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Rizban
2013-02-28, 02:36 AM
Rizban's E6 Player's Guide

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


Table of Contents

Introduction
Why this Player's Guide?
Classes, Archetypes, and Backgrounds

Chapter 1: The Classes
Combat Classes (http://www.giantitp.com/forums/showthread.php?p=14795628#post14795628)

Brawler
Gladiator
Sentinel

Skillful Classes (http://www.giantitp.com/forums/showthread.php?p=14795631#post14795631)

Acrobat
Expert Knacks
Troubadour Inspiring Auras

Magic Classes (http://www.giantitp.com/forums/showthread.php?p=14795635#post14795635)

Augur
Magus
Spellblade

Chapter 2: The Archetypes Archetype Descriptions (http://www.giantitp.com/forums/showthread.php?p=14795638#post14795638)
Chapter 3: The Backgrounds Background Descriptions (http://www.giantitp.com/forums/showthread.php?p=14795648#post14795648)

Chapter 4: Feats
Types of Feats (http://www.giantitp.com/forums/showthread.php?p=14795648#post14795648)
Feat Descriptions (http://www.giantitp.com/forums/showthread.php?p=14795648#post14795648)

Chapter 5: Magic
The Nature of Divine Magic (http://www.giantitp.com/forums/showthread.php?p=14795650#post14795650)
Spells
Divine Domains (http://www.giantitp.com/forums/showthread.php?p=14795650#post14795650)
Spell Descriptions (http://www.giantitp.com/forums/showthread.php?p=14795650#post14795650)

Chapter 6: Equipment Tools and Materials (http://www.giantitp.com/forums/showthread.php?p=14795656#post14795656)

Chapter 7: Miscellaneous Systems Tactical Traps (http://www.giantitp.com/forums/showthread.php?p=14795656#post14795656)

Chapter 8: Monsters Monster Description (http://www.giantitp.com/forums/showthread.php?p=14795661#post14795661)

Introduction

I have long enjoyed playing low level D&D and found E6 back when it was first published years ago. For those of you who have never heard of E6, it can be summed up as a gritty, semi-heroic way of playing D&D where characters never progress to a level beyond 6th. More about E6, its rules, and its philosophy can be found here: E6: The Game Inside D&D (http://www.enworld.org/forum/showthread.php?206323-E6-The-Game-Inside-D-amp-D).


Why this Player's Guide?

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

I decided some time ago that I would enjoy converting that campaign to an E6 format at some point. While perhaps not for this forum, as I'd hate to disrupt an ongoing game, but I would like to run a live version of that game in E6. While E6 is great, D&D was simply not designed with that paradigm in mind. As such, I wanted to create an all new collection of classes and abilities suited to this play style. I began work on it and was making a small amount of progress when a friend of mine introduced me to Gnorman's E6 Compendium (http://www.giantitp.com/forums/showthread.php?t=250820). I was hooked. I really enjoyed the way he had setup his classes and liked the way that he implemented archetypes in a manner similar to class kits from older versions of D&D.

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

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


Classes, Archetypes, and Backgrounds

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

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

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

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

Rizban
2013-02-28, 02:37 AM
Chapter 1: The Classes

Combat Classes


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



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


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

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

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

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

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

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

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

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

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

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

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

Rapid Strikes: Once per encounter, a brawler may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Rapid Dash (Ex): For three rounds, the brawler may move his base land speed as a swift action. He also gains a 20% miss chance from concealment for those three rounds.

Blitz Strike (Ex): For three rounds, the brawler may make two additional attacks as part of his flurry of strikes instead of only one.

Deadly Strikes (Ex): For three rounds, critical threats made by the brawler are automatically confirmed without needing a second roll.

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



Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special
Combat
Versatility
Weapon
of Choice
1st
+1
+2
+1
+0 Archetype power (lesser), combat versatility, skillful maneuvers
Bonus Feat

2nd
+2
+3
+2
+0 Weapon of choice

+1
3rd
+3
+3
+2
+1 Archetype power (moderate), fancy footwork
Bonus Feat
+1
4th
+4
+4
+2
+1 Unorthodox maneuvers

+2
5th
+5
+4
+3
+1 Advanced maneuvers
Bonus Feat
+2
6th
+6/+1
+5
+3
+2 Archetype power (greater), master maneuvers

+3


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

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

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

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

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

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

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

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

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

Master Maneuvers: Once per encounter, a gladiator may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Shake It Off (Ex): As an immediate action, the gladiator may remove one of the following conditions from himself, even if the condition would prevent him from normally doing so: blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and any forms of fear or he may heal 3d6 damage to one ability score. Upon using this ability, any non-lethal damage the gladiator has suffered is immediately healed. This ability may only be using during combat.

It's All in the Wrist (Ex): As a swift action, the gladiator may make a full attack at his highest base attack bonus. He may take an additional 5-foot step before this attack and select targets as normal.

Quick Footwork (Ex): For three rounds, a gladiator's threatened squares increase as though his reach were increased by 5 feet, but he can still attack squares adjacent to him. If an opponent provokes an attack of opportunity in a threatened square outside of the gladiator's normal reach, he may take a 5-foot step towards that opponent as part of the attack of opportunity so that he can make the attack.

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



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


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

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

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

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

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

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

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

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

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

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

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

Impregnable Defense: Once per encounter, a sentinel may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Peerless Bodyguard (Ex): For one full round, the sentinel grants total cover to his ward. This ability may be activated as an immediate action.

Unbreakable Shield (Ex): As an immediate action, the sentinel negates all damage from a single source against himself or his ward.

Shrug It Off (Ex): As an immediate action, the sentinel treats a single Fortitude, Reflex, or Will save as if he rolled a natural 20. He must make the decision to use this ability before he actually rolls his save, and he does not roll any dice.

Rizban
2013-02-28, 02:38 AM
Skillful Classes


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



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


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

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

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

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

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

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

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

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

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

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

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

Acrobatic Combatant: Once per encounter, an acrobat may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Death From Above (Ex): As a standard action, an acrobat can hurl herself down at an enemy at least 10 feet below her. The acrobat takes falling damage as normal but deals an additional 1d6 damage for every 10 feet she falls, to a maximum of 3d6. Additionally, she gains a +2 circumstance bonus on her attack roll for this attack.

Tuck and Roll (Ex): As a move action, the acrobat can tumble through an opponent's square. If the acrobat avoids the opponent's attacks of opportunity for movement, she can treat that opponent as flat-footed against her next attack.

Supreme Mobility (Ex): For three rounds, the acrobat's speed increases by 10 feet, she does not provoke attacks of opportunity for movement, and she gains Improved Evasion and Improved Uncanny Dodge.

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



Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save Special
Insight
Knacks
1st
+0
+2
+0
+1 Archetype power (lesser), specialization, insight, knacks
0
1st Knack
2nd
+1
+3
+0
+2 Insightful defense
1

3rd
+2
+3
+1
+2 Archetype power (moderate), brilliant aid
1
2nd Knack
4th
+3
+4
+1
+2 Insightful strike
2

5th
+3
+4
+1
+3 Skill mastery
2
3rd Knack
6th
+4
+5
+2
+3 Archetype power (greater), true expert
3
4th Knack


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

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

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

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

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

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

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

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

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

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

True Expert: Once per encounter, an expert may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Epiphany (Ex): Until the start of his next turn, whenever the expert would add his Intelligence modifier to a roll from spending a point of insight, he instead adds 1.5x his Intelligence modifier (rounded down). So, if he has an 18 Intelligence, he would add a +6 to his rolls instead of a +4 until the start of his next turn.

Skill Insight (Ex): When using skill mastery to take 10, the expert may take 15 instead. This function exactly as if he were taking 10, but the result is treated as though he rolled a 15.

Brains Over Brawn (Ex): When making an ability check or skill check based on Strength, Dexterity, or Constitution, an expert may add his Intelligence modifier to the roll instead of the physical ability score.

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

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



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


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

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

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

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

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

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

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

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

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

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

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

Sound and Fury: Once per encounter, a troubadour may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Inspirational Speech (Su): By spending a full-round action, a troubadour may activate a second inspiring aura for three rounds. At the end of the third round, he chooses which of the two auras is dismissed.

Great Motivator (Su): By spending a standard action, the troubadour's inspiring aura bonus increases by +1 for three rounds.

Quite Fortunate (Su): The troubadour may use his fortune's friend ability once without it counting against his daily uses of that ability.

Inspiring Auras Assault: All allies affected by this aura gain a bonus on rolls to confirm critical hits equal to twice the normal aura bonus.

Alacrity: This aura grants a boost in reaction time to all allies within the aura, granting them a bonus on Initiative checks and on Reflex saves.

Countersong: An aura user can use his aura to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check and adds his aura bonus to the result. Any creature within 30 feet of the aura user (including the user himself) that is affected by a sonic or language-dependent magical attack may use the Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The aura user may keep up the countersong for 10 rounds. After the countersong ends, the aura user must rest for at least 1 minute for each round the countersong was active before he can use it again.

Distraction: While this aura is active, all enemies within the aura take a penalty to attack rolls and Concentration checks. As a swift or immediate action, the aura user may end this aura to apply the penalty to a saving throw of one affected enemy.

Fascinate: Enemies affected by this aura have a chance of becoming fascinated. Each creature to be fascinated must be within 90 feet, able to see and hear the aura user, and able to pay attention to him. The aura user must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every level a character attains beyond 1st, he can target one additional creature with this aura.
___To fascinate a creature, the aura user makes a Perform check, adding his aura bonus to the result. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the user cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the performance, taking no other actions, for as long as the user continues to play and concentrate (up to a maximum of 1 round per class level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the aura user to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
___Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Ability: When this aura is activated, the aura user chooses one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. Affected allies gain a bonus on ability checks with that ability and on skill checks that have the chosen ability as its key ability. As a standard action, a troubadour may alter this aura to affect a different ability without ending his use of the aura.

Inspire Competence: When this aura is activated, the aura user chooses one skill. Affected allies gain a bonus on skill checks with that skill equal to twice the normal aura bonus. Certain uses of this ability are infeasible, such as Move Silently or Listen, as ruled by the DM. An aura user can't inspire competence in himself. This is a mind-affecting ability.

Intractability: This aura grants a boost in strength of will to all allies within the aura, granting them a bonus on Concentration and Sense Motive skill checks and on Will saves

Repose: All allies affected by this aura ignore the effects of fatigue, exhaustion, hunger, and thirst while affected by the aura. This does not remove the need to sleep, eat, or drink, characters simply do not suffer the negative effects of the fatigue.

Rousing Combat: All allies affected by this aura gain a bonus when making or attempting to resist a bull rush, disarm, feint, grapple, overrun, sunder, or trip attempt.

