum injector holds only a single dart at a time, may be reloaded as a move action, and may be used indefinitely as long as it is prepared.

    2nd Level

    Blunderbuss
    A blunderbuss is a two-handed firearm. A blunderbuss does not require an attack roll, but instead fires in a 15' cone, dealing 2d8 damage to all within. A successful Reflex save (DC equal to 10 + 1/2 the engineer's class level + the engineer's Dexterity modifier) halves this damage. A blunderbuss may fire 2 rounds before reloading, which takes a full-round action. A blunderbuss may be used indefinitely while prepared.

    Climbing Spurs
    Climbing spurs, when worn in the gauntlet slot, give the user a climb speed equal to his base land speed. They also may be used to make rudimentary attacks, doing 1d6 piercing damage with a critical modifier of 20/x2. They may be used indefinitely while prepared.

    Repeater
    A repeater is a two-handed firearm that deals 1d10 piercing damage, has a critical modifier of 19-20/x2, a range increment of 120', and may fire 12 rounds of ammunition before reloading, which takes a full-round action. A repeater may be used indefinitely while prepared.

    Sawtooth Blade
    A sawtooth blade is a special kind of bastard sword that deals 1d12 damage (1d10 for a small user), has a critical modifier of 19-20/x2, an effective +1 enhancement bonus, and conveys no penalties for being non-proficient in its use. It overcomes any material-based damage reduction, except adamantine. On a critical hit, a sawtooth blade deals an extra 2d6 slashing damage. A sawtooth blade may be used indefinitely as long as it is prepared.

    3rd Level

    Hand Cannon
    A hand cannon is a one-handed firearm that deals 2d6 piercing damage, has a critical modifier of 20/x3, a range increment of 30', and may fire 3 rounds of ammunition before reloading, which takes a standard action. A hand cannon may be used indefinitely while prepared.

    Mechanized Armor
    Mechanized armor is a special kind of full plate armor. When worn, it gives a bonus of 10 ft. to the wearer's base land speed and adds a +4 enhancement bonus to Strength. However, it has a maximum dexterity bonus of 0, and its armor check penalties are increased to -8. Due to the immense customization required for each suit, mechanized armor will only function for the user. Mechanized armor may be used indefinitely as long as it is prepared.

    Piston Hammer
    A piston hammer is a two-handed greathammer that does 2d6 damage (1d10 for a small user), has a critical modifier of 20/x3, an effective +2 enhancement bonus, and conveys no penalties for being non-proficient in its use. It may ignore any material-based damage reduction and the hardness of objects. On a critical hit, the target is knocked back a number of squares equal to the damage dealt divided by 5 - if it cannot move any further, it is dealt 1d6 damage for each square it was not able to move. A piston hammer may be used indefinitely while prepared.

    Telescopic Rifle
    A telescopic rifle is a two-handed firearm that requires a full-round action to fire, deals 2d6 piercing damage, has a critical modifier of 20/x4, a range increment of 200', and may fire one round of ammunition before reloading, which takes a full-round action. A telescopic rifle may be used indefinitely while prepared.

    Electromagnetism
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    1st Level

    Detection Matrix
    When a detection matrix is activated, it alerts its user to the presence of any invisible or hidden creatures within 60 feet. It does not pinpoint the location or give the user any information about the creatures. Once activated, a detection matrix functions for up to one hour before being depleted.

    Filament Lantern
    A filament lantern provides clear illumination in a 15 ft. radius and shadowy illumination in a 30 ft. radius. At the user's option, it can switch to a 60 ft. cone of clear illumination, with a 120 ft. cone of shadowy illumination. A filament lantern requires no fuel and may be used indefinitely as long as it is prepared.

    Multipurpose Compass
    A multipurpose compass always shows the direction north, shows the correct time, and can detect magic in a radius of 30 ft. It is only capable of denoting the presence, general direction, strength, and spell school of magical effects, and cannot pinpoint from what specific objects it emanates. A multipurpose compass also emits an alarm when within 30 ft. of noxious fumes, gaseous poisons or toxins, or harmful radiation.

    Static Trigger
    A static trigger allows the user to make a melee touch attack that deals 1d6+1 electrical damage. It may be used indefinitely while prepared, but may not be used with a serum injector.

    2nd Level

    Biocircuitry Harness
    A biocircuitry harness, when activated, grants its user fast healing 1 for 3 minutes before depletion. If desired, the user may instead receive fast healing 2 for 1 minute, or fast healing 3 for 5 rounds.

    Lightning Rod
    When a lightning rod is activated, it automatically strikes the nearest hostile creature within 30 ft. with a bolt of electricity, doing 2d6 damage, half on a successful Reflex save. It fires again once per round for the next 2 rounds. A lightning rod can be thrown as a splash weapon with a range increment of 10 ft. and activated on impact, or it can be set down and timed to activate after a delay of up to 6 rounds.

    Live Wire
    A live wire must be anchored against two solid and diametrically opposed surfaces - once anchored, it deals 1d6 electrical damage to any creature that comes into contact with it, and they must make a Reflex save or be knocked prone. Each creature can only be affected once. A live wire may stretch up to 30 ft. across, and remains active for 1 minute before being depleted.

    Magnetic Pulsar
    When activated, a magnetic pulsar grants the user a +6 bonus to armor class against any attacks made with metal weapons. A magnetic pulsar lasts for 10 minutes before it is depleted.

    3rd Level

    Flux Inhibitor
    A flux inhibitor, when activated, attempts to resist the next hostile spell that affects the user, as if he possessed spell resistance of 22. If the flux inhibitor fails to resist the spell, it remains in effect until it is successful on another attempt. It functions for a maximum of one minute before being depleted.

    Force Field
    A force field may be activated as an immediate action - once activated, it gives its user a +20 bonus to armor class for one round.

    Shock Capacitor
    A shock capacitor can be attached to any melee weapon, causing it to do an extra 1d6+1 electrical damage. A shock capacitor can be used indefinitely as long as it is prepared.

    Synaptic Accelerator
    Synaptic accelerator, when activated, immediately allow the user to take one standard action. It may be activated as a swift action. After using synaptic accelerator, the user is fatigued for the rest of the encounter.

    Medicine
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    1st Level

    Revitalization Tonic
    When activated, revitalization tonic restores 1d10 hit points to the user.

    Sensory Expander
    When activated, sensory expander gives the user a +4 alchemical bonus to Spot and Listen checks for 1 hour.

    Smelling Salts
    When activated, smellings salts instantly negate sleep effects and unconsciousness in a 20 ft. radius around the user. If the unconsciousness was caused by non-lethal damage, the target has 3 rounds to reduce its total non-lethal damage to less than its hit points - if it does not, it falls unconscious again. If the unconsciousness was caused by being below 0 hit points, smelling salts have no effect.

    Topical Anaesthetic
    When activated, topical anesthetic gives the user damage reduction 2/- for 10 minutes.

    2nd Level

    Muscle Builder
    When activated, muscle builder gives a +4 alchemical bonus to the physical ability scores (Strength, Dexterity, and Constitution) of the user, while applying a -4 alchemical penalty to their mental ability scores (Intelligence, Wisdom, and Charisma). The effects last for 10 minutes.

    Neurological Stimulator
    When activated, neurological stimulator gives a +4 alchemical bonus to the mental scores of the user, while applying a -4 alchemical penalty to their physical scores. The effects last for 10 minutes.

    Patented Cure-All
    When activated, patented cure-all removes one disease or a single poison from its user.

    Reflex Replacer
    Reflex replacer allows the user to reroll their initiative as an immediate action. It may only be used at the start of an encounter, immediately after initiative is first rolled. The user must abide by the second roll.

    3rd Level

    Adrenaline Boost
    Adrenaline boost, when activated, allows the user to function normally even if at 0 hit points or lower. The user does not die when he reaches -10 hit points, but may operate normally. Adrenaline boost lasts for three rounds - if the user is still at -10 hit points or below when its effects are over, he dies. If he is between -1 and -9, he is considered to be dying. If he is at 0, he becomes disabled.

    Miracle Cure
    When activated, miracle cure restores 3d10 hit points and up to 3 points of ability damage to the user.

    Pheromone Enhancer
    When activated, pheromone enhancer gives the user a +4 alchemical bonus on Charisma-based checks for 10 minutes.

    Reanimation Salve
    When activated, reanimation salve creates a zombie out of any dead corporeal creature with a skeletal system and no more than 8 HD. The zombie obeys any simple commands and lasts for an hour, after which it falls dead and may not be reanimated again.


    The Noble

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    HD: d8
    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Perform, Profession, Ride, 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

    1st|+0|+0|+2|+2|Archetype Power (Lesser), Loyal Lackeys

    2nd|+1|+0|+3|+3|Silver Tongue

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

    4th|+3|+1|+4|+4|Impel

    5th|+3|+1|+4|+4|Commanding Presence

    6th|+4|+2|+5|+5|Archetype Power (Greater), Birthright[/table]

    Proficiencies: The noble is proficient with light armor, medium armor, and shields. He is proficient with simple weapons and martial weapons.

    Archetype: At 1st level, the noble 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.

    Loyal Lackeys: As a full-round action, the noble may summon any humanoid from the Monster Manual (hereafter referred to as a "minion") whose hit dice do not exceed half his class level into an unoccupied square within 10'. The noble may only have a number of active minions at any one time equal to his level (maximum of five), and may only summon a number of minions per day equal to his Charisma modifier plus twice his class level. Minions have the statistics, abilities, and equipment of a typical member of their race, and act on the noble's initiative. The noble may command or dismiss his minions as a free action, but may only give them complicated commands if he speaks the same language as they do - if not, minions may only attack the nearest opponent to the best of their ability. Minions of any kind only have one hit point, but they do not suffer partial or half damage from spells or effects on a successful save. Minions also only offer half the normal bonus for aiding another.

    Silver Tongue: The noble may take 10 on Diplomacy checks, even if threatened or distracted. He may also make rushed Diplomacy checks without taking a penalty to the roll.

    Commanding Presence: As a full-round action, the noble may emit an aura of command that lasts for one round - all allies (excluding himself) within 30' of the noble act as if affected by a Good Hope spell, gain 5 temporary HP (which disappear at the start of the next round), and a 10' bonus to their base land speed. This is an extraordinary mind-affecting effect.

    Impel: By giving up his own actions for a round, the noble may allow his allies to take additional actions. At 4th level, the noble may forgo his own move action to allow an ally within 30' to take an additional move action on its next turn. At 6th level, the noble may forgo his own standard action to allow an ally within 30' to take an additional standard action on its own turn. The noble may only grant one type of action in this way in any given turn. A noble may only use this ability a number of times per day equal to his level.

    Birthright: Once per day, the noble may make use of one of the following abilities:

    Fly, You Fools: As a move action, all allies within 30' of the noble (excluding himself) have their base land speed doubled for one round, and may immediately move up to their newly-modified base speed.

    Supreme Motivation: As a full-round action, the noble allows one ally within 30' (excluding himself) to immediately take a full round's worth of actions.

    The Whites of Their Eyes: As an standard action, the noble allows all allies within 30' (excluding himself) to make a single melee or ranged attack as an immediate action.

    Archetypes:

    Dilettante

    Lesser Archetype Power: A dilettante may choose one of three focuses at the beginning of each day: Combat Focus, Stealth Focus, or Magic Focus. Combat Focus gives him a +1 bonus to attack and damage rolls, one bonus fighter feat (chosen at focus selection, and he must qualify for it as normal), and a +2 bonus to Climb, Jump, and Swim checks. Stealth Focus gives him Trapfinding, +1d6 sneak attack damage, and a +2 bonus to Disable Device, Open Lock, and Search checks. Magic Focus allows him to cast a small amount of spells - he may cast cantrips or 1st-level spells from one mage class (excluding archetype bonus spells). He may only cast a number of spell levels per day equal to his Intelligence modifier (if any). Treat cantrips as 1/2 a spell leve. He may choose a different mage class each time he selects Magic Focus. His caster level is equal to half his class level, and the DC of his spells are equal to 10 + the spell level + half his Intelligence modifier (if any). He also gains a +2 bonus to Concentration, Knowledge (arcana), and Spellcraft checks.
    Moderate Archetype Power: A dilletante gains a bonus on all skills he has no ranks in equal to half his class level, and is considered to be trained in their use.
    Greater Archetype Power: A dilletante's focuses improve. While in Combat Focus, the bonuses on attack and damage rolls increase to +2, and the dilettante may make a second attack, albeit with a -5 penalty to the roll. When in Stealth focus, his sneak attack damage increases to +2d6 and he gains Evasion. While in Magic Focus, he may cast 2nd-level spells and may cast a number of spell levels equal to twice his Intelligence modifier (if any). In addition, the skill bonuses from his focuses increase to +4.

    Duelist

    Lesser Archetype Power: Once per round as a free action, a duelist may make one melee attack at his highest base attack bonus against an opponent that has just missed him with a melee attack. This ability only applies while the duelist is wielding a one-handed weapon with nothing in his off hand. A duelist may add his Intelligence modifier to his armor class as long as he wears light or no armor and does not equip a shield.
    Moderate Archetype Power: Once per encounter, a duelist can designate a specific opponent as his chosen foe. The duelist gains a bonus to attack rolls and damage equal to half his Intelligence modifier (minimum of +1) against the chosen foe for as long as he remains in melee range with that foe (if the opponent moves away, the duelist has one round to close the gap before the bonuses disappear), If the chosen foe does not target him in kind or refuses to engage him in combat, these bonuses are instead equal to the duelist's full Intelligence modifier.
    Greater Archetype Power: If a duelist succeeds on a feint check against his chosen foe, his next melee attack has its critical range tripled. This ability only applies while the duelist is wielding a one-handed weapon with nothing in his off hand. A duelist's Commanding Presence ability now affects himself as well.

    Patrician

    Lesser Archetype Power: If a patrician fails a Diplomacy check, he may instantly retry the roll at -5 penalty. Even if the second check fails, the disposition of the target cannot be reduced below unfriendly (unless already hostile).
    Moderate Archetype Power: Once per round, as a standard action, a patrician may make an opposed Diplomacy check against any opponent with an intelligence score of 3 or higher within hearing distance. If the patrician wins, the opponent is unable to take standard actions for one round. The patrician may not use this ability if silenced or if he does not speak the target's language. If the target is attacked, the effect is broken.
    Greater Archetype Power: Before attacking a patrician, any opponent with a intelligence score of 3 or higher must make a Will save (DC equal to 10 + 1/2 the patrician's HD + the patrician's Charisma modifier) or pick a new target. If no other valid opponents are within reach, the attack fails. In addition, a patrician may use Commanding Presence as a move action.

    Tyrant

    Lesser Archetype Power: When summoning minions, the tyrant may apply one of the following three abilities to them:

    Toxic Assassin: This minion gains the Sneak Attack ability of a 1st-level rogue, though it may only make such attacks with melee weapons. When it dies, it produces a noxious cloud that lingers in a 10' radius for three rounds, dealing 1d6 acid damage for each hit dice it has (minimum of one) per round to any creature caught inside. A Fortitude save (DC 11 + the minion's HD) negates the damage entirely. The minion may, as a standard action, sacrifice itself to produce the cloud.

    Unstable Scout: This minion may teleport up to 20' as a move action, as per the Dimension Door spell. It may not bring other creatures or any objects besides its starting equipment, but it is not restricted from taking actions after doing so. The minion deals 1d6 electricity damage to anything caught in the path of its teleportation. When it dies, it may teleport once per each hit dice it has as an immediate action, dealing 1d6 electricity damage to anything caught in the path of its teleportation (targets can be struck multiple times). Any creature damaged by the minion's death throes must make a Will save (DC 11 + the minion's HD) or be stunned for one round - however, even if the creature is struck multiple times, it need only make one save against the stunning effect. The minion may, as a standard action, sacrifice itself to trigger the teleportation effect.

    Volatile Saboteur: This minion possesses a ranged attack that deals 1d6 fire damage. Treat this as a thrown weapon with a range increment of 20'. When this minion dies, it explodes, dealing 1d6 fire damage for each hit dice it has (minimum of one) in a 10' radius. A successful Reflex save (DC 11 + the minion's HD) halves the damage. The minion may, as a standard action, sacrifice itself to explode.

    In addition, intimidation attempts made by a tyrant do not cause the target to default to unfriendly or hostile after the tyrant leaves the target's presence.
    Moderate Archetype Power: A tyrant may now summon a more substantial minion, a henchman. Treat the henchman as a cohort of half the tyrant's class level, though it must be a humanoid that the tyrant is capable of summoning as a minion. Summoning a henchman takes one minute of uninterrupted concentration, after which it appears in the closest unoccupied square to the tyrant. A tyrant may only have one henchman at any one time, but the henchman remains until dismissed. Commanding or dismissing a henchman may be done as a free action. While a henchman is summoned, a tyrant may not summon minions, and any minions in existence are dismissed. If a henchman is reduced to 0 hit points, it is dismissed and a tyrant may not summon it again until the next day. In addition, a tyrant's minions gain bonus hit points equal to the tyrant's Charisma modifier (if positive).
    Greater Archetype Power: As long as a tyrant has a living minion or henchman within 10', any melee or ranged attacks directed against the tyrant may be redirected against his minions or henchman instead. In addition, all minions and henchmen receive the tyrant's Charisma modifier as a bonus to armor class and Will saves.

    Warchief

    Lesser Archetype Power: On his action, before making attack rolls for a round, a warchief may choose to subtract a number from all melee attack rolls. That same number is added to the attack and damage rolls of all allies within 5'. This number may not exceed the warchief's base attack bonus. The penalty and bonuses remain until the warchief's next turn.
    Moderate Archetype Power: Whenever a warchief makes an attack of opportunity against an opponent, any number of allies up to his Charisma modifier (if any) who threaten that opponent may also make an attack of opportunity against it.
    Greater Archetype Power: Upon successfully demoralizing an opponent, the penalties inflicted by the warchief are equal to his Charisma modifier or -2, whichever is lower. This is a morale penalty and does not stack.

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    Default Re: Gnorman's E6 Compendium

    The Poet

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    HD: d6
    Class Skills: Appraise, Balance, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (all), 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|3|0|-

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

    4th|+3|+1|+4|+4|Once More Unto the Breach|3|2|0

    5th|+3|+1|+4|+4|A Charmed Life|3|3|1

    6th|+4|+2|+5|+5|Archetype Power (Greater), Full of Sound and Fury|3|3|2[/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 list. 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 spells given by archetypes. 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 spell in question and his bonus spells. To cast a spell, the poet must have a Charisma score equal to 10 + the level of the spell in question. 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 Unto 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% 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 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 being deducted from 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 attacks an opponent in melee and succeeds, he may allow all allies who threaten that opponent to make a single attack at their highest attack bonus on that same opponent as an immediate action.

    Out of the Jaws of Death: As an immediate action, the poet may restore a number of hit points equal to his class level times his Charisma modifier (if positive) to any ally within 30' with 0 or fewer hit points.

    Archetypes:

    Banshee
    Lesser Archetype Power: A banshee may spend one use of his Inspiration ability to deal 1d6 sonic damage per class level to all opponents in a 15' radius. A successful Fortitude save halves the damage, with the DC equal to 10 + 1/2 the banshee's HD + 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 his Inspiration ability to target one opponent within hearing range. This ability does sonic damage equal to the banshee's Charisma modifier each round and deafens the opponent with no save. This ability lasts as long as the banshee concentrates. If desired, the banshee may instead use this ability against unattended objects - 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 Will save, with the DC equal to 10 + half the banshee's HD + 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. 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 damage rolls. The type of this damage is equal to the type of damage that the ally's weapon inflicts. This lasts for as long as the poet concentrates, and 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 a bravado is attacked in melee and the attack misses, the bravado may immediately make one melee attack against the opponent who missed. This counts as an attack of opportunity and is subject to the same limits. 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 penalty to all saves. This penalty lasts for as long as the poet concentrates, and 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 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 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 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 penalty to attack rolls and armor class. This penalty lasts for as long as the poet concentrates, and 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 immediately make a melee attack against it. This attack does not use up that ally's immediate action for the round.
    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 be confused. The DC for this save is equal to 10 + half the trickster's HD + the trickster's Charisma modifier. If they fail their save, they may make another the following round. A creature that saves against this ability is immune to it for 24 hours.


    The Sage

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    HD: d6
    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Heal, Intimidate, Knowledge (all), 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 list. Once made, this choice is final.

    Encyclopedic Knowledge: If a sage successfully identifies a foe, he taps 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 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 +1.

    Twist the Knife: A sage deals an additional 1d6 damage against the creature and any others of its kind. This is considered precision damage, and is halved 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 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 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 make a targeted strike as a standard action, aiming at a specific organ or body part in order to cripple his opponent. Treat this as a normal melee attack, though the sage may add his Intelligence modifier instead of his Strength modifier to the roll. If the attack hits and deals damage, apply one of the effects below. The save DC of all targeted strikes is equal to 10 + 1/2 the sage's level + the sage's Intelligence modifier. Unless otherwise noted, the duration of a targeted strike is equal to half the sage's Intelligence modifier. 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 an Eyes strike).

    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 claw, slam, or tentacle attacks for the duration of the strike.

    Eyes: The target must make a Fortitude save or dazzled for the duration of the strike. It is unable to use gaze attacks for the duration of the strike.

    Head: The target must make a Will save or be confused for the duration of the strike. It is 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 for the duration of the strike. It is unable to use Trample, Pounce, or any burrow/climb/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, if a sage has identified an opponent using his Encyclopedic Knowledge ability, he may activate this ability as a swift action. Unlike Encyclopedic Knowledge, target a single creature, which must be within 60' of the sage when this ability is activated. For the next three rounds, the sage may ignore up to 10 points of damage reduction that the opponent possesses.

    Pure Genius: Once per day, the sage may make use of one of the following abilities:

    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 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 precision damage against any creature.
    Moderate Archetype Power: Anytime an anatomist is under the effect of a bonus from his Encyclopedic knowledge ability, the critical range of any weapon he wields is doubled against the creature he has a bonus against, 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. It is unable to use fear cones/ray/auras or frightful presence for the duration of the strike.

    Inner Ear: The target must make a Will save or be deafened for the duration of the strike. It is 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 for the duration of the strike. It is 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. Any fast healing or regeneration is suppressed for duration of the strike.

    Investigator

    Lesser 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, an investigator gains the Trapfinding ability, Disable Device and Open Lock as class skills, and darkvision out to 60' if he does not already possess it (if he does, his darkvision range doubles).
    Moderate 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 is permanently affected by the See Invisibility spell.
    Greater Archetype Power:

    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 checks when used against creatures of the same type, and a +2 bonus on attack and 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 disintegrates into dust.
    Moderate Archetype Power: Once per encounter, a monster hunter can brandish his trophy dramatically, showing the fate of all who oppose him. Any creature of the same type as the creature the trophy was made from within 30' must make a Will save 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 the relic, he may select one special attack that the fallen creature possessed whose effective spell level does not exceed three. By spending a standard action activating the relic (which disintegrates into dust after activation), he may use that special attack himself, using the same parameters (range, duration, et cetera) as the original attack. The DC, if applicable, is equal to 10 + 1/2 the monster hunter's level + the monster hunter's Intelligence modifier. 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 a time, 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.

    Occultist

    Lesser Archetype Power: If an occultist is targeted by a hostile spell or spell-like ability, he may recast that exact spell on his next turn as a spell-like ability. The occultist may only recast spells with an effective spell level equal to or less than half his own level (minimum of one). The caster level of any recasted spell is equal to the occultist's level, and any DC is equal to 10 + the recasted spell's effective level + the occultist's Intelligence modifier. The occultist may not recast any spell that has a casting time of longer than a standard action or one that requires an XP cost or material components with a value measured in gold pieces. 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 recasting. 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'. Every 24 hours, he may select a different feat for which he qualifies.
    Greater Archetype Power: The bonuses received by a tutor's Find the Flaw ability may be applied to all allies within 30'


    The Scoundrel

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    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 list. Once made, this choice is final.

    Sneak Attack: As the rogue ability, with the following exception: The scoundrel may sneak attack non-living creatures, ones without discernible anatomies, or ones immune to critical hits, but his sneak attack damage is halved while doing so.

    Trapfinding: As the rogue ability.

    Exit Strategy: The scoundrel gains Evasion and Uncanny Dodge.

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

    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 take a move action.

    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 permanent 20% concealment and may hide in plain sight as long as there is a shadow within 10', excepting his own shadow.

    Silencer

    Lesser Archetype Power: A silencer 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 one.
    Moderate Archetype Power: The save DC of any poison used by a silencer is increased by 2. In addition, he may force an opponent to reroll a save against one of his poisons once per encounter - 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 immunity to poison - against opponents immune to poison, a silencer's poisons apply, but only with half effect and a -4 penalty to the save DC. If the poison causes unconsciousness, sleep, or paralysis, it causes the dazed condition instead against an opponent immune to poison.

    Thief-Acrobat

    Lesser Archetype Power: A thief-acrobat gains a 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.
    Moderate Archetype Power: A thief-acrobat may take ten on all Balance, Climb, Jump, and Tumble checks, even if stressed or endangered. He now no longer needs a running start when jumping, and may ignore falling damage of up to 60'.
    Greater Archetype Power: A thief-acrobat does not provoke attacks of opportunity for moving through an opponent's threatened area, and gains Improved Evasion.

  6. - Top - End - #6
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    Default Re: Gnorman's Complete E6 Compendium

    Magical Classes

    The Black Mage

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    HD: d6
    Class Skills: Bluff, Concentration, Craft, Decipher Script, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft
    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 Power (Lesser), Spellcasting|5|4|-|-

    2nd|+1|+0|+0|+3|Rebuke Undead|6|5|-|-

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

    4th|+2|+1|+1|+4|Fell Knowledge|6|6|4|-

    5th|+2|+1|+1|+4|Minion Mastery|6|6|5|3

    6th|+3|+2|+2|+5|Archetype Power (Greater), Capstone SLA|6|6|6|4[/table]

    Class Abilities

    Proficiencies: The black mage is proficient with light armor and simple weapons. He does not suffer from arcane failure while in light armor.

    Archetype: At 1st level, the black mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the black mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

    Spellcasting: The black mage casts arcane spells from a specialized list, which is included below. The black mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence, which dictates both the DC of his spells and his bonus spells. To cast a spell, the black mage must have an Intelligence score equal to 10 + the level of spell in question.

    Rebuke Undead: The black mage may rebuke undead as a cleric of his class level. He may do so a number of times per day equal to 3 + his Charisma modifier.

    Fell Knowledge: The black mage gains an untyped +2 bonus to both Knowledge (religion) and Knowledge (the planes).

    Minion Mastery: Any creature summoned by the black mage gains a bonus on attack rolls and Will saves equal to half the black mage's Charisma modifier.

    Capstone SLA: The black mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

    Black Mage Spell List:
    0: Acid Splash, Detect Magic, Disrupt Undead, Inflict Minor Wounds, Mage Hand, Message, Prestidigitation, Read Magic, Touch of Fatigue
    1: Bane, Cause Fear, Chill Touch, Command, Detect Undead, Disguise Self, Doom, Inflict Light Wounds, Protection from Alignment, Ray of Enfeeblement, Summon Monster I (non-good creatures only)
    2: Blindness/Deafness, Darkness, Death Knell, Eagle's Splendor, False Life, Fox's Cunning, Ghoul Touch, Inflict Moderate Wounds, Spectral Hand, Scare, Summon Monster II (non-good creatures only), Summon Swarm, Undetectable Alignment
    3: Bestow Curse, Contagion, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Magic Circle Against Alignment, Phantom Steed, Ray of Exhaustion, Speak with Dead, Stinking Cloud, Summon Monster III (non-good creatures only), Vampiric Touch

    Archetypes

    Demonologist

    Bonus Spells:
    1: Burning Hands, Grease
    2: Pyrotechnics, Scorching Ray
    3: Fireball, Fly
    Capstone SLA: Summon Monster IV

    Lesser Archetype Power: The casting time of any summoning spell cast by a demonologist is reduced to one standard action. If it is already a standard action or faster, this power has no effect.
    Moderate Archetype Power: A demonologist may use his rebuke undead power to rebuke or command evil outsiders, creatures with the fiendish template, or evil creatures with the extraplanar subtype.
    Greater Archetype Power Whenever a demonologist summons a fiendish creature or a creature with the [evil] subtype using a Summon Monster spell or SLA, the spell is automatically extended, and neither increases the slot used nor increases the casting time.

    Hexer

    Bonus Spells:
    1: Hideous Laughter, Sleep
    2: Hold Person, Touch of Idiocy
    3: Deep Slumber, Crushing Despair
    Capstone SLA: Fear

    Lesser Archetype Power: As a free action, a hexer can exude fear in a 10' radius. Affected creatures are shaken. This is a mind-affecting fear effect, and if a creature saves against it, it cannot be affected for 24 hours. The DC to resist the fear is equal to 10 + 1/2 the hexer's HD + the hexer's Charisma modifier.
    Moderate Archetype Power: A hexer exudes an aura that causes all opponents within 10' to take a -2 penalty to all saves. There is no save and the penalty persists until the foe has moved out of range of the aura. This ability does not stack with similar abilities, such as that of other hexers or reaver zealots.
    Greater Archetype Power: Three times per day, a hexer may adversely affect his opponent's luck. This ability affects a single die roll an opponent makes - the final result is reduced by an amount equal to the hexer's Charisma modifier. The hexer must declare that he is using this power before the die is rolled, but may do so at any time.

    Necromancer

    Bonus Spells:
    1: Deathwatch, Hide from Undead
    2: Command Undead, Desecrate
    3: Animate Dead, Halt Undead
    Capstone SLA: Death Ward

    Lesser Archetype Power: When casting Summon Monster, a necromancer may summon undead creatures instead. He may summon any corporeal undead whose hit dice do not exceed the spell's level (if summoning skeletons, the hit dice limit is twice the spell's level; for zombies, three times the spell's level). In addition, when using his rebuke undead ability, a necromancer may command a number undead whose hit dice do not exceed twice his class level.
    Moderate Archetype Power: Any zombies created or commanded by the necromancer lose the single action only quality.
    Greater Archetype Power A necromancer becomes immune to negative energy, level drain and ability drain.

