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Gnorman
2011-09-20, 07:12 AM
PLEASE NOTE: THIS VERSION IS OBSOLETE. USE THE CURRENT VERSION (http://www.giantitp.com/forums/showthread.php?250820-Gnorman-s-Complete-E6-Compendium) INSTEAD.

Combat Classes

The Brawler (http://www.giantitp.com/forums/showthread.php?t=217041)


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

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

1st|+1|+2|+2|+0|Archetype Power (Lesser), Fight Smarter and Harder

2nd|+2|+3|+3|+0|Elusive Target

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

4th|+4|+4|+4|+1|Strike the Heavens

5th|+5|+4|+4|+1|Faster Than the Naked Eye

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

Proficiencies: A brawler is proficient with light armor and simple weapons, as well as three martial or exotic weapons of his choice. He is also proficient with his own unarmed strikes and natural weapons.

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

Fight Smarter and Harder: The brawler gains either his Intelligence modifier or his Wisdom modifier as a dodge bonus to his AC (whichever is higher) as long as he is wearing light or no armor, unencumbered and not equipped with a shield. This bonus increases by 1 every three levels, and applies even when the brawler is flat-footed. He gains Improved Unarmed Strike as a bonus feat, and his unarmed strikes deal 1d6 bludgeoning damage. This damage increases to 1d8 at 3rd level and 1d10 at 6th. His unarmed strikes may also be enchanted - treat all his unarmed strikes as if they were a single masterwork weapon for this purpose.

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

Strike the Heavens: The brawler's unarmed attacks are now considered magic for the purpose of overcoming damage resistance. The brawler may enchant them further, as if they were a masterwork weapon.

Faster Than the Naked Eye: The brawler gains one extra attack when making a full attack action, at his highest base attack bonus. He may also make a full attack action as a standard action or as part of a charge. These abilities only apply if the brawler is unarmed.

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

Blink And You'll Miss Me: As a swift action, the brawler may move up to his base land speed, even if he has already moved that round. In addition, he gains 50% concealment for one round.

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

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


Archetypes:

Breathstealer

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


Bruiser


Lesser Archetype Power: A bruiser gains a battlefist, which replaces a hand of his choice permanently. Treat this as a masterwork weapon that allows his unarmed strikes to do damage as if he were one size larger. It may also be enchanted further. His unarmed attacks are considered to be cold iron for the purposes of overcoming damage reduction.
Moderate Archetype Power: A bruiser's unarmed attacks are now considered to have reach, though he may still attack adjacent opponents. His unarmed attacks are considered to be silver for the purposes of overcoming damage reduction.
Greater Archetype Power: As a standard action, a bruiser may make an unarmed attack as a ranged touch attack against any foe within 30' that he could normally target with a ranged attack. In addition, his unarmed attacks are considered to be adamantine for the purposes of overcoming damage reduction. He may not, however, treat his unarmed attacks as adamantine for the purpose of overcoming the hardness of objects.


Cenobite

Lesser Archetype Power: A cenobite may Lay on Hands as a paladin of his own level, although the ability uses either Wisdom or Intelligence (whichever is higher) instead of Charisma to determine the amount healed.
Moderate Archetype Power: A cenobite gains blindsense out to 30' and a +3 untyped bonus on all Will saves.
Greater Archetype Power: A cenobite may teleport a distance equal to his base speed as a move action. He must have line of sight to his destination. After using this ability, a cenobite may not use it again for three rounds.


Martial Artist

Lesser Archetype Power: A martial artist may initiate maneuvers as a swordsage of his level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to the swordsage. The disciplines available to him are Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and two of the following: Desert Wind, Fool's Grip (http://www.giantitp.com/forums/showthread.php?t=67879), Mental Grip (http://www.giantitp.com/forums/showthread.php?t=138037), Sleeping Goddess (http://www.giantitp.com/forums/showthread.php?p=5408276), or Tiger Claw. In addition, he may use class abilities that normally require him to be unarmed as long as he uses improvised melee weapons (which he is now considered proficient with) or melee weapons that the monk is normally proficient with.
Moderate Archetype Power: A martial artist may add either his Intelligence or his Wisdom modifier (whichever is higher) as a bonus to damage rolls when executing strikes that do damage.
Greater Archetype Power: A martial artist may change stances once per round as an immediate action.


Ravager

Lesser Archetype Power: A ravager's unarmed strikes do damage as if they were one step higher on the brawler's progression - 1d8 at 2nd level, 1d10 at 3rd, and 2d6 at 6th. They also may choose to do slashing damage instead of bludgeoning with their unarmed strikes.
Moderate Archetype Power: A ravager may enter a Whirling Frenzy (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#rageVariantWhirlingFrenzy ) as a barbarian of his level three times per day.
Greater Archetype Power: If a ravager connects with at least two attacks on a full attack or a charge, he automatically rends his opponent for an amount of damage equal to his base unarmed attack damage plus his Strength modifier. The ravager is healed for an amount equal to the rending damage caused.


The Gladiator (http://www.giantitp.com/forums/showthread.php?t=217368)



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Glancing Blow: As an immediate action, the gladiator may negate one attack targeting him, as if it did not succeed in overcoming his armor class. He must declare that he is using this ability before any damage is rolled.


Archetypes:

Brute


Lesser Archetype Power: A brute may Rage (http://www.d20srd.org/srd/classes/barbarian.htm#rage) as a barbarian of his level, three times per day, and may add his Strength modifier to all Intimidate attempts. In addition, he gains a 10' bonus to his base land speed, and is no longer encumbered or slowed by medium armor.
Moderate Archetype Power: A brute may charge over difficult terrain and may make one direction change of up to 90 degrees during a single charge. While raging, he gains damage reduction X/-, where X is equal to his Constitution modifier.
Greater Archetype Power: A brute gains Pounce and no longer suffers a penalty to armor class when charging. In addition, while raging, he gains a +6 bonus to Will saves against hostile mind-affecting effects.


Kensei


Lesser Archetype Power: A kensei gains the ability to initiate maneuvers as if he were a warblade of his own level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are the same as a warblade of his level. The disciplines available to him are Diamond Mind, Iron Heart, Stone Dragon, and two of the following: Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173), Chthonic Serpent (http://www.giantitp.com/forums/showthread.php?t=131567), Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614), Scarlet Bravura (http://www.giantitp.com/forums/showthread.php?p=5569037), Storm Soul (http://www.giantitp.com/forums/showthread.php?t=137838), Tiger Claw, or White Raven. His weapon of choice is always considered an associated weapon for all his disciplines.
Moderate Archetype Power: A kensei becomes immune to fear and demoralization.
Greater Archetype Power: Whenever a kensei rolls a natural twenty on a melee attack or martial strike with his weapon of choice, if he subsequently confirms the critical hit, any damage is maximized.


Master at Arms

Lesser Archetype Power: A master at arms may treat his weapons as any material for the purposes of overcoming damage reduction. He may not, however, treat his weapons as adamantine for the purpose of overcoming the hardness of objects.
Moderate Archetype Power: A master at arms may change his Weapon of Choice as a swift action, and gains a +4 bonus to all combat maneuvers while using it. He may also ignore up to 20% of any concealment his opponent possesses while wielding a chosen weapon.
Greater Archetype Power: The threat range of the master at arm's weapon of choice is doubled, and the critical multiplier increased by one - this ability cannot, however, increase the critical multiplier of a weapon beyond x4.


Pit Fighter

Lesser Archetype Power: Anytime a pit fighter is able to make an attack of opportunity, he may also immediately take a 5' step, even if he has already used one for the round. Additionally, opponents provoke attacks of opportunity from a pit fighter even during a 5' step.
Moderate Archetype Power: Opponents threatened by a pit fighter may not cast defensively and lose their spell if the pit fighter's attack of opportunity causes damage - any Concentration check made to focus on the spell automatically fails.
Greater Archetype Power: Anytime a pit fighter is able to make an attack of opportunity, he may make a full attack instead.


Vindicator


Lesser Archetype Power: A vindicator gains the favored enemy ability of a ranger of his level, gaining a second at level 5 and increasing the bonuses to +4/+2.
Moderate Archetype Power: A vindicator gains a bonus on attack and damage rolls against a particular opponent equal to the number of times that encounter he has been successfully attacked by that opponent (to a maximum of +3).
Greater Archetype Power: A vindicator's weapon of choice is considered to be a bane weapon against his favored enemies. In addition, he may replace his favored enemies with different choices once every 24 hours.


The Hunter (http://www.giantitp.com/forums/showthread.php?t=216763)


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

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

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

2nd|+2|+3|+3|+0|Trapper

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

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

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

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

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

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

Deadly Aim: The hunter may add his Dexterity modifier to damage rolls when using ranged weapons. He may also, before attacking in a round choose to subtract a number from all ranged attack rolls and add that number to ranged damage rolls. This number may not exceed his base attack bonus. The penalty on attacks and bonus on damage last until his next turn. If he is wielding a two-handed weapon, he may instead add twice the number subtracted to his damage rolls.

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

Hawkeye: The hunter takes half the normal penalty (-1 instead of -2) for each range increment beyond the second, and takes no penalties whatsoever for the second, effectively doubling his normal range. He also gains a +5 bonus to Spot checks to detect hidden foes or foes at long range.

Penetration: The hunter may ignore up to 5 points of his opponent's damage reduction when using ranged attacks or one-handed weapons.

Unerring Shot: Three times per day, the hunter may ignore all penalties for cover (except total cover), concealment, or range for one ranged attack against an opponent. If that attack hits, it bypasses any and all damage reduction the opponent possesses.


Archetypes:

Beastmaster

Lesser Archetype Power: A beastmaster gains the Animal Companion ability as a druid of his level. He also gains the ability to heal his companion once per day as a full-round action, restoring ten hit points per hunter level.
Moderate Archetype Power: Even if a beastmaster does not possess Precise Shot, he takes no penalties for firing into melee if his companion is the one engaging his target - he instead gains a +2 bonus to attack for doing so. He never risks hitting his companion. A beastmaster is also treated as being three levels higher for the purposes of its animal companion.
Greater Archetype Power: A beastmaster gains a second animal companion as a druid of 1st level. His moderate ability applies to this ability, allowing him to choose his second companion from the list available to 4th level druids. He may now heal his companions three times per day as a full-round action (in total, not per companion), restoring ten hit points per hunter level.


Deadeye


Lesser Archetype Power: A deadeye gains the ability to initiate maneuvers as a warblade of the same level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are the same as a warblade. The disciplines available to him are Shadow Hand, Tiger Claw, and two of the following: Black Rain (http://www.giantitp.com/forums/showthread.php?p=5471518), Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614), Falling Star (http://www.giantitp.com/forums/showthread.php?t=10707), Solar Arrow (http://www.giantitp.com/forums/showthread.php?t=193295), or Scarlet Rose (http://www.giantitp.com/forums/showthread.php?p=7232363#post7232363). In addition, the deadeye gains proficiency with the hand crossbow and one-handed firearms, and may reload either as a free action that does not provoke attacks of opportunity.
Moderate Archetype Power: A deadeye may make attacks of opportunity with hand crossbows or one-handed firearms as if they threatened a range of 10', and does not provoke attacks of opportunity for using a ranged weapon while using such weapons.
Greater Archetype Power: A deadeye may make the following combat maneuvers with ranged weapons without taking a penalty to the roll: disarm, sunder, and trip. If the maneuver requires a melee touch attack, the deadeye may substitute a ranged touch attack.


Peltast
Lesser Archetype Power: A peltast gains the Skirmish ability as a Scout of the same level. He also may draw new thrown weapons as a free action.
Moderate Archetype Power: A peltast may apply half of his Skirmish damage against foes normally immune to precision damage. He may also attack two opponents at once - if he hits his opponent with a thrown weapon, any opponent that occupies the square behind it (i.e., in the opposite direction that the attack originated from) is also treated as being attacked. The peltast only makes one attack roll, and the result is used against both opponents. If he misses the first opponent, the second opponent is not harmed, even if it would normally have been a hit.
Greater Archetype Power: A peltast may make a full attack action as a standard action, but only with thrown weapons and only after moving at least 10' in the same round.


Sniper

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


Stalker

Lesser Archetype Power: A stalker selects one terrain mastery (http://www.d20srd.org/srd/prestigeClasses/horizonWalker.htm#terrainMastery), and gains its benefits. He may select a second at fifth level.
Moderate Archetype Power: A stalker may set traps as a standard action. In addition, his traps are harder to spot, offering a +5 bonus to their spot DC.
Greater Archetype Power: A stalker gains the woodland stride and swift tracker abilities of an 8th-level ranger.


The Sentinel (http://www.giantitp.com/forums/showthread.php?t=216098)



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

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

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

2nd|+2|+3|+0|+0|Battlefield Awareness

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

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

5th|+5|+4|+1|+1|Stalwart Defender, Bonus Feat

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

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

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

Interception: The sentinel is able to protect his allies from harm. Once per round as a free action, if an ally within the sentinel's reach is about to be attacked in melee, the sentinel may choose to attempt to deflect the attack. He makes an opposed melee attack roll, with the DC considered to be the total result of the incoming attack. If successful, the attack is instead directed towards the sentinel, and he may use his armor class to defend against it as if he were the original target. The sentinel may use this ability twice per round at level 4.

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

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

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

Shrug Off: Three times per day, the sentinel may choose to completely negate all damage done to him by one physical attack.


Archetypes:

Bastion


Lesser Archetype Power: A bastion may add his total shield bonus to his opposed attack rolls on all Interception attempts.
Moderate Archetype Power: A bastion may use his Interception ability against ranged attacks as long as he is wielding a shield and adjacent to the ally about to be attacked. If he chooses to do so, the Interception attempt automatically succeeds.
Greater Archetype Power: When wearing heavy armor and equipped with a shield, a bastion may automatically ignore the first melee attack in a round that is redirected to him via his Interception ability, as if it had missed.


Gallant


Lesser Archetype Power: A gallant gains the ability to initiate maneuvers as a crusader of his level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to the crusader. The disciplines available to him are Iron Heart, Stone Dragon, and one of the following: Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173), Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266), Scarlet Bravura (http://www.giantitp.com/forums/showthread.php?p=5569037), Steel Mountain (http://www.giantitp.com/forums/showthread.php?p=7473262), or White Raven.
Moderate Archetype Power: Anytime a gallant successfully executes a maneuver, he is healed for an amount equal to the level of the maneuver.
Greater Archetype Power: If an opponent is successfully damaged by a gallant using a strike, that opponent may only attack or target the gallant on the subsequent round.


Juggernaut


Lesser Archetype Power: A juggernaut gains a bonus to both performing and resisting overrun and bullrush attempts equal to his Constitution modifier, and may bullrush an opponent of any size.
Moderate Archetype Power: When moving an opponent using a bullrush, a juggernaut deals extra damage if he can force his opponent into a wall or other obstacle. This damage is equal to 4d6 damage + twice his Strength modifier, and increases to 6d6 + three times his Strength modifier at 6th level.
Greater Archetype Power: When using Interception, if a juggernaut's opposing attack roll succeeds, the juggernaut's opponent is knocked back a number of squares equal to the difference between the two rolls, and is knocked prone. If the opponent is prevented from moving back by an obstacle, he takes 1d6 damage for each 5' he was unable to move.


Landsknecht


Lesser Archetype Power: Any opponent moving into a landsknecht's reach is considered to be charging, giving it a -2 penalty to AC (though no positive benefits unless it was actually already charging) and allowing the landsknecht to do double damage with a weapon set against a charge. In additions, a landsknecht may attack adjacent opponents with reach weapons.
Moderate Archetype Power: All squares within a landsknecht's reach are considered difficult terrain for opponents.
Greater Archetype Power: When using Interception, if a landsknecht's opposing attack roll succeeds, the landsknecht may make one free melee attack at his highest base attack bonus as a free action.


Praetorian

Lesser Archetype Power: A praetorian gains a +1 untyped bonus to armor class and Interception attempts for each ally within 10' (to a maximum of +5).
Moderate Archetype Power: All allies within 10' of a praetorian are immune to fear and negative morale effects, and may no longer be flanked or flat-footed.
Greater Archetype Power: If a praetorian successfully deflects an attack against an ally while using Interception, that ally may make one free melee attack against the opponent that attempted to attack them.


The Zealot (http://www.giantitp.com/forums/showthread.php?t=216635)



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

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

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

2nd|+2|+3|+0|+3|Benediction

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

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

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

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

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

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

Conviction: The zealot becomes immune to fear, charm, compulsion, and possession. Allies within 30' gain +4 to saves against those same effects.

Benediction: The zealot may add his Charisma modifier as a bonus to all his saves. Allies within 30' may add half of this bonus to their saves.

Retribution: The zealot may align his attacks with one alignment component he possesses, allowing him to give any mundane melee weapon he wields the Holy, Unholy, Axiomatic, or Anarchic property. If the zealot is True Neutral, he may select either the Wounding or the Flaming Burst property. If the zealot possesses more than one alignment component (or none), he may switch between them as a swift action.

Dedication: Three times per day, the zealot may remove all negative status effects from himself or any ally within 30' as a swift action.


Archetypes:

Avenger

Lesser Archetype Power: An avenger may prepare and initiate maneuvers as if he were a crusader of his level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to that of the crusader. The disciplines available to him are Devoted Spirit, White Raven, and one of the following: Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218), Golden Saint (http://www.giantitp.com/forums/showthread.php?t=76150), Quicksilver Aegis (http://www.giantitp.com/forums/showthread.php?t=86266), Kaleidoscopic Dream (http://www.giantitp.com/forums/showthread.php?t=86163), or Stone Dragon.
Moderate Archetype Power: An avenger gains a bonus on attack and damage rolls in proportion to how close to death he is - if he is below 75% hit points, he gains a +1 bonus; if he is below 50%, he gains a +2 bonus; and if he is below 25%, he gains a +3 bonus. These bonuses are not cumulative and only the highest one applies.
Greater Archetype Power: An avenger is not disabled below 0 hit points, and does not die immediately upon reaching -10 hit points - he may act normally for a number of rounds equal to his Constitution modifier. If his hit points remain at -10 or lower after that time has passed, he dies as normal.


Cavalier

Lesser Archetype Power: A cavalier may take ten on Ride checks even when distracted or endangered and never risks falling out of the saddle. He also gains Mounted Combat as a bonus feat.
Moderate Archetype Power: A cavalier gains the services of a special mount as a paladin of fifth-level. He also gains Ride-By Attack as a bonus feat.
Greater Archetype Power: A cavalier may apply either the celestial or fiendish templates to his mount. He also gains Spirited Charge as a bonus feat.

[CENTER]Initiate

Lesser Archetype Power: An initiate gains two cleric domains of his choice. He may access the domain powers of both (if a domain power refers to cleric level, use the initiate's class level instead), and may cast the 1st-level spell of each domain as an SLA once per day. The DC of the spell, if applicable, is equal to 10 + 1/2 the initiate's HD + the initiate's Charisma modifier. The caster level is equal to his hit dice
Moderate Archetype Power: An initiate gains the ability to turn (if good or neutral) or rebuke (if evil) undead as a cleric of his level, a number of times per day equal to 3 + his Charisma modifier. He may now cast his domains' 2nd-level spells as SLAs, each one 1/day.
Greater Archetype Power: Once per encounter, an initiate may make a smite attack against a foe as part of a melee attack. If the attack connects, does extra divine damage equal to five times his Charisma modifier. He may now cast his domains' 3rd-level spells as SLAs, each one 1/day.


Reaver

Lesser Archetype Power: A reaver exudes an aura that gives all foes within 10' a -2 profane penalty to all saves. There is no save and the penalty persists until the foe has moved out of range. This ability does not stack with similar abilities, such as that of other reavers or hexer black mages. In addition, a reaver may demoralize an opponent as a swift action.
Moderate Archetype Power: If a reaver successfully deals a killing blow to a foe, he gains a +2 morale bonus to attack rolls, damage rolls, and armor class for the next three rounds.
Greater Archetype Power: Any foe hit by a reaver's melee attacks must make a Fortitude save (with the DC being 10 + 1/2 the reaver's HD + the reaver's Charisma modifier) or become fatigued for one round. If a reaver hits a foe who is already fatigued with this ability, the foe becomes exhausted for one round instead.


Templar


Lesser Archetype Power: A templar gains spell resistance equal to 10 + his HD against hostile spells. He also gains Spellcraft as a class skill, and gains a +4 bonus to identify hostile spells.
Moderate Archetype Power: If an enemy capable of casting spells or SLAs is successfully hit and damaged by a templar's melee attack, that enemy's next spellcasting attempt or SLA use automatically fails unless it makes a Will save, with the DC equal to 10 + half the templar's HD + the templar's Charisma modifier.
Greater Archetype Power: A templar may cast a targeted version of Greater Dispel Magic as an SLA three times per day, with a caster level equal to twice his level.


Skilled Classes

The Scoundrel (http://www.giantitp.com/forums/showthread.php?t=217612)



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

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

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

2nd|+1|+0|+3|+0|Exit Strategy

3rd|+2|+1|+3|+1|Archetype Power (Moderate), Sneak Attack +2d6

4th|+3|+1|+4|+1|Underhanded Tactics

5th|+3|+1|+4|+1|Critical Strike, Sneak Attack +3d6

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

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

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

Sneak Attack: (http://www.d20srd.org/srd/classes/rogue.htm#sneakAttack) As the rogue ability, with the following exception: The scoundrel may sneak attack non-living creatures, ones without discernible anatomies, or ones immune to critical hits, but his sneak attack damage is halved while doing so.

Trapfinding: (http://www.d20srd.org/srd/classes/rogue.htm#trapfinding) As the rogue ability.

Exit Strategy: The scoundrel gains Evasion and Uncanny Dodge.

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

Critical Strike: If the scoundrel successfully sneak attacks an opponent who is completely unaware of his presence, the sneak attack damage is maximized.

Close Shave: Three times per day, the scoundrel may immediately choose to negate an attack that would otherwise have brought him to 0 or negative hit points, as if the attack had missed. He may then immediately take a standard action.


Archetypes:

Cutthroat


Lesser Archetype Power: A cutthroat gains the ability to initiate maneuvers as a swordsage of two-thirds his level. His maneuver progression (both known and readied) and his recovery mechanics are identical to the swordsage. The disciplines available to him are Setting Sun, Shadow Hand, Tiger Claw, and one of the following: Black Lotus (http://www.giantitp.com/forums/showthread.php?t=217619), Coin's Edge (http://www.giantitp.com/forums/showthread.php?t=75548), Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614), Desert Wind, Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816), or Scarlet Rose (http://www.giantitp.com/forums/showthread.php?p=7232363).
Moderate Archetype Power: A cutthroat may perform a coup de grace as a standard action that does not provoke attacks of opportunity.
Greater Archetype Power: A cutthroat gains the Death Attack (http://www.d20srd.org/srd/prestigeClasses/assassin.htm#deathAttack) ability. The save DC of this ability is equal to 10 + half the cutthroat's hit dice + the cutthroat's Intelligence modifier.


Phantom

Lesser Archetype Power: A phantom may move at full speed without penalty when hiding and may take 10 on Hide and Move Silently checks, even if stressed or endangered.
Moderate Archetype Power: If a phantom is completely unobserved (allies excluded), he may become invisible for a number of rounds equal to his class level as a full round action. The invisibility ends if the phantom attacks any creature. This is a supernatural ability.
Greater Archetype Power: A phantom gains permanent 20% concealment and may hide in plain sight as long as there is a shadow within 10', excepting his own shadow.


Silencer


Lesser Archetype Power: A silencer is trained in the use of poison and never risks poisoning himself when applying it to a weapon. He may also apply poison as a swift action, does not provoke attacks of opportunity for doing so, and each application of poison lasts for two hits rather than being used up after one.
Moderate Archetype Power: The save DC of any poison used by a silencer is increased by 2. In addition, he may force an opponent to reroll a save against one of his poisons once per encounter - he may do this after the result of the first roll is announced, but must abide by the result of the second.
Greater Archetype Power: A silencer becomes immune to poison, and may partially overcome an opponent immunity to poison - against opponents immune to poison, a silencer's poisons apply, but only with half effect and a -4 penalty to the save DC. If the poison causes unconsciousness, sleep, or paralysis, it causes the dazed condition instead against an opponent immune to poison.


Thief-Acrobat


Lesser Archetype Power: A thief-acrobat gains a bonus to Balance, Climb, Jump, and Tumble checks equal to his class level. He also gains a base climb speed of 30' and need only move 10' to get a running start.
Moderate Archetype Power: A thief-acrobat may take ten on all Balance, Climb, Jump, and Tumble checks, even if stressed or endangered. He now no longer needs a running start when jumping, and may ignore falling damage of up to 60'.
Greater Archetype Power: A thief-acrobat does not provoke attacks of opportunity for moving through an opponent's threatened area, and gains Improved Evasion.


Umbral Scion


Lesser Archetype Power: An umbral scion may use Shadow Magic fundamentals and mysteries as a shadowcaster of his level. He does not suffer arcane failure for casting while wearing light armor.
Moderate Archetype Power: An umbral scion gains bonus mysteries per day for having a high Intelligence score.
Greater Archetype Power: An umbral scion may choose one 4th-level mystery, and may cast it a single time per day.

Gnorman
2011-09-20, 07:13 AM
Skilled Classes, Continued

The Engineer (http://www.giantitp.com/forums/showthread.php?t=218278)



HD: d8
Class Skills: Appraise, Concentration, Craft, Disable Device, Forgery, Heal, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Listen, Open Lock, Profession, Search, Sleight of Hand, Spot
Skill Points: 6 + Int per level (4x at 1st)

{table=head]Level|BAB|Fort|Ref|Will|Special|Inventions per Day|Maximum Invention Level

1st|+0|+0|+0|+2|Archetype Power (Lesser), Inventions, Trapfinding|3|1

2nd|+1|+0|+0|+3|The Knack|4|1

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

4th|+3|+1|+1|+4|Jury Rigging|5|2

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

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

Proficiencies: The engineer is proficient with light armor, medium armor and bucklers. He is proficient with simple weapons, the hand crossbow and all firearms. He may also wear mechanized armor without penalty, even though it is considered heavy armor.

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

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

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

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

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

Bombardier: The engineer gains an untyped +4 bonus to attack rolls with all grenade-like or splash weapons, or inventions that mimic them. Any such weapons or inventions have their range increment and splash radius increased by 5'.

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


Archetypes:

Cannoneer


Lesser Archetype Power: A cannoneer may load any available firearm or crossbow as a swift action. He may make an aimed shot as a full round action - by taking a voluntary -2 penalty to his attack roll, he may target the legs (or leg equivalent) of his opponent. If this shot hits and does damage, his opponent may not move for one round. A cannoneer may also prepare an extra invention per day from either the Explosives or Smithy discipline.
Moderate Archetype Power: A cannoneer, when firing a firearm or a crossbow, may choose to have it do fire damage, electrical damage, or cold damage instead of physical damage. He is now always considered to have a supply of bullets and powder or bolts. He may now aim at one of his opponent's arms (or arm equivalent) by taking a voluntary -4 penalty to his attack roll. If the shot hits and does damage, his opponent must drop whatever it is holding and may not use that limb for one round.
Greater Archetype Power: A cannoneer's attacks with firearms or crossbows are now ranged touch attacks. He may now aim at his opponent's head by taking a voluntary -6 penalty to his attack roll. If the shot hits and does damage, his opponent is blinded and dazed for one round.


Innovator


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


Machinist

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


Sawbones

Lesser Archetype Power: A sawbones gains a bonus on melee damage rolls equal to half his Heal modifier. This is considered precision damage and is halved against non-living creatures, creatures with indiscernible anatomies, and creatures immune to critical hits. A sawbones may also prepare an extra invention per day from either the Chemistry or Medicine discipline.
Moderate Archetype Power: A sawbones becomes immune to disease and may remove any non-magical disease from an adjacent ally as a full-round action. He may also use inventions from the Medicine discipline on allies, as long as he is adjacent to them.
Greater Archetype Power: As a full-round action, a sawbones can perform a Heal check on any adjacent creature that has died within the last five rounds. If the sawbones beats the DC, which is equal to 20 + the HD of the creature, the creature is brought back to life, stabilized at -9 hit points. This ability only functions on a particular subject once every 24 hours.


Tinker

Lesser Archetype Power: A tinker gains the services of a construct companion. Treat this companion as if it were an astral construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm) as if manifested by a power level equal to one-half the tinker's level (minimum of one), though it is made of mundane metal rather than ectoplasm. The special ability selected for the construct is permanent until a new companion is created. He may create a new companion by spending at least 24 hours "building" one, and must spend that time initially to gain the services of his first companion. He may repair his companion with a Craft check (Armorsmithing, Blacksmithing, Sculpting, or another deemed appropriate) that takes one hour and heals his companion of hit points equal to the check result -10. A tinker may also prepare an extra invention per day from either the Mechanics or Electromagnetism discipline.
Moderate Archetype Power: A tinker may choose to split any damage done to either him or his construct companion - rather than have one suffer the full amount, each one takes half damage.
Greater Archetype Power: A tinker's construct companion gains one choice from Menu B on the astral construct menu. By spending one hour tinkering with his companion, the tinker may select new special abilities.


The Noble (http://www.giantitp.com/forums/showthread.php?t=221050)


HD: d8
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Sleight of Hand, Spot, Tumble, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)

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

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

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

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

4th|+3|+4|+4|+1|Gold Standard

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

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

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

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

Silver Tongue: The noble may take 10 on any Bluff, Diplomacy, or Intimidate check. He may also make rushed Diplomacy checks without taking a penalty to the roll, and demoralize foes as a move action. In addition, intimidation attempts made by the noble do not reduce the target's disposition to them afterwards.

Gold Standard: The noble gains a 10% discount on all purchases. In addition, goods and services that costs 50 gold pieces or less (before discount) are considered free (they may not be resold, however), with the exception of magical and alchemical items. The noble may also identify magic items with a successful Appraise check, with the DC equal to 20, plus one for every 500 gp of the price of the item in question.

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

Impel: Three times per day, as a standard action, the noble may allow one ally within 30' to take a full round's worth of actions. The ally acts immediately after the action, breaking initiative order if necessary.


Archetypes:

Dilettante


Lesser Archetype Power: At 2nd level, a dilettante may choose from three focuses at the beginning of each day: Combat Focus, Stealth Focus, or Magic Focus. Combat Focus gives him a +1 bonus to attack and damage rolls, one bonus fighter feat (chosen at focus selection), and a +2 bonus to Climb, Jump, and Swim checks. Stealth focus gives him Trapfinding, +1d6 sneak attack damage, and a +2 bonus to Disable Device, Open Lock, and Search checks. Magic Focus allows him to cast a small amount of spells - he may cast cantrips or 1st-level spells from one mage class (excepting archetype bonus spells). He may only cast a number of spell levels per day equal to his Charisma modifier (cantrips count as 1/2 a spell level). He may choose a different mage class each day. His caster level is equal to half his class level, and the DC of his spells are equal to 10 + the spell level + half his Charisma modifier. He also gains a +2 bonus to Concentration, Knowledge (arcana), and Spellcraft checks.
Moderate Archetype Power: A dilletante gains a bonus on all skills he has no ranks in equal to half his class level, and is considered to be trained in their use.
Greater Archetype Power: A dilletante's foci improve: he gains a +2 bonus to attack and damage rolls while in Combat Focus, +2d6 sneak attack damage while in Stealth Focus, and may cast 2nd-level spells while in Magic Focus (though he is still limited to a number of spell levels equal to his Charisma modifier). His skill bonuses from his foci increase to +4. In addition, he may change his focus once per day.