Taunt: One enemy within twice the normal aura range must make a Will save (DC 10 + aura bonus + Charisma modifier) or become enraged and attempt to attack the aura user, moving toward him if necessary and charging if beneficial. This aura must be maintained each round as a swift action.
___If the taunted creature is attacked, injured, or targeted or damaged by a spell from any source other than the aura's user, the taunt effect immediately ends. After a number of rounds equal to the aura bonus, the taunted creature gets a new saving throw. A creature that successfully saves against a taunt is immune to taunts from the aura user for 24 hours. This is an enchantment (compulsion), mind-affecting ability.

Tenacity: This aura grants a boost in resolve and resilience to all allies within the aura, granting them a bonus on Fortitude saves and damage reduction X/magic where X is the aura bonus. This does not stack with other sources of damage reduction.

Valor: All allies affected by this aura gain a bonus on attack rolls and weapon damage rolls.

Vigor: All allies affected by this aura gain a bonus on armor class and saves against fear, poison, and disease.

Rizban
2013-02-28, 02:39 AM
Magic Classes


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



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


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

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

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

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

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

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


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

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

Channeling Savant: Once per encounter, an augur may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Great Surge (Su): When activating a spirit surge, an augur may choose to make it a great surge. If she does so, her effective class level is increased by +3.
A great surge is particularly detrimental, guaranteeing that the augur is overwhelmed. She always becomes sickened for 1d3 rounds after using great surge and, in addition, the save DCs of her spells suffer a -2 penalty while she remains sickened.

Deep Insight (Su): When activating this ability, an augur may spend any number of motes she chooses, up to the maximum she can normally spend. For three rounds, any spells of the divination school she casts gain +2 to caster level for each mote spent on this ability. This benefit also applies to her augury and divination abilities from channeling.

Channel Shift (Su): Once per day, an augur may spend motes to cast a spell that she does now know. This spell may be any spell on her spell list of up to 2nd level. She spends 1 more mote than usual to cast this spell. So, if she casts a 2nd-level spell with this ability, she must spend 4 motes instead of the usual 3.

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



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


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

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

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

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

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

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

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

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

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

Master of Magic: Once per encounter, a magus may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Esoteric Power (Su): For three rounds, the magus adds his Intelligence modifier to any checks made to overcome a target's spell resistance.

Knowledge Mastery (Ex): After making a successful esoteric knowledge check, the magus may spend a second move action to explain more about the identified creature to his allies, allowing him to grant two esoteric knowledge bonuses against the target creatures for the rest of the encounter.

Rapid Casting (Su): A magus may cast a single spell as a swift action as long as the spell does not normally take longer than 1 standard action to cast. This ability does not increase the level of the spell.

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



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


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

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

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

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

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

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

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

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

Combat Panache: Once per encounter, a spellblade may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Surging Conduit (Su): As a full-round action, a spellblade may use spell conduit as part of a full attack affecting each target hit with the weapon, even if the spell normally can affect only one target. A target of the attack cannot be affected by the same spell more than once, though the spellblade may still make multiple attacks against it.
___Additionally, as part of the full attack, the spellblade may make a second attack with his weapon at a -5 penalty as if he had a high enough base attack bonus to make iterative attacks.
___Spell conduit still affects only a single weapon the spellblade wields.

Eldritch Conduit (Sp): As a full-round action, a spellblade may conduct a spell through his eldritch blast as though it were a melee weapon allowing him to use his spell conduit ability at range.

Eldritch Power (Ex): For three rounds, the bonuses from a spellblade's spell power ability increase to +5.

Rizban
2013-02-28, 02:40 AM
Chapter 2: The Archetypes

All archetypes follow the same format.


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

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

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


The Archetypes
ArchetypePrerequisitesBenefits
AssassinSkillfulSneak attack, poison use, and death attack
Beastmaster–Animal companions
BreathstealerCombatImproved grab, grapple bonuses, constrict
BruteCombatRage, damage reduction, pounce
DuelistCombatCombat Focus and defensive maneuvers
Force AdeptMagicMaster of force spells and object manipulation
Green MageMagicSpellcasting, wild empathy, speak with plants/animals, wilderness movement
HopliteCombatShield bashes, improved AC, stunning attacks
HuntsmanCombat or SkillfulFavored enemies and terrain
PriestMagicSpellcasting, healing, turn undead, church authority
PugilistCombatUnarmed strikes, stun attacks, overcoming damage reduction
Red MageMagicSpellcasting, armor use, bonus damage
SkirmisherSkillful or BrawlerSneak attack and mobility.
SniperCombat or SkillfulRanged attack bonuses, death attack
TemplarCombatChanneling, healing, and resistances
Trapsmith–Trapfinding, trap sense, quickly setting traps


Archetype Descriptions

AssassinThe assassin focuses on underhanded tactics and precise strikes on vital organs.

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

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


Sneak Attack (Ex)
___An assassin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC or when the assassin flanks her target. The extra damage is 1d6 at 1st level, and it increases by 1d6 every two assassin levels thereafter to a maximum of 3d6 at 5th level. Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied.
___Ranged attacks can count as sneak attacks only if the target is within 30 feet or the weapon's first range increment, whichever if farther.
___Any creature that is immune to critical hits or does not have a discernible anatomy takes only half damage from sneak attacks. The assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Moderate Archetype Power Poison Resistance (Ex)
___An assassin gains a circumstance bonus to saves against poison equal to half her class level, rounded down.


Uncanny Dodge (Ex)
___An assassin retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If an assassin already has uncanny dodge from another source, she automatically gains improved uncanny dodge instead.
Greater Archetype Power Deadly Poisons (Ex)
___The DC of any poison an assassin uses is increased by 2.


Death Attack (Ex)
___If an assassin studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as her attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
___If a death attack is attempted and fails (the victim makes his save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Capstone
An assassin adds one additional option to her class' capstone ability. Acrobat – Opportunistic Backstab (Ex) When an enemy provokes an attack of opportunity from the acrobat, the acrobat may make a Tumble check vs DC 15. If successful, he slips through his opponent's defenses and is able to apply sneak attack damage to the attack of opportunity.
Expert – Poisonous Insight (Ex) When poisoning a creature, the expert may spend up to 6 points of insight. The initial save DC of the poison increases by 1 for every two points spent.
Troubadour – Charming Killer (Ex) For three rounds, a troubadour may use his Beguiling Influence and Social Graces abilities in combat, including the use of the Bluff skill to feint. If he successfully feints in combat and makes a sneak attack against the same opponent that round, he deals an additional 1d6 sneak attack damage.


BeastmasterThe beastmaster is exceptional at training and handling animals of all kinds.

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

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


Wild Empathy (Ex)
___A beastmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The beastmaster rolls 1d20 and adds her beastmaster level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the beastmaster and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A beastmaster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Moderate Archetype Power Wild Whispers (Su)
___At 3rd level, a beastmaster gains the ability to use speak with all animals at will as the spell.


Healing Touch (Su)
___A beastmaster with a Charisma score of 12 or higher can heal the wounds of animals with a touch. Each day she can heal a total number of hit points of damage equal to her beastmaster level × her Charisma bonus. A beastmaster may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using this ability is a standard action and only works on creatures of the Animal type.
Greater Archetype Power Second Animal Companion (Ex)
___At 6th level, a beastmaster gains a second animal companion. For the purposes of improving the second animal companion's abilities, treat the beastmaster as if his class level was 5 lower.
Capstone
A beastmaster adds one additional option to his class' capstone ability. Brawler – Wild Strike (Ex) For three rounds, any time the brawler makes a successful critical hit against an opponent, any attacks his animal companions make have their critical threat range increased by 2.
Gladiator – Animal Teamwork (Ex) A gladiator's animal companion may assist him in making any bull rush, disarm, feint, overrun, sunder, and trip attacks by either distracting the opponent or adding its strength. The animal companion must remain adjacent to the gladiator for the entire combat maneuver, moving as he moves if necessary. The gladiator gains a circumstance bonus on all opposed Strength checks equal to the animal companion's Strength modifier and other opposed rolls equal to the animal companion's Dexterity modifier.
Sentinel – Animal Guardian (Ex) For three rounds, if a sentinel and his animal companion flank the sentinel's ward, the sentinel's warding bonus increases by 3 for all abilities that use it.
Acrobat – Coordinated Flanking (Ex) For three rounds, an acrobat and her animal companions adjacent to the same enemy are considered flanking him regardless of their positions in relation to that enemy. In addition, the bonus that her animal companions gain from her distracting flank ability is increased to +2.
Expert – Natural Insight (Ex) For three rounds, any time the expert spends points of insight to gain a bonus on an attack roll, damage roll, saving throw, or skill check, his animal companions also gain an insight bonus equal to half the bonus the expert gains. This bonus applies on the next appropriate roll the animal companion makes in that round. If an expert uses insight to boost his attack roll, then the companion gains a bonus on its next attack roll.
Troubadour – Quick Companions (Ex) As an immediate action made at the start of combat, a troubadour who gains a bonus from his quick thinking ability also grants the bonus to his animal companions.
Augur – Channel of Nature (Su) When using channeling to use either the vigor or prescience ability, the bonuses apply to his animal companion as well.
Magus – Natural Knowledge (Ex) When making an esoteric knowledge check, the magus may choose to use Knowledge (nature) in addition to any other Knowledge skills he can normally use. Regardless of the Knowledge skill used, the bonus gained by a magus' animal companions from his use of esoteric knowledge is 1 higher than normal, as though he rolled higher on the skill check.
Spellblade – Companion Conduit (Su) As a full-round action that provokes attacks of opportunity, a spellblade may conduct a spell into one of his animal companions. For the next three rounds, the first successful attack made by that animal conducts the spell, hitting its target. For the duration of this ability, the spellblade can not use the conducted spell.

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

0-Level Cure Minor Wounds Detect Poison Mending Purify Food and Drink Resistance
1st-level Calm Animals Charm Animal Detect Animals or Plants Hide from Animals Magic Fang
2nd-level Animal Messenger Animal Trance Beastly Power† Hold Animal Wild Insight†
3rd-level Dominate Animal Magic Fang, Greater Reduce Animal
† indicates a new spell described below.
Animal Companion

Class
Level
Bonus
HD
Natural
Armor Adj.
Str/Dex
Adj.
Bonus
TricksSpecial

1st
+0
+0
+0
1Link

2nd
+1
+1
+0
1Alertness

3rd
+2
+2
+1
2-

4th
+2
+3
+1
2Evasion

5th
+3
+3
+2
3-

6th
+4
+4
+2
4Devotion

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

Class Level The character’s class level.