    Pestilent

    Bonus Spells:
    1: Entangle, Magic Fang
    2: Spider Climb, Web
    3: Gaseous Form, Poison
    Capstone SLA: Giant Vermin

    Lesser Archetype Power: A pestilent becomes immune to the effects of extraordinary disease (though he may still contract them and spread them) and to the distraction ability of swarms. He may only carry a number of diseases at one time equal to his Constitution modifier.
    Moderate Archetype Power: A pestilent may use his rebuke undead ability to rebuke or command vermin, and becomes immune to poison.
    Greater Archetype Power Any disease transmitted by a pestilent, whether through a spell or through normal infection, gains a +2 bonus to its DC and measures its incubation period in rounds rather than days.

    Void Cultist

    Bonus Spells:
    1: Divine Favor, Entropic Shield
    2: Silence, Touch of Madness
    3: Prayer, Searing Light
    Capstone SLA: Dimensional Anchor

    Lesser Archetype Power: A void cultist possesses a natural tentacle slam attack that does 1d6 bludgeoning damage, with a critical range of 20/x3 and a range of five feet per two class levels. A void cultist may use this tentacle to deliver touch attacks.
    Moderate Archetype Power: Any creature summoned by a void cultist gains a +4 bonus to saves against mind-affecting spells and effects.
    Greater Archetype Power A void cultist gains cold resistance 5 and no longer needs to eat, drink, or breathe. In addition, if a void cultist's tentacle inflicts a critical hit, the target must make a Fortitude save (DC equal to 10 + 1/2 the void cultist's class level + the void cultist's Intelligence modifier) or receive a negative level.


    The Blue Mage

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    HD: d6
    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Disable Device, Disguise, Forgery, Hide, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (local), Knowledge (the planes), Move Silently, Open Lock, Profession, Sleight of Hand, Spellcraft
    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 Power (Lesser), Spellcasting|5|4|-|-

    2nd|+1|+0|+0|+3|Counterspell Mastery|6|5|-|-

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

    4th|+2|+1|+1|+4|Pure Arcana|6|6|4|-

    5th|+2|+1|+1|+4|Bend the Will|6|6|5|3

    6th|+3|+2|+2|+5|Archetype Power (Greater), Capstone SLA|6|6|6|4[/table]

    Class Abilities

    Proficiencies: The blue mage is proficient with light armor and simple weapons. He does not suffer from arcane failure while in light armor.

    Archetype Power: At 1st level, the blue mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the blue mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

    Spellcasting: The blue mage casts arcane spells from a specialized list, which is included below. A blue mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence, which dictates both the DC of his spells and his bonus spells. To cast a spell, the blue mage must have an Intelligence score equal to 10 + the level of spell in question.

    Counterspell Mastery: The blue mage no longer needs to use the correct spell to counterspell - he may counterspell with any spell of an equivalent level. In addition, if he successfully counters a spell, the originator of the countered spell may not cast spells for one round.

    Pure Arcana: The blue mage gains an untyped +2 bonus to both Knowledge (arcana) and Spellcraft.

    Bend the Will: The blue mage may ignore an opponent's immunity to mind-affecting effects once per encounter.

    Capstone SLA: The blue mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

    Blue Mage Spell List:
    0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation
    1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Feather Fall, Floating Disk, Identify, Mage Armor, Obscuring Mist, Protection from Alignment, Sleep, Summon Monster I (non-chaotic creatures only), Unseen Servant, Ventriloquism
    2: Blur, Cat's Grace, Detect Thoughts, Fox's Cunning, Gust of Wind, Hideous Laughter, Invisibility, Knock, Levitate, Mirror Image, Obscure Object, See Invisibility, Summon Monster II (non-chaotic creatures only), Touch of Idiocy, Whispering Wind
    3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Displacement, Fly, Gaseous Form, Hold Person, Invisibility Sphere, Magic Circle Against Alignment, Nondetection, Suggestion, Summon Monster III (non-chaotic creatures only), Wind Wall

    Archetypes

    Chronomancer

    Bonus Spells:
    1: Deja Vu (as the psionic power), True Strike
    2: Make Whole, Shatter
    3: Slow, Time Hop (as the psionic power)
    Capstone SLA: Resilient Sphere

    Lesser Archetype Power: A chronomancer gains a +4 bonus to initiative. This bonus is also shared with any adjacent allies at the beginning of combat.
    Moderate Archetype Power: A chronomancer may take a swift action at any time he could take an immediate action - however, he is still limited to one per round.
    Greater Archetype Power: Once per day, a chronomancer may jump back in time, allowing him to replay one round. He may make different choices and reroll any relevant rolls. He must declare that he is using this ability at the end of his turn. This ability may not be used if the chronomancer is unconscious or otherwise mentally unaware.

    Hyperborean

    Bonus Spells:
    1: Chill Touch, Grease
    2: Chill Metal, Fog Cloud
    3: Iceball (as Fireball, but cold damage), Sleet Storm
    Capstone SLA: Wall of Ice

    Lesser Archetype Power: Any creature summoned by a hyperborean does an additional 1d6 cold damage with each attack. In addition, they and the hyperborean himself gain resistance to cold 5.
    Moderate Archetype Power: Anytime a hyperborean deals damage to an opponent with a [cold] spell, that opponent is slowed for one round with no save.
    Greater Archetype Power: A hyperborean gains the cold subtype and emits an aura of frost, doing 1d6 cold damage per round to all opponents within ten feet. Allies are unaffected.

    Mountebank

    Bonus Spells:
    1: Command, Hypnotism
    2: Daze Monster, Enthrall
    3: Heroism, Glibness
    Capstone SLA: Charm Monster

    Lesser Archetype Power: A mountebank may add his Intelligence modifier to all his Bluff, Disguise, and Sleight of Hand checks. In addition, any HD caps on his enchantment spells are increased by his Charisma modifier.
    Moderate Archetype Power: If a mountebank is able to cast a spell of the enchantment or illusion school upon an opponent who is unaware of the mountebank's presence, the DC of that spell increases by 2.
    Greater Archetype Power Any opponent saving against the mountebank's enchantment spells must roll twice and take the lower of the two results. If both saves are failures, the spell is automatically extended.

    Wayfarer

    Bonus Spells:
    1: Expeditious Retreat, Jump
    2: Dimension Swap (as the psionic power), Rope Trick
    3: Blink, Haste
    Capstone SLA: Dimension Door

    Lesser Archetype Power: A number of times per day equal to his Intelligence modifier, a wayfarer may teleport 10 feet as an immediate action.
    Moderate Archetype Power: A wayfarer may teleport up to his speed as a move action, provided that he has line of effect to the destination. In addition, a wayfarer may use a modified version of Spring Attack when teleporting - he may pause at any point during the line of transport, take a standard action (if he has one available), and then continue to his final destination.
    Greater Archetype Power When teleporting (whether through his other archetype powers, spells, or SLAs), a wayfarer may bring along up to three adjacent allies.

    Weaver

    Bonus Spells:
    1: Magic Aura, Silent Image
    2: Misdirection, Minor Image
    3: Major Image, Tiny Hut
    Capstone SLA: Greater Invisibility

    Lesser Archetype Power: Opponents take a -4 penalty when attempting to disbelieve a weaver's illusions, and must still make a save even when presented with proof that it is unreal.
    Moderate Archetype Power: A weaver may concentrate on illusion spells as a swift action.
    Greater Archetype Power After casting an illusion spell, a weaver gains 50% concealment for one round.


    The Green Mage

    Spoiler
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    HD: d6
    Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Listen, Profession, Spellcraft, Spot, Survival
    Skill Points: 4 + Int per level (4x at 1st)

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

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

    2nd|+1|+0|+0|+3|Shapeshifting|6|5|-|-

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

    4th|+2|+1|+1|+4|Whispers of Nature|6|6|4|-

    5th|+2|+1|+1|+4|Power from the Land|6|6|5|3

    6th|+3|+2|+2|+5|Archetype Power (Greater), Capstone SLA|6|6|6|4[/table]

    Class Abilities

    Proficiencies: The green mage is proficient with light armor, simple weapons, the scimitar, the shortbow, and the greatclub. He does not suffer from arcane failure while in light armor.

    Archetype: At 1st level, the green mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the green mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

    Spellcasting: The green mage casts arcane spells from a specialized list, which is included below. A green mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Wisdom, which dictates both the DC of his spells and his bonus spells. To cast a spell, a green mage must have a Wisdom score equal to 10 + the level of spell in question.

    Shapeshifting: The green mage gains the wild shape ability, with the following changes: he may shift into an alternate form an unlimited number of times per day, but doing so still requires a standard action and may only be done once per round. He is not healed upon shifting. He may only select mammalian or avian forms, and may not select dire animals (however, a green mage with either the reptilian or aquatic subtypes may select reptilian or piscine forms, respectively). He may not cast spells when in an alternate form, even with the Natural Spell feat. This ability does not qualify him for feats that require wild shape, nor may he use it to fuel abilities that require the expenditure of a use of wild shape.

    Whispers of Nature: The green mage gains an untyped +2 bonus to both Knowledge (geography) and Knowledge (nature).

    Power from the Land: When in a natural environment, the green mage gains a +1 bonus to caster level and a +1 bonus to attack rolls and damage rolls.

    Capstone SLA: The green mage gains the knowledge of two particular 4th-level spells and may choose one of them each day to cast as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.

    Green Mage Spell List:
    0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Longstrider, Magic Fang, Obscuring Mist, Pass Without Trace, Shillelagh, Speak with Animals, Summon Nature's Ally I
    2: Animal Messenger, Animal Trance, Barkskin, Cat's Grace, Cure Moderate Wounds, Delay Poison, Fog Cloud, Gust of Wind, Hold Animal, Owl's Wisdom, Resist Energy, Soften Earth and Stone, Summon Nature's Ally II, Warp Wood, Wood Shape
    3: Call Lightning, Cure Serious Wounds, Diminish Plants, Dominate Animal, Greater Magic Fang, Plant Growth, Poison, Remove Disease, Sleet Storm, Speak with Plants, Spike Growth, Summon Nature's Ally III, Water Breathing, Wind Wall

    Archetypes

    Chloromancer

    Bonus Spells:
    1: Bless, Sanctuary
    2: Lesser Restoration, Tree Shape
    3: Daylight, Searing Light
    Capstone SLA: Reincarnate

    Lesser Archetype Power: When in direct sunlight, a chloromancer gains fast healing equal to half his Constitution modifier.
    Moderate Archetype Power: A chloromancer can choose to share his fast healing with any and all allies within five feet. He must still be in direct sunlight and his allies must be touching him to benefit.
    Greater Archetype Power A chloromancer takes on some characteristics of the plant he venerates: he becomes immune to critical hits, though he also develops a vulnerability to fire and takes 50% more damage from it. In addition, when shifting, he may now select plant forms.

    Elementalist

    Bonus Spells:
    1: Burning Hands
    2: Levitate
    3: Flame Arrow, Gaseous Form
    Capstone SLA: Ice Storm

    Lesser Archetype Power: An elementalist gains the services of a small elemental as a companion, which is treated in all ways like an animal companion except that it does not receive any bonuses for advancement except for Share Spells, Evasion, and Devotion. He may choose from water, earth, fire, or air elementals. He also gains the appropriate elemental language of his companion (Aquan, Auran, Ignan, or Terran) as a bonus languages if he does not already speak it.
    Moderate Archetype Power: An elementalist gains a small amount of resistance depending on the type of his elemental companion. He gains either acid resistance 5 (Earth), cold resistance 5 (Water), fire resistance (Fire), or lightning resistance 5 (Air). In addition, his companion becomes a medium elemental of the same type.
    Greater Archetype Power An elementalist may merge with his companion, gaining special mobility for as long as they remain merged. Air elementalists receive a 20 foot fly speed with perfect maneuverability. Earth elementalists receive a 20 foot burrow speed. Water elementalists receive a 20 foot swim speed and the ability to breathe underwater. Fire elementalists receive a 20 foot bonus to their base land speed. While merged, the elemental companion is completely subsumed into the elementalist, and may no longer act or even exist physically. In addition, he may choose from small or medium elementals when shifting.

    Ophidian

    Bonus Spells:
    1: Cause Fear, Ray of Enfeeblement
    2: Acid Arrow, Blindness/Deafness
    3: Hold Person, Tongues
    Capstone SLA: Phantasmal Killer

    Lesser Archetype Power: An ophidian becomes immune to injury poison and gains resistance to acid 5. Reptilian creatures of animal intelligence will not attack an ophidian unless provoked.
    Moderate Archetype Power: His natural attacks while shifted deal additional acid damage equal to half his Constitution modifier. When shifting, an ophidian may select reptilian forms if he cannot already do so.
    Greater Archetype Power: An ophidian may transmit black adder venom with his natural attacks while shifted. The DC of this venom is equal to 10 + half the ophidian's class level + the ophidian's Constitution modifier.

    Subterranean

    Bonus Spells:
    1: Magic Stone, Produce Flame
    2: Flaming Sphere, Heat Metal
    3: Meld into Stone, Stone Shape
    Capstone SLA: Spike Stones

    Lesser Archetype Power: A subterranean possesses darkvision out to 60 feet and tremorsense out to 30 feet. If the subterranean already possesses darkvision or tremorsense, it doubles in range.
    Moderate Archetype Power: A subterranean gains the extraordinary ability to walk on walls or ceilings as naturally as he might walk along the floor, as long as those surfaces are made of earth or stone.
    Greater Archetype Power: A subterranean gains a 10' burrow speed. In addition, he may select vermin forms when shifting.

    Wildling

    Bonus Spells:
    1: Enlarge Person, True Strike
    2: Bull's Strength, Cat's Grace
    3: Greater Magic Fang, Keen Edge
    Capstone SLA: Summon Nature's Ally IV

    Lesser Archetype Power: A wildling possesses a natural bite attack (1d6 piercing damage) and two natural claw attacks (1d4 piercing damage) in his natural form.
    Moderate Archetype Power: A wildling may cast spells from the Summon Nature's Ally line even while shifted. In addition, a wildling may select dire animals when shifting.
    Greater Archetype Power: A wildling is treated as having two additional hit dice for the purposes of shifting, to a maximum of eight. In addition, he may select large animals while shifting.

  7. - Top - End - #7
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    The Red Mage

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    HD: d6
    Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Profession, Ride, Spellcraft, Swim, Tumble
    Skill Points: 4 + Int per level (4x at 1st)

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

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

    2nd|+1|+3|+0|+3|Combat Panache|6|5|-|-

    3rd|+2|+3|+1|+3|Archetype Power (Moderate)|6|6|3|-

    4th|+3|+4|+1|+4|Battlefield Intelligence|6|6|4|-

    5th|+3|+4|+1|+4|Spellbattle Escalation|6|6|5|3

    6th|+4|+5|+2|+5|Archetype Power (Greater), Capstone SLA|6|6|6|4[/table]

    Class Abilities

    Proficiencies: The red mage is proficient with light armor, medium armor, simple weapons, and martial weapons. He does not suffer from arcane failure while in light armor or medium armor.

    Spellcasting: The red mage casts arcane spells from a specialized list, which is included below. The red mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Charisma, which dictates both the DC of his spells and his bonus spells. To cast a spell, a red mage must have an Charisma score equal to 10 + the level of spell in question.

    Archetype: At 1st level, the red mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the red mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

    Combat Panache: As a full-round action, the red mage may make a single melee attack and cast a spell with a casting time of a standard action, even if he has no free hand to do so. He does not provoke attacks of opportunity for casting a spell in this manner.

    Battlefield Intelligence: The red mage gains a +2 untyped bonus to all Knowledge checks involving the identification of foes and to Concentration checks to cast defensively.

    Spellbattle Escalation: The red mage gains a +2 to attack and damage rolls against a specific opponent if he has targeted and affected that opponent with a spell. The red mage also gains a +2 bonus to penetrate spell resistance and a +1 bonus to the DCs of spells cast against a specific opponent if he has successfully attacked that opponent in melee. These bonuses last until the end of the encounter.

    Capstone SLA: The red mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Charisma modifier. This SLA may not be modified by feats (such as Empower Spell-like Ability), nor may be it used in item creation.

    Red Mage Spell List:
    0: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic
    1: Alarm, Burning Hands, Endure Elements, Enlarge Person, Entropic Shield, Grease, Jump, Magic Missile, Magic Weapon, Shield, Shocking Grasp, Summon Monster I (non-lawful only), True Strike
    2: Acid Arrow, Bear's Endurance, Bull's Strength, Continual Flame, Eagle's Splendor, Flaming Sphere, Glitterdust, Protection from Arrows, Pyrotechnics, Resist Energy, Scorching Ray, Summon Monster II (non-lawful only)
    3: Dispel Magic, Explosive Runes, Fireball, Haste, Heroism, Greater Magic Weapon, Keen Edge, Lightning Bolt, Magic Circle Against Alignment, Phantom Steed, Protection from Energy, Slow, Summon Monster III (non-lawful only)

    Archetypes


    Chaos Child


    Bonus Spells:
    1: Disguise Self, Magic Fang
    2: Alter Self, Spider Climb
    3: Gaseous Form, Greater Magic Fang
    Capstone SLA: Polymorph (monstrous humanoids or giants only)

    Lesser Archetype Power: While polymorphed, a chaos child gains a +4 enhancement bonus to Strength and Constitution.
    Moderate Archetype Power: Any beneficial polymorph spell cast on a chaos child is automatically extended.
    Greater Archetype Power: A chaos child may ignore the somatic or verbal components of spells with a range of personal or touch while polymorphed, and may cast those spells even when in an alternate form.

    Crimson Disciple


    Bonus Spells:
    1: Charm Person, Ventriloquism
    2: Fog Cloud, Locate Object
    3: Fly, Suggestion
    Capstone SLA: Shout

    Lesser Archetype Power: A crimson disciple gains a bonus to natural armor equal to his Constitution modifier.
    Moderate Archetype Power: A crimson disciple gains the claw and bite attacks of a Dragon Disciple of 2nd level. If he already possesses a bite and/or claw attack(s), their damage is increased by one step. In addition, he gains darkvision out to 60 feet and a +4 bonus to saves against sleep and paralysis.
    Greater Archetype Power: A crimson disciple gains the ability to breathe fire in a thirty-foot cone, with a Reflex save for half damage. The DC is equal to 10 + 1/2 the crimson disciple's HD + his Constitution modifier. His breath weapon does 1d10 damage per two class levels. Once he uses his breath weapon, he may not do so for another 1d4 rounds.

    Magesmith


    Bonus Spells:
    1: Identify, Magic Stone
    2: Align Weapon, Spiritual Weapon
    3: Magic Vestment, Shrink Item
    Capstone SLA: Stoneskin

    Lesser Archetype Power: A magesmith gains proficiency with heavy armor and shields, and does not suffer from arcane spell failure while wearing equipment from those categories.
    Moderate Archetype Power: Once per day, a magesmith may imbue any mundane weapon he is holding with any combination of enchantment up to a +2 bonus. These bonuses last twenty-four hours, or until the magesmith no longer possesses the weapon. At 6th level, he may imbue his weapon in such a way up to a +3 bonus.
    Greater Archetype Power: A magesmith's effective caster level is 50% higher for the purposes of crafting magical weapons or armor, to a maximum of 9th level.

    Pyromancer


    Bonus Spells:
    1: Faerie Fire, Produce Flame
    2: Fire Trap, Flame Blade
    3: Fire Shield (warm only), Flame Arrow
    Capstone SLA: Wall of Fire

    Lesser Archetype Power: Anytime a pyromancer deals fire damage, he deals an extra amount of fire damage equal to his Constitution modifier.
    Moderate Archetype Power: A pyromancer may omit a number of targets in the area (if any) of his spells equal to his Constitution modifier. This ability only applies to spells that deal fire damage.
    Greater Archetype Power: When casting any spell that deals fire damage, the pyromancer may choose to have it deal hellfire damage instead. This damage is not subject to fire resistance or immunity. The pyromancer is dealt hellfire damage equal to the square of the level of the spell.

    Sand Shaper


    Bonus Spells:
    1: Obscuring Mist, Ray of Enfeeblement
    2: Gust of Wind, Soften Earth and Stone
    3: Ray of Exhaustion, Stone Shape
    Capstone SLA: Flame Strike

    Lesser Archetype Power: A sand shaper may add his Constitution modifier to his armor class as long as he does not wear any armor or wield a shield. In addition, his summoned creatures deal an additional 1d6 fire damage and are surrounded by swirling sand, giving them 20% concealment.
    Moderate Archetype Power: A sand shaper receives a bonus to his base land speed equal to 5' multiplied by his Constitution modifier. He may also move normally over loose sand and dirt.
    Greater Archetype Power: A sand shaper may shape soil, dirt, loose rock, and sand into mundane items for his use. He may create any item so long as the value of the item is fifty GP or less, and he must spend one round concentrating for each 10 GP in value of the item. Once shaped, the item lasts for ten minutes, at which point it dissolves back into its original form. A sand shaper may not create alchemical or edible items with this ability, nor may he form any sort of liquid.


    The White Mage

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    HD: d6
    Class Skills: Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (arcana), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft
    Skill Points: 4 + Int per level (4x at 1st)

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

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

    2nd|+1|+0|+0|+3|Turn Undead|6|5|-|-

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

    4th|+2|+1|+1|+4|Healing Hands|6|6|4|-

    5th|+2|+1|+1|+4|Righteous Crusade|6|6|5|3

    6th|+3|+2|+2|+5|Greater Archetype Power, Capstone SLA|6|6|6|4[/table]

    Class Abilities

    Proficiencies: The white mage is proficient with light armor and simple weapons.

    Spellcasting: The white mage casts divine spells from a specialized list, which is included below. The white mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Wisdom, which dictates both the DC of his spells and his bonus spells. To cast a spell, the white mage must have a Wisdom score equal to 10 + the level of spell in question.

    Archetype: At 1st level, the white mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the white mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

    Turn Undead: The white mage may turn undead as a cleric of his class level. He may do so a number of times per day equal to 3 + his Charisma modifier.

    Healing Hands: Anytime the white mage casts a beneficial spell on an ally, that ally is restored a number of hit points equal to the white mage's Charisma modifier.

    Righteous Crusade: All allies within 30' of a white mage (including himself) gain a bonus to saves against spells and spell-like abilities originating from evil sources equal to the white mage's Charisma modifier.

    Capstone SLA: The white mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Charisma modifier. This SLA may not be modified by feats (such as Empower Spell-like Ability), nor may be it used in item creation.

    White Mage Spell List:
    0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    1: Bane, Bless, Cause Fear, Command, Cure Light Wounds, Detect Alignment, Divine Favor, Endure Elements, Protection from Alignment, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I (non-evil creatures only)
    2: Aid, Align Weapon, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Find Traps, Owl's Wisdom, Protection from Arrows, Remove Paralysis, Resist Energy, Lesser Restoration, Sound Burst, Summon Monster II (non-evil creatures only)
    3: Mass Aid, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Magic Circle Against Alignment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Summon Monster III (non-evil creatures only), Water Walk

    Archetypes

    Champion

    Bonus Spells:
    1: Bless Weapon, True Strike
    2: Bull's Strength, Shield Other
    3: Heroism, Keen Edge
    Capstone SLA: Divine Power

    Lesser Archetype Power: A champion is proficient with medium and heavy armor. He also gains proficiency with a single martial weapon of his choice.
    Moderate Archetype Power:
    Greater Archetype Power A champion gains a sacred bonus on attack and damage rolls against evil outsiders and undead equal to his Charisma modifier (if any).

    Exorcist

    Bonus Spells:
    1: Faerie Fire, Comprehend Languages
    2: Hold Person, Zone of Truth
    3: Halt Undead, Invisibility Purge
    Capstone SLA: Dismissal

    Lesser Archetype Power: An exorcist becomes immune to charm, compulsion, and possession.
    Moderate Archetype Power: An exorcist may turn outsiders when using his turn undead ability.
    Greater Archetype Power An exorcist may use the Greater Turning power of the Sun domain three times per day - in addition, this ability may be used against evil outsiders, but instead of being destroyed, they are dismissed.

    Healer

    Bonus Spells:
    1: Bless Water, Goodberry
    2: Make Whole, Status
    3: Create Food and Water, Plant Growth
    Capstone SLA: Restoration

    Lesser Archetype Power: A healer may cast any spell of the healing subschool that normally has a range of Touch at a range of Close instead.
    Moderate Archetype Power: Dying allies within 30 feet of a healer automatically succeed on all stabilization attempts and gain fast healing equal to the healer's Charisma modifier. This fast healing cannot, however, take them above 0 hit points.
    Greater Archetype Power: Once per day, a healer may restore a single deceased target to life as a full-round action. The target cannot have been dead for more than one round, and the healer must make physical contact in order to raise him. The target suffers no level loss from being raised, and is restored to a single hit point.

    Divine Executioner

    Bonus Spells:
    1: Doom, Inflict Light Wounds
    2: Inflict Moderate Wounds, Spectral Hand
    3: Inflict Serious Wounds, Vampiric Touch
    Capstone SLA: Holy Smite

    Lesser Archetype Power: A divine executioner may channel Inflict Wounds spells as part of a melee attack. If the attack is successful, it deals normal weapon damage and the spell is delivered without offering a save. A divine executioner may channel Cure spells in this way if he chooses, such as when attacking the undead or other creatures harmed by positive energy.
    Moderate Archetype Power:
    Greater Archetype Power

    Oracle

    1: Detect Secret Doors, Identify
    2: Augury, Locate Object
    3: Clairaudience/Clairvoyance, Divination
    Capstone SLA: Scrying

    Lesser Archetype Power: An oracle gains Spot and Listen as class skills, and receives a +4 insight bonus to both skills.
    Moderate Archetype Power: An oracle always has the maximum chance for a correct answer on spells like Augury or Divination.
    Greater Archetype Power: All divination spells cast by an oracle are automatically extended, and the oracle is always considered to have at least firsthand knowledge of his chosen target when using his Scrying SLA.

  8. - Top - End - #8
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    Default Re: Gnorman's Complete E6 Compendium

    Psionic Classes


    The Aspirant

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    HD: d10
    Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (local), Knowledge (psionics), Profession, Psicraft, Ride, Sense Motive, Swim, Tumble
    Skill Points: 4 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level Known

    1st|+1|+2|+0|+0|Archetype Power (Lesser), Manifesting, Martial Training|3|2|1st

    2nd|+2|+3|+0|+0|Body and Mind As One|5|3|1st

    3rd|+3|+3|+1|+1|Archetype Power (Moderate)|7|4|1st

    4th|+4|+4|+1|+1|Fuel for the Fire|11|5|2nd

    5th|+5|+4|+1|+1|Preternatural Reflexes|15|6|2nd

    6th|+6/+1|+5|+2|+2|Archetype Power (Greater), Capstone PLA|19|7|2nd[/table]

    Proficiencies: The aspirant is proficient with light armor, medium armor, heavy armor, shields (including tower shields), as well as simple and martial weapons.

    Manifesting: The aspirant manifests powers as a psychic warrior does, chosen from the psychic warrior's list. The aspirant's sole manifesting stat is Wisdom.

    Archetype: At 1st level, the aspirant chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power associated with it, which the aspirant receives at 1st, 3rd, and 6th level. Each archetype also adds bonus powers known, which are listed below and received when the aspirant becomes capable of manifesting powers of the same level.

    Martial Training: At 1st level, the aspirant qualifies for feats as if he were a fighter of his own level. He gains a single fighter bonus feat at 1st level, and a second at 5th level.

    Body and Mind as One: At 2nd level, the aspirant may expend psionic focus to manifest a single power with a range of personal as a swift action.

    Fuel for the Fire: At 4th level, the aspirant gains an enhancement bonus to all weapons, natural attacks, or unarmed attacks based on how many power points remain in his reserve. If he has between 1 and 15 power points, he gains an enhancement bonus of +1. If he has between 16 and 24, he gains an enhancement bonus of +2. If he has 25 or more, he gains an enhancement bonus of +3. If the weapon in question already has an enhancement bonus, they are not cumulative - only the higher of the two applies.

    Preternatural Reflexes: At 5th level, the aspirant may expend psionic focus to take a five-foot step as an immediate action.

    Capstone PLA: At 6th level, the aspirant gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.

    Archetypes:

    Animus

    Bonus Powers
    1st: Prevenom Weapon
    2nd: Strength of My Enemy
    Capstone PLA: Vampiric Blade

    Lesser Archetype Power: An animus gains the ability to form a mind blade as a soulknife of his level, with the following caveats: he may form the mind blade into any simple or martial weapon that does slashing or piercing damage and is appropriate for a creature of his size, (he may choose to create two mind blades and dual wield them, but both weapons must be light), he may do so as a free action once per round, and he may throw a mind blade as a ranged weapon with a range increment of thirty feet.
    Moderate Archetype Power: While psionically focused, an animus may apply a single enchantment with a +1 enhancement bonus to his mind blade (if he chooses to dual-wield, he must apply the same enchantment to both weapons). He may apply a single enchantment of up to a +2 enhancement bonus at 6th level (if he chooses to dual-wield, he may only apply +1 enchantments to each blade). The bonuses are selected the first time the animus manifests his mind blade each day, and may be changed by spending five minutes in meditation.
    Greater Archetype Power: An animus may animate a mind blade as a standard action, allowing it to attack on its own, using the animus' base attack bonus and his Wisdom modifier in place of Strength when determining both attack and damage bonuses. It has a movement speed of thirty feet, lasts for a number of rounds equal to the animus' Wisdom modifier, and retains any relevant enhancement bonuses, though it may not benefit from any enchantments offered by the animus' moderate archetype ability. While his mind blade is animated, an animus may manifest a new one to use as a weapon, but any enchantments given by the animus' moderate archetype ability are suppressed while an animated mind blade is in effect. The animated mind blade may be sundered as a normal mind blade, and possesses hardness 10 and 10 hit points.

    Atavist

    Bonus Powers
    1st: Bite of the Wolf
    2nd: Endorphin Surge
    Capstone PLA: Claws of the Vampire

    Lesser Archetype Power: An atavist gains the ability to manifest Claws of the Beast on himself as a psi-like ability at will, and his effective manifester level is treated as two higher than it actually is for purposes of determining how much damage his claws do. He also gains an insight bonus on Reflex saves equal to half his level (rounded down, minimum of one).
    Moderate Archetype Power: While psionically focused, an atavist gains Pounce and Scent as extraordinary abilities.
    Greater Archetype Power: An atavist gains fast healing equal to his Constitution modifier when he is at or below 50% of his hit points.

