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  1. - Top - End - #661
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    Default Re: Gnorman's Complete E6 Compendium

    Quote Originally Posted by Sgt. Cookie View Post
    No, this doesn't affect your ACTUAL caster level. Rather, it basically gives you, say, do 6d4 Fire Damage from Burning Hands, rather than be capped out at 5.

    That being said, would adding "You deal damage as if you had +1 Caster Level." be an alright addition?
    No, I understand that. What I'm asking is, if I can get caster level increases from other sources (Arcane Thesis adds +2, reserve feats add +1, etc.), does that mean I can pump the CL up to whatever? Like, if Shocking Grasp is my Arcane Thesis spell, and I have the Storm Bolt reserve feat, my CL for Shocking Grasp should be 10 (with Spell Power), and then I can do 10d6 channeled attacks, yeah?

    I like the removing of caps as an ability. It's certainly cooler than +1 CL and opens up some interesting interactions with feats. I just wanted to make sure I was reading it right.

    Last one. Although, the Spellslinger doesn't need Intelligence, he uses Charisma. But, you're correct in the statement. Any suggestions as to clear up the wording?
    Whoops, yeah, meant Charisma. I'd just say something along the lines of "he adds his Charisma modifier as a bonus to damage dealt via spells, and his Wisdom modifier as a bonus to damage healed via spells."

  2. - Top - End - #662
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    Default Re: Gnorman's Complete E6 Compendium

    Yes. If you get Caster Level boosts from other sources, they count.

    As for the +1 Caster Level thing, that was actually an addition to the cap removal... until I looked at the class again and remembered that was an ability inherent to the class. Instead, I have something that ought to make any Blaster happy.

    (Ok, I can't wait for the revision: It upgrades the Damage Die by one step. So a d4 becomes a d6. Only affects SPELLS though, not Reserve Feats. Although I will make a note that the Moderate Power CAN be used with Reserve Feats. I will also mention that his 6th level Bonus Feat can be a Reserve Feat.)
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  3. - Top - End - #663
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    Default Re: Gnorman's Complete E6 Compendium

    So, Spellslinger V2. Still some stuff needs updating, but this is what I have so far.



    The Spellslinger



    Hit Die: 1d8
    Class Skills: Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Heal, Jump, Knowledge (All), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, and Use Magic Device.
    Skill Points: 4 + Int per level (4x at 1st)


    Level BAB Fort Ref Will Special 0lvl 1st 2nd
    1st +0 +0 +2 +2 Archetype Power (Lesser), Spellcasting, Panache 5 0+0*
    2nd +1 +0 +3 +3 The Arts of War and Mercy 6 1+1
    3rd +2 +1 +3 +3 Archetype Power (Moderate) 6 2+2
    4th +3 +1 +4 +4 Spell Power 6 3+3 0+0*
    5th +3 +1 +4 +4 Metamagical 6 3+3 1+1
    6th +4 +2 +5 +5 Greater Archetype Power, Bonus Feat 6 3+3 2+2


    *Provided the Spellslinger has a high enough Charisma or Wisdom score to get a bonus spell of this level.


    Spoiler
    Show

    Proficiencies: The Spellslinger is proficient with light armour, and all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. He is also proficient with Bucklers and Light Shields (But not Heavy or Tower Shields). He does not suffer from arcane spell failure incurred by Light Armour, Bucklers or Light Shields.

    Spellcasting: A Spellslinger casts both Arcane and Divine spells, from two specialised lists which are included below. The Spellslinger need not prepare his spells ahead of time, he may cast them spontaneously. The first set of spell slots in each column are his Arcane spells per day; the second his Divine spells per day.

    Cantrips and Orisons are interchangeable, slot-wise. He still requires 8 hours of rest to refresh his spells.

    A Spellslinger requires both Charisma and Wisdom, which determines the DC and bonus spells of his Arcane and Divine spells, respectively.

    Archetype Power: At 1st level, the Spellslinger chooses an archetype from the following list. Each Archetype offers a set of powers and adds bonus spells known to the Spellslinger's list, which are listed below and received when he becomes capable of casting spells of the same level. The first spell in a pair is added to his Arcane list and the second to his Divine.

    Panache (Ex): A Spellslinger may substitute his Charisma modifier for his Strength or Dexterity modifier when making an attack roll with a simple weapon, a longsword, a rapier, a sap, a shortsword, a shortbow, or a whip; or an attack roll with a weapon-like spell or effect.

    The Arts of War and Mercy (Ex): A Spellslinger adds his Charisma Modifier to Weapon Damage rolls (See Panache for applicable weapons) and to the damage of all spells that deals Hit Point Damage.

    A Spellslinger adds his Wisdom Modifier to your AC, as long as he wears light or no armour, and to the amount of hit points healed by any spell that heals Hit Point damage.

    Spell Power (Ex): A Spellslinger adds 1 to the Save DC of his Spells and to his Effective Caster Level for determining level-dependent spell variables such as damage dice or range, and to all Caster Level checks. His actual Caster Level does not change.

    Metamagical (Ex): Whenever a Spellslinger uses a Metamagic Feat, the feat's level increase upon a spell is reduced by one (this can't reduce an increase to less than one level, or less than zero levels if the increase is already +0) and does not cause an increase in Casting Time.

    Additionally, the Spellslinger may, a number of times per day equal to the relevant Ability Modifer (I.e, Charisma for Arcane Spells), cast a Metamagic adjusted spell as if he had a Third level Arcane and Divine spell slot (Yes, Heighten Spell can be used. No Heighten Spell cannot be reduced.).

    This allows a Spellslinger to qualify for Feats as if he could cast, and knew, a Third Level Spell.

    In the case of Reserve Feats, you use your actual Spells and Spell Slots to determine if you can "use" the Feat, but the Spells are treated as if they were one level higher. (I.e, an uncast 2nd level spell activates Feats as if it were 3rd level.)

    Bonus Feat (Ex): At sixth level, a Spellslinger gains a Bonus Feat, chosen from the list of Fighter Bonus Feats, any Metamagic Feat, any Reserve Feat or any Item Creation Feat.

    The Spellslinger must meet the prerequisites for the feat, but is treated as if he had a BAB of +6 and already possessed one Metamagic feat.


    Spellslinger Spell Lists:


    Arcane:
    0: Acid Splash, Detect Magic, Inflict Minor Wounds, Read Magic, Prestidigitation, Ray of Frost
    1st: Burning Hands, Chill Touch, Colour Spray, Inflict Minor Wounds, Magic Missile, Produce Flame, Ray of Enfeeblement, Shield, Shocking Grasp
    2nd: Acid Arrow, Align Weapon, Flaming Sphere, Ghoul Touch, Inflict Moderate Wounds, Scorching Ray, Shatter


    Divine:
    0: Cure Minor Wounds, Detect Poison, Guidance, Purify Food and Drink, Resistance,
    1st: Cure Light Wounds, Deathwatch, Detect Good/Evil/Chaos/Law, Mage Armour, Magic Weapon, Protection from Good/Evil/Law/Chaos, Shield of Faith
    2nd: Aid, Blur, Cure Moderate Wounds, Protection from Arrows, Resist Energy, Spiritual Weapon, Status


    Archetypes

    Duskblade


    Bonus Spells:
    1st: True Strike, Cause Fear
    2nd: Touch of Idiocy, Eagle's Spleandour

    Lesser Archetype Power: If an Arcane Spell's Damage is dependent on the Duskblade's Caster Level, he ignores any restrictions or maximums to the damage inherent to the spell. (Such as Burning Hand's maximum of 5d4). Additionally, all damage dice are increased by one step, to a maximum of a D10 (Spells at or above this do not change). Increase goes: D2/D3 -> D4 -> D6 ->D8 -> D10.