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

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

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

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

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

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

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

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

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

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

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


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


Unarmed Combat (Ex)
___A breathstealer gains Improved Unarmed Strike as a bonus feat, even if he does not meet the prerequisites.
Moderate Archetype Power Crushing Pin (Ex)
___When successfully pinning an opponent, a breathstealer deals an additional amount of damage to that opponent each round equal to his class level.


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


Powerful Grapple (Ex)
___When making grapple checks or using improved grab, he is treated as one size larger if doing so is advantageous to him.
___When using the Damage Your Opponent option while grappling, a breathstealer deals damage as though he were one size larger and may deal lethal damage without taking a penalty to his grapple checks. At 5th level, he deals damage as though he were two sizes larger.
Greater Archetype Power Constrict (Ex)
___A breathstealer can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. He deals an amount of damage equal to 1d8 + twice his Strength modifier. If he also uses his improved grab ability, he deals constriction damage in addition to damage dealt by the weapon used to grab.


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


BruteThe brute is a wild berserker who uses his unchecked fury to decimate his opponents.

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

Archetype Features
Lesser Archetype Power Rage (Ex)
___A brute can fly into a rage a number of times per day equal to half his class level, rounded up. In a rage, a brute temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus on Will saves, and a 10-foot increase to his land speed, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the brute's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, a brute cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger, or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
___A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A brute may prematurely end his rage. At the end of the rage, the brute loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
___A brute can fly into a rage only once per encounter. Entering a rage takes no time itself, but a brute can do it only during his action, not in response to the action of someone else.


Mighty Intimidation (Ex)
___A brute may choose to use either his Strength or his Charisma modifier on Intimidate checks.
Moderate Archetype Power Unimpeded Charge (Ex)
___Once per round, when a brute makes a charge attack, he may charge over difficult terrain and may make one direction change of up to 90 degrees.


Damage Reduction (Ex)
___While raging, a brute gains damage reduction X/–, where X is equal to 1/3 his class level rounded down. If he already has damage reduction of X/–, this ability stacks.
Greater Archetype Power Pounce (Ex)
___A brute gains the Pounce ability, allowing him to make a full attack at the end of a charge, and he no longer suffers a penalty to armor class when charging.


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


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

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

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


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


Flourish (Ex)
___By distracting an opponent with his weapon, a duelist is better able to feint in combat, gaining a bonus on Bluff checks to make feint attempts equal to his class level.
Moderate Archetype Power Rhythm (Ex)
___After making a successful melee attack, a duelist may spend 2 FP as a swift action to make a second attack at a -2 penalty. This ability may only be used on the duelist's turn and only once per round.


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


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


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


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


Force AdeptSensitive to the basic forces of the universe, a force adept is a skilled combatant.

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

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


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


Missile Adept
___A force adept learns Magic Missile, Greater Magic Missile, and Magic Missile Swarm as bonus spells when he learns to cast spells of the appropriate levels. If the force adept prepares spells, he may choose to sacrifice any other spell he has prepared to spontaneously cast one of these spells. The sacrificed spell must be the same or higher level as the spell being cast. The force adept knows and can prepare and cast these spells from memory and does not need to copy them into a spellbook if he uses one, and these spells do not count against his number of spells known.
Moderate Archetype Power Piercing Missiles (Su)
___A force adept gains a +2 bonus on caster level checks to overcome spell resistance when using one of his missile adept spells. Additionally, when using one of these spells against a creature with a shield spell or similar effect that automatically blocks magic missiles, the force adept may make a caster level check with a DC equal to the caster level of the shield effect. If his check is successful, his magic missiles pierce the shield and deal damage as normal.


Force Push (Su)
___A force adept may project a blast of force at any creature or unattended object within 20 feet. If the force adept hits with a ranged touch attack, he deals 2d6 points of force damage to the target (Reflex half, DC equal to 10 + 1/2 the force adept's Hit Dice + the force adept's key ability modifer). A target no more than one size category larger than the force adept is pushed back 5 feet for every 5 points of damage it takes, but it may make a Strength check against the same DC to resist the pushback effect. If a wall or other solid object prevents the target from being pushed the full distance, the target takes an additional 1d4 points of force damage as it slams into the obstacle.
___A force adept may use this ability once every 1d4+1 rounds.
Greater Archetype Power Force Wave (Sp)
___As a swift action, a force adept may unleash a burst of raw force from within himself. A force wave initiates a bull rush against all creatures within 10 feet of the force adept with a +10 modifier on the attempt and is treated as a creature of the same size as the force adept. All affected creatures are pushed back to the full extent of the bull rush result, even if this would push them beyond the normal range of the force wave, and take 1 point of force damage for every 5 feet they are pushed.
___A force adept may use this ability a number of times per day equal to his key ability modifier (minimum 1).


Missile Immunity (Su)
___Any magic missiles which strike the force adept deal no damage.
Capstone
A force adept adds one additional option to his class' capstone ability. Force Surge (Su) When using the force push ability, a force adept may spend a single use of spirit surge. If she does so, her force push deals an additional 1d6 damage, and the save DCs are increased by +2. She does not suffer the normal chance of becoming overwhelmed when using this ability.
Missile Mastery (Ex) For three rounds, when using one of his missile adept spells, a magus creates 1 additional magic missile, and all missiles deal 1 additional point of force damage.
Force Conduit (Sp) The spellblade may conduct his force push ability through his melee weapon as though it were a spell, allowing him to hurl an opponent backwards with a melee attack. He adds his weapon damage to the damage dealt by the force push to determine the distance his target is pushed.
Force Adept Spell List

0-Level Detect Magic Hurl Item† Mage Hand Open/Close
1st-level Call Item† Floating Disk Force Knife† Greater Mage Hand† Jump Mage Armor Shield
2nd-level Blade Wind† Force Gem† Levitate Protection from Arrows Shatter
3rd-level Explosive Runes Sepia Snake Sigil
† indicates a new spell described below.

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

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

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


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


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


Woodland Stride (Ex)
___A green mage may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Moderate Archetype Power Trackless Step (Ex)
___A green mage leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.


Whispers of the Wild (Su)
___A green mage may use speak with animals and speak with plants at will as the spells.
Greater Archetype Power Treant Sapling
___The green mage becomes tied to the nature world, gaining the support of a treant sapling. This treant is allied to the green mage and will fight alongside him. However, it will not attack any creatures with the animal or plant types unless defending itself, nor will it willingly damage or destroy any natural environment.
___Should the treant sapling be killed, planting the body in natural soil for 24 hours will restore the treant sapling to life with 1 hit point. If the treant sapling is killed by fire or burned after its death, it remains dead, but a new sapling will join the green mage after 1 month, albeit only after a stern rebuke.
Capstone
A green mage adds one additional option to her class' capstone ability. Augur – Nature's Champion (Sp) The augur may cast the Summon Nature's Ally IV spell. This ability costs 6 motes as though it were a 3rd-level spell.
Magus – Reincarnation (Sp) Having discovered the secret lore of nature and mastered it, the Magus learns to use the spell reincarnate once per week.
Spellblade – Natural Conduit (Su) As a full-round action that provokes attacks of opportunity, a spellblade may conduct a spell into his treant sapling ally. For the next three rounds, the first successful attack made by the treant sapling conducts the spell, hitting its target. The duration of this ability is added to the time a spellblade must wait to cast the spell again.
Green Mage Spell List

0-Level Create Water Cure Minor Wounds Detect Magic Detect Poison Flare Guidance Know Direction Light Mending Purify Food and Drink Read Magic Resistance
1st-level Calm Animals Charm Animal Detect Animals or Plants Detect Snares and Pits Endure Elements Entangle Faerie Fire Goodberry Hide from Animals Jump Magic Fang Magic Stone Obscuring Mist Pass Without Trace Rejuvenation, Minor† Shillelagh
2nd-level Animal Messenger Animal Trance Barkskin Beastly Power† Delay Poison Fog Cloud Gust of Wind Hold Animal Rejuvenation, Moderate† Resist Energy Summon Swarm Wild Insight† Wood Shape
3rd-level Diminish Plants Dominate Animal Neutralize Poison Plant Growth Poison Quench Rejuvenation, Greater† Snare Spike Growth Water Breathing
† indicates a new spell described below.

HopliteThe hoplite is a warrior defined more by his shield than by his weapon.

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

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


Shield Offensive (Ex)
___While wielding a light or heavy shield in one hand and a weapon in the other, a hoplite is treated as though he had the Two-Weapon Fighting feat, even if he does not meet the prerequisites, allowing him to make shield bashes as either his primary or off-hand attack. While a shield is treated as a one-handed weapon for most purposes, a hoplite only takes two-weapon fighting penalties as though the shield were a light weapon.
___While wielding a tower shield, a hoplite may forfeit his normal attacks to make shield bashes with his tower shield as though it were a two-handed weapon. When wielded as a weapon, a medium tower shield deals 1d6 damage, and a medium spiked tower shield deals 1d8.
Moderate Archetype Power Defensive Maneuvers (Ex)
___By thrusting his shield into his target, a hoplite is able to make bull rush and overrun attempts without provoking attacks of opportunity from his targets. He still provokes attacks of opportunity from others for movement as normal. Additionally, the hoplite adds any enhancement bonus on the shield to any opposed checks when making a bull rush or overrun attempt with a shield.


Stunning Bash (Ex)
___As a standard action, a hoplite may make a shield bash against a single enemy. If the attack hits, it deals damage as normal, and the target must make a Fortitude save (DC 10 + 1/2 hoplite level + shield's AC bonus) or become stunned for 1 round. A hoplite may make a number of stunning bashes per day equal to his hoplite level. A hoplite must declare that he is attempting a stunning bash before he rolls. If the attack misses, the daily use of stunning bash is not wasted.
Greater Archetype Power Improved Shield Offensive (Ex)
___While wielding a light or heavy shield in one hand and a weapon in the other, a hoplite is treated as though he had the Improved Two-Weapon Fighting feat, even if he does not meet the prerequisites, allowing him to make two off-hand attacks as part of his full attack.
___While wielding a tower shield, a hoplite instead adds 2x his Strength modifier to shield bashes made with it rather than 1.5x as normal.
Capstone
A hoplite adds one additional option to his class' capstone ability. Brawler – Befuddling Blow (Ex) As a swift action, a brawler who confirms a critical hit against an enemy with a shield bash may immediately declare that the attack was also a stunning bash, consuming one of his daily uses and affecting the target as if he declared he was making a stunning bash attempt before attacking. The save DC for the stunning bash is increased by 2.
Gladiator – Shield-Focused Maneuvers (Ex) For three rounds, a gladiator adds his shield's enhancement bonus to any combat maneuvers he uses his shield to perform. This stacks with the bonus gained from the Defensive Maneuvers ability.
Sentinel – Deflecting Shield (Ex) For three rounds, the sentinel reduces his shield's AC bonus to 0. If he does so, all attacks against him suffer a 30% miss chance as he uses his shield to deflect all attacks against him. The sentinel may not make attacks with his shield while this ability is active.