Duelist

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


Patrician
CENTER]

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

[CENTER]Tyrant

Lesser Archetype Power: A tyrant gains the ability to summon any humanoid, monstrous humanoid, or giant from the Monster Manual with a CR no greater than half his level as a minion. Minions have the statistics, abilities, and equipment of a typical member of their race, and act on the tyrant's initiative. A tyrant may command or dismiss his minions as a free action, but may only give them complicated commands if he speaks the same language as they do - if not, minions may only attack the nearest opponent to the best of their ability. Minions of any kind only have one hit point, but they do not suffer partial or half damage from spells or effects on a successful save. The maximum number of minions a tyrant may have summoned at any one time is equal to his Charisma modifier (maximum of five), and he may summon one into an unoccupied square within 10' of himself as a full-round action
Moderate Archetype Power: A tyrant may now summon a more substantial minion, a henchman. Summoning a henchman takes one minute of uninterrupted concentration (after which it appears in the closest unoccupied square to the tyrant), and a tyrant may only have one henchman at any one time, but the henchman remains indefinitely until killed or dismissed. Once summoned, a henchman will accompany the tyrant and follow his commands - commanding a henchman is a free action. While a henchman is summoned, a tyrant may not summon minions, and any minions in existence are dismissed. Henchmen may not use magical items or wield magical equipment they do not possess when summoned. A henchman may be dismissed as a free action, allowing the tyrant to summon minions again if desired. If a henchman is reduced to 0 hit points, it is dismissed and a tyrant may not summon another until the next day. A tyrant may summon any henchman on the given list below, though he may only summon one specific one each day. In addition, all minions gain half his Intimidate modifier as bonus hit points.
Greater Archetype Power: As long as a tyrant has a living minion or henchman within 10', any attacks directed against the tyrant may be directed against his minions or henchman instead. In addition, all minions and henchmen receive the tyrant's Charisma modifier as a bonus to armor class and Will saves.


Warchief

Lesser Archetype Power: On his action, before making attack rolls for a round, a warchief may choose to subtract a number from all melee attack rolls. That same number is added to the attack and damage rolls of all allies within 5'. This number may not exceed the warchief's base attack bonus. The penalty and bonuses remain until the warchief's next turn.
Moderate Archetype Power: Whenever a warchief makes an attack of opportunity against an opponent, any number of allies up to his Charisma modifier who can reach that opponent may also make an attack of opportunity against it.
Greater Archetype Power: Upon successfully demoralizing an opponent, the penalties inflicted by the warchief are equal to his Charisma modifier instead of simply -2, and any foe suffering from such penalties may not attack the warchief until no longer affected by them. This is a morale penalty and multiple warchiefs may not stack the effect.


The Poet (http://www.giantitp.com/forums/showthread.php?t=219290)



HD: d8
Class Skills: Appraise, Balance, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (all), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Speak Language, Sleight of Hand, Spot, Tumble, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)

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

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

2nd|+1|+0|+3|+3|Eye of Newt|3|1|-

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

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

5th|+3|+1|+4|+4|A Charmed Life|4|4|2

6th|+4|+2|+5|+5|Archetype Power (Greater), Out of the Jaws of Death|4|4|3[/table]

Proficiencies: The poet is proficient with light armor and shields (except tower shields). He is proficient with simple and martial weapons.

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

Inspiration: The poet gains the ability to use bardic music (http://www.d20srd.org/srd/classes/bard.htm#bardicMusic) as a bard of his class level, with the caveat that he does not need to meet the Perform skill requirement to use the abilities. He does not, however, gain the ability to use Countersong. He may use this ability a number of times per day equal to his poet level plus his Charisma modifier.

Eye of Newt: The poet gains a limited ability to cast spells. He chooses two of the five mage classes (Black Mage (http://www.giantitp.com/forums/showthread.php?t=215165), Blue Mage (http://www.giantitp.com/forums/showthread.php?t=215876), Green Mage (http://www.giantitp.com/forums/showthread.php?t=215432), Red Mage (http://www.giantitp.com/forums/showthread.php?t=215306), and White Mage (http://www.giantitp.com/forums/showthread.php?t=215538)), and may use the spell lists of the two he chooses. This choice is permanent. He may not cast spells given by archetypes. These spells are considered arcane, and the poet need not prepare them beforehand - he may spontaneously cast any spell drawn from his two chosen lists. His sole casting stat is Charisma, which dictates both the DC of the spell in question and his bonus spells. To cast a spell, the poet must have a Charisma score equal to 10 + the level of the spell in question. The poet does not suffer from arcane spell failure while wearing light armor or equipped with a shield (except tower shields).

Once More Unto the Breach: The poet may spend one use of his Inspiration to give all allies (including himself) within 30' fast healing 1. This lasts for as long as the poet concentrates, and five rounds after. At 6th level, this ability grants fast healing 2.

A Charmed Life: The poet can no longer roll a natural one on anything - if he does, he immediately gains a free reroll. He must abide by the results of the reroll, unless it is another one. In addition, anytime he rolls a natural twenty, he gains a +2 luck bonus to attack rolls, damage rolls, armor class, saving throws, and skill checks for the next three rounds.

Out of the Jaws of Death: Three times per day, the poet may restore a number of hit points equal to his class level times his Charisma modifier to any ally within 30' who has just dropped below 1 hit point as an immediate action.


Archetypes:

Banshee

Lesser Archetype Power: A banshee may spend one use of his Inspiration ability to deal 1d6 sonic damage per level to all opponents in a 15' radius. A successful Fortitude save halves the damage, with the DC equal to 10 + 1/2 the banshee's HD + the banshee's Charisma modifier. A banshee may only spend Inspiration in this way three times per day.
Moderate Archetype Power: A banshee may spend two uses of his Inspiration ability to target one opponent within hearing range. This ability does sonic damage equal to the banshee's Charisma modifier each round and deafens the opponent with no save. This ability lasts as long as the banshee concentrates. If desired, the banshee may instead use this ability against unattended objects - the sonic damage ignores the object's hardness.
Greater Archetype Power: Whenever a banshee uses the Inspiration ability from his lesser archetype power, affected opponents are stunned for one round unless they make a Will save, with the DC equal to 10 + half the banshee's HD + the banshee's Charisma modifier.


Bravado


Lesser Archetype Power: A bravado takes no penalties for fighting with two weapons, even if his off-hand weapon isn't light or he does not possess two-weapon fighting, as long as he is wielding weapons that are appropriate for his size. In addition, a bravado may spend one use of his Inspiration ability to give all allies (including himself) within 30' a 1d4 bonus on melee damage rolls. The type of this damage is equal to the type of damage that the ally's weapon inflicts. This lasts for as long as the poet concentrates, and five rounds after. This bonus increases to 2d4 at 4th level and 3d4 at 6th level. A bravado may only use Inspiration in this way three times per day.
Moderate Archetype Power: If a bravado is attacked in melee and the attack misses, the bravado may immediately make one melee attack against the opponent who missed. A bravado may only do this a number of times per round equal to his Dexterity modifier. In addition, a bravado may now also add his full Strength modifier to his off-hand attacks.
Greater Archetype Power: As a standard action, a bravado may spend two uses of his Inspiration ability to enter a battle trance for a number of rounds equal to his Charisma modifier. While in a battle trance, his base land speed doubles, he gains the benefits of the Spring Attack feat and the Pounce ability, and all his weapon damage is maximized.


Doomsinger


Lesser Archetype Power: A doomsinger may spend one use of his Inspiration ability to give all opponents within 30' a -1 penalty to all saves. This penalty lasts for as long as the poet concentrates, and five rounds after. This penalty increases to -2 at 4th level and -3 at 6th level. A doomsinger may only use Inspiration in this way three times per day.
Moderate Archetype Power: A doomsinger's attacks are imbued with the power of death, doing +1d6 negative energy damage. Any ally under the effects of his Inspire Courage ability also gain this benefit. At 6th level, the damage increases to 2d6.
Greater Archetype Power: A doomsinger may spend two uses of his Inspiration ability to reanimate a corpse as a skeleton or a zombie. This ability only functions on corporeal creatures of up to 8 HD with skeletal structures. This ability lasts as long as the doomsinger concentrates, and five rounds after, after which the corpse falls dead, unable to be reanimated. The doomsinger may only animate one corpse at a time.


Skald


Lesser Archetype Power: A skald gains proficiency with medium armor (and may ignore arcane spell failure while wearing it) and becomes immune to fear. A skald may also spend one use of his Inspiration ability to give all allies within 30' a +2 bonus to AC. This bonus lasts as long as the poet concentrates and for five rounds after. This bonus increases to +3 at 4th level and +4 at 6th. A skald may only use Inspiration in this way three times per day.
Moderate Archetype Power: The bonuses given by a skald's inspire courage ability increase by 1, and the bonus given by his inspire competence ability increases to +4.
Greater Archetype Power: A skald may spend two uses of his Inspiration ability to inspire greatness (http://www.d20srd.org/srd/classes/bard.htm#inspireGreatness) as if he were a bard of 9th level. In addition, his inspire courage ability now grants immunity to fear.


Trickster


Lesser Archetype Power: A trickster may spend one use of his Inspiration ability to give all opponents within 30' a -1 penalty to attack rolls and armor class. This penalty lasts for as long as the poet concentrates, and five rounds after. This penalty increases to -2 at 4th level and -3 at 6th level. A trickster may only use Inspiration in this way three times per day.
Moderate Archetype Power: If a trickster successfully denies an opponent its Dexterity bonus to armor class by feinting, all his allies adjacent to that opponent may make one free melee attack against it.
Greater Archetype Power: Any opponents affected by a trickster's lesser archetype power must make a Will save each round they are affected or be confused for one round. The DC for this save is equal to 10 + half the trickster's HD + the trickster's Charisma modifier.


The Sage (http://www.giantitp.com/forums/showthread.php?t=218255)


HD: d8
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Heal, Intimidate, Knowledge (all), Listen, Perform, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device
Skill Points: 6 + Int per level (4x at 1st)

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

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

2nd|+1|+0|+0|+3|Gaze into the Abyss

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

4th|+3|+1|+1|+4|Targeted Strike

5th|+3|+1|+1|+4|Find the Flaw

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

Proficiencies: The sage is proficient with light armor, medium armor, and bucklers. He is proficient with simple weapons and one martial weapon of his choice.

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

Encyclopedic Knowledge: If a sage successfully identifies a foe, he taps into his stores of encyclopedic knowledge as a swift action, searching for some obscure fact that might confer a distinct advantage. He chooses one of the bonuses on the following list. Any bonuses given only last until the end of the encounter, and only apply to the specific creature in question and any others of its exact kind (i.e., if the sage identifies a goblin, he gains the bonuses against all goblins in the encounter, but if a hobgoblin is present, he does not receive the bonus against it). A sage may only gain one bonus per encounter for each two levels he has (minimum of one) - after reaching the maximum, he may not activate this ability again even if he successfully identifies another kind of foe in the same encounter. He may not gain multiple kinds of bonuses against one particular foe. If he identifies multiple kinds of foes at once, he may activate a bonus for each one successfully identified (provided that he does not exceed his maximum) as a single swift action.

Find the Gap: A sage gains a +1 insight bonus on all attack rolls against the creature and any others of its kind. For every ten points by which the sage's check result exceeds the base DC, the bonus increases by +1.

Twist the Knife: A sage deals an additional 1d6 damage against the creature and any others of its kind. This is considered precision damage, and is halved against creatures immune to critical hits. For every ten points by which the sage's check result exceeds the base DC, he deals an additional 1d6 damage.

Stay the Hand: A sage gains a +1 insight bonus to armor class and all saves against any attacks or abilities made by the creature and any others of its kind. For every ten points by which the sage's check result exceeds the base DC, the bonus increases by one.

The sage also gains the bardic knowledge (http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge) ability as if he were a bard of his class level and may make knowledge checks untrained.

Gaze into the Abyss: The sage becomes immune to fear and the sickened and nauseated conditions. He gains a bonus on saves against disease and poison equal to his Intelligence modifier.

Targeted Strike: Three times per encounter, a sage may make a targeted strike as a standard action, aiming at a specific organ or body part in order to cripple his opponent. Treat this as a melee touch attack, though the sage may use his Intelligence modifier instead of his Strength modifier. If it is successful, apply one of the effects below. The save DC of all targeted strikes is equal to 10 + 1/2 the sage's level + the sage's Intelligence modifier. Unless otherwise noted, the duration of a targeted strike is three rounds. Creatures with indiscernible anatomies are immune to targeted strikes, as are any creatures that lack the proper organ (i.e. a creature that does not need to breathe would be immune to a Lungs strike).

Arms: The target must make a Reflex save or drop whatever is in its hands and take a -4 penalty on all melee attacks for the duration of the strike. It is unable to use claw, slam, or tentacle attacks for the duration of the strike.

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

Head: The target must make a Will save or be dazed for one round and confused for the duration of the strike. It is unable to use spell-like abilities for the duration of the strike.

Legs: The target must make a Reflex save or be knocked prone for one round and have its base land speed halved for the duration of the strike. It is unable to use Trample, Pounce, or any burrow/climb/swim speeds for the duration of the strike.

Torso: The target must make a Fortitude save or become exhausted for one round and fatigued for the duration of the strike. It is unable to use any breath weapon for the duration of the strike. Creatures that do not breathe are immune to this strike.

Find the Flaw: Once per encounter, if a sage has identified a foe using his Encyclopedic Knowledge ability, he may activate one of the following abilities as a swift action. These abilities, unlike Encyclopedic Knowledge, target a single creature, which must be within 60' of the sage when this ability is activated. The bonuses conferred last for one round. The sage may use this ability twice per encounter at 6th level.

Chink in the Armor: The sage automatically overcomes any damage reduction the creature possesses.

Eye of the Needle: The sage may ignore any concealment or cover the creature possesses (except for total cover).

Mystical Overload: The sage automatically overcomes any spell resistance the creature possesses.

Pure Genius: Once per encounter, the sage may treat the result of any skill check as a natural twenty. He must announce that he is using this ability before he rolls.


Archetypes:

Anatomist


Lesser Archetype Power: An anatomist gains a bonus on all melee damage rolls equal to his Intelligence modifier. The anatomist is able to discern anatomies on even the most confusing creatures, allowing him to do full precision damage against any creature.
Moderate Archetype Power: Anytime an anatomist is under the effect of a bonus from his Encyclopedic knowledge ability, the critical range of any weapon he wields is doubled against the creature he has a bonus against, and he gains a bonus to confirm critical hits against that creature equal to his Intelligence modifier.
Greater Archetype Power: An anatomist's targeted strikes last an additional round, to a total of four, and may be used on creatures normally immune to critical hits or with indiscernible anatomies. In addition, the anatomist may select the following additional organs:

Amygdala: The target must make a Will save or be frightened for one round and shaken for the duration of the strike. It is unable to use fear cones/ray/auras or frightful presence for the duration of the strike.

Inner Ear: The target must make a Will save or be stricken with a -4 penalty to armor class for one round and deafened for the duration of the strike. It is unable to use Evasion or Improved Evasion for the duration of the strike.

Glossopharyngeal Nerve: The target must make a Fortitude save or be nauseated for one round and sickened for the duration of the strike. It is unable to use bite attacks or the Swallow Whole ability for the duration of the strike.

Subclavian Artery: The target must make a Fortitude save or be paralyzed for one round and staggered for the duration of the strike. Any fast healing or regeneration is suppressed for duration of the strike.


Investigator

Lesser Archetype Power: An investigator is more inclined to use non-violent means to achieve his goals. When using his Encyclopedic Knowledge ability, he may instead grant himself a +2 bonus to all Intelligence-, Wisdom-, or Charisma-related checks against the identified creature. For every 10 by which the investigator's check result exceeds the base DC, these bonuses increase by +2. In addition, an investigator gains the Trapfinding ability, Disable Device and Open Lock as class skills, and darkvision out to 60' if he does not already possess it (if he does, his darkvision range doubles).
Moderate Archetype Power: An investigator may add his Intelligence modifier to all Strength- and Dexterity-related checks, as well as Spot and Listen checks. In addition, he is permanently affected by the See Invisibility spell.
Greater Archetype Power:


Monster Hunter


Lesser Archetype Power: By spending one minute butchering a fallen creature's corpse, a monster can create a trophy that grants him a modified version of the ranger's Favored Enemy ability. He gains a +2 bonus to Bluff, Hide, Intimidate, Listen, Move Silently, Spot, Sense Motive, and Survival checks when used against creatures of the same type, and a +2 bonus on attack and damage rolls against such creatures. A monster hunter may only possess one trophy at a time - if he creates a new one, the old one disintegrates into dust.
Moderate Archetype Power: Once per encounter, a monster hunter can brandish his trophy dramatically, showing the fate of all who oppose him. Any creature of the same type as the creature the trophy has made from with 30' must make a Will save or be frightened for a number of rounds equal to the monster hunter's Intelligence modifier. Even if a creature makes the save, it is shaken for the same duration.
Greater Archetype Power: By spending one minute butchering a creature's corpse, a monster hunter can create a relic that allows him to tap into some of that creature's power. When creating the relic, he may select one special attack that the fallen creature possessed whose effective spell level does not exceed three. By spending a standard action activating the relic (which disintegrates into dust after activation), he may use that special attack himself, using the same parameters (range, duration, et cetera) as the original attack. The DC, if applicable, is equal to 10 + 1/2 the monster hunter's level + the monster hunter's Intelligence modifier. For example, a monster hunter could create a relic from a medusa's corpse that would allow him to use the medusa's gaze attack. In addition, a monster hunter may now possess two trophies at a time, and the bonuses he gains from them increase to +4. When using his moderate archetype power, both types of creatures are subject to the fear.


Occultist

Lesser Archetype Power: If an occultist is targeted by a hostile spell or spell-like ability, he may recast that exact spell on his next turn as a spell-like ability. The occultist may only recast spells with an effective spell level equal to or less than half his own level (minimum of one). The caster level of any recasted spell is equal to the occultist's level, and any DC is equal to 10 + the recasted spell's effective level + the occultist's Intelligence modifier. The occultist may not recast any spell that has a casting time of longer than a standard action or one that requires an XP cost or material components with a value measured in gold pieces. If the spell does not target him specifically but he is included in its area of effect, he may still recast it.
Moderate Archetype Power: Anytime an occultist is the target of a spell or is included in a spell's area, he gains fast healing equal to the spell's effective level for a number of rounds equal to his Intelligence modifier. Multiple instances do not stack - only the highest value applies.
Greater Archetype Power: When using his lesser archetype power, an occultist may store up to three spells in his short-term memory for later recasting. He may store a spell for a number of rounds equal to his Intelligence modifier. If he does not choose to cast the spell before that time, it dissipates from his mind. If he has currently reached his limit of three spells stored and is targeted with another that he wishes to store instead, he may choose to dismiss one of his stored spells from memory to make room for the new one.


Tactician

Lesser Archetype Power: The tactician may share any creature-identification bonus he receives from his Encyclopedic Knowledge ability with all allies within 30'. The bonus a tactician provides for aiding another or receives for being aided by another increases to +4.
Moderate Archetype Power: A tactician gains a single bonus feat. He may share the benefits of this bonus feat with all allies within 30'. Every 24 hours, he may select a different feat for which he qualifies.
Greater Archetype Power: The bonuses received by a tactician's Find the Flaw ability may be applied to all allies within 30', and last for an additional round.

Gnorman
2011-09-20, 07:17 AM
Magical Classes


The Black Mage (http://www.giantitp.com/forums/showthread.php?t=215165)


HD: d6
Class Skills: Bluff, Concentration, Craft, Decipher Script, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft
Skill Points: 2 + Int per level (4x at 1st)

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

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

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

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

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

5th|+2|+1|+1|+4|Fiendish Familiar|6|6|5|3

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

Class Abilities

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

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

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

Rebuke Undead: At 1st level, the black mage may rebuke undead as a cleric of his class level. He may do so a number of times per day equal to 3 + his Charisma modifier.

Minion Mastery: At 2nd level, any creature summoned by the black mage gains a bonus on attack rolls and Will saves equal to the black mage's Charisma modifier.

Fell Knowledge: At 4th level, the black mage gains an untyped +2 bonus to both Knowledge (religion) and Knowledge (the planes).

Fiendish Familiar: At 5th level, the black mage gains the services of an unholy creature as a familiar. The black mage may choose any corporeal undead, fiendish animal or vermin, or evil outsider whose challenge rating does not exceed three and whose hit dice do not exceed four. Treat this creature as a normal familiar - a normally mindless undead would now have an intelligence score, for example. However, if the creature's base attack bonus, saves, skill ranks, or intelligence score would normally be higher than what it would receive as a familiar, it keeps the greater of the two. The familiar may not spawn nor summon any other creatures nor use any spell-like abilities whose effective spell level is higher than three.

Capstone SLA: At 6th level, the black mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

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


Archetypes

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

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


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

Lesser Archetype Power: As a free action, a hexer can exude fear in a 5 foot radius. Affected creatures are shaken. This is a mind-affecting fear effect, and if a creature saves against it, it cannot be affected for 24 hours. The DC to resist the fear is equal to 10 + 1/2 the hexer's HD + the hexer's Charisma modifier.
Moderate Archetype Power: A hexer exudes an aura that reduces the saves of all foes within 10 feet by 2. There is no save and the penalty persists until the foe has moved out of range of the aura. This ability does not stack with similar abilities, such as that of other hexers or reaver zealots.
Greater Archetype Power: Three times per day, a hexer may elect to treat any roll made by an opponent as a natural one. He must declare that he is using this power before the die is rolled, but may do so at any time.


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

Lesser Archetype Power: When casting Summon Monster, a necromancer may summon undead creatures instead. He may summon any undead creature whose hit dice do not exceed the spell's level (if summoning skeletons, the hit dice limit is twice the spell's level; for zombies, three times the spell's level). In addition, when using his rebuke undead ability, a necromancer may command a number undead whose hit dice do not exceed twice his level.
Moderate Archetype Power: Any undead created, commanded or summoned by a necromancer gains a +4 profane bonus to Dexterity and 10 foot bonus to its base land speed, and any zombies lose the single action only quality.
Greater Archetype Power A necromancer becomes immune to negative energy, level drain and ability drain.


Pestilent

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

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


Void Cultist

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

Lesser Archetype Power: A void cultist possesses a natural tentacle slam attack that does 1d6 bludgeoning damage, with a critical range of 20/x3 and a range of five feet per two levels. A void cultist may use this tentacle to deliver touch attacks.
Moderate Archetype Power: Any creature summoned by a void cultist gains damage resistance 5/magic and is immune to hostile mind-affecting spells and effects. In addition, a void cultist grows a second tentacle, allowing him to make two attacks in a round.
Greater Archetype Power A void cultist gains cold resistance 10 and no longer needs to eat, drink, sleep, or breathe. In addition, if a void cultist's tentacle inflicts a critical hit, the target receives a negative level.


The Blue Mage (http://www.giantitp.com/forums/showthread.php?t=215876)


HD: d6
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Disable Device, Disguise, Forgery, Hide, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (local), Knowledge (the planes), Move Silently, Open Lock, Profession, Sleight of Hand, Spellcraft
Skill Points: 2 + Int per level (4x at 1st)

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

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

2nd|+1|+0|+0|+3|Bend the Will|6|5|-|-

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

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

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

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

Class Abilities

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

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

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

Trapfinding: As the scoundrel ability.

Bend the Will: At 2nd level, the blue mage may ignore an opponent's immunity to mind-affecting effects once per encounter.

Pure Arcana: At 4th level, the blue mage gains an untyped +2 bonus to both Knowledge (arcana) and Spellcraft.

Counterspell Mastery: At 5th level, the blue mage no longer needs to use the correct spell to counterspell - he may counterspell with any spell of an equivalent level. In addition, if he successfully counters a spell, the originator of the countered spell may not cast spells for one round.

Capstone SLA: At 6th level, a blue mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

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


Archetypes

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

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


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

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


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

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


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

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


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

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


The Green Mage (http://www.giantitp.com/forums/showthread.php?t=215432)


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

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

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

2nd|+1|+0|+0|+3|Bloom and Blossom|6|5|-|-

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

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

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

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

Class Abilities

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

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

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

Shapeshifting: At 1st level, the green mage gains the wild shape (http://www.d20srd.org/srd/classes/druid.htm#wildShape) ability, with the following changes: he may shift into an alternate form an unlimited number of times per day, but doing so still requires a standard action and may only be done once per round. He is not healed upon shifting. He may not select dire versions of any animal nor may he shift into any dinosaurs. He may never cast spells when in an alternate form. This ability does not qualify him for feats that require wild shape, nor may he use it to fuel abilities that require the expenditure of a use of wild shape.

Bloom and Blossom: At 2nd level, anytime the green mage casts a beneficial spell on an ally, that ally receives fast healing 1 for a number of rounds equal to the green mage's Charisma modifier.

Whispers of Nature: At 4th level, the green mage gains an untyped +2 bonus to both Knowledge (geography) and Knowledge (nature).

Power from the Land: At 5th level, when in a natural environment, the green mage gains a +1 bonus to caster level and a +1 bonus to attack rolls and damage rolls.

Capstone SLA: At 6th level, the green mage gains the knowledge of two particular 4th-level spells and may choose one of them each day to cast as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.

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


Archetypes

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

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


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

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


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

Lesser Archetype Power: Reptilian creatures of animal intelligence will not attack an ophidian unless provoked, and will fight on his behalf. The ophidian may not command them directly, but they will do their best to attack his foes. In addition, the attitude of any intelligent reptilian or snake-like creatures that the ophidian encounters is one step friendlier.
Moderate Archetype Power: An ophidian becomes immune to injury poison and gains resistance to acid 10. His natural attacks deal additional acid damage equal to his Constitution modifier.
Greater Archetype Power: An ophidian may transmit black adder venom with his natural attacks while shifted. The DC of this venom is equal to 10 + half the ophidian's level + the ophidian's Constitution modifier. In addition, he may select dinosaur forms when shifting.


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

Lesser Archetype Power: A subterranean possesses darkvision out to 60 feet and tremorsense out to 30 feet. If the subterranean already possesses darkvision or tremorsense, it doubles in range.
Moderate Archetype Power: A subterranean gains the extraordinary ability to walk on walls or ceilings as naturally as he might walk along the floor, as long as those surfaces are made of earth or stone.
Greater Archetype Power: A subterranean may use the earth glide ability of an earth elemental, though he must hold his breath and may begin to suffocate as normal. In addition, he may select vermin forms when shifting.


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

Lesser Archetype Power: A wildling may cast spells from the Summon Nature's Ally line even while shifted. In addition, a wildling possesses a natural bite attack (1d6 piercing damage) and two natural claw attacks (1d4 piercing damage), even if unshifted.
Moderate Archetype Power: and all his natural attacks deal damage as if he was one size larger, whether in his natural form or shifted. In addition, a wildling may select dire animals when shifting.
Greater Archetype Power: A wildling is treated as being two levels higher for the purposes of shapeshifting. His new HD cap is 8. In addition, he may select large animals while shifting.


The Red Mage (http://www.giantitp.com/forums/showthread.php?t=215306)


HD: d6
Class Skills: Balance, Bluff, Concentration, Craft, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Knowledge (the planes), Profession, Ride, Spellcraft, Tumble
Skill Points: 2 + Int per level (4x at 1st)

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

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

2nd|+1|+3|+0|+3|Martial Training|6|5|-|-

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

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

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

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

Class Abilities

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

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

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

Combat Panache: At 1st level, as a full-round action, the red mage may make a single melee attack and cast a spell with a casting time of a standard action, even if he has no free hand to do so. He does not provoke attacks of opportunity for casting a spell in this manner. In addition, the red mage qualifies for feats as if his base attack bonus was equal to his class level, and may select feats normally restricted to the fighter.

Martial Training: At 2nd level, the red mage gains a single bonus fighter feat. Once every 24 hours, he may swap out this feat for any other fighter feat that he qualifies for.

Battlefield Intelligence: At 4th level, the red mage gains a +2 untyped bonus to all Knowledge checks involving the identification of foes and to Concentration checks to cast defensively.

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

Capstone SLA: At 6th level, the red mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

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


Archetypes


Chaos Child

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

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


Crimson Disciple

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

Lesser Archetype Power: A crimson disciple gains the claw and bite attacks (http://www.d20srd.org/srd/prestigeClasses/dragonDisciple.htm#clawsandBite) of a Dragon Disciple of 2nd level. If he already possesses a bite and/or claw attack(s), their damage is increased by one step. In addition, a crimson disciple gains the dragonblood subtype and counts as a sorcerer of his level for the purposes of qualifying for draconic feats.
Moderate Archetype Power: A crimson disciple gains the ability to breathe fire in a thirty-foot cone, with a Reflex save for half damage. The DC is equal to 10 + 1/2 the crimson disciple's HD + his Constitution modifier. His breath weapon does 1d8 damage per two hit dice he has. Once he uses his breath weapon, he may not do so for another 1d4 rounds. In addition, he gains darkvision out to 60 feet and a +4 bonus to saves against sleep and paralysis.
Greater Archetype Power: A crimson disciple gains a pair of draconic wings that allow him to fly at twice his base land speed, with average maneuverability.


Magesmith

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

Lesser Archetype Power: A magesmith gains proficiency with heavy armor and shields, and does not suffer from arcane spell failure while wearing equipment from those categories.
Moderate Archetype Power: A magesmith's effective caster level is doubled when crafting magical weapons or armor, to a maximum of 12th level.
Greater Archetype Power: Once per day, a magesmith may imbue any mundane weapon he is holding with any combination of enchantment up to a +2 bonus. These bonuses last twenty-four hours, or until the magesmith no longer possesses the weapon.


Pyromancer

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

Lesser Archetype Power: A pyromancer deals one extra point of damage per die when using fire spells or fire SLAs - this extra damage also applies to any fire damage on the pyromancer's weapon, if applied via one of his spells.
Moderate Archetype Power: When casting fire spells, a pyromancer may choose to not have allies in the area of effect be affected by the spell.
Greater Archetype Power: Three times per day, a pyromancer may choose to have one of his fire spells ignore whatever resistance to fire (but not immunity) the target(s) possess. If the target possesses Evasion, it may not use that ability against the pyromancer's spell.


Sand Shaper

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

Lesser Archetype Power: A sand shaper may add his Intelligence modifier to his armor class as long as he does not wear any armor or wield a shield. In addition, he may summon dustform creatures of the appropriate level when casting Summon Monster, as if he knew the Summon Desert Ally spell line.
Moderate Archetype Power: A sand shaper receives a bonus to his base land speed of 20 feet. He may also move normally over loose sand and dirt.
Greater Archetype Power: A sand shaper may shape soil, dirt, loose rock, and sand into mundane items for his use. He may create any item so long as the value of the item is fifty GP or less, and he must spend one round concentrating for each 10 GP in value of the item. Once shaped, the item lasts for ten minutes, at which point it dissolves back into its original form. A sand shaper may not create alchemical or edible items with this ability, nor may he form any sort of liquid.


The White Mage (http://www.giantitp.com/forums/showthread.php?t=215538)


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

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

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

2nd|+1|+0|+0|+3|Healing Hands|6|5|-|-

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

4th|+2|+1|+1|+4|Sacred Secrets|6|6|4|-

5th|+2|+1|+1|+4|Faithful Strike|6|6|5|3

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

Class Abilities

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

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

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

Turn Undead: At 1st level, the white mage may turn undead as a cleric of his level. He may do so a number of times per day equal to 3 + his Charisma modifier.

Healing Hands: At 2nd level, anytime the white mage casts a beneficial spell on an ally, that ally is restored a number of hit points equal to the white mage's Charisma modifier.

Sacred Secrets: At 4th level, the white mage gains an untyped +2 bonus to both Heal and Knowledge (religion).

