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  1. - Top - End - #1
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    Default [3.5/E6] Rizban's E6 Player's Guide

    Rizban's E6 Player's Guide

    This project is under ongoing development, so check back often for updates and discussions.


    Table of Contents



    Introduction

    I have long enjoyed playing low level D&D and found E6 back when it was first published years ago. For those of you who have never heard of E6, it can be summed up as a gritty, semi-heroic way of playing D&D where characters never progress to a level beyond 6th. More about E6, its rules, and its philosophy can be found here: E6: The Game Inside D&D.


    Why this Player's Guide?

    First of all, I enjoy creating new material. I've spent the past almost three years running a massive play by post game here on these very forums and have created a massive amount of material for it. Many of you may be aware of Aldhaven: Vicious Betrayals or seen the AVB prefix on threads in the play by post forums. That game starts at 6th level, where this project will end, but it is very much rooted in the same philosophy as E6, a harsh, heroic fantasy where the heroes are beyond normal men but are less than demigods.

    I decided some time ago that I would enjoy converting that campaign to an E6 format at some point. While perhaps not for this forum, as I'd hate to disrupt an ongoing game, but I would like to run a live version of that game in E6. While E6 is great, D&D was simply not designed with that paradigm in mind. As such, I wanted to create an all new collection of classes and abilities suited to this play style. I began work on it and was making a small amount of progress when a friend of mine introduced me to Gnorman's E6 Compendium. I was hooked. I really enjoyed the way he had setup his classes and liked the way that he implemented archetypes in a manner similar to class kits from older versions of D&D.

    I initially began trying to assist with his project but came in at a time that he was planning to do a major overhaul of the project, taking it in a direction that I did not particularly like. While it seems that it will be a great project, it just wasn't the direction that I would want to take things for my purposes, namely bringing E6 to Aldhaven. After putting together a basic premise for where I wanted to take development and providing an example, Gnorman gave me permission to take his project and, from it, develop my own. Thus was born this compendium. I look forward to the comments, criticism, and suggestions that other people offer so that I can make this compendium the best that it can be.

    I hope that other players out there find the content here useful and enjoyable. My ultimate goal with this is to create a product that people will use and share with others. If you use this compendium in any way, I'd love to hear from you. If you use it in a play-by-post game, feel free to send me a link, as I'd like to watch to see how things go.


    Classes, Archetypes, and Backgrounds

    As a design philosophy, characters are defined by three core elements, their class, archetype, and background.

    The class will be familiar to anyone who has played D&D. It is the basic chassis for your character, the piece that defines your abilities, skills, and party role. While that continues to be true in this project, players will find that each character class is far more narrowly focused than in standard D&D. The class is the skeleton, the base for a character's abilities. Each class focuses on two very specific game mechanics and a specific party role. Each class develops on that core mechanic, with a few minor supporting abilities, to make a very focused and specific class.

    Now, you may be thinking that it's too focused, but I disagree. You see, that's where the archetype comes in. The archetype is the muscle of the skeleton. Each class chooses an archetype, gaining that archetype's abilities at 1st, 3rd, and 6th level. Each archetype is a unique set of powers that broadens what a class can do and allows a single class to have multiple different specialties. It's even possible to have a whole party made up of a single class and each player still have a unique character.

    The final part, the background is the skin of the character. It has the least mechanical effect and is largely of a role playing aspect; however, each background adds minor tweaks and abilities to a character. These minor abilities play a critical role in defining just how a character acts by giving the character options that others do not. While most archetypes have some kind of restriction on them as to which classes may select them, all backgrounds are open to all characters.
    Last edited by Rizban; 2014-04-01 at 11:14 PM.

  2. - Top - End - #2
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Chapter 1: The Classes

    Combat Classes

    The Brawler

    Role: The brawler is a fast, agile skirmisher. His goal is to get in, deal the most damage possible, and get out. No other character can match his speed, mobility, and raw damage output; however, a brawler can't take as much damage as other fighters.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Critical
    Strike
    Fast
    Movement
    1st
    +0
    +1
    +2
    +0
    Archetype power (lesser), critical strike, fast movement, quick acrobat
    +1/-
    +5 ft
    2nd
    +1
    +2
    +3
    +0
    Flurry of strikes
    +1/-
    +10 ft
    3rd
    +2
    +2
    +3
    +1
    Archetype power (moderate), penetrating critical
    +1/+1
    +10 ft
    4th
    +3
    +2
    +4
    +1
    Evasion, uncanny dodge
    +1/+1
    +15 ft
    5th
    +3
    +3
    +4
    +1
    Improved flurry
    +2/+1
    +15 ft
    6th
    +4
    +3
    +5
    +2
    Archetype power (greater), rapid strikes
    +2/+1
    +20 ft

    Hit Die: d8
    Class Skills (4 + Int modifier per level, ×4 at 1st level): Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

    Class Features
    All of the following are class features of The Brawler.
    Spoiler
    Show
    Weapon and Armor Proficiency: A brawler is proficient with all simple weapons and with light armor but not with shields.

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

    Critical Strike (Ex): At 1st level, a brawler becomes skilled at applying damage to a creature's weakest points. The critical threat range of any weapon with which the brawler is proficient increases by 1. At 5th level, he instead increases the critical threat range by 2. This ability stacks with other abilities that modify the critical threat range of a weapon. Effects that multiply critical threat range always apply before any effects that add to it directly, such as this ability.
    ___Additionally, at level 3, the critical multiplier of any weapon the brawler wields is increased by 1, to a maximum of x5.
    ___Finally, he gains a bonus on his attack rolls to confirm critical hits equal to his class level.

    Fast Movement (Ex): A brawler's land speed is faster than the norm for his race by +5 feet. This benefit applies only when he is wearing no armor or light armor and not carrying a heavy load. Apply this bonus before modifying the brawler’s speed because of any load carried or armor worn.
    ___At every even level, this bonus increases by an additional +5 feet. The total is given on the class table.

    Quick Acrobat (Ex): The penalty a brawler suffers to Balance and Tumble checks from accelerated movement are reduced. The penalty to Balance checks is reduced by an amount equal to the brawler's class level. The penalty to Tumble checks is reduced by an amount equal to twice the brawler's class level. This can never reduce the penalty below zero.

    Flurry of Strikes (Ex): When wearing no armor or light armor and not carrying a heavy load, a brawler may make one extra melee attack at his highest base attack bonus, but this attack takes a -1 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the brawler might make before his next action. A brawler may make a flurry of strikes as part of any melee attack action using any weapons with which he is proficient, but he may only do so once per turn. If he does not make a flurry of strikes attack on his turn, then he may do so once as part of an attack of opportunity.

    Penetrating Critical (Ex): When making a successful critical hit against a creature normally immune to critical hits, a brawler still deals additional damage from the critical hit; however, all extra damage dealt is halved.

    Evasion (Ex): At 4th level, if a brawler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a brawler is wearing light armor or no armor. A helpless brawler does not gain the benefit of evasion.

    Uncanny Dodge (Ex): At 4th level, a brawler retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a brawler already has uncanny dodge from another source, he automatically gains improved uncanny dodge instead.

    Improved Flurry (Ex): When a brawler reaches 5th level, he no longer takes a penalty for using flurry of strikes.

    Rapid Strikes: Once per encounter, a brawler may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Rapid Dash (Ex): For three rounds, the brawler may move his base land speed as a swift action. He also gains a 20% miss chance from concealment for those three rounds.
    • Blitz Strike (Ex): For three rounds, the brawler may make two additional attacks as part of his flurry of strikes instead of only one.
    • Deadly Strikes (Ex): For three rounds, critical threats made by the brawler are automatically confirmed without needing a second roll.


    The Gladiator

    Role: The gladiator is a combat master and dominates a battlefield. He focuses on special attacks in combat and maneuvering around his enemies to get where he needs to be. Additionally, he has some versatility, allowing himself to specialize in a slightly different way each day.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Combat
    Versatility
    Weapon
    of Choice
    1st
    +1
    +2
    +1
    +0
    Archetype power (lesser), combat versatility, skillful maneuvers
    Bonus Feat
    2nd
    +2
    +3
    +2
    +0
    Weapon of choice
    +1
    3rd
    +3
    +3
    +2
    +1
    Archetype power (moderate), fancy footwork
    Bonus Feat
    +1
    4th
    +4
    +4
    +2
    +1
    Unorthodox maneuvers
    +2
    5th
    +5
    +4
    +3
    +1
    Advanced maneuvers
    Bonus Feat
    +2
    6th
    +6/+1
    +5
    +3
    +2
    Archetype power (greater), master maneuvers
    +3

    Hit Die: d10
    Class Skills (4 + Int modifier per level, ×4 at 1st level): Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope (Dex).

    Class Features
    All of the following are class features of The Gladiator.
    Spoiler
    Show
    Weapon and Armor Proficiency: A gladiator is proficient with all simple and martial weapons, the whip, bola, and net, light armor, medium armor, and shields (except tower shields).

    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 class table. Once made, this choice is final.

    Combat Versatility (Ex): At 1st, 3rd, and 5th levels, a gladiator gains a bonus Combat feat for which he meets the prerequisites. Once per day as a full-round action, a gladiator may stop to focus his mind, allowing him to swap any or all of these bonus feats for other Combat feats for which he meets the prerequisites. He cannot choose to lose a feat that is the prerequisite of another feat or ability. If he takes damage or is otherwise distracted during this round, he cannot focus his mind and is unable to change his chosen feats.

    Skillful Maneuvers (Ex): A gladiator gains a circumstance bonus equal to his class level on all bull rush, disarm, feint, grapple, overrun, sunder, and trip attacks, Intimidate checks to demoralize an opponent, and opposed Strength checks when using a net. This bonus applies when he makes or attempts to resist such attacks.

    Weapon of Choice (Ex): The gladiator chooses a single weapon with which he is proficient. He gains a circumstance bonus on attack and damage rolls with that weapon equal to half his class level, rounded down, and the chosen weapon becomes immune to sunder and disarm attacks as long as the gladiator wields it. This ability only applies to a single weapon, even if the gladiator is using two-weapon fighting to use two of the same kind of weapon.
    ___Once per encounter, the gladiator may reroll a single attack roll when using this weapon, but he must take the second roll, even if it is worse.
    ___Once per day, a gladiator may spend five minutes practicing with any weapon with which he is proficient, allowing him to select a new weapon as his weapon of choice.

    Fancy Footwork (Ex): When taking a 5-foot step, a gladiator may move up to 10 feet instead, effectively turning his normal 5-foot step into a 10-foot step. This movement does not provoke attacks of opportunity.
    ___Once per round after making an attack of opportunity, a gladiator may immediately move 5-foot. This does not count as his 5-foot step for the round, does not allow him to move more than 5 feet, and does not provoke attacks of opportunity for movement.

    Unorthodox Maneuvers (Ex): 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 More enemies with a single blow.
    • Wide Swing: A wide swing attack targets a square and the two squares on the left and right of it, from the point of view of the fighter, all of which must be within the gladiator's reach.
    • Lunge: A lunge attack targets a square and the square behind it, from the point of view of the fighter. This effectively increases the reach of the gladiator by 5 ft while still allowing him to attack a nearby foe.
    • Counter-Flank: A counter-flank attack targets a square and the square on the exact opposite side of the gladiator. The gladiator makes one attack roll at his full attack bonus, and uses that result for all targets in the affected squares.


    Advanced Maneuvers (Ex): At 5th level, a gladiator no longer provokes attacks of opportunity when making a bull rush, grapple, overrun, or sunder attack; if he fails to disarm or trip an opponent, the opponent may not attempt to disarm or trip him in return; and he may feint or demoralize an opponent as a move action. He may also fold a net for use as a full-round action rather than taking 2 rounds to do so.

    Master Maneuvers: Once per encounter, a gladiator may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Shake It Off (Ex): As an immediate action, the gladiator may remove one of the following conditions from himself, even if the condition would prevent him from normally doing so: blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and any forms of fear or he may heal 3d6 damage to one ability score. Upon using this ability, any non-lethal damage the gladiator has suffered is immediately healed. This ability may only be using during combat.
    • It's All in the Wrist (Ex): As a swift action, the gladiator may make a full attack at his highest base attack bonus. He may take an additional 5-foot step before this attack and select targets as normal.
    • Quick Footwork (Ex): For three rounds, a gladiator's threatened squares increase as though his reach were increased by 5 feet, but he can still attack squares adjacent to him. If an opponent provokes an attack of opportunity in a threatened square outside of the gladiator's normal reach, he may take a 5-foot step towards that opponent as part of the attack of opportunity so that he can make the attack.


    The Sentinel

    Role: The sentinel is master of defense, a wall made flesh. His entire goal is to protect his allies and draw the enemy's attacks. Among all the classes, he is most uniquely suited to taking punishment and remaining standing against all odds.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Warding
    Bonus
    Damage
    Reduction
    1st
    +1
    +2
    +0
    +2
    Archetype power (lesser), warding, iron hide
    +1
    1/–
    2nd
    +2
    +3
    +0
    +3
    Provocation
    +1
    2/–
    3rd
    +3
    +3
    +1
    +3
    Archetype power (moderate), uncanny dodge, guarding strike
    +2
    2/–
    4th
    +4
    +4
    +1
    +4
    Battle hardened, in harm's way
    +2
    3/–
    5th
    +5
    +4
    +1
    +4
    Improved uncanny dodge
    +3
    3/–
    6th
    +6/+1
    +5
    +2
    +5
    Archetype power (greater), impregnable defense
    +3
    4/–

    Hit Die: d12
    Class Skills (2 + Int modifier per level, ×4 at 1st level): Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope (Dex).

    Class Features
    All of the following are class features of The Sentinel.
    Spoiler
    Show
    Weapon and Armor Proficiency: A sentinel is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

    Archetype: At 1st level, the 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 class table. Once made, this choice is final.

    Warding (Ex): Once per round as a move action, a sentinel may select one willing ally within 30 feet. This ally becomes known as the sentinel's ward. As long as the ward remains within 5 feet of the sentinel, the ward and sentinel gain a number of benefits. If the ward moves away from the sentinel, both lose the benefits, but he does not cease to be counted as the sentinel's ward. Either the sentinel or the ward may dismiss this ability as a free action. A sentinel may not have more than one ward.
    ___At first level, a sentinel's ward is treated as having cover from attacks, regardless of the sentinel's position in relation to the attacker. This grants the ward a warding bonus to AC equal to the AC bonus of the Sentinel's shield (minimum 1). This also applies to touch AC.
    ___As long as the sentinel's ward is within 5 feet, the sentinel gains a dodge bonus to AC equal to his Warding Bonus as listed on the class table.

    Iron Hide (Ex): A sentinel gains damage reduction X/-, according to the class table

    Provocation (Ex): Once per turn as a move action, a sentinel may provoke a number of targets equal to his Constitution modifier within 30 feet to attack him, ignoring any other targets. Affected opponents must make a save at the start of their next turn (Will DC 10 + 1/2 the sentinel's class level + his Con modifier + his Warding bonus if his ward is within 5 feet). If an opponent fails his save, the sentinel is the only creature that opponent may attack this turn. The opponent may move and perform non-hostile acts (such as healing) as normal, and he is not compelled to move toward the sentinel. This effects lasts for one round but ends immediately if the sentinel is killed or falls unconscious or if the affected enemy loses sight of the sentinel or is attacked by another creature before it makes its Will save.

    Uncanny Dodge (Ex): At 3rd level, a sentinel retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a sentinel already has uncanny dodge from another source, he automatically gains improved uncanny dodge instead.

    Guarding Strike (Ex): Opponents in a sentinel's threatened squares provoke attacks of opportunity from the sentinel when they make a melee attack against any target other than the sentinel. If the target of the attack is the sentinel's ward, he gains his warding bonus as a circumstance bonus on his attack roll.

    Battle Hardened (Ex): At 4th level, if a sentinel makes a successful Fortitude saving throw against an attack that normally deals half damage or a reduced effect on a successful Fortitude save, he instead takes no damage or negates the effect. A helpless sentinel does not gain the benefit of battle hardened.

    In Harm's Way (Ex): If the sentinel's ward is the target of an attack, and the ward is within 5 feet, the sentinel may exchange places with his ward as an immediate action. This action must be declared before the attack is resolved against the ward. The sentinel becomes the new target of the attack, and the attacker may not change his target for this attack. The ward gains a dodge bonus to AC equal to the sentinel's warding bonus until the ward's next turn.

    Improved Uncanny Dodge (Ex): At 5th level, a sentinel can no longer be flanked. This defense denies the use of the sneak attack ability against the sentinel by flanking him, unless the attacker has at least four more levels than the target has sentinel levels.

    Impregnable Defense: Once per encounter, a sentinel may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Peerless Bodyguard (Ex): For one full round, the sentinel grants total cover to his ward. This ability may be activated as an immediate action.
    • Unbreakable Shield (Ex): As an immediate action, the sentinel negates all damage from a single source against himself or his ward.
    • Shrug It Off (Ex): As an immediate action, the sentinel treats a single Fortitude, Reflex, or Will save as if he rolled a natural 20. He must make the decision to use this ability before he actually rolls his save, and he does not roll any dice.

    Last edited by Rizban; 2014-09-13 at 11:51 AM.

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Skillful Classes

    The Acrobat

    Role: The acrobat is all about mobility and leverage. She can easily reach places other people can not, and her ability to dodge and weave in combat gives her many tricks that help her and her allies or hinder her enemies.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Skilled
    Acrobat
    AC
    Bonus
    1st
    +0
    +1
    +2
    +0
    Archetype power (lesser), skilled acrobat, AC bonus
    +2
    +1
    2nd
    +1
    +2
    +3
    +0
    Evasion, acrobatic leaping
    +3
    +1
    3rd
    +2
    +2
    +3
    +1
    Archetype power (moderate), distracting flank
    +4
    +2
    4th
    +3
    +2
    +4
    +1
    Uncanny dodge, acrobatic swinging
    +5
    +2
    5th
    +3
    +3
    +4
    +1
    Master acrobat
    +6
    +3
    6th
    +4
    +3
    +5
    +2
    Archetype power (greater), acrobatic combatant
    +7
    +4

    Hit Die: d6
    Class Skills (6 + Int modifier per level, ×4 at 1st level): Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

    Class Features
    All of the following are class features of The Acrobat.
    Spoiler
    Show
    Weapon and Armor Proficiency: An acrobat is proficient with simple weapons and with whips as well as light armor but not with any shields.

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

    Skilled Acrobat (Ex): An acrobat is quite adept at maneuvering through obstacles and has become highly trained in avoiding pursuit. She gains a circumstance bonus equal to her Skilled Acrobat bonus, as listed on the class table, on all Balance, Climb, Escape Artist, Jump, Move Silently, and Tumble checks.
    ___Additionally, an acrobat may choose to use either her Dexterity or her Strength modifier when making Climb and Jump checks.
    ___Finally, an acrobat can make a single turn of up to 90 degrees when running or charging.
    ___An acrobat only gains this bonus while wearing light or no armor.

    AC Bonus (Ex): With her excellent speed and agility, an acrobat is able to slip away from sword blows, dodge arrows, and evade attacks. She gains a dodge bonus to her AC based on her class level, as listed on the class table. She gains this bonus only when wearing light or no armor and carrying no more than a light load.

    Evasion (Ex): At 2nd level and higher, an acrobat can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the acrobat is wearing light or no armor. A helpless acrobat does not gain the benefit of evasion.

    Acrobatic Leaping (Ex): An acrobat is highly skilled at leaping and tumbling, allowing her to perform feats that others can only dream. She may only use these options while wearing light or no armor and carrying no more than a light load.
    • Hop: When using the Jump skill to Hop Up, an acrobat can hop onto something as high as her waist without consuming any additional movement or as high as her shoulders using 10 feet of movement.
    • Vault: With a DC 15 Jump check, an acrobat can vault over obstacles in her way that are no more than waist high, allowing her to run or charge. Failing the Jump check means the acrobat stumbles over the obstacle, landing hard on the other side, and must succeed on a DC 15 Tumble check or land prone.
    • Pole Swing: An acrobat may swing from a horizontal pole or other fixed object in order to give herself additional speed. She may use 5 feet of movement to begin swinging on a pole. While swinging, she may Jump from the pole as if she had a running start.


    Distracting Flank (Ex): An acrobat's agility allows her to make sudden rapid attacks to distract and misdirect her opponents. When an acrobat flanks an opponent, she gains a competence bonus to attack rolls against the flanked opponent equal to one half her class level, rounded down, and her flanking allies gain a +1 circumstance bonus to attack rolls against the same opponent. This bonus is in addition to the normal attack bonus gained from flanking.

    Uncanny Dodge (Ex): At 4th level, an acrobat retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If an acrobat already has uncanny dodge from another source, she automatically gains improved uncanny dodge instead.

    Acrobatic Swinging (Ex): An acrobat learns to employ her maneuverability more readily in combat, giving her additional options, provided she is wearing light or no armor and carrying no more than a light load.
    • Swinging Attack: As a move action, an acrobat may swing from a rope, vine, chandelier, or other hanging object, making attacks as she swings. She may dismount from the swing at any point with a tumble check (DC10). She may also make any melee attack which takes no more than a standard action as part of her swing but may only use light weapons and with only one hand. Additionally, she is treated as making a charge while swinging, gaining +2 to attack rolls and -2 to AC.
    • Swing Kick: As a standard action, an acrobat can swing around a fixed, vertical object such as a pole or lamp post to deliver a powerful kick without provoking an attack of opportunity. This kick deals 1d6 nonlethal damage. If the kick successfully hits, she may either immediately make a trip attempt, with no risk of being tripped if she fails, or may follow up with a regular attack.
    • Grappling Whip: An acrobat may use a whip as if it were a grappling hook. The maximum rope length is the length of the whip (usually 15 feet) and always has a securing DC of 10. This takes a standard action as normal for using a grappling hook; however, the acrobat may choose to use this as a swift action by increasing the DC to 20.


    Master Acrobat (Ex): When making a Balance, Climb, Jump, or Tumble check, an acrobat can take 10, even when stressed or distracted.
    ___An acrobat only gains this bonus while wearing light or no armor.

    Acrobatic Combatant: Once per encounter, an acrobat may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Death From Above (Ex): As a standard action, an acrobat can hurl herself down at an enemy at least 10 feet below her. The acrobat takes falling damage as normal but deals an additional 1d6 damage for every 10 feet she falls, to a maximum of 3d6. Additionally, she gains a +2 circumstance bonus on her attack roll for this attack.
    • Tuck and Roll (Ex): As a move action, the acrobat can tumble through an opponent's square. If the acrobat avoids the opponent's attacks of opportunity for movement, she can treat that opponent as flat-footed against her next attack.
    • Supreme Mobility (Ex): For three rounds, the acrobat's speed increases by 10 feet, she does not provoke attacks of opportunity for movement, and she gains Improved Evasion and Improved Uncanny Dodge.


    The Expert

    Role: The expert is a learned character who pursues excellence in a craft, trade, or field of knowledge. An expert is an almost purely support class.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Insight
    Knacks
    1st
    +0
    +2
    +0
    +1
    Archetype power (lesser), specialization, insight, knacks
    0
    1st Knack
    2nd
    +1
    +3
    +0
    +2
    Insightful defense
    1
    3rd
    +2
    +3
    +1
    +2
    Archetype power (moderate), brilliant aid
    1
    2nd Knack
    4th
    +3
    +4
    +1
    +2
    Insightful strike
    2
    5th
    +3
    +4
    +1
    +3
    Skill mastery
    2
    3rd Knack
    6th
    +4
    +5
    +2
    +3
    Archetype power (greater), true expert
    3
    4th Knack

    Hit Die: d6
    Class Skills (8 + Int modifier per level, ×4 at 1st level): All skills are class skills for an expert.

    Class Features
    All of the following are class features of The Expert.
    Spoiler
    Show
    Weapon and Armor Proficiency: An expert is proficient with all simple weapons and with light armor but not with shields.

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

    Specialization (Ex): At 1st level, an expert chooses which path he will take and the focus of his abilities and talents. He must choose either Craftsman, Professional, or Sage.
    ___Craftsmen focus on producing the highest quality goods, from swords to tapestries. A craftsman gains an insight bonus to all Craft skill checks equal to half his Expert level, rounded up.
    ___Professionals are dedicated to business, whether providing a service, trading of goods, or simply investing wisely. A professional gains an insight bonus to all Profession skill checks equal to half his Expert level, rounded up.
    ___Sages are masters of lore and knowledge from history to anatomy and engineering to politics. a sage gains an insight bonus to all knowledge skill checks equal to half his expert level, rounded up.

    Insight (Ex): An expert gains a number of Insight Points which he can expend to gain bonuses to many abilities. At the beginning of each encounter, he gains a number of Insight Points based on his level, as indicated on the class table, plus his Intelligence modifier. Expending points of Insight is a free action.
    ___At 1st level, before rolling an attack roll, saving throw, or skill check, an expert can expend 1 point of Insight to gain an insight bonus on the roll equal to his Intelligence modifier.

    Knacks: Experts gain a number of abilities as they advance collectively referred to as knacks. Experts may choose any knack for which they qualify, but only those from their chosen specialization.