Rizban
2013-02-28, 02:41 AM
Archetype Descriptions Continued

HuntsmanThe huntsman (or huntress) is a master of his terrain and skilled at hunting down enemies common to his homeland.

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

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


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


Track
___A huntsman gains Track as a bonus feat.
Moderate Archetype Power 2nd Favored Enemy (Ex)
___At 3rd level, the hunstman may select an additional favored enemy.


Swift Tracker (Ex)
___Beginning at 3rd level, a huntsman can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Greater Archetype Power 3rd Favored Enemy (Ex)
___At 6th level, the hunstman may select an additional favored enemy. In addition, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.


Camouflage (Ex)
___A huntsman of 6th level or higher can use the Hide skill in his favored environments, even if the terrain doesn’t grant cover or concealment.
Capstone
A huntsman adds one additional option to his class' capstone ability. Brawler – Chosen Prey (Ex) A brawler may, as a swift action, designate one creature in combat that is one of his favored enemies. For three rounds, the brawler's favored enemy bonuses against the targeted creature increases by +2, and his critical threat range against the creature increases by +1.
Gladiator – Favored Maneuvers (Ex) For three rounds, a gladiator adds his favored enemy bonus to his Skillful Maneuvers ability against his favored enemy. Additionally, any successful combat maneuver which does not deal damage, such as a disarm attack, deals favored enemy damage as if the gladiator were making a normal attack.
Sentinel – Incite Foes (Ex) For three rounds, a sentinel adds his favored enemy bonus to the save DC of all Provocation attempts made against his favored enemies. In addition, he adds his favored enemy bonus to his attack rolls against favored enemies when using his Guarding Strike ability.
Acrobat – Terrain Mastery (Ex) For three rounds, an acrobat in her favored environment adds her favored environment bonus to her skilled acrobat bonuses, and she gains Improved Uncanny Dodge.
Expert – Adversarial Insight (Ex) When using insightful defense or insightful strike against a favored enemy, the expert adds his favored enemy bonus to his Armor Class or attack roll.
Troubadour – Foedeath Aura (Su) As a standard action, a troubadour may project a Foedeath Aura, dismissing his Inspiring Aura while this ability remains active. For three rounds, the troubadour's allies gain a bonus to attack and damage against his favored enemies equal to his inspiring aura bonus plus his favored enemy bonus.
Favored Enemies
Type (Subtype)-Type (Subtype)-Type (Subtype)-Type (Subtype)
Aberration Humanoid (Dwarf) Humanoid (Other*) Outsider (Fire)
Animal Humanoid (Elf) Magical Beast Outsider (Good)
Construct Humanoid (Goblinoid) Monstrous Humanoid Outsider (Lawful)
Dragon Humanoid (Gnoll) Ooze Outsider (Native)
Elemental Humanoid (Gnome) Outsider (Air) Outsider (Water)
Fey Humanoid (Halfling) Outsider (Chaotic) Plant
Giant Humanoid (Human) Outsider (Earth) Undead
Humanoid (Aquatic) Humanoid (Orc) Outsider (Evil) Vermin
* There are other Humanoid subtypes not listed on this table, each of which must be selected individually. This table lists only a few of the most common subtypes.Favored Environments
EnvironmentExamples
Aquatic Lakes, seas, oceans (on or under water)
DesertSandy deserts and badlands
ExtraplanarAny one plane (other than the Material Plane)
ForestTemperate woodlands
JungleTropical woodlands
MarshSwamps, bogs, moors
MountainMountains, hills, and mountain valleys
PlainsGrasslands, farmlands, prairies
TundraSnow, ice, glaciers
UndergroundDungeons, caverns
UrbanAny one city or town

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

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

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


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


Divine Touch
___If a priest's deity is of Good or Neutral alignment, he channels positive energy and learns Cure Light, Cure Moderate, and Cure Serious Wounds as bonus spells when he learns to cast spells of the appropriate levels. If a priest's deity is of Evil alignment, he channels negative energy and learns the Inflict Light, Inflict Moderate, and Inflict Serious Wounds spells instead.
___If the priest prepares spells, he may choose to sacrifice any other spell he has prepared to spontaneously cast a Cure/Inflict spell of the same level as the sacrificed spell. The priest knows and can prepare and cast these spells from memory and does not need to copy them into a spellbook if he uses one, and these spells do not count against his number of spells known.
Moderate Archetype Power Turn/Rebuke Undead (Su)
___A priest who worships a good or neutral deity can turn or destroy undead creatures. A priest who worships an evil deity instead rebukes or commands such creatures. A priest may attempt to turn/rebuke undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.


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


Third Domain
___Having forged a closer connection to his deity, a priest gains access to a third domain and one of its granted abilities.
Greater Archetype Power Fourth Domain
___Blessed by his deity, a priest of 6th-level gains access to a fourth domain and one of its granted abilities.
Capstone
A priest adds one additional option to his class' capstone ability. Augur – Divine Channel (Su) When channeling motes to power a spell or ability, the augur may instead use turn undead to power the ability. He expends uses of turn undead equal to the motes normally needed to power the ability. He may not combine turn undead uses and motes to power an ability and must choose to use one or the other. He may still use spirit surge when using turn undead in this manner.
Magus – Divine Insight (Su) By spending a use of turn undead, a magus gains further insight from his deity. For three rounds, any bonuses provided by his esoteric knowledge ability are increased by 1
Spellblade – Divine Conduit (Su) When conducting a spell through a weapon, a spellblade may spend uses of turn undead to add strengthen the attack. He gains a +1 sacred (if he worships a Good/Neutral deity) or profane (if he worships an Evil deity) bonus to attack and damage for each use of turn undead he spends (max +3).
Priest Spell List
All priests have access to the following spells in addition to their divine domain spells.
0-Level Cure Minor Wounds Detect Magic Detect Poison Guidance Light Mending Purify Food and Drink Read Magic Resistance Virtue
1st-level Bless Water (good only) Curse Water (evil only) Shield of Faith
2nd-level Consecrate (good only) Desecrate (evil only) Make Whole Status
3rd-level Create Food and Water Dispel Magic Neutralize Poison (good only) Poison (evil only) Prayer


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

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

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


Versatile Strike (Ex)
___A pugilist may choose for his unarmed strike to deal his choice of bludgeoning, piercing, or slashing damage, even changing which type of damage it deals with each attack.
Moderate Archetype Power Stunning Fist
___A pugilist gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites, and may make a attempt a stunning attack a number of times per day equal to his class level.

Penetrating Strike (Ex)
___His unarmed strike may now also be treated as cold iron and silver for the purposes of overcoming damage reduction.
Greater Archetype Power Lunging Strike (Ex)
___A pugilist's unarmed strike gains reach, though he may still attack adjacent opponents.


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


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

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

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


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


Orbs of Energy
___A red mage learns Orb of Energy, Lesser† and Orb of Energy† as bonus spells when he learns to cast spells of the appropriate levels. If the red mage prepares spells, he may choose to sacrifice any other spell he has prepared to spontaneously cast one of these two spells. The sacrificed spell must be the same or higher level as the orb of energy spell being cast. The red mage knows and can prepare and cast these spells from memory and does not need to copy them into a spellbook if he uses one, and these spells do not count against his number of spells known.
___A spellblade red mage does not normally learn Orb of Energy due to only learning up to 2nd-level spells. However, at 6th level, a spellblade may choose to learn Orb of Energy in place of his normal 2nd-level spell for that level. However, anytime he casts this spell, it takes the maximum amount of time, usually 5 rounds, to become available again. He does not roll.
Moderate Archetype Power Arcane Edge (Su)
___Whenever a red mage casts a spell that deals hit point damage, he adds his Constitution modifier (if positive) to the amount of damage dealt. A spell can never gain this bonus more than once per casting. A fireball would deal extra damage to all targets, as it only rolls damage once, but a magic missile only gains the damage on a single missile, because each missile rolls damage separately.


Combat Casting
___A red mage gains Combat Casting as a bonus feat. If he already possesses this feat, he gains no additional benefit.
Greater Archetype Power Spellbattle (Su)
___If a red mage has successfully targeted a creature with a spell that deals damage in the current encounter, he gains a +2 insight bonus on all attack rolls against that creature. Additionally, if the red mage has successfully hit a creature with a weapon in the current encounter, he gains a +2 insight bonus on caster level checks to overcome that creature's spell resistance, and the save DC of a spell he casts against that creature is increased by +1.
Capstone
A red mage adds one additional option to his class' capstone ability. Augur – Battle Surge (Su) When making an attack, an augur may expend a use of spirit surge to gain a circumstance bonus to all attack rolls and weapon damage rolls equal to his spirit surge bonus for three rounds.
Magus – Esoteric Edge (Su) For three rounds, the magus adds his esoteric knowledge bonus to his arcane edge bonus to determine additional spell damage.
Spellblade – Eldritch Edge (Su) For three rounds, a spellblade may add his arcane edge bonus to damage dealt by his eldritch blast.
Red Mage Spell List

0-Level Acid Splash Dancing Lights Daze Detect Magic Flare Hurl Item† Mage Hand Open/Close Prestidigitation Ray of Frost Read Magic Touch of Fatigue
1st-level Burning Hands Chill Touch Color Spray Endure Elements Enlarge Person Mage Armor Magic Missile Magic Weapon† Shield Shocking Grasp
2nd-level Acid Arrow Blade Wind† Continual Flame False Life Flaming Sphere Glitterdust Protection from Arrows Resist Energy Scorching Ray Shatter
3rd-level Elemental Weapon† Fire Shield Fireball Keen Edge Lightning Bolt Poison
† indicates a new spell described below.

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

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

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


Skirmish Sneak Attack (Ex)
___A skirmisher gains the sneak attack ability, but it only applies when she is mobile. She does not gain sneak attack damage when flanking an opponent, but she does when she can catch her opponent flat-footed. A skirmisher also deals her sneak attack damage in any round that she moves at least 10 feet, including when making a charge.
___This extra damage is 1d6 at 1st level, increasing to 2d6 at 4th level. Should the skirmisher score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
___Any creature that is immune to critical hits or does not have a discernible anatomy takes only half damage from sneak attacks. The skirmisher must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A skirmisher cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Moderate Archetype Power Fast Movement (Ex)
___A skirmisher’s land speed is faster than the norm for her race by +5 feet. Her speed increases by an additional +5 feet at 5th level. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the skirmisher’s speed because of any load carried or armor worn.