    Pugilist

    Bonus Powers
    1st: Expansion
    2nd: Body Adjustment
    Capstone PLA: Greater Concealing Amorpha

    Lesser Archetype Power: A pugilist gains the unarmed damage progression of a monk of his level. He also gains Improved Unarmed Strike as a bonus feat, and is considered proficient in his own unarmed strikes.
    Moderate Archetype Power: While psionically focused, a pugilist gains Evasion and his unarmed strikes do extra damage equal to his Wisdom modifier. This extra damage is psionic and may not be reduced by damage reduction.
    Greater Archetype Power: As a full-round action, a pugilist may make a stunning strike. If it connects, the attack does extra damage equal to the pugilist's Strength modifier multiplied by his Wisdom modifier and the target is stunned for one round unless it makes a Will save (the DC equals 10 + 1/2 the pugilist's HD + the pugilist's Wisdom modifier). This extra damage is psionic and may not be reduced by damage reduction.

    Tempest

    Bonus Powers
    1st: Burst
    2nd: Hustle
    Capstone PLA: Dimension Slide

    Lesser Archetype Power: A tempest may move without penalty through difficult terrain or areas of poor visibility, and may at his normal speed even while wearing medium or heavy armor or when encumbered.
    Moderate Archetype Power: A tempest gains a bonus on melee damage rolls equal to the number of feet he has moved in that round divided by five (minimum of zero).
    Greater Archetype Power: While psionically focused, a tempest may take an additional swift or immediate action each round. A tempest also may use his Mind and Body as One ability without expending psionic focus.

    Warden

    Bonus Powers
    1st: Thicken Skin
    2nd: Damp Power (CP)
    Capstone PLA: Earthshaker

    Lesser Archetype Power: A warden gains the ability to form a shield out of psychic power as a swift action - treat this is as a heavy steel shield with an enhancement bonus equal to the warden's Wisdom modifier. The shield is weightless and levitates in front of the warden, instinctively moving to block attacks and therefore does not require the warden to use one of his hands to wield it nor does it apply a penalty to attack rolls or armor checks. The bonus to his armor class from the shield also still applies if he is denied his Dexterity bonus to his armor class. The shield may be dismissed as a free action and disappears if the warden is knocked unconscious, asleep, or otherwise mentally unaware.
    Moderate Archetype Power: A warden gains the ability to throw his psychic shield as a standard action. Treat this ability as a ranged touch attack with a range increment of twenty feet, using the warden's Wisdom modifier instead of his Dexterity modifier. The shield does 2d6 plus the aspirant's Wisdom modifier in bludgeoning damage with a 19-20/x2 critical modifier. It ignores material-based damage reduction and on a critical hit the target is stunned for one round with no save. The shield instantly returns once thrown, allowing the warden to retain its defensive abilities. In addition, his shield now applies to his touch AC.
    Greater Archetype Power: While psionically focused, a warden with his psychic shield ability active blocks line of effect for hostile spells and abilities, allowing him to shield allies from a dragon's breath weapon, for example. In addition, his psychic shield now functions as if it were a tower shield, and while using the shield as total cover, spellcasters may not target the shield to target the warden as normal.


    The Empath

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    HD: d6
    Class Skills: Autohypnosis, Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (local), Knowledge (psionics), Knowledge (the planes), Profession, Psicraft, Sense Motive
    Skill Points: 2 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level Known

    1st|+0|+0|+0|+2|Archetype Power (Lesser), Manifesting, Social Maven|3|3|1st

    2nd|+1|+0|+0|+3|Inner Peace|9|5|1st

    3rd|+1|+1|+1|+3|Archetype Power (Moderate)|15|7|2nd

    4th|+2|+1|+1|+4|Secrets of the Mind|23|9|2nd

    5th|+2|+1|+1|+4|Telepathy|32|11|3rd

    6th|+3|+2|+2|+5|Archetype Power (Greater), Capstone PLA|44|13|3rd[/table]

    Proficiencies: The empath is proficient with light armor and simple weapons.

    Archetype Power: At 1st level, the empath chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power associated with it, which the empath receives at 1st, 3rd, and 6th level, respectively. Each archetype also adds bonus powers known, which are listed below and received when the empath becomes capable of manifesting powers of the same level.

    Manifesting: The empath manifests powers as a psion does. He is restricted to powers on the general psion/wilder list in the disciplines of telepathy and clairsentience. He may also select Dispel Psionics. The empath's sole manifesting stat is Intelligence.

    Social Maven: The empath gains a bonus to Charisma-based checks based on the amount of power points left in his reserve - between 1 and 15 power points gives a +1 bonus, between 16 and 30 gives a +2 bonus, between 31 and 45 gives a +3 bonus, and more than 46 gives the maximum of a +4 bonus.

    Inner Peace: At 2nd level, the empath becomes immune to morale penalties, and gains a +4 bonus to saves against fear and mind-affecting spells or abilities.

    Secrets of the Mind: At 4th level, the empath gains an untyped +2 bonus to Diplomacy and Knowledge (psionics) checks.

    Telepathy: At 5th level, the empath gains a limited form of telepathy out to 60 feet, which can be activated as a free action. The empath may not use telepathy to communicate with creatures he does not share a language with - he may transmit and receive basic emotions and simple concepts, but may not hold detailed verbal conversations unless a shared language is used.

    Capstone PLA: At 6th level, the empath gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

    Archetypes:

    Abhorrent

    Bonus Powers
    1st: Unearthly Terror
    2nd: Aversion
    3rd: Induce Phobia
    Capstone PLA: Death Urge

    Lesser Archetype Power: Any fear effect cast upon an abhorrent is reflected back against the originator of the effect. In addition, an abhorrent gains a bonus on saves against Fear equal to his Charisma modifier.
    Moderate Archetype Power: While psionically focused, fear effects caused by an abhorrent are one step greater - shaken foes are frightened, frightened foes are panicked, and panicked foes are so insensate with fear that they fall unconscious.
    Greater Archetype Power: An abhorrent may expend psionic focus to ignore an opponent's immunity to fear for one round.

    Mentalist

    Bonus Powers
    1st: Psionic Charm
    2nd: Psionic Suggestion
    3rd: False Sensory Input
    Capstone PLA: Psionic Dominate

    Lesser Archetype Power: A mentalist does not need to make an opposed Charisma check to convince a charmed target to complete dangerous tasks, nor do targets receive the standard +5 bonus to the save if attacked or threatened. Charmed targets will still refuse to carry out blatantly suicidal orders.
    Moderate Archetype Power: A mentalist may expend psionic focus to affect one additional target (within 15 feet of the original) with any power of the telepathy school.
    Greater Archetype Power: As long as a mentalist is psionically focused, he is immune to charm, compulsion, and possession, and gains a +4 bonus to saves against spells from the Enchantment or Illusion schools or powers from the Telepathy discipline.

    Precognitive

    Bonus Powers
    1st: Precognition
    2nd: Clairvoyant Sense
    3rd: Eradicate Invisibility
    Capstone PLA: Remote Viewing

    Lesser Archetype Power: A precognitive may expend psionic focus to roll twice for initiative and takes the better of the two results.
    Moderate Archetype Power: While psionically focused, a precognitive becomes instantly aware of hidden, incorporeal, or invisible creatures that come within 30 feet of him - this ability does not allow him to pinpoint their location, just their presence and number.
    Greater Archetype Power: A precognitive may never be surprised - he may not be caught flat-footed and always acts in the surprise round. In addition, a precognitive may no longer be flanked.

    Superegoist

    Bonus Powers
    1st: Skills as One
    2nd: Sense as One
    3rd: Strike as One
    Capstone PLA: Schism

    Lesser Archetype Power: All allies adjacent to a superegoist are aware of any danger that one of them is aware of - none of them may be flanked or caught flat-footed unless all of them are.
    Moderate Archetype Power: A superegoist may expend psionic focus to affect one intelligent adjacent ally per two levels (to a maximum of three) with a power that normally has a range of personal, in addition to himself.
    Greater Archetype Power: While psionically focused, a superegoist's powers cost one less power point for every two intelligent allies adjacent to him (minimum of zero). This may not reduce a power's cost to less than one, nor does it allow him to augment powers higher than his manifester level.

    Walker

    Bonus Powers
    1st: Psionic Sleep (as the spell, though augmentable - each PP spent increases the HD cap by one)
    2nd: Waking Dreams (MoE)
    3rd: Forced Dream (MoE)
    Capstone PLA: Psionic Modify Memory

    Lesser Archetype Power: A walker is immune to sleep effects and no longer requires a good night's sleep to rest and refresh power points - he may make do with half the normal sleep, requiring only four hours as a human, for example.
    Moderate Archetype Power: While psionically focused, any power of the telepathy discipline a walker manifests targeting an opponent who is dazed, stunned, or asleep is irresistable.
    Greater Archetype Power: A walker may expend psionic focus to leave his body and enter a dream state for a number of rounds equal to his Charisma modifier. While in a dream state, the walker is incorporeal, invisible, and invulnerable but may not influence his physical environment or attack in any way. Once the duration runs out, the walker is immediately returned to his body.


    The Esoteric

    Spoiler
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    HD: d8
    Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (history), Knowledge (nobility and royalty), Knowledge (psionics), Knowledge (religion), Profession, Psicraft, Sense Motive
    Skill Points: 2 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level Known

    1st|+0|+2|+0|+2|Archetype Power (Lesser), Manifesting, Mantle of Ideals|3|3|1st

    2nd|+1|+3|+0|+3|Personal Mantra|9|4|1st

    3rd|+2|+3|+1|+3|Archetype Power (Moderate)|15|6|2nd

    4th|+3|+4|+1|+4|Unlock the Self|23|7|2nd

    5th|+3|+4|+1|+4|Deep Trance|32|9|3rd

    6th|+4|+5|+2|+5|Archetype Power (Greater), Capstone PLA|44|10|3rd[/table]

    Proficiencies: The esoteric is proficient with light armor, medium armor, heavy armor, shields (except tower shields), and simple weapons.

    Archetype: At 1st level, the esoteric chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power associated with it, which the esoteric receives at 1st, 3rd, and 6th level, respectively. Each archetype also adds bonus powers known, which are listed below and are received when the esoteric is capable of manifesting powers of the same level.

    Manifesting: The esoteric manifests powers as a psion does. He is restricted to powers on the general psion/wilder list in the disciplines of psychometabolism and clairsentience, as well as powers from his mantles or nodes. He may also select Dispel Psionics or Solicit Psicrystal. The esoteric's sole manifesting stat is Wisdom.

    Mantle of Ideals: At 1st level, an esoteric gains access to two mantles or nodes of his choice, and gains their granted abilities. When selecting new powers to learn, he may choose from powers on those lists.

    Personal Mantra: At 2nd level, the esoteric gains the ability to gain psionic focus as a swift action.

    Unlock the Self: At 4th level, the esoteric gains an untyped +2 bonus to Concentration and Autohypnosis checks.

    Deep Trance: At 5th level, the esoteric is no longer required to expend psionic focus to apply a metapsionic feat to a power.

    Capstone PLA: At 6th level, the esoteric gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.

    Archetypes:

    Anchorite

    Bonus Powers
    1st: Mending Touch
    2nd: Body Adjustment
    3rd: Body Purification
    Capstone PLA: Stygian Ward (CP)

    Lesser Archetype Power: An anchorite may manifest powers with a range of personal at a range of touch. In addition, any beneficial powers manifested by an anchorite heal a number of hit points equal to their effective power level, in addition to any other effects.
    Moderate Archetype Power: While an anchorite is psionically focused, any powers he manifests that restore hit points have their final effects doubled. The amount of extra healing added by an anchorite's lesser archetype ability is now equal to twice the power's effective level.
    Greater Archetype Power: An anchorite may expend his psionic focus to remove one of the following conditions from an ally with a touch: confused, dazed, nauseated, sickened, shaken, or stunned.

    Apostate
    Bonus Powers
    1st: Hungry Touch (CP)
    2nd: Claws of Darkness (CP)
    3rd: Crisis of Breath
    Capstone PLA: Shadow Eft (CP)

    Lesser Archetype Power: An apostate gains the ability to use a beam of disruptive psionic energy as a ranged touch attack, with a range of 60 feet. Alternately, an apostate may channel this as part of a melee attack. This ability deals 1d6 untyped damage (if channeled, this damage is in addition to whatever melee damage is caused). At 4th level, the damage increases to 2d6, and at 6th, it increases to 3d6.
    Moderate Archetype Power: While psionically focused, an apostate becomes immune to negative energy damage and fear. In addition, his beam now heals the apostate for whatever damage is done - this cannot heal the apostate higher than his normal maximum total of hit points.
    Greater Archetype Power: An apostate may expend psionic focus to have his beam ability instead do damage in a ten-foot radius from the target, either as a ranged touch attack or as part of a melee attack. The attack must still hit the original target to function.

    Demiurge

    Bonus Powers
    1st: Minor Psionic Creation
    2nd: Dissolving Touch
    3rd: Ectoplasmic Form
    Capstone PLA: Psionic Fabricate

    Lesser Archetype Power: A demiurge's equipment (and psicrystal, if he has one) is immune to being sundered or otherwise destroyed, unless he wishes it to be so.
    Moderate Archetype Power: While psionically focused, a demiurge can either increase or decrease the hardness of an object by an amount equal to his class level by touching it. The shift in hardness lasts a number of minutes equal to the demiurge's Wisdom modifier. This power may not reduce an object's hardness below zero.
    Greater Archetype Power: A demiurge may expend psionic focus to manifest any power with an [energy] descriptor or of the metacreativity discipline as a swift action.

    Sympathetic

    Bonus Powers
    1st: Mindlink
    2nd: Empathic Transfer
    3rd: Hostile Empathic Transfer
    Capstone PLA: Empathic Feedback

    Lesser Archetype Power: If a sympathetic is within 30 feet of a cure spell or any other targeted effect that restores hit points, the sympathetic receives the benefits of the effect, even if he was not the original target.
    Moderate Archetype Power: Whenever a sympathetic takes damage from an opponent while psionically focused, half of the damage inflicted (rounded down, before any damage reduction) is reflected back against the attacker. This reflected damage bypasses all damage reduction. Damage taken from environmental hazards, traps, or otherwise passive sources is not reflected, nor is any sort of "friendly fire."
    Greater Archetype Power: Whenever a sympathetic reflects damage using its Moderate Archetype Power, he may expend psionic focus to inflict the damage reflected to all opponents within 30 feet of the sympathetic.

    Transcendent

    Bonus Powers
    1st: Thicken Skin
    2nd: Animal Affinity
    3rd: Physical Acceleration
    Capstone PLA: Inertial Barrier

    Lesser Archetype Power: Psionic feats that require a transcendent to maintain psionic focus to gain their benefit (such as Psionic Dodge or Speed of Thought) have their numerical effects doubled.
    Moderate Archetype Power: A transcendent may expend psionic focus as an immediate action to immediately negate the effect of any single mind-affecting spell, power, or ability that he is afflicted with. He may not do so if he is unconscious or otherwise mentally unaware, but he may preempt an effect that is about to put him in such a state with this ability.
    Greater Archetype Power: While psionically focused, a transcendent is healed for a number of hit points equal to his Wisdom modifier every time he successfully attacks a target in melee. This ability does not allow him to surpass his normal maximum.

  9. - Top - End - #9
    Ogre in the Playground
     
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    Default Re: Gnorman's Complete E6 Compendium

    The Kinetic

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    HD: d6
    Class Skills: Autohypnosis, Bluff, Concentration, Craft, Disguise, Knowledge (architecture and engineering), Knowledge (psionics), Knowledge (the planes), Profession, Psicraft, Sleight of Hand, Use Psionic Device
    Skill Points: 2 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level Known

    1st|+0|+0|+0|+2|Archetype Power (Lesser), Manifesting, (In)Constant Companion|3|3|1st

    2nd|+1|+0|+0|+3|Focused Student|9|5|1st

    3rd|+1|+1|+1|+3|Archetype Power (Moderate)|15|7|2nd

    4th|+2|+1|+1|+4|Psionic Knack|23|9|2nd

    5th|+2|+1|+1|+4|Energetic Efficiency|32|11|3rd

    6th|+3|+2|+2|+5|Archetype Power (Greater), Capstone PLA|44|13|3rd[/table]

    Proficiencies: The kinetic is proficient with light armor and simple weapons.

    Archetype Power: At 1st level, the kinetic chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power associated with it, which the kinetic receives at 1st, 3rd, and 6th level, respectively. Each archetype also adds bonus powers known, which are listed below and are received when the kinetic becomes capable of manifesting powers of the same level.

    Manifesting: The kinetic manifests powers as a psion does. He is restricted to powers on the general psion/wilder list in the disciplines of metacreativity, psychokinesis, and psychoportation. He may also select Detect Psionics or Solicit Psicrystal. The kinetic's sole manifesting stat is Intelligence.

    (In)Constant Companion: At 1st level, the kinetic gains Psicrystal Affinity as a bonus feat. At the beginning of each day, he may select a new personality for his psicrystal. If he chooses the Sage personality, the choice of Knowledge skill is not permanent - he may change that at the start of each day as well.

    Focused Student: At 2nd level, the kinetic selects one of the following abilities.

    Fire and Ice: The damage of any psychokinesis power is increased by one die, and the save DC (if applicable) is increased by one.

    Shape and Form: The duration of any metacreativity power is doubled, and the hardness of any objects created by a metacreativity power is increased by 50%.

    Space and Time: The range and weight limits of any psychoportation powers are doubled.

    Psionic Knack: At 4th level, the kinetic gains an untyped +2 bonus to Psicraft and Use Psionic Device.

    Energetic Efficiency: At 5th level, the kinetic reduces the extra power point cost associated with metapsionic feats by 2, to a minimum of 0.

    Capstone PLA: At 6th level, the kinetic gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

    Archetypes:

    Architect

    Bonus Powers
    1st: Astral Construct
    2nd: Psionic Repair Damage
    3rd: Ectoskeleton
    Capstone PLA: Wall of Ectoplasm

    Lesser Archetype Power: Astral constructs under an architect's control gain a +2 bonus to hit points per hit die, and a +2 bonus to attack and damage rolls. In addition, he may manifest the astral construct power as a standard action.
    Moderate Archetype Power: While psionically focused, an architect may share senses with any construct within 10 feet per level. He may manifest powers from that construct's space as if he occupied it for the purposes of determining range, origin square, and line of sight and effect. He may also use powers with a range of personal on that construct.
    Greater Archetype Power: By expending psionic focus, an architect may add +1 to his effective manifester level when manifesting Astral Construct, allowing him to summon 4th-level constructs.

    Energist

    Bonus Powers
    1st: Energy Ray
    2nd: Energy Missile
    3rd: Energy Cone
    Capstone PLA: Energy Ball

    Lesser Archetype Power: When manifesting a power that allows an energist to select an energy type (fire, cold, electricity, or sonic), the energist may also select acid or force. Acid damage does extra damage equal to the number of damage dice rolled for 3 rounds after it successfully hits a foe (so a power that caused 3d6 acid damage would do 3 acid damage for the next three rounds), but a successful save against the original power negates the recurring damage. Force damage reduces the damage die by one step, but ignores all damage reduction, cover, and concealment (except total cover or concealment).
    Moderate Archetype Power: While psionically focused, an energist gains resistance 5 to all elemental damage types he is capable of utilizing - acid, cold, electricity, fire, force, and sonic.
    Greater Archetype Power: By expending psionic focus, an energist can cause any damaging power he manifests to recur the following round, doing half its original damage (rounded down) to any and all targets it successfully afflicts in the original round. If there was a save for half damage originally, the recurrence also offers a save for half damage.

    Gravitic

    Bonus Powers
    1st: Stomp
    2nd: Gravitational Well
    3rd: Baleful Compression
    Capstone PLA: Rending Rift

    Lesser Archetype Power: A gravitic reduces the speed of all opponents within 60 feet by 10 feet (to a minimum of 5 feet). This ability does not stack with that of other gravitics.
    Moderate Archetype Power: While psionically focused, all squares within 15 feet of a gravitic are treated as difficult terrain for opponents.
    Greater Archetype Power: A gravitic may expend psionic focus to deny one opponent within 60 feet the ability to move for one round. The affected creature may make a Fortitude save (equal to 10 + 1/2 the gravitic's HD + the gravitic's Intelligence modifier), in which case it may still move but at half its normal rate (the gravitic's lesser archetype power is applied first, before the halving). Flying opponents affected may no longer fly, but descend in a controlled fall at a rate of 60 feet per round and take no falling damage.

    Telephasm

    Bonus Powers
    1st: Control Object
    2nd: Control Air
    3rd: Skeletal Vibration
    Capstone PLA: Control Body

    Lesser Archetype Power: Powers manifested by a telephasm that do physical or force damage receives a +1 bonus to their damage per damage die.
    Moderate Archetype Power: A telephasm may expend psionic focus to release a wave of psionic energy - all opponents within five feet must make a Reflex save (DC equal to 10 + 1/2 the telephasm's HD + the telephasm's Intelligence modifier) or be knocked prone and pushed ten feet away from the telekinetic. If the path is blocked or they are otherwise unable to move in such a direction, they take 1d6 bludgeoning damage for each square they were unable to move.
    Greater Archetype Power: While a telephasm is psionically focused, opponents must make a Fortitude save to step into a square adjacent to a telephasm. The DC is equal to 10 + 1/2 the telephasm's HD + the telephasm's Intelligence modifier. Even if they save, the square is considered difficult terrain.

    Transmigrant

    Bonus Powers
    1st: Dimension Hop (CP)
    2nd: Dimension Swap
    3rd: Psionic Blink
    Capstone PLA: Psionic Fly

    Lesser Archetype Power: A transmigrant increases the speed of all allies (including himself) within 60 feet by 10 feet, and allows them to hustle for two hours or march for twelve hours before taking non-lethal damage or requiring Constitution checks. This ability does not stack with that of other transmigrants.
    Moderate Archetype Power: A transmigrant may expend psionic focus as an swift action to instantly teleport up to his move speed in any direction, provided he has line of effect to the destination.
    Greater Archetype Power: A transmigrant may levitate at will while psionically focused, normally hovering a foot off the ground. While levitating, the transmigrant may move his speed horizontally (vertical movement is limited to 10 feet per round) and perform actions normally. Unlike similar abilities, a transmigrant does not take penalties to attack rolls while levitating. If the transmigrant loses psionic focus, he instantly begins to fall.


    The Subliminal
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    HD: d8
    Class Skills: Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (local), Knowledge (psionics), Listen, Move Silently, Open Lock, Profession, Psicraft, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Psionic Device, Use Rope
    Skill Points: 6 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level Known

    1st|+0|+0|+2|+0|Archetype Power (Lesser), Manifesting, Sneak Attack +1d6, Trapfinding|3|2|1st

    2nd|+1|+0|+3|+0|Collective Unconscious|5|3|1st

    3rd|+2|+1|+3|+1|Archetype Power (Moderate)|7|4|1st

    4th|+3|+1|+4|+1|Microkinesis, Sneak Attack +2d6|11|5|2nd

    5th|+3|+1|+4|+1|Blind Spot|15|6|2nd

    6th|+4|+2|+5|+2|Archetype Power (Greater), Capstone PLA|19|7|2nd[/table]

    Proficiencies: The subliminal is proficient with light armor and bucklers, as well as simple weapons. The subliminal is also proficient with the hand crossbow, the rapier, the longsword, the shortsword, the shortbow, and the sap.

    Archetype Power: At 1st level, the subliminal chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power, and a Capstone PLA associated with it, which the subliminal receives at 1st, 3rd, and 6th level, respectively. Each archetype also adds bonus powers known, which become available once the subliminal is capable of manifesting powers of the same level.

    Manifesting: The subliminal manifests powers as a psychic warrior does, albeit from a specialized list included below. The subliminal's sole manifesting stat is Intelligence.

    Trapfinding: As the scoundrel ability.

    Sneak Attack: At 1st level, if the subliminal can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage. The subliminal's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the subliminal flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three subliminal levels thereafter. Should the subliminal score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, the subliminal can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. The subliminal may sneak attack non-living creatures, ones without discernible anatomies, or ones immune to critical hits, but his sneak attack damage is halved while doing so. The subliminal must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The subliminal cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Collective Unconscious: At 2nd level, the subliminal gains a +1 bonus to the DC and a +1 bonus to manifester level checks to overcome power resistance of all powers manifested against opponents who are denied their Dexterity bonus to their armor class.

    Microkinesis: At 4th level, the subliminal gains the ability to manipulate small mechanisms and machinery telekinetically, allowing him to perform Disable Device or Open Lock checks from up to thirty feet away. He no longer takes a penalty for not having the appropriate tools.

    Blind Spot: At 5th level, the subliminal may expend psionic focus as a swift action (even though expending psionic focus does not normally require an action) to deny an opponent within sneak attack range his Dexterity bonus to AC for one round. The opponent is only denied his Dexterity bonus to AC against the subliminal.

    Capstone PLA: At 6th level, the subliminal gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

    Subliminal Power List

    1st: Adrenaline Boost (CP), Burst, Catfall, Chameleon, Conceal Thoughts, Compression, Control Light, Control Object, Create Sound, Detect Psionics, Detect Teleportation, Dimensional Pocket (CP), Distract, Entangling Ectoplasm, Far Hand, Psionic Grease, Know Direction and Location, Sense Link, Sensory Gloom (CP), Skate
    2nd: Biofeedback, Body Equilibrium, Concealing Amorpha, Control Sound, Detect Hostile Intent, Elfsight, Faint Memory (MoE), Psionic Knock, Psionic Levitate, Moment of Insight (CP), Object Reading, Read Thoughts, Psionic See Invisibility (CP), Sense Danger (MoE), Wall Walker

    Archetypes:

    Deadmind

    Bonus Powers
    1st: Mind Thrust
    2nd: Inflict Pain
    Capstone PLA: Crisis of Breath

    Lesser Archetype Power: A deadmind rolls twice to save against any hostile mind-affecting spell, power, or effect, and takes the higher of the two rolls as his result. If the effect offers a save for half, he instead takes no damage on a successful save. If he successfully saves, the originator of the effect takes damage equal to five times the effective level of the effect. This damage is empathic in nature and cannot be reduced by damage reduction.
    Moderate Archetype Power: While psionically focused, a deadmind may project an aura of mental silence - within 30 feet, telepathy, spells and powers that read thoughts or detect hostile intent, and feats or abilities that detect opponents based on their Intelligence score (such as mindsight) do not function for opponents (the deadmind himself may function as normal). Scrying attempts, whether spell- or power-based, function as normal but the deadmind does not appear in them in any fashion. A deadmind may activate and deactivate this aura as a free action as long as he remains psionically focused.
    Greater Archetype Power: A deadmind who successfully sneak attacks an opponent may opt to give up his sneak attack damage to instead deal 2 points of ability damage to one of his opponent's mental ability scores.

    Operative

    Bonus Powers
    1st: Psionic Charm
    2nd: Id Insinuation
    Capstone PLA: False Sensory Input

    Lesser Archetype Power: An operative may subtly alter the perception of himself in others' minds as a full-round action. This ability functions in many ways like the Disguise Self spell, offering the operative a +10 bonus on Disguise checks and the ability to change his appearance, but because it affects that perception of others and is not an illusion, creatures that interact with it do not receive a Will save to detect it, though True Seeing reveals the operative's real appearance.
    Moderate Archetype Power: While psionically focused, all Spot and Listen checks made to detect an operative take a -10 penalty, and he may hide in plain sight as long as he has a sizable crowd to slip into. If an opponent is searching specifically for him, and knows exactly what he looks like, the penalties do not apply.
    Greater Archetype Power: An operative gains the ability to psionically phase through solid objects. As a full-round action, an operative may move up to his speed through walls, doors, and other solid objects. He may not, however, phase through any object with a hardness of 10 or greater. Alternatively, he may phase only parts of his body to reach inside chests or stick his head through a ceiling, but he may not allow objects he touches to phase. If an operative ends his movement still embedded within a solid object, he is shunted to his original position and takes 1d6 damage per five feet moved.

    Razor


    Bonus Powers
    1st: Metaphysical Weapon
    2nd: Dissolving Weapon
    Capstone PLA: Psionic Keen Edge

    Lesser Archetype Power: A razor gains a bonus on total sneak attack damage equal to his Intelligence modifier. On a critical hit, this bonus is doubled.
    Moderate Archetype Power: If a razor successfully connects with an attack that threatens a critical hit, it is automatically confirmed - no second attack roll is necessary.
    Greater Archetype Power: While a razor is psionically focused, his sneak attack damage increases to +3d6 and all ones he rolls for sneak attack damage are instead treated as twos.

    Trueshot

    Bonus Powers
    1st: Trick Shot
    2nd: Ephemeral Bolt
    Capstone PLA: The Arrow Knows the Way

    Lesser Archetype Power: A trueshot gains the ability to form and fire mind arrows as a free action as part of an attack - treat these as arrows shot from a shortbow appropriate for the trueshot's size, using the trueshot's Dexterity modifier to determine attack bonus and doing 1d6 piercing damage with a 20/x3 critical modifier. They ignore material-based damage reduction, have a range increment of 60 feet, and deal extra damage equal to the trueshot's Intelligence modifier.
    Moderate Archetype Power: A trueshot may sneak attack at ranges up to 60 feet. In addition, his mind arrows now possess a +1 enhancement bonus to attack and damage rolls, and overcome damage reduction as if they were magic.
    Greater Archetype Power: While psionically focused, a trueshot may apply an enchantment of up to a +1 enhancement bonus value to his mind arrows. This enchantment is chosen at the beginning of the day, and may be changed by spending five minutes in meditation.

    Untouchable

    Bonus Powers
    1st: Compression
    2nd: Dimension Swap (as psychic warrior)
    Capstone PLA: Greater Concealing Amorpha

    Lesser Archetype Power: An untouchable gains Evasion and a bonus equal to half his level (minimum of one) to Reflex saves against traps and to armor class against the attacks of traps. The bonus to armor class is considered a dodge bonus.
    Moderate Archetype Power: When making any Reflex save or any save against a trap, an untouchable may roll twice and take the higher of the two rolls. If the trap uses an attack roll instead, the attack is rolled twice and the lower of the two is used.
    Greater Archetype Power: While psionically focused, an untouchable possesses 20% concealment.