    Insightful Defense (Ex): An expert learns to read his opponents and predict their attacks. By spending a point of Insight, he adds his Intelligence modifier as an insight bonus to his Armor Class against one opponent until the start of the expert's next turn. This ability may be activated as an immediate action.

    Brilliant Aid (Ex): When using Aid Another, an expert may spent a point of Insight to increase the DC on his check to 15. If he succeeds on his Aid Another check, he adds 2 + his Int modifier to his ally's check.

    Insightful Strike (Ex): As a full round action, an expert can make a single melee or ranged attack and expend a point of Insight to deal additional damage against a single target. His attack gains an insight bonus to damage equal to his expert level. The point of Insight must be spent before making the attack roll. If the attack misses, the Insight spent is wasted.

    Skill Mastery (Ex): At 5th level, an expert selects a number of skills equal to his Intelligence modifier. The selected skills must be based on a mental ability score: Intelligence, Wisdom, or Charisma. When making a skill check using one of the selected skills, he may take 10 even if stress or distractions would normally prevent him from doing so.

    True Expert: Once per encounter, an expert may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Epiphany (Ex): Until the start of his next turn, whenever the expert would add his Intelligence modifier to a roll from spending a point of insight, he instead adds 1.5x his Intelligence modifier (rounded down). So, if he has an 18 Intelligence, he would add a +6 to his rolls instead of a +4 until the start of his next turn.
    • Skill Insight (Ex): When using skill mastery to take 10, the expert may take 15 instead. This function exactly as if he were taking 10, but the result is treated as though he rolled a 15.
    • Brains Over Brawn (Ex): When making an ability check or skill check based on Strength, Dexterity, or Constitution, an expert may add his Intelligence modifier to the roll instead of the physical ability score.


    Knacks
    Spoiler
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    General Knacks
    Spoiler
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    General Knacks may be selected by any Expert, regardless of specialization.
    • Greater Skill Mastery (Ex): Upon selecting this knack, an expert selects two more skills to which his skill mastery ability applies.
      Prerequisites: Skill Mastery
      Special: This knack may be gained multiple times. Each time it is gained, the expert selects another two skills.
    • Improved Insight: Upon gaining this knack, an expert gains an additional point of Insight.
      Special: This knack may be gained multiple times. Its effects stack.
    • Trapfinding: The expert gains trapfinding. See the Trapsmith lesser archetype power.
    Craftsman Knacks
    Spoiler
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    • Efficient Construction (Ex): When selecting this knack, the craftsman selects one specific Craft skill. When making masterwork items using the selected skill, the material cost to create them is reduced by 25%.
      Prerequisite: 4 ranks in the selected Craft skill.
      Special: This knack may be gained multiple times. It's effects do not stack. Each time it is gained, it applies to a different Craft skill.
    • Imbued Creation (Su): Despite not being able to cast spells, a craftsman learns to create magic items. This follows all the normal rules for crafting magic items, including needing the appropriate item creation feats, with the following exception. A craftsman need not provide the prerequisite spells for a magic item; instead, he makes a Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to craft the item. He may attempt to emulate each spell only once per day and must succeed on emulating every spell necessary to craft the item before it can be completed. If the item would normally be completed before he has succeeded on every check, the item remains unfinished until he can succeed, and he must spend a full day crafting in order to make the attempt.
      Prerequisite: Craft (any) 6 ranks, Spellcraft 6 ranks, Use Magic Device 6 ranks
      Special: For the purpose of crafting magic items and gaining item creation feats, a craftsman with this knack is treated as having a caster level equal to his class level minus 1.
    • Quality Workmanship (Ex): With this knack, a craftsman is able to create items of superior quality. When gaining this knack, the craftsman must select a specific Craft skill. Mastwork items crafted with the selected skill grant twice the normal masterwork bonus; i.e. weapons have a +2 on attack rolls, tools grant a +4 bonus, and the armor check penalty of armor is reduced by 2.
      Prerequisite: 6 ranks in the selected Craft skill.
      Special: This knack may be gained multiple times. It's effects do not stack. Each time it is gained, it applies to a different Craft skill.
    • Rapid Construction: When selecting this knack, the craftsman selects one specific Craft skill. When making items using the selected skill, the progress made on completing the item is measured in gold pieces instead of silver pieces. If crafting by the day instead of by the week, the progress is measured in silver pieces instead of copper pieces.
      Prerequisite: 4 ranks in the selected Craft skill.
      Special: This knack may be gained multiple times. It's effects do not stack. Each time it is gained, it applies to a different Craft skill.
    • Reagent Mastery (Ex): After gaining this knack, a craftsman is treated as though he were a spellcaster for the purposes of crafting items using Craft (Alchemy)
      Prerequisite: Craft (Alchemy) 1 rank
    • Renowned Craftsman (Ex): When using a Craft skill to earn a living, a craftsman gains his full skill check in gold pieces instead of half as normal for a week of work.
      Special: This knack may be gained twice. The second time it is gained, the craftsman instead gains twice his skill check in gold pieces for a week of work.
    • Skilled Crafting (Ex): When making a Craft check using a Craft skill in which he has no ranks, a craftsman may treat the skill as though it had ranks equal to half the number of skill ranks of his highest Craft skill rounded down. For example, a craftsman with 8 ranks in Craft (leatherworking) and 0 ranks in Craft (basketweaving) could make a Craft (basketweaving) check as though he had 4 ranks in it. Ability modifiers and other bonuses are applied as normal.
    Professional Knacks
    Spoiler
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    • Apprentice: Upon gaining this knack, a professional gains a skilled assistant in his work. The professional gains a cohort as though he had the Leadership feat, but he does not gain any followers. His leadership score is calculated using the number of ranks in his highest Profession skill rather than his character level. As normal, the cohort must be two or more levels lower than the professional.
      Prerequisite: Profession (any) 6 ranks
    • Fast Talk (Ex): A professional knows how to sell, bargain, and convince people something is worth more or less than it is. With this knack, a professional adds half his class level, rounded down, on any Bluff, Diplomacy, or Gather Information check related to goods, services, or trade in some way.
    • Journeyman (Ex): A number of times per day equal to the professional's Intelligence modifier, the professional's apprentice may make a Profession check using the professional's skill modifier instead of his own.
      Prerequisite: Profession (any) 8 ranks, Apprentice knack
    • Loyal Customers (Ex): When using a Profession skill to earn a living, a professional gains his full skill check in gold pieces instead of half as normal for a week of work.
      Special: This knack may be gained twice. The second time it is gained, the professional instead gains twice his skill check in gold pieces for a week of work.
    • Savvy Trader: A professional has learned how to buy at the best prices, allowing him locate a particular item he wishes to buy at a discount. When gaining this knack, he must select a specific Profession skill. Once per week, a professional can make a Profession check to locate a particular item he wishes to buy. The item must be in some way related to the selected skill. If his skill check beats the DC set by the DM, he is able to purchase the item at a 25% discount.
      The DC is 15 + the items rarity modifier: +0 for common items, +2 for uncommon items, +5 for rare items, or +10 for extremely rare items. Illegal items add another +5 to the DC. The item a professional tries to buy may not always be available, even if he beats the DC, especially if the item is rare or illegal.
      Prerequisite: 6 ranks in the selected Profession skill.
    • Skilled Businessman (Ex): When making a Profession check using a Profession skill in which he has no ranks, a professional may treat the skill as though it had ranks equal to half the number of skill ranks of his highest Profession skill rounded down. For example, a professional with 8 ranks in Profession (sailor) and 0 ranks in Profession (miner) could make a Profession (merchant) check as though he had 4 ranks in it. Ability modifiers and other bonuses are applied as normal.
    • Trade Pidgin (Ex): Learning a smattering of words and phrases from many different languages, a professional can learn to communicate with almost anyone. He is treated as constantly being under the effect of a tongues spell.
      Prerequisite: Fast Talk knack
    Sage Knacks
    Spoiler
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    • Expansive Knowledge (Ex): When making a Knowledge check using a Knowledge skill in which he has no ranks, a sage may treat the skill as though it had ranks equal to half the number of skill ranks of his highest Knowledge skill rounded down. For example, a sage with 8 ranks in Knowledge (arcana) and 0 ranks in Knowledge (the planes) could make a Knowledge (the planes) check as though he had 4 ranks in it. Ability modifiers and other bonuses are applied as normal.
    • Greater Insight (Ex): Through extensive study, sages tend to gather deeper insight than most. Upon gaining this knack, a sage gains a number of points of Insight equal to 2 + number of times he has taken the Improved Insight knack.
      Prerequisite: Improved Insight knack
    • Know Weakness (Ex): If a sage correctly identifies a creature with a Knowledge check, he can use this knack to identify that creature's vulnerabilities. When using Insight Points against that creature, any variable bonuses are increased by +2.
      Prerequisite: Knowledge (arcana, dungeoneering, local, nature, religion, or the planes) 5 ranks.
      Special: A sage must have at least 5 ranks in the related Knowledge skill to use this knack with that skill; however, taking this knack once allows it to apply to all Knowledge skills in which the sage has at least 5 ranks.
    • Lore (Ex): With this knack, a sage may make a special lore check with a bonus equal to his sage level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. A sage may not take 10 or take 20 on this check; this sort of knowledge is essentially random.Special: If the sage has a least 5 ranks in a Knowledge skill, he gains a +2 bonus to lore checks related to that skill.
    • Magic Aptitude (Sp): Many sage's studies delve deep into mystical lore. A sage with this knack has learned some minor magical skills. He learns a number of cantrips from any spell list equal to his Intelligence modifier and may cast them a total number of times per day equal to 4 + his Intelligence modifier; however, casting a cantrip requires spending a point of Insight. These cantrips do not suffer from an arcane failure chance.
      Prerequisite: Knowledge (arcana or religion) 6 ranks
    • Master Linguist (Ex): Having learned a great number of languages during his studies, a sage can communicate with almost anyone. He is treated as constantly being under the effect of a tongues spell. In addition, he gains a bonus on all Decipher Script checks equal to his class level.
      Prerequisite: Must know at least 4 languages
    • ???


    The Troubadour

    Role: A storyteller, poet, and musician, the troubadour is the master of inspiration. Whether encouraging his allies or demoralizing his foes, a troubadour's words are his weapons.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Inspiring Aura
    Bonus/Range
    Beguiling
    Influence
    1st
    +0
    +0
    +1
    +2
    Archetype power (lesser), inspiring aura, beguiling influence
    +1 / 20 ft
    +1
    2nd
    +1
    +0
    +2
    +3
    Magic aptitude, streetwise
    +1 / 25 ft
    +1
    3rd
    +2
    +1
    +2
    +3
    Archetype power (moderate), quick thinking, social graces
    +2 / 30 ft
    +1
    4th
    +3
    +1
    +2
    +4
    Mental resistance
    +2 / 35 ft
    +2
    5th
    +3
    +1
    +3
    +4
    Fortune's friend
    +3 / 40 ft
    +2
    6th
    +4
    +2
    +3
    +5
    Archetype power (greater), sound and fury
    +3 / 50 ft
    +3

    Hit Die: d6
    Class Skills (6 + Int modifier per level, ×4 at 1st level): Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skill, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), and Tumble (Dex).

    Class Features
    All of the following are class features of The Troubadour.
    Spoiler
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    Weapon and Armor Proficiency: A troubadour is proficient with simple and martial weapons and with light armor and shields (but not tower shields).

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

    Inspiring Aura (Su): A troubadour learns to inspire his allies and demoralize his enemies using only words and music. As a standard action, he may project an Inspiring Aura. The aura remains in effect until he uses a free action to dismiss the aura or activates a different aura as a standard action. A troubadour need not be in battle to activate an aura and may have it active at any time, and there is no limit to the number of times per day that a troubadour may activate his aura. A troubadour must sing, play a instrument, recite poetry, chant, whistle, or use some other verbal or musical style to produce the aura. If the troubadour is deaf, he has a 20% chance each turn of the aura failing and deactivating.
    ___Unless otherwise noted, any variable bonus is equal to the bonus given on the table, and the aura affects all allies or enemies within the range given who can hear the troubadour, though they do not have to share a language. Creatures who are deaf are immune to all benefits and penalties granted by the aura. The aura does not work in an area of silence, and is automatically dismissed if the troubadour is dazed, stunned, paralyzed, unconscious, or is otherwise unable to continue producing the necessary sounds.
    ___A troubadour begins play knowing three Inspirations of his choice, gaining one new Inspiration at each additional level to a maximum of 8 known at 6th level.

    Beguiling Influence (Ex): A troubadour uses his natural charm and wit to his advantage. He gains a circumstance bonus equal to his beguiling influence bonus on Bluff, Diplomacy, Gather Information, and Perform checks when used in social situations. He never gains this bonus for other uses, such as when feinting in combat.

    Magic Aptitude (Sp): Troubadours have some minor magical skills learned during their studies and travel. They learn three cantrips from any one spell list or any one domain and may cast them a total number of times per day equal to 4 + Charisma modifier. These cantrips do not suffer from an arcane failure chance.

    Streetwise (Ex): A troubadour understands more about life on the streets of a city than most. He gains a bonus on Knowledge (local) checks and on Survival checks made inside of a city equal to his Charisma modifier (if positive).

    Quick Thinking (Ex): Troubadours are known to quickly assess a situation and respond rapidly. Anytime a troubadour is aware of an enemy before combat starts, he gains a circumstance bonus to his initiative checks equal to his Beguiling Influence bonus. Enemies who gain a surprise round against him deny him this bonus.

    Social Graces (Ex): When using Bluff or Diplomacy, a troubadour can quickly cover minor mistakes and smooth a botched attempt to influence someone. Any time a troubadour fails a Bluff or Diplomacy check, he may spend a swift action to immediately roll the check again. He must use the second result, even if the roll is lower. A troubadour may only use this ability against a particular target once per day.
    ___This ability can not be used in combat, such as when attempting to feint.

    Mental Resistance (Su): Troubadours carry many stories and trivial knowledge based on half-truths and false rumors. This makes a troubadour’s mind unreliable to those who would seek to mentally affect it. At 4th level, a troubadour receives a morale bonus equal to his Beguiling Influence bonus to saves made against Enchantment (Charm) spells and any ability that would read or detect his thoughts.

    Fortune's Friend (Ex): Luck seems to favor a troubadour. At 5th level, he gains the ability to reroll a single ability check, skill check, attack roll, or saving throw but must use the second result, even if the result is lower. This ability is a free action and can be used a number of times per day equal to the troubadour's Charisma modifier, but only once on any one roll.

    Sound and Fury: Once per encounter, a troubadour may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Inspirational Speech (Su): By spending a full-round action, a troubadour may activate a second inspiring aura for three rounds. At the end of the third round, he chooses which of the two auras is dismissed.
    • Great Motivator (Su): By spending a standard action, the troubadour's inspiring aura bonus increases by +1 for three rounds.
    • Quite Fortunate (Su): The troubadour may use his fortune's friend ability once without it counting against his daily uses of that ability.


    Inspiring Auras
    Spoiler
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    • Assault: All allies affected by this aura gain a bonus on rolls to confirm critical hits equal to twice the normal aura bonus.
    • Alacrity: This aura grants a boost in reaction time to all allies within the aura, granting them a bonus on Initiative checks and on Reflex saves.
    • Countersong: An aura user can use his aura to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check and adds his aura bonus to the result. Any creature within 30 feet of the aura user (including the user himself) that is affected by a sonic or language-dependent magical attack may use the Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The aura user may keep up the countersong for 10 rounds. After the countersong ends, the aura user must rest for at least 1 minute for each round the countersong was active before he can use it again.
    • Distraction: While this aura is active, all enemies within the aura take a penalty to attack rolls and Concentration checks. As a swift or immediate action, the aura user may end this aura to apply the penalty to a saving throw of one affected enemy.
    • Fascinate: Enemies affected by this aura have a chance of becoming fascinated. Each creature to be fascinated must be within 90 feet, able to see and hear the aura user, and able to pay attention to him. The aura user must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every level a character attains beyond 1st, he can target one additional creature with this aura.
      ___To fascinate a creature, the aura user makes a Perform check, adding his aura bonus to the result. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the user cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the performance, taking no other actions, for as long as the user continues to play and concentrate (up to a maximum of 1 round per class level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the aura user to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
      ___Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
    • Inspire Ability: When this aura is activated, the aura user chooses one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. Affected allies gain a bonus on ability checks with that ability and on skill checks that have the chosen ability as its key ability. As a standard action, a troubadour may alter this aura to affect a different ability without ending his use of the aura.
    • Inspire Competence: When this aura is activated, the aura user chooses one skill. Affected allies gain a bonus on skill checks with that skill equal to twice the normal aura bonus. Certain uses of this ability are infeasible, such as Move Silently or Listen, as ruled by the DM. An aura user can't inspire competence in himself. This is a mind-affecting ability.
    • Intractability: This aura grants a boost in strength of will to all allies within the aura, granting them a bonus on Concentration and Sense Motive skill checks and on Will saves
    • Repose: All allies affected by this aura ignore the effects of fatigue, exhaustion, hunger, and thirst while affected by the aura. This does not remove the need to sleep, eat, or drink, characters simply do not suffer the negative effects of the fatigue.
    • Rousing Combat: All allies affected by this aura gain a bonus when making or attempting to resist a bull rush, disarm, feint, grapple, overrun, sunder, or trip attempt.
    • Taunt: One enemy within twice the normal aura range must make a Will save (DC 10 + aura bonus + Charisma modifier) or become enraged and attempt to attack the aura user, moving toward him if necessary and charging if beneficial. This aura must be maintained each round as a swift action.
      ___If the taunted creature is attacked, injured, or targeted or damaged by a spell from any source other than the aura's user, the taunt effect immediately ends. After a number of rounds equal to the aura bonus, the taunted creature gets a new saving throw. A creature that successfully saves against a taunt is immune to taunts from the aura user for 24 hours. This is an enchantment (compulsion), mind-affecting ability.
    • Tenacity: This aura grants a boost in resolve and resilience to all allies within the aura, granting them a bonus on Fortitude saves and damage reduction X/magic where X is the aura bonus. This does not stack with other sources of damage reduction.
    • Valor: All allies affected by this aura gain a bonus on attack rolls and weapon damage rolls.
    • Vigor: All allies affected by this aura gain a bonus on armor class and saves against fear, poison, and disease.

    Last edited by Rizban; 2014-09-13 at 11:53 AM.

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Magic Classes

    The Augur

    Role: The augur is an observer and interpreter of omens, a conduit of magic power not her own. She casts her spells spontaneously using motes of energy drawn from another source.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Channeling
    Abilities
    Spirit
    Surge
    Motes
    /day
    Spells
    Known
    Maximum Spell
    Level Known
    1st
    +0
    +0
    +0
    +2
    Archetype power (lesser), channeling
    Vigor
    -
    6
    3
    1st
    2nd
    +1
    +0
    +0
    +3
    Spirit surge
    -
    +1
    7
    5
    1st
    3rd
    +1
    +1
    +1
    +3
    Archetype power (moderate)
    Augury
    +1
    17
    7
    2nd
    4th
    +2
    +1
    +1
    +4
    -
    Counterspell
    +2
    21
    9
    2nd
    5th
    +2
    +1
    +1
    +4
    Magic shift
    Prescience
    +2
    39
    11
    3rd
    6th
    +3
    +2
    +2
    +5
    Archetype power (greater), channeling savant
    Divination
    +2
    48
    13
    3rd

    Hit Die: d4
    Class Skills (4 + Int modifier per level, ×4 at 1st level): Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

    Class Features
    All of the following are class features of The Augur.
    Spoiler
    Show
    Weapon and Armor Proficiency: An augur is proficient with simple weapons and light armor but not with any type of shield.

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

    Motes/day: An augur's ability to cast spells and activate certain other class abilities is powered by channeled energy in the form of limited motes of power. Her abilities are limited by the number of motes she has available. Her daily allotment of motes is given on the table.
    ___In addition, she gains a number of bonus motes per day if she has a high Wisdom score, gaining a number of bonus motes equal to her Wisdom modifier * the highest level spell she knows. For example, if a 5th-level augur has a Wisdom score of 16, she gains 9 bonus motes (3 * 3 = 9).
    ___To cast a spell, an augur must expend a number of motes equal to the caster level of the spell, and an augur may only spend a maximum number of motes on a spell or ability equal to her class level. In other words, a 3rd-level augur could never spend more than 3 motes on any one spell or ability.
    ___0-level spells cost no motes to cast. Instead, an augur may cast a number of 0-level spells per day equal to 1 + her Wisdom modifier. Any 0-level spell she chooses to cast after reaching this limit costs 1 mote.
    ___Metamagic feats that add effective spell levels to a spell add an appropriate mote cost when applied to a spell that an augur casts. Applying a metamagic feat to a spell does not increase its casting time.

    Spells Known: An augur begins play knowing all 0-level spells on her archetype list plus three 1st-level spells of her choice. Each time she gains a new level, she learns new spells as indicated on the class table.
    To learn or cast a spell, an augur must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an augur’s spell is 10 + the spell level + the augur’s Wisdom modifier. An augur simply knows her spells and, unlike the magus, does not need to prepare them in advance.
    The number of times per day an augur can cast a spell is limited only by her daily motes.

    Channeling (Su): By channeling motes of energy, an augur is able to create a range of effects.
    • Vigor: At 1st level, an augur can channel motes to increase her speed and durability. She gains a +10 ft bonus to her base land speed and 1 temporary hit point per class level. For each mote she spends on this ability beyond the first, she gains 1 additional temporary hit point per class level.
      The bonus to her land speed lasts for 1 round/level, and the temporary hit points last 1 minute/level.
    • Augury: At 3rd level, an augur may use channeling to cast the augury spell as a supernatural ability. This ability costs three motes as if casting the spell and functions exactly as the spell except as follows. The casting time is 1 round and requires neither material components nor focus.
    • Counterspell: As an immediate action, an augur can channel energy to prevent a spell from being cast. By spending a number of motes equal to twice the spell level of a spell being cast, the augur can make a dispel check (1d20 + class level) to counter the spell. For each additional mote spent, the augur adds 1 to her dispel check.
    • Prescience: When making a saving throw, an augur may spend motes as a free action in order to gain a +1 bonus on that saving throw for each mote spent.
    • Divination: By spending 8 motes (requiring a use of spirit surge), an augur can cast the divination spell as a supernatural ability. This functions exactly as the spell except no material component is needed.


    Spirit Surge (Su): A number of times per day equal to her Wisdom modifier, an augur can use sheer force of will to channel more energy than normal. When casting a spell or using an ability that is powered by motes, she can invoke a spirit surge as a free action. When using spirit surge, she temporarily gains +1 to her effective class level with that one spell or ability, thus allowing her to augment her spells and abilities further than she otherwise could. Using spirit surge costs no additional motes. Instead, the additional 1 mote that would normally be required is effectively supplied by spirit surge.
    At 4th level, she can choose to temporarily boost her class level by two instead of one.
    The surging spiritual energies channeled through the augur can be overwhelming to both mind and body. If an augur is overwhelmed by the surge of energy, she is sickened until the end of her next round. She has a 5% chance of being overwhelmed when using spirit surge.

    Magical Shift: At 5th level, an augur can choose to lose any spell she knows of up to 2nd level and learn a new spell from her archetype list of the same level in its place.

    Channeling Savant: Once per encounter, an augur may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Great Surge (Su): When activating a spirit surge, an augur may choose to make it a great surge. If she does so, her effective class level is increased by +3.
      A great surge is particularly detrimental, guaranteeing that the augur is overwhelmed. She always becomes sickened for 1d3 rounds after using great surge and, in addition, the save DCs of her spells suffer a -2 penalty while she remains sickened.
    • Deep Insight (Su): When activating this ability, an augur may spend any number of motes she chooses, up to the maximum she can normally spend. For three rounds, any spells of the divination school she casts gain +2 to caster level for each mote spent on this ability. This benefit also applies to her augury and divination abilities from channeling.
    • Channel Shift (Su): Once per day, an augur may spend motes to cast a spell that she does now know. This spell may be any spell on her spell list of up to 2nd level. She spends 1 more mote than usual to cast this spell. So, if she casts a 2nd-level spell with this ability, she must spend 4 motes instead of the usual 3.


    The Magus

    Role: The magus is a spellcaster focused on knowledge and learning. He has mastered his spells through study and ritual and must take time to prepare his spells each morning from his spellbook.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Esoteric
    Knowledge
    Eclectic
    Study
    -0-
    1st
    2nd
    3rd
    1st
    +0
    +0
    +0
    +2
    Archetype power (lesser), Scribe Scroll, esoteric knowledge
    Tactics
    -
    5
    3
    -
    -
    2nd
    +1
    +0
    +0
    +3
    Eclectic study
    -
    1st
    6
    4
    -
    -
    3rd
    +1
    +1
    +1
    +3
    Archetype power (moderate)
    -
    -
    7
    5
    3
    -
    4th
    +2
    +1
    +1
    +4
    -
    Resistance
    2nd
    7
    6
    4
    -
    5th
    +2
    +1
    +1
    +4
    Great lore
    -
    -
    7
    6
    5
    3
    6th
    +3
    +2
    +2
    +5
    Archetype power (greater), mastery of magic
    Vulnerability
    2nd
    7
    7
    6
    4

    Hit Die: d4
    Class Skills (4 + Int modifier per level, ×4 at 1st level): Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language (none), Spellcraft (Int), and Use Magic Device (Cha).

