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View Full Version : [3.5/PF] E6 + Generic Classes: A match made in heaven?



Rixx
2010-08-10, 09:20 PM
Has anyone ever thought of combining the E6 campaign variant with the "Generic Classes" option from Unearthed Arcana? It seems like it'd be perfect for people who want to do more customization in fewer levels - and it seems like it'd be more useful for advancement after level 6 as well, since everything becomes feat-based.

Granted, the "Generic Classes" rules aren't that comprehensive - indeed, they're kind of outdated. Has anyone ever made a more current variant?

Daremonai
2010-08-11, 12:56 AM
My DM (who posts on here as Altair-the-Vexed) is currently working on just such a thing. I'll point him at this thread.

Altair_the_Vexed
2010-08-11, 02:14 AM
Hello, yes, I'm doing this.

It's a huge project, but I've done most of it now. I've been using PF as a base rather than vanilla 3.5.
Here's a quick list of class features that I've made into feats:
Channel Energy
Prerequisite:
Knowledge Religion 4 ranks or 1 + class skill bonus
Benefit:
Regardless of alignment, you can release a wave of energy by channelling the power of her faith through a holy (or unholy) symbol of your faith. This energy can be used to cause or heal damage, depending on the type of energy channelled and the creatures targeted.

A good character (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil character (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral character who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.

Channelling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centred on you. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).
Creatures that take damage from channelled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 your level + the your Charisma modifier. Creatures healed by channelled energy cannot exceed their maximum hit point total — all excess healing is lost.
You may channel energy a number of times per day equal to 3 + your Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. You can choose whether or not to include yourself in this effect. YOu must be able to present your holy symbol to use this ability.

Domain
Prerequisite:
Channel Energy, Knowledge Religion 4 ranks or 1 + class skill bonus
Benefit:
Choose a domain of the god you follow. You gain the listed power, and, if you can cast spells, the spells listed are added to your known spell list.

Mercy
Prerequisite:
Channel Energy (Positive), Knowledge Religion 6 ranks or 3 + class skill bonus
Benefit:
When you use Channel Energy to heal, you may add an additional effect, aiding one targeted creature as well as the usual healing.
Select one Mercy from the following list:
Fatigued:The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
Dazed: The target is no longer dazed.
Exhausted: The target is no longer exhausted. You must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. You must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. You must have the sickened mercy before selecting this mercySpecial:
This feat may be taken multiple times. Each time, select a new Mercy.

Improved Mercy
Prerequisite:
Channel Energy (Positive), Knowledge Religion 6 ranks or 3 + class skill bonus, Mercy
Benefit:
As Mercy, but you may select one Improved Mercy from the following list:
Blinded: The target is no longer blinded.
Cursed: Your Channel Energy ability also acts as remove curse, using your level as the caster level.
Deafened: The target is no longer deafened.
Diseased: Your Channel Energy ability also acts as remove disease, using your level as the caster level.
Poisoned: Your Channel Energy ability also acts as neutralize poison, using your level as the caster level.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.Special:
This feat may be taken multiple times. Each time, select a new Mercy.

Damage Reduction 1/-
Prerequisite:
Endurance, Diehard
Benefit:
You ignore 1 point of damage from melee and ranged weapons.

Damage Reduction 2/—
Prerequisite:
Endurance, Diehard, Damage reduction 1/—
Benefit:
You ignore an additional 1 point of damage from melee and ranged weapons (DR 2/— total).


Damage Reduction 3/—
Prerequisite:
Endurance, Diehard, Damage reduction 1/—, Damage reduction 2/-
Benefit:
You ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).


Distraction
Prerequisite:
Bluff 4 ranks or 1 + class skill bonus, Charisma 13+
Benefit:
As a standard action, you may make a Bluff check to attempt to Feint a number of characters within 30 feet. You may attempt to distract 1 target per 2 character levels.
Normal:
You can only Feint characters that you are in melee combat with.

Fascinate
Prerequisite:
Bluff 4 ranks or 1 + class skill bonus, Charisma 13+, Distraction
Benefit:
You can use your charismatic performance to cause one or more creatures to become fascinated. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels you have attained beyond 1st, you can target one additional creature with this ability.

You make a Perform or Bluff skill check, DC 15. Each creature within range receives a Will save (DC 10 + 1/2 your level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits or stands quietly and observes the performance for as long as you spend a move action each round to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible or visual components in order to function.
You may use this ability 3 + Charisma modifier times per day.