    Moderate Archetype Power: A Duskblade can use a Standard Action to cast any Arcane touch or ranged touch spell he knows, and deliver the spell (Or the damage of a Reserve Feat he possesses) through his weapon with a Melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

    Greater Archetype Power: Once per Encounter, a Duskblade may have his Acid, Cold, Electricity and Fire Arcane spells deal damage as if it were one of the other four. (For instance, Acid Arrow dealing Fire damage, or Burning Hands dealing Cold damage.)

    Combat Medic


    Bonus Spells:
    1st: Cure Light Wounds*, Sanctuary
    2nd: Cure Moderate Wounds*, Lesser Restoration
    *Yes, added to the Arcane List.


    Lesser Archetype Power:
    Anyone healed Hit Point damage by a Combat Medic gains Temporary Hitpoints equal to the Combat Medic's Wisdom Modifier, that last for a number of rounds equal to half that number.

    Additionally, as an At-Will Supernatural ability, a Combat Medic may Stabilise a Dying Ally within Close Range as if he had magically healed 1 point of damage. (But no damage is actually healed, so no temporary Hitpoints. Sorry.)


    Moderate Archetype Power:
    A number of times per day equal to his Wisdom Modifier, a Combat Medic may cast any Cure X spell as an Immediate Action.


    Greater Archetype Power:
    Once per Encounter, a Combat Medic may cast any Cure X spell as if it were Maximised.


    Magician

    Bonus Spells:
    1st: Disguise Self, Divine Favour
    2nd: Heroism, Resist Energy

    Lesser Archetype Power: Once per encounter, a Magician may ignore the Somatic and Verbal components of any spell he casts.

    Moderate Archetype Power: A Magician can recover some spells with a partial rest. For every hour a Magician rests, he recovers 2 Cantrips and 1 Arcane or Divine spell, starting with his 1st level spells. If he has all his 1st level spells, he can recover his 2nd level spells. (ALL his 1st level spells, if he has all his 1st level Arcane spells, but no Divine, he recovers his 1st level Divine spells before he can get a 2nd level spell.)

    If the Magician rests for 8 hours uninterrupted, he recovers all his spells as standard.*

    Greater Archetype Power: A Magician who knows the contents of a scroll may, instead of casting it, choose to commit the spell to memory, using it as one of his Known spells. He can only do this with 0, 1st or 2nd level Spells. He may have two spells in this manner, one Arcane spell and one Divine spell. Learning a new spell via this ability causes you to forget the old one.


    *
    Spoiler: Clarifications
    Show
    Ok, so, this may not be the clearest ability. So, I'll try to go into more details.

    Basically, this ability lets you "partially rest" to recover "some" spells. I think you got that part. Every hour, select an Arcane slot or Divine slot. Boom, you can cast a spell.

    So, normally, Spellcasters need 8 hours of uninterrupted rest to get their spellslots back, like a light switch. Sit down with 0 spells, 8 hours later *ding* you can cast again. This ability allows for spells to be returned gradually, so you can provide some secondary healing in an emergency situation, or grab that extra Burning Hands spell that you really, really need.

    What this ability is NOT is a way for you to "go nova" every fight. Because recovering spells this way is actually slower than normal, because at Level 6, you have TEN spells, not counting Bonus Spells. If we assume that, somehow, you have a 20 in both Charisma and Wisdom, you get an extra four 1st level spells (2 Arcane, 2 Divine) and two extra 2nd level spells (1 Arcane, 1 Divine) for a grand total of sixteen spells. To recover them all JUST through this ability would require 16 hours of rest. Double the 8 hours required to recover spells normally.


    Last edited by Sgt. Cookie; 2015-10-28 at 04:25 PM.
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  4. - Top - End - #664
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    Default Re: Gnorman's Complete E6 Compendium

    WHAT IS THIS AN UPDATE WHAAAAAAAAAAAAAAAAAAAT

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

    The Rogue

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

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

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

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

    Sneak Attack: As the rogue ability.

    Trapfinding: As the rogue ability.

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

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

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

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

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

    Evasion: As the rogue ability.

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

    Uncanny Dodge: As the rogue ability.

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

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

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

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

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

    Archetypes:

    Spoiler
    Show
    Assassin

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

    Beguiler

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

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

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


    Swashbuckler

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

  5. - Top - End - #665
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    Default Re: Gnorman's Complete E6 Compendium

    Hmm. I'd enjoy the swashbuckler. I don't really like poison based characters with both the ability to make their own poison without paying for it, and the ability somehow by pass all the immunities thrown around all willy nilly.

    And I've never liked the arcane trickster. But that said, others might, and this being E6, fewer things will be immune to poison.

  6. - Top - End - #666
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    Default Re: Gnorman's Complete E6 Compendium

    Quote Originally Posted by darklink_shadow View Post
    Hmm. I'd enjoy the swashbuckler. I don't really like poison based characters with both the ability to make their own poison without paying for it, and the ability somehow by pass all the immunities thrown around all willy nilly.

    And I've never liked the arcane trickster. But that said, others might, and this being E6, fewer things will be immune to poison.
    Well, the original Silencer archetype could bypass poison immunity, which is an ability I'm not opposed to bringing in to the Assassin's fold.

    As to the Beguiler, that was a nod to the fact that I'm hoping to have a half-casting archetype for each non-casting class.

    Swashbuckler's a bit basic, but I think it strikes an interesting balance between "I have all the Luck and I know how to use it" and "oh but wait if I conserve it, I'm much harder to kill."

  7. - Top - End - #667
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    Default Re: Gnorman's Complete E6 Compendium

    The Swashbuckler is a little basic, but it's got a good fun kit. Could use more chandelier, though.

    It would be nice if there was some built in interaction with Luck Feats for the core rogue, maybe. Or maybe not.

  8. - Top - End - #668
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    Default Re: Gnorman's Complete E6 Compendium

    Quote Originally Posted by darklink_shadow View Post
    The Swashbuckler is a little basic, but it's got a good fun kit. Could use more chandelier, though.

    It would be nice if there was some built in interaction with Luck Feats for the core rogue, maybe. Or maybe not.
    They're on separate tracks and operate a bit differently (Luck Points are patterned after Action Points and add to an existing roll, whereas Luck rerolls generally allow you to do just that, reroll), but some interaction could be nice. Perhaps every two/three Luck Feats increases your maximum Luck by one? I worry that any more than that, and the Swashbuckler may break the action economy open entirely.

    On an unrelated note: I am in the process of trying to add more Pathfinder compatibility to the base classes - you'll notice now that there is a Pathfinder skill list entry for each class (or, at least, there will be shortly). Spell lists won't change, as I'm trying to keep myself to core there, but future casting classes will have more robust and customizable mechanics for adding new spells to their lists.