    Class Features
    All of the following are class features of The Magus.
    Spoiler
    Show
    Weapon and Armor Proficiency: A magus is proficient with the club, dagger, light crossbow, and quarterstaff but not with any type of armor or shield.

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

    Spellcasting: A magus casts spells which are drawn from the spell list associated with his archetype. A magus must choose and prepare her spells ahead of time.
    ___To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.
    ___A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the class table. In addition, he receives bonus spells per day if he has a high Intelligence score.
    ___A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

    Spellbook: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all magi can prepare from memory.
    ___A magus begins play with a spellbook containing all 0-level spells on his archetype list plus three 1st-level spells of his choice. For each point of Intelligence bonus the magus has, the spellbook holds one additional 1st-level spell of his choice. At each new magus level, he gains two new spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook.
    ___At any time, a magus can add spells found on scrolls or in other spellbooks to his own, though gaining spells in this way incurs an additional cost. To copy an additional spell into his spellbook, the magus must pay gold and experience costs as if he were creating a scroll with the Scribe Scroll feat. It takes one day per spell level to add a spell to his spellbook in this way. A magus can only add spells found on his archetype spell list to his spellbook in this way. If the spell is added from a scroll, the scroll is consumed in the process. Spells found in another spellbook are not affected.

    Scribe Scroll: At 1st level, a magus gains Scribe Scroll as a bonus feat.

    Esoteric Knowledge (Ex): A number of times per day equal to his Intelligence modifier, a magus can call upon the extensive knowledge he has gained through his studies. When using Knowledge (arcana, dungeoneering, religion, or the planes) to identify a creature, the magus may use a move action to make an Esoteric Knowledge check, granting his allies a bonus against creatures of that kind in the current encounter. Each use of this ability can apply only one type of esoteric knowledge bonus. The DC of an esoteric knowledge check is always 15, granting a +1 bonus of some kind. For every 10 points by which the magus beats the DC, the bonus increases by 1 to a maximum of 3, i.e. a 25 grants a +2 bonus, and a 35 grants a +3.
    • Tactics: By quickly explaining the basic behaviors of a creature, the magus grants his allies a circumstance bonus on attack rolls against that creature.
    • Resistance: By recognizing a creature's abilities and warning his allies, a magus grants a circumstance bonus on all saving throws against abilities used by the creature.
    • Vulnerability: By pointing out vulnerabilities and weaknesses of a creature, a magus enables his allies to more easily injure it, gaining bonus damage on weapon damage rolls of 1d6, 2d6, or 3d6.


    Eclectic Study: At 2nd, 4th, and 6th levels, a magus' extensive study has taught him to cast a new spell from outside of his archetype. These spells are added to his spellbook just as if he had learned the spell normally when gaining a level, and he may prepare and cast it as normal for spells in his book. At 2nd level, a magus may add any 0- or 1st-level spell of his choice to his spellbook from any archetype spell list or from a chosen domain. At 4th and 6th levels, a magus may add any 0-, 1st-, or 2nd-level spell of his choice.

    Great Lore (Ex): At 5th level, a magus gains a +4 bonus on all Decipher Script and Spellcraft checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed.

    Master of Magic: Once per encounter, a magus may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Esoteric Power (Su): For three rounds, the magus adds his Intelligence modifier to any checks made to overcome a target's spell resistance.
    • Knowledge Mastery (Ex): After making a successful esoteric knowledge check, the magus may spend a second move action to explain more about the identified creature to his allies, allowing him to grant two esoteric knowledge bonuses against the target creatures for the rest of the encounter.
    • Rapid Casting (Su): A magus may cast a single spell as a swift action as long as the spell does not normally take longer than 1 standard action to cast. This ability does not increase the level of the spell.


    The Spellblade

    Role: The spellblade is a spellcaster who relishes combat on the front lines. He combines magic with basic combat skills to become a potent fighter.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Eldritch
    Blast
    Spell
    Conduit
    Spells
    Known
    Maximum Spell
    Level Known
    1st
    +0
    +2
    +0
    +1
    Archetype power (lesser), eldritch blast, combat training
    1d6
    -
    1
    1st
    2nd
    +1
    +3
    +0
    +2
    Spell conduit
    -
    Touch
    2
    1st
    3rd
    +2
    +3
    +1
    +2
    Archetype power (moderate)
    2d6
    -
    2
    1st
    4th
    +3
    +4
    +1
    +2
    -
    -
    Any
    3
    1st
    5th
    +3
    +4
    +1
    +3
    Spell power
    3d6
    -
    4
    2nd
    6th
    +4
    +5
    +2
    +3
    Archetype power (greater), combat panache
    -
    -
    5
    2nd

    Hit Die: d8
    Class Skills (2 + Int modifier per level, ×4 at 1st level): Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

    Class Features
    All of the following are class features of The Spellblade.
    Spoiler
    Show
    Weapon and Armor Proficiency: A spellblade is proficient with all simple weapons and one martial melee weapon of his choice. He is proficient with light armor and shields (but not tower shields). If his spells are arcane, he does not suffer from arcane spell failure while wearing light armor or carrying a light shield. This benefit does not extend to medium or heavy armor or to heavy shields.

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

    Spellcasting: A spellblade casts spells which are drawn from his archetype spell list and begins play knowing 1 spell of up to 1st level.
    ___To learn or cast a spell, a spellblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellblade’s spell is 10 + the spell level + the spellblade’s Charisma modifier.
    ___A spellblade simply knows his spells and, unlike the magus, does not need to prepare them in advance.
    ___Also unlike other Magic Classes, a spellblade may cast any spell he knows at will, though this is subject to all the normal restrictions of casting a spell. However, after a spellblade casts a spell, he can not cast that spell again for 1d4 rounds. This does not prevent him from casting a different spell that he knows.
    ___Spells with a duration cast by the spellblade add their duration to the number of rounds a Spellblade must wait before casting the spell again. When a spell ends normally or is dismissed, its remaining duration is removed from the refresh time. Spells with a duration that are dispelled by an enemy do not reduce the time the spellblade must wait before casting that spell again.
    ___A spellblade who does not get a good night's sleep loses access to the highest level spell he knows for the following day, losing one additional spell for each day he goes without sleep. Sleeping restfully for 8 hours removes this penalty, restoring access to his spells.

    Eldritch Blast (Sp): By unleashing raw magical energy, a spellblade can deal damage directly to an enemy. His eldritch blast is a ray with a range of 60 feet. It is used a standard action, resolved as a touch attack, affects only a single target, and allows no saving throw, but it is subject to spell resistance.
    ___An eldritch blast deals 1d6 damage at 1st level, 2d6 at 3rd, and 3d6 at 5th.

    Combat Training (Ex): A spellblade may select Combat feats as though he had levels in a Combat class.

    Spell Conduit (Su): As a standard action, a spellblade can cast any touch spell he knows as part of a melee attack. If the attack hits, the spell is conducted through the weapon and also hits the target (saving throws and spell resistance still apply). If the attack misses, the spell dissipates harmlessly. The spell must have a casting time not longer than 1 standard action but can be cast even if the spellblade does not have a free hand open for somatic components. This ability only affects a single weapon.
    ___Any spell which grants multiple attacks, such as chill touch, may only conduct a single attack granted by that spell with each use of this ability. However, such spells with a duration longer than one round may be used over several rounds, limited by the spell's normal duration. In the case of produce flame, this would allow the spellblade to conduct a produce flame attack multiple times as normal for the spell.
    ___At his option, a spellblade may conduct his eldritch blast damage into a melee attack instead of a spell he knows. Doing this makes his eldritch blast unavailable to him for 1d4 rounds, as if it were a spell.
    ___At 4th level, a spellblade can conduct any spell he knows as part of this ability, as long as that spell can target a creature or object or has an area effect that causes damage. If the spell normally has an area effect or can affect multiple targets, such as a fireball, it instead affects only the target of the attack.

    Spell Power (Ex): Any spell conducted through a weapon by the spellblade has its save DC increased by 2, and the spellblade gains a +2 bonus on his caster level check to overcome any spell resistance.

    Combat Panache: Once per encounter, a spellblade may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Surging Conduit (Su): As a full-round action, a spellblade may use spell conduit as part of a full attack affecting each target hit with the weapon, even if the spell normally can affect only one target. A target of the attack cannot be affected by the same spell more than once, though the spellblade may still make multiple attacks against it.
      ___Additionally, as part of the full attack, the spellblade may make a second attack with his weapon at a -5 penalty as if he had a high enough base attack bonus to make iterative attacks.
      ___Spell conduit still affects only a single weapon the spellblade wields.
    • Eldritch Conduit (Sp): As a full-round action, a spellblade may conduct a spell through his eldritch blast as though it were a melee weapon allowing him to use his spell conduit ability at range.
    • Eldritch Power (Ex): For three rounds, the bonuses from a spellblade's spell power ability increase to +5.

    Last edited by Rizban; 2014-09-13 at 11:53 AM.

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Chapter 2: The Archetypes

    All archetypes follow the same format.

    Archetype Name

    The archetype's description and purpose are given in the first paragraph.

    Prerequisites Any special requirements needed to select a particular archetype, usually in the form of levels in a particular class.
    Archetype Skills Any skills that are added to your class skill list by the chosen archetype.
    Archetype Proficiencies Any weapon or armor proficiencies added to your class proficiencies by the chosen archetype.

    Archetype Features
    These are the mechanical effects of the archetype's abilities.



    The Archetypes
    Archetype Prerequisites Benefits
    Assassin Skillful Sneak attack, poison use, and death attack
    Beastmaster Animal companions
    Breathstealer Combat Improved grab, grapple bonuses, constrict
    Brute Combat Rage, damage reduction, pounce
    Duelist Combat Combat Focus and defensive maneuvers
    Force Adept Magic Master of force spells and object manipulation
    Green Mage Magic Spellcasting, wild empathy, speak with plants/animals, wilderness movement
    Hoplite Combat Shield bashes, improved AC, stunning attacks
    Huntsman Combat or Skillful Favored enemies and terrain
    Priest Magic Spellcasting, healing, turn undead, church authority
    Pugilist Combat Unarmed strikes, stun attacks, overcoming damage reduction
    Red Mage Magic Spellcasting, armor use, bonus damage
    Skirmisher Skillful or Brawler Sneak attack and mobility.
    Sniper Combat or Skillful Ranged attack bonuses, death attack
    Templar Combat Channeling, healing, and resistances
    Trapsmith Trapfinding, trap sense, quickly setting traps


    Archetype Descriptions
    Spoiler: Assassin - Hoplite
    Show

    Assassin
    Spoiler
    Show
    The assassin focuses on underhanded tactics and precise strikes on vital organs.

    Prerequisites Assassin is available only to Skillful classes.
    Archetype Skills An assassin gains Hide and Move Silently as class skills if she does not already possess them.
    Archetype Proficiencies An assassin gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Poison Use (Ex)
      ___An assassin gains the ability to apply poison or oil to a weapon as a swift action and never risks accidentally poisoning herself when applying poison. Applying a poison or oil in combat no longer provokes an attack of opportunity.

    • Sneak Attack (Ex)
      ___An assassin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC or when the assassin flanks her target. The extra damage is 1d6 at 1st level, and it increases by 1d6 every two assassin levels thereafter to a maximum of 3d6 at 5th level. Should the assassin 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 or the weapon's first range increment, whichever if farther.
      ___Any creature that is immune to critical hits or does not have a discernible anatomy takes only half damage from sneak attacks. The assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Moderate Archetype Power
    • Poison Resistance (Ex)
      ___An assassin gains a circumstance bonus to saves against poison equal to half her class level, rounded down.

    • Uncanny Dodge (Ex)
      ___An assassin retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If an assassin already has uncanny dodge from another source, she automatically gains improved uncanny dodge instead.

    Greater Archetype Power
    • Deadly Poisons (Ex)
      ___The DC of any poison an assassin uses is increased by 2.

    • Death Attack (Ex)
      ___If an assassin studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as her attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
      ___If a death attack is attempted and fails (the victim makes his save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.

    Capstone
    An assassin adds one additional option to her class' capstone ability.
    • Acrobat – Opportunistic Backstab (Ex) When an enemy provokes an attack of opportunity from the acrobat, the acrobat may make a Tumble check vs DC 15. If successful, he slips through his opponent's defenses and is able to apply sneak attack damage to the attack of opportunity.
    • Expert – Poisonous Insight (Ex) When poisoning a creature, the expert may spend up to 6 points of insight. The initial save DC of the poison increases by 1 for every two points spent.
    • Troubadour – Charming Killer (Ex) For three rounds, a troubadour may use his Beguiling Influence and Social Graces abilities in combat, including the use of the Bluff skill to feint. If he successfully feints in combat and makes a sneak attack against the same opponent that round, he deals an additional 1d6 sneak attack damage.


    Beastmaster
    Spoiler
    Show
    The beastmaster is exceptional at training and handling animals of all kinds.

    Prerequisites Beastmaster is available to any class.
    Archetype Skills A beastmaster gains Handle Animal and Ride as class skills if he does not already possess them.
    Archetype Proficiencies A beastmaster gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Animal Companion (Ex)
      ___A beastmaster may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the beastmaster on her adventures as appropriate for its kind.
      ___A 1st-level beastmaster's companion is completely typical for its kind except as noted below. As a beastmaster advances in level, the animal’s power increases as shown on the table. If a beastmaster releases her companion from service, she may gain a new one by spending 24 hours training a new animal. This can also replace an animal companion that has perished.

    • Wild Empathy (Ex)
      ___A beastmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The beastmaster rolls 1d20 and adds her beastmaster level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the beastmaster and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A beastmaster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

    Moderate Archetype Power
    • Wild Whispers (Su)
      ___At 3rd level, a beastmaster gains the ability to use speak with all animals at will as the spell.

    • Healing Touch (Su)
      ___A beastmaster with a Charisma score of 12 or higher can heal the wounds of animals with a touch. Each day she can heal a total number of hit points of damage equal to her beastmaster level × her Charisma bonus. A beastmaster may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using this ability is a standard action and only works on creatures of the Animal type.

    Greater Archetype Power
    • Second Animal Companion (Ex)
      ___At 6th level, a beastmaster gains a second animal companion. For the purposes of improving the second animal companion's abilities, treat the beastmaster as if his class level was 5 lower.

    Capstone
    A beastmaster adds one additional option to his class' capstone ability.
    • Brawler – Wild Strike (Ex) For three rounds, any time the brawler makes a successful critical hit against an opponent, any attacks his animal companions make have their critical threat range increased by 2.
    • Gladiator – Animal Teamwork (Ex) A gladiator's animal companion may assist him in making any bull rush, disarm, feint, overrun, sunder, and trip attacks by either distracting the opponent or adding its strength. The animal companion must remain adjacent to the gladiator for the entire combat maneuver, moving as he moves if necessary. The gladiator gains a circumstance bonus on all opposed Strength checks equal to the animal companion's Strength modifier and other opposed rolls equal to the animal companion's Dexterity modifier.
    • Sentinel – Animal Guardian (Ex) For three rounds, if a sentinel and his animal companion flank the sentinel's ward, the sentinel's warding bonus increases by 3 for all abilities that use it.
    • Acrobat – Coordinated Flanking (Ex) For three rounds, an acrobat and her animal companions adjacent to the same enemy are considered flanking him regardless of their positions in relation to that enemy. In addition, the bonus that her animal companions gain from her distracting flank ability is increased to +2.
    • Expert – Natural Insight (Ex) For three rounds, any time the expert spends points of insight to gain a bonus on an attack roll, damage roll, saving throw, or skill check, his animal companions also gain an insight bonus equal to half the bonus the expert gains. This bonus applies on the next appropriate roll the animal companion makes in that round. If an expert uses insight to boost his attack roll, then the companion gains a bonus on its next attack roll.
    • Troubadour – Quick Companions (Ex) As an immediate action made at the start of combat, a troubadour who gains a bonus from his quick thinking ability also grants the bonus to his animal companions.
    • Augur – Channel of Nature (Su) When using channeling to use either the vigor or prescience ability, the bonuses apply to his animal companion as well.
    • Magus – Natural Knowledge (Ex) When making an esoteric knowledge check, the magus may choose to use Knowledge (nature) in addition to any other Knowledge skills he can normally use. Regardless of the Knowledge skill used, the bonus gained by a magus' animal companions from his use of esoteric knowledge is 1 higher than normal, as though he rolled higher on the skill check.
    • Spellblade – Companion Conduit (Su) As a full-round action that provokes attacks of opportunity, a spellblade may conduct a spell into one of his animal companions. For the next three rounds, the first successful attack made by that animal conducts the spell, hitting its target. For the duration of this ability, the spellblade can not use the conducted spell.

    Special If a Magic class selects the Beastmaster archetype, he gains the spellcasting ability and spell list of a green mage. He does not, however, gain any other benefits of that archetype.

    Beastmaster Spell List
    Spoiler
    Show

    0-Level
    • Cure Minor Wounds
    • Detect Poison
    • Mending
    • Purify Food and Drink
    • Resistance

    1st-level
    • Calm Animals
    • Charm Animal
    • Detect Animals or Plants
    • Hide from Animals
    • Magic Fang

    2nd-level
    • Animal Messenger
    • Animal Trance
    • Beastly Power
    • Hold Animal
    • Wild Insight

    3rd-level
    • Dominate Animal
    • Magic Fang, Greater
    • Reduce Animal

    † indicates a new spell described below.

    Animal Companion
    Spoiler
    Show
    Class
    Level
    Bonus
    HD
    Natural
    Armor Adj.
    Str/Dex
    Adj.
    Bonus
    Tricks
    Special
    1st
    +0
    +0
    +0
    1
    Link
    2nd
    +1
    +1
    +0
    1
    Alertness
    3rd
    +2
    +2
    +1
    2
    -
    4th
    +2
    +3
    +1
    2
    Evasion
    5th
    +3
    +3
    +2
    3
    -
    6th
    +4
    +4
    +2
    4
    Devotion

    Animal Companion Basics
    Use the base statistics for a creature of the companion’s kind, but make the following changes.

    Class Level The character’s class level.

    Bonus HD Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion has 3/4 base attack bonus progression. An animal companion has good Fortitude and Reflex saves. An animal companion gains additional skill points and feats for bonus HD as normal for advancing a creature’s Hit Dice.

    Natural Armor Adj. The number noted here is an improvement to the animal companion’s natural armor bonus.

    Str/Dex Adj. Add this value to the animal companion’s Strength and Dexterity scores. This is considered a racial bonus.

    Bonus Tricks The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the beastmaster might choose to teach it. These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The beastmaster selects these bonus tricks, and once selected, they can’t be changed.

    Link (Ex) A beastmaster can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The beastmaster gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding her animal companion.

    Alertness As long as her animal companion is within 10 feet, the beastmaster gains the effects of the Alertness feat.

    Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves again enchantment spells and effects.


    Breathstealer
    Spoiler
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    The breathstealer is the closest of combatants, focused almost entirely on grappling and subduing his enemies by physically forcing them down into the dirt.

    Prerequisites Breathstealer is available only to Combat classes.
    Archetype Skills A breathstealer gains Escape Artist as a class skill if he does not already possess it.
    Archetype Proficiencies A breathstealer gains proficiency with armor spikes and his unarmed strike if he does not already possess it.

    Archetype Features
    Lesser Archetype Power
    • Improved Grab (Ex)
      ___If a breathstealer hits with a melee attack using an unarmed strike or natural weapon, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
      ___Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the breathstealer. He has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If he chooses to do the latter, he takes a -20 penalty on grapple checks but is not considered grappled himself; does not lose his Dexterity bonus to AC, still threatens an area, and can use his remaining attacks against other opponents.
      ___Each successful grapple check he makes during successive rounds automatically deals damage equal to that of the attack he used to establish the hold.
      ___When a breathstealer gets a hold after an improved grab attack, he pulls his opponent into his space. This act does not provoke attacks of opportunity. He can even move (possibly carrying away the opponent), provided he can drag the opponent’s weight.

    • Mighty Wrestling (Ex)
      ___A breathstealer gains a +1 bonus on all grapple checks and all opposed Strength and Dexterity checks. At 4th level, this bonus increases to +2.

    • Unarmed Combat (Ex)
      ___A breathstealer gains Improved Unarmed Strike as a bonus feat, even if he does not meet the prerequisites.

    Moderate Archetype Power
    • Crushing Pin (Ex)
      ___When successfully pinning an opponent, a breathstealer deals an additional amount of damage to that opponent each round equal to his class level.

    • Opportunistic Grab (Ex)
      ___Once per round as an immediate action, a breathstealer can use an attack of opportunity to initiate a grapple against an opponent within reach that has just missed him with a melee attack.

    • Powerful Grapple (Ex)
      ___When making grapple checks or using improved grab, he is treated as one size larger if doing so is advantageous to him.
      ___When using the Damage Your Opponent option while grappling, a breathstealer deals damage as though he were one size larger and may deal lethal damage without taking a penalty to his grapple checks. At 5th level, he deals damage as though he were two sizes larger.

    Greater Archetype Power
    • Constrict (Ex)
      ___A breathstealer can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. He deals an amount of damage equal to 1d8 + twice his Strength modifier. If he also uses his improved grab ability, he deals constriction damage in addition to damage dealt by the weapon used to grab.

    • Giant's Grip (Ex)
      ___The breathstealer may grapple opponents of up to two size categories larger than normal, e.g. Medium creatures can grapple up to Huge creatures, Small up to Large, etc.

    Capstone
    A breathstealer adds one additional option to his class' capstone ability.
    • Brawler – Crushing Strike (Ex) As a standard action, a brawler may treat an opponent he has pinned as if he just confirmed a critical hit without having to make a grapple check.
    • Gladiator – Sword at the Throat (Ex) For three rounds, a gladiator may use his weapon of choice against an opponent he is grappling, even if he can not normally use that weapon in a grapple.
    • Sentinel – Break Hold (Ex) As a move action, a sentinel may make an opposed grapple check against an opponent grappling the sentinel's ally. If the sentinel wins the grapple, he forces the opponent to release his ally from the grapple. The sentinel is not grappling his opponent at the end of this maneuver and may act as normal.


    Brute
    Spoiler
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    The brute is a wild berserker who uses his unchecked fury to decimate his opponents.

    Prerequisites Brute is available only to Combat classes.
    Archetype Skills A brute gains no additional class skills.
    Archetype Proficiencies A brute gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Rage (Ex)
      ___A brute can fly into a rage a number of times per day equal to half his class level, rounded up. In a rage, a brute temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus on Will saves, and a 10-foot increase to his land speed, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the brute's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, a brute 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 he cast spells or activate magic items that require a command word, a spell trigger, or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
      ___A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A brute may prematurely end his rage. At the end of the rage, the brute loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
      ___A brute can fly into a rage only once per encounter. Entering a rage takes no time itself, but a brute can do it only during his action, not in response to the action of someone else.

    • Mighty Intimidation (Ex)
      ___A brute may choose to use either his Strength or his Charisma modifier on Intimidate checks.

    Moderate Archetype Power
    • Unimpeded Charge (Ex)
      ___Once per round, when a brute makes a charge attack, he may charge over difficult terrain and may make one direction change of up to 90 degrees.

    • Damage Reduction (Ex)
      ___While raging, a brute gains damage reduction X/–, where X is equal to 1/3 his class level rounded down. If he already has damage reduction of X/–, this ability stacks.

    Greater Archetype Power
    • Pounce (Ex)
      ___A brute gains the Pounce ability, allowing him to make a full attack at the end of a charge, and he no longer suffers a penalty to armor class when charging.

    • Indomitable (Ex)
      ___While raging, a brute gains an additional +4 bonus to Will saves against mind-affecting effects and enchantments.

    Capstone
    A brute adds one additional option to his class' capstone ability.
    • Brawler – Quick Frenzy (Ex) If a brawler has not yet used his rage ability in this encounter, he may, as an immediate action, expend one of his daily uses of rage to enter a Quick Frenzy. This ability works exactly the same as his rage ability, except that he gains the following instead of the normal bonuses and penalties a +4 bonus to Strength, a +4 bonus to Dexterity, and a 10-foot increase to his land speed, but he takes a -2 penalty to ranged attacks. Because this ability is activated as an immediate action, the brawler may activate this ability at any time, including at the start of combat, allowing him to use his enhanced Dexterity modifier to his initiative check.
    • Gladiator – Brutal Weapons (Ex) A gladiator may activate this ability as a free action when he flies into a rage. If he does so, he does not gain the normal bonuses to Strength and Constitution from his rage. Instead, for the duration of his rage, he treats any weapon he wields as his Weapon of Choice and gains a +2 bonus to all bull rush, disarm, feint, grapple, overrun, sunder, and trip attacks, Intimidate checks to demoralize an opponent, and opposed Strength checks when using a net. He still takes the -2 AC penalty and gains the +2 Will save bonus from his rage.
    • Sentinel – Rapid Defender (Ex) A sentinel may activate this ability as a free action when he flies into a rage. For the duration of the rage, his gains a +4 circumstance bonus to attack and damage against anyone who attacks his ward. Additionally, when using Guarding Strike against an enemy who attacks his ward, he may make a full attack instead of a single attack.