Faithful Strike: At 5th level, a white mage's attacks are considered to be good-aligned for the purpose of penetrating damage reduction.

Capstone SLA: At 6th level, the white mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.

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


Archetypes

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

Lesser Archetype Power: A champion is proficient with medium and heavy armor, and may ignore any arcane spell failure while wearing such. He also gains proficiency with a single martial weapon of his choice.
Moderate Archetype Power: A champion gains a +2 sacred bonus on attack and damage rolls against evil outsiders and undead.
Greater Archetype Power Anytime a champion casts a spell that gives himself or an ally a bonus to attack rolls, increase the amount of that bonus by one.


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

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


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

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


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

Lesser Archetype Power: A mystic qualifies for exalted feats and may use Sanctified spells no matter his alignment. In addition, he gains a bonus to overcome spell resistance against evil opponents equal to the number of exalted feats he possesses (to a maximum of +5).
Moderate Archetype Power: A mystic always rolls the lowest possible result when determining the sacrificial component of Sanctified spells, and may ignore the abstinence component.
Greater Archetype Power A mystic gains a pair of wings that allow him to fly at his base land speed, with average maneuverability.


Oracle

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

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

Gnorman
2011-09-20, 07:18 AM
Psionic Classes


The Aspirant (http://www.giantitp.com/forums/showthread.php?p=12494055)


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

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

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

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

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

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

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

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

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

Manifesting: The aspirant manifests powers as a psychic warrior does, chosen from the psychic warrior's list (http://www.d20srd.org/srd/psionic/powerList.htm#psychicWarriorPowers). The aspirant's sole manifesting stat is Wisdom.

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

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

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

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

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

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


Archetypes:

Animus

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

Lesser Archetype Power: An animus gains the ability to form a mind blade (http://www.d20srd.org/srd/psionic/classes/soulknife.htm#mindBlade)as a soulknife of his level, with the following caveats: he may form the mind blade into any simple or martial weapon that does slashing or piercing damage and is appropriate for a creature of his size, (he may choose to create two mind blades and dual wield them, but both weapons must be light), he may do so as a free action once per round, and he may throw a mind blade as a ranged weapon with a range increment of thirty feet.
Moderate Archetype Power: While psionically focused, an animus may apply a single enchantment with a +1 enhancement bonus to his mind blade (if he chooses to dual-wield, he must apply the same enchantment to both weapons). He may apply a single enchantment of up to a +2 enhancement bonus at 6th level (if he chooses to dual-wield, he may only apply +1 enchantments to each blade). The bonuses are selected the first time the animus manifests his mind blade each day, and may be changed by spending five minutes in meditation.
Greater Archetype Power: An animus may animate a mind blade as a standard action, allowing it to attack on its own, using the animus' base attack bonus and his Wisdom modifier in place of Strength when determining both attack and damage bonuses. It has a movement speed of thirty feet, lasts for a number of rounds equal to the animus' Wisdom modifier, and retains any relevant enhancement bonuses, though it may not benefit from any enchantments offered by the animus' moderate archetype ability. While his mind blade is animated, an animus may manifest a new one to use as a weapon, but any enchantments given by the animus' moderate archetype ability are suppressed while an animated mind blade is in effect. The animated mind blade may be sundered as a normal mind blade, and possesses hardness 10 and 10 hit points.


Atavist

Bonus Powers
1st: Bite of the Wolf
2nd: Endorphin Surge (http://dsp-d20-srd.wikidot.com/endorphin-surge)
Capstone PLA: Claws of the Vampire

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


Pugilist

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

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


Tempest

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

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


Warden

Bonus Powers
1st: Thicken Skin
2nd: Damp Power (CP)
Capstone PLA: Earthshaker (http://dsp-d20-srd.wikidot.com/earthshaker)

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


The Empath (http://www.giantitp.com/forums/showthread.php?t=227504)


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Archetypes:

Abhorrent


Bonus Powers
1st: Unearthly Terror (http://dsp-d20-srd.wikidot.com/unearthly-terror)
2nd: Aversion
3rd: Induce Phobia (http://dsp-d20-srd.wikidot.com/induce-phobia)
Capstone PLA: Death Urge

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


Mentalist


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

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


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

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


Superegoist

Bonus Powers
1st: Skills as One (http://dsp-d20-srd.wikidot.com/skills-as-one)
2nd: Sense as One (http://dsp-d20-srd.wikidot.com/sense-as-one)
3rd: Strike as One (http://dsp-d20-srd.wikidot.com/strike-as-one)
Capstone PLA: Schism

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


Walker

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

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


The Esoteric (http://www.giantitp.com/forums/showthread.php?t=227741)


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

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

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

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

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

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

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

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

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

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

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

Mantle of Ideals: At 1st level, an esoteric gains access to two mantles or nodes (http://dsp-d20-srd.wikidot.com/nodes) of his choice, and gains their granted abilities. When selecting new powers to learn, he may choose from powers on those lists.

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

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

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

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


Archetypes:

Anchorite

Bonus Powers
1st: Mending Touch (http://dsp-d20-srd.wikidot.com/mending-touch)
2nd: Body Adjustment
3rd: Body Purification
Capstone PLA: Stygian Ward (CP)

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


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

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


Demiurge

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

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


Sympathetic

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

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


Transcendent

Bonus Powers
1st: Thicken Skin
2nd: Animal Affinity
3rd: Physical Acceleration (http://dsp-d20-srd.wikidot.com/physical-acceleration)
Capstone PLA: Inertial Barrier

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


The Kinetic (http://www.giantitp.com/forums/showthread.php?t=227628)


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Archetypes:

Architect

Bonus Powers
1st: Astral Construct
2nd: Psionic Repair Damage
3rd: Ectoskeleton (http://dsp-d20-srd.wikidot.com/ectoskeleton)
Capstone PLA: Wall of Ectoplasm

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


Energist

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

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


Gravitic

Bonus Powers
1st: Stomp
2nd: Gravitational Well (http://dsp-d20-srd.wikidot.com/gravitational-well)
3rd: Baleful Compression (http://dsp-d20-srd.wikidot.com/baleful-compression)
Capstone PLA: Rending Rift (http://dsp-d20-srd.wikidot.com/rending-rift)

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


Telephasm

Bonus Powers
1st: Control Object
2nd: Control Air
3rd: Skeletal Vibration (http://dsp-d20-srd.wikidot.com/skeletal-eruption)
Capstone PLA: Control Body

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


Transmigrant

Bonus Powers
1st: Dimension Hop (CP)
2nd: Dimension Swap
3rd: Psionic Blink (http://dsp-d20-srd.wikidot.com/blink-psionic)
Capstone PLA: Psionic Fly

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


The Subliminal (http://www.giantitp.com/forums/showthread.php?t=228174)



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

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

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

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

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

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

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

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

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

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

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

Trapfinding: (http://www.d20srd.org/srd/classes/rogue.htm#trapfinding) As the scoundrel ability.

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

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

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

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

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

Subliminal Power List

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


Archetypes:

Deadmind


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

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


Operative

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

Lesser Archetype Power: An operative may subtly alter the perception of himself in others' minds as a full-round action. This ability functions in many ways like the Disguise Self (http://www.d20srd.org/srd/spells/disguiseSelf.htm) spell, offering the operative a +10 bonus on Disguise checks and the ability to change his appearance, but because it affects that perception of others and is not an illusion, creatures that interact with it do not receive a Will save to detect it, though True Seeing reveals the operative's real appearance.
Moderate Archetype Power: While psionically focused, all Spot and Listen checks made to detect an operative take a -10 penalty, and he may hide in plain sight as long as he has a sizable crowd to slip into. If an opponent is searching specifically for him, and knows exactly what he looks like, the penalties do not apply.
Greater Archetype Power: An operative gains the ability to psionically phase through solid objects. As a full-round action, an operative may move up to his speed through walls, doors, and other solid objects. He may not, however, phase through any object with a hardness of 10 or greater. Alternatively, he may phase only parts of his body to reach inside chests or stick his head through a ceiling, but he may not allow objects he touches to phase. If an operative ends his movement still embedded within a solid object, he is shunted to his original position and takes 1d6 damage per five feet moved.


Razor

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

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


Trueshot


Bonus Powers
1st: Trick Shot (http://dsp-d20-srd.wikidot.com/trick-shot)
2nd: Ephemeral Bolt (http://dsp-d20-srd.wikidot.com/ephemeral-bolt)
Capstone PLA: The Arrow Knows the Way (http://dsp-d20-srd.wikidot.com/the-arrow-knows-the-way)

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


Untouchable

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

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

Gnorman
2011-09-20, 07:24 AM
Alternate Classes


The Binder


The Initiator


The Shaper


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

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

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

2nd|+1|+3|+0|+0|Chakra Bind (crown)|3|2|1

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

4th|+3|+4|+1|+1|Chakra Bind (feet, hands)|4|4|1

5th|+3|+4|+1|+1||4|5|1

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

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

Meldshaping: The shaper may shape soulmelds drawn from the appropriate list for his archetype. The DC of the shaper's soulmeld, if appropriate, is equal to 10 + the number of points of essentia invested in the soulmeld + the shaper's Constitution modifier. His meldshaper level is equal to his class level. The shaper may only shape a number of soulmelds at any one time equal to his Constitution modifier or the maximum appropriate for his level (given in the above table), whichever is lower. The shaper gains access to the appropriate pool of essentia for his level, which he may reinvest as a swift action. The shaper must get a good night's rest and spend one hour meditating to shape his soulmelds for the day.

At 1st level, a shaper's essentia capacity is one. At 6th level, his essentia capacity increases to 2.

Archetypes

Azure Adept

An azure adept may shape soulmelds from the incarnate list.

Delver

A delver may shape soulmelds from the incarnate list, and any with the evil descriptor.

Oversoul

An oversoul may shape soulmelds from the incarnate list.

Soulforger

A soulforger may shape soulmelds from the soulborn list.

Wildspeaker

A wildspeaker may shape soulmelds from the totemist list.


The Truenamer


The Warlock


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

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

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

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

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

4th|+2|+4|+1|+4|Bound by Blood|4

5th|+2|+4|+1|+4|Eldritch Blast 3d6|5

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

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

Protective Patron: At 2nd level, the warlock gains damage reduction x/-, where x is equal to half his class level.

Bound by Blood: At 4th level, the warlock gains resistance 5 to his choice of two of the following energy types: fire, cold, acid, electricity, or sonic.

Archetypes:


Changeling


Bonus Invocations
Least: Beguiling Influence
Lesser: Charm


Dokaal


Lesser Archetype Power: A dokaal, in lieu of the eldritch blast ability, gains a breath weapon usable at will as a standard action. The damage of the breath weapon scales at the same rate as the normal eldritch blast ability, but does fire damage. The breath weapon may be either a fifteen foot cone or a thirty foot line. A successful Reflex save (DC equal to 10 + half the dokaal's level + the dokaal's Constitution modifier) halves the damage. A dokaal does not receive eldritch essence or blast shape invocations, but at any point where they would normally receive one, they may instead choose a dragonfire adept breath effect (they may select breath effects that have a minimum level of two even at level one). In addition, a dokaal gains a bonus to natural armor equal to half his level.

Bonus Invocations
Least: Draconic Knowledge
Lesser: Draconic Flight


Faustian

Bonus Invocations
Least: Baleful Utterance
Lesser: Curse of Despair


Gloombound



Bonus Invocations
Least: Summon Swarm
Lesser: Walk Unseen


Herald of the Beyond


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


Monster Archetypes

Please note: Monsters and normal races do not mix. If you choose a monster archetype, you do not choose a normal race for your character (your "race" and class are one and the same).

Golem (Sentinel)
Satyr (Poet)
Djinni (Blue Mage)
Efreeti (Red Mage)
Gith (Esoteric)
Gorgon (Hunter)
Hag (Sage)
Celestial (Zealot)
Lich (Black Mage)
Mind Flayer (Empath)
Minotaur (Gladiator)
Nymph (Green Mage)
Fiend (Scoundrel)
Thri-Kreen (Aspirant)
Troll (Brawler)
Unbodied (Kinetic)
Lammasu (White Mage)
Vampire (Noble)
Yuan-Ti (Subliminal)

AND


The Dragon



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Shimmering Scales: The dragon gains spell resistance 15.


Archetypes


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


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


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


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


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


NPC Classes


The Peasant


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

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

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

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

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

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

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

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

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

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

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

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

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

Archetypes

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

Expert
Lesser: An expert may choose ten skills. These skills are forever treated as class skills. In addition, the expert's skills points per level increases to six - this change is retroactive and so gives the appropriate bonuses for past, present, and future levels. The expert also gains proficiency with light armor and simple weapons.
Moderate: An expert may take 10 on the ten skills he chose at 2nd level, even if distracted or endangered.
Greater: When an expert takes 20 on any skill, he adds a +5 competence bonus to the final result. In addition, when taking 10 on a check, he treats the result of the roll as a 15 instead.

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

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

Mulletmanalive
2011-09-20, 07:47 AM
I await the engineer with bated breath, as i do all technology based classes and subsystems...

Eldest
2011-09-20, 08:30 PM
I may be using this entire thing for a group, if my 4e campaign falls through (fingers crossed it won't though). Nice work.

Black_Zawisza
2011-09-20, 10:39 PM
I want to DM with E6 for my next campaign, but I don't find the first six levels of most D&D 3.5 classes particularly satisfying; too many dead levels and not enough cool class features. Not seeing that problem with your brew though! Can't wait to see what you come up with next.

Othniel Edden
2011-09-21, 04:09 AM
Yay, the combat classes are starting!

Ragingsystem
2011-09-21, 04:20 AM
This gives me brilliant Ideas for my own E6 write up that I have been working on a small amount, especially the archetypes idea that part is just awesome!

Gnorman
2011-09-22, 05:10 AM
Core-Only Spell List

Black Mage
0: Acid Splash, Detect Magic, Disrupt Undead, Inflict Minor Wounds, Mage Hand, Message, Prestidigitation, Read Magic, Resistance, Touch of Fatigue
1: Bane, Cause Fear, Command, Chill Touch, Detect Alignment, Detect Undead, Disguise Self, Doom, Inflict Light Wounds, Protection From Alignment, Ray of Enfeeblement, Summon Monster I
2: Acid Arrow, Darkness, Darkvision, False Life, Fox's Cunning, Ghoul Touch, Inflict Moderate Wounds, Spectral Hand, Scare, Summon Monster II, Summon Swarm, Undetectable Alignment
3: Blindness/Deafness, Contagion, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Magic Circle Against Alignment, Ray of Exhaustion, Speak with Dead, Stinking Cloud, Summon Monster III, Vampiric Touch

Demonologist
1: Burning Hands, Grease
2: Pyrotechnics, Scorching Ray
3: Fireball, Fly
4: Summon Monster IV

Hexer
1: Horrid Laughter, Sleep
2: Hold Person, Touch of Idiocy
3: Bestow Curse, Deep Slumber
4: Fear

Necromancer
1: Death Knell, Hide From Undead
2: Command Undead, Desecrate
3: Animate Dead, Halt Undead
4: Enervation

Pestilent
1: Unseen Servant, Magic Fang
2: Spider Climb, Web
3: Gaseous Form, Poison
4: Giant Vermin

Void Cultist
1: Entropic Shield, Obscuring Mist
2: Glitterdust, Levitate
3: Displacement, Nondetection
4: Black Tentacles

Blue Mage
0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic, Ray of Frost
1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Floating Disk, Identify, Protection from Alignment, Sleep, Summon Monster I, Unseen Servant, Ventriloquism
2: Blur, Cat's Grace, Detect Thoughts, Gust of Wind, Hideous Laughter, Invisibility, Knock, Levitate, Mirror Image, See Invisibility, Summon Monster II, Touch of Idiocy, Undetectable Alignment
3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Displacement, Fly, Gaseous Form, Hold Person, Invisibility Sphere, Magic Circle Against Alignment, Nondetection, Suggestion, Summon Monster III, Water Breathing

Chronomancer
1: Deja Vu (adapted psionic power), True Strike
2: Make Whole, Shatter
3: Slow, Time Hop (adapted psionic power)
4: Resilient Sphere

Hyperborean
1: Chill Touch, Grease
2 Chill Metal, Fog Cloud
3: Frostball (as Fireball, but cold damage), Sleet Storm
4: Wall of Ice

Mountebank
1: Command, Hypnotism
2: Daze Monster, Enthrall
3: Charm Monster, Glibness
4: Dominate Person

Wayfarer
1: Expeditious Retreat, Longstrider
2: Dimension Swap (adapted psionic power), Rope Trick
3: Blink, Haste
4: Dimension Door

Weaver
1: Disguise Self, Silent Image
2: Hypnotic Pattern, Minor Image
3: Major Image, Tiny Hut
4: Shadow Conjuration

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

Chloromancer
1: Entangle, Shillelagh
2: Tree Shape, Wood Shape
3: Diminish Plants, Plant Growth
4: Reincarnate

Elementalist
1: Feather Fall, Produce Flame
2: Levitate, Resist Energy
3: Gaseous Form, Quench
4: Control Water

Ophidian
1: Hypnotism, Ray of Enfeeblement
2: Acid Arrow, Spider Climb
3: Hold Person, Poison
4: Phantasmal Killer

Subterranean
1: Magic Stone, Produce Flame
2: Flaming Sphere, Heat Metal
3: Meld into Stone, Stone Shape
4: Spike Stones

Wildling
1: Enlarge Person, True Strike
2: Bear's Endurance, Bull's Strength
3: Greater Magic Fang, Keen Edge
4: Freedom of Movement

Red Mage
0: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Prestidigitation, Read Magic, Ray of Frost
1: Alarm, Endure Elements, Enlarge Person, Entropic Shield, Grease, Magic Missile, Magic Weapon, Mount, Protection from Alignment, Shield, Shocking Grasp, Summon Monster I, True Strike
2: Bear's Endurance, Bull's Strength, Continual Flame, Fire Trap, Glitterdust, Protection from Arrows, Pyrotechnics, Rage, Resist Energy, Scorching Ray, Shatter, Summon Monster II
3: Dispel Magic, Explosive Runes, Fireball, Haste, Heroism, Keen Edge, Lightning Bolt, Magic Circle Against Alignment, Phantom Steed, Protection from Energy, Slow, Summon Monster III

Chaos Child (needs a rewrite for core)
1: Disguise Self, Magic Fang
2: Alter Self, Spider Climb
3: Gaseous Form, Greater Magic Fang
4: Polymorph

Crimson Disciple
1: Charm Person, Ventriloquism
2: Darkvision, Locate Object
3: Fly, Suggestion
4: Shout

Magesmith
1: Identify, Mage Armor
2: Align Weapon, Spiritual Weapon
3: Magic Vestment, Greater Magic Weapon
4: Stoneskin

Pyromancer
1: Burning Hands, Produce Flame
2: Flame Blade, Flaming Sphere
3: Flame Arrow, Fire Shield
4: Flame Strike

Sand Shaper
1: Obscuring Mist, Ray of Enfeeblement
2: Gust of Wind, Heat Metal
3: Sleet Storm, Ray of Exhaustion
4: Wall of Fire

White Mage
0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1: Bless, Bless Water, Comprehend Languages, Cure Light Wounds, Detect Alignment, Divine Favor, Endure Elements, Protection from Alignment, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
2: Aid, Align Weapon, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Find Traps, Protection from Arrows, Remove Paralysis, Resist Energy, Lesser Restoration, Spiritual Weapon, Summon Monster II
3: Mass Aid, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Magic Circle Against Alignment, Magic Vestment, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Summon Monster III

Champion
1: Bless Weapon, True Strike
2: Bull's Strength, Shield Other
3: Heroism, Keen Edge
4: Divine Power

Exorcist
1: Command, Detect Undead
2: Hold Person, Zone of Truth
3: Detect Thoughts, Invisibility Purge
4: Dismissal

Healer (change lesser ability to: "Anytime a healer casts a healing spell on an ally, that ally gains fast healing 1 for a number of rounds equal to the healer's caster level")
1: Goodberry, Deathwatch (non-evil)
2: Make Whole, Status
3: Create Food and Water, Protection from Energy
4: Restoration

Mystic (basically non-functional in core, pending a rewrite)

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


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


Hunter Traps

Level One (Spot DC: 15)
Poison Dart
If an enemy sets off a poison dart trap, they suffer 1d6 damage and must make a Fortitude save or be afflicted with greenblood oil poison.

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

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

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

Fireburst
If an enemy sets off a fireburst trap, all in a 5' radius suffer 3d6 fire damage and risk being set on fire. A Reflex save halves the damage and prevents them from being set on fire.

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

Level Three (Spot DC: 25)
Explosive
If an enemy sets off an explosive trap, all in a 5' radius suffer 3d6 fire damage and 3d6 piercing damage and are knocked prone. A Reflex save halves the damage and prevents them from being knocked prone.

Deadfall
If an enemy sets off a deadfall trap, they suffer 6d6 bludgeoning damage and are pinned beneath rubble for one round. A Reflex save prevents the pinning, but does not prevent the damage.

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


Tyrant Henchmen
Bushi, Hobgoblin Reaver
Medium Humanoid (Goblinoid)
Hit Dice: 2d10+4 (19 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 19 (+6 banded armor, +2 heavy steel shield, +1 Dex), touch 11, flat-footed 18
Base Attack/Grapple: +2/+5
Attack: Longsword +4 melee (1d8+2)
Full Attack: Longsword +4 melee (1d8+2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: -----
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +1, Will +2
Abilities: Str 15, Dex 12, Con 15, Int 12, Wis 8, Cha 14
Skills: Climb +7, Heal +4, Intimidate +10, Jump +7, Knowledge (nobility and royalty) +6, Move Silently +5
Feats: Skill Focus (Intimidate)
Environment: Dark fortresses or villainous lairs
Organization: Minion-based
Challenge Rating: 2
Treasure: None
Alignment: Any Evil
Advancement: -----
Level Adjustment: -----

Bushi is proficient with light, medium, and heavy armor as well as shields. He is proficient with all simple and martial weapons.

Conviction: Bushi is immune to fear, charm, compulsion, and possession. Allies within 30 feet of him gain +4 to saves against those same effects.

Steely-Eyed Glare: Bushi may demoralize an opponent as a swift action.

Catsbane, Gnoll Sniper
Medium Humanoid (Gnoll)
Hit Dice: 2d8+4 (16 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 16 (+3 studded leather, +2 Dex, +1 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Composite longbow +5 melee (1d8+5) or bite +5 melee (1d6+2)
Full Attack: Composite longbow +5 melee (1d8+5) or bite +5 melee (1d6+2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: -----
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 16, Dex 15, Con 15, Int 8, Wis 14, Cha 6
Skills: Hide +7, Listen +7, Move Silently +7, Spot +7, Survival +7
Feats: Point Blank Shot
Environment: Dark fortresses or villainous lairs
Organization: Minion-based
Challenge Rating: 2
Treasure: None
Alignment: Any Evil
Advancement: -----
Level Adjustment: -----

Catsbane is proficient with light armor and bucklers. He is also proficient with simple and martial weapons.

Deadly Aim: At 1st level, Catsbane may add his Dexterity modifier to damage rolls when using ranged weapons. He may also, before attacking in a round choose to subtract a number from all ranged attack rolls and add that number to ranged damage rolls. This number may not exceed his base attack bonus. The penalty on attacks and bonus on damage last until his next turn. If he is wielding a two-handed weapon, he may instead add twice the number subtracted to his damage rolls.

Padded Feet: Catsbane only takes a -10 penalty when sniping, and may attempt to hide after making a ranged attack as a swift action. He may also attempt to move at his full speed while hiding without taking the normal -5 penalty on the check.

Gortwog, Orc Brute
Medium Humanoid (Orc)
Hit Dice: 2d12+4 (22 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 16 (+5 breastplate, +1 Dex), touch 11, flat-footed 15
Base Attack/Grapple: +2/+6
Attack: Greataxe +6 melee (1d12+6/x3) or throwing axe +3 ranged (1d6+4)
Full Attack: Greataxe +6 melee (1d12+6/x3) or throwing axe +3 ranged (1d6+4)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: -----
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +1, Will -1
Abilities: Str 19, Dex 13, Con 14, Int 10, Wis 8, Cha 6
Skills: Balance +6, Intimidate +7, Jump +9, Tumble +6
Feats: Power Attack, Cleave (Bonus)
Environment: Dark fortresses or villainous lairs
Organization: Minion-based
Challenge Rating: 2
Treasure: None
Alignment: Any Evil
Advancement: -----
Level Adjustment: -----

Gortwog is proficient with light and medium armor, all shields (except tower shields), simple and martial weapons, the bastard sword, the spiked chain, and the orc double axe.

Combat Versatility: Gortwog qualifies for fighter feats as if he were a level 2 fighter, and receives one bonus fighter feat. When summoned for the first time on a particular day, Gortwog's master may swap his bonus feat out for another fighter feat for which Gortwog qualifies.

Brutish Countenance: Gortwog may Rage as a barbarian of his level, three times per day. Gortwog may add his Strength modifier to all Intimidate attempts. In addition, he gains a 10 foot bonus to his base land speed, and is no longer encumbered or slowed by medium armor.

Nilbog, Goblin Silencer
Small Humanoid (Goblinoid)
Hit Dice: 2d8+2 (14 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 17 (+3 studded leather, +3 Dex, +1 size), touch 14, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Shortsword +5 melee (1d6+1) or shortbow +5 ranged (1d6)
Full Attack: Shortsword +5 melee (1d6+1) or shortbow +5 ranged (1d6)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: -----
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +6, Will +0
Abilities: Str 12, Dex 17, Con 13, Int 12, Wis 10, Cha 6
Skills: Balance +10, Disable Device, +6, Hide +12, Move Silently +12, Open Lock +8, Ride +7, Search +6, Sleight of Hand +8, Tumble +8
Feats: Weapon Finesse
Environment: Dark fortresses or villainous lairs
Organization: Minion-based
Challenge Rating: 2
Treasure: None
Alignment: Any Evil
Advancement: -----
Level Adjustment: -----

Nilbog is proficient with light armor, bucklers, simple weapons, and the rapier, the longsword, the shortbow, the short sword, the sap, and the hand crossbow.

Sneak Attack +1d6

Trapfinding

Toxic Aptitude: Nilbog is trained in the use of poison and never risks poisoning himself when applying it to a weapon. He may also apply poison as a swift action and does not provoke attacks of opportunity for doing so.

Shuffles, Necropolitan Hexer
Medium Undead
Hit Dice: 2d12 (18 hp)
Initiative: -1
Speed: 30 ft.
Armor Class: 12 (+3 studded leather, -1 Dex), touch 9, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Morningstar +1 melee (1d8) or sling 0 ranged (1d4)
Full Attack: Morningstar +1 melee (1d8) or sling 0 ranged (1d4)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: -----
Special Qualities:
Saves: Fort +0, Ref -1, Will +4
Abilities: Str 10, Dex 8, Con 0, Int 15, Wis 13, Cha 14
Skills: Concentration +5, Knowledge (arcana) +7, Knowledge (the planes) +7, Knowledge (religion) +7, Spellcraft +9
Feats: Spell Focus (necromancy)
Environment: Dark fortresses or villainous lairs
Organization: Minion-based
Challenge Rating: 2
Treasure: None
Alignment: Any Evil
Advancement: -----
Level Adjustment: -----

Spellcasting: Shuffles has the spellcasting ability of a 2nd-level Black Mage (http://www.giantitp.com/forums/showthread.php?t=215165). He gains Karmic Aura and Power Word Pain as bonus spells.

Rebuke Undead: Shuffles can rebuke undead as a 2nd-level cleric. He may do so a number of times per day equal to 3 + his Charisma modifier. He gains a +2 bonus to rebuke attempts due to his ranks in Knowledge (religion).

Unsettling Visage: As a free action, Shuffles can exude fear in a 5 foot radius. Affected creatures are shaken. This is a mind-affecting fear effect, and if a creature saves against it, it cannot be affected for 24 hours. The DC to resist the fear is equal to 11 + Shuffles' Charisma modifier.

Necropolitan Traits: Shuffles has a +2 turn resistance, a +2 profane bonus to Will saves against Control Undead spells, and heals hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on him and he is healed by negative energy.


Engineer Inventions

Chemistry
1st Level

Hypnotic Fog
Hypnotic fog is a splash weapon with a range increment of 10 ft. If it connects, it causes all creatures in a 20-ft. radius to be fascinated for 10 rounds unless a Will save is made.

Knock-Out Gas
Knock-gas is a splash weapon with a range increment of 10 ft. If it connects, it causes all creatures in a 10-ft. radius to fall asleep for three rounds unless a Will save is made.

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

Unstable Elixir
An unstable elixir is a serum that must be applied as a melee touch attack - if it connects, it causes 1d4 damage per round for 1d4 rounds, and the target is sickened for the duration. A Fortitude save negates the sickening effect, but not the damage.

2nd Level

Corrosive Acid
Corrosive acid is a splash weapon with a range increment of 10 ft. If it connects, it does 2d6 acid damage to all in a 10-ft. radius, and any creature hit suffers 3 acid damage per round for the next 3 rounds. A Reflex save halves the damage and prevents the recurring damage.

Flash-Freezer
Flash-freezer is a splash weapon with a range increment of 10 ft. If it connects, it does 3d6 cold damage to all in a 5-ft. radius, and any creature that suffers 6 or more cold damage is frozen for one round, held immobile and unable to act. A successful Fortitude save reduces the damage by half.

Mystical Suppressant
Mystical suppressant is a serum that must be applied as a melee touch attack - if it connects, the target is incapable of casting spells or using spell-like abilities for 3 rounds unless they make a Will save for each attempt.

Phasic Injection
Phasic injection is a serum that must be applied as a melee touch attack (if used with hostile intent) or can be applied to the user - once used, the user or target becomes incorporeal for 3 rounds.

3rd Level

Hallucinogenic Aerosol
Hallucinogenic aerosol is a splash weapon with a range increment of 10 ft. If it connects, all enemies in a 5-ft. radius must make a Will save or be panicked for 3 rounds.

Paralytic Toxin
Paralytic toxin is a serum that must be applied as a melee touch attack - if it connects, the target must make a Fortitude save or be paralyzed for 3 rounds. Creatures immune to poison are immune to the paralysis.

Virulent Microbe
A virulent microbe is a serum that must be applied as a melee touch attack - if it connects, the target is infected with the user's choice of either blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom unless a Fortitude save is made. The incubation period is measured in rounds rather than days.

Volatile Transmogrifier
Volatile transmogrifier, when activated, increases the user's size by one category and gives a +6 alchemical bonus to Strength. It lasts for 1 minute - upon running out, the user decreases to his original size and suffers a -4 alchemical penalty to Strength for 3 rounds.

Mechanics
1st Level

Clockwork Decoy
A clockwork decay, when activated, may move at a speed of up to 20 ft. per round at its inventor's command. It has only 1 hit point. If desired, a clockwork decoy can emit a loud noise like an alarm or an animal call.

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

Trapspringer
A trapspringer, when activated, automatically disables any mundane trap with a DC of up to 35 at a distance of up to 15 feet. If the user desires, the trap may be suppressed and bypassed but not disarmed. It may be activated 3 times before being depleted.

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

2nd Level

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

Foothold Trap
A foothold trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, which then inflicts 5d6 piercing damage to it and prevents it from moving for 3 rounds. A Reflex save halves the damage and negates the immobilization.

Portable Locksmith
A portable locksmith, when activated, automatically unlocks any mundane lock with a DC of up to 35. It may be activated 3 times before being depleted.