    Also: another preview of an updated class! Please welcome the Sorcerer, formerly known as the Red Mage. He's abandoned a bit of his martial skill in return for greater mastery over magic and the elements. The spell list has been altered somewhat, removing summoning spells and adding in a few more blasting spells for good measure. The sorcerer's role is fairly well-defined now - destroy your enemies (with fire), see them driven before you (by fire), and hear the lamentations of their women (who are also on fire).

    The Sorcerer


    HD: d8
    Class Skills: Balance, Bluff, Climb, Concentration, Craft, Jump, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Profession, Ride, Spellcraft, Swim, Tumble
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Fort Ref Will Special 0 1 2 3 4
    1st +0 +2 +0 +2 Archetype Power (Lesser), Spellcasting, Elemental Blast (1d6) 5 4 - - -
    2nd +1 +3 +0 +3 Advanced Learning, Energy Transference 6 5 - - -
    3rd +2 +3 +1 +3 Archetype Power (Moderate), Elemental Blast (2d6) 6 6 3 - -
    4th +3 +4 +1 +4 Advanced Learning, Metamagic Mastery 6 6 4 - -
    5th +3 +4 +1 +4 Blaster Master, Elemental Blast (3d6) 6 6 5 3 -
    6th +4 +5 +2 +5 Advanced Learning, Arcane Might, Archetype Power (Greater) 6 6 6 4 3

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

    Spellcasting: The sorcerer casts arcane spells from a specialized list, which is included below. The sorcerer 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, the sorcerer must have an Charisma score equal to 10 + the level of spell in question.

    Archetype: At 1st level, the sorcerer chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers, which are listed below.

    Elemental Blast: The sorcerer is capable of firing a projectile made of elemental energy, providing him with a method of dealing damage even when his spells are exhausted. An elemental blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target and allows no saving throw. It deals 1d6 damage at 1st level, and increases by 1d6 every two levels thereafter, to a maximum of 3d6. In addition, it deals additional damage equal to the sorcerer's Constitution modifier. At 1st level, the sorcerer chooses a damage type: acid, cold, electricity, or fire. The sorcerer's elemental blast deals damage of that type. However, by spending one hour in uninterrupted meditation, the sorcerer can attune his elemental blast to another one of those four energy types. In all other respects, treat an elemental blast as a spell-like ability with a caster level equal to the sorcerer's hit dice.

    Advanced Learning: At 2nd level, 4th, and 6th level, the sorcerer may add two spells to his list of spells known. These spells may not be of a higher level than he is capable of casting at the time, and in any case no higher than 3rd level. These spells may only be drawn from spells on the Sorcerer/Wizard list, and may only be from the schools of Abjuration, Evocation, or Transmutation.

    Energy Transference: When casting a spell that deals elemental damage (acid, cold, fire, electricity, or sonic), the sorcerer may elect to have it deal damage of a different type instead. So he may cast a Freezing Ray that deals 4d6 cold damage, instead of a Scorching Ray, or may cast an Acid Bolt instead of a Lightning Bolt.

    Metamagic Mastery: Whenever the sorcerer applies metamagic to one of his spells, the level increase required is reduced by one, to a minimum of one (or zero, if the feat did not have an associated increase in spell level). Thus, the cost to Empower a spell would be reduced from +2 to +1, but the cost to Extend a spell would remain the same.

    Blaster Master: The sorcerer's elemental blast now threatens a critical hit on a roll of 19-20, and deals triple damage on a critical hit. In addition, if the sorcerer does confirm a critical hit, the target of the blast must make a save or suffer further ill effects, as dictated by the blast's elemental type. The DC of the save is equal to the

    Acid: The target must make a Fortitude save or be nauseated for a round.
    Cold: The target must make a Fortitude save or be slowed, as the spell, for a round.
    Electricity: The target must make a Will save or be stunned for a round.
    Fire: The target must make a Reflex save or be blinded for a round.

    If the sorcerer's elemental blast does not require an attack roll (such as in the case of the Dragon Disciple), this ability instead increases the damage dice of the blast to 3d8, and applies the appropriate effect whenever a target of the blast fails its original Reflex save by 5 or more. If the elemental blast is being channeled through a weapon instead of being used directly, it applies the effect if the weapon attack itself is a critical hit.

    Arcane Might: The sorcerer gains a small number of 4th-level spell slots, as indicated in the class table. However, he does not learn any 4th-level spells, nor does he become capable of doing so. These slots are only capable of holding spells of 3rd-level or lower, modified by metamagic to take up 4th-level slots.

    Sorcerer 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, Mount, Produce Flame, Shield, Shocking Grasp, True Strike
    2: Acid Arrow, Bear's Endurance, Bull's Strength, Continual Flame, Eagle's Splendor, Flame Blade, Flaming Sphere, Glitterdust, Levitate, Protection from Arrows, Pyrotechnics, Resist Energy, Scorching Ray
    3: Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Fly, Haste, Heroism, Greater Magic Weapon, Keen Edge, Lightning Bolt, Phantom Steed, Protection from Energy, Sleet Storm, Slow

    Archetypes


    Spoiler
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    Arcane Archer


    Lesser Archetype Power: An arcane archer may channel his elemental blast through his weapon as part of a ranged attack. If the attack is successful, the arcane archer deals additional damage to the target as if the target had been hit by his elemental blast. If the arcane archer has multiple attacks in a round or strikes multiple targets with a single attack (for example, by using the Rapid Shot feat, or using the hail of arrows ability below), each attack deals the full elemental blast damage.
    Moderate Archetype Power: An arcane archer is now capable of imbuing his arrows with area-of-effect spells. It requires a standard action to both cast the spell and fire the projectile. When the projectile is fired, the spell takes effect as if it was centered on where the arrow lands. If the spell in question does not have a center (such as a cone, or a line), then it takes effect diametrically opposite the direction from which it was fired.
    Greater Archetype Power: An arcane archer can fire a hail of arrows (or other ranged projectiles) as a full-round action, striking multiple targets within range of his weapon, up to a maximum number of targets equal to his class level. The arcane archer uses his primary attack bonus for each of these attacks. The arcane archer may use this ability a number of times per day equal to the arcane archer's Dexterity modifier. In addition, all projectiles fired or thrown by an arcane archer become magical, receiving a +1 enhancement bonus.

    Dragon Disciple


    Lesser Archetype Power: A dragon disciple's elemental blast takes the form of a breath weapon instead. The dragon discipline may choose to have it be either a 30' cone, or a 60' line, but the choice is permanent once made. While it no longer requires an attack roll, it now offers a Reflex saving throw to halve the damage - the DC is equal to 10 + 1/2 the dragon disciple's hit dice + the dragon disciple's Constitution modifier. Unlike the standard elemental blast, the dragon disciple's breath weapon is not useable at will - once the dragon discipline does so, he must wait 1d4 rounds before using it again. In addition, a dragon disciple gains a bonus to natural armor equal to his Constitution modifier.
    Moderate Archetype Power: A dragon disciple gains immunity to the energy type used by his breath weapon. In addition, a dragon disciple gains blindsense out to 30'.
    Greater Archetype Power: A dragon disciple gains a pair of draconic wings, giving it the ability to fly at its base land speed, with average maneuverability.