    Duelist
    Spoiler
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    The duelist is a master of his weapon, dancing out of his opponent's reach and lunging forward to strike a killing blow.

    Prerequisites Duelist is available only to Combat classes.
    Archetype Skills A duelist gains Bluff and Sense Motive as class skills if he does not already possess them.
    Archetype Proficiencies A duelist gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Combat Focus
      ___A duelist gains Combat Focus as a bonus feat. In addition, his maximum FP increased by 1.

    • Parry (Ex)
      ___A duelist is able to easily divert attacks away from him. When targeted by a melee attack, a duelist may spend 1 FP to attempt a parry. The duelist makes an attack roll with his weapon, adding his normal modifiers for the attack plus any dodge bonuses to AC. The result of his attack roll replaces his normal AC. In order to use this ability, a duelist must be using a light or one-handed weapon in one hand and not have anything in his off hand.

    • Flourish (Ex)
      ___By distracting an opponent with his weapon, a duelist is better able to feint in combat, gaining a bonus on Bluff checks to make feint attempts equal to his class level.

    Moderate Archetype Power
    • Rhythm (Ex)
      ___After making a successful melee attack, a duelist may spend 2 FP as a swift action to make a second attack at a -2 penalty. This ability may only be used on the duelist's turn and only once per round.

    • Bonetti's Defense (Ex)
      ___Once per encounter as a move action, a duelist may drop into a defensive stance for one round. All melee attacks made against him until the start of his next turn gain a +4 circumstance bonus to attack but provoke an attack of opportunity from the duelist.

    • Improved Combat Focus
      ___The duelist gains a bonus Focus feat.

    Greater Archetype Power
    • Riposte (Ex)
      ___If an enemy misses the duelist with a melee attack, including as the result of parry, the duelist may spend 1 FP as an immediate action to make an attack against that enemy.

    • Agrippa's Offense (Ex)
      ___Once per encounter as a swift action, a duelist may drop into a combat stance for one round. All attacks he makes until the start of his next turn are resolved as touch attacks but deal no weapon damage. A duelist gains 1 FP for every successful attack made during this round.

    • Greater Combat Focus
      ___A duelist gains a bonus Focus feat. In addition, his maximum FP is increased by 1.

    Capstone
    A duelist adds one additional option to his class' capstone ability.
    • Brawler – Critical Refocus (Ex) After confirming a critical hit, the brawler may choose for the attack to deal no damage. If he does, he immediately gains 3 Focus Points, and his max FP is increased by 1 for three rounds.
    • Gladiator – Thibault's Maneuver (Ex) For three rounds, a Gladiator may add his skillful maneuvers bonus to his parry checks. The gladiator gains 1 FP each round that he makes a successful parry attempt.
    • Sentinel – Body Guard (Ex) For three rounds, a Sentinel may use parry and riposte against any attacks directed at his ward.


    Force Adept
    Spoiler
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    Sensitive to the basic forces of the universe, a force adept is a skilled combatant.

    Prerequisites Force Adept is available only to Magic classes.
    Archetype Skills A force adept gains Knowledge (arcana) as a class skill if he does not already possess it.
    Archetype Proficiencies A force adept gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Spellcasting
      ___A force adept specializes in force magic, casting arcane spells drawn from the force adept spell list.

    • Force Defense (Su)
      ___Anytime a force adept casts a spell with the [force] descriptor that grants an armor or shield bonus to AC, he increases the bonus by half his class level, rounded up. Additionally, the duration of any such spell is doubled as though affected by the Extend Spell metamagic feat, but the spell incurs no additional metamagic cost.

    • Missile Adept
      ___A force adept learns Magic Missile, Greater Magic Missile, and Magic Missile Swarm as bonus spells when he learns to cast spells of the appropriate levels. If the force adept prepares spells, he may choose to sacrifice any other spell he has prepared to spontaneously cast one of these spells. The sacrificed spell must be the same or higher level as the spell being cast. The force adept knows and can prepare and cast these spells from memory and does not need to copy them into a spellbook if he uses one, and these spells do not count against his number of spells known.

    Moderate Archetype Power
    • Piercing Missiles (Su)
      ___A force adept gains a +2 bonus on caster level checks to overcome spell resistance when using one of his missile adept spells. Additionally, when using one of these spells against a creature with a shield spell or similar effect that automatically blocks magic missiles, the force adept may make a caster level check with a DC equal to the caster level of the shield effect. If his check is successful, his magic missiles pierce the shield and deal damage as normal.

    • Force Push (Su)
      ___A force adept may project a blast of force at any creature or unattended object within 20 feet. If the force adept hits with a ranged touch attack, he deals 2d6 points of force damage to the target (Reflex half, DC equal to 10 + 1/2 the force adept's Hit Dice + the force adept's key ability modifer). A target no more than one size category larger than the force adept is pushed back 5 feet for every 5 points of damage it takes, but it may make a Strength check against the same DC to resist the pushback effect. If a wall or other solid object prevents the target from being pushed the full distance, the target takes an additional 1d4 points of force damage as it slams into the obstacle.
      ___A force adept may use this ability once every 1d4+1 rounds.

    Greater Archetype Power
    • Force Wave (Sp)
      ___As a swift action, a force adept may unleash a burst of raw force from within himself. A force wave initiates a bull rush against all creatures within 10 feet of the force adept with a +10 modifier on the attempt and is treated as a creature of the same size as the force adept. All affected creatures are pushed back to the full extent of the bull rush result, even if this would push them beyond the normal range of the force wave, and take 1 point of force damage for every 5 feet they are pushed.
      ___A force adept may use this ability a number of times per day equal to his key ability modifier (minimum 1).

    • Missile Immunity (Su)
      ___Any magic missiles which strike the force adept deal no damage.

    Capstone
    A force adept adds one additional option to his class' capstone ability.
    • Force Surge (Su) When using the force push ability, a force adept may spend a single use of spirit surge. If she does so, her force push deals an additional 1d6 damage, and the save DCs are increased by +2. She does not suffer the normal chance of becoming overwhelmed when using this ability.
    • Missile Mastery (Ex) For three rounds, when using one of his missile adept spells, a magus creates 1 additional magic missile, and all missiles deal 1 additional point of force damage.
    • Force Conduit (Sp) The spellblade may conduct his force push ability through his melee weapon as though it were a spell, allowing him to hurl an opponent backwards with a melee attack. He adds his weapon damage to the damage dealt by the force push to determine the distance his target is pushed.

    Force Adept Spell List
    Spoiler
    Show

    0-Level
    • Detect Magic
    • Hurl Item
    • Mage Hand
    • Open/Close

    1st-level
    • Call Item
    • Floating Disk
    • Force Knife
    • Greater Mage Hand
    • Jump
    • Mage Armor
    • Shield

    2nd-level
    • Blade Wind
    • Force Gem
    • Levitate
    • Protection from Arrows
    • Shatter

    3rd-level
    • Explosive Runes
    • Sepia Snake Sigil

    † indicates a new spell described below.


    Green Mage
    Spoiler
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    Green mages are at one with the natural world, particularly the plants and animals of the deep forests and jungles.

    Prerequisites Green Mage is available only to Magic classes.
    Archetype Skills A green mage gains Knowledge (nature) and Survival as class skills if she does not already possess them.
    Archetype Proficiencies A green mage gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Spellcasting
      ___A green mage casts divine spells by tapping into the energy of the natural world around her. She can not cast spells with an alignment descriptor that opposes her alignment.

    • Nature's Ally
      ___A green mage learns Summon Nature's Ally I, II, and III as bonus spells when she learns to cast spells of appropriate levels. If the green mage prepares spells, she may choose to sacrifice any other spell she has prepared to spontaneously cast a Summon Nature's Ally spell of the same level as the sacrificed spell. The green mage knows and can prepare and cast these spells from memory and does not need to copy them into a spellbook if she uses one, and these spells do not count against her number of spells known.

    • Wild Empathy (Ex)
      ___A green mage can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The green mage rolls 1d20 and adds her green mage level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the green mage and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A green mage can only use this ability to influence the attitudes of animals.

    • Woodland Stride (Ex)
      ___A green mage may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

    Moderate Archetype Power
    • Trackless Step (Ex)
      ___A green mage leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

    • Whispers of the Wild (Su)
      ___A green mage may use speak with animals and speak with plants at will as the spells.

    Greater Archetype Power
    • Treant Sapling
      ___The green mage becomes tied to the nature world, gaining the support of a treant sapling. This treant is allied to the green mage and will fight alongside him. However, it will not attack any creatures with the animal or plant types unless defending itself, nor will it willingly damage or destroy any natural environment.
      ___Should the treant sapling be killed, planting the body in natural soil for 24 hours will restore the treant sapling to life with 1 hit point. If the treant sapling is killed by fire or burned after its death, it remains dead, but a new sapling will join the green mage after 1 month, albeit only after a stern rebuke.

    Capstone
    A green mage adds one additional option to her class' capstone ability.
    • Augur – Nature's Champion (Sp) The augur may cast the Summon Nature's Ally IV spell. This ability costs 6 motes as though it were a 3rd-level spell.
    • Magus – Reincarnation (Sp) Having discovered the secret lore of nature and mastered it, the Magus learns to use the spell reincarnate once per week.
    • Spellblade – Natural Conduit (Su) As a full-round action that provokes attacks of opportunity, a spellblade may conduct a spell into his treant sapling ally. For the next three rounds, the first successful attack made by the treant sapling conducts the spell, hitting its target. The duration of this ability is added to the time a spellblade must wait to cast the spell again.

    Green Mage Spell List
    Spoiler
    Show

    0-Level
    • Create Water
    • Cure Minor Wounds
    • Detect Magic
    • Detect Poison
    • Flare
    • Guidance
    • Know Direction
    • Light
    • Mending
    • Purify Food and Drink
    • Read Magic
    • Resistance

    1st-level
    • Calm Animals
    • Charm Animal
    • Detect Animals or Plants
    • Detect Snares and Pits
    • Endure Elements
    • Entangle
    • Faerie Fire
    • Goodberry
    • Hide from Animals
    • Jump
    • Magic Fang
    • Magic Stone
    • Obscuring Mist
    • Pass Without Trace
    • Rejuvenation, Minor
    • Shillelagh

    2nd-level
    • Animal Messenger
    • Animal Trance
    • Barkskin
    • Beastly Power
    • Delay Poison
    • Fog Cloud
    • Gust of Wind
    • Hold Animal
    • Rejuvenation, Moderate
    • Resist Energy
    • Summon Swarm
    • Wild Insight
    • Wood Shape

    3rd-level
    • Diminish Plants
    • Dominate Animal
    • Neutralize Poison
    • Plant Growth
    • Poison
    • Quench
    • Rejuvenation, Greater
    • Snare
    • Spike Growth
    • Water Breathing

    † indicates a new spell described below.


    Hoplite
    Spoiler
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    The hoplite is a warrior defined more by his shield than by his weapon.

    Prerequisites Hoplite is available only to Combat classes.
    Archetype Skills A hoplite gains no additional class skills.
    Archetype Proficiencies A hoplite gains proficiency with all shields (including tower shields) if he does not already possess it.

    Archetype Features
    Lesser Archetype Power
    • Intervening Shield (Ex)
      ___As long as he is wielding a shield, the hoplite adds a deflection bonus to his AC equal to one half of his Base Attack Bonus, rounded down.

    • Shield Offensive (Ex)
      ___While wielding a light or heavy shield in one hand and a weapon in the other, a hoplite is treated as though he had the Two-Weapon Fighting feat, even if he does not meet the prerequisites, allowing him to make shield bashes as either his primary or off-hand attack. While a shield is treated as a one-handed weapon for most purposes, a hoplite only takes two-weapon fighting penalties as though the shield were a light weapon.
      ___While wielding a tower shield, a hoplite may forfeit his normal attacks to make shield bashes with his tower shield as though it were a two-handed weapon. When wielded as a weapon, a medium tower shield deals 1d6 damage, and a medium spiked tower shield deals 1d8.

    Moderate Archetype Power
    • Defensive Maneuvers (Ex)
      ___By thrusting his shield into his target, a hoplite is able to make bull rush and overrun attempts without provoking attacks of opportunity from his targets. He still provokes attacks of opportunity from others for movement as normal. Additionally, the hoplite adds any enhancement bonus on the shield to any opposed checks when making a bull rush or overrun attempt with a shield.

    • Stunning Bash (Ex)
      ___As a standard action, a hoplite may make a shield bash against a single enemy. If the attack hits, it deals damage as normal, and the target must make a Fortitude save (DC 10 + 1/2 hoplite level + shield's AC bonus) or become stunned for 1 round. A hoplite may make a number of stunning bashes per day equal to his hoplite level. A hoplite must declare that he is attempting a stunning bash before he rolls. If the attack misses, the daily use of stunning bash is not wasted.

    Greater Archetype Power
    • Improved Shield Offensive (Ex)
      ___While wielding a light or heavy shield in one hand and a weapon in the other, a hoplite is treated as though he had the Improved Two-Weapon Fighting feat, even if he does not meet the prerequisites, allowing him to make two off-hand attacks as part of his full attack.
      ___While wielding a tower shield, a hoplite instead adds 2x his Strength modifier to shield bashes made with it rather than 1.5x as normal.

    Capstone
    A hoplite adds one additional option to his class' capstone ability.
    • Brawler – Befuddling Blow (Ex) As a swift action, a brawler who confirms a critical hit against an enemy with a shield bash may immediately declare that the attack was also a stunning bash, consuming one of his daily uses and affecting the target as if he declared he was making a stunning bash attempt before attacking. The save DC for the stunning bash is increased by 2.
    • Gladiator – Shield-Focused Maneuvers (Ex) For three rounds, a gladiator adds his shield's enhancement bonus to any combat maneuvers he uses his shield to perform. This stacks with the bonus gained from the Defensive Maneuvers ability.
    • Sentinel – Deflecting Shield (Ex) For three rounds, the sentinel reduces his shield's AC bonus to 0. If he does so, all attacks against him suffer a 30% miss chance as he uses his shield to deflect all attacks against him. The sentinel may not make attacks with his shield while this ability is active.

    Last edited by Rizban; 2014-09-13 at 11:58 AM.

  6. - Top - End - #6
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Archetype Descriptions Continued
    Spoiler: Huntsman - Trapsmith
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    Huntsman
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    The huntsman (or huntress) is a master of his terrain and skilled at hunting down enemies common to his homeland.

    Prerequisites Huntsman is available to any Combat or Skillful class.
    Archetype Skills A huntsman gains Survival and Knowledge (either dungeoneering, local, or nature) as class skills if he does not already possess them.
    Archetype Proficiencies A huntsman gains proficiency with light armor and with all simple weapons and one martial weapon of his choice if he does not already possess it.

    Archetype Features
    Lesser Archetype Power
    • 1st Favored Enemy (Ex)
      ___At 1st level, a hunstman may select a type of creature from among those given on the Favored Enemies table. The hunstman gains a +2 bonus on Bluff, Knowledge, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gains a +2 bonus on weapon damage rolls against such creatures.
      ___If the hunstman chooses Humanoids or Outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the Favored Enemies table. If a specific creature falls into more than one category of favored enemy, the hunstman’s bonuses do not stack; he simply uses whichever bonus is higher.

    • Favored Environment (Ex)
      ___At 1st level, a hunstman may select a natural environment from among those given on the Favored Environments table. Due to the hunstman's experience in that environment, he gains a +2 bonus to Initiative checks and a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when he is in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the huntsman has selected underground as a favored environment).
      ___While in his favored environment, the DC of any Survival check to track a Huntsman is increased by 10.
      ___At 5th level, the huntsman may select one additional favored environment. In addition, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2.

    • Track
      ___A huntsman gains Track as a bonus feat.

    Moderate Archetype Power
    • 2nd Favored Enemy (Ex)
      ___At 3rd level, the hunstman may select an additional favored enemy.

    • Swift Tracker (Ex)
      ___Beginning at 3rd level, a huntsman can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

    Greater Archetype Power
    • 3rd Favored Enemy (Ex)
      ___At 6th level, the hunstman may select an additional favored enemy. In addition, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

    • Camouflage (Ex)
      ___A huntsman of 6th level or higher can use the Hide skill in his favored environments, even if the terrain doesn’t grant cover or concealment.

    Capstone
    A huntsman adds one additional option to his class' capstone ability.
    • Brawler – Chosen Prey (Ex) A brawler may, as a swift action, designate one creature in combat that is one of his favored enemies. For three rounds, the brawler's favored enemy bonuses against the targeted creature increases by +2, and his critical threat range against the creature increases by +1.
    • Gladiator – Favored Maneuvers (Ex) For three rounds, a gladiator adds his favored enemy bonus to his Skillful Maneuvers ability against his favored enemy. Additionally, any successful combat maneuver which does not deal damage, such as a disarm attack, deals favored enemy damage as if the gladiator were making a normal attack.
    • Sentinel – Incite Foes (Ex) For three rounds, a sentinel adds his favored enemy bonus to the save DC of all Provocation attempts made against his favored enemies. In addition, he adds his favored enemy bonus to his attack rolls against favored enemies when using his Guarding Strike ability.
    • Acrobat – Terrain Mastery (Ex) For three rounds, an acrobat in her favored environment adds her favored environment bonus to her skilled acrobat bonuses, and she gains Improved Uncanny Dodge.
    • Expert – Adversarial Insight (Ex) When using insightful defense or insightful strike against a favored enemy, the expert adds his favored enemy bonus to his Armor Class or attack roll.
    • Troubadour – Foedeath Aura (Su) As a standard action, a troubadour may project a Foedeath Aura, dismissing his Inspiring Aura while this ability remains active. For three rounds, the troubadour's allies gain a bonus to attack and damage against his favored enemies equal to his inspiring aura bonus plus his favored enemy bonus.

    Favored Enemies
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    Type (Subtype) - Type (Subtype) - Type (Subtype) - Type (Subtype)
    Aberration Humanoid (Dwarf) Humanoid (Other*) Outsider (Fire)
    Animal Humanoid (Elf) Magical Beast Outsider (Good)
    Construct Humanoid (Goblinoid) Monstrous Humanoid Outsider (Lawful)
    Dragon Humanoid (Gnoll) Ooze Outsider (Native)
    Elemental Humanoid (Gnome) Outsider (Air) Outsider (Water)
    Fey Humanoid (Halfling) Outsider (Chaotic) Plant
    Giant Humanoid (Human) Outsider (Earth) Undead
    Humanoid (Aquatic) Humanoid (Orc) Outsider (Evil) Vermin
    * There are other Humanoid subtypes not listed on this table, each of which must be selected individually. This table lists only a few of the most common subtypes.
    Favored Environments
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    Environment Examples
    Aquatic Lakes, seas, oceans (on or under water)
    Desert Sandy deserts and badlands
    Extraplanar Any one plane (other than the Material Plane)
    Forest Temperate woodlands
    Jungle Tropical woodlands
    Marsh Swamps, bogs, moors
    Mountain Mountains, hills, and mountain valleys
    Plains Grasslands, farmlands, prairies
    Tundra Snow, ice, glaciers
    Underground Dungeons, caverns
    Urban Any one city or town


    Priest
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    The priest is an ecclesiastical scholar in service of a deity, almost always living in a temple or monastery and serving as a spiritual leader to the local community. He has few combat skills, but his connection with his patron deity and his prestige in the community are powerful in their own right.

    Prerequisites Priest is available only to Magic classes.
    Archetype Skills A priest gains Knowledge (religion) and Diplomacy as class skills if he does not already possess them.
    Archetype Proficiencies A priest gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Spellcasting
      ___A priest casts divine spells channeled to him by his deity. He can not cast spells with an alignment descriptor that opposes that of his deity.

    • Divine Domains
      ___At first level, a priest selects two Divine Domains from those offered by his deity. These two domains determine his spell list. He also gains two specific powers granted to him by his domains, one from each domain.

    • Divine Touch
      ___If a priest's deity is of Good or Neutral alignment, he channels positive energy and learns Cure Light, Cure Moderate, and Cure Serious Wounds as bonus spells when he learns to cast spells of the appropriate levels. If a priest's deity is of Evil alignment, he channels negative energy and learns the Inflict Light, Inflict Moderate, and Inflict Serious Wounds spells instead.
      ___If the priest prepares spells, he may choose to sacrifice any other spell he has prepared to spontaneously cast a Cure/Inflict spell of the same level as the sacrificed spell. The priest knows and can prepare and cast these spells from memory and does not need to copy them into a spellbook if he uses one, and these spells do not count against his number of spells known.

    Moderate Archetype Power
    • Turn/Rebuke Undead (Su)
      ___A priest who worships a good or neutral deity can turn or destroy undead creatures. A priest who worships an evil deity instead rebukes or commands such creatures. A priest may attempt to turn/rebuke undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

    • Church Authority (Ex)
      ___Priests are seen as spiritual authorities on their deities. As such, they gain the respect of their community and are recognized as leaders in the church by the followers of their religion. A priest gains a +1 circumstance bonus to reaction rolls and Diplomacy, Gather Information, and Sense Motive skill checks when dealing with people who worship the same deity or with followers of a friendly faith, provided they are acquainted with the priest. This bonus increases to +2 at 5th level.

    • Third Domain
      ___Having forged a closer connection to his deity, a priest gains access to a third domain and one of its granted abilities.

    Greater Archetype Power
    • Fourth Domain
      ___Blessed by his deity, a priest of 6th-level gains access to a fourth domain and one of its granted abilities.

    Capstone
    A priest adds one additional option to his class' capstone ability.
    • Augur – Divine Channel (Su) When channeling motes to power a spell or ability, the augur may instead use turn undead to power the ability. He expends uses of turn undead equal to the motes normally needed to power the ability. He may not combine turn undead uses and motes to power an ability and must choose to use one or the other. He may still use spirit surge when using turn undead in this manner.
    • Magus – Divine Insight (Su) By spending a use of turn undead, a magus gains further insight from his deity. For three rounds, any bonuses provided by his esoteric knowledge ability are increased by 1
    • Spellblade – Divine Conduit (Su) When conducting a spell through a weapon, a spellblade may spend uses of turn undead to add strengthen the attack. He gains a +1 sacred (if he worships a Good/Neutral deity) or profane (if he worships an Evil deity) bonus to attack and damage for each use of turn undead he spends (max +3).

    Priest Spell List
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    All priests have access to the following spells in addition to their divine domain spells.
    0-Level
    • Cure Minor Wounds
    • Detect Magic
    • Detect Poison
    • Guidance
    • Light
    • Mending
    • Purify Food and Drink
    • Read Magic
    • Resistance
    • Virtue

    1st-level
    • Bless Water (good only)
    • Curse Water (evil only)
    • Shield of Faith

    2nd-level
    • Consecrate (good only)
    • Desecrate (evil only)
    • Make Whole
    • Status

    3rd-level
    • Create Food and Water
    • Dispel Magic
    • Neutralize Poison (good only)
    • Poison (evil only)
    • Prayer



    Pugilist
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    The pugilist is a master of hand to hand combat. He is never unarmed and always dangerous.

    Prerequisites Pugilist is available only to Combat classes.
    Archetype Skills A pugilist gains Balance and Tumble as a class skills if he does not already possess them.
    Archetype Proficiencies A pugilist is always proficient with his unarmed strike.

    Archetype Features
    Lesser Archetype Power
    • Unarmed Strike (Ex)
      ___A pugilist gains Improved Unarmed Strike as a bonus feat, even if he does not meet the prerequisites.
      ___Additionally, his unarmed damage is 1d6 at 1st level, assuming the pugilist is medium size, and he may add 1.5x his Strength modifier to his unarmed strike as though it were a two-handed weapon if he makes no more than one attack in a round. He adds his normal Strength modifier to his unarmed strike damage in any round that he make more than one attack, such as when making a full attack.
      ___A pugilist's unarmed damage increases to 1d8 at 4th level.

    • Versatile Strike (Ex)
      ___A pugilist may choose for his unarmed strike to deal his choice of bludgeoning, piercing, or slashing damage, even changing which type of damage it deals with each attack.

    Moderate Archetype Power
    • Stunning Fist
      ___A pugilist gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites, and may make a attempt a stunning attack a number of times per day equal to his class level.
    • Penetrating Strike (Ex)
      ___His unarmed strike may now also be treated as cold iron and silver for the purposes of overcoming damage reduction.

    Greater Archetype Power
    • Lunging Strike (Ex)
      ___A pugilist's unarmed strike gains reach, though he may still attack adjacent opponents.

    • Greater Penetrating Strike (Ex)
      ___His unarmed strike may now also be treated as adamantine for the purposes of overcoming damage reduction and hardness.

    Capstone
    A pugilist adds one additional option to his class' capstone ability.
    • Brawler – Deadly Fists (Ex) For three rounds, the critical threat range of his unarmed strike increases by 1 and critical multiplier by 2 to a total of +3/+3.
    • Gladiator – Maneuver Strike (Ex) For three rounds, any time a gladiator makes a successful bull rush, disarm, feint, grapple, overrun, sunder, or trip attack, he may immediately make a single unarmed strike against that target at his highest base attack bonus as a free action.
    • Sentinel – Guarding Lunge (Ex) If his ward is within 5 feet and is attacked by a creature outside of the sentinel's reach, he may immediately take a 5ft step toward the attacker and use his guarding strike ability, if that would put the attacker within his reach. This does not count against his number of attacks of opportunity this round.