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

3rd Level

Automaton
An automaton, when activated, creates a 4th-level Astral Construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm). This construct is treated as being made of mundane metal rather than ectoplasm, and so is susceptible to spells and effects that affect metal. It fights on the user's behalf for a minute before being depleted.

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

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

Steam-Powered Gyroscope
A steam-powered gyroscope, when activated, allows the user to fly at a speed of 60 feet (clumsy) for 10 minutes. The flight time does not need to be used consecutively and may be split up over one-minute increments.
Explosives
1st Level

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

Molotov Cocktail
A molotov cocktail is a splash weapon with a range increment of 10 ft. On impact, it explodes in a 10 ft. radius, dealing 2d6 fire damage, half on a Reflex save. It may be used 3 times before being depleted.

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

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

2nd Level

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

Flashbang
A flashbang is a splash weapon with a range increment of 10 ft. On impact, it deafens all creatures in a 10 ft. radius for 3 rounds, blinds them for 2 rounds, and dazes them for a round. A Fortitude save reduces the deafness to 2 rounds, blindness to 1, and negates the dazing effect.

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

Homing Rocket
A homing rocket, when activated, fires and does 4d6 bludgeoning damage to one random hostile target within 100 ft. Only targets that the user has line of sight to are selected.

3rd Level

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

Pocket Bombard
A pocket bombard, when activated, allows its user to make a ranged touch attack against a single target. If successful, it deals 6d8 bludgeoning damage and causes the target to be pushed back 15 feet and knocked prone. If the target cannot move back, it takes 1d6 damage for each 5 feet it is unable to move.

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

Time Bomb
When a time bomb pack is activated, it counts down and explodes, causing 4d6 piercing damage and 4d6 fire damage to everything in a 20 ft. radius, half on a Reflex save. This damage is doubled against objects and structures. A time bomb can have its activation delayed from 3 rounds up to 10 minutes.
Smithy
1st Level

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

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

Revolver
A revolver is a light one-handed firearm that deals 1d6 piercing damage, has a critical modifier of 19-20/x2, a range increment of 30 ft., and may fire 6 rounds before reloading, which takes a swift action. A revolver may be used indefinitely while prepared.

Serum Injector
A serum injector is able to apply any invention that normally must be applied as a melee touch attack or any contact/injury poison as a ranged touch attack. It has a range increment of 30 ft., and may be loaded as a swift action. A serum injector may be used indefinitely as long as it is prepared.

2nd Level

Blunderbuss
A blunderbuss is a two-handed firearm that deals 2d8 piercing damage, has a critical modifier of 20/x2, and may fire 2 rounds before reloading, which takes a standard action. A blunderbuss does not have a range increment like other firearms, but instead fires in a 15 ft. cone, hitting all creatures within. A blunderbuss may be used indefinitely while prepared.

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

Repeater
A repeater is a two-handed firearm that deals 1d10 piercing damage, has a critical modifier of 19-20/x2, a range increment of 60 ft., and may fire 15 rounds of ammunition before reloading, which takes a move action. A repeater may be used indefinitely while prepared.

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

3rd Level

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

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

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

Telescopic Rifle
A telescopic rifle is a two-handed firearm that deals 2d10 piercing damage, has a critical modifier of 20/x4, a range increment of 120 ft., and may fire one round of ammunition before reloading, which takes a full-round action. A telescopic rifle may be used indefinitely while prepared.
Electromagnetism
1st Level

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

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

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

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

2nd Level

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

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

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

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

3rd Level

Flux Inhibitor
A flux inhibitor, when activated, attempts to resist the next 3 hostile spells targeted at the user, as if he possessed spell resistance of 22. Even if the spell is not resisted, it counts towards the limit.

Force Field
A force field may be activated as an immediate action in response to the user being attacked - it immediately negates one melee or ranged attack, as if the attack had missed.

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

Synaptic Accelerator
Synaptic accelerator, when activated, immediately allow the user to take one standard action. It may be activated as an immediate action. After using synaptic accelerator, the user is fatigued for the rest of the encounter.
Medicine
1st Level

Revitalization Tonic
When activated, revitalization tonic restores 10 hit points to the user.

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

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

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

2nd Level

Muscle Builder
When activated, muscle builder gives a +4 alchemical bonus to the physical scores of the user, while applying a -4 alchemical penalty to their mental scores. The effects last for 10 minutes.

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

Patented Cure-All
When activated, patented cure-all removes disease or poison from its user and cures fatigue or exhaustion.

Reflex Replacer
Reflex replacer allows the user to reroll their Initiative as an immediate action.

3rd Level

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

Miracle Cure
When activated, miracle cure restores 30 hit points and restores up to 3 points of ability damage to the user.

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

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


Community Contributions

Dandria

The Earth Elementalist (http://www.giantitp.com/forums/showpost.php?p=13097737&postcount=402)

The Fire Elementalist (Base Class) (http://www.giantitp.com/forums/showpost.php?p=12900055&postcount=363)

The Water Elementalist (http://www.giantitp.com/forums/showpost.php?p=12950651&postcount=374)

DMofDarkness:

The Warlock (Base Class) (http://www.giantitp.com/forums/showpost.php?p=12346660&postcount=160)

Engorde:

Vampire (http://www.giantitp.com/forums/showpost.php?p=13078664&postcount=387) (Black Mage Archetype)

Surrealistik:

Blightmage (Black Mage Archetype)



Bonus Spells:
1: Spirit Worm (SpC), Deathwatch (SpC)
2: Ghoul Touch, Blindness/Deafness
3: Plague Carrier (SpC), Infestation of Maggots (SpC)

Lesser Archetype Power (Adaptive Blight): Whenever a creature succeeds on or fails a saving throw against one of your negative energy, poison or disease spells or SLAs, increase the DC for your negative energy, poison or disease spells and SLAs against that creature by +1 for the next 24 hours.
Moderate Archetype Power (Tenacious Affliction): Whenever a spell or effect would end the effects of one of your negative energy, poison or disease spells or SLAs with a duration other than instantaneous, the user of that spell or effect must succeed on a caster level (if a spell) or HD check with a DC equal to 15 + your caster level. On a failure, each creature other than you and your allies within 30' of those effects becomes subject to the that spell or SLA if a legal target.
Greater Archetype Power (Irresistable Pestilence): Creatures with negative energy, poison, ability damage, and/or disease immunity must succeed on an HD check with a DC equal to 15 + your caster level against your spells and SLAs when targeted with one. On a failure, that spell or SLA affects the creature as normal, ignoring these immunities for its duration.
Capstone SLA: Inflict Critical Wounds or Poison (SpC)

Stormbringer (Red Mage Archetype)

Bonus Spells:
1: Lesser Orb of Electricity (SpC), Thunderhead (SpC)
2: Electric Loop (SpC), Fly, Swift (SpC)
3: Call Lightning, Lightning Bolt

Lesser Archetype Power (Superconductive Lightning): A stormbringer ignores the first 10 points of energy resistance when using electrical spells or electrical SLAs - this also applies to any electrical damage on the stormbringer's weapon, if applied via one of his spells.
Moderate Archetype Power (Bounding Bolts): Whenever the stormbringer deals electrical damage to a creature targeted by an electrical spell or electrical SLA, the stormbringer can deal half that damage to another creature or object within 15 feet that's not a target of that spell or SLA.
Greater Archetype Power (Flashshock): Once per encounter, a stormbringer may choose to use one of his air or electrical spells or air or electrical SLAs he can use at-will or per encounter as a swift or immediate action. This use does not provoke attacks of opportunity, and cannot be counterspelled. Evasion and Improved Evasion cannot be used against a spell or SLA cast in this way.
Capstone SLA: Arc of Lightning (SpC)

Illusionist (Blue Mage Archetype)

Bonus Spells:
1: Net of Shadows (SpC), Disguise Self
2: Phantasmal Assailants (SpC), Wall of Gloom (SpC)
3: Shadow Binding (SpC), Phantom Guardians (SpC)

Lesser Archetype Power (Beguiling Deceit): Your illusion spells and illusion SLAs gain a +1 bonus to their save DCs. This bonus increases to +2 against flatfooted creatures and creatures unaware of the illusionist's presence.
Moderate Archetype Power (Enduring Illusion): Creatures that would see through an illusion spell or illusion SLA cast by the illusionist due to an ability, effect, spell or property must make a caster level (if the effect of a spell or SLA like True Seeing) or HD check against a DC equal to 15 + the illusionist's spell level. On a failure, the creature does not see through that spell or SLA's illusions, and that creature cannot make another check in this way against that illusion spell or SLA for its duration.
Greater Archetype Power (Nightmares Made Real): Once per encounter, an illusion spell or illusion SLA cast by the illusionist ignores immunity to fear and mind affecting spells and all saving throws it features against Will are instead made against Fortitude. If that spell or SLA features a save to disbelieve, the save to disbelieve is removed if that spell or SLA has more than one save. Otherwise, the save to disbelieve for that spell or SLA has its DC increased by +4.
Capstone SLA: Mirage Arcana or Shadow Conjuration

Unosorta:

The Storysinger (http://www.giantitp.com/forums/showpost.php?p=12904303&postcount=366) (Base Class)

D-naras
2011-09-22, 05:49 AM
Bookmarked for future use. Really nice stuff i must say. Keep up the good work! :smallsmile:

nonsi
2011-09-22, 12:33 PM
May I suggest "Sand Shaper" instead of "Mystic Dervish" ?

Also, why do spellcasters have more class features (on top of spells) than nonsacters ?

Ziegander
2011-09-22, 12:47 PM
Bookmarked for future use. Really nice stuff i must say. Keep up the good work! :smallsmile:

I wholeheartedly agree.


Also, why do spellcasters have more class features (on top of spells) than nonsacters ?

This however is a good point... I sort of wondered the same thing myself. I know you're trying to balance that by giving the non-casters more powerful class features, but... I dunno. The versatility of the casters is already vastly outshining the non-casters even in the first six levels.

Knaight
2011-09-22, 01:08 PM
This however is a good point... I sort of wondered the same thing myself. I know you're trying to balance that by giving the non-casters more powerful class features, but... I dunno. The versatility of the casters is already vastly outshining the non-casters even in the first six levels.

More versatility, yes, but it looks like the spells are limited enough that that doesn't really give them more power. From the perspective of those who want to play non-casters so as to lack built in versatility everywhere, and not have to interface with the system as much, it seems fine.

Gnorman
2011-09-22, 03:52 PM
I Am Commandeering This Post For Future Content

Ziegander
2011-09-22, 03:59 PM
Something to consider would be giving the Mages 2+Int skill points per level universally. The idea is, "they have spells for that," even the Blue Mage which seems particularly tricky, has a lot of utility spells. Instead of skill points and trapfinding just throw the Find Traps spell into it's spell list. Then, if all Mages have 2 sp, give the Combat Classes between 4 & 6 sp per level, and the Skilled Classes between 6 & 8 sp per level (as the class requires).

On top of that, if you were willing, you could then develop some more effective/expanded uses of the skills themselves. This way, non-casters, given more skills, automatically have additional out of combat options to help compare to the casters' wide repertoire of spells.

Gnorman
2011-09-22, 04:17 PM
I Am Commandeering This Post For Future Content

Ziegander
2011-09-22, 04:52 PM
While the second idea is a bit out of my range at the moment, the first idea isn't bad - especially with the Blue Mage, who already has Int-based casting and so would be overflowing with skills anyway.

Realms of Chaos (I believe it was anyway) has written a whole swath of skill tricks. Perhaps you could borrow those and then remove the "learn one per level" and "use this trick only once per encounter" limitations on skill tricks?

Gnorman
2011-09-23, 02:15 AM
I Am Commandeering This Post For Future Content

D-naras
2011-09-23, 05:31 AM
Also, why do spellcasters have more class features (on top of spells) than nonsacters ?

That could have an easier solution than new skill tricks and more work. Just let non casters pick a pair of archetypes instead of 1, and have them take both abilities at the appropriate level. This way they still have 3 choices, but they get double the features.

Kumori
2011-09-23, 05:37 AM
I'm gonna have to watch this thread. I'm working on my own E6 variant (I call it "E6GU", but I'm not going to explain what that means until I start posting it when it's nearer to completion), and this thread just might be a valuable resource for inspiration toward that end. If I take much of anything, if anything, I'll be sure to mention you in credits/thanks.

Good luck in your endeavor!

Gnorman
2011-09-23, 05:41 AM
That could have an easier solution than new skill tricks and more work. Just let non casters pick a pair of archetypes instead of 1, and have them take both abilities at the appropriate level. This way they still have 3 choices, but they get double the features.

I would rather increase the versatility and power of combat classes across the board rather than just have them double up on archetypes - archetypes, at least in my mind, are ways of customizing your character in both a fluff and crunch perspective. The more I think about it, the more I realize that my inspiration for them is actually 2E AD&D kits, what with their in-class customizability, and so I think that being able to pick two kind of defeats the purpose and uniqueness of each one. As it is, I think the vanguard and corsair are significantly more powerful than a fighter, knight, or swashbuckler of the same level would be, and I am decently happy with their balance. They might not quite measure up to the mages, but that tends to be a problem inherent with the spells system in general, and not one I am prepared to tackle at this stage in my homebrewing - I'm still pretty dang new at this.

D-naras
2011-09-23, 05:51 AM
Then what about some healing abilities for the vanguard, or some mobility options for the corsair. For example, the vanguard can heal his level x 5 times plus his ranks in heal by spending 10 mins and a use from a healer's kit. And the corsair getting getting a scaling bonus to balance, climb, swim, jump whenever he can take 10 on them. This way they don't get combat buffs but become more usefull outside of combat.

Gnorman
2011-09-23, 05:57 AM
Then what about some healing abilities for the vanguard, or some mobility options for the corsair. For example, the vanguard can heal his level x 5 times plus his ranks in heal by spending 10 mins and a use from a healer's kit. And the corsair getting getting a scaling bonus to balance, climb, swim, jump whenever he can take 10 on them. This way they don't get combat buffs but become more usefull outside of combat.

I think the vanguard being able to heal himself potentially 40 damage for ten minutes and 50 gp is a bit beyond the pale for the gritty, dangerous world of E6 (it seems a bit much for non-magical healing), but the core idea you're putting forth is worth considering.

Coidzor
2011-09-23, 06:15 AM
I think once it reaches the 10 minutes or more mark, it really ceases to become a factor in terms of grittiness, since any time when the grittiness would be pressed they wouldn't have time to use that ability anyway.

Interesting classes so far.


Something to consider would be giving the Mages 2+Int skill points per level universally.

Step in the wrong direction, that. No class should have 2+int skill points without such a significant departure from the 3.5 skill system such that it is no longer recognizable as derived from such.

Last I checked, e6 hadn't really done that.

Gnorman
2011-09-23, 06:25 AM
I think once it reaches the 10 minutes or more mark, it really ceases to become a factor in terms of grittiness, since any time when the grittiness would be pressed they wouldn't have time to use that ability anyway.

Interesting classes so far.



Step in the wrong direction, that. No class should have 2+int skill points without such a significant departure from the 3.5 skill system such that it is no longer recognizable as derived from such.

Last I checked, e6 hadn't really done that.

Just a quick heads up, these classes will eventually be intended to be used with a streamlined version of the skill system that I will introduce later (I suppose I should have mentioned this earlier!). Combining Hide/Move Silently, Spot/Listen, Climb/Jump/Swim, Disable Device/Open Lock, Balance/Tumble, et cetera.

The other option, should you choose to use 3.5 skill rules as written, is to give magic classes 4 SP/level, combat classes 6, and skilled classes 8.

Ziegander
2011-09-23, 06:33 AM
No class should have 2+int skill points without such a significant departure from the 3.5 skill system such that it is no longer recognizable as derived from such.

That's your opinion and it's not likely to change, but we're talking about Mages here. They have spells that invalidate skills. Ergo, they don't need as many skill points per level.

Since we're discussing ways to help non-casters compare in utility with the casters, I don't see how giving the Mages few skill points and giving non-casters many more skill points is a step in the wrong direction.

D-naras
2011-09-23, 06:38 AM
I think the vanguard being able to heal himself potentially 40 damage for ten minutes and 50 gp is a bit beyond the pale for the gritty, dangerous world of E6 (it seems a bit much for non-magical healing), but the core idea you're putting forth is worth considering.

Then how about instead of healing, it gives temporary hitpoints up to your maximum lasting for an hour per level? That way a vanguard can still fight for many fights, and still go to bed injured. I forgot to mention that he should be able of healing only once per person each day.

*edit: typos

Gnorman
2011-09-24, 06:23 AM
Name changes for practical purposes: the vanguard (meaning: the advance infantry in a fighting force, more appropriate for scouts and light skirmishers) has been changed to the sentinel, while the corsair (which apparently nobody liked) has been renamed the vanguard, a more appropriate name for its role.

The vanguard (as in, the old corsair) is still under heavy review and subject to drastic changes in the next couple of days.

AtlanteanTroll
2011-09-24, 09:27 AM
I am tres impressed. *Bookmarks* It's shame that you need specific splat-books to play a Green Mage though.

Gnorman
2011-09-24, 04:54 PM
I am tres impressed. *Bookmarks* It's shame that you need specific splat-books to play a Green Mage though.

Yes, unfortunately, but I firmly believe the Shapeshift is that incredibly rare invention: a simple, elegant shapeshifting system written by WotC. One could replace it with a limited version of wildshape, but only small and medium animals could be chosen and Natural Spell would be banned. To compensate for the early access, you would receive it at level one, but you may not select a form with more HD than you possess. The Wildling's 6th level power would then be the ability to select large animals and to add +2 HD to the cap.

AtlanteanTroll
2011-09-24, 07:19 PM
Yes, unfortunately, but I firmly believe the Shapeshift is that incredibly rare invention: a simple, elegant shapeshifting system written by WotC. One could replace it with a limited version of wildshape, but only small and medium animals could be chosen and Natural Spell would be banned. To compensate for the early access, you would receive it at level one, but you may not select a form with more HD than you possess. The Wildling's 6th level power would then be the ability to select large animals and to add +2 HD to the cap.

Sounds like a good compromise. My (current) DM actually has the book, but I doubt I could ever convince him to run E6. Though, now that I think of it, we've only ever made it to 6 before switching to a new campaign. Hmmmmm...

Knaight
2011-09-26, 02:42 AM
Out of curiosity, will you be compiling all this into a .pdf once you are done? Because that would be much appreciated.

Gnorman
2011-09-26, 02:58 AM
Out of curiosity, will you be compiling all this into a .pdf once you are done? Because that would be much appreciated.

I suppose I'd have to learn how first...

Knaight
2011-09-26, 03:38 AM
I suppose I'd have to learn how first...

If you have a .doc in Word, or a .odt in Open Office, as well as most files in most text editors you just go to Print, and click Save as PDF. Then you stick it up online somewhere.

Gnorman
2011-09-26, 04:15 PM
If you have a .doc in Word, or a .odt in Open Office, as well as most files in most text editors you just go to Print, and click Save as PDF. Then you stick it up online somewhere.

Really that easy? Well then of course I will.

Knaight
2011-09-26, 10:46 PM
Really that easy? Well then of course I will.

That's pretty much it. Its quite nice.

Gnorman
2011-09-27, 01:25 AM
I have decided, after some deliberation, to scrap the Vanguard class entirely in its current incarnation and replace it with the Hunter, which should have been in the combat section anyway. What is salvageable from the Vanguard will be included in a new skilled class, which very likely might end up with the same name, but will be almost completely overhauled.

I have compiled the Magic Classes into a single pdf, which is available here (http://www.mediafire.com/?1fc0glst4ft9t67).

nonsi
2011-09-27, 05:09 PM
If I may make some suggestions . . .



Peltast, Landsknecht (I'd call it Hoplite) and Praetorian seem to mesh well together to form the Myrmidon base class. However, even for this mesh, I don't see how you'd create Achilles (unless you allow some multiclasseing rules with BAB capped at +6 and base saves capped at +5 - with all stats limited to the highest of each base class in which you have levels).

Another thing that irks my eye from the moment the Sentinel was published, is the Bull Rush immunity (too Bugs Bunny for me). Give him crazy bonuses, but cut immunity off (no creature in the world should be immune to Bull Rush - unless it's physically fused to the center of the earth).

Also, "Juggernaut" is basically a battering ram. Give it extra damage when charging and bonuses to sunder (maybe also fortification).

Gnorman
2011-09-28, 02:01 AM
If I may make some suggestions . . .



Peltast, Landsknecht (I'd call it Hoplite) and Praetorian seem to mesh well together to form the Myrmidon base class. However, even for this mesh, I don't see how you'd create Achilles (unless you allow some multiclasseing rules with BAB capped at +6 and base saves capped at +5 - with all stats limited to the highest of each base class in which you have levels).

Another thing that irks my eye from the moment the Sentinel was published, is the Bull Rush immunity (too Bugs Bunny for me). Give him crazy bonuses, but cut immunity off (no creature in the world should be immune to Bull Rush - unless it's physically fused to the center of the earth).

Also, "Juggernaut" is basically a battering ram. Give it extra damage when charging and bonuses to sunder (maybe also fortification).

I will take these suggestions under consideration, but I am not trying to make a myrmidon class per se - I prefer to split certain aspects up into separate classes as they are. Achilles would best be expressed as a juggernaut, given the whole "invulnerability" thing he had going for him.

The juggernaut is more immovable object than unstoppable force, but you are right in that immunity is probably a bit much.

Spiryt
2011-09-28, 02:51 AM
If I may make some suggestions . . .

Peltast, Landsknecht (I'd call it Hoplite) and Praetorian seem to mesh well together to form the Myrmidon base class. However, even for this mesh, I don't see how you'd create Achilles (unless you allow some multiclasseing rules with BAB capped at +6 and base saves capped at +5 - with all stats limited to the highest of each base class in which you have levels).

Another thing that irks my eye from the moment the Sentinel was published, is the Bull Rush immunity (too Bugs Bunny for me). Give him crazy bonuses, but cut immunity off (no creature in the world should be immune to Bull Rush - unless it's physically fused to the center of the earth).

Also, "Juggernaut" is basically a battering ram. Give it extra damage when charging and bonuses to sunder (maybe also fortification).


What Myrmidon and Achilles out of all things got to do with anything, though? :smalltongue:

I agree about Bull Rush though. If rampaging Titan rushes him, some chance to move would be probably advisable...

Gnorman
2011-09-28, 02:58 AM
What Myrmidon and Achilles out of all things got to do with anything, though? :smalltongue:

I agree about Bull Rush though. If rampaging Titan rushes him, some chance to move would be probably advisable...

If a rampaging Titan is in your E6 game, the bull rush is the least of your worries!

Gnorman
2011-09-29, 04:36 AM
Brawler added, in very preliminary form.

gkathellar
2011-09-29, 05:32 AM
You know what might be a cool addition after you're done with all of the base classes? "Prestige classes" that are one level long, and can only be taken at sixth level — functioning kind of like alternative capstones, or capstones for some of the less optimal multiclass combinations.

Eldan
2011-09-29, 05:46 AM
I'd call those "alternate class features", then. Or just more archetypes.

Gnorman
2011-09-29, 06:14 AM
I'd call those "alternate class features", then. Or just more archetypes.

More archetypes = the way to go about it, in my opinion, as I think that a one level long prestige class seems kind of... drop in the bucket. I plan on adding new archetypes later on down the line, too - it will be my version of the splatbook.

This is not a system that encourages or supports a lot of multi classing, either, and that is somewhat intentional.

AtlanteanTroll
2011-09-29, 06:42 AM
Prestige classes are suppose to be done through Feats in E6, yes? Though I think your Arechtypes should handle things fine.

Gnorman
2011-09-30, 04:56 AM
Prestige classes are suppose to be done through Feats in E6, yes? Though I think your Arechtypes should handle things fine.

There are a few prestige classes accessible and practical for E6 (Anima Mage comes to mind), but the point of this overhaul is to throw out the old system, so yes, the archetype is basically my version of the PrC, a little less powerful, a little smaller, but everyone's guaranteed one and you don't have to pay feat and/or skill taxes to qualify.

I'm not imposing anything as a hard and fast rule, obviously, but ideally there would be no multiclassing (because you should be able to express almost any concept with one class/archetype combo) and no prestige classes (same reason, plus issues of adaptability).

Eldan
2011-09-30, 05:59 AM
Though L6 feats that grant certain more powerful features aren't a bad idea either, I'd say. Especially since you'll amass quite a lot of feats over your E6 career, if it goes on long enough.

Gnorman
2011-09-30, 06:12 AM
Though L6 feats that grant certain more powerful features aren't a bad idea either, I'd say. Especially since you'll amass quite a lot of feats over your E6 career, if it goes on long enough.

In the works farther down the line. I am working on some class specific stuff and some easier-entry and workaround stuff for feats, but I want to finish my classes and races first.

nonsi
2011-10-01, 02:43 AM
I'm not imposing anything as a hard and fast rule, obviously, but ideally there would be no multiclassing (because you should be able to express almost any concept with one class/archetype combo) and no prestige classes (same reason, plus issues of adaptability).

What you're basically saying, is that if someone can't find any of your classes fitting for the archetype s/he wishes to role, they'd have to write their own base class rather than dabble in several existing classes.
I'm not sure that's the best approach to deal with such cases.

AtlanteanTroll
2011-10-01, 08:53 AM
What you're basically saying, is that if someone can't find any of your classes fitting for the archetype s/he wishes to role, they'd have to write their own base class rather than dabble in several existing classes.
I'm not sure that's the best approach to deal with such cases.

He's saying make a new Archetype. Which all in all shouldn't actually be that hard.

Morty
2011-10-01, 09:02 AM
What combat role will the Gladiator fulfill? This is looking great so far, BTW. I'll keep following it for sure.

nonsi
2011-10-01, 04:17 PM
He's saying make a new Archetype. Which all in all shouldn't actually be that hard.

This kind'a makes the entire effort of assembling a system modification codex somewhat moot.
The whole point of revising everything is that the system will have all the means to allow everyone to create their character concept without houseruling the HRs. Otherwise, what's the point?
That's what I was aiming for when I assembled my HRs codex.
Look, I'm sure there are some literature archetypes that I haven’t encountered yet, but other than the Mentat (that was left half baked and without 2 PrCs that were just begging to be fleshed out) and Sauron, I can't imagine an archetype you wouldn't be able to create with my HRs as they're right now.

Gnorman
2011-10-01, 04:44 PM
What you're basically saying, is that if someone can't find any of your classes fitting for the archetype s/he wishes to role, they'd have to write their own base class rather than dabble in several existing classes.


He's saying make a new Archetype. Which all in all shouldn't actually be that hard.

Second quote answers first quote.


This kind'a makes the entire effort of assembling a system modification codex somewhat moot.
The whole point of revising everything is that the system will have all the means to allow everyone to create their character concept without houseruling the HRs. Otherwise, what's the point?

I am building the base of my system and showing how easy it is to adapt and modify it. I think it presumptuous and even a little arrogant to assume that any one codex or compendium is going to get it all right and make the house rule obsolete. Mine certainly won't, which is why I'm encouraging people to make new archetypes for their own purposes. You don't have to make a whole new base class - you just need to come up with three thematic abilities that are gradually integrated into your chosen class chassis. It's like... a body mod on a car.


I can't imagine an archetype you wouldn't be able to create with my HRs as they're right now.

Just because you can't doesn't mean that other people can't. Why limit player creativity?


What combat role will the Gladiator fulfill? This is looking great so far, BTW. I'll keep following it for sure.

Offensive capability and versatility - both the savage barbarian and the chain-tripping machine archetypes will be encompassed by it.

Morph Bark
2011-10-04, 02:12 AM
Prestige classes are suppose to be done through Feats in E6, yes? Though I think your Arechtypes should handle things fine.

On that note, though I didn't see this post until now, I just found this (http://www.giantitp.com/forums/showthread.php?t=204298) thread, which is of course very handy for E6 Campaigns.

DodgerH2O
2011-10-05, 10:54 PM
Get out of my brain! :smallbiggrin:

On second thought, stay there. You're doing the work that my brainpower is unable to work on while the rest of me is focused on Real Life Stuff. I swear I've used some of the same names and concepts for base classes for my tentative homebrew setting and have the margin notes from months ago to prove it. Great minds think alike, I guess. By the time I have free time again, I should be able to focus on the setting and just make minor tweaks to your classes if necessary.

Good stuff, keep it coming

Gnorman
2011-10-06, 01:36 AM
Get out of my brain! :smallbiggrin:

On second thought, stay there. You're doing the work that my brainpower is unable to work on while the rest of me is focused on Real Life Stuff. I swear I've used some of the same names and concepts for base classes for my tentative homebrew setting and have the margin notes from months ago to prove it. Great minds think alike, I guess. By the time I have free time again, I should be able to focus on the setting and just make minor tweaks to your classes if necessary.

Good stuff, keep it coming

That's some mighty fine complimentin' there, sir, and thank you kindly for the endorsement. Sorry I psychically stole your ideas.

Weimann
2011-10-06, 05:10 AM
If I played E6 or even D&D at all, I'd definitely use these classes. In fact,these kind of proivide an incentive for me to do that.

The fact that there are no real class fluff entices me. It makes it so that the class abilities speak for themselves, in a fashion. It leaves the player free to form a unique personality and concept.

Gnorman
2011-10-06, 05:19 AM
If I played E6 or even D&D at all, I'd definitely use these classes. In fact,these kind of proivide an incentive for me to do that.

The fact that there are no real class fluff entices me. It makes it so that the class abilities speak for themselves, in a fashion. It leaves the player free to form a unique personality and concept.

I actually do plan on adding a little bit of basic fluff later on (mainly stuff that will apply to my specific planned campaign setting), but I prefer to leave things fairly open to interpretation.

Howler Dagger
2011-10-09, 09:32 PM
im so glad you are working on this, i wanted to play an E6 game, but felt that all the classes didnt get enough stuff in the first 6 levels. Then i found this, which made me actually want to play an E6 game. So I hope you are still working on this.

Gnorman
2011-10-11, 01:10 AM
im so glad you are working on this, i wanted to play an E6 game, but felt that all the classes didnt get enough stuff in the first 6 levels. Then i found this, which made me actually want to play an E6 game. So I hope you are still working on this.

Oh, I am. I just added the Sage and Engineer classes, though neither of them are 100% complete yet.

Eldest
2011-10-11, 06:33 AM
MORE CLASSES!
*goes and reads*

Gnorman
2011-10-18, 06:27 AM
Engineer and Sage completed and added to the general list. Work to commence on the Poet, my prospective bard-like class. Also taking suggestions for a replacement to the Vanguard, as I'm still not thrilled by it.

Weimann
2011-10-18, 07:56 AM
You should have a link to this thread in your signature. Make it easier to find.

Gnorman
2011-10-18, 08:09 AM
You should have a link to this thread in your signature. Make it easier to find.

If you insist.

stack
2011-10-18, 10:18 AM
Be interested in trying these out. Anyone want to DM a PBP using them?

Eldest
2011-10-18, 11:21 AM
No, but I'd play in one.

Weimann
2011-10-18, 03:30 PM
Something I just noticed. What's the rationale behind making the Pyromancer a full archetype and basically a Firebender, when water, earth and air kind of have to make do with the Elementalist and be a pet archetype?

Don't get me wrong, I love the thematic ideas behind the different classes and how you interpret their themes into different archetypes. Just curious why you chose fire to be different.

gkathellar
2011-10-18, 04:13 PM
No, but I'd play in one.

As would I. I'm not even sure I care about the "E" in the E6 with these — the classes themselves look like a lot of fun.

Gnorman
2011-10-19, 04:15 AM
Something I just noticed. What's the rationale behind making the Pyromancer a full archetype and basically a Firebender, when water, earth and air kind of have to make do with the Elementalist and be a pet archetype?