Evasion
Prerequisite:
Dexterity 15+, Base Reflex save +3
Benefit:
If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Inspire Courage
Prerequisites:
Charisma 15+, Performance or Diplomacy 4 ranks or 1 + class skill bonus
Benefit:
By making a Perform or Diplomacy check DC 15 as a standard action, you inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive you. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
This effect lasts as long as you spend a move action to contuinue inspiring your allies, plus a number of rounds equal to your Charisma modifier.
Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. You must choose which component to use when starting his performance.
You may use this ability 3 + Charisma modifier times per day.

Inspire Courage, Improved
Prerequisites:
Charisma 15+, Performance or Diplomacy 6 ranks or 3 + class skill bonus, Inspire Courage
Benefit:
As Inspire Courage, except the bonus is increased to +2

Inspire Courage, Greater
Prerequisites:
Charisma 15+, Performance or Diplomacy 8 ranks or 5 + class skill bonus, Improved Inspire Courage
Benefit:
As Inspire Courage, except the bonus is increased to +4


Inspire Competence
Prerequisites:
Charisma 15+, Performance or Diplomacy 4 ranks or 1 + class skill bonus
Benefit:
By making a Perform or Diplomacy check DC 15 as a standard action, you inspire an ally, improving their skill abilities. To be affected, an ally must be able to perceive you. An affected ally receives a +2 morale bonus on the next skill check with a particular skill that they make (within the next minute).
You can't inspire competence in yourself. Inspire competence relies on audible components.
You may use this ability 3 + Charisma modifier times per day.

Inspire Heroics
Prerequisites:
Charisma 15+, Performance or Diplomacy 4 ranks or 3 + class skill bonus, Improved Inspire Courage
Benefit:
By making a Performance or Diplomacy check, DC 20, you can inspire tremendous heroism in yourself or a single ally within 30 feet. To inspire heroics, your target must be able to see and hear you. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. You can spend a move action each round to maintain the inspiration.
The effect lasts for as long as the target is able to witness the performance, plus a number of rounds equal to your Charisma modifier. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
You may use this ability 3 + Charisma modifier times per day.

Favoured Enemy
Prerequisites:
Survival 4 ranks or 1 + class bonus
Benefit:
Select a creature type from the ranger favoured enemies table. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of your selected type.
Likewise, you get a +2 bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify these creatures.
If you choose humanoids or outsiders as a favoured enemy, you must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favoured enemy, your bonuses do not stack; you simply use whichever bonus is higher.
Table: Ranger Favoured Enemies
{table]Type (Subtype)|Type (Subtype)|Type (Subtype)|Type (Subtype)
Aberration|Humanoid (dwarf)|Humanoid (reptilian)|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[/table]
Special:
You may take this feat more than once. Each time, you must select an additional favoured enemy.

Improved Favoured Enemy
Prerequisite:
Favoured Enemy, character level 3
Benefit:
Add +2 to any one of your existing Favoured Enemy bonuses.
Special:
You can take this feat more than once. Each time, you must select a new Favoured Enemy to improve.

Hunters' Bond
Prerequisites:
Survival 4 ranks or 1 + class bonus, Favoured Enemy
Benefit:
You forge a hunting bond to your companions. This bond allows you to spend a move action to grant half your favoured enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear you. This bonus lasts for a number of rounds equal to your Wisdom modifier (minimum 1). This bonus does not stack with any favoured enemy bonuses possessed by your allies; they use whichever bonus is higher.


Quarry
Prerequisites:
Survival 8 ranks or 5 + class bonus, Favoured Enemy
Benefit:
As a standard action, you denote one target within line of sight as your quarry. Whenever you are following the tracks of this quarry, you can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack rolls made against your quarry, and all critical threats are automatically confirmed.
You can have no more than one quarry at a time and the creature's type must correspond to one of his favoured enemy types. You can dismiss this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If you see proof that his quarry is dead, you can select a new quarry after waiting 1 hour.

Favoured Terrain
Prerequisites:
Survival 4 ranks or 1 + class bonus
Benefit:
Select one of the terrain types from the list below. You gain a +2 bonus on initiative checks, endurance checks and Athletics, Climb, Knowledge (geography), Perception, Stealth, and Survival skill checks when you are in this terrain.
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)
Special:
You may take this feat more than once. Each time, you must select an additional favoured terrain.

Improved Favoured Terrain
Prerequisite:
Favoured Terrain, character level 3
Benefit:
Add +2 to any one of your Favoured Terrain bonuses.
Special:
You can take this feat more than once. Each time, you must select a new Favoured Terrain to improve.

Camouflage
Prerequisites:
Survival 8 ranks or 5 + class bonus, Favoured Terrain
Benefit:
You can use the Stealth skill to hide in any of your favoured terrains, even if the terrain doesn't grant cover or concealment.