  10. - Top - End - #10
    Ogre in the Playground
     
    Gnorman's Avatar

    Join Date
    Feb 2009
    Location
    Seattle
    Gender
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    Default Re: Gnorman's Complete E6 Compendium

    Alternate Classes

    The Binder


    The Martial Adept


    The Shaper (by Rizban)


    Spoiler
    Show
    HD: d8
    Class Skills: Climb, Concentration, Craft, Handle Animal, Jump, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim
    Skill Points: 4 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Soul Melds|Essentia|Chakra Binds

    1st|+0|+2|+0|+0|Archetype Power (Lesser), Meldshaping|2|1|0

    2nd|+1|+3|+0|+0|Open Chakra|3|2|1

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

    4th|+3|+4|+1|+1|Open Chakra|4|4|1

    5th|+3|+4|+1|+1|Rapid Reshaping|4|5|1

    6th|+4|+5|+2|+2|Archetype Power (Greater)|4|6|2[/table]

    Proficiencies: The shaper is proficient with simple weapons, light and medium armor, and shields (except tower shields).

    Archetype Power: At 1st level, a shaper chooses an archetype from the list below. He gains the powers of the archetype at the appropriate levels, as indicated above. Once made, this choice is final.

    Meldshaping: The shaper may shape soulmelds drawn from the appropriate list for his archetype. The DC of the shaper's soulmeld, if appropriate, is equal to 10 + the number of points of essentia invested in the soulmeld + the shaper's Constitution modifier. His meldshaper level is equal to his class level. The shaper may only shape a number of soulmelds at any one time equal to his Constitution score -10 or the maximum appropriate for his level (given in the above table), whichever is lower. The shaper must get a good night's rest and spend one hour meditating to shape his soulmelds for the day. Soulmelds remain shaped until the shaper chooses to unshape them, such as when he decides to shape new melds, or when a spell or effect causes it to unshape.

    Open Chakra: At 2nd and 4th level, the shaper gains the ability to bind a soulmeld to one or more chakras. The exact chakras are determined by his chosen archetype.

    Rapid Reshaping: Once per day, the shaper may use a full-round action to unshape any one soulmeld he has and shape a different soulmeld of his choice. This action provokes attacks of opportunity. If the unshaped soulmeld was bound to a chakra, the new soulmeld may also be bound to the chakra appropriate for that soulmeld.

    Archetypes:

    Azure Adept

    Aligned Soulmelds: The azure adept may shape soulmelds from the Incarnate list; however, he must choose one extreme of alignment, i.e. Neutral Good, Neutral Evil, Lawful Neutral, or Chaotic Neutral. He may not shape soulmelds with an alignment descriptor that does not match his alignment. If his alignment changes away from the one extreme, he may no longer shape any soulmelds with an alignment descriptor until his alignment again matches one of the four alignments listed above.
    Open Chakra: At 2nd level, the azure adept may bind soulmelds to his crown chakra.
    At 4th level, he may also bind soulmelds to his feet and hands chakras.
    Lesser Archetype Power: The azure adept gains an [Incarnum] feat of his choice for which he meets the prerequisites as a bonus feat. Once per day when he shapes his soulmelds, he may spend an additional 10 minutes in meditation to exchange this feat with a different [Incarnum] feat of his choice for which he meets the prerequisites.
    Moderate Archetype Power: At 3rd level, The azure adept's maximum essentia capacity increases by one. This affects all soulmelds, feats, and any other essentia receptacles that he possesses.
    Greater Archetype Power: At 6th level, an azure adept chooses one of the following chakras: arms, brows, or shoulders. He is able to bind soulmelds to this chakra. His essentia pool also increases by 1.

    Soulstealer

    Aligned Soulmelds: The soulstealer may shape soulmelds from the Incarnate list as if her alignment were evil, regardless of her actual alignment. She may not shape soulmelds with the good, law, or chaos descriptors, but she may shape necrocarnum soulmelds.
    Open Chakra: At 2nd level, the soulstealer may bind soulmelds to her crown chakra.
    At 4th level, she chooses either the feet or hands chakra and is able to bind to that one chakra.
    Lesser Archetype Power: A soulstealer is able to sense living creatures within 10ft. as if she had blindsense and may determine the condition of creatures near death within this range as with the deathwatch spell. The range of this ability increases to 15ft. at 3rd-level and to 20ft. at 5th level. Each point of essentia invested into this ability increases the range by an additional 5ft.
    Moderate Archetype Power: When a soulstealer reduces a living creature to -1 or fewer hit points, she gains temporary hit points equal to twice the creature's HD. She also gains one temporary essentia which can be immediately invsted as a free action. The temporary hitpoints last for one hour while the temporary essentia lasts 24 hours. Multiple uses of this ability do not stack.
    Greater Archetype Power: A soulstealer gains resistance to death in the form of immunity to energy drain and to negative levels. She also gains the ability to have two temporary essentia at one time, assuming she reduces two or more creatures to -1 or fewer hit points.

    Oversoul

    Proficiencies: The oversoul gains proficiency with martial weapons.
    Aligned Soulmelds: The oversoul may shape soulmelds from the soulborn list. He may be any alignment, but he may not shape soulmelds with an alignment descriptor that does not match his alignment. For example, he may only shape [Good] soulmelds if he is of Lawful Good, Neutral Good, or Chaotic Good alignment.
    Open Chakra: At 2nd level, the oversoul may bind soulmelds to his crown chakra.
    At 4th level, he may also bind soulmelds to his feet and hands chakras.
    Lesser Archetype Power:
    An oversoul gains the ability to cast a small number of divine spells from the white mage's spell list but not spells granted by any of the white mage archetypes. He casts spells exactly as the white mage, but Charisma is his casting stat. The spells per day available to an oversoul are given on the following table.
    Spells per Day{table=head]Level|0|1|2
    1st|2|-|-|
    2nd|2|-|-|
    3rd|3|0*|-
    4th|3|1|-
    5th|3|2|0*
    6th|3|3|1[/table]
    * An oversoul may only cast spells at this level if his Charisma score is high enough to gain a bonus spell of this spell level.
    Moderate Archetype Power: At 3rd level, the oversoul gains the ability to smite a foe as part of a melee or ranged attack. He gains a bonus on the attack equal to his Charisma modifier (if positive) and deals additional damage equal to his class level plus his Charisma modifier (if positive), ignoring any damage reduction the target possesses. An oversoul may make a number of smite attacks in each encounter equal to one third his oversoul level, rounded down. An oversoul's smite attack only functions against opponents whose alignment opposses the oversoul's. A Lawful good oversoul may smite an opponent who is either Evil or Chaotic, but an Chaotic Neutral oversoul may smite only Lawul opponents.
    Greater Archetype Power: The oversoul gains his Charisma modifier (minimum 1) as a bonus on all saving throws and rolls to resist a bull rush, disarm, grapple, sunder, or trip attack. He also retains his Dexterity bonus to AC (if any) even while flat-footed. For every point of essentia invested in this ability, this bonus increases by one, and allows the oversoul to select one ally per point of essentia within 20ft to also gain this bonus. The ally receives only half of the total bonus (minimum 0), rounded down, and does not gain the ability to retain Dex bonus while flat-footed.

    Soulforger

    Proficiencies: The soulforger gains proficiency with martial weapons and heavy armor.
    Aligned Soulmelds: The soulforger may shape soulmelds from the soulborn list. He may be any alignment, but he may not shape soulmelds with an alignment descriptor that does not match his alignment. For example, he may only shape [Good] soulmelds if he is of Lawful Good, Neutral Good, or Chaotic Good alignment.
    Open Chakra: At 2nd level, the soulforger may bind his Soulforged Weapon (see Lesser Archetype Power below) to his crown, feet, or hands chakra. He may not bind any other soulmelds to these chakras.
    At 4th level, he may bind his Soulforged Weapon to his arms, brow, or shoulders chakra. He also gains the ability to bind any of his soulmelds to his crown chakra but not to any other chakra.
    Lesser Archetype Power: The soulforger gains the ability to bind his soul into any weapon he wields, created a Soulforged Weapon. This is a special soulmeld available only to a soulforger, and the abilities do not function for anyone else who wields the weapon.
    Spoiler
    Show

    Soulforged Weapon: When a soulforged shapes his soulmelds for the day, one of them may be a soulforged weapon, and he is able to bind this weapon to a chakra of his choice. The weapon made soulforged is still wielded normally, even if it is bound to a chakra other than the hands. It can be disarmed normally, and it can still be sundered in the usual way. If a soulforger loses or puts down the weapon while it is bound, it remains bound and retains its special characteristics; he also retains the special abilities gained from the bind. No one else can benefit from the weapon’s incarnum-based powers. Unlike a typical chakra bind, this one does not close the corresponding body slot, but no other soulmeld may be shaped on the bound chakra.
    Essentia: For every point of essentia invested into a soulforged weapon, the soulforger gains a +1 insight bonus to attack and damage. If the soulforged weapon is non-magical, it is treated as magical while essentia is invested into it.
    Soulforged Weapon Chakras:
    Spoiler
    Show

    • Crown Chakra: While bound to his crown chakra, the soulforger may not be flanked. He also gains a +4 insight bonus to resist disarm and sunder attacks.
      Essentia: Every point of invested essentia increases the insight bonus to resist disarm and sunder attacks by 2.
    • Feet Chakra: While bound to his feet chakra, the soulforger gains a +2 insight bonus to initiative and is treated as having the Combat Reflexes feat if he does not possess it.
      Essentia: Every point of invested essentia increases the insight bonus to initiative checks by 1.
    • Hand Chakra: This chakra grants the soulforger a +1 insight bonus on damage rolls made with the soulforged weapon.
      Essentia: The soulforger gains a +1 insight bonus on attack rolls made with the soulforged weapon for each point of invested essentia.
    • Arms Chakra: The critical threat range of the soulforger weapon increases by 1 while bound to the soulforger's arms chakra. This stacks with the Improved Critical feat or the keen weapon enhancement.
      Essentia: The soulforger gains an insight bonus on attack rolls made to confirm critical threats equal to the number of essentia invested in his soulforged weapon.
    • Brow Chakra: While bound to his brow chakra, a soulforger is treated as having the Blind-Fight feat. If he already possesses this feat, he gains no additional benefit.
      Essentia: If at least one point of essentia is invested in the soulforged weapon, the soulforger ignores concealment less than total concealment. If at least three points of essentia are invested, the soulforged weapon functions as if it had the ghost touch property.
    • Shoulders Chakra: While bound to his shoulders chakra, the soulforger is treated as having light fortification, giving him a 25% chance to resist sneak attacks and critical hits. He need not be aware of the attack for the ability to function, but it grants no benefit if he is unconscious or otherwise helpless.
      Essentia: If at least two points of essentia are invested in the soulforged weapon, he is instead treated as having moderate fortification.
    • Throat Chakra: The soulforger may brandish his weapon and utter a hearty battle shout that demoralizes foes. Each enemy within 60 feet who can hear him must save or become shaken for 1d6 rounds (Will DC 10 + soulforger level + Con modifier). He can use this ability as a move action once per encounter.
      Essentia: Each point of invested essentia increases the save DC by 2.
    • Waist Chakra: As long as this chakra bind is in effect, the soulforger gains a +2 insight bonus on checks made to avoid being bull rushed, grappled, tripped, or overrun. He also retains his Dexterity bonus to AC (if any) even while flat-footed.
      Essentia: For every point of invested essentia, the soulforger gains a +2 insight bonus when making bull rush, grapple, trip, or overrun attacks.
    • Heart Chakra: The soulforged weapon grants the soulforger bonus hit points equal to twice his soulforger level. These extra hit points are not lost first the way temporary hit points are; if he changes the chakra bind of his blademeld, he loses them immediately.
      Essentia: The soulforger gains 2 additional hit points for every point of invested essentia. If the essentia is uninvested, these hit points are immediately lost.
    • Soul Chakra While bound to his soul chakra, the soulforged weapon gains one alignment descriptor of the soulforger's choice. The chosen alignment must match one component of the soulforger's alignment.
      Essentia: The soulforged weapon deals an additional 1d6 damage for each point of invested essentia to creatures with an alignment subtype opposed to the soulforged weapon's alignment descriptor. For instance, a [good] soulforged weapon would deal bonus damage to creatures with the [evil] subtype.

    Moderate Archetype Power: The soulforger gains the ability to invest essentia into his armor. Each point of invested essentia increases the AC granted by his armor by 1.
    Greater Archetype Power: The soulforger chooses either the throat or waist chakra and gains the ability to bind his soulforged weapon to that chakra.

    Wildspeaker

    Open Chakra: At 2nd level, the wildspeaker may bind soulmelds to his totem chakra, and soulmelds have their essentia capacity increased by 1 while bound to his totem chakra.
    At 4th level, he may also bind soulmelds to his crown, feet, and hands chakras.
    Lesser Archetype Power: At 1st level, a wildspeaker gains wild empathy as a druid of his level and gain speak with animals as an extraordinary ability. He may use speak with animals a number of times per day equal to his wildspeaker level. Each point of essentia invested into this ability grants a +1 insight bonus to his wild empathy checks.
    Moderate Archetype Power: If the soulmeld bound to a wildspeaker's totem chakra is associated with a magical beast, the wildspeaker takes no penalty on his wild empathy checks when used with that kind of magical beast. In addition, he may choose to use his speak with animals ability with that type of magical beast.
    Greater Archetype Power: At sixth level, the wildspeaker gains the ability to bind any soulmeld to his totem and one other chakra of his choice, gaining the benefits of both chakra binds at once. This only counts as a single chakra bind.


    The Truenamer


    The Warlock (by DMofDarkness)


    Spoiler
    Show

    HD: d6
    Class Skills: Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
    Skill Points: 2 + Int per level (4x at 1st)

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

    1st|+0|+0|+0|+2|Invocations, Archetype, Eldritch Blast|1

    2nd|+1|+0|+0|+3|Lesser Archetype Power|2

    3rd|+2|+1|+1|+3|Damage Reduction|2

    4th|+3|+1|+1|+4|Moderate Archetype Power|3

    5th|+3|+1|+1|+4|Fiendish Resilience|3

    6th|+4|+5|+2|+5|Greater Archetype Power, Hellfire Blast|4[/table]

    Class Abilities

    Proficiencies: A Warlock is proficient with light armor, as well as simple weapons. He does not suffer from arcane failure while in light armor, though he suffers normally from all other kinds of armor and shields.

    Eldritch Blast (Sp): At first level, a Warlock gains access to his most basic power: his Eldritch Blast. An Eldritch Blast is a ray with a range of 60ft. It is a ranged touch attack that affects a single target, allowing no saving throw. An Eldritch blast deals 1d6 damage at first level, which increases to 2d6 at third level and 3d6 at 5th level. This is the equivalent of a first level spell. An Eldritch Blast is subject to spell resistance. An Eldritch Blast deals half damage to objects.

    Invocations: A Warlock has a repertoire of attacks, defenses, and other abilities known as invocations, which allow him to focus the wild energy that suffuses his soul. A Warlock can use any invocation he knows at will.

    A Warlock's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a Warlock can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a Warlock is hit by an attack while invoking, he is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. His invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Warlock's caster level with his invocations is equal to his class level. He can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

    If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the Warlock's Cha modifier. Since spell-like abilities are not spells, a Warlock cannot benefit from the Spell Focus feat or from other feats that let him convert or spend an arcane spell slot to produce some other effect. He can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.

    A 1st-level Warlock begins with knowledge of one least invocation, gaining access to an additional least invocation at second and fourth level. At 6th level, a Warlock gains access to a Lesser invocation. At any level when a Warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or lower grade.

    Unlike other spell-like abilities, invocations are subject to arcane spell failure chance.

    Archetype: At 1st level, a Warlock chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power, and a Capstone SLA associated with it, which the Warlock receives at the levels noted above. Each archetype also adds one extra invocation to the Warlock's invocations known at first level.

    Lesser Archetype Power: At 2nd level, a Warlock gains the appropriate power for his archetype.

    Damage Reduction: At 3rd level, fortified by the supernatural power flowing through his body, a warlock gains resiliance to mundane attacks. He gains damage reduction 1/cold iron. This improves to damage reduction 2/cold iron at 6th level.

    Moderate Archetype Power: At 4th level, a Warlock gains the appropriate power for his archetype.

    Fiendish Resiliance: At 5th level, a Warlock gains activate Fiendish Resiliance. While in this state, the Warlock gains fast healing one, and any damage reduction the Warlock has increases by 1 of whatever type it already was. The Warlock can only remain in this state for a total of two minutes/day. They may activate or deactivate this power as a swift action.

    Greater Archetype Power: At 6th level, a Warlock gains the appropriate power for his archetype.

    Hellfire Blast: At 6th level, whenever a Warlock uses his eldritch blast ability, he can change his eldritch blast into a hellfire blast. A hellfire blast deals his normal eldritch blast damage plus an extra 2d6 points of damage. If his blast hits multiple targets (for example, the eldritch chain blast shape invocation), each target takes the extra damage. This damage is not fire damage.

    Each time he uses this ability, however, he takes 1 point of Constitution damage. This damage cannot be prevented or reduced; channeling hellfire overwhelms all mortal defenses.

    Archetypes


    Fae Warlock


    Bonus Invocation:
    Beguiling Influence

    Lesser Archetype Power: A number of times per day equal to a Fae Warlock's intelligence modifier (minimum 1), they may teleport 10 ft as an immediate action, slipping through the portals to the Hedge and back again in less than a second.
    Moderate Archetype Power: The Fae Warlock is able to subtly change their appearance, shifting forms to whatever suits their whims. They have the supernatural ability to alter their appearance as a full-round action as if using a Disguise Self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color or texture, and size, within the limits given for the spell. The Fae Warlock can use this ability at will, and it lasts until the shape is changed again. A Fae Warlock reverts to its natural form when killed. True Seeing reveals its true form. When using this to create a disguise, a changeling receives a +10 circumstance bonus on the check.
    Greater Archetype Power: The Fae Warlock radiates a glamor that makes it difficult for anyone to willingly hit them. The Fae Warlock, at the start of each encounter, is treated as under a Sanctuary effect (DC 13+ Cha modifier). However, unlike the sanctuary spell, she may make offensive actions against people without breaking the spell; however, anyone damaged by the Fae Warlock are unaffected by this spell.

    Spell-Bearer


    Bonus Invocation:
    Baleful Utterance

    Lesser Archetype Power: A Spell-Bearer may use Detect Magic at will, his affinity with magical objects allowing him to see magical auras as easily as the ground in front of him.
    Moderate Archetype Power: A Spell-Bearer's affinity with natural items allows him to wield superiority over them; he may take 10 on Use Magic Device checks.
    Greater Archetype Power: The Spell-Bearer's familiarity with magic items has given him the power to craft magic into physical forms in ways he can't shape himself. While crafting an item, the Spell-Bearer may substitute a Use Magic Device check (DC = 15+ spell level) in the place of an arcane spell he doesn't know.

    Glaivelock


    Bonus Invocation:
    Eldritch Glaive

    Lesser Archetype Power: An Glaivelock's familiarity with his signature power allows him to use the Eldritch Glaive invocation as a standard action.
    Moderate Archetype Power: A Glaivelock, when using his Eldritch Glaive invocation, may manifest his Eldritch Glaive as a semi-physical weapon, instead of just energy. While manifested this way, the Eldritch Glaive bypasses spell resistance and can be affected by feats such as Power Attack.
    Greater Archetype Power: An Eldritch Glaivelock's mastery with the Eldritch Glaive becomes unparalleled. He may use the Invocation as a Full-Round action. When he does, he may make an additional attack with the glaive at a -5 penalty.


    The Warlock (by me, incomplete)

    Spoiler
    Show

    HD: d6
    Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, Spellcraft, Use Magic Device
    Skill Points: 4 + Int per level (4x at 1st)

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

    1st|+0|+0|+0|+2|Archetype Power (Lesser), Eldritch Blast 1d6, Invocations (Least)|1

    2nd|+1|+0|+0|+3|Protective Patron|2

    3rd|+2|+1|+1|+3|Archetype Power (Moderate), Eldritch Blast 2d6|2

    4th|+3|+1|+1|+4|Natural Born Trickster|3

    5th|+3|+1|+1|+4|Bound by Blood, Eldritch Blast 3d6|3

    6th|+4|+2|+2|+5|Archetype Power (Greater), Invocations (Lesser)|4[/table]

    Proficiencies: The warlock is proficient with light armor and simple weapons. He does not suffer any arcane spell failure when casting in light armor.

    Archetype: At 1st level, the warlock chooses an archetype from the list below. He gains the powers of that archetype at the appropriate levels, as indicated above. Each archetype also offers bonus invocations known, which he learns at the level at which he becomes capable of casting them (i.e., Least at 1st level and Lesser at 6th).

    Eldritch Blast: The warlock gains the ability to fire eldritch blasts, as a Complete Arcane warlock of his class level. His eldritch blast damage increases in damage as indicated in the above table.

    Invocations: The warlock may use invocations as a Complete Arcane warlock of his class level. He learns a number of invocations as indicated above. He may only learn Least invocations at first, but may learn Lesser invocations at 6th level.

    Protective Patron: The warlock gains damage reduction /- equal to half his class level.

    Natural Born Trickster: The warlock may take 10 on Use Magic Device checks even if distracted or threatened.

    Bound by Blood: Once per encounter, the warlock may draw on the powers of his patron to grant himself fast healing equal to half his Charisma modifier (minimum of zero) for a number of rounds equal to his class level.

    Archetypes:

    Changeling

    Bonus Invocations
    Least: Beguiling Influence
    Lesser: Charm

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

    Devil's Advocate

    Bonus Invocations
    Least: Baleful Utterance
    Lesser: Curse of Despair

    Lesser Archetype Power:
    Moderate Archetype Power:
    Greater Archetype Power: A devil's advocate may choose to imbue their eldritch blast with hellfire. Hellfire increases the eldritch blast's damage by 2d6 against all targets affected, and the damage becomes irresistible. However, each time a hellfire blast is used, the devil's advocate takes 1 Constitution damage. If the devil's advocate is immune to Constitution damage or does not possess a Constitution score, he may not use this ability.

    Dokaal

    Bonus Invocations
    Least: Draconic Knowledge
    Lesser: Draconic Flight

    Lesser Archetype Power: A dokaal, in lieu of the eldritch blast ability, gains a breath weapon usable at will as a standard action. The damage of the breath weapon scales at the same rate as the normal eldritch blast ability, but does fire damage. The breath weapon may be either a fifteen foot cone or a thirty foot line. A successful Reflex save (DC equal to 10 + half the dokaal's level + the dokaal's Constitution modifier) halves the damage. A dokaal may not select eldritch essence or blast shape invocations, but may instead choose a dragonfire adept breath effect in lieu of learning a new invocation (though they must meet the level requirement of the breath effect). In addition, a dokaal gains a bonus to natural armor equal to half his level.
    Moderate Archetype Power:
    Greater Archetype Power:

    Gloombound


    Bonus Invocations
    Least: Darkness
    Lesser: Walk Unseen

    Lesser Archetype Power: A gloombound gains the ability to see perfectly in any kind of darkness, even magical darkness.
    Moderate Archetype Power: A gloombound's eldritch blast does additional damage equal to the gloombound's Charisma modifier against any target within an area of magical darkness.
    Greater Archetype Power:

    Herald of the Beyond

    Bonus Invocations
    Least: See the Unseen
    Lesser: Flee the Scene

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


    Elementalists (by Dandria):




    Initiator Archetypes (preserved for posterity):


    Spoiler
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    Martial Artist (Brawler)

    Lesser Archetype Power: A martial artist may initiate maneuvers as a swordsage of his class level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to the swordsage. The disciplines available to him are Diamond Mind, Setting Sun, Shadow Hand, and Desert Wind.
    Moderate Archetype Power: A martial artist may add his Wisdom modifier as a bonus to damage rolls when executing strikes that do damage.
    Greater Archetype Power: A martial artist may change stances once per round as an immediate action.

    Kensei (Gladiator)

    Lesser Archetype Power: A kensei gains the ability to initiate maneuvers as if he were a warblade of his own class level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are the same as a warblade of his class level. The disciplines available to him are Diamond Mind, Iron Heart, Stone Dragon, and Tiger Claw. His weapon of choice is always considered an associated weapon for all his disciplines.
    Moderate Archetype Power: A kensei becomes immune to fear and demoralization.
    Greater Archetype Power: Whenever a kensei rolls a natural twenty on a melee attack or martial strike with his weapon of choice, if he subsequently confirms the critical hit, any damage is maximized.

    Deadeye (Hunter)

    Lesser Archetype Power: A deadeye gains the ability to initiate maneuvers as a warblade of the his class level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are the same as a warblade. The disciplines available to him are Shadow Hand, Tiger Claw, Black Rain, Dancing Leaf, and Falling StarIn addition, the deadeye gains proficiency with the hand crossbow and one-handed firearms.
    Moderate Archetype Power: A deadeye may make attacks of opportunity with hand crossbows or one-handed firearms as if they threatened a range of 10', and does not provoke attacks of opportunity for using a ranged weapon while using such weapons.
    Greater Archetype Power: A deadeye may make the following combat maneuvers with ranged weapons without taking a penalty to the roll: disarm, sunder, and trip. If the maneuver requires a melee touch attack, the deadeye may substitute a ranged touch attack.

    Gallant (Sentinel)

    Lesser Archetype Power: A gallant gains the ability to initiate maneuvers as a crusader of his level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to the crusader. The disciplines available to him are Iron Heart, Stone Dragon, and White Raven.
    Moderate Archetype Power: Anytime a gallant successfully executes a maneuver, he is healed for an amount equal to the level of the maneuver.
    Greater Archetype Power: If an opponent is successfully damaged by a gallant using a strike, that opponent may only attack or target the gallant on the subsequent round.

    Avenger (Zealot)

    Lesser Archetype Power: An avenger may prepare and initiate maneuvers as if he were a crusader of his level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to that of the crusader. The disciplines available to him are Devoted Spirit, White Raven, and Stone Dragon.
    Moderate Archetype Power: An avenger gains a bonus on attack and damage rolls in proportion to how close to death he is - if he is below 75% hit points, he gains a +1 bonus; if he is below 50%, he gains a +2 bonus; and if he is below 25%, he gains a +3 bonus. These bonuses are not cumulative and only the highest one applies.
    Greater Archetype Power: An avenger is not disabled below 0 hit points, and does not die immediately upon reaching -10 hit points - he may act normally for a number of rounds equal to his Constitution modifier. If his hit points remain at -10 or lower after that time has passed, he dies as normal.

    Cutthroat (Scoundrel)

    Lesser Archetype Power: A cutthroat gains the ability to initiate maneuvers as a swordsage of two-thirds his class level. His maneuver progression (both known and readied) and his recovery mechanics are identical to the swordsage. The disciplines available to him are Setting Sun, Shadow Hand, and Tiger Claw.
    Moderate Archetype Power: A cutthroat may perform a coup de grace as a standard action that does not provoke attacks of opportunity.
    Greater Archetype Power: A cutthroat gains the Death Attack ability. The save DC of this ability is equal to 10 + half the cutthroat's hit dice + the cutthroat's Intelligence modifier.

  11. - Top - End - #11
    Ogre in the Playground
     
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    Default Re: Gnorman's Complete E6 Compendium

    Generic Classes

    The Fighter

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    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.


    The Rogue

    Spoiler
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    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 trap’s 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:


    The Mage

    Spoiler
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    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 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
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    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.


    NPC Classes


    The Peasant

    Spoiler
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    HD: d4
    Class Skills: Climb, Craft, Handle Animal, Jump, Listen, Profession, Ride, Spot, Swim, Use Rope
    Skill Points: 2 + Int per level (4x at 1st)

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

    1st|+0|+0|+0|+0|Archetype Power (Lesser), Housecat Immunity

    2nd|+1|+0|+0|+0|Day Laborer

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

    4th|+2|+1|+1|+1|Animal Husbandry

    5th|+2|+1|+1|+1|Hometown Advantage

    6th|+3|+2|+2|+2|Archetype Power (Greater)[/table]

    Proficiencies: The peasant is proficient with one simple weapon, but no armor or shields.

    Housecat Immunity: The peasant has damage reduction of 1/- against all attacks made by housecats.

    Day Laborer: The peasant gains a +2 competence bonus to all Craft and Profession checks, and may take 10 on them even if distracted or endangered.

    Animal Husbandry: The peasant gains a +2 competence bonus to all Ride and Handle Animal checks, and may take 10 on them even if distracted or endangered.

    Hometown Advantage: As long as the peasant is defending his home territory (be it hamlet, town, city, or other abode), he gains a +4 bonus to attack and damage rolls.

    Archetypes

    Adept
    Lesser: An adept gains the ability to spontaneously cast a small amount of spells, chosen from one mage class's list (not including spells offered by archetypes). He does not need to prepare his spells, and knows all spells on his chosen list that he is capable of casting. He uses the same casting ability (Intelligence, Wisdom, or Charisma) as the class he chose, and his spells are considered either divine or arcane depending on the spell list he chooses (arcane for Black, Red, and Blue; divine for White and Green), and his caster level is equal to his level. Initially, he may only cast one first-level spell, plus any bonus spells given by having a positive modifier in his casting stat. The DC of a spell, if applicable, is equal to 10 + his casting stat's modifier + the level of the spell. He also gains the services of a familiar as if he were a wizard or sorcerer of the same level and a bonus on Will saves equal to half his level (minimum of 1).
    Moderate: An adept may now cast second-level spells - he may cast one per day, plus whatever bonuses given by his casting stat. He also gains Brew Potion as a bonus feat.
    Greater: An adept may now cast third-level spells - he may cast one per day, but does not receive bonus spells based on his casting stat. He also gains Craft Wand as a bonus feat.

    Expert
    Lesser: An expert gains six skill points per level rather than two, and may add ten skills of his choice to his class skill list. The expert also gains proficiency with light armor and simple weapons.
    Moderate: An expert may take 10 on the ten skills he chose at 1st level, even if distracted or endangered.
    Greater: When an expert takes 20 on any skill, he adds a +5 competence bonus to the final result. In addition, when taking 10 on a check, he treats the result of the roll as a 15 instead.

    Magewright:
    Lesser: A magewright gains Use Magic Device as a class skill. A magewright may craft alchemical and magical items even though he is not a spellcaster. His effective caster level for the purposes of crafting is equal to his class level. Though he does not know any spells, he may mimic the required spell when crafting an item by making a Use Magic Device check (with the DC equal to 15 + the level of the spell in question). If the check is successful, the spell is considered supplied. The check need only be made successfully once during the crafting period - the magewright is not required to mimic the spell each day. He may mimic spells with an effective level equal to or less than half the his class level (minimum of one)
    Moderate: A magewright has the gold, experience, and time requirements of all crafting reduced by 25%. A magewright also gains Craft Wondrous Item and Craft Magic Arms and Armor as bonus feats.
    Greater: A magewright's effective caster level for the purposes of crafting is increased by 50%, to a maximum of nine, and he may now mimic fourth-level spells (though only for the purposes of crafting wondrous items).