    Warmage


    Lesser Archetype Power: Whenever a warmage casts a spell that deals hit point damage, he deals an additional amount of damage equal to his Intelligence modifier. A spell cannot gain this additional damage more than once per casting.
    Moderate Archetype Power: Whenever a warmage casts an area-of-effect spell, he may omit a number of targets from the spell's effects equal to his Intelligence modifier.
    Greater Archetype Power: A warmage learns how to overcome the elemental resistances of even the hardiest of creatures. Whenever a warmage deals elemental damage, half of the damage is not subject to any elemental resistance or immunity.


    Also, some Sorcerer-specific feats:

    Improved Elemental Blast
    Prerequisite: Elemental Blast 2d6
    Benefit: Your elemental blast's damage die increases by one step, such as from a d6 to a d8.
    Special: You may take this feat multiple times, increasing the damage by one die each time. However, your elemental blast damage die cannot exceed a d12.

    Elemental Channeling:
    Prerequisite: Elemental Blast 1d6, BAB +1
    Benefit: As part of a melee attack, you may also your channel your elemental blast through your weapon. If the melee attack is successful, you also deal damage equal to your normal elemental blast damage.
    Normal: Using your elemental blast ability is a standard action that requires a ranged touch attack.

    Elemental Shield:
    Prerequisite: Elemental Blast 2d6,
    Benefit: You may focus your elemental blast into a shield of energy as a standard action. For the duration of the ability, you gain a +2 shield bonus to your armor class, and any opponent that strikes you in melee takes damage equal to your elemental blast damage. However, while this ability is active, you may not activate your elemental blast ability in any other way. This ability lasts a number of rounds equal to your Constitution modifier, and may be ended prematurely as a swift action.

    and, while we're at it...

    Introducing the Warlock (formerly the Black Mage)! He's a bit more fun now, with more summons, better summons, even permanent summons, as well as a fun new curse ability and a "warlock pact" ability that I haven't quite finished writing yet. Archetypes are generally summon-focused (demonologist & necromancer), or debuff-focused (hexblade).

    The Warlock


    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)

    Level BAB Fort Ref Will Special 0 1 2 3
    1st +0 +0 +0 +2 Archetype Power (Lesser), Rebuke Undead, Spellcasting 5 4 - -
    2nd +1 +0 +0 +3 Advanced Learning, Fiendish Familiar 6 5 - -
    3rd +1 +1 +1 +3 Archetype Power (Moderate), Warlock's Curse 6 6 3 -
    4th +2 +1 +1 +4 Advanced Learning, Fell Command 6 6 4 -
    5th +2 +1 +1 +4 Black Speech 6 6 5 3
    6th +3 +2 +2 +5 Archetype Power (Greater), Advanced Learning, Eldritch Pact 6 6 6 4

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

    Archetype: At 1st level, the warlock chooses an archetype from the following list, each of which offer different benefits. Once made, the choice is final.

    Spellcasting: The warlock casts arcane spells from a specialized list, which is included below. The warlock 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 warlock must have an Intelligence score equal to 10 + the level of spell in question.

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

    Advanced Learning: At 2nd level, 4th, and 6th level, the warlock may add two spells to his list of spells known. These spells may not be of a higher level than he is capable of casting at the time. These spells may only be drawn from spells on the Cleric or Sorcerer/Wizard list, and may only be from the schools of Conjuration or Necromancy.

    Fiendish Familiar: By performing a ritual that requires 8 hours of uninterrupted meditation and the expenditure of 100gp worth of magical materials, the warlock may summon any creature he could normally summon with a summon monster spell to permanently serve him as a familiar. The warlock may only have one such creature serving him in this extended manner. Treat this creature as if it was a familiar, except that it retains its normal hit points, base attack bonus, and intelligence score if it would be higher than what it would receive as a familiar. The warlock does not lose experience upon the death of the creature, and may resummon the familiar simply by repeating the ritual, rather than waiting a year and a day.

    Warlock's Curse: As a standard action, the warlock may curse a single opponent, who receives a Will save to resist (the DC is equal to 10 + half the warlock's hit dice + the warlock's Charisma modifier). If the opponent fails the save, he receives a penalty to attacks, saves, ability checks, skill checks equal to half the warlock's Charisma modifier, until the end of the encounter. Only one opponent may be under the effects of a warlock's curse at any one time - should the warlock curse a new target, the old target no longer suffers from the curse's penalties. The warlock may use this ability a number of times per day equal to his Charisma modifier. Treat this ability as a spell-like ability with a caster level equal to the warlock's hit dice.

    Fell Command: All creatures summoned by a warlock gain a morale bonus to attack and damage rolls equal to half the warlock's Charisma modifier.

    Black Speech: The penalties conferred by the warlock's curse ability are now equal to the warlock's full Charisma modifier, and the warlock no longer has a limit on the number of opponents that may be cursed at any one time.

    Eldritch Pact: The warlock, having reached the pinnacle of his skills, gains the attention of a powerful entity beyond the ken of humankind. This entity offers otherworldly power, though perhaps not without a price. The warlock selects a single pact from the list below. Once per day, as a free action, the warlock may invoke this pact, gaining its beneficial effects for a number of rounds equal to his Charisma modifier.

    [pacts still in progress]

    Warlock 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, Deathwatch, Detect Undead, Disguise Self, Doom, Entropic Shield, Inflict Light Wounds, Protection from Alignment, Ray of Enfeeblement, Summon Monster I
    2: Blindness/Deafness, Command Undead, Darkness, Death Knell, Desecrate, False Life, Ghoul Touch, Inflict Moderate Wounds, Spectral Hand, Scare, Spider Climb, Summon Monster II, Summon Swarm, Touch of Idiocy, Undetectable Alignment, Web
    3: Animate Dead, Bestow Curse, Contagion, Crushing Despair, Deeper Darkness, Dispel Magic, Halt Undead, Inflict Serious Wounds, Magic Circle Against Alignment, Poison, Ray of Exhaustion, Remove Curse, Speak with Dead, Stinking Cloud, Summon Monster III, Vampiric Touch

    Archetypes

    Spoiler
    Show
    Demonologist

    Lesser Archetype Power: The casting time of any conjuration [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: Any conjuration [summoning] spell cast by a demonologist is automatically extended, with no increase in the spell slot required. However, this ability only affects spells with a spell level equal to or lower than half the demonologist's level - so at 3rd level, only 1st-level spells are extended, while 3rd-level spells are not automatically extended until the demonologist reaches 6th level.
    Greater Archetype Power Three times per day, a demonologist may summon a creature from the summon monster IV list, using a summon monster III spell. However, this does not qualify creatures on the summon monster IV list to serve as a demonologist's familiar. In addition, he adds the following creatures to the list of creatures summonable by the summon monster III spell: the imp, the quasit, and the vargouille. These creatures are capable of serving as familiars.

    Hexblade

    Lesser Archetype Power: A hexblade is proficient with medium armor, shields (except for tower shields), and martial weapons, and does not suffer from arcane spell failure from medium armor or shields. Additionally, a hexblade gains a bonus equal to his Charisma modifier on saves against spells and spell-like abilities or effects.
    Moderate Archetype Power: A hexblade exudes an aura of despair, causing all opponents within 10' to take a -2 penalty to all saves. This ability does not stack with itself, but does stack with other, similar effects such as the warlock's curse. In addition, any opponent that is afflicted by the warlock's curse ability takes untyped damage equal to the hexblade's Charisma modifier at the beginning of its turn each round. If an opponent dies due to this damage (and not merely while under the effects of the curse), the warlock regains a use of his curse ability. A hexblade may also use his warlock's curse ability as a swift action.
    Greater Archetype Power: Targets of the hexblade's curse now take untyped damage equal to twice the hexblade's Charisma modifier. In addition, if a target dies due to the damage from a hexblade's curse, all other opponents within 30' must make a Will save or be afflicted by the warlock's curse as well.