    Red Mage
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    The red mage focused on combat, death, and destruction. His arcane spells specialize in the ways of war.

    Prerequisites Red Mage is available only to Magic classes.
    Archetype Skills A red mage gains Knowledge (arcana) and Intimidate as class skills if he does not already possess them.
    Archetype Proficiencies A red mage gains proficiency with light armor and all simple weapons. While wearing armor with which he is proficient, a red mage reduces the arcane spell failure chance of the armor by 15%. For example, a chain shirt would be reduced from 20% to 5%.

    Archetype Features
    Lesser Archetype Power
    • Spellcasting
      ___A red mage specializes in combat oriented magic, casting arcane spells drawn from the red mage spell list.

    • Nimble (Ex)
      ___Adept in combat but reliant on light armor, a red mage learns to avoid lethal blows. He gains a +1 dodge bonus to AC. At 4th level, this bonus increases to +2. This benefit applies only when he is wearing no armor or light armor, and not carrying a heavy load.

    • Orbs of Energy
      ___A red mage learns Orb of Energy, Lesser and Orb of Energy as bonus spells when he learns to cast spells of the appropriate levels. If the red mage prepares spells, he may choose to sacrifice any other spell he has prepared to spontaneously cast one of these two spells. The sacrificed spell must be the same or higher level as the orb of energy spell being cast. The red mage knows and can prepare and cast these spells from memory and does not need to copy them into a spellbook if he uses one, and these spells do not count against his number of spells known.
      ___A spellblade red mage does not normally learn Orb of Energy due to only learning up to 2nd-level spells. However, at 6th level, a spellblade may choose to learn Orb of Energy in place of his normal 2nd-level spell for that level. However, anytime he casts this spell, it takes the maximum amount of time, usually 5 rounds, to become available again. He does not roll.

    Moderate Archetype Power
    • Arcane Edge (Su)
      ___Whenever a red mage casts a spell that deals hit point damage, he adds his Constitution modifier (if positive) to the amount of damage dealt. A spell can never gain this bonus more than once per casting. A fireball would deal extra damage to all targets, as it only rolls damage once, but a magic missile only gains the damage on a single missile, because each missile rolls damage separately.

    • Combat Casting
      ___A red mage gains Combat Casting as a bonus feat. If he already possesses this feat, he gains no additional benefit.

    Greater Archetype Power
    • Spellbattle (Su)
      ___If a red mage has successfully targeted a creature with a spell that deals damage in the current encounter, he gains a +2 insight bonus on all attack rolls against that creature. Additionally, if the red mage has successfully hit a creature with a weapon in the current encounter, he gains a +2 insight bonus on caster level checks to overcome that creature's spell resistance, and the save DC of a spell he casts against that creature is increased by +1.

    Capstone
    A red mage adds one additional option to his class' capstone ability.
    • Augur – Battle Surge (Su) When making an attack, an augur may expend a use of spirit surge to gain a circumstance bonus to all attack rolls and weapon damage rolls equal to his spirit surge bonus for three rounds.
    • Magus – Esoteric Edge (Su) For three rounds, the magus adds his esoteric knowledge bonus to his arcane edge bonus to determine additional spell damage.
    • Spellblade – Eldritch Edge (Su) For three rounds, a spellblade may add his arcane edge bonus to damage dealt by his eldritch blast.

    Red Mage Spell List
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    0-Level
    • Acid Splash
    • Dancing Lights
    • Daze
    • Detect Magic
    • Flare
    • Hurl Item
    • Mage Hand
    • Open/Close
    • Prestidigitation
    • Ray of Frost
    • Read Magic
    • Touch of Fatigue

    1st-level
    • Burning Hands
    • Chill Touch
    • Color Spray
    • Endure Elements
    • Enlarge Person
    • Mage Armor
    • Magic Missile
    • Magic Weapon
    • Shield
    • Shocking Grasp

    2nd-level
    • Acid Arrow
    • Blade Wind
    • Continual Flame
    • False Life
    • Flaming Sphere
    • Glitterdust
    • Protection from Arrows
    • Resist Energy
    • Scorching Ray
    • Shatter

    3rd-level
    • Elemental Weapon
    • Fire Shield
    • Fireball
    • Keen Edge
    • Lightning Bolt
    • Poison

    † indicates a new spell described below.


    Skirmisher
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    Skirmishers rely on outmaneuvering their enemies and using their mobility to deliver telling blows through an opponent's defenses.

    Prerequisites Skirmisher is available to any Skillful class as well as the Brawler.
    Archetype Skills A skirmisher gains Tumble as class a class skill if she does not already possess it.
    Archetype Proficiencies A skirmisher gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Nimble (Ex)
      ___Adept in combat but reliant on lighter armor to maintain mobility, a skirmisher learns to avoid lethal blows. She gains a +1 dodge bonus to AC. At 4th level, this bonus increases to +2. This benefit applies only when she is wearing no armor or light armor, and not carrying a heavy load.

    • Skirmish Sneak Attack (Ex)
      ___A skirmisher gains the sneak attack ability, but it only applies when she is mobile. She does not gain sneak attack damage when flanking an opponent, but she does when she can catch her opponent flat-footed. A skirmisher also deals her sneak attack damage in any round that she moves at least 10 feet, including when making a charge.
      ___This extra damage is 1d6 at 1st level, increasing to 2d6 at 4th level. Should the skirmisher 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.
      ___Any creature that is immune to critical hits or does not have a discernible anatomy takes only half damage from sneak attacks. The skirmisher must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A skirmisher cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Moderate Archetype Power
    • Fast Movement (Ex)
      ___A skirmisher’s land speed is faster than the norm for her race by +5 feet. Her speed increases by an additional +5 feet at 5th level. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the skirmisher’s speed because of any load carried or armor worn.

    • Uncanny Dodge (Ex)
      ___A skirmisher retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a skirmisher already has uncanny dodge from another source, she automatically gains improved uncanny dodge instead.

    Greater Archetype Power
    • Graceful Step (Ex)
      ___A skirmisher is not hindered by difficult terrain. She is not slowed by uneven terrain, rubble, or undergrowth, moving across it at her normal speed, though she may still need to make a Balance check. She can also run and charge across such terrain.
      ___She can not use this ability on any terrain that would require a Climb or Swim check or on any terrain that has been magically enchanted to impede movement.

    Capstone
    A skirmisher adds one additional option to her class' capstone ability.
    • Brawler – Deadly Skirmish (Ex) When making a skirmish sneak attack that is a successful critical hit, sneak attack damage is multiplied by the critical hit on that one attack.
    • Acrobat – Distracting Skirmish (Ex) For three rounds, an acrobat who gains the benefit of her distracting flank ability is able to make skirmish sneak attacks against the flanked enemy, even if she has not moved this turn.
    • Expert – Insightful Skirmish (Ex) When making a skirmish sneak attack, an expert may spend up to 4 points of insight. His sneak attack damage is increased by 1d6 for every 2 points of insight spent.
    • Troubadour – Fortunate Strike (Ex) When making a skirmish sneak attack, the troubadour may reroll his sneak attack damage and take the higher roll.


    Sniper
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    The sniper is a skilled hunter, capable of taking down an enemy from great distances.

    Prerequisites Sniper is available to any Combat or Skillful class.
    Archetype Skills A sniper gains Hide and Move Silently as class skills if he does not already possess them.
    Archetype Proficiencies A sniper gains proficiency with all martial bows and crossbows if he does not already possess it.

    Archetype Features
    Lesser Archetype Power
    • Distant Shot (Ex)
      ___A sniper only takes half the normal penalties for distance. He takes only a -1 to Spot checks for every 20 feet instead of every 10 feet, and a -1 to ranged attack rolls per range increment instead of -2.

    • Precise Aim (Ex)
      ___As a full round action, a sniper may take precise aim at a target and make a single ranged attack. He deals an additional 1d8 precision damage at 1st level, 2d8 at 3rd, and 3d8 at 5th. The target must be within one range increment of the sniper's weapon. Creatures immune to critical hits take only half this damage, and creatures without discernible anatomies are immune.

    • Skilled Sniping (Ex)
      ___Additionally, when using the sniping ability of the Hide skill, a sniper takes only a -10 penalty to his Hide check instead of -20 and may attempt the Hide check as a swift action rather than a move action.

    Moderate Archetype Power
    • Dire Shot (Ex)
      ___If a sniper successfully attacks an opponent who is completely unaware of his presence, his weapon's critical threat range is increased by 1. For example, a longbow's critical threat range would become 19-20, and a heavy crossbow's would become 18-20.

    • Camouflage (Ex)
      ___A sniper gains the ability to use the Hide skill in any sort of terrain, even if the terrain doesn’t grant cover or concealment.

    Greater Archetype Power
    • Deadly Aim (Ex)
      ___If a sniper studies his victim for 3 rounds and then makes an aimed attack (the sniper's lesser archetype power) using a ranged weapon that successfully deals damage, the attack has the additional effect of possibly either paralyzing or killing the target (sniper’s choice). While studying the victim, the sniper can undertake other actions so long as his attention stays focused on the target and the target does not detect the sniper or recognize the sniper as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the sniper’s class level + the sniper’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the sniper. If the victim’s saving throw succeeds, the attack is just a normal attack adding precision damage. Once the sniper has completed the 3 rounds of study, he must make the deadly aim attack within the next 3 rounds.
      ___If a deadly aim attack is attempted and fails (the victim makes her save) or if the sniper does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another deadly aim attack.

    Capstone
    A sniper adds one additional option to his class' capstone ability.
    • Brawler – Rapid Aim (Ex) For three rounds, a sniper need only use a standard action to gain precision damage instead of a full-round action.
    • Gladiator – Twice Deadly (Ex) If his ranged weapon is his weapon of choice, a gladiator may add his weapon of choice bonus to the save DC of his deadly aim attack. If the target successfully makes his save, then the gladiator may immediately make a second ranged attack against the same target as if making a full attack.
    • Sentinel – Warding Bow (Ex) For three rounds, if an enemy has attacked a sentinel's ward in this encounter, the sentinel may add his warding bonus to attack and damage rolls made with a ranged weapon against that enemy, and he does not provoke attacks of opportunity from that enemy for using a ranged weapon in melee; however, he still provokes attacks from other enemies.
    • Acrobat – Greater Skilled Sniping (Ex) For three rounds, an acrobat adds her skilled acrobat bonus to Hide checks and may gain the benefit of her distracting flank ability with a ranged weapon from any distance; however, she does not give the distracting flank bonuses to her allies.
    • Expert – Insightful Aim (Ex) As part of a precise aim attack, an expert may spend two points of insight to add an additional 1d8 damage.
    • Troubadour – Inspiring Aim (Su) When making a deadly aim attack, a troubadour may dismiss his aura at the start of the first turn of study. If he does not activate it again until after making the attack, he adds his inspiring aura bonus to the save DC of his deadly aim attack.


    Templar
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    A powerful warrior, the templar fights in the service of his god and is blessed with divine strength.

    Prerequisites Templar is available only to Combat classes.
    Archetype Skills A templar gains Knowledge (religion) as a class skill if he does not already possess it.
    Archetype Proficiencies A templar gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Alignment
      ___A templar must be strongly aligned to a particular deity, striving to live up to that deity's ideal. The templar's alignment must be within one step of his chosen deity's alignment.

    • Channeling (Ex)
      ___When faced with an enemy, a templar is filled with divine power channeled from his deity. At the beginning of combat, a templar gains a number of motes equal to his class level plus his Charisma modifier. He retains any unused motes at the end of a battle and may use them outside of combat, but these leftover motes are immediately lost at the beginning of the next combat. He is able to spend his motes to activate the following abilities.
      ___As long as the templar has at least 1 mote remaining, his melee attacks gain one alignment component of his deity's alignment, chosen when the templar gains motes.
      • Smite (Su)
        ___At 1st level, a templar can channel motes of energy to bring divine judgment against his enemies. As part of a melee attack, a templar may spend 1 mote. He adds his Charisma modifier (if positive) to his attack roll and deals an extra 1d6 smite damage. Smite damage increases to 2d6 at 4th level.
        ___Smite bonuses apply only against an opponent who has an alignment component which is opposed to one of the templar's. If a templar smites an opponent with both alignment components opposed to the templar's, the templar gains an additional +1 to his attack roll. For example, a Lawful Good templar can only smite enemies who are Evil or Chaotic or both, gaining an additional +1 to attack if the enemy is Chaotic Evil. If a templar accidentally smites a creature of the wrong alignment, the smite has no effect, but the mote is still used.

      • Invigorating Touch (Su)
        ___At 2nd level, a templar becomes able to channel energy to heal himself and his allies. By spending 1 mote, he may cast cure light wounds as a swift action with a caster level equal to his class level. This is a supernatural ability. By spending 3 motes, he may remove any fear, charm, or compulsion effect or any effect that can be removed by a remove curse spell.

      • Restorative Touch
        ___At 5th level, a templar can channel 2 motes to heal 1d6 ability damage, 1d4 ability drain, or 1 negative level from a creature with a simple touch. This ability does not work on himself.

    • Courageous Resolve (Ex)
      ___A templar is immune to fear (magical or otherwise) and all charm effects.

    Moderate Archetype Power
    • Divine Grace (Su)
      ___A templar gains a bonus equal to his Charisma bonus (if any) on all saving throws.

    • Divine Health (Ex)
      ___A templar gains immunity to all diseases, including supernatural and magical diseases.

    • Self Sacrifice (Su)
      ___A templar of at least 3rd level may, as a full-round action, voluntarily take 2 Constitution damage to regain all motes spent in the current combat.

    Greater Archetype Power
    • Inviolate Mind (Su)
      ___A 6th level templar is immune to compulsion and mind-affecting effects.

    Capstone
    A templar adds one additional option to his class' capstone ability.
    • Brawler – Brutal Smite (Su) If a brawler makes a successful critical hit when making a smite attack, the smite deals an additional 1d6 smite damage. This damage is not multipled.
    • Gladiator – Smiting Maneuver (Su) If a gladiator makes a successful bull rush, disarm, overrun, or trip attack, the gladiator may spend 1 mote as a free action to deal smite damage to the target as though he hit with a normal melee attack.
    • Sentinel – Divine Warding (Su) For three rounds, the sentinel's ward gains the sentinel's Charisma modifier (if positive) to his saves as long as he remains within 5 feet of the sentinel.


    Trapsmith
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    The trapsmith is skills in creating, disabling, and evading traps.

    Prerequisites Trapsmith is available to any class.
    Archetype Skills A trapsmith gains Craft (trapmaking), Disable Device, and Open Lock, Search as class skills if he does not already possess them.
    Archetype Proficiencies A trapsmith gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Trapfinding (Ex)
      ___A trapsmith can use the Search skill to locate traps when the task has a DC 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. Trapsmiths can also 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 trapsmith 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 party) without disarming it.

    • Trap Sense (Ex)
      ___At 1st level, a trapsmith gains trap sense, an intuitive sense that alerts him to danger from traps. This gives him a circumstance bonus on all saves made to avoid traps and a dodge bonus to AC against attacks made by traps. This bonus is equal to one half the trapsmith's class level, rounded up.

    • Tactical Traps (Ex)
      ___A trapsmith gains access to a limited number of traps that he can create and place in a single round rather than taking several minutes or hours to setup, allowing him to use his trap skills in combat. He learns two traps from the Tactical Traps list at 1st level and learns one additional trap per class level after 1st. Whenever a trapsmith gains a new level, he may choose to forget any one trap he knows to learn any other trap on the list for which he qualifies.

    Moderate Archetype Power
    • Rapid Disarm (Ex)
      ___A trapsmith learns to rapidly disarm any traps he encounters. Use the following time requirements instead of those found on p72 of the Player's Handbook. Simple – 1 move action. Tricky – 1 standard action. Difficult – 1 full-round action. Wicked – 1d4 rounds.

    • Trap Defense (Ex)
      ___Additionally, the trapsmith gains DR 5/– against any damage dealt by traps, but only against damage dealt by traps. This stacks with any similar DR granted by another source when resisting damage from traps.

    Greater Archetype Power
    • Trap Resistance (Ex)
      ___At 6th level, a trapsmith gains spell resistance 15 against magic traps, but only against magic traps and trap-like spells.

    Capstone
    A trapsmith adds one additional option to his class' capstone ability.
    • Brawler – Trap Dodger (Ex) When a brawler is affected by a trap, he may make a Tumble check as an immediate action to avoid the effects of the trap. He adds his trap sense bonus to this roll. If his Tumble check exceeds the DC of the trap, he avoids the trap entirely. If he fails this attempt, he suffers the effects of the trap and must make a save as normal. If the trap is not one which offers a save, the brawler may use his Tumble check in place of his AC against the trap's attack roll.
    • Gladiator – Smash Trap (Ex) As a full-round action, a gladiator may make an attack roll against a mechanical trap in an attempt to disarm it. If his attack roll exceeds the Disable Device DC of the trap, he successfully disarms it.
    • Sentinel – Trap Containment (Ex) If a trap is activated within 15 feet of the sentinel, he may use an immediate action to throw himself into the trap to protect his allies. The sentinel moves into the trap's square and redirects the trap to injure himself instead of its original target. If the trap has an area effect, the sentinel is hit by the trap twice and prevents anyone else in range from being affected.
    • Acrobat – Adroit Bypass (Ex) For three rounds, an acrobat my bypass any trap of which he is aware without setting it off. This benefit applies only to him. If he accidentally activates a trap, he gains a +3 bonus on any Reflex save against that trap.
    • Expert – Brilliant Trap (Ex) When setting a tactical trap, an expert may spend up to 3 points of insight. Each point spent increases the attack roll or save DC of the trap by 1.
    • Troubadour – Aura of Safety (Su) For three rounds, a troubadour's inspiring aura provides a bonus to AC and saves against traps for all allies within its area of effect. This is in addition to its normal effect.
    • Augur – Spring Trap (Su) As a standard action, an augur may spend 1 mote to attempt to spring a trap from a distance. She makes either a Disable Device or Craft (trapmaking) check against the trap's DC to disable. If she succeeds, the trap activates. If the trap targets one or more creatures, such as with an arrow trap, the augur determines the targets.
    • Magus – Rune Trap (Sp) A magus may convert a prepared spell into a Rune Trap, a type of magical trap. Creating a rune trap requires the normal casting time and any components normally required to cast the spell and expends the spell slot as though it were cast. At the end of the casting time, a magical rune appears on any solid, non-living surface the magus chooses within 30 feet, though the magus may not choose to place the rune on items held or carried by a creature.
      The next creature that comes within 5 feet of the rune trap causes it to activate, immediately casting the spell stored in the rune trap. Spells that target one or more creatures target only the creature that activated the rune trap. Area effect spells are centered on the rune trap itself. The spell is cast from the rune trap as though the magus were casting it.
      The magus never activates his own rune traps, nor do any allies the magus specifies during the creation of the rune trap. Spells with a target of 'you' may not be made into rune traps.
      A magus may not create multiple rune traps in the same area. Each rune trap must be at least 30 feet away from any other rune traps he has created. A rune trap lasts until the next time the magus prepares his spells, at which time the magic fades away.
    • Spellblade – Trap Conduit (Su) If a creature within 30 feet of the spellblade triggers a tactical trap he has set, the spellblade may use an immediate action to conduct a spell or his eldritch blast through the trap as though he were making a melee attack against that creature.

    Special If a Magic class selects the Trapsmith archetype, he gains the following ability as part of his Lesser Archetype Power:
    • Spellcasting A trapsmith learns to cast a few trap-like spells that help him in combat and in setting traps. He casts arcane spells drawn from the trapsmith spell list.

    Trapsmith Tactical Traps
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    Trap name Trapsmith Level
    Alarm Trap 1st level
    Caltrops 1st level
    Dart Trap 1st level
    Razor-wire 1st level
    Snare 1st level
    Alchemical Trap 2nd level
    Deadfall Trap 2nd level
    Gas Trap 2nd level
    Net Trap 2nd level
    Flashbang 3rd level
    Spell Trap 3rd level
    Fusillade of Darts 4th level
    Needle Burst 4th level
    Noxious Gas Trap 4th level

    Trapsmith Spell List
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    0-Level
    • Acid Splash
    • Alarm
    • Daze
    • Detect Magic
    • Flare
    • Ghost Sound
    • Mending
    • Ray of Frost
    • Touch of Fatigue

    1st-level
    • Color Spray
    • Detect Secret Doors
    • Detect Snares and Pits
    • Grease
    • Hold Portal
    • Silent Image
    • Unseen Servant

    2nd-level
    • Arcane Lock
    • Fire Trap
    • Glitterdust
    • Knock
    • Make Whole
    • Minor Image
    • Obscure Object
    • Phantom Trap
    • Web

    3rd-level
    • Dispel Magic
    • Explosive Runes
    • Hold Person
    • Sepia Snake Sigil
    • Slow
    • Snare


    Last edited by Rizban; 2014-09-13 at 11:59 AM.

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    Chapter 3: The Backgrounds

    Every character has a story of some sort, tales of their homeland, their past, their interests, their goals. Backgrounds represent these elements in some way. Exactly how they represent those things is left largely in the hands of the player, but each presented background has a small story hook that can be used to get started. Perhaps the chosen background represents the character's childhood and the skills he learned from his parents, or perhaps it is a reflection of his culture or the influence of his ancestors. Maybe it's just his own personality and desires. While a character may have a wide and varied story, each character should select only one background to gain its benefits.

    While each background does add a small power boost to the character, the goal of backgrounds is to add flavor, diversity, and uniqueness. In the hands of the DM, whole regions of NPCs, such as a large area of nomads, might have the same background or perhaps only the ruling family has a unique background, representing traces of draconic blood running through their veins. Ideally, only backgrounds appropriate to your particular campaign setting should be used for player characters, but that is up to the DM.


    Background Descriptions

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    Apprentice
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    You have served as apprentice to an accomplished spellcaster for a few years. Through your service, you have picked up a little knowledge and a minor knack for magic.
    • You gain Spellcraft as a class skill if you do not already have it.
    • Choose either Intelligence, Wisdom, or Charisma as the focus on this ability. You learn three cantrips from any one spell list of your choice. You may cast them a total number of times per day equal to 1 + the chosen ability's modifier. Any save DCs are based on the chosen ability modifier.
    Special: If you have levels in a Magic class, you must choose the ability score related to that class. These spells are added to your list of spells known. You know and can prepare and cast these spells from memory and do not need to copy them into a spellbook if you use one. These spells do not count against your normal number of spells known. You can still cast these cantrips 1+mod times per day without counting against your normal spellcasting limits.


    Aristocrat
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    You were born into a family of greater means and political connection than most.
    • You gain Diplomacy as a class skill if you do not already have it.
    • You gain a +2 circumstance bonus on Diplomacy and Knowledge (nobility and royalty) checks.


    Artisan
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    You are quite skilled in a single craft skill. Perhaps you were trained by an artist or have a great appreciation of work well done or maybe you're just a dwarf.
    • Choose a single Craft skill. You permanently gain that Craft skill as a class skill if you do not already have it.
    • When making Craft checks with the chosen skill, you gain a +2 circumstance bonus.
    • You gain a 10% discount on materials when crafting items using that Craft skill.


    Close to the Land
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    You come from a family of rangers or druids or have some other close ties to the land. Whenever you're in your homeland, the familiar surroundings enable you to perform better than you normally would.
    • You gain Survival as a class skill if you do not already have it.
    • Choose one of the following environments: Aquatic, Desert, Forest, Hills, Jungle, Marsh, Mountain, Plains, Tundra, or Underground.
      While in the chosen environment, you gain a +1 circumstance bonus to Hide, Knowledge (nature or dungeoneering), Listen, Move Silently, Spot, and Survival checks.
    Special: If you have the Favored Environment ability and choose the same environment, these bonuses stack.


    Fast Healer
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    Whether you've been blessed by the gods or have a bit of troll In your bloodline, you heal at an accelerated rate.
    • Your rate of natural healing is doubled.
    • A number of times per day equal to your Constitution modifier (minimum 1), you may spend a full-round action to heal a number of hit points equal to your Constitution modifier + your character level (minimum 1). This does not provoke attacks of opportunity. You may perform no other actions during your turn except to take a 5-foot step.


    Lucky
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    Fortune smiles upon you.
    • Once per day per two character levels, rounded down, you may reroll any one failed ability check, skill check, attack roll, or saving throw.


    Military Training
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    You were trained as a member of a military or law enforcement group, or perhaps you are just from a very martial society. You have learned to more efficiently wear armor and handle weapons.
    • You gain proficiency with one martial weapon of your choice and gain a +1 circumstance bonus to attack rolls with that type of weapon.
    • You are able to wear heavier armor than normal with minimal hindrance. You gain proficiency with one specific type of armor one category heavier than you currently have, e.g. if you are proficient only with light armor, you can choose to become proficient with chainmail or breastplate.
    Special: Any class or archetype features you have which are restricted by armor may be used in one category heavier armor, i.e. abilities that can only be used unarmored may now be used in light armor, light in medium, and medium in heavy.