    Warrior
    Lesser: A warrior becomes proficient with all armor, shields, simple weapons, and martial weapons. He also gains a bonus to all attack rolls and Fortitude saves equal to half his hit dice (minimum of 1), and gains Intimidate as a class skill.
    Moderate: A warrior gains a +2 bonus to hit points for each hit die he has. This bonus applies to each hit die, including those gained later. He also gains a +4 untyped bonus to all Spot and Listen checks.
    Greater: A warrior may make one additional attack per round (as if his base attack bonus was +6/+1), and gains innate damage reduction of 3/-, even against non-housecat enemies.

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    Monster Archetypes And Classes

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    Bearded Devil
    (Gladiator Archetype)

    Racial Traits: A bearded devil is a medium-sized outsider (with the lawful and evil subtypes) with a 30' base land speed. A bearded devil has a +2 racial bonus to Strength, Constitution, and the Climb and Hide skills, but suffers a -2 racial penalty to Intelligence. A bearded devil can see perfectly in any darkness, even magical darkness.
    Archetype Power (Lesser): A bearded devil may enter a rage as a barbarian of his level three times per day. Unlike a barbarian, however, a bearded devil suffers no ill effects afterward. In addition, a bearded devil gains fire resistance 10 and a +4 bonus to saves against poison.
    Archetype Power (Moderate): When using his Weapon of Choice, a bearded devil inflicts grievous, persistent wounds. An injured creature loses an additional point of vile damage per round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell.
    Archetype Power (Greater): While raging, a bearded devil gains damage reduction 5/silver and spell resistance 17. Any spellcaster who tries and fails to overcome his spell resistance takes vile damage equal to the bearded devil's level - in addition, during a rage, he deals extra vile damage equal to his Charisma modifier on any successful attack against any creature capable of casting spells or spell-like abilities. A bearded devil also becomes immune to fire and poison.

    Bralani Eladrin
    (Poet Archetype)

    Racial Traits: A bralani eladrin is a medium-sized outsider (with the chaotic and good subtypes) with a 30' base land speed, low-light vision, and darkvision out to 60'. A bralani eladrin has a +2 racial bonus to Strength, Dexterity, and the Escape Artist and Tumble skills, but suffers from a -2 racial penalty to Intelligence.
    Archetype Power (Lesser): As a standard action once per encounter, a bralani can take the form of a whirlwind. It gains a fly speed equal to its base land speed (perfect maneuverability), two slam attacks at 1d6 damage each, and the ability to attack with a blast of wind in a 20-foot line. The wind blast does 1d6 damage for every two levels the bralani has (minimum of 1d6), which is halved on a successful Reflex save (DC equals 10 + 1/2 the bralani's level + the bralani's Constitution modifier). While in whirlwind form, a bralani's equipment is melded into the new form and becomes non-functional, and the bralani may not use magic items. A bralani may stay in whirlwind form for a number of rounds equal to his Charisma modifier. A bralani also gains electricity resistance 10 and a +4 bonus to saves against petrification in either form.
    Archetype Power (Moderate): By spending one use of his Inspiration ability, a bralani may cast either Blur, Mirror Image, or Gust of Wind as a spell-like ability (caster level equal to the bralani's level, effective spell level of two). In addition, whenever a bralani is in whirlwind form, he gains damage reduction 5/cold iron.
    Archetype Power (Greater): By spending two uses of his Inspiration ability, a bralani may cast either Cure Serious Wounds, Lightning Bolt or Wind Wall as a spell-like ability (caster level equal to the bralani's level, effective spell level of three). In addition, the bralani gains immunity to electricity and petrification.

    Gorgon
    (Hunter Archetype)

    Racial Traits: A gorgon is a medium-sized monstrous humanoid with a 30' base land speed and darkvision out to 60'. A gorgon possesses a +2 racial bonus to Dexterity, Charisma, and the Bluff and Disguise skills, but also has a -2 racial penalty to Strength. Gorgons are immune to poisons and venoms created by reptilian creatures, including the snakes that make up their hair. A gorgon's automatic languages are Common and Abyssal.
    Archetype Power (Lesser): As a swift action, a gorgon can pluck a snake from her hair and string it on a bow or load it into a crossbow, as a normal arrow or bolt. The snake does the same amount of damage as any other arrow or bolt, but also applies an injury poison if it connects and does damage. The initial and secondary damage is 1d2 Strength. The damage increases to 1d4 Strength at 3rd level, and 1d6 Strength at 6th level. A successful Fortitude save (DC equal to 10 + 1/2 the gorgon's level + the gorgon's Constitution modifier) negates the poison.
    Archetype Power (Moderate): The poison of a gorgon's snake-hair arrows now burn with acid as well, and deal an additional 1d6 acid damage if they connect, even if the poison is saved against. In addition, any creature successfully damaging the gorgon in melee suffers 1d6 acid damage as well. The gorgon gains acid resistance 10 and immunity to all poisons, and her snake-hair arrows gain a +1 enhancement bonus.
    Archetype Power (Greater): As a standard action, a gorgon can attempt to petrify a target with 30 feet for 1d3 rounds. A successful Fortitude save (DC equal to 10 + 1/2 the gorgon's level + the gorgon's Charisma modifier) negates the petrification.

    Hound Archon
    (Zealot Archetype)

    Racial Traits: A hound archon is a medium-sized outsider (with the good and lawful subtypes) with a 30' base land speed and darkvision out to 60'. A hound archon has a +2 racial bonus to Strength, Wisdom, and the Jump and Survival skills, but suffers from a -2 racial penalty to Dexterity. A hound archon possesses the Scent special quality. A hound archon possesses a natural bite attack at 1d8 damage and a slam attack at 1d4 damage.
    Archetype Power (Lesser): As a full-round action, a hound archon may briefly summon one lantern archon for every two levels he has, just long enough for them to fire off a ray of light that does 1d6 damage. Treat this as a ranged touch attack with a range of 30 feet that uses the hound archon's Charisma modifier instead of his Dexterity modifier (even if multiple attacks are being made, use one attack roll for all of them). The lantern archon's damage overcomes any and all forms of damage reduction, and the hound archon may direct them at as many targets as there are rays, or focus all or some of the rays against a smaller number of targets. In addition, a hound archon gains electricity resistance 10 and a +4 bonus on saves against petrification.
    Archetype Power (Moderate): A hound archon exudes an aura of menace out to ten feet. Any hostile creature who enters the range of this aura must make a Will save (DC equal to 10 + 1/2 the hound archon's level + the hound archon's Charisma modifier) or take a -2 penalty to attacks, saves, and armor class for 24 hours or until they successfully hit the hound archon. Any creature who resists or breaks this effect cannot be affected by it again for 24 hours. In addition, a hound archon may assume the form of any Small or Medium canines of the animal type as a standard action (the hit dice of the shape he assumes cannot exceed his own). In such a form, he loses his own natural attacks and his equipment melds with him, becoming non-functional, but he gains the natural attacks of the form he chooses.
    Archetype Power (Greater): Once per encounter, a hound archon can focus the power of his subservient lantern archons into a burst of holy power. This burst deals 3d6 damage to all evil creatures within 20 feet of the hound archon, with a Reflex save for half (DC equal to 10 + 1/2 the hound archon's level + the hound archon's Charisma modifier). Evil outsiders and undead take double damage and are not allowed a save. In addition, a hound archon's aura of menace extends to twenty feet and functions as the Magic Circle Against Evil spell (caster level equal to the hound archon's level). The hound archon also gains immunity to electricity and petrification.

    Illithid
    (Empath Archetype)

    Racial Traits: An illithid is a medium-sized aberration with a 30' base land speed and darkvision out to 60'. An illithid has a +2 racial bonus to Intelligence, Charisma, and the Concentration and Sense Motive skills, but suffers a -2 racial penalty to Constitution. An illithid speaks Common and Undercommon.
    Archetype Power (Lesser): An illithid gains four tentacle attacks at 1d4 damage. It also gains Improved Grab, which it may use on creatures up to Large size. If it wins the grapple check, it may attach one of its tentacles. If an illithid begins its turn with at least one tentacle attached, it can attempt to attach the rest of them with a successful grapple check. It gains a +2 circumstance bonus to grapple checks for every tentacle that was attached at the beginning of its turn.
    Archetype Power (Moderate): An illithid gains a +1 bonus to the DC of all powers manifested against a target for every tentacle currently attached to the target (i.e., if the illithid has has four tentacles attached, it would gain a +4 bonus to the DC).
    Archetype Power (Greater): If an illithid begins its turn with all four tentacles attached to an opponent and succeeds on a grapple check, the illithid extracts the opponent's brain, instantly killing it. Creatures immune to critical hits or with indiscernible anatomies are immune to this effect, and it is not instantly fatal to creatures with multiple heads. Upon extraction, the illithid regains a number of power points equal to the hit dice of the creature killed.

    Bonus Powers:
    1: Mind Thrust
    2: Ego Whip
    3: Psionic Blast
    Capstone PLA: Psionic Dominate

    Lich
    (Black Mage Archetype)

    Racial Traits: A lich is a medium-sized undead (with the living dead subtype, see below) with a 30' base land speed. A lich possesses a +2 racial bonus to Intelligence, Wisdom, and the Search and Spot skills, but also possesses a -2 racial penalty to Dexterity.
    Archetype Power (Lesser): A lich possesses a phylactery, which is a vessel that holds his soul. This vessel has the same properties a lich's phylactery (Tiny size, 40 hit points, 20 hardness, and a break DC of 40), though the lich begins play with one. If the lich is reduced to -10 hit points, there is a 10% chance per the lich's level that he is resurrected at the phylactery's location 24 hours later. If the phylactery is destroyed, the lich does not immediately die, but may no longer be resurrected unless he crafts a new phylactery. Crafting a new phylactery requires one day, 250 gp, and 200 XP per level of the lich.
    Archetype Power (Moderate): A lich may perform a melee touch attack in order to paralyze a target - if the touch attack is successful, the target must make a Fortitude save (DC equal to 10 + 1/2 the lich's level + the lich's Charisma modifier) or be paralyzed for 1d6 rounds. In addition, the lich gains resistance 10 to cold and electricity.
    Archetype Power (Greater): A lich gains DR 5/bludgeoning and magic, as well as a +4 bonus on saves against mind-affecting and polymorph effects.

    Bonus Spells:
    1: Disguise Self, Magic Aura
    2: Make Whole, Obscure Object
    3: Arcane Sight, Glyph of Warding
    Capstone SLA: Lesser Globe of Invulnerability or Scrying

    Living Dead Subtype:
    Spoiler
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    Creatures with the living dead subtype are closer to life than their other undead counterparts. They differ from undead in the following ways:
    - Living dead possess a Constitution score. Subsequently, they are no longer immune to effects that require Fortitude saves and use their Constitution score for Concentration checks.
    - Living dead are not immune to mind-affecting effects.
    - Living dead are subject to death from massive damage, critical hits, nonlethal damage, ability drain, ability damage, and stunning.
    - Living dead are not destroyed at 0 hit points, but become disabled instead. From -1 to -9 hit points, they are considered "dying". At -10 hit points, they are destroyed.
    - Living dead possess +4 turn resistance.

    Living dead retain the following qualities of the undead type:
    - 60' Darkvision
    - Living dead are immune to poison, sleep effects, paralysis, disease, and death effects.
    - Living dead are not subject to energy drain, fatigue, or exhaustion.
    - Living dead are healed by negative energy and harmed by positive energy.
    - Living dead are not affected by raise dead or reincarnate.
    - Living dead do not breathe, eat, or sleep.


    Minotaur
    (Gladiator Archetype)

    Racial Traits: A minotaur is a medium-sized monstrous humanoid with a 30' base land speed and darkvision out to 60'. A minotaurs possesses a +2 racial bonus to Strength, Constitution, and the Search and Survival skills, but also has a -2 racial penalty to Intelligence. A minotaur possesses the Powerful Build quality as well as a natural gore attack that deals 1d8 damage (20/x3). A minotaur's automatic languages are Common and Giant.
    Archetype Power (Lesser): On a charge, a minotaur's gore attack deals an additional 1d8 damage for every two levels he possesses, to a maximum of 4d8. A minotaur may designate his gore attack as his Weapon of Choice, and may have it enchanted as if it were a masterwork weapon. In addition, a minotaur gains the Scent ability and Track as a bonus feat.
    Archetype Power (Moderate): A minotaur may no longer be caught flat-footed and becomes immune to confusion.
    Archetype Power (Greater): As a standard action, a minotaur may snort loudly in an attempt to disorient his enemies, causing all creatures within 10 feet to make a Will save (DC equal to 10 + 1/2 the minotaur's level + the minotaur's Constitution modifier) or be deafened and confused for one round.

    Nymph
    (Green Mage Archetype)

    Racial Traits: A nymph is a medium-sized fey with a 30' base land speed and low-light vision. A nymph possesses a +2 racial bonus to Dexterity, Charisma, and the Handle Animal and Knowledge (nature) skills, but also has a -2 racial penalty to Constitution. A nymph's automatic languages are Common and Sylvan.
    Archetype Power (Lesser): A nymph's spellcasting is based upon Charisma, rather than Wisdom, and she gains the Wild Empathy ability of a druid of her level.
    Archetype Power (Moderate): A nymph gains DR X/cold iron, where X is equal to her Charisma modifier, and a deflection bonus to her armor class equal to her Charisma modifier as long as she is in her natural form.
    Archetype Power (Greater): As a standard action, a nymph may attempt to stun one opponent within 30 feet for 1d4 rounds. A successful Will save (DC equal to 10 + 1/2 the nymph's level + the nymph's Charisma modifier) negates the stunning effect.

    Bonus Spells:
    1: Charm Person, Sleep
    2: Eagle's Splendor, Glitterdust
    3: Deep Slumber, Suggestion
    Capstone SLA: Dimension Door or Dominate Person

    Rakshasa
    (Red Mage Archetype)

    Racial Traits: A rakshasa is a medium-sized outsider (with the native subtype) with a 30' base land speed and darkvision out to 60'. A rakshasa has a +2 racial bonus to Constitution, Charisma, and the Bluff and Disguise skills, but suffers a -2 racial penalty to Wisdom. A rakshasa has two natural claw attacks at 1d4 damage and one bite attack at 1d6.
    Archetype Power (Lesser): A rakshasa may change shape into any Small or Medium humanoid form as a standard action. When in an alternate form, it loses its natural attacks.
    Archetype Power (Moderate): A rakshasa can continuously use the Detect Thoughts spell (caster level equal to his level, effective spell level of two, save DC equal to 10 + 1/2 the rakshasa's level + the rakshasa's Charisma modifier), turning it on or off as a free action. If he successfully reads a creature's thoughts, he gains a bonus on Bluff checks, Disguise checks, and attack rolls against that creature equal to half his Intelligence modifer for the rest of the encounter. In addition, a rakshasa becomes immune to 1st-level spells.
    Archetype Power (Greater): When in its natural form, a rakshasa gains damage reduction 5/piercing. In addition, a rakshasa becomes immune to 2nd-level spells.

    Bonus Spells:
    1: Charm Person, Silent Image
    2: Hideous Laughter, Invisibility
    3: Suggestion, Tongues
    Capstone SLA: Charm Monster or Confusion

    Succubus
    (Scoundrel Archetype)

    Racial Traits: A succubus is a medium-sized outsider (with the chaotic and evil subtypes) with a 30' base land speed and darkvision out to 60'. A succubus has a +2 racial bonus to Intelligence, Charisma, and the Bluff and Disguise skills, but suffers from a -2 racial penalty to Strength.
    Archetype Power (Lesser): A succubus may assume the form of any Small or Medium humanoid as a full-round action (which gives her a +10 bonus on Disguise checks) and may cast Charm Person as a spell-like ability (caster level equal to her own level with an effective spell level of one) a number of times per day equal to her Charisma modifier. In addition, a succubus gains electricity resistance 10 and a +4 bonus to saves against poison.
    Archetype Power (Moderate): A succubus gains a pair of bat-like wings that allow her to fly at her base land speed in her natural form, with average maneuverability. In addition, she may cast Suggestion as a spell-like ability a number of times per day equal to her Charisma modifier (caster level equal to her own level, with an effective spell level of two).
    Archetype Power (Greater): If a succubus successfully lands a sneak attack on an opponent, she may sacrifice all sneak attack damage done to instead attempt to drain the lifeforce of her opponent. The creature must make a Fortitude save (DC equal to 10 + 1/2 the succubus' level + the succubus' Charisma modifier) or suffer one negative level. In addition, her Charm Person spell-like ability now functions as Charm Monster (caster level 7th, effective spell level of four). A succubus also becomes immune to electricity and poison.

    Thri-Kreen
    (Aspirant Archetype)

    Racial Traits: A thri-kreen is a medium-sized monstrous humanoid with a 40' base land speed and darkvision out to 60'. A thri-kreen has a +2 racial bonus to Dexterity, Wisdom, and the Hide and Spot skills, but suffers a -2 racial penalty to Charisma. A thri-kreen is immune to sleep effects and has a racial bonus to Jump checks equal to five times its level. A thri-kreen's automatically speaks Common.
    Archetype Power (Lesser): A thri-kreen possesses four arms, which allow it to wield weapons in ways that most creatures cannot. It could wield a one-handed weapon in each hand, allowing it to wield four weapons at once, or it could wield two two-handed weapons. In addition, a thri-kreen does not take penalties for fighting with two or more weapons, and gains his full Strength modifier as a bonus to secondary attacks. A thri-kreen also has four claw attacks at 1d4 damage.
    Archetype Power (Moderate): Once per encounter, a thri-kreen can spit a paralyzing poison at an opponent within 30 feet as a standard action. The thri-kreen must make a ranged touch attack - if successful, the opponent must make a Fortitude save (DC equal to 10 + 1/2 the thri-kreen's level + the thri-kreen's Constitution modifier) or be afflicted. The initial damage of the poison is 1d6 Dexterity. The secondary damage is paralysis for 2d6 minutes.
    Archetype Power (Greater): As a full-round action, a thri-kreen can move up to its speed, slicing and dicing along the way. It may make a single attack at its full base attack bonus against any opponent that comes within reach during its movement. It may not attack any opponent more than once.

    Vampire
    (Noble Archetype)

    Racial Traits: A vampire is a medium-sized undead (of the living dead subtype, see below) with a base land speed of 30'. A vampire possesses a +2 racial bonus to Strength, Charisma, and the Bluff and Sense Motive skills, but suffers from a -2 racial penalty to Constitution. A vampire possesses a single natural slam attack at 1d8 damage.
    Archetype Power (Lesser): A vampire gains the ability to take the form of a bat or a wolf as a standard action. This functions as the Alternate Form ability. In these forms, the vampire loses his slam attack and the dominate ability he gains at 6th level. In addition, whenever a vampire successfully does damage with its slam attack, it is healed a number of hit points equal to half the damage dealt, up to its normal maximum.
    Archetype Power (Moderate): A vampire's minions may now transform into bats or wolves, as the Alternate Form ability. In addition, a vampire gains damage reduction 5/silver and fast healing 1 as long as it is not in direct sunlight.
    Archetype Power (Greater): As a standard action, a vampire may attempt to dominate a target within 30 feet. The target must make a Will save (DC equal to 10 + 1/2 the vampire's level + the vampire's Charisma modifier) or fall under the vampire's influence as if affected by a Dominate Person spell (caster level 7th) for 1d4 rounds. In addition, if a vampire scores a critical hit with its slam attack, the target must make a Fortitude save (DC equal to 10 + 1/2 the vampire's level + the vampire's Charisma modifier) or suffer 1d4 Constitution drain.

    Living Dead Subtype:
    Spoiler
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    Creatures with the living dead subtype are closer to life than their other undead counterparts. They differ from undead in the following ways:
    - Living dead possess a Constitution score. Subsequently, they are no longer immune to effects that require Fortitude saves and use their Constitution score for Concentration checks.
    - Living dead are not immune to mind-affecting effects.
    - Living dead are subject to death from massive damage, critical hits, nonlethal damage, ability drain, ability damage, and stunning.
    - Living dead are not destroyed at 0 hit points, but become disabled instead. From -1 to -9 hit points, they are considered "dying". At -10 hit points, they are destroyed.
    - Living dead possess +4 turn resistance.

    Living dead retain the following qualities of the undead type:
    - 60' Darkvision
    - Living dead are immune to poison, sleep effects, paralysis, disease, and death effects.
    - Living dead are not subject to energy drain, fatigue, or exhaustion.
    - Living dead are healed by negative energy and harmed by positive energy.
    - Living dead are not affected by raise dead or reincarnate.
    - Living dead do not breathe, eat, or sleep.


    Werewolf
    (Brawler Archetype)

    Racial Traits: A werewolf is a medium-sized humanoid (of the shapechanger subtype) with a 30' land speed and low-light vision. A werewolf gains a +2 racial bonus to Dexterity, Wisdom, and the Listen and Spot skills, but suffers from a -2 racial penalty to Intelligence. A werewolf also possesses the Scent ability.
    Archetype Power (Lesser): As a standard action, the werewolf can take the form of a wolf, as the Alternate Form ability. In addition, a werewolf may use his Constitution modifier to determine the bonuses he gains from his Fight Smarter and Harder ability, instead of Wisdom, and his natural attacks deal piercing and slashing damage.
    Archetype Power (Moderate): A werewolf may assume a hybrid form once per encounter as a swift action. In the hybrid form, he gains a +4 bonus to Strength and Constitution, damage reduction 5/silver, and his unarmed attacks deal damage as if he was one size larger. The werewolf can maintain the hybrid form for a number of rounds equal to 3 + his newly-modified Constitution modifier. He may only use hybrid form in his natural form, and its effects end if he changes into another form of any kind.
    Archetype Power (Greater): A werewolf may howl balefully as a standard action, causing all opponents within 30 feet to make a Will save (DC equal to 10 + 1/2 the werewolf's level + the werewolf's Charisma modifier) or be frightened for 1d4 rounds. In addition, when in hybrid form, a werewolf gains fast healing equal to his Constitution modifier.

  13. - Top - End - #13
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    The Dragon


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    HD: d12
    Class Skills: Concentration, Craft, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Profession, Search, Sense Motive, Spot, Use Magic Device
    Skill Points: 6 + Int per level (4x at 1st)

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

    1st|+1|+2|+2|+2|Archetype Power (Lesser), Racial Traits, Breath Weapon

    2nd|+2|+3|+3|+3|Dragon Magic

    3rd|+3|+3|+3|+3|Archetype Power (Moderate)

    4th|+4|+4|+4|+4|Weathered Hide

    5th|+5|+4|+4|+4|Take Flight

    6th|+6/+1|+5|+5|+5|Archetype Power (Greater), Shimmering Scales[/table]

    Proficiencies: The dragon is proficient with no weapons and no armor, other than his own natural attacks.

    Racial Traits: The dragon is both a class and a race (i.e, if you select this class, you may not select a race other than the dragon listed below). This class may only be taken at 1st level, though the dragon may multiclass out of it if desired. The dragon is a medium-sized quadruped of the dragon type. It possesses a 30 foot base land speed, darkvision out to 60', lowlight vision, and a racial immunity to paralysis and magic sleep effects. It has a +2 racial bonus to Constitution, and selects one of the following bloodlines, which give it a second attribute bonus, determine the type of damage that its breath weapon does, and add three additional class skills.

    Black: +2 Dexterity, acid damage; Hide, Move Silently, Swim.
    Blue: +2 Intelligence, electricity damage; Bluff, Hide, Spellcraft.
    Brass: +2 Dexterity, fire damage; Bluff, Gather Information, Survival.
    Bronze: +2 Strength, electricity damage; Disguise, Swim, Survival.
    Copper: +2 Intelligence, acid damage; Bluff, Hide, Jump.
    Gold: +2 Charisma, fire damage; Disguise, Heal, Swim.
    Green +2 Wisdom, acid damage; Bluff, Hide, Move Silently.
    Red: +2 Charisma, fire damage; Appraise, Bluff, Jump.
    Silver: +2 Wisdom, cold damage; Bluff, Disguise, Jump.
    White: +2 Strength, cold damage; Hide, Move Silently, Swim.

    In addition to the above racial modifiers, the dragon possesses a single bite attack at 1d8 piercing damage. At 3rd level, he gains two claw attacks at 1d6 piercing damage. At 5th level, he gains a tail slap attack at 1d8 bludgeoning damage. The dragon also gains a bonus to natural armor equal to his hit dice.

    Breath Weapon: The dragon receives a breath weapon that does 1d6 damage per class level in either a 15 foot cone or a 30 foot line. A successful Reflex save halves the damage, with the DC equal to 10 + 1/2 the dragon's class level + the dragon's Constitution modifier. Once used, he must wait 1d4 rounds before using it again.

    Dragon Magic: The dragon casts arcane spells as a sorcerer of two-thirds his class level (minimum of one). However, he must choose one of the five mage classes (Black, Blue, Green, Red, and White), and may only learn spells off of the spell list of the mage he chooses. He may not select spells given as bonus spells by archetypes.

    Weathered Hide: The dragon gains damage reduction 5/magic, and gains resistance 10 to the same energy type that its breath weapon deals.

    Take Flight: The dragon gains a 30 foot fly speed with average maneuverability.

    Shimmering Scales: The dragon gains spell resistance 15.

    Archetypes

    Ascendant

    Lesser: An ascendant may select a single cleric domain. When he becomes capable of casting spells, he adds the 1st and 2nd level spells of that domain to his list of spells known. He may also add Heal and Spellcraft to his list of class skills.
    Moderate: An ascendant may now turn or rebuke undead as a cleric of his level. He may do so a number of times per day equal to 3 + his Charisma modifier.
    Greater: An ascendant gains a bonus equal to his Charisma modifier (if positive) on all saving throws, and may smite an enemy once per encounter with a normal melee attack. The smite attack gains a bonus equal to the ascendant's Charisma modifier, and deals additional damage equal to the ascendant's level if it connects.

    Fundamental

    Lesser: A fundamental's rolls d8s for his breath weapon rather than d6s, and gains a +2 bonus to its DC.
    Moderate: A fundamental gains a 10 foot bonus to his base land speed. Once he becomes capable of flight, his flight speed increases by 10 feet and his maneuverability increases to good.
    Greater: A fundamental's Weathered Hide ability now conveys immunity to the element instead of resistance 10. His Shimmering Scales ability conveys spell resistance 17 instead of 15.

    Loredrake

    Lesser: A loredrake gains a single bonus feat, which must be either a metamagic feat, an item creation feat, or a spell focus. A loredrake adds Decipher Script and Spellcraft to his list of class skills.
    Moderate: A loredrake may select a second mage class to draw his spells known from, and gains an extra spell known per spell level.
    Greater: A loredrake's caster level is equal to his full level, rather than two-thirds.

    Scaled Stalker

    Lesser: A scaled stalker gains the sneak attack progression of a rogue of half his level, and may add Disable Device, Hide, Open Lock, and Move Silently to his list of class skills. He also gains the Scent ability and Track as a bonus feat.
    Moderate: A scaled stalker gains Evasion and Uncanny Dodge.
    Greater: A scaled stalker's natural armor bonus is now considered a deflection bonus. His Scent range doubles and he gains the Swift Tracker ability of an 8th-level ranger.

    War Wyrm

    Lesser: The natural weapons of a war wyrm do damage as if he was one size larger than he actually is. He may add Climb, Jump, and Swim to his list of class skills.
    Moderate: A war wyrm gains a bonus fighter feat, and qualifies for feats as if he was a fighter of his own level. Every 24 hours, he may change this bonus feat to any other fighter feat for which he qualifies.
    Greater: The damage reduction offered by a war wyrm's Weathered Hide ability can no longer be overcome by any means.