    Necromancer

    Lesser Archetype Power: A necromancer adds the following creatures to the list of monsters summonable by his summon monster spells.

    Summon Monster I:
    Skeleton, human warrior
    Zombie, human commoner

    Summon Monster II:
    Ghoul
    Skeleton, owlbear
    Zombie, bugbear

    Summon Monster III:
    Ghast
    Skeleton, troll
    Zombie, ogre

    Moderate Archetype Power: Any zombies created or commanded by a necromancer lose the "Single Actions Only" quality. In addition, when using his rebuke undead ability, a necromancer may command a number of undead whose hit dice do not exceed twice his class level.
    Greater Archetype Power Three times per day, when casting summon monster III, a necromancer may choose to summon one of the following creatures: an allip, a shadow, or a wight. The necromancer may not extend the services of these creatures via his Fiendish Familiar ability, and they are not capable of creating any spawn from opponents that they kill.


    ALSO

    The Cleric


    HD: d8
    Class Skills: Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft
    Skill Points: 2 + Int per level (4x at 1st)

    Level BAB Fort Ref Will Special 0 1 2 3
    1st +0 +0 +0 +2 Archetype Power (Lesser), Spellcasting, Turn Undead 5 4 - -
    2nd +1 +0 +0 +3 Divine Aspect 6 5 - -
    3rd +1 +1 +1 +3 Archetype Power (Moderate) 6 6 3 -
    4th +2 +1 +1 +4 Flexible Faith 6 6 4 -
    5th +2 +1 +1 +4 Pantheism 6 6 5 3
    6th +3 +2 +2 +5 Archetype Power (Greater), Enemy of the Faith 6 6 6 4

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

    Spellcasting: The cleric casts divine spells from a specialized list, which is included below. The cleric 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 cleric must have a Wisdom score equal to 10 + the level of spell in question.

    Archetype: At 1st level, the cleric chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the cleric a different set of abilities.

    Turn Undead: The cleric 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.

    Divine Aspect: At the beginning of each day, after resting to refresh his spells, the cleric may choose to venerate a particular god, ideal, or philosophy, taken from the list below. By doing so, he gains the abilities conferred by that aspect. He may also add one spell per spell level he is capable of casting to his list of spells known, subject to the restrictions listed in the aspect entry. If the cleric no longer venerates the aspect that conferred those bonus spells, they are removed from his list of spells known. Unless otherwise noted, the cleric may only venerate a single aspect each day; choosing to venerate a new aspect removes the benefits of the previous one.

    Flexible Faith: Once per day, the cleric may replace one chosen divine aspect with another. Doing so requires five minutes of meditation and prayer, but allows the cleric to gain new abilities and select new bonus spells as per the new aspect.

    Pantheism: The cleric may now venerate two aspects at a single time, chosen after resting to refresh his spells.

    Enemy of the Faith: The cleric is especially skilled at rooting out and destroying enemies of his chosen faith. The cleric selects one of the following abilities, and permanently gains the benefits listed therein.

    Witchhunter: The cleric gains a bonus equal to his Charisma modifier on all saving throws made against arcane spells or arcane spell-like abilities. In addition, any arcane spellcaster or creature capable of casting arcane spell-like abilities struck by the cleric must make a Will save (DC equal to 10 + half the cleric's level + the cleric's Charisma modifier). If the creature fails the save, all spells or spell-like abilities that it attempts to cast in the next minute have a 50% chance of failing.

    Fiendslayer: The cleric gains resistance to fire and acid 10. In addition, any outsider that is struck by the cleric must make a Will save (DC equal to 10 + half the cleric's level + the cleric's Charisma modifier), or be unable to use any form of extradimensional travel, as per the dimensional anchor spell, for five minutes.

    Undeath's Eternal Foe: The cleric becomes immune to paralysis, ability drain, and energy drain. In addition, the cleric is now a living weapon of disruption - any undead struck by the cleric must make a Will save (DC equal to 10 + half the cleric's level + the cleric's Charisma modifier) or be instantly destroyed.

    Cleric 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, Bless Water, Command, Cure Light Wounds, Detect Alignment, Divine Favor, Endure Elements, Magic Stone, Magic Weapon, Protection from Alignment, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
    2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Find Traps, Hold Person, Make Whole, Owl's Wisdom, Protection from Arrows, Remove Paralysis, Resist Energy, Lesser Restoration, Shield Other, Sound Burst, Status, Summon Monster II, Zone of Truth
    3: Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Good Hope, Magic Circle Against Alignment, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Summon Monster III, Water Walk

    Cleric Aspects

    Spoiler
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    The Churning Chaos
    Benefit: The cleric becomes immune to charm and confusion effects, and gains a +4 bonus on saves against all other mind-affecting spells or abilities.
    Bonus Spells: The cleric may select any Transmutation spell from the Sorcerer/Wizard list.
    Example Deities: Echidna, Typhon, Ymir, Erythnul, Cyric, The Mockery

    The Lord of the Underworld
    Benefit: The cleric becomes immune to death spells, death effects, and negative energy effects.
    Bonus Spells: The cleric may select any Necromancy spell from the Sorcerer/Wizard list.
    Example Deities: Hades, Hel, Nerull, Kelemvor, The Keeper

    The Mender
    Benefit: Anytime the cleric heals hit point damage, he heals an additional amount equal to his Charisma modifier.
    Bonus Spells: The cleric may select any spell on the Cleric list.
    Example Deities: Apollo, Baldur, Ilmater, Lathander, Dol Arrah

    The Sage
    Benefit: The cleric may make any knowledge check as if he was trained in the skill, and adds his Wisdom modifier as a bonus to all knowledge checks.
    Bonus Spells: The cleric may select any Divination or Abjuration spell from the Sorcerer/Wizard list.
    Example Deities: Odin, Boccob, Oghma, Mystra, Aureon

    The Smith
    Benefit: The cleric gains a bonus on all Craft checks equal to his Wisdom modifier, and any Craft checks made by the cleric have their progress measured in days, not weeks, with no change to the crafted item's price.
    Bonus Spells: The cleric may select any Conjuration (Creation) spell, or any spell with the [fire] or [earth] descriptors.
    Example Deities: Hephaestus, Kossuth, Gond, Onatar

    The Stormlord
    Benefit: The cleric gains resistance to electricty and cold 5, and cannot be knocked down or blown away by strong winds.
    Bonus Spells: The cleric may select any spell with the [air], [cold], or [electricity] descriptors.
    Example Deities: Zeus, Thor, Auril, Talos, The Devourer

    The Trickster
    Benefit: The cleric selects two skills from the following list: Bluff, Disable Device, Disguise, Escape Artist, Forgery, Hide, Move Silently, Open Lock, Sleight of Hand, or Tumble. When using the two chosen skills, treat the cleric as if he had the maximum number of skill points possible for his level invested in them.
    Bonus Spells: The cleric may select any Enchantment or Illusion spell from the Sorcerer/Wizard list.
    Example Deities: Hermes, Loki, Olidammara, Mask, Olladra, The Traveler