    Professional
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    You are adept at running a business and earning income. Whether from a family of merchants or just possess good money sense, you seem to earn more than other people.
    • You gain Profession as a class skill if you do not already have it.
    • When using the Craft or Profession skill to earn a wage, you gain a +5 circumstance bonus on the check and make the full total in gold per week instead of only half your total check result. If you already make your full total because of some other ability, you gain no additional benefit.


    Skilled Student
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    You have a great aptitude for learning, or perhaps you simply had overzealous parents pushing your studies or training.
    • You gain 6 bonus skill points at 1st level.
    • You gain 1 additional skill point at 2nd through 6th level.






    Chapter 4: Feats

    Combat, Magic, and Skillful Feats
    Combat feats require a certain level of training and prowess in battle beyond simple weapons use, Skillful feats require certain levels of insight and skill training, and Magic feats require a magical understanding beyond most. As such, these feats are only available to characters who have levels in the appropriate class.

    Metamagic Feats
    As a spellcaster's knowledge of magic grows, she can learn to cast spells in ways different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat are more difficult to cast, incurring an additional cost to the caster. All metamagic feats have a cost listed in the feat description. The exact nature of the cost depends on spellcaster.

    Magus
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    The magus prepares his spells in advance. During preparation, he chooses which spells to prepare with metamagic feats. These spells use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. When preparing a spell with metamagic, the spell counts as a spell a number of levels higher equal to the metamagic cost. A magus can add as many metamagic feats to a single spell as he chooses, provided he has a high enough spell slot available to cast the modified spell.

    Augur
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    The augur chooses spells as she casts them. She can choose when she casts her spells whether to apply her metamagic feats to improve them. The improved spell costs an additional number of motes to cast equal to the metamagic cost. In addition, any spell improved with a metamagic feat takes longer to cast. If a spell's normal casting time is 1 swift action, it is increased to 1 standard action. If the spell’s normal casting time is 1 move or 1 standard action, casting a metamagic version is a full-round action. For a spell with a longer casting time, it takes an extra full-round action to cast the spell. An augur can add as many metamagic feats to a spell as she chooses, provided she can spend enough motes to cast the modified spell.

    Spellblade
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    A spellblade always has access to his magic, so metamagic feats apply a little differently to spells he casts. Using a metamagic feat puts a strain on the spellblade, increasing the time he must wait before he can cast that spell again. He must normally wait 1d4 rounds after casting a spell before being able to cast it again. Applying a metamagic feat to the spell increases the time he must wait by 4 rounds for each point of the metamagic cost. A spellblade may only ever apply a single metamagic feat when he casts a spell.




    The Feats
    feat prerequisites benefit
    Combat Focus Int, Wis, or Cha 13 Access to Focus Points, +2 on one save
    Combat Lunge Combat Focus Spend Focus Points to gain reach
    Focused Body Combat Focus Gain bonus hit points
    Focused Critical Combat Focus Spend Focus Points to confirm criticals
    Meditative Focus Combat Focus, character level 6th Meditate to regain Focus Points
    Unerring Strike Combat Focus, character level 3rd Spend Focus Points to reroll an attack
    Perfect Strike Combat Focus, Unerring Strike, character level 3rd Spend Focus Points to roll twice before an attack
    Extra Knack 3rd Knack class feature Gain an additional Knack
    Knack Generalist 2nd Knack class feature Gain access to an additional type of knacks.


    Feat Descriptions

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    Combat Focus [Combat, Focus]
    Spoiler
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    Trained warriors often enter a state of heightened awareness and achieve near superhuman levels of strength, endurance, and skill.
    Prerequisites: Int, Wis, or Cha 13
    Benefit: You gain access to Focus Points, which may be spent on a variety of abilities. Upon taking this feat, you immediately gain a number of Focus Points equal to your Hit Dice. The maximum number of Focus Points you may have at one time is equal to your Hit Dice. You must expend at least one Focus Point to activate Focus abilities, though some abilities may require more than one.
    Once per encounter, you may spend 1 Focus Point as a swift or immediate action to gain a +2 bonus to either Fortitude, Reflex, or Will saves until your next turn. If you have at least four Focus feats, this bonus increases to +4.

    Focus Points do not renew automatically. In order to gain additional Focus Points, you must perform one of four actions listed below.
    • Slaying a Foe: When you successfully attack an enemy and reduce his hit points to 0 or lower, you gain one Focus Points.
    • Making Critical Hits: When you confirm a critical hit against an enemy, you gain 1 Focus Points.
    • Successful Combat Maneuvers: When you make a successful bull rush, disarm, feint, grapple, overrun, sunder, or trip attack, you gain 1 Focus Points.
    • Defending an Ally: Anytime you prevent an attack against an ally, you gain 1 Focus Points. Such actions include, but are not limited to, disrupting a spell cast against an ally, stopping an enemy charging at an ally, using the In Harm's Way ability. Simply negating the damage or effect is not sufficient. The attack itself must be prevented from occurring.

    You do not ever gain Focus Points for attacks against helpless creatures, creatures with fewer than half your Hit Dice, or attacks against allies and you do not gain Focus Points from attacks on which you spent Focus Points.
    In addition, other feats or abilities may grant Focus Points or provide additional ways to gain Focus Points.


    Combat Lunge [Combat, Focus]
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    With a quick thrust, you attack foes seemingly out of reach.
    Prerequisites: Combat Focus
    Benefit: You may spend 1 Focus Point as part of a melee attack to increase your reach by 5 ft on that attack.


    Extra Knack [Skillful]
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    You are able to learn one additional knack
    Prerequisites: 3rd Knack class feature
    Benefit: When you take this feat, you gain one additional Knack for which you meet the prerequisites.


    Focused Body [Combat, Focus]
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    Through intense focus, you ignore potentially fatal wounds.
    Prerequisites: Combat Focus
    Benefit: When you take this feat, you gain 2 hit points for each Focus feat you have (including this one). Whenever you take a new Focus feat, you gain 2 more hit points.


    Focused Critical [Combat, Focus]
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    A trained warrior can make any opening into a lethal wound.
    Prerequisites: Combat Focus
    Benefit: After rolling a critical threat, you may spend 2 Focus Points as a swift action to automatically confirm the critical.


    Knack Generalist [Skillful]
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    Your knacks are less specialized that most Experts.
    Prerequisites: 2nd Knack class feature
    Benefit: Select an Expert specialization you do not already possess as the target of this feat. Any knacks you gain in the future may be selected from the selected specialization in addition to your originally chosen one. You gain no other specialization benefits from this feat.


    Meditative Focus [Combat, Focus]
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    Through calm reflection and mental discipline, you have learned to become more focused in battle.
    Prerequisites: Combat Focus, character level 6th
    Benefit: After resting for 8 hours, you may spend 15 minutes meditating to regain one half your Hit Dice in Focus Points. You may not exceed your maximum.
    Special: Upon gaining this feat, you immediately gain 1 Focus Point.


    Perfect Strike [Combat, Focus]
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    Pausing for an instant to be certain of your attack, you more easily land a telling blow.
    Prerequisites: Combat Focus, Unerring Strike, character level 3rd
    Benefit: You may spend 2 Focus Points as a free action before making an attack roll. Roll twice for the attack and use the better result.
    Special: If either roll threatens a critical, the other roll serves as the confirmation roll. Do not roll again to confirm the critical.


    Unerring Strike [Combat, Focus]
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    Through skill and quick reflexes, a missed attack can be turned into an opening for a hit.
    Prerequisites: Combat Focus, character level 3rd
    Benefit: After making an attack roll with a melee attack, you may spend 2 Focus Points as a swift action to reroll that attack. You must use the second result, even if it is worse.

    Last edited by Rizban; 2014-09-13 at 12:05 PM.

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    Chapter 5: Magic

    The Nature of Divine Magic

    The divine world is ordered into spheres and spheres within spheres by laws laid down in ancient eons before recorded time. As the spheres turn, worlds are influenced to reflect the predominant powers, and there are many who have dedicated their entire lives to studying the spheres and attempting to chart their movements.

    The first sphere is the Sphere of Natural Power composed of the basic elements of all nature: Air, Earth, Fire, Water, Life and Death. Life sits atop the sphere with Death upon the bottom. At each the cardinal points on the equator lies one of the four elements. It is from these six points that most deities draw their powers, but there also exist points of power where the different elements mingle. The Sphere of Natural Power is all that exists, for all things are composed of its essences.

    The second is the Sphere of True Intent, divided into four quadrants of Good and Evil, Law and Chaos. At the poles and along the edges of each quadrant, the power of the Intents cancel one another, leaving zones of Neutrality. This sphere surrounds the sphere of Natural Power and rotates around it, bringing order and entropy, growth and destruction. It is all that does, the motivating force to action beyond mere existence.

    Priests, Green Mages, and others draw their power from these forces, though they do not do so directly. Gods and other divine forces define themselves by what powers they control or can influence, and they are able to channel small portions of this great cosmic energy to their followers. Whether it is the gods themselves who intentionally direct the energy to a follower, as for the priest, or whether it is the follower who draws the energy from an intermediary, as does the green mage, it is only through these mediums that the spheres can be influenced. The spheres themselves are too great for any mere mortal to control.

    Whenever a spellcaster casts a spell from a divine domain, that spell has the descriptors of all spheres associated with that domain. For example, if a Priest casts flaming sphere from the Raging Inferno divine domain, it gains the [Air] and [Fire] descriptors, even though the spell normally only has the [Fire] descriptor.
    Divine Domains

    Each deity offers a number of the following domains. The domains offered by a deity are directly related to his control of or influence over a particular area of the Spheres. It is through these domains that Priests and certain other divine casters draw their power from the gods.

    Spoiler
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    The True Elements and Pure Intents

    Within each Sphere lies a number of “true” points, places of perfect, pure, and unblemished energy. It is from these places of pure ideal that the True Elements and Pure Intents arise. Each represents a single force and only that force. These ideal domains are Air, Earth, Fire, Water, Life, Death, Chaos, Evil, Good, and Law.

    Domain Descriptions
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    Air
    Spheres: Air
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    Granted Power
    Choose one
    1. Turn or destroy earth creatures as a good priest turns undead. Rebuke, command, or bolster air creatures as an evil priest rebukes undead. Use these abilities a total number of times per day equal to 3 + Charisma modifier. This granted power is a supernatural ability.
    2. For a total time per day of 1 round per class level, a priest can act normally regardless of magical effects that impede movement as if he were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.

    1 - Feather Fall: Objects or creatures fall slowly.
    1 - Whispering Wind: Sends a short message 1 mile/level.
    2 - Wind Wall: Deflects arrows, smaller creatures, and gases.
    2 - Gust of Wind: Blows away or knocks down smaller creatures.
    3 - Fly: Subject flies at speed of 60 ft.
    3 - Gaseous Form: Subject becomes insubstantial and can fly slowly.



    Earth
    Spheres: Earth
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    Granted Power
    Choose one
    1. Turn or destroy air creatures as a priest cleric turns undead. Rebuke, command, or bolster earth creatures as an evil priest rebukes undead. Use these abilities a total number of times per day equal to 3 + Charisma modifier. This granted power is a supernatural ability.
    2. Gain the stonecunning ability, and a successful Survival check (DC 15) reveals current depth underground.

    1 - Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
    1 - Grasping Earth: The earth and stone beneath your feat rises up to grapple an enemy.
    2 - Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
    2 - Harden Earth and Stone: Turns clay to stone and sand or mud to dirt.
    3 - Stone Shape: Sculpts stone into any shape.
    3 - Spike Stones: Creatures in area take 1d8 damage, may be slowed.



    Fire
    Spheres: Fire
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    Granted Power
    Choose one
    1. Turn or destroy water creatures as a good priest turns undead. Rebuke, command, or bolster fire creatures as an evil priest rebukes undead. Use these abilities a total number of times per day equal to 3 + Charisma modifier. This granted power is a supernatural ability.
    2. Gain fire resistance equal to twice class level.

    1 - Burning Hands: 1d4/level fire damage (max 5d4).
    1 - Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
    2 - Produce Flame: 1d6 damage +1/ level, touch or thrown.
    2 - Pyrotechnics: Turns fire into blinding light or choking smoke.
    3 - Fire Trap: Opened object deals 1d4 damage +1/level.
    3 - Fireball: 1d6 damage per level, 20-ft. Radius.



    Water
    Spheres: Water
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    Granted Power
    Choose one
    1. Turn or destroy fire creatures as a good priest turns undead. Rebuke, command, or bolster water creatures as an evil priest rebukes undead. Use these abilities a total number of times per day equal to 3 + Charisma modifier. This granted power is a supernatural ability.
    2. Gain swim speed equal to your land speed.

    1 - Create Water: Creates 2 gallons/level of pure water.
    1 - Swim: Grants target a swim speed.
    2 - Water Breathing: Subjects can breathe underwater.
    2 - Surging Waters: Summoned wave pushes targets.
    3 - Water Walk: Subject treads on water as if solid.
    3 - Control Water: Raises or lowers bodies of water.



    Life
    Spheres: Life
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    Granted Power
    Choose one
    1. Once per day, perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
    2. Once per month, cast raise dead as the spell.

    1 - Sanctuary: Opponents can’t attack you, and you can’t attack.
    1 - Rejuvenation, Minor: Grants fast healing 1.
    2 - Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
    2 - Rejuvenation, Moderate: Grants fast healing 2.
    3 - Death Ward: Grants immunity to death spells and negative energy effects.
    3 - Rejuvenation, Greater: Grants fast healing 3.



    Death
    Spheres: Death
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    Granted Power
    Choose one
    1. You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
    2. You may use deathwatch as the spell a number of times per day equal to your class level. This is a spell-like ability.

    1 - Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
    1 - Ray of Enfeeblement: Ray reduces Str by 1d6 points + 1 point/level.
    2 - ???
    2 - Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
    3 - ???
    3 - Speak with Dead: Corpse answers one question/two levels.



    Chaos
    Spheres: Chaos
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    Granted Power
    Choose one
    1. You cast chaos spells at +1 caster level.
    2. You gain the ability to smite law a number of times per day equal to half your class level, rounded down.

    1 - Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    1 - ???
    2 - Shatter: Sonic vibration damages objects or crystalline creatures.
    2 - ???
    3 - Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
    3 - Chaos Hammer: Damages and staggers lawful creatures.



    Evil
    Spheres: Evil
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    Granted Power
    Choose one
    1. You cast evil spells at +1 caster level.
    2. You gain the ability to smite good a number of times per day equal to half your class level, rounded down.

    1 - Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    1 - ???
    2 - ???
    2 - ???
    3 - Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
    3 - Unholy Blight: Damages and sickens good creatures.



    Good
    Spheres: Good
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    Granted Power
    Choose one
    1. You cast good spells at +1 caster level.
    2. You gain the ability to smite evil a number of times per day equal to half your class level, rounded down.

    1 - Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    1 - ???
    2 - Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
    2 - ???
    3 - Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
    3 - Holy Smite: Damages and blinds evil creatures.



    Law
    Spheres: Law
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    Granted Power
    Choose one
    1. You cast law spells at +1 caster level.
    2. You gain the ability to smite chaos a number of times per day equal to half your class level, rounded down.

    1 - Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    1 - ???
    2 - Calm Emotions: Calms creatures, negating emotion effects.
    2 - ???
    3 - Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
    3 - Order’s Wrath: Damages and dazes chaotic creatures.




    The Convergent Domains

    Also within the Spheres are areas of convergence, places of overlapping power, where different elements or intents hold sway. The following domains derive their energy from the places where cosmic powers mingle upon the Spheres.

    Domain Descriptions
    Spoiler
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    Creeping Ooze
    Spheres: Earth, Water
    Spoiler
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    Granted Power
    Choose one
    1. ???
    2. ???

    1 - Grease: Makes 10-ft. square or one object slippery.
    1 - ???
    2 - ???
    2 - ???
    3 - Quench: Extinguish nonmagical fires and potentially dispel magical ones.
    3 - ???



    Crushing Waves
    Spheres: Water, Death
    Spoiler
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    Granted Power
    Choose one
    1. ???
    2. Once per day as a swift action, your may imbue a weapon to deal 1d6 cold damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.

    1 - Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
    1 - ???
    2 - Surging Waters: Summoned wave pushes targets.
    2 - ???
    3 - ???
    3 - ???



    Destroying Flame
    Spheres: Fire, Death
    Spoiler
    Show
    Granted Power
    Choose one
    1. ???
    2. Once per day as a swift action, your may imbue a weapon to deal 1d6 fire damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.

    1 - ???
    1 - ???
    2 - ???
    2 - ???
    3 - ???
    3 - ???



    Earth's Embrace
    Spheres: Earth, Life
    Spoiler
    Show
    Granted Power
    Choose one
    1. ???
    2. Gain acid resistance equal to twice class level.

    1 - Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
    1 - ???
    2 - ???
    2 - ???
    3 - Meld into Stone: You and your gear merge with stone.
    3 - Summon Living Element: Calls an elemental creature to fight for you. Earth elementals only.



    Earth's Fury
    Spheres: Earth, Fire
    Spoiler
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    Granted Power
    Choose one
    1. ???
    2. ???

    1 - ???
    1 - ???
    2 - Heat Metal: Make metal so hot it damages those who touch it.
    2 - ???
    3 - Spike Stones: Creatures in area take 1d8 damage, may be slowed.
    3 - ???



    Furious Storm
    Spheres: Air, Water
    Spoiler
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    Granted Power
    Choose one
    1. ???
    2. Once per day as a swift action, your may imbue a weapon to deal 1d6 electricity damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.

    1 - Obscuring Mist: Fog surrounds you.
    1 - Entropic Shield: Ranged attacks against you have 20% miss chance.
    2 - Produce Electricity : 1d6 damage +1/ level, touch or thrown.
    2 - Gust of Wind: Blows away or knocks down smaller creatures.
    3 - Sleet Storm: Hampers vision and movement.
    3 - Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.



    Gentle Breath
    Spheres: Air, Life
    Spoiler
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    Granted Power
    Choose one
    1. Once per day as a swift action, cast levitate as a spell-like ability.
    2. Gain electricity resistance equal to twice class level.

    1 - Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
    1 - Silent Image: Creates minor illusion of your design.
    2 - Detect Thoughts: Allows “listening” to surface thoughts.
    2 - See Invisibility: Reveals invisible creatures or objects.
    3 - Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    3 - Summon Living Element: Calls an elemental creature to fight for you. Air elementals only.



    Light of Life
    Spheres: Fire, Life
    Spoiler
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    Granted Power
    Choose one
    1. ???
    2. Gain fire resistance equal to twice class level.

    1 - ???
    1 - Continual Flame: Makes a permanent, heatless torch.
    2 - ???
    2 - ???
    3 - Searing Light: Ray deals 1d8/two levels damage, more against undead.
    3 - Summon Living Element: Calls an elemental creature to fight for you. Fire elementals only.



    Living Waters
    Spheres: Water, Life
    Spoiler
    Show
    Granted Power
    Choose one
    1. ???
    2. Gain cold resistance equal to twice class level.

    1 - Restorative Dew: Dew formed on the ground empowers healing.
    1 - ???
    2 - Water Breathing: Subjects can breathe underwater.
    2 - ???
    3 - ???
    3 - Summon Living Element: Calls an elemental creature to fight for you. Water elementals only.



    Raging Inferno
    Spheres: Air, Fire
    Spoiler
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    Granted Power
    Choose one
    1. ???
    2. ???

    1 - Burning Hands: 1d4/level fire damage (max 5d4).
    1 - Produce Flame: 1d6 damage +1/ level, touch or thrown.
    2 - Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
    2 - Desiccate: Deals 1d6/2 levels damage and dehydrates living creature.
    3 - Ash Storm: Hampers vision and movement.
    3 - ???



    Shattered Stone
    Spheres: Earth, Death
    Spoiler
    Show
    Granted Power
    Choose one
    1. You continually use pass without trace as the spell. This is a supernatural ability.
    2. Once per day as a swift action, your may imbue a weapon to deal 1d6 acid damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.

    1 - ???
    1 - ???
    2 - Earthen Betrayal: Target leaves black, oily marks with each step he takes.
    2 - Shatter: Sonic vibration damages objects or crystalline creatures.
    3 - Spitting Earth: Hampers vision and causes damage.
    3 - Stone Shape: Sculpts stone into any shape.



    Stench of Decay
    Spheres: Air, Death
    Spoiler
    Show
    Granted Power
    Choose one
    1. You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
    2. Once per day as a swift action, your may imbue a weapon to deal 1d6 electricity damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.

    1 - Stinking Miasma
    1 - Sleep: Puts 4 HD of creatures into magical slumber.
    2 - Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
    2 - Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
    3 - Stinking Cloud: Nauseating vapors, 1 round/level.
    3 - Contagion: Infects subject with chosen disease.




    Spell Descriptions

    Spoiler
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    Ash Storm
    Spoiler
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    Conjuration (Creation) [Fire]
    Level: Raging Inferno 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Cylinder (40-ft. radius, 20 ft. high)
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Gusts of driving wind blow ash, soot, and burning cinders into the air, hampering the battlefield.

    The clouds of ash block out all sight (even darkvision) within and smother torches and small fires. Falling cinders cause the ground to become difficult terrain.


    Blade Wind
    Spoiler
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    Transmutation
    Level: Force Adept 2, Red Mage 2
    Components: V, S, F
    Casting Time: 1 full-round action
    Range: 60 ft.
    Effect: 60-ft. line
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Upon casting this spell, you throw a slashing weapon you hold, causing it to spin through the air, attacking any enemy in its path. You make a single melee attack against all enemies in a line to the extent of the spell's range, but you use your key ability modifier in place of your Strength modifier on the weapon's attack and damage rolls. The weapon deals damage just as if you had used it in melee.
    Upon reaching the edge of the spell's range, the weapon instantly returns to your hand.
    Focus: The weapon to be thrown.


    Call Item
    Spoiler
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    Transmutation
    Level: Force Adept 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One unattended object weighing up to 5 lb.
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    By pointing at an object and motioning towards it, the object flies toward your open palm. If you have a free hand, you may catch the item as a free action. If not, the item falls harmlessly to the ground at your feet.


    Desiccate
    Spoiler
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    Necromancy
    Level: Raging Inferno 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: No

    Water is forcibly evaporated from the target creature's body, draining it of life and vitality.

    The target creature takes 1d6 damage per two caster levels (max 4d6) and becomes dehydrated. The target may attempt a Fortitude save for half damage with a success also negating the dehydration.
    Material Component: A pinch of dust.


    Earthen Betrayal
    Spoiler
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    Transmutation
    Level: Shattered Stone 2
    Components: V, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 day/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    A sticky, black tar-like substance seeps up from the earth each time the targeted creature takes a step, sucking at its feet and revealing its path. The trail ends should the creature take flight or be carried by another person or a vehicle, though it resumes the next time he touches the ground.
    For the duration of this spell, the tar can not be erased, reducing the DC of any Survival checks to track the affected creature by 10. Covering the track with more earth only hides them for a few seconds, as the tar quickly seeps up to the surface again, though other objects can be used to cover the tar effectively.
    In addition, the thick tar sucks at the creature's feet, reducing its land speed by 5 feet. It may still take a 5-foot step on its turn, but this takes a swift action rather than a free action as normal.
    The tar disappears when the spell's duration ends.


    Force Gem
    Spoiler
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    Evocation [Force]
    Level: Force Adept 2
    Components: V, S, M
    Casting Time: 1 round
    Range: 0 ft.
    Effect: One small gem of pure force
    Duration: 1 hour/level or until used (D)
    Saving Throw: Reflex half
    Spell Resistance: Yes

    By focusing raw force, you create a small, crystal fragment in the palm of your hand.

    The small gem you create is composed of pure force. As a standard action you may hurl the gem as a thrown weapon with a range increment of 20 feet. You gain a +4 competence bonus on this attack roll.
    On impact, the gem fractures, tumultuously releasing the stored energy within a 5-foot radius burst, dealing 1d8 points of force damage per two caster levels (max 5d8).
    You may not create more than one force gem per three caster levels. Anyone may throw a force gem you create, but they do not receive the +4 competence bonus and treat it as an improvised weapon.


    Force Knife
    Spoiler
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    Evocation [Force]
    Level: Force Adept 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One dagger made of force
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    Concentrating a moment, you form a small knife of pure force anywhere within range, relentlessly attacking any target you desire. The knife attacks once each round using your Base Attack Bonus + the modifier of your primary casting ability. It deals 1d4 damage with a critical threat range of 19-20.
    The knife continues to attack the same target for the duration of the spell, following it with a fly speed of 30 feet (perfect); however, you may use a standard action on any turn after the first to command the knife to attack a new target.
    As a force effect, the knife suffers no miss chance against ethereal or incorporeal creatures. If the knife attacks a creature with spell resistance, you make a caster level check as normal each round the knife attacks. If you fail the check, the spell ends immediately. The spell also ends if the knife ever leaves the maximum range of the spell.


    Grasping Earth
    Spoiler
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    Transmutation [Earth]
    Level: Earth 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    The earth distorts beneath your target, sending forth ooze-like tendrils to grasp at its legs.

    A creature standing on the ground becomes the target of a grapple check from the earth itself. Treat the grasping earth as a medium creature with a base attack bonus equal to your caster level and a Strength equal to your primary casting ability. It makes one grapple attempt every round against that creature as long as that creature remains in that square or within 5 feet. If the grasping earth successfully grapples the creature, it will attempt to pin it. Pinned creatures take lethal damage each round equal to 1d6 + your casting ability modifier.
    The grasping earth can be targeted as if it were an animated object with AC 15, hardness 4, and 3 hit points per caster level. If it is reduced to 0 or fewer hit points, it crumbles into inert earth.