Rage
Prerequisites:
Base Attack Bonus 1+
Benefit:
You can call upon inner reserves of strength and ferocity, granting additional combat prowess. You can rage for a number of rounds per day equal to 4 + your Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, you gain a +4 morale bonus to Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, you a –2 penalty to Defense. The increase to Constitution grants you 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

You may end your rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, possibly placing you in peril of death.


Rage Power
Prerequisites:
Base Attack Bonus 2+, Rage
Benefits:
You gain additional physical or mental benefits when you rage. Select one of the following powers that you qualify for.
Animal Fury (Ex):
While raging, you gain a bite attack. If used as part of a full attack action, the bite attack is made at your full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming you are Medium; 1d3 points of damage if Small) plus half your Strength modifier. You can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by you against the target this round are at a +2 bonus.
Clear Mind (Ex):
You may re-roll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. you must take the second result, even if it is worse. You must be at least 6th level before selecting this power. This power can only be used once per rage.
Guarded Stance (Ex):
You gain a +1 dodge bonus to your Defence against melee attacks for a number of rounds equal to your current Constitution modifier (minimum 1). Activating this ability is a move action that does not provoke an attack of opportunity.
Knockback (Ex):
Once per round, you can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to your Strength modifier and is moved back as normal. You do not need to move with the target if successful. This does not provoke an attack of opportunity.
Low-Light Vision (Ex):
Your senses sharpen and you gain low-light vision while raging.
No Escape (Ex):
You can move up to double your normal speed as an immediate action, but only when an adjacent foe uses a withdraw action to move away from you. You must end your movement adjacent to the enemy that used the withdraw action. You provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.
Powerful Blow (Ex):
You gain a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels you have attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
Quick Reflexes (Ex):
While raging, you can make one additional attack of opportunity per round.
Strength Surge (Ex):
You add your base Fortitude save bonus on one Strength check or combat maneuver check, or to your Combat Maneuver Defense when an opponent attempts a maneuver against you. This power is used as an immediate action. This power can only be used once per rage.
Special:
You may take this feat more than once. Each time, select a new power that you qualify for. All the rage powers apply when you are raging.


Sneak Attack
Prerequisites:
Stealth 4 ranks or 1 + class bonus
Benefit:
Deal 1d6 extra damage in certain circumstances.
If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals extra damage any time her target would be denied a Dexterity bonus to defence (whether the target actually has a Dexterity bonus or not), or when you flank your target. This extra damage is a +1d6 precision bonus to damage. If you score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

Normally, you can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Improved Sneak Attack
Prerequisites:
Stealth 6 ranks or 3 + class bonus, Sneak Attack
Benefit:
As Sneak Attack, but the bonus damage increases to +2d6.


Greater Sneak Attack
Prerequisites:
Stealth 8 ranks or 5 + class bonus, Sneak Attack, Improved Sneak Attack
Benefit:
As sneak Attack, but the bonus damage increases to +3d6.

Weapon Skill
Prerequisites:
Weapon Focus, base attack bonus +2
Benefit:
Select one weapon that you have applied Weapon Focus to. You gain a +1d3 enhancement bonus on damage rolls with that weapon.
Special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Expert
Prerequisites:
Weapon Focus, Weapon Skill, base attack bonus +3
Benefit:
Select one weapon that you have applied Weapon Skill to. You gain a +1d4 enhancement bonus on damage rolls with that weapon.
Special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Master
Prerequisites:
Weapon Focus, Weapon Skill, Weapon Expert, base attack bonus +4
Benefit:
Select one weapon that you have applied Weapon Expert to. You gain a +1d6 enhancement bonus on damage rolls with that weapon.
Special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Wilderness Stride
Prerequisites:
Survival 4 ranks or 1 + class bonus
Benefit:
You move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Trackless Step
Prerequisites:
Survival 4 ranks or 1 + class bonus, Wilderness Stride
Benefit:
You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail at will.

Worldly Knowledge
You have heard many tales and listened well to the talk around you, and gained a great store of lore.
Benefit:
You may make Knowledge skill checks in all subjects without being trained in the skill. You add your Charisma bonus (if any) to Knowledge checks as well as your Intelligence bonus.

I don't pretend we've got everything right yet - we've not done any play testing yet - but in theory, we're happy with what we've got so far.

I've also pulled some of the mid-high level feats from PF into the grasp of 6th level characters.

Nero24200
2010-08-11, 04:42 AM
I've actually been working on something similer as well, though as a "classless" system, wherin the characters spend points to gain higher BAB, Saves, Skill points, Caster levels etc.