    The Warrior
    Benefit: The cleric gains proficiency with heavy armor and martial weapons, and becomes immune to fear.
    Bonus Spells: The cleric may select any spell on the Cleric list.
    Example Deities: Tyr, Ares, Heironeous, Kord, Torm, Tempus, Dol Dorn, The Silver Flame

    The Wild Lord
    Benefit: The cleric may rebuke or command plant creatures and animals as an evil cleric rebukes undead. This is a supernatural ability and useable a number of times per day equal to 3 + the cleric's Charisma modifier.
    Bonus Spells: The cleric may select any spell from the Druid list.
    Example Deities: Artemis, Skadi, Obad-Hai, Sylvanus, Balinor

    The Witch
    Benefit: The cleric may select one metamagic feat, and gain its benefits. The cleric must still meet all prerequisites for the feat.
    Bonus Spells: The cleric may select any Conjuration or Illusion (Shadow) spell from the Sorcerer/Wizard list.
    Example Deities: Hecate, Lolth, Wee Jas, Shar, The Shadow



    Archetypes

    Spoiler
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    Theurge

    Lesser Archetype Power: Once per day, when casting a summon monster spell, a theurge may extend the duration of the spell to 24 hours.
    Moderate Archetype Power: Any creature summoned or commanded by a theurge gains a morale bonus equal to the theurge's Charisma modifier on armor class and Will saves.
    Greater Archetype Power Once per day, a theurge may cast lesser planar ally as a spell-like ability, though the casting time is unchanged. The theurge may only call creatures who are within one step of his alignment. The theurge may make a Diplomacy check as part of the casting; if this check increases the called creature's attitude to helpful, it will offer the theurge a 50% discount on its standard fee, as long as the task requested is not against its nature.

    Healer

    Lesser Archetype Power: A healer may cast any spell of the Conjuration (Healing) subschool that normally has a range of Touch at a range of Close instead.
    Moderate Archetype Power: When casting a spell that confers a beneficial bonus to an ally, a healer may also apply that spell to any number of allies within 30' of the original target. This ability may only be used a number of times per day equal to the healer's Charisma modifier.
    Greater Archetype Power: Once per day, a healer may bring the recently deceased back to life. The target cannot have been dead for more than one round, and have left a relatively intact corpse. The healer must touch the target in order to raise them, which requires a full-round action. The target suffers no level loss from being raised, and is restored to a single hit point.

    Oracle

    Lesser Archetype Power: An oracle adds her Wisdom modifier as a bonus to her armor class and Reflex saves.
    Moderate Archetype Power: Whenever an oracle makes a successful saving throw against an effect that deals half damage or takes partial effect on a successful saving throw, he instead completely negates the half damage or partial effect.
    Greater Archetype Power: Once per day, an oracle may cast scrying as a spell-like ability, as per the cleric spell. The casting time remains one hour.

  9. - Top - End - #669
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    Default Re: Gnorman's Complete E6 Compendium

    Running out of characters for the above post, so I'm expanding into this one. As you can see above, I've added the Cleric class for your perusal. Additionally, I've altered the Assassin archetype abilities somewhat - now, they have the ability to craft a limitless supply of poisons with Luck points, and also to bypass poison immunity, as per darklink_shadow's suggestions.

    Did a bit of theorycrafting today, and I thought I'd showcase the fact that multiclassing seems a bit more interesting with the new classes. That may be just because I've added more abilities in general to the classes, but I rarely actually build characters using my own classes, so I thought it might be fun to try it out.

    Here's an example build of an Assassin / Hexblade.

    It can achieve some scary DCs with its poison, raising their DCs by up to +6 (+3 from the Assassin's Moderate ability, +2 from Venomous Strike, and +1 from the assassination property of its weapon), while giving out penalties to saves left and right with the warlock's curse and the aura of despair. If you want to be really evil, it can conjure up a supply of Black Lotus Venom with psionic minor creation. It can deliver poisons with touch spells through Poison Spell, of which it has quite a few. And it can do so using a Spectral Hand. It gets +3d6 sneak attack (and can increase it up to 5d6), rogue skills, and a pool of Luck it can use to craft poisons and force secondary saves. And it can use Summon Monster II to gain a variety of venomous familiars.

    Maybe not very practical, but a fun build and would make a good villain.

  10. - Top - End - #670
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    Default Re: Gnorman's Complete E6 Compendium

    Here's the last couple of Archetypes for the Spellslinger. The Magician Archetype (Totally not a rename because a "core" class had the same archetype name. Nope. Not at all.) is one that focuses more on the Spellslinger's, well, spells.

    The Soldier Archetype puts some more emphasis on the Spellslinger's martial abilities, while the Traveller Archetype more closely blends the Spellslinger's Magical and Mundane abilities together.


    Spoiler
    Show
    Soldier

    Bonus Spells:
    1st: Grease, Obscuring Mist
    2nd: Alter Self, Magic Vestment

    Lesser Archetype Power: A Soldier can Threaten squares with Touch range spells. If an opponent the Soldier threatens Provokes an Attack of Opportunity, he can use a Touch Range spell range spell instead of a regular attack. (And since he can Threaten squares with spells, he can use them to Flank with.)

    Moderate Archetype Power: A Soldier's attacks ignore a number of points of Damage Reduction (Except for DR/Epic and DR/-) equal to your Charisma modifier and Energy Resistance equal to twice that. This is a Supernatural ability.

    Greater Archetype Power: The Soldier can make a Touch Attack with his (Panache) weapon. The weapon deals damage normally, except he does not get a bonus or penalty to Attack or Damage due to his Strength (You still get stuff from Charisma). If the Soldier can make multiple attacks in a round, he can do so with this ability. This is a Supernatural Ability.



    Traveller

    Bonus Spells:
    1st: Tasha's Hideous Laughter, Pyrotechnics
    2nd: Death Knell*, Prayer

    *Loses the Evil descriptor. Because finishing off an opponent isn't evil.

    Lesser Archetype Power: Whenever you miss on an attack roll with a weapon-like spell, the spell is not discharged and the spell slot is not expended. (Basically, if you didn't hit, you didn't cast.)

    Moderate Archetype Power: As a Full-Round action, you can perform a mundane action (Such as an attack with a sword or bow, or something like a Trip manuver) that requires a Standard Action or lower and cast a Spell that has an (Unmodified) casting time of a Standard Action or lower. This ability does not inherently provoke an AoO, although the spell you cast might.

    Greater Archetype Power: You add half your Caster level to the Attack roll of some weapons and effects. See Panache for details. This bonus is Untyped.




    My 2p on something. The Feat Versatile Blaster. Either get rid of it, or make it part of the class. Because that's not a feat. It's one of those infamous, "class features that use a feat slot". There is literally NO reason you wouldn't take it. The others, however, are perfectly fine, Feat-wise, but expect EVERY Sorcerer and his Sorceress Mother to take Improved Elemental Blast.

    (Some good ideas there on the Sorcerer. Metamagic reduction and spell slots only for Metamagic. Great minds think alike, eh. )

    Also, something tells me the Pantheism ability is supposed to say "The cleric may now venerate two aspects at a single time."