Uncanny Dodge (Ex)
___A skirmisher retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a skirmisher already has uncanny dodge from another source, she automatically gains improved uncanny dodge instead.
Greater Archetype Power Graceful Step (Ex)
___A skirmisher is not hindered by difficult terrain. She is not slowed by uneven terrain, rubble, or undergrowth, moving across it at her normal speed, though she may still need to make a Balance check. She can also run and charge across such terrain.
___She can not use this ability on any terrain that would require a Climb or Swim check or on any terrain that has been magically enchanted to impede movement.
Capstone
A skirmisher adds one additional option to her class' capstone ability. Brawler – Deadly Skirmish (Ex) When making a skirmish sneak attack that is a successful critical hit, sneak attack damage is multiplied by the critical hit on that one attack.
Acrobat – Distracting Skirmish (Ex) For three rounds, an acrobat who gains the benefit of her distracting flank ability is able to make skirmish sneak attacks against the flanked enemy, even if she has not moved this turn.
Expert – Insightful Skirmish (Ex) When making a skirmish sneak attack, an expert may spend up to 4 points of insight. His sneak attack damage is increased by 1d6 for every 2 points of insight spent.
Troubadour – Fortunate Strike (Ex) When making a skirmish sneak attack, the troubadour may reroll his sneak attack damage and take the higher roll.


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

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

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


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


Skilled Sniping (Ex)
___Additionally, when using the sniping ability of the Hide skill, a sniper takes only a -10 penalty to his Hide check instead of -20 and may attempt the Hide check as a swift action rather than a move action.
Moderate Archetype Power Dire Shot (Ex)
___If a sniper successfully attacks an opponent who is completely unaware of his presence, his weapon's critical threat range is increased by 1. For example, a longbow's critical threat range would become 19-20, and a heavy crossbow's would become 18-20.


Camouflage (Ex)
___A sniper gains the ability to use the Hide skill in any sort of terrain, even if the terrain doesn’t grant cover or concealment.
Greater Archetype Power Deadly Aim (Ex)
___If a sniper studies his victim for 3 rounds and then makes an aimed attack (the sniper's lesser archetype power) using a ranged weapon that successfully deals damage, the attack has the additional effect of possibly either paralyzing or killing the target (sniper’s choice). While studying the victim, the sniper can undertake other actions so long as his attention stays focused on the target and the target does not detect the sniper or recognize the sniper as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the sniper’s class level + the sniper’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the sniper. If the victim’s saving throw succeeds, the attack is just a normal attack adding precision damage. Once the sniper has completed the 3 rounds of study, he must make the deadly aim attack within the next 3 rounds.
___If a deadly aim attack is attempted and fails (the victim makes her save) or if the sniper does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another deadly aim attack.
Capstone
A sniper adds one additional option to his class' capstone ability. Brawler – Rapid Aim (Ex) For three rounds, a sniper need only use a standard action to gain precision damage instead of a full-round action.
Gladiator – Twice Deadly (Ex) If his ranged weapon is his weapon of choice, a gladiator may add his weapon of choice bonus to the save DC of his deadly aim attack. If the target successfully makes his save, then the gladiator may immediately make a second ranged attack against the same target as if making a full attack.
Sentinel – Warding Bow (Ex) For three rounds, if an enemy has attacked a sentinel's ward in this encounter, the sentinel may add his warding bonus to attack and damage rolls made with a ranged weapon against that enemy, and he does not provoke attacks of opportunity from that enemy for using a ranged weapon in melee; however, he still provokes attacks from other enemies.
Acrobat – Greater Skilled Sniping (Ex) For three rounds, an acrobat adds her skilled acrobat bonus to Hide checks and may gain the benefit of her distracting flank ability with a ranged weapon from any distance; however, she does not give the distracting flank bonuses to her allies.
Expert – Insightful Aim (Ex) As part of a precise aim attack, an expert may spend two points of insight to add an additional 1d8 damage.
Troubadour – Inspiring Aim (Su) When making a deadly aim attack, a troubadour may dismiss his aura at the start of the first turn of study. If he does not activate it again until after making the attack, he adds his inspiring aura bonus to the save DC of his deadly aim attack.


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

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

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


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


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


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


Courageous Resolve (Ex)
___A templar is immune to fear (magical or otherwise) and all charm effects.
Moderate Archetype Power Divine Grace (Su)
___A templar gains a bonus equal to his Charisma bonus (if any) on all saving throws.


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


Self Sacrifice (Su)
___A templar of at least 3rd level may, as a full-round action, voluntarily take 2 Constitution damage to regain all motes spent in the current combat.
Greater Archetype Power Inviolate Mind (Su)
___A 6th level templar is immune to compulsion and mind-affecting effects.
Capstone
A templar adds one additional option to his class' capstone ability. Brawler – Brutal Smite (Su) If a brawler makes a successful critical hit when making a smite attack, the smite deals an additional 1d6 smite damage. This damage is not multipled.
Gladiator – Smiting Maneuver (Su) If a gladiator makes a successful bull rush, disarm, overrun, or trip attack, the gladiator may spend 1 mote as a free action to deal smite damage to the target as though he hit with a normal melee attack.
Sentinel – Divine Warding (Su) For three rounds, the sentinel's ward gains the sentinel's Charisma modifier (if positive) to his saves as long as he remains within 5 feet of the sentinel.


TrapsmithThe trapsmith is skills in creating, disabling, and evading traps.

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

Archetype Features
Lesser Archetype Power Trapfinding (Ex)
___A trapsmith can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Trapsmiths can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A trapsmith who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.


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


Tactical Traps (Ex)
___A trapsmith gains access to a limited number of traps that he can create and place in a single round rather than taking several minutes or hours to setup, allowing him to use his trap skills in combat. He learns two traps from the Tactical Traps list at 1st level and learns one additional trap per class level after 1st. Whenever a trapsmith gains a new level, he may choose to forget any one trap he knows to learn any other trap on the list for which he qualifies.
Moderate Archetype Power Rapid Disarm (Ex)
___A trapsmith learns to rapidly disarm any traps he encounters. Use the following time requirements instead of those found on p72 of the Player's Handbook. Simple – 1 move action. Tricky – 1 standard action. Difficult – 1 full-round action. Wicked – 1d4 rounds.


Trap Defense (Ex)
___Additionally, the trapsmith gains DR 5/– against any damage dealt by traps, but only against damage dealt by traps. This stacks with any similar DR granted by another source when resisting damage from traps.
Greater Archetype Power Trap Resistance (Ex)
___At 6th level, a trapsmith gains spell resistance 15 against magic traps, but only against magic traps and trap-like spells.
Capstone
A trapsmith adds one additional option to his class' capstone ability. Brawler – Trap Dodger (Ex) When a brawler is affected by a trap, he may make a Tumble check as an immediate action to avoid the effects of the trap. He adds his trap sense bonus to this roll. If his Tumble check exceeds the DC of the trap, he avoids the trap entirely. If he fails this attempt, he suffers the effects of the trap and must make a save as normal. If the trap is not one which offers a save, the brawler may use his Tumble check in place of his AC against the trap's attack roll.
Gladiator – Smash Trap (Ex) As a full-round action, a gladiator may make an attack roll against a mechanical trap in an attempt to disarm it. If his attack roll exceeds the Disable Device DC of the trap, he successfully disarms it.
Sentinel – Trap Containment (Ex) If a trap is activated within 15 feet of the sentinel, he may use an immediate action to throw himself into the trap to protect his allies. The sentinel moves into the trap's square and redirects the trap to injure himself instead of its original target. If the trap has an area effect, the sentinel is hit by the trap twice and prevents anyone else in range from being affected.
Acrobat – Adroit Bypass (Ex) For three rounds, an acrobat my bypass any trap of which he is aware without setting it off. This benefit applies only to him. If he accidentally activates a trap, he gains a +3 bonus on any Reflex save against that trap.
Expert – Brilliant Trap (Ex) When setting a tactical trap, an expert may spend up to 3 points of insight. Each point spent increases the attack roll or save DC of the trap by 1.
Troubadour – Aura of Safety (Su) For three rounds, a troubadour's inspiring aura provides a bonus to AC and saves against traps for all allies within its area of effect. This is in addition to its normal effect.
Augur – Spring Trap (Su) As a standard action, an augur may spend 1 mote to attempt to spring a trap from a distance. She makes either a Disable Device or Craft (trapmaking) check against the trap's DC to disable. If she succeeds, the trap activates. If the trap targets one or more creatures, such as with an arrow trap, the augur determines the targets.
Magus – Rune Trap (Sp) A magus may convert a prepared spell into a Rune Trap, a type of magical trap. Creating a rune trap requires the normal casting time and any components normally required to cast the spell and expends the spell slot as though it were cast. At the end of the casting time, a magical rune appears on any solid, non-living surface the magus chooses within 30 feet, though the magus may not choose to place the rune on items held or carried by a creature.
The next creature that comes within 5 feet of the rune trap causes it to activate, immediately casting the spell stored in the rune trap. Spells that target one or more creatures target only the creature that activated the rune trap. Area effect spells are centered on the rune trap itself. The spell is cast from the rune trap as though the magus were casting it.
The magus never activates his own rune traps, nor do any allies the magus specifies during the creation of the rune trap. Spells with a target of 'you' may not be made into rune traps.
A magus may not create multiple rune traps in the same area. Each rune trap must be at least 30 feet away from any other rune traps he has created. A rune trap lasts until the next time the magus prepares his spells, at which time the magic fades away.
Spellblade – Trap Conduit (Su) If a creature within 30 feet of the spellblade triggers a tactical trap he has set, the spellblade may use an immediate action to conduct a spell or his eldritch blast through the trap as though he were making a melee attack against that creature.

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

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

0-Level Acid Splash Alarm Daze Detect Magic Flare Ghost Sound Mending Ray of Frost Touch of Fatigue
1st-level Color Spray Detect Secret Doors Detect Snares and Pits Grease Hold Portal Silent Image Unseen Servant
2nd-level Arcane Lock Fire Trap Glitterdust Knock Make Whole Minor Image Obscure Object Phantom Trap Web
3rd-level Dispel Magic Explosive Runes Hold Person Sepia Snake Sigil Slow Snare

Rizban
2013-02-28, 02:42 AM
Chapter 3: The Backgrounds

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

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

Background Descriptions

ApprenticeYou have served as apprentice to an accomplished spellcaster for a few years. Through your service, you have picked up a little knowledge and a minor knack for magic. You gain Spellcraft as a class skill if you do not already have it.
Choose either Intelligence, Wisdom, or Charisma as the focus on this ability. You learn three cantrips from any one spell list of your choice. You may cast them a total number of times per day equal to 1 + the chosen ability's modifier. Any save DCs are based on the chosen ability modifier.
Special: If you have levels in a Magic class, you must choose the ability score related to that class. These spells are added to your list of spells known. You know and can prepare and cast these spells from memory and do not need to copy them into a spellbook if you use one. These spells do not count against your normal number of spells known. You can still cast these cantrips 1+mod times per day without counting against your normal spellcasting limits.
AristocratYou were born into a family of greater means and political connection than most. You gain Diplomacy as a class skill if you do not already have it.
You gain a +2 circumstance bonus on Diplomacy and Knowledge (nobility and royalty) checks.