Don't get me wrong, I love the thematic ideas behind the different classes and how you interpret their themes into different archetypes. Just curious why you chose fire to be different.

No rational reason, really - fire and lightning seemed more blasty, and so went with the blaster mage, while water, earth, and air seemed a bit more utilitarian, and so went with the druid analogue.

stack
2011-10-19, 11:00 AM
I have started a recruitment thread for a PBP using these classes here (http://www.giantitp.com/forums/showthread.php?t=219453). Hope we can find a good DM.


As would I. I'm not even sure I care about the "E" in the E6 with these — the classes themselves look like a lot of fun.

I believe the E is for epic, as the characters are epic heroes at level 6.

Regarding the actual classes: Could you list the required saving throws for the engineers inventions? Most of them can be inferred (will for sleep gas, fort for poison, etc.) but it would be good to know (and to know which have no save (do caltrops allow for reflex saves?).

Gnorman
2011-10-20, 06:19 AM
I'll get to work on the Engineer saves bit.

In the mean time, I've begun preliminary work on the races. The basic crunch of a few is there (though I have not completed all of them yet!), but I do plan on creating separate bloodlines for each race, chosen much like how you choose an archetype for a class.

And sign up for stack's PbP! Should be a ripping good time.

stack
2011-10-20, 07:20 AM
Changelings shoudl be +2 CHA, -2 Con, right? I got all excited when I saw the +2 con, too good to be true (outside of some Pathfinder races).

Gnorman
2011-10-20, 07:43 AM
Changelings shoudl be +2 CHA, -2 Con, right? I got all excited when I saw the +2 con, too good to be true (outside of some Pathfinder races).

That is correct, sorry to disappoint.

Weimann
2011-10-20, 01:15 PM
Looking at the races, I find myself looking for a vanilla alternative, so to speak.

As I said before, I like the classes and archetypes as they are now, since they are pretty much only defined by their abilities with very little extra fluff on them except what the pictures you've chosen inspire. Races, however, always have a cultural heritage and cannot exist in a vacuum. I'm personally not a big fan of race as a mechanical thing; it makes you pay for bonuses you want by taking on a cultural heritage you might not, which may lead to not roleplaying the race "properly" or possibly not roleplaying at all.

The fact that I don't really like monster races probably plays in too.

Will there be anything along those lines coming out?

Gnorman
2011-10-20, 04:35 PM
Looking at the races, I find myself looking for a vanilla alternative, so to speak.

As I said before, I like the classes and archetypes as they are now, since they are pretty much only defined by their abilities with very little extra fluff on them except what the pictures you've chosen inspire. Races, however, always have a cultural heritage and cannot exist in a vacuum. I'm personally not a big fan of race as a mechanical thing; it makes you pay for bonuses you want by taking on a cultural heritage you might not, which may lead to not roleplaying the race "properly" or possibly not roleplaying at all.

The fact that I don't really like monster races probably plays in too.

Will there be anything along those lines coming out?

... play a human?

I don't know what to tell you. I have a very specific array of races I am working on, which will mostly draw from real-world mythology and history rather than Tolkien's legacy. The overarching theme is going to be "human, but with something else mixed in there." They're a bit more monstrous than the PHB races, but that's my own personal prerogative - I don't like elves and halflings and so-called "pretty" races as much.

Please keep in mind that the races are far from being completed, and exist as they do in a preliminary form simply so I could try and test them out a bit for stack's PbP.

Weimann
2011-10-20, 04:43 PM
Ah, I was under the impression that the listed races were the entirety of the allowed races, not an addition to the currently existing ones. I've tended looked at your version like a separate game, so I just assumed it was balanced against itself and not against external stuff.

Does this mean that mixing with published classes is taken into account when it comes to balancing as well?

Gnorman
2011-10-21, 02:26 AM
Ah, I was under the impression that the listed races were the entirety of the allowed races, not an addition to the currently existing ones. I've tended looked at your version like a separate game, so I just assumed it was balanced against itself and not against external stuff.

Does this mean that mixing with published classes is taken into account when it comes to balancing as well?

The races I am working on are intended for use with my own personal campaign setting, which does replace a number of standard choices - you can easily use my classes with other races, though. They're not inextricably intertwined by any means - use one or the other, or both, pick and choose at your leisure.

Renchard
2011-10-21, 09:38 AM
Any plans to do some customized capstone feats for these classes, for when the game gets into the 6+ range?

Gnorman
2011-10-21, 02:55 PM
Any plans to do some customized capstone feats for these classes, for when the game gets into the 6+ range?

Eventually, yes.

stack
2011-10-22, 01:05 PM
If one was going to try his hand at brewing some feats for use with your classes, would you prefer them here or in a separate thread? I would assume separate, so as not to clutter things up here.

I have some ideas that I will get to writing down in the next few days, mostly for the templar, but a few for others as well.

Gnorman
2011-10-23, 07:37 AM
If one was going to try his hand at brewing some feats for use with your classes, would you prefer them here or in a separate thread? I would assume separate, so as not to clutter things up here.

I have some ideas that I will get to writing down in the next few days, mostly for the templar, but a few for others as well.

If you have ideas for feats, I'll include them here and give the proper credit.

stack
2011-10-24, 02:08 PM
I started work on some feats here (http://www.giantitp.com/forums/showthread.php?p=12089401#post12089401). Anyone who wants can feel free to offer advice, especially regarding balance, or toss in their own ideas.

Leeham
2011-10-26, 06:30 AM
My word, these are awesome! So customisable and diverse. Honestly, all classes should work like this. Forever. Good work sir.

Zolkabro
2011-10-26, 10:16 AM
These are brilliant, I love them. I would either be an Tinker Engineer or an Elementalist Green Mage.
I especially love the way you can change the class to fit you with the Archetypes.

Can I use these in one of my own games?

Gnorman
2011-10-26, 04:55 PM
Can I use these in one of my own games?

Absofrigginglutely - that's why I made 'em. The goal was to find a way for E6 campaigns to have fun, flavorful classes with no dead levels and yet to still have all the classes balance out at around tier 3.

Heads up: the beastmaster archetype has had its abilities changed around somewhat, giving it a second companion at level 6, albeit at a lower-level. Now you can have two bears! I have changed it in the hunter's thread, but not yet gotten around to updating it in the compendium thread.

Also, incidentally: I am still taking suggestions for a fifth skilled class. Right now, there are two ideas on the table: a noble class, focusing on social skills and Charisma, or a wilderness focused scout-style class.

stack
2011-10-26, 08:03 PM
A wilderness class would likely be easier, but I like the sound of a charisma-focused social class. It would stand out more, as you have the hunter and green mage already with the nature theme.

Shades of Gray
2011-10-26, 08:21 PM
Have you considered going back and giving names to the different archetype powers? I think it'd be a nice touch.

Gnorman
2011-10-27, 01:47 AM
Have you considered going back and giving names to the different archetype powers? I think it'd be a nice touch.

I hadn't considered it, no, simply for reasons of formatting, but I'm not opposed to the idea.

stack
2011-10-27, 09:17 AM
Been thinking on the idea of a social skill class. Hope some of this is useful:

Class - Silvertongue

Good reflex and will saves, D8, medium BAB.
Proficient with light armor and light shields/bucklers, all simple weapons and rapier, whip, long and short bows, and long and short swords.

Skills 6/level, class skills: balance, craft, diplomacy, gather information, intimidate, knowledge nobility, knowledge local, perform (oratory, dance), profession, sense motive,

1st - can take 10 on diplomacy, bluff, intimidate, gather information, and sense motive checks. May make diplomacy checks as a standard action

Bonus to above skills = to class level/2, min +1

3rd - When making diplomacy, bluff, intimidate, gather information, and sense motive checks, you may choose to take 10 rather than the result of your roll.

5th - Sycophant: you gain the service of a cohort, whose level is equal to your level/2. This cohort is a silvertongue of any archetype. He automatically passes aid another checks for diplomacy, bluff, intimidate, gather information, and sense motive as a free action whenever within 30 ft. The cohort is not eligible to gain cohorts of any kind.

Archetypes

Courtier:
first archetype power: Subtle Insinuations (Ex)- May use diplomacy to reduce someone's relationship with a target. The DC is 20, with an addition +5 to the DC for every step above indifferent there current relationship is. You may use this ability once per target per day.

You may also use this ability to block another persons diplomacy attempt, with the DC equal to their diplomacy roll. A successful attempt results in them gaining no relationship increase for their effort. You may use this ability this way whenever another person makes a diplomacy attempt in your presence.

second archetype power: Duelist Parry(Ex) when using a single one-handed or light weapon with which you are proficient, with either nothing or a buckler in your off hand, you may when subject to a melee attack, make an opposed attack roll. Treat the result of your attack roll as your AC for the attack. If you beat the attackers roll by 5 or more, you may make an attack of opportunity against him. You can use this ability up to your class level/2 times per round.

third archetype power: You sycophant may make diplomacy checks using your bonus and all of your class features, as if you were making the check.

Provocateur: Abilities based on influencing crowds. Are there any good rules for rabble-rousing? Probably an (ex) fascinate ability based on perform (oratory).
Lesser Archetype power: Fascinate (ex)(mind-affecting) A provocatuer may fascinate one or more creatures with a perform: oratory check. Each creature to be fascinated must be within 90 feet, able to see and hear the provocateur, and able to pay attention to him. The provocateur must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. The provocateur may use this ability on up to twice his class level of creatures at one time.

To use the ability, a provocateur makes a Perform: oratory check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the provocateur cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the speech, taking no other actions, for as long as the provocateur continues to speak and concentrate (up to a maximum of 1 minute 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 provocateur 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.

Moderate archetype power: may cast charm person as a SLA 3+CHA mod times/day. The DC of this ability is equal to 10+class level/3 + CHA mod.

Greater Archetype power: may cast suggestion or Calm Emotions as a SLA 3+CHA mod times/day. He may spend two uses of this ability to cast charm monster. The DC of this ability is equal to 10+class level/3 + CHA mod.

Leg Breaker:
Lesser Archetype power: (ex) (mind affecting, fear) Aura of intimidation - all enemies within 30' take -1 to all saves. You may make intimidate checks to demoralize opponents as a swift action. The shaken status lasts for your class level/rounds

Moderate Archetype power: (ex) (mind affecting, fear)The subject of any successful intimidate check made by a negotiator must make a will save (DC 10+ class level/2 + CHA mod) or else cannot report the intimidation to anyone, including guards, officials, or superiors. This lasts for CHA mod days. The subject may be intimidated into revealing this information, but a successful intimidate check to do so only grants a new will save. No more than one will save may be made per hour.

Additionally, you gain +2 to all damage rolls verses a target you have successfully intimidated.

Greater Archetype power:(ex) (mind affecting, fear) As a standard action, the negotiator may make an intimidate check against one target within 30 ft. If the subject attempts to cast a spell, he must make a concentration check with a DC 0f the intimidate check's result - 5 or lose the spell. Casting defensively has no effect.

Additionally, you may make intimidate checks against two opponents as a swift action. Shaken opponents become frightened. Frightened opponents become panicked.


Huckster? Not sure whether to have the third be based around bluff and fast talking, or to break-out the duelist type-abilities and roll them into an archetype. Seems better to have them all get a trick or two useful in combat, even though they are socially focused.

Zolkabro
2011-10-27, 12:26 PM
Absofrigginglutely - that's why I made 'em. The goal was to find a way for E6 campaigns to have fun, flavorful classes with no dead levels and yet to still have all the classes balance out at around tier 3.

Thank you!

Although, as I'm not much of an E6 player, would these work as prestige classes in ordinary D&D?
I think there are probably lots of people who love these classes but don't necessarily play E6 that much, so perhaps you could put entry requirements in some sidenote or footnote or something for people who want to use these in ordinary D&D?


Heads up: the beastmaster archetype has had its abilities changed around somewhat, giving it a second companion at level 6, albeit at a lower-level. Now you can have two bears! I have changed it in the hunter's thread, but not yet gotten around to updating it in the compendium thread.

Also, incidentally: I am still taking suggestions for a fifth skilled class. Right now, there are two ideas on the table: a noble class, focusing on social skills and Charisma, or a wilderness focused scout-style class.

You already have plenty of wilderness stuff, I think the noble class would be an opportunity for much more original stuff, that hasn't been done before.

What about an Aristocrat? Politician scheming for power sort of thing, "I'm just the lovable, innocent old man sitting on a chair, while meanwhile I know everything that's going on here, including what you had for breakfast. Oh, and I know exactly how I'm going to have you killed."
Emphasis on "have" you killed. Not kill you, have you killed. These are the people up top who somehow never manage to be connected with the actual crime.

Possible archetypes:

A sort of smooth, charming, likable person. Focus on charisma and diplomacy checks, and gather information, makes people like him, then gets information out of them without them even realising. Like a really good politician who's so charismatic you want to vote for them, even if their party isn't that good. Fancy speeches, getting people on his side.

A more abitious, power-crazy character, with more focus on Intimidate and gather information, rather than using diplomacy and charm. Quite a lot of focus on controlling things. Sort of like the tactician, in that he affects the people around him as leader.

Not sure what the third could be.

These are all incredibly vague ideas, you will probably want to change a lot if you do use this, I'm just putting a few ideas out there that I came up with off the top of my head. I'll put more if/when I think of any.

Realms of Chaos
2011-10-27, 07:14 PM
The whole point of revising everything is that the system will have all the means to allow everyone to create their character concept without houseruling the HRs. Otherwise, what's the point?
That's what I was aiming for when I assembled my HRs codex.

I want to be a legless, hook-handed midget human with orangutan ancestry who participates meaningfully in battle as a puppy-judggling clown while fighting enemies using a spoon held in my mouth. And I want to contribute as much to the party through my antics as everyone else. :smallamused:

Can your HRs do that?

Gnorman
2011-10-27, 09:35 PM
Although, as I'm not much of an E6 player, would these work as prestige classes in ordinary D&D?
I think there are probably lots of people who love these classes but don't necessarily play E6 that much, so perhaps you could put entry requirements in some sidenote or footnote or something for people who want to use these in ordinary D&D?

Man, I haven't really given that much thought, as I approached it as a closed system. They'd work best as base classes that people could prestige out of (you'd have to extend the spell lists of the casting classes, though) rather than prestige classes on top of another base class. I'll see what I can come up with on the subject.


I want to be a legless, hook-handed midget human with orangutan ancestry who participates meaningfully in battle as a puppy-judggling clown while fighting enemies using a spoon held in my mouth. And I want to contribute as much to the party through my antics as everyone else. :smallamused:

Can your HRs do that?

Halfling with the slow trait, demon bloodline (bar-lgura), a mouthpick dagger, the quickdraw feat (for puppy jugling), and my poet class with the trickster archetype.

Alternately, a small size hadozee?

Othniel Edden
2011-10-28, 12:38 AM
A wilderness class would likely be easier, but I like the sound of a charisma-focused social class. It would stand out more, as you have the hunter and green mage already with the nature theme.

He could theme an archetype for the "aristocrat" for harsher environments. A type of wilderness lord or chieftain.

Zolkabro
2011-10-28, 03:34 AM
He could theme an archetype for the "aristocrat" for harsher environments. A type of wilderness lord or chieftain.

Eh, I think that by combining the two ideas, you lose the best of both. I don't think that would work.

stack
2011-10-28, 07:52 AM
It could work, though I can't think of much for a chieftain that wouldn't step on the skald's toes. (Group buffs, etc)

Maybe make an intimidation based archetype?

Zolkabro
2011-10-28, 08:22 AM
It could work, though I can't think of much for a chieftain that wouldn't step on the skald's toes. (Group buffs, etc)

Maybe make an intimidation based archetype?

I already did make an intimidation based archetype in the Aristocrat.

Weimann
2011-10-30, 02:41 PM
Something that struck me, will there be any classes using Sword School stuff? They are pretty neat.

stack
2011-10-30, 04:15 PM
Sword school? Do you mean sword magic?

Gnorman
2011-10-30, 05:37 PM
I think "Sword schools" refers to Tome of Battle maneuvers?

I don't have any plans to include them, but it'd be fairly easy to adapt an archetype for the Zealot (Crusader), Brawler (Sword Sage), and Gladiator (Warblade), et cetera, that would offer maneuver progression. Or, for example, an archetype that offers binding for the Sage. The only reason I have not included them already is because I wanted to keep most major subsystems out of it, just so it's more accessible to beginners and casual players.

Weimann
2011-10-30, 06:14 PM
I think "Sword schools" refers to Tome of Battle maneuvers?Yeah, that.


The only reason I have not included them already is because I wanted to keep as major subsystems out of it, just so it's more accessible to beginners and casual players.Quite understandable. In fact, as it stands, your archetypes have a way of mixing spell effects with melee already, so it might not even be beneficial to include for the experienced player.

Eldest
2011-10-30, 09:52 PM
Or, for example, an archetype that offers binding for the Sage.

*jaw drops*
SO COOL IDEA!

stack
2011-10-31, 07:06 AM
Binder actually works pretty well as-is in E6, I think, though more archetypes never hurt.

Any thoughts on the ideas for a social skill class?

Smokin Red
2011-10-31, 09:52 AM
For social skill class, perhaps you could use this as a basis, pretty cool stuff:
http://www.giantitp.com/forums/showthread.php?t=220245

stack
2011-10-31, 10:03 AM
Hmm, interesting. For an intimidate archetype, allowing a skill check to force a concentration check vs losing a spell would be an excellent ability. Powerful, so maybe for a greater archetype?

(ex) (mind affecting, fear) As a standard action, the <intimidate archetype> may make an intimidate check against one target within 30 ft. If the subject attempts to cast a spell, he must make a concentration check with a DC 0f the intimidate check's result - 5 or lose the spell. Casting defensively has no effect.

How's that sound?

I added in the penalty to try to even-up the odds. Assuming the intimidator has max ranks (6) +skill focus (3) +class skill (3) +class/archetype bonus (3-6 depending on how its done) + CHA mod (3 ish) would equal a dc of 1d20+18, so 19-38, versus caster level (6)+ casting stat (+6) = 1d20+12, resulting in 13-32.

Might need to boost the penalty a bit.

ed - added a bit to my suggestions for the diplomacy class.

Arcane_Snowman
2011-10-31, 11:33 PM
Edit: Correction, the juggernauts abilities are pretty schizophrenic, the bullrush/overrun bonuses do not synergize well with he juggernaut's other abilities, it would be better to simply give them a bigger bonus to resist, the juggernaut shouldn't be moving away from her allies, because of the moderate archetype power. The greater archetype power is pretty lackluster, seeing as you can negate all damage 3/day with Shrug Off. Lastly Stalwart Defender encourages reach weapons, but the juggernaut requires a shield for the moderate archetype power to work. Overall I think it badly synergizes with the sentinel class.

stack
2011-11-01, 03:59 PM
Okay, I filled-out my idea for a social skill class. Here it is:

Class - Silvertongue

Good reflex and will saves, D8, medium BAB.
Proficient with light armor and light shields/bucklers, all simple weapons and rapier, whip, long and short bows, and long and short swords.

Skills 6/level, class skills: balance, craft, diplomacy, gather information, intimidate, knowledge nobility, knowledge local, perform (oratory, dance), profession, sense motive,

1st - can take 10 on diplomacy, bluff, intimidate, gather information, and sense motive checks. May make diplomacy checks as a standard action

Bonus to above skills = to class level/2, min +1

3rd - When making diplomacy, bluff, intimidate, gather information, and sense motive checks, you may choose to take 10 rather than the result of your roll.

5th - Sycophant: you gain the service of a cohort, whose level is equal to your level/2. This cohort is a silvertongue of any archetype. He automatically passes aid another checks for diplomacy, bluff, intimidate, gather information, and sense motive as a free action whenever within 30 ft. The cohort is not eligible to gain cohorts of any kind.

Archetypes

Courtier:
first archetype power: Subtle Insinuations (Ex)- May use diplomacy to reduce someone's relationship with a target. The DC is 20, with an addition +5 to the DC for every step above indifferent there current relationship is. You may use this ability once per target per day.

You may also use this ability to block another persons diplomacy attempt, with the DC equal to their diplomacy roll. A successful attempt results in them gaining no relationship increase for their effort. You may use this ability this way whenever another person makes a diplomacy attempt in your presence.

second archetype power: Duelist Parry(Ex) when using a single one-handed or light weapon with which you are proficient, with either nothing or a buckler in your off hand, you may when subject to a melee attack, make an opposed attack roll. Treat the result of your attack roll as your AC for the attack. If you beat the attackers roll by 5 or more, you may make an attack of opportunity against him. You can use this ability up to your class level/2 times per round.

third archetype power: You sycophant may make diplomacy checks using your bonus and all of your class features, as if you were making the check.

Provocateur:
Lesser Archetype power: Fascinate (ex)(mind-affecting) A provocatuer may fascinate one or more creatures with a perform: oratory check. Each creature to be fascinated must be within 90 feet, able to see and hear the provocateur, and able to pay attention to him. The provocateur must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. The provocateur may use this ability on up to twice his class level of creatures at one time.

To use the ability, a provocateur makes a Perform: oratory check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the provocateur cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the speech, taking no other actions, for as long as the provocateur continues to speak and concentrate (up to a maximum of 1 minute 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 provocateur 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.

Moderate archetype power: may cast charm person as a SLA 3+CHA mod times/day. The DC of this ability is equal to 10+class level/3 + CHA mod.

Greater Archetype power: may cast suggestion or Calm Emotions (selected at the time of casting) as a SLA 3+CHA mod times/day. He may spend two uses of this ability to cast charm monster. The DC of this ability is equal to 10+class level/2 + CHA mod.

Leg Breaker:
Lesser Archetype power: (ex) (mind affecting, fear) Aura of intimidation - all enemies within 30' take -1 to all saves. You may make intimidate checks to demoralize opponents as a swift action. The shaken status lasts for your class level/rounds

Moderate Archetype power: (ex) (mind affecting, fear)The subject of any successful intimidate check made by a negotiator must make a will save (DC 10+ class level/2 + CHA mod) or else cannot report the intimidation to anyone, including guards, officials, or superiors. This lasts for CHA mod days. The subject may be intimidated into revealing this information, but a successful intimidate check to do so only grants a new will save. No more than one will save may be made per hour.

Additionally, you gain +2 to all damage rolls verses a target you have successfully intimidated.

Greater Archetype power:(ex) (mind affecting, fear) As a standard action, the negotiator may make an intimidate check against one target within 30 ft. If the subject attempts to cast a spell, he must make a concentration check with a DC 0f the intimidate check's result - 5 or lose the spell. Casting defensively has no effect.

Additionally, you may make intimidate checks against two opponents as a swift action. Shaken opponents become frightened. Frightened opponents become panicked.

Thought/criticisms/jeers/cookies?

Arcane_Snowman
2011-11-01, 06:24 PM
Generally SLAs figure saves by half class level. How often can the Provocateur use his fascinate ability. What point does the Courtiers third archetype power have. Does the player chose whether they can cast Suggestion or Calm Emotions (irreversible choice) or is it something that can chose at each casting?

stack
2011-11-01, 09:53 PM
I thought I had the sla's as 1/2 level. Will fix. The intent was that they could cast either at will.

Not sure whether the SLA's should be an archetype power or for the class in general, so I would like feedback there.

I have an idea to add a attitude adjustment in there if successful for x amount of time, but I will have to work it out alter, no time ATM.

Gnorman
2011-11-02, 05:22 PM
Noble class (http://www.giantitp.com/forums/showthread.php?t=221050) is ready for review, marking the end of my base classes.

Current plan is now to develop my races, work on extra archetypes for classes, and develop some feats, both regular and capstone.

I also plan to spend some time with the Sentinel, as power creep really got the better of him (he was the first mundane class I designed, and he's simply... lackluster compared to those who came after).

Zolkabro
2011-11-05, 08:50 AM
Noble class (http://www.giantitp.com/forums/showthread.php?t=221050) is ready for review, marking the end of my base classes.

Current plan is now to develop my races, work on extra archetypes for classes, and develop some feats, both regular and capstone.

I also plan to spend some time with the Sentinel, as power creep really got the better of him (he was the first mundane class I designed, and he's simply... lackluster compared to those who came after).

I like it a lot. The Patrician and the Tyrant capture the archetype ideas I had way better than I had originally thought of them, and the war chief seemed just as good.

So, if you want more archetypes, does this mean that everything is going to have four, now? Because I think they all need the same amount, as some having four and some staying with three makes it rather unbalanced. So making an extra archetype for everything could be quite a challenge.

Othniel Edden
2011-11-05, 12:08 PM
Warchief is about what I had in mind when I said wilderness noble, at least it could be fluffwise. Tyrant could fit any feudal lord, and Patrician makes a great primary villain.

Rion
2011-11-06, 11:33 AM
So, if you want more archetypes, does this mean that everything is going to have four, now? Because I think they all need the same amount, as some having four and some staying with three makes it rather unbalanced. So making an extra archetype for everything could be quite a challenge.

How would it be unbalanced? You only get one archetype and can't change it.
As long as all archetypes are balanced, I can't see how a Gladiator who can choose one set of abilities out of 5 would be OP compared to a sentinel who only have 3 to choose between.

Gnorman
2011-11-06, 12:56 PM
I plan on adding archetypes to all classes equally.

Zolkabro
2011-11-08, 01:54 PM
How would it be unbalanced? You only get one archetype and can't change it.
As long as all archetypes are balanced, I can't see how a Gladiator who can choose one set of abilities out of 5 would be OP compared to a sentinel who only have 3 to choose between.

More options, more possibilities. Makes it stronger. What would you prefer, a class with two avenues to go down, or ten? A class should be equal to it's fellows.


I plan on adding archetypes to all classes equally.

Good.

AtlanteanTroll
2011-11-08, 06:12 PM
More options, more possibilities. Makes it stronger. What would you prefer, a class with two avenues to go down, or ten? A class should be equal to it's fellows.

Two. They're probably better thought out.

Gnorman
2011-11-08, 06:16 PM
Let's compromise and go with four (maybe five, if I can come up with enough unique archetypes) since that's what I plan on doing.

Also, I would like to gauge popular demand for doing a round of five psionic classes.

Eldest
2011-11-08, 06:43 PM
YES! DO IT!
Because that would lead to other things being made, like Incarnum and Shadowcasting, and I find those thing interesting. :smallbiggrin:

Wyntonian
2011-11-08, 08:09 PM
Maybe a round of cool-other-systems classes. Shadowcasting, psionics, incarnum, all of them.

bryn0528
2011-11-08, 09:47 PM
Minor error (?) under the cenobite entry found. In the Lesser Archetype Power, you state that only Wisdom is used for the Lay on Hands ability, but in the Brawler separate thread, you have it as Intelligence or Wisdom.

Gnorman
2011-11-08, 10:55 PM
Minor error (?) under the cenobite entry found. In the Lesser Archetype Power, you state that only Wisdom is used for the Lay on Hands ability, but in the Brawler separate thread, you have it as Intelligence or Wisdom.

Oops, forgot to update. Good catch.

Gnorman
2011-11-15, 01:40 AM
New archetypes list, still in progress:

Combat:
Bastion
Avenger
Deadeye
Barfighter
Career Soldier

Skilled:
Thug
Threnodist
Innovator
Liege Lord
Anatomist

Magic:
Void Cultist
Animist
Oracle
Weaver
Crimson Disciple

Mangles
2011-11-15, 06:27 AM
Heavily insterested in Anatomist and maybe innovator depending on what it is

Zolkabro
2011-11-15, 03:43 PM
Maybe a round of cool-other-systems classes. Shadowcasting, psionics, incarnum, all of them.

Agreed.


Heavily insterested in Anatomist and maybe innovator depending on what it is

Also agreed!

Chronologist
2011-11-16, 08:07 AM
Here is my proposal for an E6 psionic class. I would post in a new thread, and if you want me to edit this out later, I will, but I feel like it would be overlooked.

First of all, the casting classes of E6 have more spells per day than a normal casting classes from 3.5, so the Psychic has more base power points than a Psion of the same level.

Also, all glory to Gnorman. His classes more than inspired this work, this is pretty much 90% drawn from his ideas and balance. I only hope that it is up to par with his work.



The Psychic

Hit Die: d6
Class Skills:
Skill Points: 2+Int Modifier (4x at 1st level)

[QUOTE=Knaight;12227373]{table=head]Level|BAB|Fort|Ref|Will|Special|Powers Known|Power Points
1|+0|+0|+0|+2|Manifesting, Archetype, Refocus|5|3
2|+1|+0|+0|+3|Lesser Archetype Power|10|8
3|+1|+1|+1|+3|Psionic Expertise|15|15
4|+2|+1|+1|+4|Moderate Archetype Power|20|24
5|+2|+1|+1|+4|Psionic Mastery|25|35
6|+3|+2|+2|+5|Greater Archetype Power, Capstone PLA|30|48[/table]

Proficiencies: A Psychic is proficient with simple weapons, but not any kind of armor or shield. Armor and Shields do not impose arcane spell failure chance, however, as the Psychic’s abilities do not require somatic components.

Manifesting: At 1st level, a Psychic gains the ability to manifest psionic powers from the Psychic power list. In order to manifest a power, she must know it and spend a number of power points equal to the level of the power. Some power points can be augmented with more power points, but she can never manifest a power using more power points than her Psychic class levels. She gains bonus power points as based on the chart from the Expanded Psionic’s Handbook, based on her Intelligence modifier. The DC of her psionic powers is 10 + the power’s level + her Intelligence modifier. At 1st level, she learns 5 1st level powers; at every level thereafter she learns five more psionic powers of any level she has access to. At 3rd level she can select level 2 psionic powers, and at 5th level she can select level 3 psionic powers.

Archetype: At 1st level, a Psychic chooses an Archetype. This archetype cannot be changed, and grants special archetype powers, a capstone psi-like ability, and additional powers known.

Refocus: All Psychics know how to retrain their minds to a lesser extent. At the beginning of each day, a Psychic may spend one hour in contemplation to forget one of her powers known and learn another power on the Psychic’s class list. She cannot forget a power she knows due to a feat, or one from her Archetype, and the power she learns must be at a level she can manifest.

Psionic Expertise: At 3rd level, a Psychic is considered one level higher for the purposes of level-dependent effects of her powers. For example, a medium range power for a level 5 Psychic would he 160 feet, not 150, and a 1 round/level effect would last 6 rounds. In addition, the duration of any hostile psionic power or ability affecting her is reduced by 1 round, to a minimum of 1 round.

Psionic Mastery: At 5th level, a Psychic gains a +1 to the DC of all of her Psionic powers, and gains a +2 bonus to all saving throws against psionic powers and psi-like abilities.

Psychic Power List: The same as the general Psion list from the Expanded Psionic’s Handbook.



Archetypes

Egoist
Bonus Powers:
1) Natural Healing (heal 3 HP per PP), Thicken Skin
2) Animal Affinity, Empathic Transfer
3) Ectoplasmic Form, Hustle
PLA: Metamorphosis
Lesser Archetype Power: Whenever an egoist manifests a psychometabolism power, he gains Fast Healing equal to the power point used for that power for 1 round.
Moderate Archetype Power: Increase all attribute increases your powers give by 2, and you can manifest all Personal powers as Touch powers.
Greater Archetype Power: An egoist’s anatomy is flexible, giving her a 50% chance of negating a critical hit, or precision-based damage like from a sneak attack, as well as +2 natural armor bonus that stacks with other natural armor bonuses gained from her own psychometabolism powers.