    (Also, now that your abandoning the Colour Mages, I can actually call the Spellslinger, the "Red Mage"! Woo Hoo!)
    Open the lid and snatch a homebrewed treat from Cookie's Jar

    Ponytar by Dirtytabs

    Quote Originally Posted by DudeWhyAreAllTheNamesTaken(Imgur)
    Chaotic neutral. Might rob you blind. Might save your life. Might do both.

  11. - Top - End - #671
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    Default Re: Gnorman's Complete E6 Compendium

    Quote Originally Posted by Sgt. Cookie View Post
    Here's the last couple of Archetypes for the Spellslinger. The Magician Archetype (Totally not a rename because a "core" class had the same archetype name. Nope. Not at all.) is one that focuses more on the Spellslinger's, well, spells.

    The Soldier Archetype puts some more emphasis on the Spellslinger's martial abilities, while the Traveller Archetype more closely blends the Spellslinger's Magical and Mundane abilities together.


    Spoiler
    Show
    Soldier

    Bonus Spells:
    1st: Grease, Obscuring Mist
    2nd: Alter Self, Magic Vestment

    Lesser Archetype Power: A Soldier can Threaten squares with Touch range spells. If an opponent the Soldier threatens Provokes an Attack of Opportunity, he can use a Touch Range spell range spell instead of a regular attack. (And since he can Threaten squares with spells, he can use them to Flank with.)

    Moderate Archetype Power: A Soldier's attacks ignore a number of points of Damage Reduction (Except for DR/Epic and DR/-) equal to your Charisma modifier and Energy Resistance equal to twice that. This is a Supernatural ability.

    Greater Archetype Power: The Soldier can make a Touch Attack with his (Panache) weapon. The weapon deals damage normally, except he does not get a bonus or penalty to Attack or Damage due to his Strength (You still get stuff from Charisma). If the Soldier can make multiple attacks in a round, he can do so with this ability. This is a Supernatural Ability.



    Traveller

    Bonus Spells:
    1st: Tasha's Hideous Laughter, Pyrotechnics
    2nd: Death Knell*, Prayer

    *Loses the Evil descriptor. Because finishing off an opponent isn't evil.

    Lesser Archetype Power: Whenever you miss on an attack roll with a weapon-like spell, the spell is not discharged and the spell slot is not expended. (Basically, if you didn't hit, you didn't cast.)

    Moderate Archetype Power: As a Full-Round action, you can perform a mundane action (Such as an attack with a sword or bow, or something like a Trip manuver) that requires a Standard Action or lower and cast a Spell that has an (Unmodified) casting time of a Standard Action or lower. This ability does not inherently provoke an AoO, although the spell you cast might.

    Greater Archetype Power: You add half your Caster level to the Attack roll of some weapons and effects. See Panache for details. This bonus is Untyped.
    I like the synergy of the Traveller, and Soldier looks like it'd be good at punching through tough enemies. The spell selection's a bit hit or miss for me; I feel like the Traveller should have some spells that enhanced his speed and mobility, while the Soldier should focus more on self-buffs (of which he admittedly has a couple).

    My 2p on something. The Feat Versatile Blaster. Either get rid of it, or make it part of the class. Because that's not a feat. It's one of those infamous, "class features that use a feat slot". There is literally NO reason you wouldn't take it. The others, however, are perfectly fine, Feat-wise, but expect EVERY Sorcerer and his Sorceress Mother to take Improved Elemental Blast.
    Hmm, okay, yeah, that's a fair point. I'll make it part of the original ability.

    (Some good ideas there on the Sorcerer. Metamagic reduction and spell slots only for Metamagic. Great minds think alike, eh. )
    I had actually planned those changes before you posted your Red Mage, for the record. So yes, yes they do.

    Also, something tells me the Pantheism ability is supposed to say "The cleric may now venerate two aspects at a single time."
    Ah. Yes. Yes, indeed, it was supposed to, and now does. Thanks for pointing it out.

    (Also, now that your abandoning the Colour Mages, I can actually call the Spellslinger, the "Red Mage"! Woo Hoo!)
    Have at it! I've been thinking about abandoning the naming convention for some time, because there's occasionally some confusion about "are these FF- or MTG-themed classes?" and the answer is "not explicitly, but I can see why you would think that."

    And on an unrelated note, expect the new and improved Wizard class to be posted sometime today, and perhaps even the Druid if I can drum up the free time.

  12. - Top - End - #672
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    Default Re: Gnorman's Complete E6 Compendium

    Hm. Good point on the spells. I'll have a think about 'em and change them.


    As a side note, what do you think of the Magician Archetype? (Located in the 2nd full Spellslinger post.)
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    Default Re: Gnorman's Complete E6 Compendium

    Well, to be honest, the moderate archetype ability is still confusing, even after your clarifications. I like the greater ability, and it's similar to the Spellbook feature of my updated Wizard class - adds some much-welcome versatility and customization potential. But I'm not really sure what you're trying for here thematically - is the Magician the Reddest of the Red Mages? The most versatile spellcaster? The abilities seem to support that but they're a bit haphazard.

    Side note, I won't be posting the Wizard class tonight; I got a bit sidetracked. But it will be up tomorrow.

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    Alright, thematically the idea is that each Archetype focuses on one aspect of the Red Mage's abilities:

    Duskblade: Offensive Magic
    Combat Medic: Healing Magic
    Magician: Magical Ability
    Soldier: Martial Ability
    Traveller: Blending both Magic and Martial together

    This allows you to make the Red Mage a little bit better at the thing you want him to be best at, or the thing the party's lacking. If the party already has a dedicated Blaster, but very little healing ability, then you can go Combat Medic, for instance.



    Ok, so, the Moderate Magician ability. Normally, spells are recovered after an 8 hour rest. This ability lets you get "some" spells back, with a smaller rest.

    Let's assume you're a 6th level Red Mage had no spells left and rested for three hours. At the end of the three hours, you recover 6 0 level spells, just as-is, and you can recover 3 1st level spells and you can split them between your Arcane and Divine spells as you see fit.

    But, if we assume you had all your fist level spells before you decided to rest, you can instead recover 3 2nd level spells. If you had, say, 2 missing 1st level spells, then you would get those two spells back and one 2nd level spell.

    But, if you do the "normal" 8 hour rest, you would get your spells back as standard.
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    Default Re: Gnorman's Complete E6 Compendium

    Okay, I think I get how it works now. I still think it's a bit of a clunky ability, but at least I understand it. And those archetype breakdowns make sense, too.

    Also, as promised, here's the Wizard. Upon further reflection, I think that the Beguiler is a better fit here than with the Rogue. So the Rogue archetype will be replaced by a Shadowdancer / Ninja archetype shortly.