ArtisanYou are quite skilled in a single craft skill. Perhaps you were trained by an artist or have a great appreciation of work well done or maybe you're just a dwarf. Choose a single Craft skill. You permanently gain that Craft skill as a class skill if you do not already have it.
When making Craft checks with the chosen skill, you gain a +2 circumstance bonus.
You gain a 10% discount on materials when crafting items using that Craft skill.
Close to the LandYou come from a family of rangers or druids or have some other close ties to the land. Whenever you're in your homeland, the familiar surroundings enable you to perform better than you normally would. You gain Survival as a class skill if you do not already have it.
Choose one of the following environments: Aquatic, Desert, Forest, Hills, Jungle, Marsh, Mountain, Plains, Tundra, or Underground.
While in the chosen environment, you gain a +1 circumstance bonus to Hide, Knowledge (nature or dungeoneering), Listen, Move Silently, Spot, and Survival checks.
Special: If you have the Favored Environment ability and choose the same environment, these bonuses stack.
Fast Healer Whether you've been blessed by the gods or have a bit of troll In your bloodline, you heal at an accelerated rate. Your rate of natural healing is doubled.
A number of times per day equal to your Constitution modifier (minimum 1), you may spend a full-round action to heal a number of hit points equal to your Constitution modifier + your character level (minimum 1). This does not provoke attacks of opportunity. You may perform no other actions during your turn except to take a 5-foot step.

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


Military TrainingYou were trained as a member of a military or law enforcement group, or perhaps you are just from a very martial society. You have learned to more efficiently wear armor and handle weapons. You gain proficiency with one martial weapon of your choice and gain a +1 circumstance bonus to attack rolls with that type of weapon.
You are able to wear heavier armor than normal with minimal hindrance. You gain proficiency with one specific type of armor one category heavier than you currently have, e.g. if you are proficient only with light armor, you can choose to become proficient with chainmail or breastplate.
Special: Any class or archetype features you have which are restricted by armor may be used in one category heavier armor, i.e. abilities that can only be used unarmored may now be used in light armor, light in medium, and medium in heavy.
Professional You are adept at running a business and earning income. Whether from a family of merchants or just possess good money sense, you seem to earn more than other people. You gain Profession as a class skill if you do not already have it.
When using the Craft or Profession skill to earn a wage, you gain a +5 circumstance bonus on the check and make the full total in gold per week instead of only half your total check result. If you already make your full total because of some other ability, you gain no additional benefit.

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



Chapter 4: Feats

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

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

Magus
The magus prepares his spells in advance. During preparation, he chooses which spells to prepare with metamagic feats. These spells use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. When preparing a spell with metamagic, the spell counts as a spell a number of levels higher equal to the metamagic cost. A magus can add as many metamagic feats to a single spell as he chooses, provided he has a high enough spell slot available to cast the modified spell.
Augur
The augur chooses spells as she casts them. She can choose when she casts her spells whether to apply her metamagic feats to improve them. The improved spell costs an additional number of motes to cast equal to the metamagic cost. In addition, any spell improved with a metamagic feat takes longer to cast. If a spell's normal casting time is 1 swift action, it is increased to 1 standard action. If the spell’s normal casting time is 1 move or 1 standard action, casting a metamagic version is a full-round action. For a spell with a longer casting time, it takes an extra full-round action to cast the spell. An augur can add as many metamagic feats to a spell as she chooses, provided she can spend enough motes to cast the modified spell.
Spellblade
A spellblade always has access to his magic, so metamagic feats apply a little differently to spells he casts. Using a metamagic feat puts a strain on the spellblade, increasing the time he must wait before he can cast that spell again. He must normally wait 1d4 rounds after casting a spell before being able to cast it again. Applying a metamagic feat to the spell increases the time he must wait by 4 rounds for each point of the metamagic cost. A spellblade may only ever apply a single metamagic feat when he casts a spell.


The Featsfeatprerequisitesbenefit
Combat FocusInt, Wis, or Cha 13Access to Focus Points, +2 on one save
Combat LungeCombat FocusSpend Focus Points to gain reach
Focused BodyCombat FocusGain bonus hit points
Focused CriticalCombat FocusSpend Focus Points to confirm criticals
Meditative FocusCombat Focus, character level 6thMeditate to regain Focus Points
Unerring StrikeCombat Focus, character level 3rdSpend Focus Points to reroll an attack
Perfect StrikeCombat Focus, Unerring Strike, character level 3rdSpend Focus Points to roll twice before an attack
Extra Knack3rd Knack class featureGain an additional Knack
Knack Generalist2nd Knack class featureGain access to an additional type of knacks.

Feat Descriptions

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

Focus Points do not renew automatically. In order to gain additional Focus Points, you must perform one of four actions listed below.

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

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

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

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

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

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

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

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

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

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

Rizban
2013-02-28, 02:43 AM
Chapter 5: Magic

The Nature of Divine Magic

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

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

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

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

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

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

The True Elements and Pure Intents

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

Domain Descriptions
Air
Spheres: AirGranted Power
Choose one Turn or destroy earth creatures as a good priest turns undead. Rebuke, command, or bolster air creatures as an evil priest rebukes undead. Use these abilities a total number of times per day equal to 3 + Charisma modifier. This granted power is a supernatural ability. For a total time per day of 1 round per class level, a priest can act normally regardless of magical effects that impede movement as if he were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.
1 - Feather Fall: Objects or creatures fall slowly.
1 - Whispering Wind: Sends a short message 1 mile/level.
2 - Wind Wall: Deflects arrows, smaller creatures, and gases.
2 - Gust of Wind: Blows away or knocks down smaller creatures.
3 - Fly: Subject flies at speed of 60 ft.
3 - Gaseous Form: Subject becomes insubstantial and can fly slowly.

Earth
Spheres: EarthGranted Power
Choose one Turn or destroy air creatures as a priest cleric turns undead. Rebuke, command, or bolster earth creatures as an evil priest rebukes undead. Use these abilities a total number of times per day equal to 3 + Charisma modifier. This granted power is a supernatural ability. Gain the stonecunning ability, and a successful Survival check (DC 15) reveals current depth underground.
1 - Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
1 - Grasping Earth†: The earth and stone beneath your feat rises up to grapple an enemy.
2 - Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
2 - Harden Earth and Stone†: Turns clay to stone and sand or mud to dirt.
3 - Stone Shape: Sculpts stone into any shape.
3 - Spike Stones: Creatures in area take 1d8 damage, may be slowed.

Fire
Spheres: FireGranted Power
Choose one Turn or destroy water creatures as a good priest turns undead. Rebuke, command, or bolster fire creatures as an evil priest rebukes undead. Use these abilities a total number of times per day equal to 3 + Charisma modifier. This granted power is a supernatural ability. Gain fire resistance equal to twice class level.
1 - Burning Hands: 1d4/level fire damage (max 5d4).
1 - Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
2 - Produce Flame: 1d6 damage +1/ level, touch or thrown.
2 - Pyrotechnics: Turns fire into blinding light or choking smoke.
3 - Fire Trap: Opened object deals 1d4 damage +1/level.
3 - Fireball: 1d6 damage per level, 20-ft. Radius.

Water
Spheres: WaterGranted Power
Choose one Turn or destroy fire creatures as a good priest turns undead. Rebuke, command, or bolster water creatures as an evil priest rebukes undead. Use these abilities a total number of times per day equal to 3 + Charisma modifier. This granted power is a supernatural ability. Gain swim speed equal to your land speed.
1 - Create Water: Creates 2 gallons/level of pure water.
1 - Swim†: Grants target a swim speed.
2 - Water Breathing: Subjects can breathe underwater.
2 - Surging Waters†: Summoned wave pushes targets.
3 - Water Walk: Subject treads on water as if solid.
3 - Control Water: Raises or lowers bodies of water.

Life
Spheres: LifeGranted Power
Choose one Once per day, perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. Once per month, cast raise dead as the spell.
1 - Sanctuary: Opponents can’t attack you, and you can’t attack.
1 - Rejuvenation, Minor†: Grants fast healing 1.
2 - Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
2 - Rejuvenation, Moderate†: Grants fast healing 2.
3 - Death Ward: Grants immunity to death spells and negative energy effects.
3 - Rejuvenation, Greater†: Grants fast healing 3.

Death
Spheres: DeathGranted Power
Choose one You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save). You may use deathwatch as the spell a number of times per day equal to your class level. This is a spell-like ability.
1 - Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
1 - Ray of Enfeeblement: Ray reduces Str by 1d6 points + 1 point/level.
2 - ???
2 - Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 - ???
3 - Speak with Dead: Corpse answers one question/two levels.

Chaos
Spheres: ChaosGranted Power
Choose one You cast chaos spells at +1 caster level. You gain the ability to smite law a number of times per day equal to half your class level, rounded down.
1 - Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 - ???
2 - Shatter: Sonic vibration damages objects or crystalline creatures.
2 - ???
3 - Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
3 - Chaos Hammer: Damages and staggers lawful creatures.

Evil
Spheres: EvilGranted Power
Choose one You cast evil spells at +1 caster level. You gain the ability to smite good a number of times per day equal to half your class level, rounded down.
1 - Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 - ???
2 - ???
2 - ???
3 - Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
3 - Unholy Blight: Damages and sickens good creatures.

Good
Spheres: GoodGranted Power
Choose one You cast good spells at +1 caster level. You gain the ability to smite evil a number of times per day equal to half your class level, rounded down.
1 - Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 - ???
2 - Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
2 - ???
3 - Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
3 - Holy Smite: Damages and blinds evil creatures.

Law
Spheres: LawGranted Power
Choose one You cast law spells at +1 caster level. You gain the ability to smite chaos a number of times per day equal to half your class level, rounded down.
1 - Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 - ???
2 - Calm Emotions: Calms creatures, negating emotion effects.
2 - ???
3 - Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
3 - Order’s Wrath: Damages and dazes chaotic creatures.

The Convergent Domains

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

Domain Descriptions
Creeping Ooze
Spheres: Earth, WaterGranted Power
Choose one ??? ???
1 - Grease: Makes 10-ft. square or one object slippery.
1 - ???
2 - ???
2 - ???
3 - Quench: Extinguish nonmagical fires and potentially dispel magical ones.
3 - ???