  14. - Top - End - #14
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    Non-Core Spell List


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    Black Mage Spell List:
    0: Acid Splash, Detect Magic, Disrupt Undead, Inflict Minor Wounds, Mage Hand, Message, Prestidigitation, Read Magic, Resistance, Touch of Fatigue
    1: Bane, Cause Fear, Chill Touch, Command, Death's Call (CM), Detect Undead, Doom, Ebon Eyes (SpC), Inflict Light Wounds, Net of Shadows (SpC), Nightshield (SpC), Protection from Alignment, Ray of Enfeeblement, Summon Monster I (non-good creatures only)
    2: Darkness, Desecrate, False Life, Ghoul Touch, Inflict Moderate Wounds, Ray of Sickness (SpC), Ray of Weakness (SpC), Shadow Spray (SpC), Spectral Hand, Scare, Summon Monster II (non-good creatures only), Summon Swarm, Undetectable Alignment, Wall of Gloom (SpC)
    3: Animate Dead, Bestow Curse, Caustic Smoke (CM), Contagion, Deeper Darkness, Dispel Magic, Halt Undead, Inflict Serious Wounds, Magic Circle Against Alignment, Ray of Exhaustion, Shadow Binding (SpC), Speak with Dead, Stinking Cloud, Summon Monster III (non-good creatures only), Vampiric Touch

    Demonologist[/CENTER]

    Bonus Spells:
    1: Demonhide (SpC), Kelgore's Fire Bolt (PHBII)
    2: Demoncall (FCI), Vision of Entropy (FCI)
    3: Clutch of Orcus (SpC), Demon Wings (FCI)
    Capstone SLA: Lesser Planar Ally or Summon Monster IV

    Hexer

    Bonus Spells:
    1: Karmic Aura (PHBII), Power Word Pain (RoD)
    2: Black Karma Curse (PHBII), Curse of Ill Fortune (SpC)
    3: Karmic Backlash (PHBII), Unluck (SpC)
    Capstone SLA: Crushing Despair or Fear

    Necromancer

    Bonus Spells:
    1: Chill of the Grave (SpC), Death Knell
    2: Death Armor (SpC), Kelgore's Grave Mist (PHBII)
    3: Undead Lieutenant (SpC), Undead Torch (MoF)
    Capstone SLA: Enervation or Doom Scarabs (PHBII)

    Pestilent

    Bonus Spells:
    1: Babau Slime (SpC), Spider Hand (BoVD)
    2: Spider Legs (BoVD), Web
    3: Contagious Fog (SpC), Spiderskin (SpC)
    Capstone SLA: Giant Vermin or Horrid Sickness (CM)

    Void Cultist

    Bonus Spells:
    1: Lesser Orb of Cold (SpC), Spirit Worm (SpC)
    2: Desiccating Bubble (SpC), Wave of Grief (SpC)
    3: Evard's Menacing Tentacles (PHBII), Shivering Touch (FB)
    Capstone SLA: Black Tentacles or Wrack (SpC)

    Blue Mage Spell List:
    0: Amanuensis (SpC), Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation
    1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Floating Disk, Frost Fingers (SpC), Identify, Mage Armor, Obscuring Mist, Protection from Alignment, Silent Image, Sleep, Summon Monster I (non-chaotic creatures only), Unseen Servant, Ventriloquism
    2: Blur, Cloud of Bewilderment (SpC), Detect Thoughts, Dimension Hop (PHBII), Fog Cloud, Gust of Wind, Hideous Laughter, Ice Knife (SpC), Invisibility, Knock, Levitate, Minor Image, Mirror Image, See Invisibility, Summon Monster II (non-chaotic creatures only), Touch of Idiocy, Whispering Wind
    3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dimension Step (PHBII), Dispel Magic, Displacement, Fly, Gaseous Form, Hold Person, Invisibility Sphere, Legion of Sentinels (PHBII), Magic Circle Against Alignment, Major Image, Nondetection, Sleet Storm, Suggestion, Summon Monster III (non-chaotic creatures only), Wind Wall

    Chronomancer

    Bonus Spells:
    1: Deja Vu (arcane version of the psionic power), Nerveskitter (SpC)
    2: Lesser Celerity (PHBII), Snake's Swiftness (SpC)
    3: Haste, Time Hop (arcane version of the psionic power)
    Capstone SLA: Greater Mirror Image (PHBII) or Celerity (PHBII)

    Hyperborean

    Bonus Spells:
    1: Ice Slick (FB), Winter's Chill (SpC)
    2: Creeping Cold (SpC), Numbing Sphere (FB)
    3: Arctic Haze (FB), Icelance (SpC)
    Capstone SLA: Ice Storm or Wall of Ice

    Mountebank

    Bonus Spells:
    1: Distract (SpC), Serene Visage (SpC)
    2: Insidious Insight (MoE), Ray of Stupidity (SpC)
    3: Glibness, Miser's Envy (SpC)
    Capstone SLA: Confusion or Dominate Person

    Wayfarer

    Bonus Spells:
    1: Benign Transposition (SpC), Expeditious Retreat
    2: Baleful Transposition (SpC), Rope Trick
    3: G'Elsewhere Chant (SpC), Regroup (PHBII)
    Capstone SLA: Baleful Blink (PHBII) or Dimension Door

    Weaver

    Bonus Spells:
    1: Instant Diversion (RotD), Net of Shadows (SpC)
    2: Phantasmal Assailants (SpC), Vertigo (PHBII)
    3: Mask of the Ideal (CM), Shadow Binding (SpC)
    Capstone SLA: Greater Invisibility or Shadow Conjuration

    Green Mage Spell List:
    0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    1: Animate Wood (SpC), Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Enrage Animal (SpC), Entangle, Faerie Fire, Goodberry, Hide from Animals, Longstrider, Magic Fang, Obscuring Mist, Pass Without Trace, Shillelagh, Snake's Swiftness (SpC), Summon Nature's Ally I, Thunderhead (SpC), Lesser Vigor (SpC), Wood Wose (SpC)
    2: Animalistic Power (PHB II), Barkskin, Brambles (SpC), Briar Web (SpC), Creeping Cold (SpC), Delay Poison, Fog Cloud, Gust of Wind, Healing Sting (SpC), Hold Animal, Mass Snake's Swiftness (SpC), Soften Earth and Stone, Splinterbolt (SpC), Summon Nature's Ally II, Tree Shape, Warp Wood, Wood Shape
    3: Call Lightning, Cure Moderate Wounds, Diminish Plants, Dominate Animal, Greater Magic Fang, Plant Growth, Poison, Quillfire (SpC), Sleet Storm, Speak with Plants, Spike Growth, Spikes (SpC), Stone Shape, Summon Nature's Ally III, Vigor (SpC), Mass Lesser Vigor (SpC), Water Breathing, Wind Wall

    Chloromancer

    Bonus Spells:
    1: Camouflage (SpC), Spore Field (CS)
    2: One with the Land (SpC), Trip Vine (SpC)
    3: Vine Mine (SpC), Thornskin (SpC)
    Capstone SLA: Bloodbriars (LEoF) or Poison Vines (SpC)

    Elementalist

    Bonus Spells:
    1: Cloudburst (SpC), Foundation of Stone (SpC)
    2: Heart of Air (CM), Master Air (SpC)
    3: Heart of Water (CM), Stony Grasp (SpC)
    Capstone SLA: Defenestrating Sphere (SpC) or Heart of Stone (CM)

    Ophidian

    Bonus Spells:
    1: Breath of the Jungle (SpC), Corrosive Grasp (SpC)
    2: Blinding Spittle (SpC), Ray of the Python (PHBII)
    3: Acidic Breath (SpC), Snakebite (MoF)
    Capstone SLA: Murderous Mist (SpC) or Venom Bolt (SK)

    Subterranean

    Bonus Spells:
    1: Fist of Stone (SpC), Hail of Stone (SpC)
    2: Earthbind (SpC), Lava Missile (SK)
    3: Meld into Stone, Tremor (SpC)
    Capstone SLA: Stoneskin or Sudden Stalagmite (SpC)

    Wildling

    Bonus Spells:
    1: Beast Claws (SpC), Beastland Ferocity (SpC)
    2: Wild Instincts (RoE), Nature's Favor (SpC)
    3: Spiritjaws (SpC), Jagged Tooth (SpC)
    Capstone SLA: Essence of the Raptor (SpC) or Vortex of Teeth (SpC)

    Red Mage Spell List:
    0: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic
    1: Alarm, Blade of Blood (PHBII), Burning Hands, Burning Rage (PHBII), Endure Elements, Enlarge Person, Grease, Jet of Steam (CM), Magic Missile, Magic Weapon, Shield, Shocking Grasp, Summon Monster I (non-lawful only), True Strike
    2: Bear's Endurance, Boiling Blood (CM), Bull's Strength, Combust (SpC), Continual Flame, Eagle's Splendor, Fire Trap, Flame Blade, Flaming Sphere, Glitterdust, Incendiary Slime (CM), Protection from Arrows, Pyrotechnics, Resist Energy, Scorching Ray, Spiritual Weapon, Summon Monster II (non-lawful only)
    3: Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Haste, Heroism, Greater Magic Weapon, Keen Edge, Lightning Bolt, Magic Circle Against Alignment, Phantom Steed, Protection from Energy, Slow, Summon Monster III (non-lawful only)

    Chaos Child


    Bonus Spells:
    1: Aspect of the Wolf (SpC), Lesser Spider Form (DotU)
    2: Bite of the Wererat (SpC), Least Dragonshape (DM)
    3: Primal Form (SpC, fire or earth only), Shape of the Hellspawned Stalker (CM)
    Capstone SLA: Displacer Form (SpC) or Trollshape (PHBII)

    Crimson Disciple


    Bonus Spells:
    1: Ghostly Tail (RotD), Hoard Gullet (DM)
    2: Tail Slap (RotD), Wings of Cover (RotD)
    3: Dragonskin (SpC), Ferocity of Sanguine Rage (DM)
    Capstone SLA: Voice of the Dragon (SpC) or Wings of Flurry (RotD)

    Magesmith


    Bonus Spells:
    1: Backbiter (SpC), Cloud of Knives (PHBII)
    2: Body Blades (SpC), Whirling Blade (SpC)
    3: Bands of Steel (SpC), Ring of Blades (SpC)
    Capstone SLA: Metal Melt (SpC) or Stoneskin

    Pyromancer


    Bonus Spells:
    1: Lesser Orb of Fire (SpC), Produce Flame
    2: Body of the Sun (SpC), Scorch (SpC)
    3: Fire Shield (warm only), Fire Wings (SpC)
    Capstone SLA: Firestride Exhalation (DM) or Orb of Fire (SpC)

    Sand Shaper


    Bonus Spells:
    1: Parching Touch (SS), Sandblast (SpC)
    2: Halo of Sand (SS), Scimitar of Sand (SS)
    3: Dehydrate (SpC), Haboob (SS)
    Capstone SLA: Parboil (SS) or Wall of Sand (SS)

    White Mage Spell List:
    0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    1: Bless, Blessed Aim (SpC), Conviction (SpC), Cure Light Wounds, Detect Alignment, Divine Favor, Faith Healing (SpC), Impede (CC), Mark of Judgment (PHBII), Light of Lunia (SpC), Protection from Alignment, Ray of Hope (SpC), Remove Fear, Sanctuary, Shield of Faith, Summon Monster I (non-evil creatures only), Vision of Glory (SpC)
    2: Aid, Benediction (CC), Conduit of Life (CC), Consecrate, Cure Moderate Wounds, Deific Vengeance (SpC), Delay Poison, Divine Insight (SpC), Divine Protection (SpC), Execration (CC), Glorious Rainment (BoED), Light of Mercuria (SpC), Lesser Restoration, Make Whole, Mark of Doom (PHBII), Summon Monster II (non-evil creatures only), Zone of Truth
    3: Mass Aid, Awaken Sin (SpC), Mass Conviction (SpC), Cure Serious Wounds, Daylight, Dispel Magic, Divine Retaliation (PHBII), Grace (SpC), Holy Storm (SpC), Lesser Visage of the Deity (SpC), Light of Venya (SpC), Magic Circle Against Alignment, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stars of Arvandor (BoED), Summon Monster III (non-evil creatures only), Wall of Light (SpC)

    Champion[/CENTER]

    Bonus Spells:
    1: Divine Sacrifice (SpC), Lionheart (SpC)
    2: Checkmate's Light (SpC), Zeal (SpC)
    3: Knight's Move (SpC), Righteous Fury (SpC)
    Capstone SLA: Divine Power or Recitation (SpC)

    Exorcist

    Bonus Spells:
    1: Handfire (MoF), Vision of Heaven (BoE)
    2: Manifestation of the Deity (CS), Light of Faith (CC)
    3: Demon Dirge (SpC), Light of Wisdom (CC)
    Capstone SLA: Dimensional Anchor or Dismissal

    Healer

    Bonus Spells:
    1: Healer's Vision (CS), Lesser Vigor (SpC)
    2: Close Wounds (SpC), Healing Lorecall (SpC)
    3: Mass Lesser Vigor (SpC), Vigor (SpC)
    Capstone SLA: Death Ward or Restoration

    Mystic

    Bonus Spells:
    1: Divine Inspiration (BoED), Twilight Luck (BoED)
    2: Ayailla's Radiant Burst (BoED), Luminous Armor (BoED)
    3: Celestial Aspect (BoED), Hammer of Righteousness (BoED)
    Capstone SLA: Diamond Spray (BoED) or Summon Hound Archon (SpC)

    Oracle

    1: Omen of Peril (CD), Lore of the Gods (CC)
    2: Augury, Chain of Eyes (SpC)
    3: Clairaudience/Clairvoyance, Divination
    Capstone SLA: Discern Lies or Scrying


    Spell and Power Sources
    Spoiler
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    BoE: Book of Exalted Deeds
    BoVD: Book of Vile Darkness
    CA: Complete Arcane
    CC: Complete Champion
    CD: Complete Divine
    CM: Complete Mage
    CP: Complete Psionic
    CS: Complete Scoundrel
    DM: Dragon Magic
    FB: Frostburn
    MoE: Magic of Eberron
    MoF: Magic of Faerun
    PHBII: Player's Handbook II
    RoE: Races of Eberron
    RotD: Races of the Dragon
    SS: Sandstorm
    SoS: Secrets of Sarlona
    SpC: Spell Compendium
    SW: Stormwrack
    XPH: Expanded Psionics Handbook


    Hunter Traps

    Spoiler
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    Level One (Spot DC: 15)
    Spoiler
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    Poison Dart
    If an enemy sets off a poison dart trap, they suffer 1d6 damage and are afflicted with greenblood oil poison. A Reflex save negates the damage and the poison. If the Reflex save is failed, the target may still attempt a Fortitude save against the poison.

    Razorwire
    If an enemy sets off a razorwire trap, they suffer 1d6 slashing damage and are knocked prone. A successful Reflex save negates the damage and prevents them from being knocked prone. A razorwire trap may be set across two squares.

    Vinesnare
    If an enemy sets off a vinesnare trap, they must make a Reflex save or be entangled for three rounds.


    Level Two (Spot DC: 20)
    Spoiler
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    Acidvial
    If an enemy sets off an acidvial trap, they suffer 2d6 acid damage immediately and suffer 2 acid damage per round for the next three rounds. A Reflex save halves the initial damage and negates the recurring damage.

    Fireburst
    If an enemy sets off a fireburst trap, all in a 5' radius suffer 2d6 fire damage and risk being set on fire. A Reflex save halves the damage and prevents them from being set on fire.

    Frosthold
    If an enemy sets off a frosthold trap, they suffer 2d6 cold damage and act as if affected by the Slow spell for one round. A Fortitude save halves the damage and negates the slowing effect.


    Level Three (Spot DC: 25)
    Spoiler
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    Explosive
    If an enemy sets off an explosive trap, all in a 5' radius suffer 2d6 fire damage and 2d6 piercing damage and are knocked prone. A Reflex save halves the damage and prevents them from being knocked prone.

    Deadfall
    If an enemy sets off a deadfall trap, they suffer 4d6 bludgeoning damage and are dazed for one round. A successful Reflex save halves the damage and prevents the dazing.

    Vicious Poison Dart
    If an enemy sets off a vicious poison dart trap, they suffer 2d6 piercing damage and must make a Fortitude save or be afflicted with black adder venom.


    Engineer Inventions

    Armament: Armaments are pieces of equipment that take up the listed slot on the body. Armaments are generally able to be used for as long as they are prepared, without being expended.

    Gadgets: Gadgets are a catch-all term for inventions that do not fall in the other categories - their effects range widely.

    Grenades: Grenades are splash weapons with a range increment of 10' and a splash radius of 5'.

    Serum: A beneficial serum may be applied to the user as a standard action that provokes attacks of opportunity. A harmful serum must be applied as a melee touch attack.

    Chemistry
    Spoiler
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    1st Level

    Hypnotic Fog
    Type: Grenade
    Save: Will negates
    Direct Hit: Target is fascinated for 10 rounds.
    Indirect Hit: Targets are dazzled for 5 rounds.

    Knock-Out Gas
    Type: Grenade
    Save: Will negates
    Direct Hit: Target must save or fall asleep for 5 rounds.
    Indirect Hit: As Direct Hit.
    Creatures that do not breathe are immune to this invention.

    Softening Agent
    Type: Gadget
    Softening agent is a concoction that reduces the hardness and break DC of whatever it is applied to by 5. It can be spread over a 10 ft. by 10 ft. surface, and lasts for 10 minutes once applied.

    Unstable Elixir
    Type: Serum
    Save: Fortitude partial
    Unstable elixir deals 1d4 acid damage per round for 1d4 rounds, and the target is sickened for the same number of rounds. A save negates the sickening effect, but not the damage.

    2nd Level

    Corrosive Acid
    Type: Grenade
    Save: Reflex for half
    Direct Hit: 3d6 acid damage plus 3 acid damage per round for the next three rounds.
    Indirect Hit:1d6 acid damage plus 1 acid damage per round for the next three rounds.
    A successful Reflex save prevents the recurring damage.

    Flash-Freezer
    Type: Grenade
    Save: Fortitude partial
    Direct Hit: Target is dealt 3d6 cold damage and acts as if affected by the Slow spell
    Indirect Hit: Targets are dealt 1d6 cold damage.
    A successful Fortitude save reduces the damage by half and negates the slowing effect.

    Mystical Suppressant
    Type: Serum
    Save: Will negates
    The target must make a Will save before casting any spell or spell-like abilities - if they fail, their spell automatically fails. This effect lasts 3 rounds.

    Phasic Injection
    Type: Serum
    Save: Will negates
    The user or target becomes incorporeal for 3 rounds.

    3rd Level

    Hallucinogenic Aerosol
    Type: Grenade
    Save: Will negates
    Direct Hit: The target is frightened for 3 rounds.
    Indirect Hit: Targets are shaken for 3 rounds
    Creatures that do not breathe are immune to this effect.

    Paralytic Toxin
    Type: Serum
    Save: Fortitude negates
    The target is paralyzed for 3 rounds. Creatures immune to poison are immune to the paralysis.

    Virulent Microbe
    Type: Serum
    Save: Fortitude negates
    The target is infected with the user's choice of either blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom unless a Fortitude save is made. The incubation period is measured in rounds rather than days.

    Volatile Transmogrifier
    Type: Serum
    Save: Fortitude (harmless)
    The user gains a +6 alchemical bonus to Strength and the Powerful Build quality (if he does not already possess it). It lasts for 1 minute - upon running out, the user suffers a -4 alchemical penalty to Strength for 3 rounds.

    Mechanics
    Spoiler
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    1st Level

    Clockwork Decoy
    A clockwork decay, when activated, may move at a speed of up to 20 ft. per round at its inventor's command (commanding it is a free action). It has only 1 hit point, is of Tiny size, and has an AC of 15. If desired, a clockwork decoy can emit a loud noise like an alarm or an animal call.

    Spring-loaded Shoes
    When worn on the feet slot, spring-loaded shoes give a +8 untyped bonus on Jump checks and allow the user to make Jump checks without a running start. They also allow the user to treat falls as if they were up to 30 feet shorter. Spring-loaded shoes may be used indefinitely while prepared.

    Trapspringer
    A trapspringer allows the engineer using it to attempt to disarm one trap with a +10 competence bonus at a range of up to 15'. Even if the engineer fails by 5 or more, he does not spring the trap.

    Wax Cylinder
    A wax cylinder is capable of recording up to 5 minutes of audio and playing it back afterwards. It captures sound clearly within 30 feet, and faintly within 60 feet. It is about the size and shape of a standard spyglass, and makes no noise while recording. It may be used indefinitely while prepared, and may be reused, taping over any existing audio.

    2nd Level

    Automated Laboratory
    An automated laboratory can make craft checks for the user - it uses the user's skill modifier, but the user is free to perform other actions during the interim. An automated laboratory is difficult to move and requires 10 minutes each to set up and take apart. It may be used indefinitely while prepared.

    Foothold Trap
    A foothold trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, which then inflicts 3d6 piercing damage to it, entangles it, and prevents it from moving from its space. A Reflex save halves the damage and negates the entanglement and immobilization. A trapped creature may attempt a DC 20 Strength check or a DC 25 Escape Artist check to escape the trap.

    Portable Locksmith
    A portable locksmith, when activated, allows the engineer to attempt to open one lock with a +10 competence bonus.

    Telescopic Goggles
    Telescopic goggles, when worn in the eyes slot, give a +5 bonus to Spot checks to see at long distance, and halve the penalties for each additional range increment. Telescopic goggles may be used indefinitely while prepared.

    3rd Level

    Automaton
    An automaton, when activated, creates a 3rd-level Astral Construct. This construct is treated as being made of mundane metal rather than ectoplasm, and so is susceptible to spells and effects that affect metal. It fights on the user's behalf for a minute before being depleted.

    Clockwork Dragonfly
    A clockwork dragonfly, when activated, may fly at a speed of up to 60 feet per round at its inventor's command. It has 1 hit point. However, a clockwork dragonfly is invisible when at rest and moves completely silently - the only way to detect it is with a DC 30 Spot check while it is in motion. The user may see through its eyes. A clockwork dragonfly may operate for 10 minutes before being depleted.

    Rebreather
    A rebreather, when worn on the face slot, supplies the user with air and obviates his need to breathe. The user is also immune to inhaled poisons, gas-based attacks, and overpowering odors. A rebreather may be used indefinitely while prepared.

    Steam-Powered Gyrocopter
    A steam-powered gyrocopter, when activated, allows the user to fly at a speed of 60 feet (clumsy) for 10 minutes. The flight time does not need to be used consecutively and may be split up over one-minute increments.

    Explosives
    Spoiler
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    1st Level

    Crackerjack Caltrops
    Crackerjack caltrops are spread in a 10 foot square. When any creature treads on them, they do 1d6 piercing damage and halve the creature's movement rate for the next 3 rounds. Once spread, they can affect a maximum of 5 creatures before being depleted.

    Molotov Cocktail
    A molotov cocktail is a splash weapon with a range increment of 10 ft. On impact, it explodes in a 10 ft. radius, dealing 1d6 fire damage, half on a Reflex save. It may be used 3 times before being depleted.

    Smoke Grenade
    A smoke grenade is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of smoke in a 20 ft. radius that obscures all sight beyond 5 ft. The cloud lasts for 3 rounds.

    Stinkbomb
    A stinkbomb is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of gas in a 10 ft. radius that sickens all within it unless they make a Fortitude save each round. The cloud lasts for 3 rounds.

    2nd Level

    Dragonsbreath Cannon
    A dragonsbreath cannon shoots out a jet of flame in a 20 ft. line when activated. Any creature caught in the jet suffers 3d6 fire damage. A successful Reflex save halves the damage. It may be activated 3 times before being depleted.

    Flashbang
    A flashbang is a splash weapon with a range increment of 10 ft. On impact, it deafens all creatures in a 10 ft. radius for 2 rounds and blinds them for 1 round. A successful Fortitude save reduces the deafness to 1 round and negates the blindness.

    Shrapnel Grenade
    A shrapnel grenade is a splash weapon, with a range increment of 10 ft. On impact, it inflicts 2d6 piercing and 1d6 fire damage in a 10 ft. radius, half on a Reflex save. It may be used 3 times before being depleted.

    Homing Rocket
    A homing rocket, when activated, fires and does 3d6 bludgeoning damage to one target within 100'. The rocket ignores all cover and concealment, except total cover.

    3rd Level

    Liquid Flame
    Liquid flame can be used in one of two ways: it can be poured out in multiple squares (to a maximum of four) and lit on fire, creating a barrier of flame that lasts for a minute and deals 3d6 fire damage to anything passing through it, half on a Reflex save. Liquid flame can also be thrown as a splash weapon with a range increment of 10 ft. On impact, it inflicts 3d6 fire damage and clings to its target, continuing to do 3d6 fire damage per round for 2 more rounds. A Reflex save halves the damage from both the initial and continuing damage.

    Pocket Bombard
    A pocket bombard, when activated, allows its user to make a ranged touch attack against a single target within 100'. If successful, it deals 5d8 bludgeoning damage and forces the target to make a Reflex save or be knocked prone.

    Shrapnel Mine
    A shrapnel mine is a small explosive disc that is is activated and planted against any surface - it is adhesive and can be placed on floors, walls, ceilings, or other, irregular structures. Once activated, it lies dormant for up to one hour until a creature comes within 5', at which point it explodes, doing 5d6 piercing damage to anything in a 5 ft. radius (half on a successful Reflex save). For every 6 damage a shrapnel mine does, it imbeds a jagged fragment into its target, which does 1 damage per round for the next 6 rounds.

    Time Bomb
    When a time bomb pack is activated, it counts down and explodes, causing 3d6 piercing damage and 3d6 fire damage to everything in a 20 ft. radius, half on a Reflex save. This damage is doubled against objects and structures. A time bomb can have its activation delayed from 3 rounds up to 10 minutes.

    Smithy
    Spoiler
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    1st Level

    Compact Repair Kit
    A compact repair kit can be activated as a standard action to restore 15 hit points to one inanimate object or construct.

    Pneumatic Gauntlet
    A pneumatic gauntlet is a spiked gauntlet that deals 1d10 bludgeoning damage (1d8 for a small user) with a critical modifier of 20/x3. It cannot be disarmed or sundered. On a critical hit, the opponent must make a Fortitude save or be staggered for one round. A pneumatic gauntlet may be used indefinitely while prepared.

    Revolver
    A revolver is a light one-handed firearm that deals 1d6 piercing damage, has a critical modifier of 19-20/x2, a range increment of 60', and may fire 6 rounds before reloading, which takes a full-round action. A revolver may be used indefinitely while prepared.

    Serum Injector
    A serum injector is a projectile weapon that fires darts, dealing 1d4 damage with a critical modifier of 20/x2 and a range increment of 30'. An engineer may use a serum injector to apply any invention that normally must be applied as a melee touch attack or any injury poison as part of a ranged attack - if the attack hits and deals damage, the invention or poison's effects take place. A serum injector holds only a single dart at a time, may be reloaded as a move action, and may be used indefinitely as long as it is prepared.

    2nd Level

    Blunderbuss
    A blunderbuss is a two-handed firearm. A blunderbuss does not require an attack roll, but instead fires in a 15' cone, dealing 2d8 damage to all within. A successful Reflex save (DC equal to 10 + 1/2 the engineer's class level + the engineer's Dexterity modifier) halves this damage. A blunderbuss may fire 2 rounds before reloading, which takes a full-round action. A blunderbuss may be used indefinitely while prepared.

    Climbing Spurs
    Climbing spurs, when worn in the gauntlet slot, give the user a climb speed equal to his base land speed. They also may be used to make rudimentary attacks, doing 1d6 piercing damage with a critical modifier of 20/x2. They may be used indefinitely while prepared.

    Repeater
    A repeater is a two-handed firearm that deals 1d10 piercing damage, has a critical modifier of 19-20/x2, a range increment of 120', and may fire 12 rounds of ammunition before reloading, which takes a full-round action. A repeater may be used indefinitely while prepared.

    Sawtooth Blade
    A sawtooth blade is a special kind of bastard sword that deals 1d12 damage (1d10 for a small user), has a critical modifier of 19-20/x2, an effective +1 enhancement bonus, and conveys no penalties for being non-proficient in its use. It overcomes any material-based damage reduction, except adamantine. On a critical hit, a sawtooth blade deals an extra 2d6 slashing damage. A sawtooth blade may be used indefinitely as long as it is prepared.

    3rd Level

    Hand Cannon
    A hand cannon is a one-handed firearm that deals 2d6 piercing damage, has a critical modifier of 20/x3, a range increment of 30', and may fire 3 rounds of ammunition before reloading, which takes a standard action. A hand cannon may be used indefinitely while prepared.

    Mechanized Armor
    Mechanized armor is a special kind of full plate armor. When worn, it gives a bonus of 10 ft. to the wearer's base land speed and adds a +4 enhancement bonus to Strength. However, it has a maximum dexterity bonus of 0, and its armor check penalties are increased to -8. Due to the immense customization required for each suit, mechanized armor will only function for the user. Mechanized armor may be used indefinitely as long as it is prepared.

    Piston Hammer
    A piston hammer is a two-handed greathammer that does 2d6 damage (1d10 for a small user), has a critical modifier of 20/x3, an effective +2 enhancement bonus, and conveys no penalties for being non-proficient in its use. It may ignore any material-based damage reduction and the hardness of objects. On a critical hit, the target is knocked back a number of squares equal to the damage dealt divided by 5 - if it cannot move any further, it is dealt 1d6 damage for each square it was not able to move. A piston hammer may be used indefinitely while prepared.

    Telescopic Rifle
    A telescopic rifle is a two-handed firearm that requires a full-round action to fire, deals 2d6 piercing damage, has a critical modifier of 20/x4, a range increment of 200', and may fire one round of ammunition before reloading, which takes a full-round action. A telescopic rifle may be used indefinitely while prepared.

    Electromagnetism
    Spoiler
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    1st Level

    Detection Matrix
    When a detection matrix is activated, it alerts its user to the presence of any invisible or hidden creatures within 60 feet. It does not pinpoint the location or give the user any information about the creatures. Once activated, a detection matrix functions for up to one hour before being depleted.

    Filament Lantern
    A filament lantern provides clear illumination in a 15 ft. radius and shadowy illumination in a 30 ft. radius. At the user's option, it can switch to a 60 ft. cone of clear illumination, with a 120 ft. cone of shadowy illumination. A filament lantern requires no fuel and may be used indefinitely as long as it is prepared.

    Multipurpose Compass
    A multipurpose compass always shows the direction north, shows the correct time, and can detect magic in a radius of 30 ft. It is only capable of denoting the presence, general direction, strength, and spell school of magical effects, and cannot pinpoint from what specific objects it emanates. A multipurpose compass also emits an alarm when within 30 ft. of noxious fumes, gaseous poisons or toxins, or harmful radiation.

    Static Trigger
    A static trigger allows the user to make a melee touch attack that deals 1d6+1 electrical damage. It may be used indefinitely while prepared, but may not be used with a serum injector.

    2nd Level

    Biocircuitry Harness
    A biocircuitry harness, when activated, grants its user fast healing 1 for 3 minutes before depletion. If desired, the user may instead receive fast healing 2 for 1 minute, or fast healing 3 for 5 rounds.

    Lightning Rod
    When a lightning rod is activated, it automatically strikes the nearest hostile creature within 30 ft. with a bolt of electricity, doing 2d6 damage, half on a successful Reflex save. It fires again once per round for the next 2 rounds. A lightning rod can be thrown as a splash weapon with a range increment of 10 ft. and activated on impact, or it can be set down and timed to activate after a delay of up to 6 rounds.

    Live Wire
    A live wire must be anchored against two solid and diametrically opposed surfaces - once anchored, it deals 1d6 electrical damage to any creature that comes into contact with it, and they must make a Reflex save or be knocked prone. Each creature can only be affected once. A live wire may stretch up to 30 ft. across, and remains active for 1 minute before being depleted.

    Magnetic Pulsar
    When activated, a magnetic pulsar grants the user a +6 bonus to armor class against any attacks made with metal weapons. A magnetic pulsar lasts for 10 minutes before it is depleted.

    3rd Level

    Flux Inhibitor
    A flux inhibitor, when activated, attempts to resist the next hostile spell that affects the user, as if he possessed spell resistance of 22. If the flux inhibitor fails to resist the spell, it remains in effect until it is successful on another attempt. It functions for a maximum of one minute before being depleted.

    Force Field
    A force field may be activated as an immediate action - once activated, it gives its user a +20 bonus to armor class for one round.

    Shock Capacitor
    A shock capacitor can be attached to any melee weapon, causing it to do an extra 1d6+1 electrical damage. A shock capacitor can be used indefinitely as long as it is prepared.

    Synaptic Accelerator
    Synaptic accelerator, when activated, immediately allow the user to take one standard action. It may be activated as a swift action. After using synaptic accelerator, the user is fatigued for the rest of the encounter.