    Hurl Item
    Spoiler
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    Evocation [Force]
    Level: Force Adept 0
    Components: S, F
    Casting Time: 1 standard action
    Range: Touch
    Target: One Fine size item in your possession, weighing up to 10 lbs.
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    By giving a subtle 'push' to an item, you can throw it with greater strength than you could normally muster.

    This spell can be used to throw any item a great distance, but it is normally used to throw weapons farther than normal. You may throw the item targeted by this spell to a distance of medium range (100ft. + 10ft./level).
    You can use this spell to make an attack with a thrown weapon, including a splash weapon, such as a flask of acid. If you make an attack, you must make an attack roll as normal, but you ignore any range penalties.
    You may also use this spell with arrows, crossbow bolts, and sling bullets. Hurled ammunition deals 1d4 damage, threatens a critical hit on a 20, and has a range increment of 80 ft.
    Focus: The item to be thrown.


    Mage Hand, Greater
    Spoiler
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    Transmutation
    Level: Force Adept 1
    Range: Medium (100 ft. + 10 ft. level)
    Target: One unattended object weighing up to 50 lb.

    This spell functions as mage hand except as described above, and you can move an object up to 20 ft.


    Magic Missile Swarm
    Spoiler
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    Evocation [Force]
    Level: Force Adept 3
    Range: Medium (100 ft. + 10 ft. level)

    This spell functions as magic missile, except that it immediately summons 5 missiles that deal 1d4+1 point of force damage. After a missile has struck a target, the missile bounces from that target to strike any other target within 30 feet; however, a 'bounced' missile cannot strike a target that has already been hit by one of the missiles. This means that while the first target may be hit by up to five of the missiles, no secondary target may be struck by more than one.


    Magic Missile, Greater
    Spoiler
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    Evocation [Force]
    Level: Force Adept 2
    Range: Medium (100 ft. + 10 ft. level)

    This spell functions as magic missile, except that it deals 1d6+2 points of force damage per missile.


    Orb of Energy
    Spoiler
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    Evocation [see text]
    Level: Red Mage 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    An orb of energy springs forth from your hands and flies towards an enemy. When you cast this spell, you must choose an energy type: acid, cold, electricity, or fire. This spell deals energy damage of that type and gains the appropriate subtype.

    Hitting the target requires a ranged touch attack, and the orb deals 1d8+1 damage plus 1d8+1 damage for every two caster levels beyond 1st (to a maximum of 4d8+4 at 7th level).


    Orb of Energy, Lesser
    Spoiler
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    Evocation [see text]
    Level: Red Mage 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    An orb of energy springs forth from your hands and flies towards an enemy. When you cast this spell, you must choose an energy type: acid, cold, electricity, or fire. This spell deals energy damage of that type and gains the appropriate subtype.

    Hitting the target requires a ranged touch attack, and the orb deals 1d6 damage plus 1d6 damage for every two caster levels beyond 1st (to a maximum of 4d6 at 7th level).


    Produce Electricity
    Spoiler
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    Evocation [Electricity]
    Level: Furious Storm 2
    Components: V, S
    Casting Time: 1 standard action
    Range: 0 ft.
    Effect: Electricity in your palm
    Duration: 1 minute/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    As produce flame, except that electricity is created instead of flame, and the attacks deal electricity damage instead of fire damage.


    Rejuvenation, Greater
    Spoiler
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    Conjuration (Healing)
    Level: Green Mage 3, Life 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The power of nature suffuses the target's body, accelerating his rate of healing and relieving his weariness.

    The target gains fast healing 3 for the duration of the spell. Additionally, when the spell begins, the target is cured of fatigue and exhaustion. Rejuvenation does not restore hit points lost from hunger, thirst, or suffocation.


    Rejuvenation, Minor
    Spoiler
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    Conjuration (Healing)
    Level: Green Mage 1, Life 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The power of nature suffuses the target's body, accelerating his rate of healing and relieving his weariness.

    The target gains fast healing 1 for the duration of the spell. Additionally, when the spell ends, the target is cured of fatigue. If the target is exhausted, he becomes fatigued instead. Rejuvenation does not restore hit points lost from hunger, thirst, or suffocation.


    Rejuvenation, Moderate
    Spoiler
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    Conjuration (Healing)
    Level: Green Mage 2, Life 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The power of nature suffuses the target's body, accelerating his rate of healing and relieving his weariness.

    The target gains fast healing 2 for the duration of the spell. Additionally, when the spell begins, the target is cured of fatigue. If the target is exhausted, he becomes fatigued instead. Rejuvenation does not restore hit points lost from hunger, thirst, or suffocation.


    Restorative Dew
    Spoiler
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    Conjuration (Creation) [Water, Life]
    Level: Living Waters 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 30-ft.-radius spread
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    A cooling dew settles on the ground in the specified area. The dew glistens faintly as though the rays of the morning sun dance across it.

    Within the area of the dew, the caster level of all Conjuration (Healing) spells is increased by 2, potions and magic items that heal hit point damage heal an additional 1d6 damage, and all Heal skill checks gain a +5 circumstance bonus.
    A moderate wind (11+ mph), such as from a gust of wind spell, dries the dew in 4 rounds. A strong wind (21+ mph) dries the dew in 1 round. A spell with the [Fire] descriptor that deals damage to an area burns away the dew in that area.
    This spell does not function underwater. This spell counters and dispels stinking miasma.


    Spitting Earth
    Spoiler
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    Conjuration (Creation) [Earth]
    Level: Shattered Stone 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft. level)
    Area: Cylinder (20-ft. radius, 20 ft. high)
    Duration: 1 minute/level
    Saving Throw: None or Reflex half; see text
    Spell Resistance: No

    The earth fractures and splits open at the point you designate, spewing forth sand, dirt, and small stones.

    The swirling grit obscures all sight (even darkvision) beyond 5 feet and smothers torches and small fires. Creatures within 5 feet have concealment, while those farther away have total concealment.
    Any creature within or passing through the area takes 1d4 slashing damage per two caster levels (max 5d4) with no save. If the spell is cast so that it appears where creatures are located, each creature may make a Reflex save for half damage, but they take full damage with no save on each following round if they do not leave the area.
    A moderate wind (11+ mph), such as from a gust of wind spell, disperses the grit in 8 rounds. A strong wind (21+ mph) disperses the grit in 4 rounds.
    This spell does not function underwater.
    Material Component: A pinch of dirt or sand.


    Stinking Miasma
    Spoiler
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    Conjuration (Creation) [Air, Death]
    Level: Stench of Decay 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 30-ft.-radius spread
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    A foul vapor hovers upon the ground in the specified area. The greenish purple vapor swirls softly, emitting a faint stench.

    Within the area of the vapor, the caster level of all Conjuration (Healing) spells is reduced by 2, and all Heal skill checks take a -5 circumstance penalty. Additionally, any living creature within the mist at the start of his turn takes 1 point of nonlethal damage.
    A moderate wind (11+ mph), such as from a gust of wind spell, disperses the vapor in 4 rounds. A strong wind (21+ mph) disperses the vapor in 1 round. A spell with the [Fire] descriptor that deals damage to an area burns away the vapor in that area.
    This spell does not function underwater. This spell counters and dispels restorative dew.


    Summon Living Element
    Spoiler
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    Conjuration (Summoning) [see text]
    Level: Earth's Embrace 3, Gentle Breath 3, Light of Life 3, Living Waters 3
    Components: V, S, DF
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One or more summoned creatures, no two of which may be more than 30 ft. apart.
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell summons an elemental creature to do your bidding.

    The elemental appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. The elemental understands your instructions, even if it doesn't speak your language, and you can direct it not to attack, to attack particular enemies, or to perform other actions.
    This spell can only summon air, earth, fire, and water elementals and, if cast from a divine domain, it always summons an elemental appropriate to the divine domain from which the spell is cast. This spell summons either 1 medium elemental or 1d3 small elementals, as chosen by the spellcaster when the spell is cast.
    A summoned elemental cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Elementals cannot be summoned into an environment that cannot support them.
    This spell gains the elemental descriptor of the elemental summoned.


    Surging Waters
    Spoiler
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    Conjuration (Creation) [Water]
    Level: Water 2, Crushing Waves 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: 5-ft. wide wave
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    A powerful wave of water surges forth as if from nowhere, pushing your enemies away from you.

    A 5-foot wide wave of water rises from the ground at the point you designate and moves directly away from you. It can move up to 5 feet per caster level.
    The wave makes a bull rush attempt against each creature in its path and does not provoke attacks of opportunity. The wave has an effective Strength modifier equal to the ability modifier of your primary casting ability, and it is treated as a medium creature.
    Creatures are pushed back the maximum distance possible from the bull rush or the maximum range of the wave, whichever is less. Creatures pushed by the wave provoke attacks of opportunity for movement as normal.
    The waters summoned by this spell douse any non-magical fire in its path.
    If you cast this spell on open water, such as a river, lake, or ocean, the size of the wave is increased to 10 feet, and it is treated as a large creature for the purpose of the bull rush.


    Swim
    Spoiler
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    Transmutation
    Level: Water 1
    Components: V, S, M
    Casting Time: 1 round
    Range: Medium (100 ft. + 10 ft. level)
    Target: One creature per 2 caster levels
    Duration: 10 minutes/level (D)
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    Each target of this spell gains a swim speed equal to its land speed. As long as it is not carrying more than a light load, it can swim at its normal speed without making Swim checks. It also gains a +8 circumstance bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    If the creature is carrying more than a light load, it must make Swim checks to move as normal, but it may move its full speed and still receives all other benefits of this spell.
    Material Component: A handful of fish scales.

    Last edited by Rizban; 2014-04-01 at 11:41 PM.

  9. - Top - End - #9
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Chapter 6: Equipment

    Item
    Cost
    Weight
    Tactical Trap Components
    5
    0.5
    Trapsmith's Tool Belt
    50
    5
    Trapsmith's Tool Belt, masterwork
    100
    5

    Tools and Materials

    Tactical Trap Components: To set tactical traps, a trapsmith needs the appropriate parts. He is able, however, to use almost any parts to make any of his tactical traps. As such, he needs only have these components. Each set of components contains enough springs, tripwire, and other necessary parts to make a single tactical trap.

    Trapsmith's Tool Belt: This heavy duty leather tool belt has compartments to hold all the tools and components a trapsmith needs to set his tactical traps. A trapsmith with a tool belt is assumed to have all the tools necessary for setting his tactical traps. In addition, the compartments for storing his trap components keep the parts within easy reach, allowing him to retrieve tactical trap components as a free action when setting a tactical trap. A tool belt has enough space to store up to 10 lbs of components, usually enough to set 20 tactical traps.

    Trapsmith's Tool Belt, masterwork: A masterwork tool belt grants a +2 circumstance bonus on Craft (trapmaking) and Disable Device checks when dealing with tactical traps.





    Chapter 7: Miscellaneous Systems

    Tactical Traps

    Tactical traps have many traits in common.
    The save DC of any Tactical Trap a characters sets is usually equal to 10 + his Int modifier + his class level.
    If a trap calls for an attack roll, this roll is 1d20 + the character's base attack bonus + his Intelligence modifier.

    When setting a tactical trap, a character may choose to set the trap in his square or in any square within his reach. Since a character never accidentally sets off his own tactical traps, he may set the tactical trap in his own square without danger. A character may never set a tactical trap or tripwire in a square containing another creature or an existing trap.

    When setting a tactical trap, the character makes a Craft (trapmaking) check. The result of this check is the DC to successfully find or disable the tactical trap with the Search and Disable Device skills. Because tactical traps are set hastily and usually not well hidden, the DM may choose to allow tactical traps to be found using a Spot check rather than a Search check. Watching a character set a tactical trap adds a +5 circumstance bonus to the Search/Spot check to find the trap, but knowing where it is doesn't automatically inform the watcher what the trap is or how it's triggered. Unless otherwise stated, all tactical traps produce extraordinary effects, so dispel magic and spell resistance have no effect on them.

    In order to set traps, a character must have access to the proper materials. Any trap a character successfully disables, including one of his own tactical traps, provides enough materials to craft one additional tactical trap.


    All tactical trap entries follow the following format.

    Tactical Trap Name
    Spoiler
    Show
    Prerequisite:
    Any requirements that the character must meet in order to learn to use the tactical trap.
    Setting Time:
    The action or amount of time required to set the tactical trap. Most tactical traps have a setting time of 1 standard action.
    Size:
    Most tactical traps fit in only one square, though some are larger. If there is not enough room to set a tactical trap in the area, then it can not be set there.
    Tripwire:
    Many tactical traps are activated when a creature touches a tripwire attached to them. A tripwire is some form trigger, usually a string or thin wire, that activates the trap when a creature enters a square containing a tripwire. The tripwire entry on a trap indicates how long a tripwire may be and still activate the trap. Tripwires must always be laid out in a straight line away from the trap and can not be longer than the listed length, though the character may choose to make a tripwire shorter if he desires.
    For example, the dart trap below has a tripwire length of 10 ft. When setting the dart trap, the character chooses what square it is in then immediately chooses any two squares leading away from the dart trap in which the tripwire is placed. If a creature enters the square containing the dart trap or either of the two squares containing the tripwire, the tactical trap is activated, hurling a dart at that creature.
    Target/Area:
    The target or targets affected by the tactical trap, or the area its effects cover.
    Save:
    The type of save, if any, to avoid the trap's effects.
    The effect of the tactical trap is listed here, describing what the trap does and how to resolve its effects.


    Tactical Trap List
    Spoiler
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    Alarm Trap
    Spoiler
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    Prerequisite:
    Trapsmith 1st-level
    Setting Time:
    1 move action
    Size:
    n/a
    Tripwire:
    15 ft.
    Target:
    1 creature
    Save:
    Reflex negates
    A simple tripwire is connected to a bell or other noisemaker which sets off an audible alarm when this trap is triggered. This functions as the Audible Alarm version of the alarm spell, except that it is only triggered if a creature enters the 15-ft. line covered by the tripwire.

    Alchemical Trap
    Spoiler
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    Prerequisite:
    Trapsmith 2nd-level
    Setting Time:
    1 standard action
    Size:
    10-ft. square
    Tripwire:
    n/a
    Target:
    1 creature
    Save:
    see text
    A small vial of alchemical liquids is placed in a small launcher, tossing it at the first creature that disturbs the area. The character who set this trap makes an attack roll for the vial, which contains acid that deals 1d3+1 acid damage, Reflex half.

    If the character setting the alchemical trap has an alchemical item which can be thrown as a splash weapon, such as a flask of acid, alchemist's fire, or tanglefoot bag, he may use that item in this trap instead of the default acid. Use the alchemical item's normal save.

    Caltrops
    Spoiler
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    Prerequisite:
    Trapsmith 1st-level
    Setting Time:
    1 standard action
    Size:
    5-ft. square
    Tripwire:
    n/a
    Target:
    see text
    Save:
    see text
    This tactical trap functions exactly as a normal bag of caltrops (PHB 126).

    Dart Trap
    Spoiler
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    Prerequisite:
    Trapsmith 1st-level
    Setting Time:
    1 standard action
    Size:
    5-ft. square
    Tripwire:
    10 ft.
    Area:
    1 creature
    Save:
    n/a
    A small spring launcher is set, ready to hurl a dart at the first creature to trigger the tripwire. The character who set this trap makes an attack roll for the dart, which deals 1d4+1 damage, ×2 on a critical.

    The character may choose to add any contact or injury poison he possesses to the dart when he sets the trap, but doing so takes an additional move action and risks poisoning himself as normal for applying poison to a weapon.

    Deadfall Trap
    Spoiler
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    Prerequisite:
    Trapsmith 2nd-level
    Setting Time:
    1 full-round action
    Size:
    10-ft. square
    Tripwire:
    n/a
    Target:
    1 creature
    Save:
    Reflex half; Fortitude negates (see text)
    A deadfall is created by rigging a heavy object to fall from above. Any creature entering the area of a deadfall trap must make a successful Reflex save or take 1d6 bludgeoning damage from the falling object. If the creature fails the save by more than 10, it is also dazed for 1 round (Fortitude save negates the daze effect).

    Flashbang
    Spoiler
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    Prerequisite:
    Trapsmith 3rd-level
    Setting Time:
    1 standard action
    Size:
    5-ft. square
    Tripwire:
    10 ft.
    Target:
    10-ft. burst
    Save:
    Fortitude partial
    A flashbang is a small pouch containing highly flammable powder that ignites with a bright, white flash and a explosive bang. Any creature within 10 ft. of the flashbang when it is activated is blinded and deafened for 1d4+1 rounds. A successful Fortitude save reduces this effect to dazzled and a -2 penalty to Spot and Listen checks for the duration.

    Creatures that are sightless are unaffected by the blinding and dazzling effects.
    Creatures that can not hear are unaffected by the deafening effect and the penalties to Spot and Listen.

    Fusillade of Darts
    Spoiler
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    Prerequisite:
    Trapsmith 4th-level
    Setting Time:
    1 full-round action
    Size:
    5-ft. square
    Tripwire:
    10 ft.
    Target:
    15-ft. cone
    Save:
    n/a
    This tactical trap functions as the dart trap, except that it hurls darts at all creatures in a 15-ft cone. Each creature in the area of effect is targeted by 1d4 darts. The character who sets this trap makes an attack roll for each dart.

    Gas Trap
    Spoiler
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    Prerequisite:
    Trapsmith 2nd-level
    Setting Time:
    1 full-round action
    Size:
    5-ft. square
    Tripwire:
    20 ft.
    Area:
    20-ft. spread
    Save:
    n/a
    A small canister of alchemical liquid breaks open when this trap is triggered, mixing the liquids and releasing a thick fog. Treat this as an obscuring mist spell cast on the square containing the trap. The character's class level is the effective caster level for this trap.

    Needle Burst
    Spoiler
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    Prerequisite:
    Trapsmith 4th-level
    Setting Time:
    1 full-round action
    Size:
    5-ft. square
    Tripwire:
    10 ft.
    Target:
    15-ft. burst
    Save:
    Reflex half
    A needle burst trap is built from a special type of flashbang filled with needles, bits of metal, or other sharp shrapnel. When activated, the explosion sends the shrapnel flying in all directions. Any creature within 15 ft. when the needle burst is activated takes 3d6 piercing damage.

    Net Trap
    Spoiler
    Show
    Prerequisite:
    Trapsmith 2nd-level
    Setting Time:
    1 standard action
    Size:
    10-ft. square
    Tripwire:
    n/a
    Area:
    Creatures in the trap's area
    Save:
    Reflex negates
    A net trap functions much like a snare, activating only when a creature tries to leave the area it covers. When a creature attempts to leave the area containing a net trap, the net springs up around any creatures in its area. Any affected creature that fails a Reflex save is entangled by the net and cannot move.

    A creature can escape from the net with a DC 18 Escape Artist check or burst it with a DC 25 Strength check. It may also spend a full round action to cut the net away with a slashing weapon. When a creature escapes a net, it is no longer entangled.

    Noxious Gas Trap
    Spoiler
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    Prerequisite:
    Trapsmith 4th-level
    Setting Time:
    1 full-round action
    Size:
    5-ft. square
    Tripwire:
    20 ft.
    Area:
    20-ft. spread
    Save:
    Fortitude partial
    This trap functions like the gas trap, except that the fog produced is foul and toxic. Any creature entering the fog cloud must make a Fortitude save each round or become nauseated for 1d4+1 rounds. Any creature with the scent special ability or an exceptionally good sense of smell takes a -5 penalty on its save.

    Razor-wire
    Spoiler
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    Prerequisite:
    Trapsmith 1st-level
    Setting Time:
    1 standard action
    Size:
    n/a
    Tripwire:
    15 ft.
    Area:
    1 creature
    Save:
    Reflex negates
    A razor-wire tactical trap consists only of a thin, taut metal tripwire stretched across an area, usually a hallway. When a creature triggers the tripwire, it snaps loose and whips through the air as it coils up, dealing 1d6 slashing damage to the hapless creature.

    Snare
    Spoiler
    Show
    Prerequisite:
    Trapsmith 1st-level
    Setting Time:
    1 standard action
    Size:
    5-ft. square
    Tripwire:
    n/a
    Target:
    1 creature
    Save:
    Reflex negates
    Unlike most other tactical traps, a snare doesn't activate until a creature tries to leave the square in which it is located. When a creature attempts to leave a square containing a snare, the snare tightens around one of the creature's limbs. If the creature fails its save, the creature becomes entangled by the snare and can not move more than 5 feet away from the square containing the snare.

    A creature can escape from the snare with a DC 15 Escape Artist check or burst it with a DC 20 Strength check. It may also spend a full round action to cut the snare away with a slashing weapon. When a creature escapes a snare, it is no longer entangled.

    Spell Trap
    Spoiler
    Show
    Prerequisite:
    Trapsmith 3rd-level
    Setting Time:
    1 full-round action
    Size:
    5-ft. square
    Tripwire:
    10 ft.
    Target:
    see text
    Save:
    see text
    Using his skill with traps both mundane and magical, a character can cobble together this magical trap, even if he is not a spellcaster.

    He may set any spell of 2nd-level or lower on the trapsmith spell list as a spell trap. When the trap is activated, the spell is cast from the trap on the creature that triggers the trap.

    Spells that target one or more creatures target only the creature that triggers the trap. Spells with an area affect are centered on the trap itself.

    Any save DCs are calculated as normal for tactical traps instead of using the trapsmith's primary casting ability, if any, for the spell.

    A trapsmith may instead use any spell contained in a scroll not on the trapsmith spell list, but he must make a successful Use Magic Device check to activate the scroll as if he were casting the spell. If he fails the skill check, the trap is not set.
    Last edited by Rizban; 2014-09-13 at 12:06 PM.

  10. - Top - End - #10
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    Aldhaven
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Chapter 8: Monsters

    Treant Sapling
    Spoiler
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    Small Plant
    Hit Dice: 3d8+3 (20 hp)
    Initiative: +1
    Speed: 30 feet
    Armor Class: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16
    Base Attack/Grapple: +2/-1
    Attack: Slam +3 melee (1d4+1)
    Full Attack: 2 slams +3 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Double damage against objects
    Special Qualities: Damage reduction 5/slashing, low-light vision, plant traits, vulnerability to fire
    Saves: Fort +4, Ref +2, Will +5
    Abilities: Str 13, Dex 12, Con 13, Int 10, Wis 14, Cha 10
    Skills: Hide +4*, Knowledge (nature) +3, Listen +5, Spot +5, Survival +5
    Feats: Iron Will, Power Attack
    Environment: Temperate forests
    Organization: Solitary or grove (4–7)
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Usually neutral good
    Advancement: 4 HD (Medium); 5-6 HD (Large)
    Level Adjustment: +3
    -
    Double Damage against Objects (Ex): A treant that makes a full attack against an object or structure deals double damage.
    Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.




    Changelogs

    2013
    Spoiler: 2013
    Show
    04-02-2013
    Spoiler
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    Quote Originally Posted by Rizban View Post
    • All Classes: I have introduced Medium Base Saves, reducing the good saves of some of the classes to medium and increasing the poor saves of other classes to medium.
    • Class: Sentinel DR has been reduced.
    • Class:Troubadour's Quick Thinking, Mental Resistance, and Fortune's Friend have been made slightly stronger.
    • Archetypes: Added a table for quick reference.
    • Archetype: Assassin now has a proper Greater Power.
    • Archetype: Beastmaster has returned! I'm still not sure how it got deleted...

    04-10-2013
    Spoiler
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    Quote Originally Posted by Rizban View Post
    Changelog
    • Class: Added the Augur (Missing one of the three capstone abilities)
    • Class: Added the Magus
    • Class: Added the Spellblade

    04-11-2013
    Spoiler
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    Quote Originally Posted by Rizban View Post
    Changelog
    • General: Posts changed up a little and formatting updated to make the project more readable and give an extra empty post for more information
    • General: Spells section added!

    • Class: Augur – Skill list edited.
    • Class: Spellblade – Skill list edited. Reduced to 3/4 BAB. Spell progression changed. Surging Conduit capstone power changed.
    • Class: Brawler – Critical Strike ability specified to stack with similar abilities.
    • Class: Troubadour – Minor edits for spelling and grammar.

    • Archetypes: All archetypes have been edited to give proper names to all abilities. This will allow extension of the abilities through feats and other options much, much easier in the future. Hopefully, this will also make it more friendly to new players.
    • Archetype: Green Mage added!
    • Archetype: Priest added! (domains forthcoming)

    04-15-2013
    Spoiler
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    Quote Originally Posted by Rizban View Post
    Changelog
    • General: Divine Domains section added!

    • Class: Brawler – Fixed some typos. Clarified a few abilities. Replaced Deadly Strikes ability.

    • Archetype: Priest – domains given the proper name "Divine Domains" to reflect the specific domains used with this system.

    • Spells: Published the first four Divine Domains. I have another 5 that are almost finished and should be posted shortly. I went ahead and published all the domains I have so far. Most of them have quite a few blanks remaining. While I don't have it written up yet, I have a good idea of what spells I would like to have in each domain. However, I'm always open to suggestions.