Kineticist
Bonus Powers:
1) Control Object
2) Control Air, Energy Missile
3) Energy Cone
PLA: Energy Ball
Lesser Archetype Power: Whenever a kineticist manifests a psychokinesis power that deals damage, it deals a number of extra points of energy damage equal to the power points spent, and they gain energy resistance equal to the points spent (for that energy type) until the end of their next turn. If the damage is force, than the extra damage and resistance is to force as well.
Moderate Archetype Power: The area of effect of a Kineticist’s powers is automatically doubled, and can be doubled again with the use of the Enlarge Power metapsionic feat.
Greater Archetype Power: Reduce the spell resistance and energy resistance of all targets of your psychokinesis powers by your class level.

Nomad
Bonus Powers:
1) Burst, Detect Teleportation
2) Dimension Swap, Levitate, Psionic
3) Fly, Psionic, Astral Caravan
PLA: Dismissal, Psionic
Lesser Archetype Power: Whenever a nomad manifests a psychoportation power, they may teleport five feet per power point expended. The may not move like this more than once per round.
Moderate Archetype Power: The range of all of your powers is doubled. The distance your powers teleport others is doubled.
Greater Archetype Power: Once per round, you may move your speed as a free action.

Seer
1) Destiny Dissonance, Precognition
2) Clairvoyant Sense, Object Reading, Sensitivity to Psychic Impressions
3) Escape Detection, Fate Link
PLA: Remote Viewing
Lesser Archetype Power: Whenever a seer manifests a clairsentience power, they may add half the power points spent, rounded up, as an insight to any action they take before the end of their next turn, and their initiative is treated as though it were a number of points higher equal to the power points spent.
Moderate Archetype Power: You gain a +2 insight bonus to initiative and armor class, and your powers that grant a non-enhancement bonus grant an additional +1 bonus.
Greater Archetype Power: You always participate in surprise rounds, and are never caught flat-footed.

Shaper
1) Astral Construct, Minor Creation, Psionic
2) Psionic Repair Damage
3) Concealing Amorpha, Greater, Ectoplasmic Cocoon
SLA: Fabricate, Psionic
Lesser Archetype Power: Whenever a shaper manifests a Metacreativity power, they may gain concealment equal to five times the power points expended on it for 1 round.
Moderate Archetype Power: Objects created with your powers add your class level to their hardness, and Astral Constructs gain damage reduction equal to half your class level, rounded down.
Greater Archetype Power: When you manifest Astral Construct, you instead gain two astral constructs of the same level, and with the same options chosen.

Telepath
1) Charm, Psionic, Mindlink
2) Aversion, Brain Lock, Read Thoughts, Suggestion, Psionic
3) Crisis of Breath, Empathic Trasfer, Hostile, False Sensory Input
PLA: Dominate, Psionic OR Modify Memory, Psionic
Lesser Archetype Power: Whenever a telepath manifests a Telepathy power, she adds the power point value as a bonus to her next charisma-based skill check against that target within 1 minute.
Moderate Archetype Power: The
Greater Archetype Power: Your Telepathy powers can be manifested against mindless creatures, like undead, oozes, vermin, and constructs. Creatures otherwise immune to mind-affecting are not affected, as normal.

Generalist
Bonus Powers: A Generalist gains two extra powers known at every level, which must be drawn from the Psychic power list. These powers can be changed with the Refocus class feature.
PLA: Psychic Reformation, however, since there is no XP cost, the PLA can only be used once per week.
Lesser Archetype Power: Whenever a generalist manifests a power, he gains a bonus equal to the power point value of the power manifested to the next Psicraft, Autohypnosis, or use Psionic Device check he makes before the end of his next turn.
Moderate Archetype Power: Whenever a generalist manifests a power, he gains 1 power point.
Greater Archetype Power: A generalist does not need to expend his psionic focus in order to manifest a power augmented by a metapsionic feat.


There need to be more, and sometimes less, discipline powers for some archetypes. Otherwise, I think it's pretty much as good as I can make it.

I'm working on the other classes at the moment, another Mage (Wilder), two Combat (Psychic Warrior and Soulknife), and two Skilled (Lurk and Psionic Healer). Yes, the healing class is a Skilled type, since it relies on teamwork and minor magic, like a Poet, with archetypes focusing on Protection, Healing, and Life Stealing, much like the Dreamscarred Press Vitalist from Pathfinder.

Knaight
2011-11-16, 08:16 AM
{table=head]Level|BAB|Fort|Ref|Will|Special|Powers Known|Power Points
1|+0|+0|+0|+2|Manifesting, Archetype, Refocus|5|3
2|+1|+0|+0|+3|Lesser Archetype Power|10|8
3|+1|+1|+1|+3|Psionic Expertise|15|15
4|+2|+1|+1|+4|Moderate Archetype Power|20|24
5|+2|+1|+1|+4|Psionic Mastery|25|35
6|+3|+2|+2|+5|Greater Archetype Power, Capstone PLA|30|48[/table]

Quote me for an actual table. Then tweak the rest of your post to fit the standard in the OP - for instance, the way the archetypes are indicated breaks the format. Once its standardized and easy to parse, it will be easier to criticize. As of now, the only real problem I can see beyond formatting and terminology is that there are probably too many powers known. That and too broad a list of powers.

Gnorman
2011-11-16, 11:09 AM
I do have to agree with Knaight that there are too many powers known and refocus provides too much utility. This bumps the class up from my desired tier all the way up to the #1 spot, at least in E6. Some of the archetype powers may err on the side of being slightly overpowered, though they are all fun and flavorful.

Because powers are often more versatile than spells, I think it would be best to restrict them to five powers per level, plus the relevant powers from their archetype. My casting classes, for example, don't have too many more spells known than a Beguiler or a Dread Necromancer. I might even... yeah, in keeping with the theme of the earlier work, I might make different flavors of psion with standardized power lists.

It is, however, a very good baseline for the psionic classes. May I use elements of it for my own work?

Chronologist
2011-11-17, 12:26 PM
Absolutely, Gnorman, you're more than welcome to use it in your work.

Might I suggest 6 powers known at each power level? Five is hard to divide by 2, and 3 powers learned at every level seems like a good number. That, plus the two discipline powers will give the class a decent amount of versatility. I would place a couple of staple powers, like Energy Ray and Deja Vu, on each class' power list, so that the Psychic always has at least one or two damage powers, utility powers, and some crowd control.

If versatility is an issue, you might want to restrict feats like Expanded Knowledge that grant more powers known.

If you want to divide the powers into multiple categories, I suggest having Metacreativity, Psychokinesis, and Psychoportation for one class, and Clairsentience, Psychometabolism, and Telepathy in another category. The first group contains all the flashy, obvious powers, befitting of a Mage class, while the other spells are far more subtle, possibly fitting for a Skilled class.

With this outlook, you could have the Outer Psychic (Mage), Wilder (Mage), Lurk (Skilled), Inner Mage (Skilled), Psychic Warrior (Combat), and Soulknife (Combat).

If you could do just one thing, could you somehow adapt the Vitalist from Pathfinder (aka the Worldthought Medic from 3.5 psionics) as an E6 class? It focuses on creating a group telepathic network among her allies, allowing her to monitor their hit points and condition, and the ability to transfer healing from one to another. They also have a melee touch attack, later a ranged touch attack, that deals moderate amounts of hit point damage that heals them for the same amount. I'd write it up, but I figure you're far better at this than me.

Thanks and keep up the excellent work!

Gnorman
2011-11-17, 05:51 PM
Oh, I have very fond feelings towards Dreamscarred Press, and a psychic healer would definitely be something I'd want to create.

Right now, the ideas rumbling around in my brain are like so:

Five classes, like the other categories. One rogue-like, one warrior, one face/healer, and two mage-likes. The two mage categories are split, as suggested by Chronologist, into subtle, quiet powers that affect people and other living things ("sympathetic" or "internal" magic, focusing on telepathy, psychometabolism, and clairsentience), and external, obvious powers that affect objects like metacreativity, psychokinesis, and psychoportation. The former keys off of Intelligence, the latter Charisma. Obvious battle-themed powers would be the purview of the warrior type.

Six powers per power level seems reasonable, WITH the caveat that each class is going to have its own list. However, I will include a Signature Power ability that allows some classes to select a unique power, like Advanced Learning (something I kind of want to go back and include on the mage classes).

Chronologist
2011-11-17, 10:20 PM
I've done some forum feedback for Dreamscarred Press, mostly just stuff for their Pathfinder book, specifically about the Wilder and Thrallherd classes, and some other small things. It's a great group of designers.

I feel like the Soulknife should be part of the five classes, it's just too cool not to include. While magical items are far reduced in availability in E6, I don't think losing some class features for a Flaming weapon isn't out of line for a combat class, given how good some of the end-level abilities are for some of the existing E6 classes.

The Psychic Warrior is pretty straightforward, with medium attack bonus, good fort and will, and second level psionic warrior powers available. Archetypes might be the Elocator (improved mobility and psychoportation), the Beast (improved natural attacks from powers and physical attributes), and the War Mind (weapon mastery and special strikes).

The Psychic Rogue class is your pretty straight-forward 6+Int skill point, medium attack bonus, good reflex and will, d8 hit dice base, with up to 2nd level powers from a list including mostly clairsentience, telepathy, and psychoportation, and maybe a die of Sneak Attack for good measure. Archetypes might include the Mind Killer (Mind thrust sneak attacks for extra damage), the Jumper (sorry for the name, but a sneak-attack warrior with teleporting fits the name), and the Edge (so named for the precognitive abilities that give him just enough edge over his enemies to defeat them).

Now, the External Psion was a bit of a problem, but I figure that no class feature would be more fitting than Wild Surge. It eliminates the need for a Wilder stand-in class, and more that that, it fits the idea of someone who uses their mental abilities for the flashiest of abilities. The fact that they mostly inflict damage also fits the idea. I figure, up to Wild Surge +2 would be fine, with a 15% chance of enervating for +1, and a 30% chance for a +2 bonus. Archetypes include the Nomad (extra teleportation and inflicting damage by teleporting enemies), the Shaper (focus on extra and better astral constructs), and the Kineticist (extra damage, bypass spell resistance and energy resistance).

The Internal Psion, now that is a tricky one. My solution? Give them group telepathy, the ability to co-ordinate with allies and share their powers with them. The class would be more in-depth based on archetype. The Egoist would focus on healing allies and sharing buffs. The Telepath can better influence enemies, and use the telepathy to psychically transfer damage to enemies. The Seer allows your party to see through each others eyes, and to glimpse the future, granting everyone insight bonuses and possibly Teamwork feats. In this way, the Internal Psion serves as co-ordinator, healer, and debuffer all in one, while still within the restrictions of the powers available to them.


Wow, that was a lot. So, what do you think?

Gnorman
2011-11-18, 02:52 AM
Very similar to my plans for the category, actually. I was planning on including a soulknife archetype as one of the psychic warrior's choices, because I don't feel like it warrants an entire class, but I'm willing to consider the option. The ideas about the external/internal psion are great, and split exactly how I would have done it. Something similar to the wild surge would be great for a flashy, overt psion. The wilder always needed some love in the powers known department.

I'll put together some preliminary ideas within the next couple of days - would love your input on what I end up with.

Knaight
2011-11-18, 11:24 AM
Six powers per power level seems reasonable, WITH the caveat that each class is going to have its own list. However, I will include a Signature Power ability that allows some classes to select a unique power, like Advanced Learning (something I kind of want to go back and include on the mage classes).

What about 3 powers per power level, each class having its own list, and archetypes that include an additional power at each level?

Gnorman
2011-11-18, 02:47 PM
What about 3 powers per power level, each class having its own list, and archetypes that include an additional power at each level?

This is the exact plan.

Eldest
2011-11-18, 02:50 PM
Wait...
6 powers total known of a power level? Or 3? Or 3 gained per level that you have it, so that...
Level 1-gain 3 level one powers
Level 2-gain 3 level one powers
Level 3-gain 3 level two powers
Level 4-gain 3 level two powers
Level 5-gain 3 level three powers
Level 6-gain 3 level three powers
As well as the archtypes adding powers known?
Or something completely different?

Chronologist
2011-11-18, 04:42 PM
Knaight, do you want 3 powers known per class level (i.e. 18 powers total, plus archetype powers) or 3 powers known per POWER level (i.e. 9 powers known, plus archetype powers)? Are the extra powers known from archetype by power level, or by class level?

Gnorman, the Soulknife as a Psychic Warrior archetype doesn't quite work, since the Mind Blade class feature is gained by a Soulknife at 1st level, but the earliest archetype power is at 2nd level. It's like a Barbarian getting Rage at 2nd level, or a Bard getting Bardic Music at 2nd level. It's something that's bound to the character concept, so I figured it had to be a full class in of itself.

I think that 1 power known per class level for the Psychic Warrior is enough, with a level 1 and 2 power known from their archetype, for 8 powers known in total.

I would, at the very lowest, give the psychic classes two powers known per class level (12 base before archetype), as well as including the ability to change a single power known each day. I know the classes can't be extremely versatile, but dividing them into Internal and External already limits them in what they are capable of. Besides, the discipline powers are the best powers in the game, and only getting access to 1/6 of them hoses the classes enough.

Eldest
2011-11-18, 07:17 PM
Gnorman, the Soulknife as a Psychic Warrior archetype doesn't quite work, since the Mind Blade class feature is gained by a Soulknife at 1st level, but the earliest archetype power is at 2nd level. It's like a Barbarian getting Rage at 2nd level, or a Bard getting Bardic Music at 2nd level.

Have you... uh... looked at his classes? No offense, but thats what he does. See the brute archetype of the gladiator.
The Poet (bard analog) does get Bardic Music at level one, however.
Anyway, I agree with Gnorman. The Soulknife seems like it should be a subtype of a Psychic Warrior, because it's a type of warrior that fights with a specific weapon.

Gnorman
2011-11-19, 05:46 AM
A total six powers per power level, but like the spontaneous mage classes, a psion would receive all six level one powers at level one, all six level two powers at level three, et cetera. That may actually be a bit much, so I am considering dropping it to five powers per power level. Archetypes would add an extra known power each power level, bringing it to six total.

I do not think that the soulknife's signature ability warrants a whole class built around it. My plan is to give the psychic warrior full BAB and leave it at that, with an archetype for the mind blade as appropriate. A psychic warrior will receive two level one powers at level one, and two level two powers at level four, plus one per power level based on archetype.

Chronologist
2011-11-19, 09:48 AM
Okay, the Soulknife will now be an archetype. That's fine with me.

Moving on, I understand getting all the powers known at the level you get new powers available, that makes sense. My question is, will they have 5 powers to learn from a list of, say, 10, or will each class have only 5 powers on its list and learn all of them?

If the list is larger than their powers known, I highly recommend the ability to exchange a single power known once per day. Psionics might seem very versatile, and I admit that energy powers are really about 3 powers in one, but Inertial Armor is just Mage Armor with a twist, disable is a weaker sleep spell with augmentation, skate is a poor man's expeditious retreat, and Dispel Psionics is a weaker Dispel Magic, since it has no counterspell. Powers are not as versatile as they seem, especially when the class is restricted to 6th level, and augmentations become less important, since the better augmentation options are impossible to access.

Surrealistik
2011-11-20, 08:50 PM
Easily one of my fav homebrews; I love E6, and I love this.

That said though, I hate daily spell use restrictions. For the casters, I'd consider allowing them to use spells 1 (maybe 2) levels or more below the maximum spell level of spells they can cast a number of times per encounter equal to their casting ability modifier, or instead of being cast as spells per day as per the table they become spells per encounter.

Casters regain encounter spell uses with 5 minutes of inactivity (simply moving around doesn't count as activity)/uninterrupted rest.

AtlanteanTroll
2011-11-20, 11:15 PM
Gnorman, I just wanted to say, I love you. Also, you would never feel offended/cheated if one used your basic template would you?

Gnorman
2011-11-21, 09:18 AM
Surrealistik: Encounter-based magic, eh? With no other bonuses, one of my E6 mages gets sixteen spells per day - after a reasonable assumption of +5 to the main casting stat, that's just under twenty. Given an assumed average of three to four encounters per adventuring day, it'd be reasonable to allow one use of the highest level of spells available, two of the next-highest, and three of the next per encounter (this may, however, be underwhelming at early levels, but since a well-placed grease or color spray can be an encounter ender all by itself, I don't think that too many will grouse). Groups with a higher-than-average encounter rate may find that a bit overpowering but I don't think that increased endurance is going to up the challenge egregiously.

And AtlanteanTroll, feel free to adapt my template as you like. We are, after all, all working within the restrictions of a system that we do not own the technical copyright to, correct? Far be it from me to impose restrictions. Besides, I'm mostly just flattered to see my work have an influence on others.

Surrealistik
2011-11-21, 02:04 PM
I like that idea Gnorman. The thing that concerns me is not the increased workday endurance of casters (that's really the point; being reduced to shooting bolts/throwing rocks isn't much fun), so much as some of the more powerful level L2-3 utility/non-combat powers being used too frequently as a consequence of the ability to quickly refresh them.

Also, giving each mage a Warlock 'eldritch bolt' type SLA to use at-will might be a thought, so they don't have to fall back on the typical crossbow standby. Each eldritch bolt could be themed to the type of mage; for example, the White Mage's might do non-lethal damage to non-undead, and creatures without the evil subtype, while dealing double damage to the undead and creatures with the evil subtype. The Black Mage's would do negative energy damage, and double damage to creatures with the good subtype, or physical ability damage. Red fire or electrical, Blue untyped, cold or mental ability damage, Green force or acid.

These would be used as a standard action SLA with a short range, casting ability mod save vs Fortitude, Reflex or Will for half (or a ranged touch attack that uses the caster's ability mod in lieu of Dexterity). Feats could be used to further enhance them, or add secondary effects.

Base damage might be 1d6 + 1d6 per 3 levels. Users might be given the option to sacrifice damage dice when using the SLA in exchange for secondary effects like sickened, shaken, etc... these secondary effects would be specific to the mage type.


I'd also recommend eliminating casting materials with the exception of those spells deliberately balanced/limited with high value focuses/materials; saves on the book keeping.

Zolkabro
2011-11-21, 03:49 PM
I like that idea Gnorman. The thing that concerns me is not the increased workday endurance of casters (that's really the point; being reduced to shooting bolts/throwing rocks isn't much fun), so much as some of the more powerful level L2-3 utility/non-combat powers being used too frequently as a consequence of the ability to quickly refresh them.

Also, giving each mage a Warlock 'eldritch bolt' type SLA to use at-will might be a thought, so they don't have to fall back on the typical crossbow standby. Each eldritch bolt could be themed to the type of mage; for example, the White Mage's might do non-lethal damage to non-undead, and creatures without the evil subtype, while dealing double damage to the undead and creatures with the evil subtype. The Black Mage's would do negative energy damage, and double damage to creatures with the good subtype, or physical ability damage. Red fire or electrical, Blue untyped, cold or mental ability damage, Green force or acid.

These would be used as a standard action SLA with a short range, casting ability mod save vs Fortitude, Reflex or Will for half (or a ranged touch attack that uses the caster's ability mod in lieu of Dexterity). Feats could be used to further enhance them, or add secondary effects.

Base damage might be 1d6 + 1d6 per 3 levels. Users might be given the option to sacrifice damage dice when using the SLA in exchange for secondary effects like sickened, shaken, etc... these secondary effects would be specific to the mage type.


I'd also recommend eliminating casting materials with the exception of those spells deliberately balanced/limited with high value focuses/materials; saves on the book keeping.

I think this is an excellent idea, however, do not make it too powerful. The fact that they run out of spells is perhaps a wizards greatest weakness, so if the eldritch bolt thingy eradicates that, then it would be rather overpowered.

So while I think this is a really good idea, and should definitely be added, be careful that you don't make the eldritch bolt too powerful.

Eldest
2011-11-21, 04:20 PM
I'm not sure if the eldritch bolt should be added. That's sort of the balancing act with the spells, they are powerful with the spells but weak without them. I'd recomend a lower power level than what Surrealistik had suggested, maybe 1d6 +1/ per two levels. The different options might make it too powerful. And causing any sort of ability damage at will is definitively overpowered. Remember, this is a fall-back options, when they run out of their real ability.
Perhaps either a class based off the warlock for this, or an archetype that all of the mages could take? I actually think the whole eldritch bolt idea would fit well into an archetype.

Zolkabro
2011-11-21, 04:25 PM
I'm not sure if the eldritch bolt should be added. That's sort of the balancing act with the spells, they are powerful with the spells but weak without them. I'd recomend a lower power level than what Surrealistik had suggested, maybe 1d6 +1/ per two levels. The different options might make it too powerful. And causing any sort of ability damage at will is definitively overpowered. Remember, this is a fall-back options, when they run out of their real ability.
Perhaps either a class based off the warlock for this, or an archetype that all of the mages could take? I actually think the whole eldritch bolt idea would fit well into an archetype.

But if you made it an archetype ability, then that archetype would be overpowered over the rest.

I think it would be best to just take out ability damage with the eldritch bolt, weaken it, but keep it as a class ability which all mages have, which is slightly different for each mage, as you said originally.

Eldest
2011-11-21, 04:35 PM
True. It would have to be fairly weak though: weaker than a melee attack by far.
For the archetype, I had meant that
A) The mage would get the bolt ability at level two, a debuff attached at level 4, and maybe one point of ability damage at level 6
B) that would be it. No capstone spells, no added spells to the list, just the bolt.
But that would be overpowering, so scratch that.
I still stand behind the warlock E6 class.

Surrealistik
2011-11-21, 04:56 PM
I kept it deliberately vague so that it could be tweaked to satisfaction. To get more specific though:


Gained at 1st level.
1d6 base HP damage, +1 per level beyond the first. Damage type and saving throw type depends on colour.
Option to have it apply one of several debuffs instead of damage at L3.
Option to have it apply small amounts of ability damage or an improved L3 debuff (depends on colour) instead of HP damage at L6.

Eldest
2011-11-21, 06:37 PM
I kept it deliberately vague so that it could be tweaked to satisfaction. To get more specific though:


Gained at 1st level.
1d6 base HP damage, +1 per level beyond the first. Damage type and saving throw type depends on colour.
Option to have it apply one of several debuffs instead of damage at L3.
Option to have it apply small amounts of ability damage or an improved L3 debuff (depends on colour) instead of HP damage at L6.


Sounds a lot better than what I had been picturing before. Although I'm still not sure.

Surrealistik
2011-11-21, 10:43 PM
Guess the white mage might apply buffs to allies instead of debuffs.

Gnorman
2011-11-22, 01:14 AM
Real quick ideas:

White Mage: can heal 1d6+CL with a touch. At level 4, can remove fear.
Black Mage: ranged touch attack that does 1d6+CL negative energy damage. At level 4, can sicken for one round.
Red Mage: RTA that does 1d6+CL fire or lightning damage (chosen at 1st level, permanent.) At level 4, does 2d6+CL.
Green Mage: RTA that does 1d6+CL acid. At level 4, can entangle for one round.
Blue Mage: RTA that does 1d4+CL force damage. At level 4, can bullrush or trip with the attack, uses casting stat for modifier.

Still, I think that the mages are plenty powerful enough as it is, and so would hesitate to include these as standard.

Surrealistik
2011-11-22, 01:32 AM
I think between this, encounter spells, and fewer spells per day, they'll be perfect.

Not sure if I like the White Mage having at-will, unlimited healing. I'd have the White Mage use an RTA that deals non-lethal damage. Versus undead/evil subtype monsters it would deal lethal damage however that ignores resistance and immunity.

Also, maybe have the red RTA do both fire and lightning damage, since these individually tend to be very commonly resisted vis a vis force and acid. Besides, plasma/red lightning rays are awesome.

Also keep in mind that the Red Mage can technically use his Combat Panache with his RTA; maybe it should only work for his touch attack?

Red Mage archetype: Stormbringer



Stormbringer

http://img4.imageshack.us/img4/1415/84235995.jpg
Bonus Spells:
1: Lesser Orb of Electricity (SpC), Thunderhead (SpC)
2: Electric Loop (SpC), Fly, Swift (SpC)
3: Call Lightning, Lightning Bolt

Lesser Archetype Power (Superconductive Lightning): A stormbringer ignores the first 10 points of energy resistance when using electrical spells or electrical SLAs - this also applies to any electrical damage on the stormbringer's weapon, if applied via one of his spells.
Moderate Archetype Power (Bounding Bolts): Whenever the stormbringer deals electrical damage to a creature targeted by an electrical spell or electrical SLA, the stormbringer can deal half that damage to another creature or object within 15 feet that's not a target of that spell or SLA.
Greater Archetype Power (Flashshock): Once per encounter, a stormbringer may choose to use one of his air or electrical spells or air or electrical SLAs he can use at-will or per encounter as a swift or immediate action. This use does not provoke attacks of opportunity, and cannot be counterspelled. Evasion and Improved Evasion cannot be used against a spell or SLA cast in this way.
Capstone SLA: Arc of Lightning (SpC)


Blue Mage archetype: Illusionist



Illusionist

http://www.warlordrpg.com/images/adonis_the_cozener.jpg
Bonus Spells:
1: Net of Shadows (SpC), Disguise Self
2: Phantasmal Assailants (SpC), Wall of Gloom (SpC)
3: Shadow Binding (SpC), Phantom Guardians (SpC)

Lesser Archetype Power (Beguiling Deceit): Your illusion spells and illusion SLAs gain a +1 bonus to their save DCs. This bonus increases to +2 against flatfooted creatures and creatures unaware of the illusionist's presence.
Moderate Archetype Power (Enduring Illusion): Creatures that would see through an illusion spell or illusion SLA cast by the illusionist due to an ability, effect, spell or property must make a caster level (if the effect of a spell or SLA like True Seeing) or HD check against a DC equal to 15 + the illusionist's spell level. On a failure, the creature does not see through that spell or SLA's illusions, and that creature cannot make another check in this way against that illusion spell or SLA for its duration.
Greater Archetype Power (Nightmares Made Real): Once per encounter, an illusion spell or illusion SLA cast by the illusionist ignores immunity to fear and mind affecting spells and all saving throws it features against Will are instead made against Fortitude. If that spell or SLA features a save to disbelieve, the save to disbelieve is removed if that spell or SLA has more than one save. Otherwise, the save to disbelieve for that spell or SLA has its DC increased by +4.
Capstone SLA: Mirage Arcana or Shadow Conjuration

Gnorman
2011-11-23, 12:21 AM
Those are most excellent archetypes, Surrealistik. The illusionist in particular was very, very close to my planned archetype for the Blue Mage (I had been calling it "Weaver" but same basic idea).

Surrealistik
2011-11-24, 03:36 PM
Black Mage archetype: Blightmage



Blightmage

http://wiki.guildwars2.com/images/5/5b/Necromancer_05_concept_art.png

Bonus Spells:
1: Spirit Worm (SpC), Deathwatch (SpC)
2: Ghoul Touch, Blindness/Deafness
3: Plague Carrier (SpC), Infestation of Maggots (SpC)

Lesser Archetype Power (Adaptive Blight): Whenever a creature succeeds on or fails a saving throw against one of your negative energy, poison or disease spells or SLAs, increase the DC for your negative energy, poison or disease spells and SLAs against that creature by +1 for the next 24 hours.
Moderate Archetype Power (Tenacious Affliction): Whenever a spell or effect would end the effects of one of your negative energy, poison or disease spells or SLAs with a duration other than instantaneous, the user of that spell or effect must succeed on a caster level (if a spell) or HD check with a DC equal to 15 + your caster level. On a failure, each creature other than you and your allies within 30' of those effects becomes subject to the that spell or SLA if a legal target.
Greater Archetype Power (Irresistable Pestilence): Creatures with negative energy, poison, ability damage, and/or disease immunity must succeed on an HD check with a DC equal to 15 + your caster level against your spells and SLAs when targeted with one. On a failure, that spell or SLA affects the creature as normal, ignoring these immunities for its duration.
Capstone SLA: Inflict Critical Wounds or Poison (SpC)

Noblesse
2011-11-30, 10:09 PM
Just gotta say, A+. I really enjoy your classes and can't wait for you to finish races and skills (maybe some feats too?). Hopefully I can find a game to play one of these in.

Also--amazing choice of pictures. Especially the Praetorian. (chronomaster is cool too though)

Gnorman
2011-12-08, 09:09 AM
All right. Skyrim hiatus is over. Back to work soon, folks - those of you who have been waiting for those new archetypes, I'll have them up within the next couple of days, as well as the skeletons of psionic classes.

Fable Wright
2011-12-08, 01:09 PM
Hm... perhaps the last post can be for other people's contributions? Would be easier for people looking for more customizations than browsing through the thread for new archetypes/classes. Also considering making some E6 classes as well...

Gnorman
2011-12-08, 05:22 PM
Hm... perhaps the last post can be for other people's contributions? Would be easier for people looking for more customizations than browsing through the thread for new archetypes/classes. Also considering making some E6 classes as well...

Not a bad idea. Of course, I'm very, very close to running out of space on the first three posts, so psionic classes are going to bleed over into the fourth.

I may have to make this the class thread only, and move races/feats/et cetera to a new superthread.

Fable Wright
2011-12-08, 09:08 PM
The Warlock


http://fc03.deviantart.net/fs71/f/2010/111/f/f/Dread_Warlock_by_daarken.jpg

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

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

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

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

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

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

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

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

Class Abilities

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Archetypes


Fae Warlock

http://th01.deviantart.net/fs71/PRE/i/2010/242/0/7/rochonne_by_vanesse-d2xmx1d.jpg
Bonus Invocation:
Beguiling Influence

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


Spell-Bearer

http://fc05.deviantart.net/fs70/f/2009/343/d/e/Master_Warlock_final_by_thevampiredio.jpg
Bonus Invocation:
Baleful Utterance

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


Glaivelock

http://fc00.deviantart.net/fs71/i/2010/202/4/9/Eldar_Warlock_by_mainichi.jpg
Bonus Invocation:
Eldritch Glaive

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

Gnorman
2011-12-09, 02:16 AM
That is awesome, and a perfect adaptation of the class to my subsystem.

EDIT: I've put community contributions in their own post for posterity.

Surrealistik
2011-12-09, 11:25 AM
Blightmage is a Black Mage archetype.

Knaight
2011-12-10, 07:54 AM
That is awesome, and a perfect adaptation of the class to my subsystem.

EDIT: I've put community contributions in their own post for posterity.

You might want to tweak it. It has a few issues, not the least of which is the per day limitation for the Fey Warlock's Lesser Archetype Power.

Gnorman
2011-12-10, 10:20 AM
What is the problem with that? The Blue Mage's Wayfarer archetype has the exact same ability.

My philosophy is that it's DMofDarkness' class, so any and all tweaks are up to him. I will, however, update the classes in the Community Contributions category as tweaks are made.

Knaight
2011-12-10, 10:22 AM
What is the problem with that? The Blue Mage's Wayfarer archetype has the exact same ability.
The problem is that warlocks are largely defined by a bunch of abilities, done at will.

Mangles
2011-12-10, 04:15 PM
@ DMofDarkness

Why the weird eldritch blast damage. 1d6 at 1, then 2d6 at 2, then 3d6 at 6. Seems an unusual progression. Wouldn't 2d6 be more appropriate at 3rd or 4th level.

Fable Wright
2011-12-10, 05:15 PM
@ DMofDarkness

Why the weird eldritch blast damage. 1d6 at 1, then 2d6 at 2, then 3d6 at 6. Seems an unusual progression. Wouldn't 2d6 be more appropriate at 3rd or 4th level.

Mostly because I mistyped. :P Fixed.