Crushing Waves
Spheres: Water, DeathGranted Power
Choose one ??? Once per day as a swift action, your may imbue a weapon to deal 1d6 cold damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.
1 - Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
1 - ???
2 - Surging Waters†: Summoned wave pushes targets.
2 - ???
3 - ???
3 - ???

Destroying Flame
Spheres: Fire, DeathGranted Power
Choose one ??? Once per day as a swift action, your may imbue a weapon to deal 1d6 fire damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.
1 - ???
1 - ???
2 - ???
2 - ???
3 - ???
3 - ???

Earth's Embrace
Spheres: Earth, LifeGranted Power
Choose one ??? Gain acid resistance equal to twice class level.
1 - Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
1 - ???
2 - ???
2 - ???
3 - Meld into Stone: You and your gear merge with stone.
3 - Summon Living Element†: Calls an elemental creature to fight for you. Earth elementals only.

Earth's Fury
Spheres: Earth, FireGranted Power
Choose one ??? ???
1 - ???
1 - ???
2 - Heat Metal: Make metal so hot it damages those who touch it.
2 - ???
3 - Spike Stones: Creatures in area take 1d8 damage, may be slowed.
3 - ???

Furious Storm
Spheres: Air, WaterGranted Power
Choose one ??? Once per day as a swift action, your may imbue a weapon to deal 1d6 electricity damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.
1 - Obscuring Mist: Fog surrounds you.
1 - Entropic Shield: Ranged attacks against you have 20% miss chance.
2 - Produce Electricity† : 1d6 damage +1/ level, touch or thrown.
2 - Gust of Wind: Blows away or knocks down smaller creatures.
3 - Sleet Storm: Hampers vision and movement.
3 - Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.

Gentle Breath
Spheres: Air, LifeGranted Power
Choose one Once per day as a swift action, cast levitate as a spell-like ability. Gain electricity resistance equal to twice class level.
1 - Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
1 - Silent Image: Creates minor illusion of your design.
2 - Detect Thoughts: Allows “listening” to surface thoughts.
2 - See Invisibility: Reveals invisible creatures or objects.
3 - Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
3 - Summon Living Element†: Calls an elemental creature to fight for you. Air elementals only.

Light of Life
Spheres: Fire, LifeGranted Power
Choose one ??? Gain fire resistance equal to twice class level.
1 - ???
1 - Continual Flame: Makes a permanent, heatless torch.
2 - ???
2 - ???
3 - Searing Light: Ray deals 1d8/two levels damage, more against undead.
3 - Summon Living Element†: Calls an elemental creature to fight for you. Fire elementals only.

Living Waters
Spheres: Water, LifeGranted Power
Choose one ??? Gain cold resistance equal to twice class level.
1 - Restorative Dew†: Dew formed on the ground empowers healing.
1 - ???
2 - Water Breathing: Subjects can breathe underwater.
2 - ???
3 - ???
3 - Summon Living Element†: Calls an elemental creature to fight for you. Water elementals only.

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

Shattered Stone
Spheres: Earth, DeathGranted Power
Choose one You continually use pass without trace as the spell. This is a supernatural ability. Once per day as a swift action, your may imbue a weapon to deal 1d6 acid damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.
1 - ???
1 - ???
2 - Earthen Betrayal†: Target leaves black, oily marks with each step he takes.
2 - Shatter: Sonic vibration damages objects or crystalline creatures.
3 - Spitting Earth†: Hampers vision and causes damage.
3 - Stone Shape: Sculpts stone into any shape.

Stench of Decay
Spheres: Air, DeathGranted Power
Choose one You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save). Once per day as a swift action, your may imbue a weapon to deal 1d6 electricity damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.
1 - Stinking Miasma†
1 - Sleep: Puts 4 HD of creatures into magical slumber.
2 - Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
2 - Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
3 - Stinking Cloud: Nauseating vapors, 1 round/level.
3 - Contagion: Infects subject with chosen disease.

Spell Descriptions

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

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

The clouds of ash block out all sight (even darkvision) within and smother torches and small fires. Falling cinders cause the ground to become difficult terrain.
Blade WindTransmutation
Level: Force Adept 2, Red Mage 2
Components: V, S, F
Casting Time: 1 full-round action
Range: 60 ft.
Effect: 60-ft. line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Upon casting this spell, you throw a slashing weapon you hold, causing it to spin through the air, attacking any enemy in its path. You make a single melee attack against all enemies in a line to the extent of the spell's range, but you use your key ability modifier in place of your Strength modifier on the weapon's attack and damage rolls. The weapon deals damage just as if you had used it in melee.
Upon reaching the edge of the spell's range, the weapon instantly returns to your hand.
Focus: The weapon to be thrown.
Call ItemTransmutation
Level: Force Adept 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One unattended object weighing up to 5 lb.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By pointing at an object and motioning towards it, the object flies toward your open palm. If you have a free hand, you may catch the item as a free action. If not, the item falls harmlessly to the ground at your feet.
DesiccateNecromancy
Level: Raging Inferno 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No

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

The target creature takes 1d6 damage per two caster levels (max 4d6) and becomes dehydrated. The target may attempt a Fortitude save for half damage with a success also negating the dehydration.
Material Component: A pinch of dust.
Earthen BetrayalTransmutation
Level: Shattered Stone 2
Components: V, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes

A sticky, black tar-like substance seeps up from the earth each time the targeted creature takes a step, sucking at its feet and revealing its path. The trail ends should the creature take flight or be carried by another person or a vehicle, though it resumes the next time he touches the ground.
For the duration of this spell, the tar can not be erased, reducing the DC of any Survival checks to track the affected creature by 10. Covering the track with more earth only hides them for a few seconds, as the tar quickly seeps up to the surface again, though other objects can be used to cover the tar effectively.
In addition, the thick tar sucks at the creature's feet, reducing its land speed by 5 feet. It may still take a 5-foot step on its turn, but this takes a swift action rather than a free action as normal.
The tar disappears when the spell's duration ends.
Force GemEvocation [Force]
Level: Force Adept 2
Components: V, S, M
Casting Time: 1 round
Range: 0 ft.
Effect: One small gem of pure force
Duration: 1 hour/level or until used (D)
Saving Throw: Reflex half
Spell Resistance: Yes

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

The small gem you create is composed of pure force. As a standard action you may hurl the gem as a thrown weapon with a range increment of 20 feet. You gain a +4 competence bonus on this attack roll.
On impact, the gem fractures, tumultuously releasing the stored energy within a 5-foot radius burst, dealing 1d8 points of force damage per two caster levels (max 5d8).
You may not create more than one force gem per three caster levels. Anyone may throw a force gem you create, but they do not receive the +4 competence bonus and treat it as an improvised weapon.
Force KnifeEvocation [Force]
Level: Force Adept 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One dagger made of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

Concentrating a moment, you form a small knife of pure force anywhere within range, relentlessly attacking any target you desire. The knife attacks once each round using your Base Attack Bonus + the modifier of your primary casting ability. It deals 1d4 damage with a critical threat range of 19-20.
The knife continues to attack the same target for the duration of the spell, following it with a fly speed of 30 feet (perfect); however, you may use a standard action on any turn after the first to command the knife to attack a new target.
As a force effect, the knife suffers no miss chance against ethereal or incorporeal creatures. If the knife attacks a creature with spell resistance, you make a caster level check as normal each round the knife attacks. If you fail the check, the spell ends immediately. The spell also ends if the knife ever leaves the maximum range of the spell.
Grasping EarthTransmutation [Earth]
Level: Earth 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

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

A creature standing on the ground becomes the target of a grapple check from the earth itself. Treat the grasping earth as a medium creature with a base attack bonus equal to your caster level and a Strength equal to your primary casting ability. It makes one grapple attempt every round against that creature as long as that creature remains in that square or within 5 feet. If the grasping earth successfully grapples the creature, it will attempt to pin it. Pinned creatures take lethal damage each round equal to 1d6 + your casting ability modifier.
The grasping earth can be targeted as if it were an animated object with AC 15, hardness 4, and 3 hit points per caster level. If it is reduced to 0 or fewer hit points, it crumbles into inert earth.
Hurl ItemEvocation [Force]
Level: Force Adept 0
Components: S, F
Casting Time: 1 standard action
Range: Touch
Target: One Fine size item in your possession, weighing up to 10 lbs.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

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

This spell can be used to throw any item a great distance, but it is normally used to throw weapons farther than normal. You may throw the item targeted by this spell to a distance of medium range (100ft. + 10ft./level).
You can use this spell to make an attack with a thrown weapon, including a splash weapon, such as a flask of acid. If you make an attack, you must make an attack roll as normal, but you ignore any range penalties.
You may also use this spell with arrows, crossbow bolts, and sling bullets. Hurled ammunition deals 1d4 damage, threatens a critical hit on a 20, and has a range increment of 80 ft.
Focus: The item to be thrown.
Mage Hand, GreaterTransmutation
Level: Force Adept 1
Range: Medium (100 ft. + 10 ft. level)
Target: One unattended object weighing up to 50 lb.

This spell functions as mage hand except as described above, and you can move an object up to 20 ft.
Magic Missile SwarmEvocation [Force]
Level: Force Adept 3
Range: Medium (100 ft. + 10 ft. level)

This spell functions as magic missile, except that it immediately summons 5 missiles that deal 1d4+1 point of force damage. After a missile has struck a target, the missile bounces from that target to strike any other target within 30 feet; however, a 'bounced' missile cannot strike a target that has already been hit by one of the missiles. This means that while the first target may be hit by up to five of the missiles, no secondary target may be struck by more than one.
Magic Missile, GreaterEvocation [Force]
Level: Force Adept 2
Range: Medium (100 ft. + 10 ft. level)

This spell functions as magic missile, except that it deals 1d6+2 points of force damage per missile.
Orb of EnergyEvocation [see text]
Level: Red Mage 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

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

Hitting the target requires a ranged touch attack, and the orb deals 1d8+1 damage plus 1d8+1 damage for every two caster levels beyond 1st (to a maximum of 4d8+4 at 7th level).
Orb of Energy, LesserEvocation [see text]
Level: Red Mage 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

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

Hitting the target requires a ranged touch attack, and the orb deals 1d6 damage plus 1d6 damage for every two caster levels beyond 1st (to a maximum of 4d6 at 7th level).
Produce ElectricityEvocation [Electricity]
Level: Furious Storm 2
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Electricity in your palm
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes

As produce flame, except that electricity is created instead of flame, and the attacks deal electricity damage instead of fire damage.
Rejuvenation, GreaterConjuration (Healing)
Level: Green Mage 3, Life 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

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

The target gains fast healing 3 for the duration of the spell. Additionally, when the spell begins, the target is cured of fatigue and exhaustion. Rejuvenation does not restore hit points lost from hunger, thirst, or suffocation.
Rejuvenation, MinorConjuration (Healing)
Level: Green Mage 1, Life 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