    Medicine
    Spoiler
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    1st Level

    Revitalization Tonic
    When activated, revitalization tonic restores 1d10 hit points to the user.

    Sensory Expander
    When activated, sensory expander gives the user a +4 alchemical bonus to Spot and Listen checks for 1 hour.

    Smelling Salts
    When activated, smellings salts instantly negate sleep effects and unconsciousness in a 20 ft. radius around the user. If the unconsciousness was caused by non-lethal damage, the target has 3 rounds to reduce its total non-lethal damage to less than its hit points - if it does not, it falls unconscious again. If the unconsciousness was caused by being below 0 hit points, smelling salts have no effect.

    Topical Anaesthetic
    When activated, topical anesthetic gives the user damage reduction 2/- for 10 minutes.

    2nd Level

    Muscle Builder
    When activated, muscle builder gives a +4 alchemical bonus to the physical ability scores (Strength, Dexterity, and Constitution) of the user, while applying a -4 alchemical penalty to their mental ability scores (Intelligence, Wisdom, and Charisma). The effects last for 10 minutes.

    Neurological Stimulator
    When activated, neurological stimulator gives a +4 alchemical bonus to the mental scores of the user, while applying a -4 alchemical penalty to their physical scores. The effects last for 10 minutes.

    Patented Cure-All
    When activated, patented cure-all removes one disease or a single poison from its user.

    Reflex Replacer
    Reflex replacer allows the user to reroll their initiative as an immediate action. It may only be used at the start of an encounter, immediately after initiative is first rolled. The user must abide by the second roll.

    3rd Level

    Adrenaline Boost
    Adrenaline boost, when activated, allows the user to function normally even if at 0 hit points or lower. The user does not die when he reaches -10 hit points, but may operate normally. Adrenaline boost lasts for three rounds - if the user is still at -10 hit points or below when its effects are over, he dies. If he is between -1 and -9, he is considered to be dying. If he is at 0, he becomes disabled.

    Miracle Cure
    When activated, miracle cure restores 3d10 hit points and up to 3 points of ability damage to the user.

    Pheromone Enhancer
    When activated, pheromone enhancer gives the user a +4 alchemical bonus on Charisma-based checks for 10 minutes.

    Reanimation Salve
    When activated, reanimation salve creates a zombie out of any dead corporeal creature with a skeletal system and no more than 8 HD. The zombie obeys any simple commands and lasts for an hour, after which it falls dead and may not be reanimated again.

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    Subsystem Information, II

    Combat Tactics

    Level 1

    Impale
    Required Weapon Group: Polearms or Spears
    You may make a melee attack as a 10' line. Use the same attack roll for all targets in that line. Roll damage separately for each opponent successfully hit.

    Lunge
    Required Weapon Group: Any
    You may make one melee attack as if your weapon had reach.

    Wide Swing
    Required Weapon: Axes or Heavy Blades
    You may make a melee attack against any opponents in three contiguous squares that you could normally reach.

    Level 2

    Backstab
    Required Weapon Group: Light Blades
    Make a melee attack roll against an opponent who is denied his Dexterity bonus to AC, or an opponent that you are currently flanking. If the attack is successful, it deals double damage.

    Sand Toss
    Required Weapon: Any
    Make a melee attack roll against an adjacent opponent. If successful, the attack does no damage, but the opponent is blinded for three rounds.

    Level 3

    Flashbang Arrow
    Required Weapon Group: Bows

    Weapon Groups

    Axes: Hand axe, battleaxe, greataxe, dwarven waraxe, orc double axe, dwarven urgrosh
    Bows: Hand crossbow, heavy crossbow, light crossbow, repeating crossbow, longbow (normal and composite), shortbow (normal and composite)
    Flails and Chains: Spiked chain, whip, dire flail, heavy flail, light flail, nunchaku
    Hammers and Picks: Light pick, heavy pick, light hammer, warhammer, scythe, gnome hooked hammer, kama
    Heavy Blades: Longsword, falchion, scimitar, greatsword, bastard sword, two-bladed sword
    Light Blades: Dagger, kukri, rapier, short sword, sickle, sai, siangham
    Maces and Clubs: Club, greatclub, light mace, quarterstaff, heavy mace, morningstar
    Polearms: Glaive, guisarme, halberd, ranseur
    Spears: Javelin, lance, spear, longspear, shortspear, trident
    Thrown: Throwing axe, bolas, dagger, dart, javelin, shuriken, sling
    Unarmed: Punching dagger, gauntlet, spiked gauntlet, unarmed strike

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    New Feats, II

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    Core Races


    The Dwarf

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    • +2 Constitution, -2 Charisma - dwarves are hardy but gruff and belligerent
    • Medium size
    • 20' movement. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations)
    • Humanoid (Dwarf) type.
    • Darkvision 60'.
    • Bloodline: All dwarves select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    • Weapon Familiarity: Dwarves treat any weapon with "dwarven" or "dwarf" in the name as martial weapons, rather than exotic weapons. Dwarves are also always proficient with battleaxes and warhammers.
    • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
    • Tough as Stone: Dwarves possess a +2 racial bonus on saves against spells and spell-like effects, as well as poison.
    • Second Skin: At 3rd level, a dwarf's speed increases to 30', and he may still move that speed when wearing medium or heavy armor or when carrying a medium or heavy load. The armor check penalty of any armor he is wearing is reduced by 2.
    • Adamant Soul: At 6th level, whenever a dwarf is standing on a stone surface, he gains DR/- equal to half his hit dice. This ability is not triggered by equipment or anything the dwarf wears - he may not strap stone plates to his feet and gain the damage reduction, for example.
    • +2 racial bonus to Appraise and Craft checks relating to stone or metal items.
    • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon
    • Favored Classes: Engineer and sentinel

    Bloodlines

    City Dwarf
    • +2 Dexterity
    • City dwarves gain a +2 bonus to Reflex saves made to avoid traps and a +2 bonus to dodge AC against attacks made by traps. This ability stacks with other trap sense bonuses. They may also disable simple devices or open locks as a standard action.

    Duergar
    • +2 Wisdom
    • Duergar are immune to paralysis, poison, and phantasms, and possess a natural power point reserve of 3.

    Mountain Dwarf
    • +2 Strength
    • Mountain dwarves possess a +4 dodge bonus to Armor Class against monsters of the giant type, and a +1 racial bonus to attack rolls against orcs and goblinoids.

    Rune Dwarf
    • +2 Intelligence
    • Rune dwarves cast all transmutation and [earth] spells at +1 caster level and always treat Spellcraft as a class skill.

    Shaped Stone (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a dwarf character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, his Tough as Stone bonuses double, and the reductions in armor check penalty from his Second Skin ability is now 4.

    Personality:

    Physical Description:

    Relations:

    Alignment:

    Lands:

    Language:

    Names:

    Adventurers:


    The Elf

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    • +2 Dexterity, -2 Constitution - elves are graceful but frail
    • Medium size
    • 30' movement.
    • Humanoid (Elf) type.
    • Low-light vision.
    • Bloodline: All elves select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Weapon Familiarity: Elves treat any weapon with "elven" or
    "elf" in the name as martial weapons, rather than exotic weapons. Elves are also always proficient with long swords and long bows.
    • Trance Technique: Elves possess immunity to magic sleep effects, and a +2 racial saving throw bonus on all Will saves that increases to +4 against enchantment spells or effects.
    • Elven Agility: Elves may use their Dexterity modifier instead of their Strength modifier when using the Climb, Jump, and Swim skills.
    • Keen Senses: At 3rd level, elves may ignore the miss chance from partial concealment, and may roll twice and take the better of the two results against the miss chance from total concealment.
    • Ancestral Wisdom: At 6th level, once per day, an elf may make an attack roll, ability check, or skill check with a +10 bonus to the check. He must declare that he is using this ability before he makes the check.
    • +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
    • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
    • Favored Classes: Hunter and green mage

    Bloodlines

    Drow
    • +2 Charisma
    • Drow possess spell resistance equal to 11 + their hit dice.

    Gray Elf
    • +2 Intelligence
    • Gray elves possess a +2 racial bonus to attempts to overcome spell resistance. This bonus stacks with Spell Penetration and any other similar feats.

    High Elf
    • +2 Wisdom
    • High elves reduce the arcane spell failure chance of any armor they wear or shields they equip by 10%.

    Wood Elf
    • +2 Strength
    • Wood elves may add their Strength modifier to damage when using bows, even if they are not composite bows. They may also move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.

    Wisdom of the Ages (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, an elf character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, his Will save bonus doubles, and his Ancestral Wisdom ability now adds +20 to the skill check.

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    The Gnome

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    • +2 Constitution, -2 Strength - gnomes are puny but surprisingly hardy
    • Small size
    • 20' movement.
    • Humanoid (Gnome) type.
    • Low-light vision.
    • Weapon Familiarity: Gnomes treat any weapon with "gnomish" or "gnome" in the name as martial weapons, rather than exotic weapons. Gnomes are also always proficient with rapiers and one-handed firearms.
    • Gnomes possess a +2 racial bonus on saves against illusion and enchantments.
    • Gnomes possess a +1 racial bonus on attack rolls against kobolds and goblinoids.
    • Gnomes possess a +4 dodge bonus to Armor Class against monsters of the giant type.
    • Gnomes possess a +1 racial bonus to the DC of any illusion spells or SLAs they cast, which stacks with similar effects.
    • Natural Magic: All gnomes possess the ability to work magic. They may cast Dancing Lights, Ghost Sound, Prestidigitation, Silent Image, and Speak with Animals as spell-like abilities once per day each. They also have a small complement of other spell-like abilities, as determined by their bloodline. They gain their first listed SLA at 1st level and may cast it once per day. The caster level of their SLAs is equal to their hit dice, and the DC is equal to 10 + the gnome's Charisma modifier + the level of the spell.
    • Hedge Mage: At 3rd level, gnomes gain their second listed SLA, which they may cast once per day.
    • Practical Magic: At 6th level, gnomes may cast all of their spell-like abilities three times per day.
    • +2 racial bonus on Listen and Craft (alchemy) checks.
    • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.
    • Favored Classes: Blue mage and poet

    Bloodlines

    Forest Gnome
    • +2 Wisdom
    • Forest gnomes gain a +4 bonus to Hide checks, which increases to +8 in wooded areas. They also may choose to leave no tracks or scent, as if permanently under the Pass Without Trace spell.
    • SLAs: Entangle, Barkskin

    Rock Gnome
    • +2 Charisma
    • Rock gnomes possess a +1 racial bonus to the DC of any enchantment spells or SLAs they cast, which stacks with similar effects.
    • SLAs: Charm Person, Hideous Laughter

    Tinker Gnome
    • +2 Intelligence
    • Tinker gnomes may craft alchemical items even if they are not spellcasters and gain Craft Wondrous Item as a bonus feat. They may craft wondrous items even if they cannot cast the required spell(s) - if they possess no spellcasting ability, treat their hit dice as their caster level.
    • SLAs: Identify, Locate Object

    Whisper Gnome
    • +2 Dexterity
    • Whisper gnomes gain a +4 racial bonus to Move Silently and darkvision 60'. Their base land speed is 30'.
    • SLAs: Ventriloquism, Silence (self only)

    Child of Magic (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a gnome character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, he may cast his spell-like abilities as swift actions that do not provoke attacks of opportunity, and he may use his Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals SLAs at will.

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    The Halfling

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    • +2 Dexterity, -2 Strength - halflings are built for agility, not power
    • Small size
    • 20' movement.
    • Humanoid (Halfling) type.
    • Weapon Familiarity: Halflings treat any weapon with "halfling" in the name as martial weapons, rather than exotic weapons. Halflings are also always proficient with the short sword and shortbow.
    • Lucky: Halflings possess a +1 racial bonus on all saving throws.
    • Fearless: +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
    • Skiprock Champion: +1 racial bonus on attack rolls with thrown weapons and slings.
    • Padded Feet: Halflings may move their full speed or over noisy surfaces without taking a penalty to their Move Silently check.
    • Below the Belt: At 3rd level, halflings gain a +4 dodge bonus to AC against any opponent that is more than two sizes larger than they are.
    • Small Body, Big Heart: At 6th level, halflings may once per day elect to treat a saving throw as if they had rolled a natural twenty - they may do so after the die is rolled, but before the result is announced. In addition, they become immune to fear.
    • +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
    • Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
    • Favored class: Hunter and scoundrel

    Lightfoot Halfling
    • +2 Charisma
    • Lightfoot halflings gain a +4 bonus on Bluff checks to create a diversion and do not take the normal -10 penalty to Hide after doing so.

    Stoutheart Halfling
    • +2 Constitution
    • Stoutheart halflings receive double the bonuses from their Lucky ability, giving them a +2 bonus on all saving throws.

    Streetwise Halfling
    • +2 Intelligence
    • Streetwise halflings gain a bonus feat at 1st level.

    Tallfellow Halfling
    • +2 Wisdom
    • Tallfellow halflings gain a +1 bonus to attack and damage rolls with all ranged weapons, and a +2 bonus to Spot checks.

    Halfling Go Lightly (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a halfling character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, his Below the Belt functions against any opponent larger than himself, and he may run or charge without taking a penalty to his Move Silently check.

    Personality:

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    The Human

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    • Medium size
    • 30' movement.
    • Humanoid (Human) type.
    • Bloodline: All humans select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Weapon Familiarity: Humans may select one martial weapon at 1st level, and gain proficiency with that weapon.
    • Adaptability: Humans gain one bonus feat at 1st level. They also gain 4 bonus skill points at 1st level, and one bonus skill point each level thereafter.
    • Versatility: Humans select two skills at 1st level not normally on their class list, and may treat them as class skills.
    • At 3rd level, once every 24 hours, humans may re-invest their bonus skill points as they see fit.
    • At 6th level, humans once every 24 hours, humans may switch their 1st-level bonus feat for any other for which they meet the prerequisites.
    • Automatic Languages: Common. Bonus Languages: Any except secret languages.
    • Favored class: Any

    Bloodlines

    Greenfinger
    • +2 Wisdom
    • Greenfingers may improve the attitudes of animals, as if using Wild Empathy as a druid of their own level. However, they add their Wisdom modifier rather than their Charisma modifier to the roll.

    Highborn
    • +2 Charisma
    • Highborn gain a 25% bonus to their starting wealth and a +2 bonus to all Charisma-related checks when dealing with royalty, nobility, or high society.

    Hinterlander
    • +2 Constitution
    • Hinterlanders may exist comfortably in environments ranging from -50 to 140 degrees Fahrenheit without having to make Fortitude saves.

    Saltblood
    • +2 Dexterity
    • Saltbloods may hold their breath for a number of rounds equal to four times their Constitution score before they risk drowning.

    Slicker
    • +2 Intelligence
    • Slickers may select a third skill for their Versatility ability.

    Soldier
    • +2 Strength
    • For the purposes of qualifying for feats, soldiers treat their BAB as equal to their hit dice and count as fighters of their own level.

    Factotum (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a human character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice and, once per day, may replace his Versatility class skills with any other two. In addition, once per day, when using one of his Versatility class skills, he may treat the result of the roll as a natural twenty. He may use this ability after the die is rolled but must use it before the result is announced.

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    The Orc

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    • +2 Strength, -2 Intelligence - orcs are muscular but rarely educated
    • Medium size
    • 30' movement.
    • Humanoid (Orc) type.
    • Darkvision 60'.
    • Bloodline: All orcs select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Weapon Familiarity: Orcs treat any weapon with "orcish" or "orc" in the name as martial weapons, rather than exotic weapons. Orcs are also always proficient with falchions and greataxes
    • Battle Fury: All orcs possess the ability to rage as a barbarian of their character level.
    • Imposing Figure: Orcs may use their Strength modifier in place of their Charisma modifier on Intimidate checks.
    • Nomad's Endurance: Orcs are not fatigued by forced marches or hustling, though they continue to take non-lethal damage as normal. They may exist comfortably in environments from -50 and 140 degrees Fahrenheit without having to make Fortitude saves, as if constantly under the effects of Endure Elements.
    • Iron Stomach: At 3rd level, orcs gain a +2 racial bonus on Fortitude saves, which increases to +4 on saves against poison and disease.
    • Indomitability: At 6th level, orcs are no longer disabled when dying, and may function normally while at 0 or lower hit points. If one reaches -10 hit points, he is not immediately killed, but may function normally for one round. After that round is over, if his hit point total is still at -10 or lower, he immediately dies.
    • +2 racial bonus to Intimidate and Survival checks.
    • Automatic Languages: Common and Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
    • Favored Classes: Gladiator and brawler

    Bloodlines

    Desert Orc
    • +2 Constitution
    • A desert orc's base land speed is 40', and they may move over difficult terrain without having their movement hampered.

    Mountain Orc
    • +2 Dexterity
    • Mountain orcs possess a natural climb speed of 20', and are not penalized on Jump checks for not having a running start.

    Orog
    • +2 Charisma
    • Orogs possess fire resistance 5 and a +2 racial bonus on all Craft checks involving weapons and armor.

    Swamp Orc
    • +2 Wisdom
    • Swamp orcs cast all necromancy spells at +1 caster level and are immune to the nausea and sickened conditions.

    One with the War Drums (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, an orc character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, is no longer fatigued after raging, and gains fast healing 10 when in negative hit points, though this fast healing cannot take him above a single positive hit point.

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  18. - Top - End - #18
    Ogre in the Playground
     
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    Default Re: Gnorman's Complete E6 Compendium

    Non-Core Races


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    • +2 Intelligence, -2 Strength - Cambions are cunning and fiendishly intelligent, but their specialized breeding has left them little in the way of athletic prowess
    • Medium size
    • 30' movement.
    • Humanoid type.
    • Low-light vision
    • Bloodline: All cambions select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Resistance to fire 5.
    • Infernal Heritage: Cambions have a +2 bonus to all Charisma-based checks when dealing with elementals or evil outsiders, and cast all (summoning) spells at +1 caster level.
    • Fiendish Resistance: At 3rd level, cambions gain damage reduction equal to half their level (minimum of one). This damage reduction may be overcome by good-aligned or magic weapons.
    • Beyond the Void: At 6th level, cambions may summon an evil outsider or elemental with HD equal to or less than one-half their level once per day. The outsider follows the cambion's commands faithfully and remains for up to five minutes or until killed. This is a (Su) ability with a caster level equal to the cambion's HD and an effective spell level of two.
    • +2 racial bonus to Bluff and Knowledge (the planes) checks.
    • Automatic Languages: Common and Inferal. Bonus Languages: Abyssal, Celestial, Draconic, Ignan, and Terran.
    • Favored Classes: Black mage and noble

    Bloodlines

    Avernian
    • +2 Constitution - Avernian cambions are solidly built and hardier than other cambions, with much larger horns
    • Avernian cambions possess a natural gore attack that does 1d8 damage, double on a charge.

    Disian
    • +2 Wisdom - Disian cambions are cautious, somewhat reserved, and always on the lookout for danger
    • Disian cambions possess a +1 bonus to natural armor.

    Malbolgian
    • +2 Charisma - Malbolgian cambions are supreme flatterers and liars, with the forked tongues to prove it
    • Once per day, Malbolgian cambions may immediately reroll a failed Bluff, Diplomacy, or Intimidate check.

    Minaurosian
    • +2 Dexterity - Minaurosian cambions are quick and agile, with excellent manual dexterity - who wouldn't be with an extra limb?
    • Minaurosian cambions possess a prehensile tail that may be used as a rudimentary extra limb. It may not grasp a weapon or make any sort of attack, but it may hold and manipulate objects and offers its owner a +2 bonus on Sleight of Hand checks.

    Bound by Blood (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a cambion character that has reached epic status may gain this ability. The cambion's type changes to Outsider, he gains a +2 inherent bonus to two ability scores of his choice, and his Beyond the Void ability may now summon evil outsiders or elementals with HD equal to or less than his own HD.

    Personality: Cambions are quite similar to humans, and possess the same range of personalities that they do. However, due to their fiendish ancestry (however slight), they do tend to be sly, lascivious, and cunning. They excel at most intellectual pursuits, but can be arrogant and possess a certain moral flexibility that does not always leave them in the best graces of others. They are often eloquent speakers and expert negotiators, weaving tales and stories with grand, dramatic flourishes - cambions take to politics, law, and the theatre with notable frequency. They are also predisposed to the magical arts, and in particular excel at the calling and binding of extraplanar creatures - in fact, by calling on the power of their own blood, they may do so even without being trained in the ways of sorcery. Cambions tend to enjoy the easy route to things in life, and often use their prodigious talents at manipulation to avoid doing any sort of work themselves. Most cambions envision and desire a life of luxury, but they are driven to achieve the wealth and success that might potentially get them there - cambions are actually quite competitive, and enjoy the thrill of the game as much as the enjoy the spoils of victory (especially the money - Minaurosian cambions in particular are covetous of coin). Cambions also tend to be curious, even to a fault, and their prying often get them into trouble. At their best, cambions are sophisticated, erudite, inquisitive, graceful, and magnetic. At worst, they are vain, tyrannical, conniving, greedy, lecherous, and impatient.

    Physical Description: Cambions resemble humans except for a faint reddish tint to their skin (which is usually olive-colored, though cambions with paler or darker skin are common), vestigial horns on top of their heads, sharp canines, and a tail. Not all cambions possess all of these traits, and some show no outward sign of their heritage at all beyond a dull red glow in their eyes and vertical slits for pupils. In others, physical fiendish traits are pronounced, and some cambions have elaborate curved horns, thick scaley skin, or forked tongues. In some, the tail is long, thick, and prehensile, acting as an extra limb. Most cambions have dark brown or black hair, though striking red hair is somewhat common and considered a sign of great beauty. Male cambions favor either short-cropped hair or keep it tied back, and often sport neatly-trimmed beards and goatees. Female cambions typically wear their hair up and in elaborate styles, often wrapping it around their horns in what some consider very fashionable styles. Both sexes prefer loose fitting clothing that allows their skin to breathe easily (one side effect of their fiendish blood is that their temperature often runs hot). They adore luxurious garments and jewelry, and see such things as a way to advertise their wealth and status to their peers. Avernian cambions tend to be more muscular and have pronounced horns. Disian cambions have thicker skin with a rust-red tint, and tend to be compact and solidly-built. Malbolgian cambions are tall, regal, and comely, but their lips hide a forked tongue and sharp, pronounced canines. Minaurosian cambions are wiry and thin, with a twitching, active tail.

    Relations: Cambions are rarely viewed with the overt suspicion that fiendish races are on other worlds, though to say that they are loved and trusted would be a stretch. While cambions are personable, quick to make friends, and possess little prejudices themselves, they do have a reputation as swindlers, thieves, and lawyers that often precedes them. Among the urbane elite, this is no problem - they jockey for social position almost constantly, and deception is part of the game, though some people may find their constant prevarication to be tiring at best, and offensive at worst.

    Alignment: Cambions can be of any alignment, though they do slightly favor lawful and/or evil alignments.

    Lands: Cambions, as befitting their cosmopolitan leanings, are most often found in cities and large towns, though as one of the most prolific races they are a common sight all around the world. In some realms, cambions make up the upper crust of nobility, their heritage being seen as a mark of power and status.

    Language: Cambions, with their natural intelligence and love of language, are natural linguists. Most are at least bilingual, and many speak three or four.

    Names: Cambions typically have three names - their own name, typically first, an honorific (not all cambions possess one, and it is usually earned through deeds or reputation rather than given at birth, though it is occasionally used to denote birth order), and their family name (coming from the right family or the right house is a great boon in cambion society). Cambion names (and by extension, their society), do not hew strictly to patrilineal or matrilineal convention - the child is almost always named after the most powerful and influential member of the family, and so sons may end up being named after the mothers, daughters after their fathers, et cetera, though most names possess both a masculine and a feminine version. They tend to be elaborate, though not overly so, and almost lilt off the tongue.

    Adventurers: Cambion adventurers are most often motivated by the acquisition of wealth. The second most common is boredom - cambions thrive on new experiences and enjoy the thrill of discovery and danger. They make excellent additions to any party, being predisposed to a variety of roles and adventuring professions. Just keep an eye on your coinpurse.




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    • +2 Charisma, -2 Constitution - Changelings possess an otherworldly presence and power, but are ephemeral and delicate
    • Medium size
    • 30' movement.
    • Humanoid type.
    • Bloodline: All changelings select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Change Shape: changelings have the supernatural ability to alter their appearance as a full-round action as if using a Disguise Self spell that affects their bodies but not their possessions. This is not an illusory effect, but a physical alteration of a changeling's features within the limits given for the spell. A changeling can use this ability at will, and it lasts until the shape is changed again. A changeling reverts to its natural form when killed. True Seeing reveals its true form, as does touching or wielding items made out of cold iron. When using this to create a disguise, a changeling receives a +10 circumstance bonus on the check. Changelings also have the innate ability to know if they are looking at a disguised changeling, but not the ability to see through the disguise.
    • Fey Charm: Add +1 to the DC for all saving throws against enchantment spells and telepathy powers cast by changelings. This adjustment stacks with those from similar effects.
    • Wild Soul: At 3rd level, a changeling may use wild empathy, treating his hit dice as his druid level.
    • Deep Cover: At 6th level, changelings gain a +4 bonus against all attempts to read their thoughts, discern their lies, or discover their true identity. If the attempt fails, he reads as if he truly was his cover identity. He is also no longer forced to revert to his true form by cold iron.
    • +2 racial bonus to Diplomacy and Knowledge (local) checks
    • Automatic Languages: Common and Sylvan. Bonus Languages: Any except secret languages.
    • Favored Classes: Blue mage and poet

    Bloodlines

    Autumn Court
    • +2 Wisdom - autumn court changelings are wistful, almost melancholy, but focused and observant
    • Once per day, an autumn court changeling can foster a deep sense of loss in any opponent within 30 feet as a standard action, causing it to receive a -2 penalty on all attack rolls, saves, skill checks, and ability checks for a number of rounds equal to the changeling's hit dice. Any shapeshifted creature affected by this ability must revert to its true form for the duration.

    Spring Court
    • +2 Dexterity - spring court changelings are whimsical and graceful
    • A spring court changeling may change shape as a standard action, and may use his Wild Soul ability on plants, even those who do not possess an Intelligence score.

    Summer Court
    • +2 Strength - summer court changelings are intense and vibrant
    • Whenever a summer court changeling is damaged, he gains fast healing 1 for a number of rounds equal to the damage dealt to him. Multiple instances of this ability do not stack - only the longest-lasting applies.

    Winter Court
    • +2 Intelligence - winter court changelings are cold, cruel, and calculating
    • If a winter court changeling damages an opponent, that opponent takes one additional damage any time it receives damage from any other source for one round. This damage is of the same type of the concurrent damage, not of the original damage inflicted by the changeling. This ability does not stack.

    Embrace of the Sidhe (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a changeling character that has reached epic status may gain this ability. The changeling's type changes to Fey, he gains a +2 inherent bonus to two ability scores of his choice, and his Deep Cover ability now provides immunity to the stated effects rather than a +4 bonus against them.

    Personality: Descending from a hodge-podge of creatures including dryads, hags and trolls (and a mess of other fey creatures), changelings are a varied lot, to say the least. Changelings tend to wear their emotions on their sleeves, and even the most serious of them is taken by flights of fancy and humor at times. Born with an instinctive ability to mimic other forms, they enjoy trickery and games, and especially love pretending to be other people - they often see how far they can take the game, or how long they can deceive their target's family and friends before being discovered - though the game is usually good-natured and innocent, some changelings use their gifts for more sinister ends, making unparalleled assassins and spies. They are just as useful in counter-intelligence, as their unique ability to sense others of their kind can make changeling espionage a risky proposition. Despite their mutability, their natural form is the most comfortable to them, and they do prefer to spend as much time in it as possible unless required. They generally tend to be light-hearted and friendly no matter their form, and enjoy the myriad pleasures life has to offer with aplomb. They are artistically-inclined and often produce adept musicians, painters, and actors. The season has an effect on their mood, and even the dourest winter court changelings brighten during the height of summer. At best, changelings are charming, warm, accepting, conscientious, and the life of any gathering. At worst, they are capricious, selfish, uncaring, manipulative, and given to violent mood swings.

    Physical Description: Changelings, given their whimsical nature and shapeshifting abilities, have a good deal of flexibility in their physical form. In their natural forms, however, they resemble non-descript humans, with slight shifts in appearance given their particular court or their specific ancestry - changelings in their normal form occasionally possess hooves, goat-like horns, long ears, thick, bark-like skin, or small patches of leaves or flowers growing from their skin. Spring court changelings are especially given to the latter, and in their natural form often possess brightly colored blonde, orange, or even pink hair, with rosy pink skin. Summer court changelings are almost as colorful, with dark brown or greenish hair and a hale and hearty complexion, being more robust and taller than others. They have a slight greenish tint to their skin, which many claim as proof of their trollish ancestry. Autumn court changelings have deep orange or red hair, and are taller and thinner than other changelings with slightly sullen skin. Winter court changelings are thin, sometimes to the point of emaciation, and invariably possess either jet black or stark white hair. Their skin is pale white and icy to the touch.

    Relations: Changelings get along exceptionally well with others, at least if those others aren't aware that they are interacting with a changeling. A changeling's ability to be whatever suits his situation best allows for exceptional blending skills. Once discovered for what they really are, changelings drop somewhat in the estimation of most - smaller villages in particular tend to be superstitious and wary of feyborn, and will not trust a changeling unless he has proven himself. In larger cities and cosmopolitan provinces, changelings are relatively common and therefore more accepted - or at least tolerated. While they are rightly seen as fickle and inconsistent, they do not have a reputation for thievery or criminal behavior.

    Alignment: Changelings exhibit no overwhelming preference for good or evil, but many possess a definite bent towards chaotic behavior.

    Lands: Changelings are raised in many disparate areas and environments, and so have no true lands of their own. Quite a few of them aren't even raised by others of their kind - changelings balk at the idea of parenthood distressingly often, and commonly choose to leave their offspring on doorsteps and orphanages. A changeling's shapeshifting abilities do not usually manifest themselves until puberty, and so their adoptive parents are usually none the wiser until that time. Changelings tend to congregate in large cities, where the crowd offers them plenty of opportunity to satisfy their curiosity as well as the chance to disappear if necessary. Some band together in itinerant caravans, roaming the countryside as traveling merchants and entertainers. Changelings are often pariahs, unaccepted in either of the worlds from which they sprang - mortals find their shapeshifting abilities and capricious nature unsettling or off-putting at best and abominable at worst, and fey courts consider changelings to be too polluted by human blood to be allowed to join their society. The rare changeling who embraces his heritage and denounces mortal life may be allowed to join as a minor courtier.