Also, the Fae lesser archetype power really should not be made at will. Ever. You're able to use it to teleport away from melee combat, pretty much never getting hit. You can use it to escape a spell's area, or out of LoS/LoE. It's incredibly versatile, and has to have some restriction. Per day in a stat that's normally dumped seemed good enough. I included it because I thought that the Fae warlock had to have some type of transportation ability at a low level, but flight is too powerful and glide seemed out of place. Teleportation worked out with the wizard ACF from PHBII, despite being really strong with it dependant the only stat the wizard needed, so I kept it as is, based off intelligence, and not charisma like the other abilities are. A 2-3/day panic button seems useful, and able to scale with level, if the character invests in Int. Keeping it as is.

Shades of Gray
2011-12-10, 05:55 PM
Just throwing this out there. (http://www.giantitp.com/forums/showthread.php?p=12355355#post12355355)

Anyone here interested?

Fable Wright
2011-12-10, 07:57 PM
Hm... interesting idea for a feat:

Open-Minded
Prerequisites: Can only be taken at first level, or the level at which you take a new class.
Benefit: When selecting the archetype for your class, you may instead select an archetype from any class. Benefits advancing class abilities that you do not have do not give you any benefit. (For example, expanded spells known do not grant a non-spellcasting character the ability to cast those spells, and Juggernaut archetypes that grant you benefits when using Interception instead grant you no benefit, unless you have access to the interception power from another class. However, benefits that give you access to a class feature (such as the Warlock archetypes granting access to an invocation) can be used.) Benefits are not gained until you are granted the corresponding feature from your own class; for example, a character selecting an archetype that grants a capstone spell-like ability does not gain that ability at 6th level unless his own class gives him that benefit.

Also, fixed wording for Fae Warlock's final ability.

Surrealistik
2011-12-10, 08:24 PM
Gnorman, any word on finalizing the change to spellcasting to involve Encounters and the at-will SLA? Do you think there's more that needs to be done to balance those elements?

Also, Illusionist revisions; nerfed Enduring Illusion, empowered Nightmares Made Real, limited Nightmares Made Real to affect one spell or SLA at a time:

Moderate Archetype Power (Enduring Illusion): Creatures that would see through an illusion spell or illusion SLA cast by the illusionist due to an ability, effect, spell or property must make a caster level (if the effect of a spell or SLA like True Seeing) or HD check against a DC equal to 11 + the illusionist's caster level. On a failure, the creature does not see through that spell or SLA's illusions, and that creature cannot make another check in this way against that illusion spell or SLA for its duration.

Greater Archetype Power (Nightmares Made Real): Once per encounter, the illusionist may have an illusion spell or illusion SLA cast by him ignore immunity to fear and mind affecting spells. All saving throws that spell or SLA features against Will are instead made against Fortitude. Increase that spell or SLA's Enduring Illusion's DC by +9 for its duration. If that spell or SLA features a save to disbelieve, all saves to disbelieve are removed if that spell or SLA has a save other than one to disbelieve. Otherwise, saves to disbelieve become a normal saving throw with a +2 bonus to the DC. Creatures cannot benefit from proof that the spell or SLA's illusions aren't real or a successfully disbelieving creature's assurance that the spell or SLA's illusions aren't real. This effect lasts only as long as the illusionist concentrates on the spell or SLA. Only one spell or SLA may be subject to this effect at a time.

Fable Wright
2011-12-10, 09:18 PM
Gnorman, any word on finalizing the change to spellcasting to involve Encounters and the at-will SLA? Do you think there's more that needs to be done to balance those elements?

Also, Illusionist revisions; nerfed Enduring Illusion, empowered Nightmares Made Real, limited Nightmares Made Real to affect one spell or SLA at a time:

Moderate Archetype Power (Enduring Illusion): Creatures that would see through an illusion spell or illusion SLA cast by the illusionist due to an ability, effect, spell or property must make a caster level (if the effect of a spell or SLA like True Seeing) or HD check against a DC equal to 11 + the illusionist's spell level. On a failure, the creature does not see through that spell or SLA's illusions, and that creature cannot make another check in this way against that illusion spell or SLA for its duration.

Greater Archetype Power (Nightmares Made Real): Once per encounter, the illusionist may have an illusion spell or illusion SLA cast by him ignore immunity to fear and mind affecting spells. All saving throws that spell or SLA features against Will are instead made against Fortitude. Increase that spell or SLA's Enduring Illusion's DC by +9 for its duration. If that spell or SLA features a save to disbelieve, the save to disbelieve is removed if that spell or SLA has more than one save. Otherwise, the save to disbelieve for that spell or SLA has its DC increased by +4. Creatures cannot benefit from proof that the spell or SLA's illusions aren't real or a successfully disbelieving creature's assurance that the spell or SLA's illusions aren't real. Only one spell or SLA may be subject to this effect at a time.

A couple of things: First, I don't think that converting spellcasting to encounter/at-will powers is necessarily a good idea. It seems too much like 4e (not saying that's bad, though) to make the base of a 3.5 system. Making a sidebar somewhere (like after the classes or in the last post) about the optional adaptation seems like a better way to go about it than have the base of the system be something that some people that would otherwise like the system have an aversion to.

Second, the moderate power needs some clarification... is it the Illusionist's caster level, or the illusion's spell level?

Finally, I really think that the Greater Archetype Power should not be either that strong or encounter based. First, that is REALLY STRONG. It's an illusion that you can't really disbelieve at all that bypasses immunity. Once an encounter illusion bypassing immunities would be a decent capstone by itself. As it is, the wording is really confusing... the illusion spell has half the chance of it's base chance to save against it removed, or the DC increased by 4(!), the second save against it is either impossible to make except by a natural 20 (HD check against 26) or really hard to save against (17+ for epic(!) characters against 23), and all of it fortitude-based (which IMO makes no sense... how does resilience against disease, poison, other such infections help against illusions?) makes for a really convoluted ability that is unreasonably strong, especially compared to other characters. And the fact that it is encounter based and that it's best use is outside of encounters, or just used once against someone, makes it really more powerful than it ought to be. The best use for it (making an illusionary box filled completely with water that people can't effectively save against, or just a bunch of person-sized diamond boxes that you have your fighter swing his sword through that they can't disbelieve) make it really more powerful than it ought to be as a capstone. More of a win the game option, really, which makes it no fun at all.

Surrealistik
2011-12-10, 09:46 PM
#1: I don't think the aversion with 4e had to do with encounter or at-will mechanics so much as perceived homogenization between classes. I have never heard of these elements being a significant issue. In fact, in most cases I find encounter and at-will elements have been well received by 3.5 players, as daily resources are annoying to pace and place strict, unforgiving, all or nothing limits.

#2: Yes, caster level.

#3: A couple of things:

First of all, the HD check is merely concerned with auto-penetrating the illusion via things like True Seeing and the like as per Enduring Illusion. I do not in any way find this overtly powerful so much as I do TS and such which singlehandedly demolish the entire illusion school with casual and absurd ease.

Second, the functionality of Nightmares Made Real with respect to Fortitude targeting and the elimination of disbelieve rolls is evident in its name. The illusion is made mostly real, having a substantive, tangible presence that is more subject to physical than mental resistance (which is also why it ignores two mental immunities).

Third, I agree that +4 is probably too strong; +2 is likely more appropriate.

I'm not sure I understand the difficulty of understanding the feature, that all said; it:


Increases the DC of seeing through the illusion via True Seeing and the like as per Enduring Illusion by +9, to DC 20 + caster level.

Ignores Mind-Affecting/Fear immunity.

Targets Fortitude instead of Will (represents the impact on the target's body rather than mind, or the target's ability to force its way past the now physically substantive illusion).

Removes a saving throw to disbelieve from a spell/SLA that has more than one saving throw, OR increases the saving throw to disbelieve by +4 (now +2).

Can only affect one spell or SLA at a time.


Further, I will add a concentration component.

New text:

Greater Archetype Power (Nightmares Made Real): Once per encounter, the illusionist may have an illusion spell or illusion SLA cast by him ignore immunity to fear and mind affecting spells. All saving throws that spell or SLA features against Will are instead made against Fortitude. Increase that spell or SLA's Enduring Illusion's DC by +9 for its duration. If that spell or SLA features a save to disbelieve, all saves to disbelieve are removed if that spell or SLA has a save other than one to disbelieve. Otherwise, saves to disbelieve become a normal saving throw with a +2 bonus to the DC. Creatures cannot benefit from proof that the spell or SLA's illusions aren't real or a successfully disbelieving creature's assurance that the spell or SLA's illusions aren't real. This effect lasts only as long as the illusionist concentrates on the spell or SLA. Only one spell or SLA may be subject to this effect at a time.

Fable Wright
2011-12-11, 12:02 AM
First of all, the HD check is merely concerned with auto-penetrating the illusion via things like True Seeing and the like as per Enduring Illusion. I do not in any way find this overtly powerful so much as I do TS and such which singlehandedly demolish the entire illusion school with casual and absurd ease.

True Seeing: 5th level spell. No longer applicable to E6; illusions are good here. I am not aware of anything else in this level range having power anywhere near that.

With that said, I completely misinterpreted what Enduring Illusion did. I thought it essentially forced a second saving throw, which would make it really, really strong with the +9 to it. With that said, I really think fortitude is out of place. I understand why you chose it, but honestly, fortitude is not based really on external effects as much as it is internal effects, such as enduring poison, cold, disease, and the like. Will is still disbelief; a wizard should still be more likely to see that this is an illusion than a fighter, even if it is physical now.

Also, I would still make the encounter/at will powers in a sidebar; it's still a break from the main 3.5 system, and would not really attract too much new interest; it may or may not be a good thing, but I would like to see it posted as it is- a variant.

Surrealistik
2011-12-11, 12:39 AM
True Seeing: 5th level spell. No longer applicable to E6; illusions are good here. I am not aware of anything else in this level range having power anywhere near that.

It's not just the spell itself (which is unlikely to surface), but the ability derived/based on that spell I'm concerned with, and other things that instantly and effortlessly defeat illusions (e.g. see invisibility).


I understand why you chose it, but honestly, fortitude is not based really on external effects as much as it is internal effects, such as enduring poison, cold, disease, and the like. Will is still disbelief; a wizard should still be more likely to see that this is an illusion than a fighter, even if it is physical now.

There's also stuff like Implosion, Sound Burst and such; the ability to resist physical duress and imposition both external and internal. Nightmares Made Real transforms the illusion into a true physical, existent entity, so there's no component of disbelief; disbelief is impossible because it's real.


Also, I would still make the encounter/at will powers in a sidebar; it's still a break from the main 3.5 system, and would not really attract too much new interest; it may or may not be a good thing, but I would like to see it posted as it is- a variant.

Dailies are and have always been poor design except in cases where that level of restriction and choice destruction is absolutely necessary. I think that keeping lower level spells as encounters, and a basic SLA attack comparable to or slightly better than basic ranged weaponry is perfectly fine for the mages.

Fable Wright
2011-12-11, 01:58 AM
It's not just the spell itself (which is unlikely to surface), but the ability derived/based on that spell I'm concerned with, and other things that instantly and effortlessly defeat illusions (e.g. see invisibility).
How does see invisibility defeat illusions? You see things that are invisible. You don't see around illusions.

Also, out of curiosity, can you actually find things that a 6th level party is likely to encounter that has this effect? I just want to know how common the effect is, which seems to be a major focus of your archetype.



There's also stuff like Implosion, Sound Burst and such; the ability to resist physical duress and imposition both external and internal. Nightmares Made Real transforms the illusion into a true physical, existent entity, so there's no component of disbelief; disbelief is impossible because it's real.
Still, those are not actual physical things that they're able to touch. When you touch a solid object created by Major Image, you get a Will saving throw to disbelieve, not a Fortitude one.


Dailies are and have always been poor design except in cases where that level of restriction and choice destruction is absolutely necessary. I think that keeping lower level spells as encounters, and a basic SLA attack comparable to or slightly better than basic ranged weaponry is perfectly fine for the mages.
Nonetheless, it's a variant on the system. Whether it works better or not depends on individual's tastes. I personally like the spells/day system. Honestly, I see why you want to include it, and I see why other people would not. Which is why I'm pressing for a compromise, putting in a sidebar that gives the option of using some encounter based powers, while not rewriting the whole system as it's being used.

Surrealistik
2011-12-11, 10:24 AM
How does see invisibility defeat illusions? You see things that are invisible. You don't see around illusions.

Ah, nevermind, looked up the spell; it specifically says it does not reveal illusions.


Also, out of curiosity, can you actually find things that a 6th level party is likely to encounter that has this effect? I just want to know how common the effect is, which seems to be a major focus of your archetype.

I'm honestly not going to sift through catalogs of mobs looking for creatures with true seeing and other abilities and effects that automatically see through illusions at this time. As insurance though, I suppose Enduring Illusion could use an additional feature. Further, keep in mind that even an E6 party will ultimately face creatures with a CR of greater than 6 as feats are accumulated.


Still, those are not actual physical things that they're able to touch. When you touch a solid object created by Major Image, you get a Will saving throw to disbelieve, not a Fortitude one.

It's not a matter of being physical things they're able to touch so much as things that impose physically. With Nightmares Made Real an illusion _does_ become a physical entity that physically imposes. The check isn't to disbelieve so much as it is to bodily overpower and withstand the 'illusion' such that its unreal elements come to the fore, or it can be otherwise shrugged off and ignored.


Nonetheless, it's a variant on the system. Whether it works better or not depends on individual's tastes. I personally like the spells/day system. Honestly, I see why you want to include it, and I see why other people would not. Which is why I'm pressing for a compromise, putting in a sidebar that gives the option of using some encounter based powers, while not rewriting the whole system as it's being used.

I would rather that we learn from the mistakes of 3.5 and give the mages this needed fix to keep their play interesting and varied throughout the workday, so that they always have something material to contribute.

AtlanteanTroll
2011-12-11, 10:58 AM
Hey, DM, can you put that not-spoilered Warlock picture in a spoiler, please? :smallsmile:

Dandria
2011-12-11, 02:22 PM
I would rather that we learn from the mistakes of 3.5 and give the mages this needed fix to keep their play interesting and varied throughout the workday, so that they always have something material to contribute.

We learned: it's called 4th edition. I honestly think DMofDarkness makes a good point: if someone comes here to play a 3.5 game, and these classes ARE made for a 3.5 game, well, there should be basic rules he's already somewhat familiar with.

For example: I never played 4e and don't know it's rules, so now I'd like to ask you what do you mean by "once per encounter". Everytime I fight something? Can I use it outside of combat? And if not, can I randomly stab someone, start an encounter and then use it? If I run away in the middle of a fight, can I drink a cup of tea, read something, come back later and consider it a new encounter? Can I use it everytime I talk with someone? If I punch another party member, do I consider it an encounter?

I swear to God, I'm not being sarcastic! I'd REALLY want an answer to these questions if I'm supposed to play the class.

Surrealistik
2011-12-11, 02:29 PM
We learned: it's called 4th edition. I honestly think DMofDarkness makes a good point: if someone comes here to play a 3.5 game, and these classes ARE made for a 3.5 game, well, there should be basic rules he's already somewhat familiar with.

There is already plenty of precedence for at-will and encounter elements in 3.5 to start. Expanding those elements to become more commonplace with respect to entirely new classes is hardly a meaningful deviation from the system nor does it even begin to approach 4E; 4E features a far more holistic, encompassing fix, not all of which I agree with, or alternately that has been executed properly (rituals/skill challenges as an example).

In otherwords, we'd simply be taking what 3.5 got right in its latter years, and what has been proven to consistently work well in 4E, and apply them to this new format.


For example: I never played 4e and don't know it's rules, so now I'd like to ask you what do you mean by "once per encounter". Everytime I fight something? Can I use it outside of combat? And if not, can I randomly stab someone, start an encounter and then use it? If I run away in the middle of a fight, can I drink a cup of tea, read something, come back later and consider it a new encounter? Can I use it everytime I talk with someone? If I punch another party member, do I consider it an encounter?

I swear to God, I'm not being sarcastic! I'd REALLY want an answer to these questions if I'm supposed to play the class.

Once per encounter = 5 minutes of uninterrupted rest/meditation to recover. This was defined earlier in the thread.

Dandria
2011-12-11, 02:47 PM
Once per encounter = 5 minutes of uninterrupted rest/meditation to recover. This was defined earlier in the thread.

Where? No, wait, found it. My bad.



There is already plenty of precedence for at-will and encounter elements in 3.5 to start.

Encounter powers in 3.5? Like what? I mean, Tome of Battle's Maneuvers are kind of similar to something encounter based, but they're also a completely different story.




In otherwords, we'd simply be taking what 3.5 got right in its latter years, and what has been proven to consistently work well in 4E, and apply them to this new format.

Make sense, but I don't think that's the purpose of these classes. We can do it, and it sounds really nice, but I also believe it would be adequate to offer an alternative. There's still someone who likes Vancian magic, after all.

Surrealistik
2011-12-11, 03:15 PM
Encounter powers in 3.5? Like what? I mean, Tome of Battle's Maneuvers are kind of similar to something encounter based, but they're also a completely different story.

They're close enough in that they fall under the same general category; renewable powers that strike a good compromise between raw campaign rending power and work day endurance.



Make sense, but I don't think that's the purpose of these classes. We can do it, and it sounds really nice, but I also believe it would be adequate to offer an alternative. There's still someone who likes Vancian magic, after all.

The purpose of those classes is to offer a fun, balanced alternative to the existing base classes. Encounter and at-will elements would probably fall under both fun (so that the class remains fun in longer work days) and balanced (so that the class remains applicable in longer work days), much like universal spontaneous casting with thematic spell lists. Per day casting would still exist anyways for those who are fans of it at the higher spell levels.

Dandria
2011-12-11, 03:43 PM
They're close enough in that they fall under the same general category; renewable powers that strike a good compromise between raw campaign rending power and work day endurance.

Eh, I don't see it: maneuvers make you good at hitting things with a stick, but turning all your illusions into reality is. . . different. If we allow this, then we have to change and improve all the others Mages' archetypes. That, or keep them the way they are and admit that the Illusionist is just stronger.

Now, it seems like a tough job. Leave it this way and it's gravely unbalanced, give wizards encounters power and. . . well, you change everything. Again, not everyone likes 4th edition. Heck, there's still a lot of people that doesn't even like maneuvers!

If it were an alternate feature there would be no problems, you could decide what kind of magic you like more, but as the only possible capstone? Not so much: it forces players to change their game.

Surrealistik
2011-12-11, 06:01 PM
Eh, I don't see it: maneuvers make you good at hitting things with a stick, but turning all your illusions into reality is. . . different. If we allow this, then we have to change and improve all the others Mages' archetypes. That, or keep them the way they are and admit that the Illusionist is just stronger.

I'm not sure what's so exceptionally powerful as a capstone about ignoring 2 conditional immunities, changing Will saves to Fort saves (generally a neutral change, except when you explicitly know the enemy has a weak Fort save) and eliminating typically one of multiple saving throws for a very limited subset of illusion spells OR increasing a saving throw by 2 DC for one Illusion spell or SLA at a time, and only as long as you concentrate on it, and all this with a 5 minute rest-keyed cooldown.

Dandria
2011-12-11, 06:27 PM
Compared to the other mages' capstones? A lot. Take the Mountebank, for example:

"Three times per day, a mountebank may ignore an opponent's immunity to mind-affecting spells with one casting of a spell or SLA, allowing his magic to influence even the most mindless of enemies."

It can be used three times a day and only to grant one of the effects your capstone grants.

Come on, at the same level this Illusionist gets the same power, but once every five minutes, with a change of saves if he finds it useful and a +2 on DC. That, or it eliminates one of the saving throws all together. It's basically worth the Moderate and Greater Archetype Powers of the mountebank, combined.

Surrealistik
2011-12-11, 07:04 PM
Compared to the other mages' capstones? A lot. Take the Mountebank, for example:

"Three times per day, a mountebank may ignore an opponent's immunity to mind-affecting spells with one casting of a spell or SLA, allowing his magic to influence even the most mindless of enemies."

It can be used three times a day and only to grant one of the effects your capstone grants.

Come on, at the same level this Illusionist gets the same power, but once every five minutes, with a change of saves if he finds it useful and a +2 on DC. That, or it eliminates one of the saving throws all together. It's basically worth the Moderate and Greater Archetype Powers of the mountebank, combined.

Yes, but it's not confined to illusion only spells and SLAs; that's a considerable difference, especially given the Mountebank's expanded range of mind-affecting spells. Furthermore, that immunity penetration is not constrained to the lesser of that spell or SLA's duration or concentration duration.

Personally I think it should be revised to work as an encounter power rather than 3/day (which is situationally more powerful due to nova capacity; say vs the BBEG or another tough, mind immune opponent).

Fable Wright
2011-12-11, 07:39 PM
Yes, but it's not confined to illusion only spells and SLAs; that's a considerable difference, especially given the Mountebank's expanded range of mind-affecting spells. Furthermore, that immunity penetration is not constrained to the lesser of that spell or SLA's duration or concentration duration.

Personally I think it should be revised to work as an encounter power rather than 3/day (which is situationally more powerful due to nova capacity; say vs the BBEG or another tough, mind immune opponent).

And the ability to save uses of it (rather than waste it on mooks) for the BBEG (which is when you really need it) is why I personally like X/day system.

Also, to play Devil's Advocate, most of the spells Illusionists would be casting are Illusions (gasp!). It is pretty much, in the Illusionist's eyes (since he's not really going to be using Charm or other mind-affecting spells) the same as the Montebank's power, but upgraded. In all practicality, it is a strictly better power for them. They get more benefit out of it than a Montebank gets out of his ability, though they don't take over his role with it. That's pretty much all the restriction to illusions does.

Dandria
2011-12-11, 07:42 PM
Yes, but it's not confined to illusion only spells and SLAs; that's a considerable difference, especially given the Mountebank's expanded range of mind-affecting spells. Furthermore, that immunity penetration is not constrained to the lesser of that spell or SLA's duration or concentration duration.

Personally I think it should be revised to work as an encounter power rather than 3/day (which is situationally more powerful due to nova capacity; say vs the BBEG or another tough, mind immune opponent).

Which is like to say that a generalist wizard is as good as a focused one, because he can choose between more spell. Sure, it sounds reasonable, but in the end meaningful bonuses more than make up for slightly reduced versatility.

Also, eh, I don't see any reason why it should be changed to encounter: the casters don't need as many nice things as the other classes. They have spells, and everything else needs to be less effective than that.

Edit: Ninjas! Undead Ninjas everywhere!

Surrealistik
2011-12-11, 09:21 PM
And the ability to save uses of it (rather than waste it on mooks) for the BBEG (which is when you really need it) is why I personally like X/day system.

I don't understand this reasoning at all. There is absolutely no cause whatsoever to constrain options with the fear of some dire need that may never materialize via a per day system unless the daily limitation is specifically required to limit the power of the spell or ability. It sucks to have to always hold back not knowing if your conservatism will be rewarded that work day. It sucks running out of useful and interesting things to do in or out of a combat precisely because all of those options work on a per day basis.


Also, to play Devil's Advocate, most of the spells Illusionists would be casting are Illusions (gasp!). It is pretty much, in the Illusionist's eyes (since he's not really going to be using Charm or other mind-affecting spells) the same as the Montebank's power, but upgraded. In all practicality, it is a strictly better power for them. They get more benefit out of it than a Montebank gets out of his ability, though they don't take over his role with it. That's pretty much all the restriction to illusions does.

The restriction to illusions practically restricts the number of options available to the illusionist. Yes, generally you will prefer to use illusion spells, but there are obviously going to be times where other non-illusion but mind-affecting spells (there are plenty of these which are great) are going to be desirable; to argue otherwise is intellectually dishonest. The general applicability of that capstone clearly has value.

Second, that you are not required to upkeep the benefits via the Concentration rules on non-instantaneous spells is a huge advantage you have not addressed at all.



Also, eh, I don't see any reason why it should be changed to encounter: the casters don't need as many nice things as the other classes. They have spells, and everything else needs to be less effective than that.

3/day is roughly pretty close to 1/encounter in practical terms when you consider the nova capability.

Fable Wright
2011-12-11, 10:15 PM
I don't understand this reasoning at all. There is absolutely no cause whatsoever to constrain options with the fear of some dire need that may never materialize via a per day system unless the daily limitation is specifically required to limit the power of the spell or ability. It sucks to have to always hold back not knowing if your conservatism will be rewarded that work day. It sucks running out of useful and interesting things to do in or out of a combat precisely because all of those options work on a per day basis.
You probably don't need the ability against mooks. If you do, you can use it. However, the x/day system is better in my opinion because it rewards planning; having everything that you will have in every encounter laid out before you makes it a lot less interesting to plan for getting through the dungeon, and rewards you for planning ahead by giving you extra uses of the abilities you need to use when you need to use them. That is why I feel that it is better than x/encounter abilities.



The restriction to illusions practically restricts the number of options available to the illusionist. Yes, generally you will prefer to use illusion spells, but there are obviously going to be times where other non-illusion but mind-affecting spells (there are plenty of these which are great) are going to be desirable; to argue otherwise is intellectually dishonest. The general applicability of that capstone clearly has value.

Second, that you are not required to upkeep the benefits via the Concentration rules on non-instantaneous spells is a huge advantage you have not addressed at all.
It may have some benefit. However, for all practical purposes, you are unlikely to use them, and when in just about any situation, illusions will suit you a lot better than just about any other mind affecting spell you have.

Second, I think you might be overestimating the number of useful illusions that do not already require concentration, making the ability free on them.

Kymme
2011-12-11, 11:44 PM
I just had an idea!W
Why not give casters reserve feats like the ones in CM!
Briliant Idea, no?

Surrealistik
2011-12-12, 02:58 AM
You probably don't need the ability against mooks. If you do, you can use it. However, the x/day system is better in my opinion because it rewards planning; having everything that you will have in every encounter laid out before you makes it a lot less interesting to plan for getting through the dungeon, and rewards you for planning ahead by giving you extra uses of the abilities you need to use when you need to use them. That is why I feel that it is better than x/encounter abilities.

x/day system doesn't reward planning so much as it penalizes not knowing enough to perfectly pace yourself (which you often don't short of divination abuse which is impossible in E6), and furthermore places annoying, unfun constraints on your capabilities, removing options in a way that isn't necessary. I would much rather have options than the nebulous 'satisfaction' of having guessed my way to optimal pacing.



It may have some benefit. However, for all practical purposes, you are unlikely to use them, and when in just about any situation, illusions will suit you a lot better than just about any other mind affecting spell you have.

I don't understand what would make me unlikely to cast such extremely useful spells as Charm Person, Deep Slumber, Hideous Laughter, Touch of Idiocy and Suggestion.


Second, I think you might be overestimating the number of useful illusions that do not already require concentration, making the ability free on them.

Concentration duration illusions tend to have residual durations beyond concentration. Silent image is one of a very few that does not. Besides these, there are quite a few good, pure duration illusion spells the Illusionist has access to:

Shadow Binding, Phantom Guardians, Disguise Self, Net of Shadows, Mirror Image, Mirage Arcana, Shadow Conjuration, Ghost Sound.

Dandria
2011-12-12, 04:19 AM
Unfun? You keep using that word. I do not think it means what you think it means.

Joking aside, I can't agree with that: to me, part of the fun of playing a caster is the need to hold your powers for when you actually need them. You're not a sword, but a gun: more powerful, but with limited bullets. Now, since these are 3.5 classes, I think I should at least get the possibility to play them with 3.5 classic limits.


x/day system doesn't reward planning so much as it penalizes not knowing enough to perfectly pace yourself (which you often don't short of divination abuse which is impossible in E6)

Yeah, it does that. I like that: you don't know what's going to happen and when you'll actually need your powers. You can make your enemies' nightmares into flesh, sure, but you're still not the goddamn Batman.



Also, regarding the power of the capstone:



I don't understand what would make me unlikely to cast such extremely useful spells as Charm Person, Deep Slumber, Hideous Laughter, Touch of Idiocy and Suggestion.

The fact that with this power you don't really need them anymore. Sure, they are still pretty useful and you can still use them whenever you want (and, as you said, there aren't a lot of monsters immune to mind effects), but with higher DC and shifting saving throws you always have something better to do with your slots. You're an Illusionist and you're really, really good with illusions. In this case, too good.

Gnorman
2011-12-12, 08:00 AM
For the most part I will be hewing closer to 3.5 as it was with this system - maintaining spells per day, avoiding (for the most part) encounter-based powers, though options for maneuvers, at-will SLAs, et cetera, have certainly been offered. That is as definitive as I am willing to be.

Surrealistik
2011-12-12, 10:23 AM
Unfun? You keep using that word. I do not think it means what you think it means.

Joking aside, I can't agree with that: to me, part of the fun of playing a caster is the need to hold your powers for when you actually need them. You're not a sword, but a gun: more powerful, but with limited bullets. Now, since these are 3.5 classes, I think I should at least get the possibility to play them with 3.5 classic limits.

Yeah, it does that. I like that: you don't know what's going to happen and when you'll actually need your powers. You can make your enemies' nightmares into flesh, sure, but you're still not the goddamn Batman.


Unfun, as in, the exact polar opposite of fun: irritating, annoying, grating, unpleasant. Why? For exactly the reasons I've mentioned.

I cannot even begin to understand how having to hold off in the majority of your encounters, combat or otherwise (or alternately blowing your load early and doing nothing entertaining for the rest of the workday) is fun or entertaining in any meaningful way, especially when there is no guarantee whatsoever that your conservation will be rewarded. TBH I don't think this is a legitimate preference so much as it is a grognard purist's desire to avoid incorporating anything about the 4E paradigm out of principle, including what it clearly does better than 3.5. You want your daily limits? _They still exist_; you would still get them in the form of your highest level spells, and capstone SLA.


The fact that with this power you don't really need them anymore. Sure, they are still pretty useful and you can still use them whenever you want (and, as you said, there aren't a lot of monsters immune to mind effects), but with higher DC and shifting saving throws you always have something better to do with your slots. You're an Illusionist and you're really, really good with illusions. In this case, too good.

I don't in any way see how even the Illusionist's expanded set of illusions in any way invalidates the need for these strong spells that he has no illusion based equivalent to; that is absolutely nonsensical. Even if you can cast an illusion spell at a higher DC or with some neat perks (that are mostly going to be inapplicable DC boosts/save revisions excepted), there will obviously be plenty of times where Suggestion, Deep Slumber, Charm Person and such are clearly preferable, or do things you otherwise simply could not achieve with illusion spells.

Finally, when it comes down to it, your one issue is with a capstone (and thus archetype) that while powerful, is bound by some substantial, constraining limits that you entirely underestimate.


But anyways, as per Gnorman, I guess the grognards have won, so enjoy; think I'll stick with the better designed 4e.

Dandria
2011-12-12, 11:58 AM
Unfun, as in, the exact polar opposite of fun: irritating, annoying, grating, unpleasant. Why? For exactly the reasons I've mentioned.

Yes, you mentioned your reasons, but I don't find them to be good reasons: I still prefer the 3 times per day limit. Is it so unbelievable? What, if someone doesn't like encounter powers is because they are mindless trolls that hate 4th edition?



TBH I don't think this is a legitimate preference so much as it is a grognard purist's desire to avoid incorporating anything about the 4E paradigm out of principle, including what it clearly does better than 3.5.

TBH I'm not even a D&D player: my system of choice is GURPS. So, yeah, I couldn't really care less about this edition war even if I tried: I'm only here because, sometimes, I enjoy playing other sistems. As in: "I don't always play D&D, but when I do, I play Gnorman classes". If I say that I enjoy n times per day limits, trust me, it's cause I actually do.



I cannot even begin to understand how having to hold off in the majority of your encounters, combat or otherwise (or alternately blowing your load early and doing nothing entertaining for the rest of the workday) is fun or entertaining in any meaningful way, especially when there is no guarantee whatsoever that your conservation will be rewarded.