    04-16-2013
    Spoiler
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    Quote Originally Posted by Rizban View Post
    Changelog
    • General: Formatting update to various sections.

    • Class: Acrobat – Minor edits for clarity. Fixed some typos.
    • Class: Augur – Channel Shift capstone ability added. Fixed some typos.
    • Class: Sentinel – Minor edits for clarity.
    • Class: Expert – Insightful Strike ability slightly changed. Added the following capstone abilities: Epiphany, Skill Insight, Brains Over Brawn
    • Class: Troubadour – Clarification made on Magic Aptitude and Fortune's Friend abilities. Added the following capstone abilities: Great Motivator, Quite Fortunate

    • Archetype: Red Mage added!
    • Archetype: Assassin – Added the following capstone abilities: Opportunistic Backstab, Poisonous Insight, Charming Killer
    • Archetype: Green Mage – Unnecessary (Su) tag removed from Nature's Ally ability.
    • Archetype: Priest – Third domain moved to moderate ability. Fourth domain added as greater ability. Unnecessary (Su) tag removed from Divine Touch ability.
    • Archetype: Sniper – Fixed for minor typos. Added the following capstone abilities: Twice Deadly, Warding Bow, Greater Skilled Sniping, Insightful Aim, Inspiring Aim
    • Archetype: Trapsmith – Added the following capstone abilities: Brilliant Trap, Aura of Safety

    • Spells: Orb of Energy and Orb of Energy, Lesser added!

    04-17-2013
    Spoiler
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    Quote Originally Posted by Rizban View Post
    Changelog
    • General: Archetypes post hit max character limit, so we have another minor post shuffle. The Table of Contents has been updated to reflect the change.

    • Archetype: Skirmisher added!

    04-18-2013
    Spoiler
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    Quote Originally Posted by Rizban View Post
    Changelog
    • General: Formatting updates, minor edits, and several fluff additions throughout.

    05-01-2013
    Spoiler
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    Quote Originally Posted by Rizban View Post
    Changelog
    • General: Added a Feats chapter with general information on metamagic feats. No actual feats have been added yet, but they're coming! Note that this has bumped the Magic chapter to Chapter 5 and moved it down one post.

    • Class: Brawler – Added Ride as a class skill.
    • Class: Gladiator
      • Fixed typos.
      • Added Ride as a class skill.
      • Fancy Footwork ability rewritten.
    • Class: Sentinel
      • Fixed typos.
      • Added Sense Motive and Use Rope as class skills.
      • Warding ability slightly changed and reworded for clarity.
      • Clarification on Provocation ability.
      • Improved Uncanny Dodge edited.
    • Class: Troubadour – Fixed typos.
    • Class: Augur
      • Clarified issue on spellcasting ability.
      • Added kicker costs to Spirit Surge and Great Surge abilities.
      • Slight rewording of Deep Insight ability for clarity.
      • Cost of Counterspell ability increased.
    • Class: Magus – Fixed typos.
    • Class: Spellblade – Added recharge rate to spellcasting.

    05-04-2013
    Spoiler
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    Quote Originally Posted by Rizban View Post
    Changelog
    • General: “Compendium” changed to “Player's Guide”

    • Class: Gladiator – Changed references to Fighter feats to Combat feats.
    • Class: Acrobat – Clarification on Skilled Acrobat and AC Bonus abilities.
    • Class: Augur – Fixed typo

    • Archetype: Beastmaster
      • Added capstones for Arcrobat, Expert, Troubadour, Augur, and Magus.
      • Added a “Special” line to grant spell access to Magic classes.
    • Archetype: Pugilist – Added capstone ability Sentinel – Guarding Lunge (Ex)

    • Backgrounds: Reformatted post
    • Background: Added Apprentice
    • Background: Added Aristocrat

    • Magic: Reformatted Spells section.
    • Divine Domains:
      • Added a missing rule about spells gaining the appropriate descriptors based on divine domain spheres.
      • Fleshed out several divine domains: Raging Inferno, Stench of Decay, Living Waters, Shattered Stone, Earth's Fury, Light of Life, Earth's Embrace, Gentle Breath, Crushing Waves
    • Spells: Added new spells.
      • Ash Storm
      • Desiccate
      • Earthen Betrayal
      • Restorative Dew
      • Stinking Miasma
      • Spitting Earth
      • Summon Living Element
      • Swim
      • Surging Waters
      • Grasping Earth
      • Produce Electricity


    • Templates: As mentioned yesterday, I added a Templates section for people wishing to contribute to the project.

    05-15-2013
    Spoiler
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    Quote Originally Posted by Rizban View Post
    Changelog
    • General: Archived all extant changelogs to the front page for easy reference.

    • Class: Brawler – clarified issue with Critical Strike
    • Class: Expert
      • fixed typos
      • fixed error in Insight ability
      • Added Journeyman professional knack.
      • Knack lists alphabatized
    • Class: Troubadour – Inspiring Auras list alphabatized
    • Class: Augur – fixed typos, added duration to Vigor
    • Class: Spellblade – Minor clarifications on eldritch blast and spell conduit

    • Archetype: Added Duelist!
    • Archetype: Added Templar!
    • Archetype: Added Hoplite!
    • Archetype: Assassin – clarified Acrobat capstone
    • Archetype: Beastmaster – fixed Augur ability
    • Archetype: Trapsmith – Added capstones for Augur, Magus, and Spellblade

    • Feats: Added Combat, Magic, and Skillful Feats rules.
    • Feats: Added the following feats
      • Combat Focus
      • Combat Lunge
      • Focused Body
      • Focused Critical
      • Meditative Focus
      • Perfect Strike
      • Unerring Strike


    • Divine Domains: Edited the Air spell selection. Finished the Gentle Breath divine domain.
    • Spells: Stinking Miasma – spell effect slightly altered.
    • Spells: Summon Living Element – uploaded the correct spell description.

    05-20-2013
    Spoiler
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    Quote Originally Posted by Rizban View Post
    Changelog
    • General: Added Equipment section!

    • Archeype: Red Mage – Slight wording update
    • Archeype: Trapsmith
      • Tactical Traps ability updated
      • Tactical Traps list added!
      • Spell list added!
      • Typos corrected.
      • Acrobat capstone edited

    08-06-2013
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    Quote Originally Posted by Rizban View Post
    Changelog
    • Class: Acrobat – Number of class skills corrected.
    • Class: Expert
      • Edited the Epiphany capstone ability to be more useful.
      • Insightful Strike slightly reworded and bonus type added.
    • Class: Troubadour
      • Typos fixed
      • Mental Resistance ability slightly edited.
      • Fortune's Friend ability slightly edited.
      • Inspirational Speech renamed to Harmonizing Aura
      • Inspiring Auras:
        • Distraction – Changed “Immediate” to “Swift or Immediate”
        • Inspire Ability – slight clarification and addition to ability
        • Inspire Competence – slight clarification
    • Class: Spellblade
      • Typos fixed
      • Surging Conduit – slight clarification


    • Archetype: Green Mage – Nonexistent ambiguity clarified to more explicitly prevent intentional misinterpretation.
    • Archetype: Priest – Nonexistent ambiguity clarified to more explicitly prevent intentional misinterpretation.
    • Archetype: Red Mage – Nonexistent ambiguity clarified to more explicitly prevent intentional misinterpretation.



    Also, I've started posting some work on the first expansion to this system:
    The R'E6 Census of Peoples and Races

    09-04-2013
    Spoiler
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    Quote Originally Posted by Rizban View Post
    Changelog
    • General: Once again, we have a minor post shuffle to accommodate additional material
    • Class: Brawler – Slight update to Quick Acrobat.
    • Class: Sentinel – Warding ability changed to grant a Warding bonus rather than a Cover bonus to the ward's AC.
    • Class: Magus – Speak Language added to skill list.
    • Class: Spellblade – Combat Training ability added.

    • Archetype: Breathstealer – Unarmed Combat ability added.
    • Archetype: Trapsmith – Open Lock added to skill list.

    02-09-2014
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    Quote Originally Posted by Rizban View Post
    Changelog
    • Class: Acrobat – Clarification on Distracting Flank ability.
    • Class: Magus
      • Number of cantrips per day increased by 1 starting from 3rd level
      • One additional 1st-level spell per day at level 6.
      • Eclectic Study ability updated to allow selection of domain spells.
    • Class: Spellblade
      • Spells with duration now add duration to refresh time.
      • Specified how to handle using Spell Conduit with spells granting multiple attacks.
      • Clarification on Surging Conduit ability.
      • Eldritch Power ability increased from +4 to +5.


    • Archetype: Huntsman added!
    • Archetype: Hoplite – Deflecting Shield ability increased to 30%.
    • Archetype: Priest – Spell list now references Priest having divine domain access.
    • Archetype: Templar
      • Fixed typos.
      • Channeling (Smite) – Added additional +1 to attack in some circumstances.
      • Channeling (Invigorating Touch) – Modified to be usable as a swift action.
      • Channeling (Restorative Touch) – Modified to only be usable on others.
      • Courageous and Righteous Resolve abilities combined into Courageous Resolve ability.
      • Self Sacrifice ability added.
      • Brutal Smite ability clarification.


    • Background: Removed Animal Friend

    • Feats: Added Extra Knack and Knack Generalist feats.

    02-13-2014
    Spoiler
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    Quote Originally Posted by Rizban View Post
    Changelog
    • Class: Gladiator
      • Fixed typos.
      • Unorthodox Maneuvers edited for readability and clarity.
    • Class: Acrobat – Acrobatic Leaping and Acrobatic Swinging edited for readability and clarity.
    • Class: Expert – fixed some typos.
    • Class: Augur – Changed table slightly
    • Class: Spellblade – Edits to Spellcasting and Spell Conduit abilities.

    • Archetype: Assassin
      • Craft (poisonmaking) added to Archetype Skills
      • Poison Use moved to Lesser Power
      • Uncanny Dodge added to Moderate Power
      • Charming Killer capstone ability modified
      • Fixed typos
    • Archetype: Breathstealer
      • Reorganized and reworded slightly for clarity.
      • Powerful Grapple ability moved from Lesser Power to Moderate Power.
      • Constrict ability increased to 2x Strength.
      • Mighty Wrestling added to Lesser Power.
    • Archetype: Force Adept added!
    • Archetype: Green Mage
      • Woodland Stride ability moved to Lesser Power.
      • Whispers of the Wild ability moved to Moderate Power and changed from (Sp) to (Su).
      • Treant Sapling ability added to Greater Power.
    • Archetype: Huntsman – Added missing tables.
    • Archetype: Red Mage
      • Added special exception for spellblades to the Orbs of Energy ability.
      • Added Blade Wind to the spell list.
      • Added Hurl Item to the spell list.
    • Archetype: Skirmisher
      • Nimble moved to Lesser Power
      • Fast Movement added to Moderate Power
      • Skirmish Sneak Attack ability edited slightly.


    • Spells: Swim – Proper material component added.
    • Spells: Added several spells.
      • Blade Wind
      • Call Item
      • Force Gem
      • Force Knife
      • Hurl Item
      • Mage Hand, Greater
      • Magic Missile Swarm
      • Magic Missile, Greater


    • Added Chapter 7: Monsters!

    04-01-2014
    Spoiler
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    Quote Originally Posted by Rizban View Post
    • General: Reworked to accommodate new table code.
    • General: Minor post shuffle.

    • Archetype: Assassin
      • Fixed several typos.
    • Archetype: Beastmaster
      • Added specific spell list.
      • Wild Whispers changed from (Ex) to (Su).
    • Archetype: Brute
      • Slight change to Indomitable ability.
    • Archetype: Duelist
      • Renamed Flyn's Offense to Agrippa's Offense.
      • Added Gladiator capstone.
    • Archetype: Force Adept
      • Minor formatting edits.
    • Archetype: Green Mage
      • Change to Spellblade capstone.
      • Remove Disease spell moved from 3rd to 2nd level.
      • Added the following spells: Jump, Speak with Animals, Beastly Power, Wild Insight.
      • Removed the following spells: Bear's Endurance, Bull's Strength, Cat's Grace, Owl's Wisdom, Reduce Animal, Soften Earth and Stone, Warp Wood, Greater Magic Fang.
    • Archetype: Hoplite
      • Shield Offensive modified in respect to how tower shields are handled.
      • Specified weapon damage for tower shields.
      • Clarification on Improved Shield Offensive.
      • Clarification on Brawler capstone.
      • Clarification on Gladiator capstone.
      • Slight change to Sentinel capstone.
    • Archetype: Huntsman
      • Added weapon proficiency.
      • Added Urban to list of Favored Environments.
    • Archetype: Priest
      • Clarification to Divine Domains ability.
      • Clarification to Divine Touch.
      • Added missing "bonus" to Church Authority. Changed bonus increase from 6th level to 5th level.
      • Clarification on Third Domain.
      • Clarification on Fourth Domain.
      • Added maximum bonus amount to Spellblade capstone.
      • Added "(good only)" and "(evil only)" to certain spells.
      • Added the following spells: Cure Minor Wounds, Neutralize Poison, Poison.
    • Archetype: Pugilist
      • Clarification on Penetrating Strike and Greater Penetrating Strike.
      • Removed Imbued Fist ability.
    • Archetype: Red Mage
      • Clarification on Orbs of Energy ability.
      • Clarification to Spellbattle.
      • Clarification to Magus capstone.
      • Added the following spells: Open/Close, Touch of Fatigue, Elemental Weapon
      • Removed the following spells: Obscuring Mist, Flame Arrow, Ice Storm, Greater Magic Weapon, Sleet Storm
    • Archetype: Skirmisher
      • Fixed minor typos.
    • Archetype: Template
      • Complete change to how a Templar's Channeling ability and motes function.
      • Minor edits to channeling abilities.
      • Self Sacrifice ability modified to accommodate new mote system.
    • Archetype: Trapsmith
      • Fixed minor typos.
      • Added the following spells: Detect Snares and Pits, Dispel Magic, Snare
      • Tactical Traps moved to their own section.

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    Changelog
    • Genereal: Updated tables throughout to incorporate the updated styling options of the new system.
    • Magic Classes: Re-added missing table information lost in the table transition.

    09-13-2014
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    Quote Originally Posted by Rizban View Post
    Changelog
    • General: Updated codes across all tables.
    • General: Formatting changes across all Classes and Archetypes

    • Class: Brawler – Corrected typo.
    • Class: Magus – Great Lore bonus increased.

    • Archetype: Assassin – Slight wording changes.
    • Archetype: Beastmaster – Removed errant reference to “druid”.
    • Archetype: Duelist – Changed Rhythm ability restrictions.
    • Archetype: Force Adept
      • Piercing Missiles – Clarification
      • Force Wave – Slight change
      • Magus – Missile Master – Changed to 3 rounds.
    • Archetype: Hoplite
      • Shield Offensive – Tower shield clarification.
      • Defensive Maneuvers – Clarification
      • Brawler Befuddling Blow – Slight change
    • Archetype: Huntsman – Changed armor proficiency
    • Archetype: Pugilist – Reworded Unarmed Strike ability.
    • Archetype: Red Mage – Nimble added armor limitation.
    • Archetype: Skirmisher – Nimble added armor limitation.
    • Archetype: Templar
      • Channeling – Clarification
      • Restorative Touch – Wording change.
    • Archetype: Trapsmith – Damage resistance from Trap Defense ability given a damage type.

    • Feats: Finally fixed feats table after forum updates.
    • Feats: Slight changes to metamagic.
    Last edited by Rizban; 2014-09-13 at 12:12 PM.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I will be watching with great interest, Rizban. Your comments and criticisms have been significantly helpful to me, and I am thrilled to see you start your own project.

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by Gnorman View Post
    I will be watching with great interest, Rizban. Your comments and criticisms have been significantly helpful to me, and I am thrilled to see you start your own project.
    Thanks!

    I've got the first three classes and the first three archetypes posted. I've got three more classes (one skillful and two magic) underway, but I'm working on getting some more archetypes written up for the combat classes before I work on those any further.
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    Default Re: [3.5/E6] Rizban's E6 Compendium (PEACH)

    I cannot wait for this to be completed - I've always wanted to start a campaign of my own, and I know this compendium will be a great way for me to start. Keep up the good work!
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    Default Re: [3.5/E6] Rizban's E6 Compendium (PEACH)

    Indeed, I usually use E6 to populate my game worlds with non-essential NPCs, so I will keep my eye out. This looks very promising indeed, this may very well come in handy.
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    Default Re: [3.5/E6] Rizban's E6 Compendium (PEACH)

    This is much closer to the method I'm working on (Archetypes being applicable largely across the board), so I'm rather digging it.

    A brief overview has me worried the Sentinal's damage reduction is to high though (especially a Sentinal/Brute). With E6 damage values I might make it just match the Gladiator's damage bonus. That would also have the nice effect of making a trained Gladiator able to basically ignore a trained Sentinal's ability to resist damage, and vice versa on the Sentinal's defense bypassing the Gladiator's damage bonus.

    Alternatively, make both the Sentinal and the Brute have a 1/2 level damage reduction progression. Seems the cleanest to me.

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    Default Re: [3.5/E6] Rizban's E6 Compendium (PEACH)

    That's kind of what I was thinking about for the sentinel too, djinn, but I felt that once I got more options up that it would fall more in line with the average power level. The sentinel DR is definitely something I need to reevaluate, but I'd like to leave it as it is with balances based on future updates.

    Edit: As to comparing it with the gladiator, it is about where I want it. The gladiator bonus should be lower than the sentinel's DR. The gladiator's role isn't primary damage dealer, so he shouldn't be able to simply negate the primary defender's class feature. If I do end up reducing DR on the sentinel, it will still remain higher than the gladiator's bonus from weapon of choice.
    Last edited by Rizban; 2013-02-28 at 04:00 PM.
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    Default Re: [3.5/E6] Rizban's E6 Compendium (PEACH)

    Edited some formatting.
    Fixed a minor error.
    Added Beastmaster and Sniper archetypes.


    I still need to come up with a Sentinel capstone for pugilist and a Gladiator and Sentinel capstone for Sniper.

    Edit: Also posted some tentative backgrounds. The power levels are still out of whack on them, so they'll all likely be revised.
    Last edited by Rizban; 2013-03-01 at 02:08 AM.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I look forward to seeing what you do with the magic/psionic classes. What you have so far is very interesting.

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by stack View Post
    I look forward to seeing what you do with the magic/psionic classes. What you have so far is very interesting.
    Thanks. I appreciate the positive feedback, I really do.

    If I could get some criticism and balance evaluation too, that would be great. Keep in mind that this is meant as a replacement for the existing 3.X classes rather than a supplement, so internal balance is more important than balance with existing class. Still, my goal for most of this classes is to be a strong tier 3.

    I'm still playing with some ideas on the magic/psionics front. I have a couple of ideas that I want to explore a bit before posting. I'm not sure if I'm going to use them or not though.
    Last edited by Rizban; 2013-03-01 at 03:34 PM.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Posted what I have so far of the sneak-thief class and the assassin archetype.

    I'm not really happy with the sneak-thief, but it should be apparent what direction I'm trying to go with it. Any suggestions would be welcomed.
    Last edited by Rizban; 2013-03-02 at 07:18 AM.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Did you intent that the sneak-thief could only use evasion when not wearing armor, even though they are proficient in light armor? I could see relying on high dex and the built in AC bonus for defense, but it still jumped out at me. Also, the skill bonus doesn't appear to apply to hide, which would seem like a good one to include.

    I presume that trapfinding will come with an archetype or background, hence it not being on the sneak-thief's chassis? Never cared for trying to force a rogue into every party because only rogues could find traps. A dungeon-delver or trapsmith archetype would work nicely in your system, allowing anyone to handle that. Which I suspect you already thought of.

    Do you want the sneak-thief to be intelligent as well as sneaky? Some way to add INT to certain checks or rolls might be welcome.

    Also, would you consider allowing the assassin archetype for combat classes? It would allow for tricky fighters in a convenient way, unless you think having the extra sneak attack damage on top of a full martial chassis would be too much.
    Last edited by stack; 2013-03-04 at 11:35 AM.

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by stack View Post
    Did you intent that the sneak-thief could only use evasion when not wearing armor, even though they are proficient in light armor? I could see relying on high dex and the built in AC bonus for defense, but it still jumped out at me. Also, the skill bonus doesn't appear to apply to hide, which would seem like a good one to include.
    That was an error on my part. It is meant to work in up to light armor.
    I originally did have Hide on the list but removed it intentionally. The Sneak-Thief is going to be the Skillful equivalent of Brawler when I finish it, one of the two primary focuses being "movement."

    Quote Originally Posted by stack View Post
    I presume that trapfinding will come with an archetype or background, hence it not being on the sneak-thief's chassis? Never cared for trying to force a rogue into every party because only rogues could find traps. A dungeon-delver or trapsmith archetype would work nicely in your system, allowing anyone to handle that. Which I suspect you already thought of.
    Yes, I intend for the trapfinding ability to be on an archetype as well as on part of the core of a different skillful class. The archetype will be open to all classes. In fact, the mechanic/trapsmith is the archetype on which I'm currently working.


    Quote Originally Posted by stack View Post
    Do you want the sneak-thief to be intelligent as well as sneaky? Some way to add INT to certain checks or rolls might be welcome.
    No, the next class I'm including is going to be the INT focused one. Whether I'll be calling it Sage or Expert, I have yet to decide. I'm still trying to decide whether to do a Cloistered Cleric type approach with it and making it Knowledge focused (hence Sage) or going with a more general Factotum type approach (hence Expert). I'm currently leaning toward a Factotum type class and a Sage archetype.

    Quote Originally Posted by stack View Post
    Also, would you consider allowing the assassin archetype for combat classes? It would allow for tricky fighters in a convenient way, unless you think having the extra sneak attack damage on top of a full martial chassis would be too much.
    I felt like I wanted to keep precision based damage to the skillful classes to reflect their skills in combat. Part of my design philosophy is trying to ensure that each group of classes have some sort of unique aspect for them.

    Combat - Physical power and ability in combat
    Skillful - Skills, tricks, and precision damage
    Magic - Spells and magic

    I was planning to have a few "cross group" archetypes, such as the sniper, but these are intended to be the exception rather than the rule. Sneak attack is definitely something I want to keep set aside just for Skillful classes. I'm also tentatively considering dropping precision damage off of the sniper for a different ability and creating a skirmish damage based archetype that works cross group instead.
    Last edited by Rizban; 2013-03-04 at 11:51 AM.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    After playing with it for a few days, I decided that I just really did not like the Sneak-Thief. As such, I have replaced it with the Acrobat. It has some of the similar elements but combines the Acrobat archetype I was developing into the class itself, removes one ability, and changes the skill list. I'm much happier with it now.

    I also added the Trapsmith archetype and fixed a few formatting errors throughout.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Uncanny Dodge (Ex): An acrobat learns to employ her maneuverability more readily in combat, giving her additional options, provided she is wearing light or no armor and carrying no more than a light load.
    Swinging Attack: As a move action, an acrobat may swing from a rope, vine, chandelier, or other hanging object, making attacks as she swings. She may dismount from the swing a...


    I presume you mean to rename the ability, since it would be obviously confusing to have 'uncanny dodge' on your sheet and not get the well-known uncanny dodge ability.

    Also, now I want to make an Errol Flynn expy using this class.

    The trapsmith text still says sneak-thief (just helping with the editing).

    Are you planning a stealth-based skilled class?

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I apparently copied over part of the text there while copy/pasting everything to the post. I'll fix that now.

    Yes, I'm working on a stealth based skilled class. Sneak-Thief was meant to be that, but I felt like it was going in the wrong direction. Hence the change.
    I'm currently planning an Int based class, a stealth based class, and a Cha based bard-like class.
    I'm also toying with a 4th combat class idea.

    Edit: There, that should be fixed now.

    Edit #2: I'm strongly considering changing Sniper to Skillful only and making the more generic Archer archetype I'm currently designing be for both Combat and Skillful.
    Last edited by Rizban; 2013-03-04 at 04:43 PM.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I've never played E6, but this has got me wanting to give it a try. I really like the setup you've got going here.

    Pending you posting an interesting traps list, I really want to play a Brawler Trapsmith.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    This is fantastic. We play E6 a lot and it works really well.

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Any insights you can give into E6 and ideas or critiques of what I've posted would be really appreciated.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Just added the troubadour, i.e. the bard.

    I should have the Trapsmith archetype's combat traps list and the Troubadour class' inspiring auras up either tomorrow or the next day.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Would you ant to allow song of the heart, special instruments, or any inspire courage boosters to affect the troubadour's aura? Obviously it doesn't as written and I suspect that is intentional, though I could see perhaps allowing certain instruments to give a bonus (if you tie up a hand or hands to play, you are paying a mechanical price for the bonus as you aren't using those hands for fighting).

    I can understand, fluff-wise, why the various abilities only apply to social skill uses, not the in-combat applications, but it seems that a buff to feinting wouldn't be over-powered or out of character for a troubador. I am not aware of any in-combat uses for diplomacy or gather information and intimidate isn't on the list, so it seems like a small boost for a niche combat option. Would it weight the class too heavily toward assassins and their sneak attack?

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