    The Wizard


    HD: d6
    Class Skills: Appraise, Concentration, Craft, Decipher Script, Disable Device, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (local), Knowledge (the planes), Profession, Search, Spellcraft, Speak Language
    Skill Points: 2 + Int per level (4x at 1st)

    Saves Spells Per Day Spellbook Spells Per Day
    Level BAB Fort Ref Will Special 0 1 2 3 1 2 3
    1st +0 +0 +0 +2 Archetype Power (Lesser), Spellcasting, Spellbook, Scribe Scroll 4 2 - - 1 - -
    2nd +1 +0 +0 +3 Dimension Hop 4 3 - - 1 - -
    3rd +1 +1 +1 +3 Archetype Power (Moderate) 4 4 2 - 1 1 -
    4th +2 +1 +1 +4 Broadened Horizons 4 4 3 - 2 1 -
    5th +2 +1 +1 +4 Bonus Feat 4 4 4 2 2 1 1
    6th +3 +2 +2 +5 Archetype Power (Greater), Arcane Pinnacle 4 4 4 3 2 2 1

    Spoiler
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    Proficiencies: The wizard 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 wizard chooses an archetype from the following list, each of which confers a different set of powers on the wizard. Once made, the choice is final.

    Spellcasting: The wizard casts arcane spells from a specialized list, which is included below. A wizard 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 wizard must have an Intelligence score equal to 10 + the level of spell in question.

    Spellbook: In addition to his natural, spontaneous casting, the wizard keeps a spellbook, which he can use to learn and prepare a small number of spells as a standard 3.5 wizard prepares spells. His daily allotment for these spells is given in the class table, and he receives no bonus spellbook spells for having a high Intelligence score. He also may only learn spells of a level he is currently capable of casting, and only spells on the Sorcerer/Wizard list. He also may not keep an unlimited number of spells in his spellbook - he is limited to a maximum number of spells per spell level equal to his Intelligence modifier. Thus, a 3rd-level wizard with an Intelligence of 18 could keep four 1st-level spells, and four 2nd-level spells, in his spellbook. If he raised his Intelligence to 20, he could now keep five spells of each level in his book. Spells cast from the wizard's spellbook have their DCs determined by the wizard's Intelligence modifier. To cast a spell from his spellbook, the wizard must have an Intelligence score equal to 10 + the level of the spell in question.

    Initially, a wizard may only add spells from the Enchantment, Divination, and Illusion schools to his spellbook. Later abilities increase the variety of spells that he can learn.

    Scribe Scroll: The wizard gains Scribe Scroll as a bonus feat.

    Dimension Hop: Once per round, as an immediate action, the wizard may teleport himself up to 10' in any direction that he has line of sight to. He may bring along objects as long as their combined weight does not exceed his maximum load, but may not bring along any other creatures. Treat this as a spell-like ability that does not provoke attacks of opportunity. The wizard may use this ability a number of times per day equal to his class level.

    Broadened Horizons: The wizard may now add spells from a wider variety of spell schools to his spell book. The wizard chooses one spell school other than Enchantment, Illusion, or Divination. He may now add spells from that school on the sorcerer/wizard list to his spellbook. If the wizard did not choose Conjuration or Transmutation, he may choose one additional school other than Conjuration and Transmutation, and add spells of that school to his spellbook as well.

    Bonus Feat: The wizard gains a bonus feat, which must either be a metamagic feat or an item creation feat. The wizard must still meet all prerequisites for the feat in question.

    Arcane Pinnacle: The wizard has reached the pinnacle of his arcane skills. The wizard selects one of the spell schools listed below. Once per day, the wizard may cast either spell listed under the appropriate entry as a spell-like ability with a caster level equal to his class level. However, the casting time is unchanged - Scrying, for example, would still require an hour to cast.

    Divination: Arcane Eye or Scrying

    Enchantment: Charm Monster or Confusion

    Illusion: Greater Invisibility or Shadow Conjuration

    Wizard Spell List:
    0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation, Read Magic
    1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Feather Fall, Hypnotism, Identify, Obscuring Mist, Silent Image, Sleep, Unseen Servant, Ventriloquism
    2: Blur, Daze Monster, Detect Thoughts, Enthrall, Fog Cloud, Fox's Cunning, Gust of Wind, Hideous Laughter, Hypnotic Pattern, Invisibility, Knock, Locate Object, Minor Image, Mirror Image, Misdirection, Obscure Object, See Invisibility, Silence, Touch of Idiocy, Whispering Wind
    3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Displacement, Gaseous Form, Glibness, Hold Person, Invisibility Sphere, Major Image, Nondetection, Suggestion, Tongues, Wind Wall, Zone of Silence

    Archetypes

    Archivist

    Lesser Archetype Power: The archivist may now add spells from the cleric list to his spellbook, though he still restricted to spells from his approved schools. However, when using his spellbook to cast a spell normally found on a divine spellcasting list, he uses his Wisdom modifier instead of his Intelligence modifier to determine the DC of the spell.
    Moderate Archetype Power: The archivist may now add spells from the druid list to his spellbook. He is still restricted to spells from his approved schools, and uses his Wisdom modifier, just as with cleric spells.
    Greater Archetype Power: The archivist may pick one additional spell school and add spells to his spellbook from that school, from either the cleric, druid, or sorcerer/wizard list.

    Artificer

    Lesser Archetype Power: An artificer adds Use Magic Device to his list of class skills, and may add his Intelligence modifier instead of his Charisma modifier to Use Magic Device attempts.
    Moderate 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 gains Brew Potion and Craft Wondrous Item as bonus feats.
    Greater Archetype Power:For the purposes of meeting prerequisites for item creation, an artificer's effective caster level equals his normal caster level +2. In addition, an artificer gains Craft Magic Arms & Armor and Craft Wand as bonus feats.

    Beguiler

    Lesser Archetype Power: A beguiler adds Hide, Listen, Move Silently, Spot, Sleight of Hand, and Tumble to his list of class skills, and gains four additional skill points per level (sixteen at first level). He also gains Trapfinding, as per the rogue ability.
    Moderate Archetype Power: Whenever a beguiler casts a spell against an opponent that would be denied its Dexterity bonus to armor class, he gains a +1 bonus to the spell's save DC, and a +2 on checks to overcome the opponent's spell resistance, if any.
    Greater Archetype Power A beguiler may, when casting a mind-affecting spell, overcome the target's immunity to mind-affecting spells and effects, albeit at a -4 penalty to the DC of the spell. The beguiler may use this ability a number of times per day equal to his Intelligence modifier.

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    Default Re: Gnorman's Complete E6 Compendium

    Are the core archetypes being filled? Like the Brawler's Cenobite Greater Power, or the Sentinel's Bastion and Landsknetch Moderate and Greater Powers respectively? I'm highly interested in knowing if they are OnO
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    Default Re: Gnorman's Complete E6 Compendium

    Quote Originally Posted by Yael View Post
    Are the core archetypes being filled? Like the Brawler's Cenobite Greater Power, or the Sentinel's Bastion and Landsknetch Moderate and Greater Powers respectively? I'm highly interested in knowing if they are OnO
    Although I have mostly moved on to planning for the third iteration of this project, I do plan on completing the current holes, yes.

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    Default Re: Gnorman's Complete E6 Compendium

    Quick project update!

    I'm working on new versions of the remaining classes, specifically the Barbarian, Bard, Druid, Engineer, Fighter, Monk, Ranger, Paladin, and the Psion.

    I have yet to decide if I will also include the following classes: the Blackguard, the Spellsword, the Marshal, the Empath, and the Sage.

    I do also plan, as previously mentioned, on sitting down and filling in the gaps in the existing classes, so that Version 2 can at least be preserved as a completed system for those of you that prefer it.

    Also, real life sucks.

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