And I cannot even begin to understand how someone could like baseball more than football (soccer. whatever), but you don't see me trying to convince baseball fans to improve their game by adding two goals.



I don't in any way see how even the Illusionist's expanded set of illusions in any way invalidates the need for these strong spells that he has no illusion based equivalent to; that is absolutely nonsensical. Even if you can cast an illusion spell at a higher DC or with some neat perks (that are mostly going to be inapplicable DC boosts/save revisions excepted), there will obviously be plenty of times where Suggestion, Deep Slumber, Charm Person and such are clearly preferable, or do things you otherwise simply could not achieve with illusion spells.

I agree, that's absolutely nonsensical, but what does it. . .

Oh, wait, are you trying to suggest that I said that? Well, that's really unfair: I said that an Illusionist has better ways to use his slots, not that Charm Person suddenly becomes useless. Big difference: he can still use all those spells the same way a Mountebank does, with the only difference that a Mountebank can cast three of them and ignore mind effects immunity, while an Illusionist can cast all of his illusions and turn them into reality. In the end, the illusionist loses nothing and gains a lot.



Finally, when it comes down to it, your one issue is with a capstone (and thus archetype) that while powerful, is bound by some substantial, constraining limits that you entirely underestimate.

No I don't, but thank you anyway: I'm pretty sure I have a fair idea of how poweful that capstone really is.



But anyways, as per Gnorman, I guess the grognards have won, so enjoy; think I'll stick with the better designed 4e.

Better designed? Uh, good to know: I guess I should begin to check it out. After all, I DO like hubris.

Gnorman
2011-12-12, 05:16 PM
Could we please move the burgeoning edition war / dangerously uncivil argumentation to another thread? I have nothing against either edition and both have their merits. Surrealistik is welcome to embrace the design principles of 4th edition (I enjoy and have attempted to adapt some of them myself, like a streamlined skill system or minion hit points) and adapt such principles to my work, while people who want to skew closer to Vancian casting and old-school D&D are already fairly well-represented in the subsystem.

I am happy to suggest adaptations for any preferred play style.

Dandria
2011-12-12, 05:42 PM
Could we please move the burgeoning edition war / dangerously uncivil argumentation to another thread? I have nothing against either edition and both have their merits. Surrealistik is welcome to embrace the design principles of 4th edition (I enjoy and have attempted to adapt some of them myself, like a streamlined skill system or minion hit points) and adapt such principles to my work, while people who want to skew closer to Vancian casting and old-school D&D are already fairly well-represented in the subsystem.

I am happy to suggest adaptations for any preferred play style.


Yes, I'm sorry: I should have let it go several posts ago instead of derailing your thread. My bad, really :smallfrown:.

Anyway, I'm going to put everything under spoiler and end it right here. Again, I'm sorry.

Eldest
2011-12-12, 05:45 PM
So, other than the warlock was any work buried in the last page or so? I'd really rather not read through all that...

Fable Wright
2011-12-12, 06:23 PM
So, other than the warlock was any work buried in the last page or so? I'd really rather not read through all that...

It was all put up under "community contributions," so that shouldn't be a problem from now on.

Gnorman
2011-12-13, 12:23 AM
Surrealistik - do you think that the per-encounter adaptation we worked on requires any more tweaking?

I recall being happy with the spell limitations we imposed but that the at-will SLA "blasts" still needing some finalization.

Once finished, I'm going to put it as a "Alternate Rules" section of Community Contributions, as per the sidebar idea mentioned earlier.

Man, I never thought this subsystem would end up with its own version of Unearthed Arcana.

Eldest
2011-12-13, 08:11 AM
Surrealistik - do you think that the per-encounter adaptation we worked on requires any more tweaking?

I recall being happy with the spell limitations we imposed but that the at-will SLA "blasts" still needing some finalization.

Once finished, I'm going to put it as a "Alternate Rules" section of Community Contributions, as per the sidebar idea mentioned earlier.

Man, I never thought this subsystem would end up with its own version of Unearthed Arcana.

That's good! More options=more popularity and more power! MWAHAHAHA!

Ahem.
But keep working on stuff, I look forward to the retooled splatbook stuff.

stack
2011-12-13, 08:19 AM
Are any of my feats going to make the community contributions? Let me dig up the link, haven't added anything for awhile.

Here. (http://www.giantitp.com/forums/showthread.php?p=12089401#post12089401)

Gnorman
2011-12-13, 08:25 AM
Are any of my feats going to make the community contributions? Let me dig up the link, haven't added anything for awhile.

Here. (http://www.giantitp.com/forums/showthread.php?p=12089401#post12089401)

Of course. Added.

stack
2011-12-13, 10:40 AM
Cool. Now I just realized how many typos I had. Oh well, I think they are understandable enough. Still willing to take new suggestions on those.

Gnorman
2011-12-14, 07:45 AM
Cool. Now I just realized how many typos I had. Oh well, I think they are understandable enough. Still willing to take new suggestions on those.

With your permission I will clean them up for accuracy and clarity.

By the way, the most recent changelog:

Blue Mage has received Balance, Hide, Move Silently, Sleight of Hand, and Tumble to his skill list, though he does retain 2 + INT skill points per level.

Cleaned up some language in the Engineer to clear up the fact that he can craft alchemical items despite not being a spellcaster.

Cleaned up the Magesmith archetype and revamped its Moderate ability - rather than ignore caster level prerequisites (it had been made apparent to me how abusable that could be), I just doubled it and capped it at 12 to avoid caster level shenanigans.

Tyrant archetype had his Moderate ability reworked, removed the giving-minions-feats ability in favor of a more thematic henchmen, a more permanent choice of minion. Tyrant definitely shaping up to be "pet class," a party with it, Demonologist Black Mage, Elementalist Green Mage, Beastmaster Hunter, and Tinker Engineer could bog down the board like nobody's business (actually, that's kind of an awesome party even without the pets).

The Black Mage's Fiendish Familiar ability has been tweaked to allow more than just standard familiars - it can now have any evil outsiders or corporeal undead (so as to avoid ghost/allip/shadow abuse) within a certain CR/HD limit (3 & 4, respectively) as servants. On the higher end, this lets it have a hell hound, a wrackspawn, an advespa, a nashrou, an imp, a quasit, a legion devil, et cetera for evil outsiders, while necromancers may now have the service of a wight, a ghast, a decent skeleton or zombie, et cetera.

stack
2011-12-14, 08:42 AM
Permission fully granted. Glad I could lend my little bit of support to a good project.

Gnorman
2011-12-15, 07:59 AM
Okay new additions on hold until I stop working 50+ hours per week but soon enough I will be back, at least by January

Waddacku
2011-12-15, 11:18 AM
A few things regarding the Brawler:



Fight Smarter and Harder: [...] He gains Improved Unarmed Strike as a bonus feat, and his natural weapons deal 1d6 bludgeoning damage per strike. This damage increases to 1d8 at 3rd level and 1d10 at 6th.

Is that his unarmed strike counting as a natural attack? Or is the extra damage separate from the unarmed strike? Or what? As it's written, a Medium Brawler has a 1d3 lethal damage unarmed strike, and if he has any natural attacks their damaged is changed to 1d6 bludgeoning. I can't believe that's intended.


Faster Than the Naked Eye: At 5th level, the brawler gains one extra attack in his full attack routine, at his highest base attack bonus. He may also make a full attack action as a standard action. These abilities only apply if the brawler is unarmed.

This is pretty clear, but this


Greater Archetype Power: On a charge, if a ravager connects with at least two attacks, he automatically rends his opponent for an amount of damage equal to his base unarmed attack damage.

makes me wonder if Faster Than the Naked Eye is supposed to let you full attack on a charge. Or does the Ravager have to pick up Pounce or Snap Kick (etc.) to be able to use their capstone?

and finally


Moderate Archetype Power: Once per round as a swift action, a breathstealer can initiate a grapple against an opponent within reach that has just missed him with a melee attack.

This just doesn't work as written. Swift actions are on your turn only. You want an immediate action for this. They are also already once per round normally, so unless you want that limitation in place in case people manage to start generating more of them, it's not necessary.


Thanks for these classes, they're awesome.

Gnorman
2011-12-16, 06:25 AM
Thanks muchly for that impressive rules lawyerin' - I feel especially embarrassed about the swift action one!

Fixed. Also upgraded the ravager's Greater Archetype Power to add in healing equal to the rending damage done, to represent drinking your opponent's spirit or lifeblood or some other fluffy metaphor for growing fat off the despair and pain of your enemy.

Surrealistik
2011-12-16, 01:56 PM
Yes, you mentioned your reasons, but I don't find them to be good reasons: I still prefer the 3 times per day limit. Is it so unbelievable? What, if someone doesn't like encounter powers is because they are mindless trolls that hate 4th edition?

TBH I'm not even a D&D player: my system of choice is GURPS. So, yeah, I couldn't really care less about this edition war even if I tried: I'm only here because, sometimes, I enjoy playing other sistems. As in: "I don't always play D&D, but when I do, I play Gnorman classes". If I say that I enjoy n times per day limits, trust me, it's cause I actually do.

The 'reasons' you've provided for daily limits are silly and smack of masochism. The fact is Daily limits encourages power spikes and broken/overpowered effects: the usage limit 'justifies' spike power completely out of line with the rest of the game which can break things. while multiple daily uses vis a vis singular encounter usage (as a rough equivalent) allows for encounter shattering novas. All this in addition to the fact that they are unforgiving and can easily destroy fun for a player by making him perpetually nervous about using his options for fear of not having them when truly needed.


And I cannot even begin to understand how someone could like baseball more than football (soccer. whatever), but you don't see me trying to convince baseball fans to improve their game by adding two goals.

Not even remotely comparable given that encounter like usage already features and is an element of 3.5, and the fact that closely related games can ultimately benefit by incorporating the elements of other like games (e.g. FPS, RTS, and yes, tabletop).



I agree, that's absolutely nonsensical, but what does it. . .

Oh, wait, are you trying to suggest that I said that? Well, that's really unfair: I said that an Illusionist has better ways to use his slots, not that Charm Person suddenly becomes useless. Big difference: he can still use all those spells the same way a Mountebank does, with the only difference that a Mountebank can cast three of them and ignore mind effects immunity, while an Illusionist can cast all of his illusions and turn them into reality. In the end, the illusionist loses nothing and gains a lot.


And the Mountebank casts them at a higher DC. Further, the Illusionist can only ever supplement one (1) illusion at a time, and after that effect concludes, he must have 5 full minutes of uninterrupted rest.

Second, no, the Illusionist's perks don't automatically make Illusion spells better uses of his slots, again precisely because the spells I've mentioned do salient things Illusion spells simply cannot.


No I don't, but thank you anyway: I'm pretty sure I have a fair idea of how poweful that capstone really is.

Evidently not.



Surrealistik - do you think that the per-encounter adaptation we worked on requires any more tweaking?

I recall being happy with the spell limitations we imposed but that the at-will SLA "blasts" still needing some finalization.

It hardly seems like it's worth looking after since people will likely only ever use the 'default' by the simple fact of it being so, but the per-encounter limit seems fine. If anything needs to be changed though, it would be lowering the amount of dailies to compensate for the encounter usable spells.

To recap your at-will proposals:


White Mage: can heal 1d6+CL with a touch. At level 4, can remove fear.
Black Mage: ranged touch attack that does 1d6+CL negative energy damage. At level 4, can sicken for one round.
Red Mage: RTA that does 1d6+CL fire or lightning damage (chosen at 1st level, permanent.) At level 4, does 2d6+CL.
Green Mage: RTA that does 1d6+CL acid. At level 4, can entangle for one round.
Blue Mage: RTA that does 1d4+CL force damage. At level 4, can bullrush or trip with the attack, uses casting stat for modifier.

My revisions:

Not sure if I like the White Mage having at-will, unlimited healing. I'd have the White Mage use an RTA that deals non-lethal damage. Versus undead/evil subtype monsters it would deal lethal damage however that ignores resistance and immunity.

Red RTA should do either or both fire and lightning damage (chosen at creation), since these individually tend to be very commonly resisted vis a vis force and acid. Besides, plasma/red lightning rays are awesome.

Keep in mind that the Red Mage can technically use his Combat Panache with his RTA; I think it should be usable as both an RTA and Touch attack, and Panache would only work for his touch attack.

Waddacku
2011-12-16, 02:23 PM
Thanks muchly for that impressive rules lawyerin' - I feel especially embarrassed about the swift action one!

Fixed. Also upgraded the ravager's Greater Archetype Power to add in healing equal to the rending damage done, to represent drinking your opponent's spirit or lifeblood or some other fluffy metaphor for growing fat off the despair and pain of your enemy.

You're welcome. It was particularly relevant to me because I'm playing a Breathstealer in an IRC campaign now.
No edits are showing up in the thread, though...

Gnorman
2011-12-16, 06:26 PM
You're welcome. It was particularly relevant to me because I'm playing a Breathstealer in an IRC campaign now.
No edits are showing up in the thread, though...

Haven't updated it in the mega thread just yet, will do so sometime tonight after work.

Waddacku
2011-12-16, 06:46 PM
Haven't updated it in the mega thread just yet, will do so sometime tonight after work.

Ah, I see. Sorry about the whining.
Oh, and another question, if you don't mind. The Red Mage's Combat Panache, is it intended to be a blanket replacement for Str for to hit and damage on all attacks that use them for something? Melee attacks, obviously, but also thrown weapon damage and composite bow damage, and thrown attack rolls with Brutal Throw, etc.? That's what it does as is, and that's cool with me. Opens up more fighting styles and all.

EDIT: Just noticed the Phantom Scoundrel's moderate archetype power. Whoa. If you can just start a fight unobserved you'll be able to just walk around and sneak attack everything while having having total concealment and forcing everything to guess at where it is. That is, if they don't have see invisible/glitterdust/sack of flour/etc., of course, and given that you have that preparatory round.

JadePhoenix
2011-12-18, 12:45 PM
I'm in love with your Red Mage.
I want to caress it.

Gnorman
2011-12-18, 01:22 PM
Added a "this ability ends if you attack any creature" clause to the Phantom ability.

Waddacku, you're quite helpful.

Surrealistik
2011-12-18, 02:05 PM
I don't suppose you caught my feedback on the prior page?

Waddacku
2011-12-18, 06:34 PM
Added a "this ability ends if you attack any creature" clause to the Phantom ability.

Waddacku, you're quite helpful.

Thank you, it's a bit of a hobby of mine.

Gnorman
2011-12-18, 09:50 PM
I don't suppose you caught my feedback on the prior page?

I did, thank you. I'll put it together into a more cohesive "Alternate Rule Set" with the alterations you made to the SLAs.

D-naras
2011-12-19, 03:16 AM
Just noticed that the reaver archetype adds intimidate as a class skill although its allready a class skill for the zealot.

Gnorman
2011-12-19, 08:47 AM
Just noticed that the reaver archetype adds intimidate as a class skill although its allready a class skill for the zealot.

The fix is in.

Yeturs
2011-12-20, 03:30 AM
Firstly, I love what you did with the place. I like E6 in general, but its nice that melee got a buff in line with casters and whatever.

Point is, Thanks!

A couple of questions now...

About how close do you consider yourself to being done? Like, I foresee 5 archetypes for each of the classes, just seems natural to me. But I'm wondering how much more material could be expected?

Secondly, I would love to compile this (Along with the important skills and stuff from the SRD and feats and stuff) into a PDF and a hard copy. Kind of an E6 players handbook. Is that something that I would have permission to do? Credit given in the book, of course.

And, presuming I am allowed, would you like a copy of the theoretical PDF?

At any rate, cheers!

Gnorman
2011-12-20, 07:26 AM
Firstly, I love what you did with the place. I like E6 in general, but its nice that melee got a buff in line with casters and whatever.

Point is, Thanks!

A couple of questions now...

About how close do you consider yourself to being done? Like, I foresee 5 archetypes for each of the classes, just seems natural to me. But I'm wondering how much more material could be expected?

Secondly, I would love to compile this (Along with the important skills and stuff from the SRD and feats and stuff) into a PDF and a hard copy. Kind of an E6 players handbook. Is that something that I would have permission to do? Credit given in the book, of course.

And, presuming I am allowed, would you like a copy of the theoretical PDF?

At any rate, cheers!

Firstly, thank you! My goal was to create a system wherein non-magical classes were still highly desired, and based on what I've seen from the two PbPs organized using my material, I've been quite pleased with the results. If anything, the magical classes have been receiving the short end of the player interest stick, and that means I've succeeded, in my mind. I wanted to eliminate Wizard/Druid/Cleric dominance and open up the field to all play styles - I hope you are all pleased with the results. If not, I'd love to hear from you about what more can be done. As I've mentioned before, I am absolutely open to community critique and contributions, because the players are and forever will be the final authority on whether or not a particular piece of homebrew is effective, balanced, and most of all, fun.

I foresee at least four archetypes for each class (that's what I have planned so far) and five new psionic classes (once I have time). Beyond that, it's tweaking and editing to make sure that everything is in tip top shape.

Given that I am operating under OGL, it'd be far from me to prevent someone from compiling my material into a PDF (I would appreciate proper credit, of course!). I plan to do so myself once it is complete, but I won't say no to someone else looking to take some of the busy work out of my hands.

Essentially, this material is released into the world, for those of you wish to do so to adopt, adapt, and use to your own ends. The fact that some of you are doing so produces a warm, fuzzy feeling in my black, shriveled heart.

Yeturs
2011-12-21, 02:36 AM
Awesome. Im putting some work in on it now. Dont expect to much, because I'm not great at using open office (How to add page numbers? lolz.) but its mainly for me and my groups use, so whatever.

A couple of questions...

How would stripping E6 or alignment altogether work out? I mean, most of the huge alignment stuff like blasphemy is high level, right? Save things like smite evil, but as paladins are out...

And the art you use, I was hoping to use it in this book. Seeing as I wont be charging, It should be ok for me to copy/paste it. But I would like your go ahead, as I do plan to distribute it. Or the go ahead of the artist, if that is necessary, though I will handle contacting them if you can point me the right way.

Also, to avoid getting hopes up, I will be adding some other home-brew systems, like separating RP money and WBL money, I saw that on the forum and will give credit If I can find him again. Stuff Like that.

Thanks again! Have a great day, and remember how you forever changed the face of this mans gaming group :smallsmile:

Gnorman
2011-12-21, 02:59 AM
Awesome. Im putting some work in on it now. Dont expect to much, because I'm not great at using open office (How to add page numbers? lolz.) but its mainly for me and my groups use, so whatever.

A couple of questions...

How would stripping E6 or alignment altogether work out? I mean, most of the huge alignment stuff like blasphemy is high level, right? Save things like smite evil, but as paladins are out...

And the art you use, I was hoping to use it in this book. Seeing as I wont be charging, It should be ok for me to copy/paste it. But I would like your go ahead, as I do plan to distribute it. Or the go ahead of the artist, if that is necessary, though I will handle contacting them if you can point me the right way.

Also, to avoid getting hopes up, I will be adding some other home-brew systems, like separating RP money and WBL money, I saw that on the forum and will give credit If I can find him again. Stuff Like that.

Thanks again! Have a great day, and remember how you forever changed the face of this mans gaming group :smallsmile:

I would prefer that you didn't include the art, even though it should technically be okay under fair use. Most of the art I've included is copyrighted by Wizards of the Coast or the individual artist in question, and it'd be out of my league, at least, to use it in a final product. I'd prefer to err on the side of caution when it comes to OGL. However, if you intend to use it solely for your own gaming group and do not intend to distribute it, leaving in the art should be fine. I am producing PDFs without art, myself.

As far as alignment goes, it would really only affect the white mage and the zealot, as they have the most alignment-based abilities.

Eldest
2011-12-21, 11:38 AM
Awesome. Im putting some work in on it now. Dont expect to much, because I'm not great at using open office (How to add page numbers? lolz.) but its mainly for me and my groups use, so whatever.

A couple of questions...

How would stripping E6 or alignment altogether work out? I mean, most of the huge alignment stuff like blasphemy is high level, right? Save things like smite evil, but as paladins are out...

And the art you use, I was hoping to use it in this book. Seeing as I wont be charging, It should be ok for me to copy/paste it. But I would like your go ahead, as I do plan to distribute it. Or the go ahead of the artist, if that is necessary, though I will handle contacting them if you can point me the right way.

Also, to avoid getting hopes up, I will be adding some other home-brew systems, like separating RP money and WBL money, I saw that on the forum and will give credit If I can find him again. Stuff Like that.

Thanks again! Have a great day, and remember how you forever changed the face of this mans gaming group :smallsmile:

Could you actually post a link to this somewhere once you are done? I'd like to see it.

Yeturs
2011-12-21, 10:01 PM
I will put a copy up on this forum once its done, sans art. Wish me luck!

Gnorman
2011-12-23, 06:14 AM
Okay, assembling a to-do list for myself for after Christmas/New Year's.

1. Assemble more Tyrant henchmen

2. Implement newest round of archetypes

3. Put together psionic classes

4. Assemble and organize Community Contributions

5. Begin work in earnest on races, feats, and skill tricks.

6. Put together framework of my personal campaign world.

Tao Jones
2011-12-27, 12:22 PM
Three questions:

One, is this system meant to be used in conjunction with the other WotC classes within E6? Or as a standalone system of classes? It seem like the latter, and I like that.

Can I help? I love E6, I absolutely love these homebrew classes, and I want to use them in the future, so I'd love to add stuff whenever I have time.

Do you have an official stance on how you want to treat prestige classes? If not, it came to mind that they could be something more akin to Epic-Destiny-style feat trees that open up at level 6. Thoughts?

Gnorman
2011-12-27, 05:59 PM
Three questions:

One, is this system meant to be used in conjunction with the other WotC classes within E6? Or as a standalone system of classes? It seem like the latter, and I like that.

Can I help? I love E6, I absolutely love these homebrew classes, and I want to use them in the future, so I'd love to add stuff whenever I have time.

Do you have an official stance on how you want to treat prestige classes? If not, it came to mind that they could be something more akin to Epic-Destiny-style feat trees that open up at level 6. Thoughts?

1. It's supposed to be a separate subsystem - it does not mix well with standard classes, nor does it mesh well with multiclassing.

2. Sure, that's why I made a Community Contributions section. Help out as much as you like, and I'll definitely include whatever you come up with. Maybe I should make a wiki?

3. Given the amount of archetypes I plan to have available, I don't know that prestige classes are strictly necessary. My system is more akin to 2nd edition's kits. However, feat chains could work, as would an "epic" expansion to the system - expanding classes to 8th level. I don't know if I'm ready to go down that road just yet, though.

Eldest
2011-12-27, 08:36 PM
Would an NPC class be workable? Like the commoner, with the archetypes giving any of the expert, adept, or warrior tracks? Does this even make sense?

Tao Jones
2011-12-27, 10:15 PM
Awesome, I'll start perusing my old books and see what strikes my fancy.

Also, that Commoner class sounds delicious. :belkar:

Gnorman
2011-12-28, 05:48 AM
Would an NPC class be workable? Like the commoner, with the archetypes giving any of the expert, adept, or warrior tracks? Does this even make sense?

I see what you're getting at.

Something like this?

The Peasant

http://cdn.obsidianportal.com/images/484990/Ben.png

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

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

1st|+0|+0|+0|+0|Housecat Immunity

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

3rd|+1|+1|+1|+1|Day Laborer

4th|+2|+1|+1|+1|Moderate Archetype Power

5th|+2|+1|+1|+1|Animal Husbandry

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

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

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

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

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

Archetypes

Adept
Lesser: At 2nd level, an adept gains the ability to spontaneously cast a small amount of spells, chosen from one mage class's list (not including spells offered by archetypes). He does not need to prepare his spells, and knows all spells on his chosen list that he is capable of casting. He uses the same casting ability (Intelligence, Wisdom, or Charisma) as the class he chose, and his spells are considered either divine or arcane depending on the spell list he chooses (arcane for Black, Red, and Blue; divine for White and Green), and his caster level is equal to his level. Initially, he may only cast one first-level spell, plus any bonus spells given by having a positive modifier in his casting stat. The DC of a spell, if applicable, is equal to 10 + his casting stat's modifier + the level of the spell. He also gains the services of a familiar as if he were a wizard or sorcerer of the same level and a bonus on Will saves equal to half his level (minimum of 1).
Moderate: At 4th level, an adept may now cast second-level spells - he may cast one per day, plus whatever bonuses given by his casting stat. He also gains Brew Potion as a bonus feat.
Greater: At 6th level, an adept may now cast third-level spells - he may cast one per day, but does not receive bonus spells based on his casting stat. He also gains Craft Wand as a bonus feat.

Expert
Lesser: At 2nd level, an expert may choose ten skills. These skills are forever treated as class skills. In addition, the expert's skills points per level increases to six - this change is retroactive and so gives the appropriate bonuses for past, present, and future levels. The expert also gains proficiency with light armor and simple weapons.
Moderate: At 4th level, an expert may take 10 on the ten skills he chose at 2nd level, even if distracted or endangered.
Greater: At 6th level, when an expert takes 20 on any skill, he adds a +5 competence bonus to the final result. In addition, when taking 10 on a check, he treats the result of the roll as a 15 instead.

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

Eldest
2011-12-28, 11:28 AM
Yeah, with an archetype that allows her some minimal spellcasting and one that gives her lots more skills (adapt and expert respectively).

Gnorman
2012-01-01, 05:20 AM
Yeah, with an archetype that allows her some minimal spellcasting and one that gives her lots more skills (adapt and expert respectively).

Adept and Expert archetypes added - will probably add Aristocrat later.

Redibeth
2012-01-02, 12:24 PM
Amazing work, really wanna try it.

Gnorman
2012-01-03, 06:19 PM
Work on psionic classes has begun - Empath (http://www.giantitp.com/forums/showthread.php?t=227504) and Kinetic (http://www.giantitp.com/forums/showthread.php?t=227628) have been finished so far and added to the megathread.

Back in the game!

Eldest
2012-01-06, 07:17 PM
Because he didn't post about it, the Esoteric (http://www.giantitp.com/forums/showthread.php?t=227741) is up as well.
Should the Peasant go on the front page, or no?

Smokin Red
2012-01-07, 08:52 AM
Definitely should go on the front page

Gnorman
2012-01-08, 02:44 AM
Aspirant (http://www.giantitp.com/forums/showthread.php?t=228070) and Esoteric (http://www.giantitp.com/forums/showthread.php?t=227741) added, and Peasant put on the front page.

I am starting to come up against character count limit issues, and may need to create a new thread to accommodate the extra work at some point in the future (especially if more community contributions come rolling in). At this point, as long as this thread is only for classes, it should be fine (although with the new archetypes I plan to add, I may hit the cap regardless).

The Engineer alone was 25,000 characters... that's half a post!

Eldest
2012-01-08, 12:18 PM
If you want, I can turn my first comment into part of the listing.

Gnorman
2012-01-09, 12:07 AM
If you want, I can turn my first comment into part of the listing.

While I appreciate that, it's not going to solve the problem as a whole - I'll have just enough space for classes here, and I'll have to turn races/skills/feats/mechanics/setting into other threads, perhaps making one MEGA MEGA MEGA thread at the very end incorporating all of it.

If only I'd just stop making new classes, I'd be okay.

Oh wait. (http://www.giantitp.com/forums/showthread.php?t=228174)

Knaight
2012-01-09, 04:54 PM
While I appreciate that, it's not going to solve the problem as a whole - I'll have just enough space for classes here, and I'll have to turn races/skills/feats/mechanics/setting into other threads, perhaps making one MEGA MEGA MEGA thread at the very end incorporating all of it.

If only I'd just stop making new classes, I'd be okay.

Oh wait. (http://www.giantitp.com/forums/showthread.php?t=228174)

Or, instead of a MEGA MEGA MEGA thread at the end, you go with the .pdf link option.

Mangles
2012-01-09, 05:50 PM
This homebrew has actually made me want to learn the psi rules for d&d

Zolkabro
2012-01-09, 05:56 PM
While I appreciate that, it's not going to solve the problem as a whole - I'll have just enough space for classes here, and I'll have to turn races/skills/feats/mechanics/setting into other threads, perhaps making one MEGA MEGA MEGA thread at the very end incorporating all of it.

If only I'd just stop making new classes, I'd be okay.


NOOOO, anything but that! You can't stop making classes! They're amazing!

Endalos
2012-01-09, 06:13 PM
Had a questions that has popped up as I have been making characters. What is the starting gold of the characters?

Gnorman
2012-01-09, 08:53 PM
Or, instead of a MEGA MEGA MEGA thread at the end, you go with the .pdf link option.

I certainly do plan on this, don't worry. But I find the thread to be a great work-in-progress document.


NOOOO, anything but that! You can't stop making classes! They're amazing!

Thank you very much, but at this point I'm considering base classes DONE. Now I'm going to go back through and create all the new archetypes I said I would, which should hopefully shore up some of the gaps and offer options for alternative rule sets like incarnum, ToB, binding, shadowcasting, maybe even truenaming if I can figure out a way to make it not suck.


Had a questions that has popped up as I have been making characters. What is the starting gold of the characters?

Brawler: 5d4 x10 (125)
Hunter: 6d4 x 10 (150)
Gladiator: 6d4 x 10 (150)
Sentinel: 6d4 x10 (150)
Zealot: 6d4 x 10 (150)
Engineer: 5d4 x 10 (125)
Noble: 8d4 x 10 (200)
Poet: 4d4 x10 (100)
Sage: 4d4 x10 (100)
Scoundrel: 5d4 x 10 (125)
Black Mage: 3d4 x 10 (75)
Blue Mage: 3d4 x 10 (75)
Green Mage: 2d4 x 10 (50)
Red Mage: 4d4 x 10 (100)
White Mage: 3d4 x 10 (75)
Aspirant: 5d4 x 10 (125)
Empath: 3d4 x10 (75)
Esoteric: 4d4 x 10 (100)
Kinetic: 3d4 x10 (75)
Subliminal: 5d4 x 10 (125)

Surrealistik
2012-01-09, 09:09 PM
Why bother with random gold at all? Just go with a static averaged amount.

Gnorman
2012-01-10, 08:29 AM
The following archetypes have been added to their respective class threads. I will update the mega thread as soon as I can.

Deadeye Hunter: A trick-shot master with a penchant for one-handed weapons and ranged maneuvers.

Avenger Zealot: A stalwart, nearly-unkillable champion that gets maneuver progression and becomes stronger the closer he is to death.

Innovator Engineer: A volatile genius with the ability to cobble together inventions into explosive and dangerous forms.

Caller Sage: A crafty binder who uses ancient rites and arcane secrets rather than force of personality to ally vestiges to his will and use their power to his own ends.

Void Cultist Black Mage: A disturbing magician that draws on the powers and creatures of the cold, dark spaces between worlds.

Endalos
2012-01-10, 04:03 PM
Moderate Archetype Power: A deadeye may make attacks of opportunity with hand crossbows or one-handed firearms as if they threatened within their first range increment, and does not provoke attacks of opportunity for using a ranged weapon while using such weapons.

Does this mean that with a Hand Crossbow, the deadeye threatens everyone with 30ft.?

If so does that mean everytime somebody cast a spell, moved, drank a potion or anything that normally provoke an attack of oppurtunity provoke one from the deadeye if they are within 30ft. of him?

Amechra
2012-01-10, 05:00 PM
A feat, if I may?

Unorthodox Training
Your training was a little... different.
Benefit: Select a Class; your choice of Archetypes for that class expands to include all classes within that "power group" (Skillful, Psionic, and so on.)
Special: This feat must be taken at 1st level.

Anyway, I will be watching this with interest.