    Language: Changelings often learn two or three languages, the better to move from society to society, though they are not quite as linguistically adept as some. Changelings more interested in the fey side of their heritage will frequently learn the language of the fairy folk.

    Names: Changelings adopt and discard names as easily as they do faces, but their true names tend to be short and relatively simple.

    Adventurers: Changelings are possessed of a natural wanderlust and an endless desire to meet and interact with new people, so adventuring is a perfect vocation for them - though they are not the hardiest warriors or the most skilled swordsmen, they make up for their physical deficiencies with their talents in the mental and manipulative arts. They tend to be creative strategists in parties, and are usually the first to advocate a solution other than head-first assault.



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    • +2 Strength, -2 Intelligence - All jotun are descended from giants and possess a fraction of their strength, but often act before they think and rarely put much value in formal education or logical ability.
    • Medium size
    • 30' movement.
    • Humanoid type.
    • Bloodline: All jotun select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Stability: Jotun are exceptionally stable on their feet. A jotun has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.
    • Powerful Build: At 3rd level, the physical stature of jotun lets them function in many ways as if they were one size category larger. Whenever a jotun is subject to a size modifier or special size modifier for an opposed check, the jotun is treated as one size larger if doing so is advantageous to him. A jotun is also considered to be one size larger when determining whether a creature’s special attacks based on size can affect him. A jotun can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • Elemental Acclimation: Jotun possess a limited resistance to a particular elements based on their heritage, as noted in the bloodline entry. At 6th level, their resistance increases from 5 to 10, and their bonus to saves against elemental spells and effects increases to +4.
    • +2 racial bonus to Balance, Climb, and Swim checks.
    • Automatic Languages: Common and Giant. Bonus Languages: Aquan, Auran, Dwarf, Ignan, Orc, and Terran.
    • Favored Classes: Gladiator and red mage

    Bloodlines

    Flameheart
    • +2 Charisma - Flameheart jotun are confident and possessed of a strong sense of self, prideful even to the point of arrogance.
    • Resistance to fire 5.
    • +2 racial bonus on saves against all fire spells and effects.

    Frostblood
    • +2 Wisdom - Frostblood jotun are keen, observant hunters and tend to be composed and well-controlled (at least, compared to other jotun).
    • Resistance to cold 5.
    • +2 racial bonus on saves against all cold spells and effects.

    Stonebound
    • +2 Constitution - Stonebound jotun are hardy and hale, and shrug off blows that would fell lesser beings as if they were mere nuisances.
    • Resistance to earth* 5.
    • +2 racial bonus on saves against all earth spells and effects.

    * Earth resistance refers to any damage caused by stone, dirt, mud, or sand, such as the Hail of Stones spell, a boulder thrown by a giant, a stone axe, or a falling rock trap.

    Stormsoul
    • +2 Dexterity - Stormsoul jotun are quick and energetic, positively vibrating with activity.
    • Resistance to electricity 5.
    • +2 racial bonus on saves against all electricity spells and effects.

    Soul of a Titan (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a jotun character that has reached epic status may gain this ability. The jotun's size is increased to Large, his type changes to Giant, and he gains a +2 inherent bonus to two ability scores of his choice.

    Personality: Jotun, being mostly human, tend to exhibit the range of personalities and types that humans possess. However, most of them tend to be boisterous and loud, reveling in the fact that they are descended from mighty warriors. They can be impatient and stubborn, even obnoxiously so, and their minds are difficult to change once made up. Jotun tend to be blunt and direct, unconcerned with social niceties or "proper" behavior, and even the most civilized jotun still feels a bit hemmed in by polite society. They rarely make for fine courtiers or nobles, and they certainly have little love for politics. They are much more at home in the wilds than trapped in a labyrinth of buildings, columns and walls - jotun are also particularly susceptible to claustrophobia. They are stronger and hardier than most people and they know it, and so tend to exhibit a certain pride and self-possession when feats of strength or athleticism are concerned. Jotun respect strength in any form, and so also give credit to the magical arts - jotun are particularly adept with spiritual and pragmatic magic, enjoying spells that mend their wounds or increase their physical capabilities. They can be arrogant and lord their strength over others, and a cruel jotun makes for a terrible taskmaster. Family, tribe, and heritage are extremely important to the jotun, and they tend to develop solid loyalties to friends and organizations they believe in. A jotun at your side is worth five lesser men, both in terms of their strength and their devotion. They tend to be slow to trust and wary of strangers and outsiders, but once a jotun is won over, he is a friend for life, short of abject betrayal or other egregious violations against him. By that same token, a jotun enemy is a difficult one to persuade otherwise, and they are legendary for their grudges and feuds. At their best, jotun are honorable, loyal, strong, brave, unpretentious, and forthright . At their worst, jotun are uncouth, cantankerous, overbearing, unyielding, brutish, and dull.

    Physical Description: Jotun look mostly human, but with a few telltale signs that belie their heritage - jotun tend to be taller than most, rarely being shorter than six feet, and frequently approaching seven. They are muscular and broad, with powerful shoulders and upper bodies. Jotun men wear their hair long and somewhat shaggy, and typically remain clean-shaven until they have proven themselves in some way - a beard without a story behind it is usually considered no beard at all. Jotun women treat their hair in much the same manner - the longer and more elaborately braided the hair, the fiercer the warrior beneath it. Ritual tattoos are also popular, and display clan symbols or personal accomplishments, like a depiction of a particularly fierce beast the jotun has vanquished. Jotun dislike elaborate clothing, and prefer functional garments such as warm cloaks, sturdy boots, and heavy furs to silk robes or elegant finery. Fireheart jotun tend to have flaming red or orange hair and an ashen grey tint to their skin, and exude an unnatural warmth. Frostblood jotun tend to have pale blonde or white hair, fair alabaster skin, and are a few degrees cooler to the touch. Stonebound jotun usually have dark brown or black hair and their skin is ruddy brown or tinged with granite-grey, typically with a few rock-like protrusions about the shoulders or upper arms. Stormsoul jotun have striking blonde hair, rosy skin, and touching them often releases a small jolt of static electricity.

    Relations: Jotun tend to get along well with most races, though they do occasionally dismiss races they see as weak, effete, or cowardly. Many jotun feel protective towards smaller races, and treat them as younger siblings to be watched over and guided in the proper direction, even if the littler one is much older and wiser than the jotun in question.

    Alignment: Jotun display no overt attachment towards any alignment extreme, though due to their love of freedom and disdain for restrictions many of them have a slight chaotic bent.

    Lands: Jotun tend towards environmental extremes, their resistance to the elements allowing them to eke out a living where other beings would not be able to - be that volcanic islands, frozen tundra, foreboding cliffs and mountains, or storm-battered coastlines. Jotun are also natural sailors, and many prefer the maritime life to that on dry land. Their societies tend to be clan-based, with a central patriarch or matriarch acting as the village or tribe's adviser. In large cities, where jotun of various clans may congregate together, they still hold clan loyalty to be of paramount importance. Many bar brawls and street fights have been caused by two jotun arguing the superiority of one clan or family over another.

    Language: Jotun are not particularly adept with languages, and rarely go out of their way to learn new ones. Jotun typically speak the language of their home environment, which is most often the language of their clan. In larger cities and across most civilized lands, various jotun clans have synthesized their tribal dialects into a functional creole, which is what most non-jotun think of when they hear the term "the Jotun tongue."

    Names: Jotun names tend to be short and to the point, rarely more than one or two syllables. Family names are usually patronymic or matronymic, depending on the exact nature of the clan they hail from, and jotun often take on a grandiose nickname that brags of their prowess or accomplishments (the more ridiculous and boisterous the better). Jotun are fiercely proud of clan names and reputations, and a jotun without a clan name is usually an exile, a traitor, or worse.

    Adventurers: Jotun are natural adventurers - not only do they often succumb to wanderlust and curiosity, but going out and proving themselves is a rite of passage in many jotun societies. With their natural strength and predilection towards feats of martial prowess, many jotun make a fine living as sellswords and mercenaries.



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    • +2 Wisdom, -2 Dexterity - Nephilim are strong-willed, righteous, and philosophical, but their frames are bulky and ungainly
    • Medium size
    • 30' movement.
    • Humanoid type.
    • Bloodline: All nephilim select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Heavenly Illumination: All nephilim may emit light as a hooded lantern, providing bright light within a thirty-foot radius and shadowy illumination within sixty feet. A nephilim may activate or dismiss this effect as a free action. As a standard action, he may focus and expend this light into a ranged touch attack that does 1d6 damage for every two hit dice he possesses. This damage overcomes all damage reduction, but deals no damage to inanimate objects or structures. Once expended, he may neither emit light nor focus it for five rounds.
    • Celestial Aptitude: A nephilim casts spells with the (healing) subschool or the [good] and [light] descriptors at +1 caster level.
    • Angelic Aura: At 3rd level, a nephilim may add half his Wisdom modifier as a deflection bonus to his armor class.
    • Awestruck: At 6th level, a nephilim may, as an immediate action, force an opponent attempting to attack him in melee to make a Will save (with the DC equal to 10 + 1/2 the nephilim's hit dice + the nephilim's Wisdom modifier). If the save is failed, the opponent must choose another target - if no other valid targets are available, the attack and the action are wasted. This ability may be used once per encounter. Creatures without visual senses are immune to this effect.
    • +2 racial bonus to Diplomacy and Knowledge (religion) checks.
    • Automatic Languages: Common and Celestial. Bonus Languages: Aquan, Auran, Draconic, Elven, and Sylvan.
    • Favored Classes: White mage and zealot

    Bloodlines

    Staff
    • +2 Intelligence - staff nephilim are studious and learned, especially about medicine and healing
    • Whenever a staff nephilim directly restores hit points with a spell or ability, increase the amount of hit points restored by a number equal to his hit dice.

    Sun
    • +2 Constitution - sun nephilim burn brightly in both spirit and body
    • A sun nephilim may wreathe his melee weapons or natural attacks in sacred flame at will as a swift action, allowing them to do extra fire damage equal to half his hit dice (minimum of one). He may dismiss these flames as a free action.

    Sword
    • +2 Strength - sword nephilim are tenacious and sinewy, always ready for a fight
    • A sword nephilim is always proficient with martial weapons, and gains a +1 bonus to attack and damage rolls when wielding swords.

    Trumpet
    • +2 Charisma - trumpet nephilim are unflappable and confident, naturally instilling courage and joy in those around them
    • A trumpet nephilim is immune to silence effects and may inspire his allies once per day as a swift action, giving all allies within 30 feet a +1 morale bonus to attack and damage rolls as well as a +1 morale bonus to saves against charm and fear for five rounds.

    Invoke the Heavens (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a nephilim character that has reached epic status may gain this ability. The nephilim's type changes to Outsider, he gains a +2 inherent bonus to two ability scores of his choice, and may add his full Wisdom modifier as a deflection bonus to his armor class rather than just half of it. He may also use his Awestruck ability three times per encounter.

    Personality: Nephilim, though as varied as any other mostly-human race, tend to be quiet, devout people who mostly keep to themselves. Though not as warlike as they once were, they still prize martial ability and prowess highly, and though they tend to express this through jousts and friendly duels rather than open combat, they will not hesitate to mete out retribution in blood and deed if necessary. They can be jovial and friendly, and are sometimes quite pleasant to be around, typically forthright and honest in their dealings with all. However, an angered nephilim is a fearful sight, and once their wrath is aroused, they can be vengeful, righteous warriors. Nephilim take a dim view of dishonesty and deception, and believe firmly in fair and honorable behavior. Nephilim often believe that their way is the right way, and that by extension it is the only way - any deviance from that way is a moral affront to be punished harshly. Some take the responsibility of judgment too far, dehumanizing and dismissing those who fail to live up to their code. They make excellent soldiers, especially excelling at battlefield tactics and commanding troops. However, they are equally drawn to mental pursuits, gravitating towards the philosophical and medical professions. They are unparalleled healers, and nephilim doctors are in high demand. Though they are not quite as radical or innovative as some other races, they are excellent engineers, builders, and craftsmen, approaching their work with patience, resolve, and an eye for quality. At their best, nephilim are noble, righteous, protective, unyielding, and contemplative. At their worst, they are intolerant, militant, condescending, obstinate, and conservative.

    Physical Description: Nephilim stand tall and broad, and usually possess pale, alabaster skin, occasionally with a hint of silver or gold. Their eyes are notable for having no pupils, and glow bright gold, silver, or green. Their hair is usually blonde or white, though darker shades are not unheard of. Both sexes tend to wear their hair long and unfettered. Facial hair is uncommon. Nephilim favor ornate armor and clothing, enjoying elaborate designs and patterns - the brighter and more colorful, the better. Sword nephilim are stronger than others, with especially broad shoulders and arms. Sun nephilim are more stocky and compact, and their eyes glow the brightest out of all nephilim. They are more likely than other nephilim to have vibrantly-colored hair, usually orange or red. Staff nephilim are notably lanky, with long arms, spidery fingers, and whitish hair. They tend towards astigmatism. Trumpet nephilim are comely with bright, flashy smiles and shapely figures.

    Relations: Nephilim usually get along well with most races, though their interactions with cambions can often be tense - despite centuries of peace between the two races, not all war wounds have closed completely. Nephilim are trustworthy and have a reputation for being kind and gentle to those in need, so they are typically well-liked in all environments, but especially in cities and towns.

    Alignment: Nephilim run the gamut of alignments, but tend towards good and possess a slight lawful bent.

    Lands: Nephilim are somewhat rare, their homeland of Aurum being shattered and most of it sunk beneath the sea. This cataclysm devastated their populations, and they have been slow to recover. Nephilim are rarely encountered in very large groups, and tend to integrate into whatever societies they are involved in rather than form their own separate communities, though they do stick close to each other out of a shared respect for their history and culture. Some nephilim have banded together in an attempt to reclaim the glory of Aurum, choosing to rebuild their white-gold cities on what little land remains of the once-great kingdom.

    Language: Nephilim still cling to their prediluvian language as a way of reminding themselves of their past glory. It is an elaborate language and its script is full of elegant, curved symbols.

    Names: Nephilim typically possess only a singular name, occasionally with second name denoting their homeland or town of origin. Family names are less important in nephilim culture, as each individual is judged on his merits rather than the accomplishments of his relatives. Many nephilim have adopted names that honor the memory of their lost kingdom, such as Aurelius, Aurelia, or Aurora.

    Adventurers: Nephilim, though they can be reserved at times, enjoy the thrill of discovery and danger. Many adventure for noble causes, and a nephilim sent on a quest he believes to be righteous is an implacable opponent. Their sense of justice, level-headed nature, and general resistance to corruption make them excellent party leaders, quartermasters, and dividers of loot, much to the chagrin of would-be thieves.


    The Primeval


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    • +2 Dexterity, -2 Charisma - Primevals are quick and possess excellent reflexes, but tend to be feral and solitary
    • Medium size
    • 40' movement.
    • Humanoid type.
    • Bloodline: All primevals select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Superior Senses: All primevals possess the Scent ability
    • Always Armed and Armored: Primevals possess two natural claw attacks at 1d4 damage and one bite attack at 1d6 damage (each with a critical range/modifier of 19-20/x2). Primevals also possess a +1 bonus to natural armor.
    • Totem Animal: Primevals may use a modified version of Wild Empathy on the animal they identify with (bear, boar, wolf, or rat), using Wisdom instead of Charisma.
    • Winter Coat: At 3rd level, primevals' natural armor bonuses increases to a total of +3, and they gain resistance to cold 5.
    • Recidivism: At 6th level, primevals gain the ability to revert to a feral state for a number of rounds equal to their 3 + their Constitution modifier . While in a feral state, they gain a +4 racial bonus to Strength and Constitution, their base land speed increases by 10 feet, and they gain fast healing equal to half their hit dice (minimum of one). They also gain Pounce and their natural attacks also double in damage, to 2d6 (bite) and 2d4 (claw). Like a barbarian's rage, primevals cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat they possess except Combat Expertise, item creation feats, and metamagic feats. They may enter a feral state three times per day.
    • +2 racial bonus to Knowledge (nature) and Survival checks.
    • Automatic Languages: Common. Bonus Languages: Auran, Elven, Giant, Gnoll, Orc, and Terran.
    • Favored Classes: Green mage and hunter

    Bloodlines

    Packrunner
    • +2 Wisdom
    • Packrunner primevals gain a +4 bonus to attack rolls made while flanking, instead of +2. In addition, they gain their Dexterity modifier as a bonus to damage rolls made with their natural attacks against opponents they flank.

    Razorback
    • +2 Constitution
    • Razorback primevals possess a gore attack instead of a bite attack, which deals double damage on a charge.
    • Razorback primevals may act normally even if disabled or dying, and do not die until they reach a hit point total equal to their negative Constitution score.

    Visejaw
    • +2 Strength
    • Whenever a visejaw primeval scores a critical hit with a natural attack, his opponent is knocked prone and stunned for one round. He is also treated as one size category larger than he actually is for the purposes of grappling.

    Whiptail
    • +2 Intelligence
    • Small size and 30' movement
    • Whiptail primevals gain Evasion. If they would gain it later through a class ability, they gain Improved Evasion instead.

    Call of the Wild (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a primeval character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, his natural armor bonus increases to +5, and his natural attacks have a critical range of 18-20 and a critical multiplier of x3.

    Personality:

    Physical Description:

    Relations:

    Alignment:

    Lands:

    Language:

    Names:

    Adventurers:


    The Immortal


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    • +2 Constitution, -2 Dexterity - Their undead heritage gives the immortal almost supernatural toughness, but also leaves them with a creaking stiffness in their bones
    • Medium size
    • 30' movement.
    • Darkvision 60'
    • Humanoid type.
    • Bloodline: All immortals select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Resistance to cold 5
    • Life from Unlife: An immortal is attuned to the potent energies of death, at the sacrifice of those of life. It is healed by negative energy and harmed by positive energy as if it were an undead creature.
    • The Dead Truce: Mindless undead recognize immortals as one of their own, and will not attack them unless provoked or directly commanded. Other undead are not so persuaded, but immortals still possess a +2 bonus to all Charisma checks when dealing with intelligent undead.
    • Shun the Light: No immortal tolerates the sun for long, and they are dazzled in areas of bright sunlight or within the radius of a Daylight spell.
    • Deadened Nerves: At 3rd level, an immortal's hide is infused with undead vigor, contracting and becoming thick and leathery. It chooses one of the following types of damage: bludgeoning, piercing, or slashing. It gains damage reduction X/- against that type of damage, where X is equal to half its hit dice (minimum of 1).
    • Embrace the Dark: At 6th level, an immortal's transformation into one of the living dead is complete. Its type changes to undead, and it gains the living dead* subtype.
    • +2 racial bonus to Concentration and Knowledge (religion) checks.
    • Automatic Languages: Common and Undercommon.
    • Favored Classes: Black mage and sage

    Bloodlines

    Dybbuk

    Occasionally, a departed soul remains on the material plane in such strong spectral form that it is capable of feats normally reserved for creatures of flesh and blood. Feats such as siring children. Whether through possession of capable hosts or other methods best left to the imagination, such couplings are possible. The product of these unions are invariably dybbuks.

    • +2 Wisdom - dybbuks are patient and perceptive
    • A dybbuk can become incorporeal a number of times per day equal to its Charisma modifier as a standard action. Each time this ability is used, the dybbuk may maintain the incorporeal state for a number of rounds equal to its Constitution modifier. Any equipment worn or items carried by the dybbuk become incorporeal as well. If at the end of this ability's duration the dybbuk is inside a solid object, it is shunted to the most recent open space it occupied and is dealt 1 damage for each 5' it was forced to move.

    Ghul

    The taboo against cannibalism is present in most cultures, for fear that ghouls or ghasts may arise from its practice. However, in the farthest reaches of the wilderness (or the deepest reaches of the city sewers), the taboo is often broken. Whether through diseases like ghoul fever or perverse necromantic influence, children born amongst the refuse of these cannibalistic societies occasionally mature into ghuls.

    • +2 Strength - the warped muscles of a ghul are filled with power
    • A ghul exudes a thick, foul stench that surrounds to it at all times. All hostile creatures that come within a 5' radius of the ghul must make a Fortitude save (DC equal to 10 + 1/2 the ghul's HD + the ghul's Constitution modifier) or be sickened for as long as they remain within the radius, and one round afterwards. A creature that saves against this ability is immune to it for 24 hours.

    Koschei

    One of the little-known secrets in the world of dark magic is the exact process by which a lich is made. All that is known is that it is unspeakably evil. But ancient tomes and half-mad occultists whisper that becoming a lich requires the sacrifice of young woman pregnant with her first child. The final step involves plunging a knife into the expectant mother's belly, killing both her and her unborn progeny. On rare occasions, the infant will survive the hideous ritual. Perhaps a roving band of adventurers destroys the mage just before his transformation and rescues the child; perhaps some erstwhile minion takes pity on the babe and raises it as its own. When (and if) the child grows to maturity, it will be a koschei. Koschei are the rarest of immortals, but they are notoriously hard to kill.

    • +2 Intelligence - koschei are ruthless calculators and schemers
    • While a koschei is not a true lich, it does possess some of the lich's legendary resistance to death. Anytime a koschei is reduced to -10 hit points or lower, it may, as an immediate action, make a Charisma check (DC equal to 21 - its hit dice). If successful, the koschei is restored to -9 hit points and automatically stabilizes. This ability may only be used a number of times per day equal to the koschei's Constitution modifier.

    Moroi

    Perhaps the most common of immortals, the moroi are the product of vampiric influence. Many are formed by the unnatural coupling of a vampire sire and a mortal woman, but there are other methods. A woman who is bitten by a vampire while pregnant (even if cured or restored) will also most likely produce a moroi. A former vampire or vampire spawn, if somehow cured of their condition, will still produce moroi children.

    • +2 Charisma - like their vampire sires, moroi are adept at manipulating the emotions of lesser beings
    • A number of times per day equal to their Charisma modifier, a moroi may use a charming gaze on an opponent as a standard action. That opponent must make a Will save (DC equal to 10 + 1/2 the moroi's hit dice + the moroi's Charisma modifier) or act as if affected by a Charm Person spell. The caster level of this ability is equal to the moroi's hit dice.

    Pact Eternal (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, an immortal character that has reached epic status may gain this ability. It gains an inherent +2 bonus to two ability scores of its choice, immunity to cold, and a 50% chance to negate critical hits and have them deal normal damage instead. If the immortal is ever killed, it reforms with a single hit point at the place of its death 3d6 days later. However, regardless of their own alignment, they are permanently destroyed with no chance of reformation if they are killed with a Holy or Disrupting weapon, by the Holy Smite or Searing Light spell, in a hallowed area, or while being turned by a cleric of at least their own level.

    Personality:

    Physical Description:

    Relations:

    Alignment:

    Lands:

    Language:

    Names:

    Adventurers:

    * Living Dead Subtype:
    Spoiler
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    Creatures with the living dead subtype are closer to life than their other undead counterparts. They differ from undead in the following ways:
    - Living dead possess a Constitution score. Subsequently, they are no longer immune to effects that require Fortitude saves and use their Constitution score for Concentration checks.
    - Living dead are not immune to mind-affecting effects.
    - Living dead are subject to death from massive damage, critical hits, nonlethal damage, ability drain, ability damage, and stunning.
    - Living dead are not destroyed at 0 hit points, but become disabled instead. From -1 to -9 hit points, they are considered "dying". At -10 hit points, they are destroyed.
    - Living dead possess +4 turn resistance.
    - Living dead must eat and have very specialized diets. Depending on the type of creature, they may only be able to subsist on blood or raw flesh (preferably from sentient beings). Other creatures absorb strong emotions such as fear or sorrow for sustenance, or feed on the nightmares of sleeping children.

    Living dead retain the following qualities of the undead type:
    - 60' Darkvision
    - Living dead are immune to poison, sleep effects, paralysis, disease, and death effects.
    - Living dead are not subject to energy drain, fatigue, or exhaustion.
    - Living dead are healed by negative energy and harmed by positive energy.
    - Living dead are not affected by raise dead or reincarnate.
    - Living dead do not breathe or sleep.

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    New Races, III

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    Ritual Spells and Incantations

    Step Between Space
    Conjuration
    Effective Level: 6th
    Skill Check: Knowledge (arcana) DC 24, 4 successes; Knowledge (geography) DC 24, 2 successes; Knowledge (architecture and engineering) DC 24, 1 success
    Failure: Caster and all participants are transported 1d20 miles in a random direction (roll 1d8 - results correspond to the cardinal and intermediate directions, starting with North and moving clockwise).
    Components: V, S, M, F, SC, B
    Casting Time: 60 minutes
    Range: Personal and Touch
    Target: Caster and between three and five other creatures
    Duration: Instantaneous
    Saving Throw: No and Will negates (unwilling subject or object)
    Spell Resistance: No and Yes (unwilling subject or object)

    Once this incantation is completed, the caster can bend the fabric of time and space and teleport to new destinations. The caster may transport himself and up to five other Medium or Small sized creatures to any destination within 1,200 miles. All creatures to be transported must be touching each other, and at least one of them must be touching the caster. Each creature transported may bring gear or equipment weighing up to its maximum load. The caster must roll on the Mishap table given in the Teleport spell's description to determine how closely he arrives on target. If he rolls a mishap, he is considered to have failed the incantation and suffers the appropriate consequence.

    Material Component
    Silver dust costing at least 500 gp, sprinkled in a circle around the creatures to be transported

    Focus
    A star sapphire worth at least 5,000 gp.

    Extra Casters Three required; they help to calculate distance and other equations

    Backlash Component
    Just prior to be transported, all subjects are knocked unconscious. Once they arrive at their destination, they awaken 1d6 hours later.


    Effective Level:
    Skill Check:
    Failure:
    Components:
    Casting Time:
    Range:
    Effect:
    Duration:
    Saving Throw:
    Spell Resistance:

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    New Spells, II

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    Magic Items, I

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    Magic Items, II

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    Miscellany

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    Community Contributions

    Dandria

    The Earth Elementalist

    The Fire Elementalist (Base Class)

    The Water Elementalist

    DMofDarkness:

    The Warlock (Base Class)

    Engorde:

    Vampire (Black Mage Archetype)

    Surrealistik:

    Blightmage (Black Mage Archetype)

    Spoiler
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    Bonus Spells:
    1: Spirit Worm (SpC), Deathwatch (SpC)
    2: Ghoul Touch, Blindness/Deafness
    3: Plague Carrier (SpC), Infestation of Maggots (SpC)

    Lesser Archetype Power (Adaptive Blight): Whenever a creature succeeds on or fails a saving throw against one of your negative energy, poison or disease spells or SLAs, increase the DC for your negative energy, poison or disease spells and SLAs against that creature by +1 for the next 24 hours.
    Moderate Archetype Power (Tenacious Affliction): Whenever a spell or effect would end the effects of one of your negative energy, poison or disease spells or SLAs with a duration other than instantaneous, the user of that spell or effect must succeed on a caster level (if a spell) or HD check with a DC equal to 15 + your caster level. On a failure, each creature other than you and your allies within 30' of those effects becomes subject to the that spell or SLA if a legal target.
    Greater Archetype Power (Irresistable Pestilence): Creatures with negative energy, poison, ability damage, and/or disease immunity must succeed on an HD check with a DC equal to 15 + your caster level against your spells and SLAs when targeted with one. On a failure, that spell or SLA affects the creature as normal, ignoring these immunities for its duration.
    Capstone SLA: Inflict Critical Wounds or Poison (SpC)


    Stormbringer (Red Mage Archetype)
    Spoiler
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    Bonus Spells:
    1: Lesser Orb of Electricity (SpC), Thunderhead (SpC)
    2: Electric Loop (SpC), Fly, Swift (SpC)
    3: Call Lightning, Lightning Bolt

    Lesser Archetype Power (Superconductive Lightning): A stormbringer ignores the first 10 points of energy resistance when using electrical spells or electrical SLAs - this also applies to any electrical damage on the stormbringer's weapon, if applied via one of his spells.
    Moderate Archetype Power (Bounding Bolts): Whenever the stormbringer deals electrical damage to a creature targeted by an electrical spell or electrical SLA, the stormbringer can deal half that damage to another creature or object within 15 feet that's not a target of that spell or SLA.
    Greater Archetype Power (Flashshock): Once per encounter, a stormbringer may choose to use one of his air or electrical spells or air or electrical SLAs he can use at-will or per encounter as a swift or immediate action. This use does not provoke attacks of opportunity, and cannot be counterspelled. Evasion and Improved Evasion cannot be used against a spell or SLA cast in this way.
    Capstone SLA: Arc of Lightning (SpC)


    Illusionist (Blue Mage Archetype)
    Spoiler
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    Bonus Spells:
    1: Net of Shadows (SpC), Disguise Self
    2: Phantasmal Assailants (SpC), Wall of Gloom (SpC)
    3: Shadow Binding (SpC), Phantom Guardians (SpC)

    Lesser Archetype Power (Beguiling Deceit): Your illusion spells and illusion SLAs gain a +1 bonus to their save DCs. This bonus increases to +2 against flatfooted creatures and creatures unaware of the illusionist's presence.
    Moderate Archetype Power (Enduring Illusion): Creatures that would see through an illusion spell or illusion SLA cast by the illusionist due to an ability, effect, spell or property must make a caster level (if the effect of a spell or SLA like True Seeing) or HD check against a DC equal to 15 + the illusionist's spell level. On a failure, the creature does not see through that spell or SLA's illusions, and that creature cannot make another check in this way against that illusion spell or SLA for its duration.
    Greater Archetype Power (Nightmares Made Real): Once per encounter, an illusion spell or illusion SLA cast by the illusionist ignores immunity to fear and mind affecting spells and all saving throws it features against Will are instead made against Fortitude. If that spell or SLA features a save to disbelieve, the save to disbelieve is removed if that spell or SLA has more than one save. Otherwise, the save to disbelieve for that spell or SLA has its DC increased by +4.
    Capstone SLA: Mirage Arcana or Shadow Conjuration


    Unosorta:

    The Storysinger (Base Class)

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    Community Contributions, II

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    Community Contributions, III

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    Appendices & Special Thanks

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    Just In Case, I

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    Just In Case, II

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