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

The target gains fast healing 1 for the duration of the spell. Additionally, when the spell ends, the target is cured of fatigue. If the target is exhausted, he becomes fatigued instead. Rejuvenation does not restore hit points lost from hunger, thirst, or suffocation.
Rejuvenation, ModerateConjuration (Healing)
Level: Green Mage 2, Life 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

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

The target gains fast healing 2 for the duration of the spell. Additionally, when the spell begins, the target is cured of fatigue. If the target is exhausted, he becomes fatigued instead. Rejuvenation does not restore hit points lost from hunger, thirst, or suffocation.
Restorative Dew Conjuration (Creation) [Water, Life]
Level: Living Waters 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft.-radius spread
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

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

Within the area of the dew, the caster level of all Conjuration (Healing) spells is increased by 2, potions and magic items that heal hit point damage heal an additional 1d6 damage, and all Heal skill checks gain a +5 circumstance bonus.
A moderate wind (11+ mph), such as from a gust of wind spell, dries the dew in 4 rounds. A strong wind (21+ mph) dries the dew in 1 round. A spell with the [Fire] descriptor that deals damage to an area burns away the dew in that area.
This spell does not function underwater. This spell counters and dispels stinking miasma†.
Spitting EarthConjuration (Creation) [Earth]
Level: Shattered Stone 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Area: Cylinder (20-ft. radius, 20 ft. high)
Duration: 1 minute/level
Saving Throw: None or Reflex half; see text
Spell Resistance: No

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

The swirling grit obscures all sight (even darkvision) beyond 5 feet and smothers torches and small fires. Creatures within 5 feet have concealment, while those farther away have total concealment.
Any creature within or passing through the area takes 1d4 slashing damage per two caster levels (max 5d4) with no save. If the spell is cast so that it appears where creatures are located, each creature may make a Reflex save for half damage, but they take full damage with no save on each following round if they do not leave the area.
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the grit in 8 rounds. A strong wind (21+ mph) disperses the grit in 4 rounds.
This spell does not function underwater.
Material Component: A pinch of dirt or sand.
Stinking MiasmaConjuration (Creation) [Air, Death]
Level: Stench of Decay 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft.-radius spread
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

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

Within the area of the vapor, the caster level of all Conjuration (Healing) spells is reduced by 2, and all Heal skill checks take a -5 circumstance penalty. Additionally, any living creature within the mist at the start of his turn takes 1 point of nonlethal damage.
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the vapor in 4 rounds. A strong wind (21+ mph) disperses the vapor in 1 round. A spell with the [Fire] descriptor that deals damage to an area burns away the vapor in that area.
This spell does not function underwater. This spell counters and dispels restorative dew†.
Summon Living ElementConjuration (Summoning) [see text]
Level: Earth's Embrace 3, Gentle Breath 3, Light of Life 3, Living Waters 3
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which may be more than 30 ft. apart.
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons an elemental creature to do your bidding.

The elemental appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. The elemental understands your instructions, even if it doesn't speak your language, and you can direct it not to attack, to attack particular enemies, or to perform other actions.
This spell can only summon air, earth, fire, and water elementals and, if cast from a divine domain, it always summons an elemental appropriate to the divine domain from which the spell is cast. This spell summons either 1 medium elemental or 1d3 small elementals, as chosen by the spellcaster when the spell is cast.
A summoned elemental cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Elementals cannot be summoned into an environment that cannot support them.
This spell gains the elemental descriptor of the elemental summoned.
Surging WatersConjuration (Creation) [Water]
Level: Water 2, Crushing Waves 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 5-ft. wide wave
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

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

A 5-foot wide wave of water rises from the ground at the point you designate and moves directly away from you. It can move up to 5 feet per caster level.
The wave makes a bull rush attempt against each creature in its path and does not provoke attacks of opportunity. The wave has an effective Strength modifier equal to the ability modifier of your primary casting ability, and it is treated as a medium creature.
Creatures are pushed back the maximum distance possible from the bull rush or the maximum range of the wave, whichever is less. Creatures pushed by the wave provoke attacks of opportunity for movement as normal.
The waters summoned by this spell douse any non-magical fire in its path.
If you cast this spell on open water, such as a river, lake, or ocean, the size of the wave is increased to 10 feet, and it is treated as a large creature for the purpose of the bull rush.
SwimTransmutation
Level: Water 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft. level)
Target: One creature per 2 caster levels
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)

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

Rizban
2013-02-28, 02:44 AM
Chapter 6: Equipment


Item
Cost
Weight

Tools and Materials|
Tactical Trap Components
5
0.5
Trapsmith's Tool Belt
50
5
Trapsmith's Tool Belt, masterwork
100
5

Tools and Materials

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

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

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




Chapter 7: Miscellaneous Systems

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

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

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

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

All tactical trap entries follow the following format.

Tactical Trap Name

Prerequisite:Any requirements that the character must meet in order to learn to use the tactical trap.

Setting Time:The action or amount of time required to set the tactical trap. Most tactical traps have a setting time of 1 standard action.

Size:Most tactical traps fit in only one square, though some are larger. If there is not enough room to set a tactical trap in the area, then it can not be set there.

Tripwire:Many tactical traps are activated when a creature touches a tripwire attached to them. A tripwire is some form trigger, usually a string or thin wire, that activates the trap when a creature enters a square containing a tripwire. The tripwire entry on a trap indicates how long a tripwire may be and still activate the trap. Tripwires must always be laid out in a straight line away from the trap and can not be longer than the listed length, though the character may choose to make a tripwire shorter if he desires.
For example, the dart trap below has a tripwire length of 10 ft. When setting the dart trap, the character chooses what square it is in then immediately chooses any two squares leading away from the dart trap in which the tripwire is placed. If a creature enters the square containing the dart trap or either of the two squares containing the tripwire, the tactical trap is activated, hurling a dart at that creature.

Target/Area:The target or targets affected by the tactical trap, or the area its effects cover.

Save:The type of save, if any, to avoid the trap's effects.
The effect of the tactical trap is listed here, describing what the trap does and how to resolve its effects.
Tactical Trap ListAlarm Trap
Prerequisite:Trapsmith 1st-level

Setting Time:1 move action

Size:n/a

Tripwire:15 ft.

Target:1 creature

Save:Reflex negatesA simple tripwire is connected to a bell or other noisemaker which sets off an audible alarm when this trap is triggered. This functions as the Audible Alarm version of the alarm spell, except that it is only triggered if a creature enters the 15-ft. line covered by the tripwire.
Alchemical Trap
Prerequisite:Trapsmith 2nd-level

Setting Time:1 standard action

Size:10-ft. square

Tripwire:n/a

Target:1 creature

Save:see textA small vial of alchemical liquids is placed in a small launcher, tossing it at the first creature that disturbs the area. The character who set this trap makes an attack roll for the vial, which contains acid that deals 1d3+1 acid damage, Reflex half.

If the character setting the alchemical trap has an alchemical item which can be thrown as a splash weapon, such as a flask of acid, alchemist's fire, or tanglefoot bag, he may use that item in this trap instead of the default acid. Use the alchemical item's normal save.
Caltrops
Prerequisite:Trapsmith 1st-level

Setting Time:1 standard action

Size:5-ft. square

Tripwire:n/a

Target:see text

Save:see textThis tactical trap functions exactly as a normal bag of caltrops (PHB 126).
Dart Trap
Prerequisite:Trapsmith 1st-level

Setting Time:1 standard action

Size:5-ft. square

Tripwire:10 ft.

Area:1 creature

Save:n/aA small spring launcher is set, ready to hurl a dart at the first creature to trigger the tripwire. The character who set this trap makes an attack roll for the dart, which deals 1d4+1 damage, ×2 on a critical.

The character may choose to add any contact or injury poison he possesses to the dart when he sets the trap, but doing so takes an additional move action and risks poisoning himself as normal for applying poison to a weapon.
Deadfall Trap
Prerequisite:Trapsmith 2nd-level

Setting Time:1 full-round action

Size:10-ft. square

Tripwire:n/a

Target:1 creature

Save:Reflex half; Fortitude negates (see text)A deadfall is created by rigging a heavy object to fall from above. Any creature entering the area of a deadfall trap must make a successful Reflex save or take 1d6 bludgeoning damage from the falling object. If the creature fails the save by more than 10, it is also dazed for 1 round (Fortitude save negates the daze effect).
Flashbang
Prerequisite:Trapsmith 3rd-level

Setting Time:1 standard action

Size:5-ft. square

Tripwire:10 ft.

Target:10-ft. burst

Save:Fortitude partialA flashbang is a small pouch containing highly flammable powder that ignites with a bright, white flash and a explosive bang. Any creature within 10 ft. of the flashbang when it is activated is blinded and deafened for 1d4+1 rounds. A successful Fortitude save reduces this effect to dazzled and a -2 penalty to Spot and Listen checks for the duration.

Creatures that are sightless are unaffected by the blinding and dazzling effects.
Creatures that can not hear are unaffected by the deafening effect and the penalties to Spot and Listen.
Fusillade of Darts
Prerequisite:Trapsmith 4th-level

Setting Time:1 full-round action

Size:5-ft. square

Tripwire:10 ft.

Target:15-ft. cone

Save:n/aThis tactical trap functions as the dart trap, except that it hurls darts at all creatures in a 15-ft cone. Each creature in the area of effect is targeted by 1d4 darts. The character who sets this trap makes an attack roll for each dart.
Gas Trap
Prerequisite:Trapsmith 2nd-level

Setting Time:1 full-round action

Size:5-ft. square

Tripwire:20 ft.

Area:20-ft. spread

Save:n/aA small canister of alchemical liquid breaks open when this trap is triggered, mixing the liquids and releasing a thick fog. Treat this as an obscuring mist spell cast on the square containing the trap. The character's class level is the effective caster level for this trap.
Needle Burst
Prerequisite:Trapsmith 4th-level

Setting Time:1 full-round action

Size:5-ft. square

Tripwire:10 ft.

Target:15-ft. burst

Save:Reflex halfA needle burst trap is built from a special type of flashbang filled with needles, bits of metal, or other sharp shrapnel. When activated, the explosion sends the shrapnel flying in all directions. Any creature within 15 ft. when the needle burst is activated takes 3d6 piercing damage.
Net Trap
Prerequisite:Trapsmith 2nd-level

Setting Time:1 standard action

Size:10-ft. square

Tripwire:n/a

Area:Creatures in the trap's area

Save:Reflex negatesA net trap functions much like a snare, activating only when a creature tries to leave the area it covers. When a creature attempts to leave the area containing a net trap, the net springs up around any creatures in its area. Any affected creature that fails a Reflex save is entangled by the net and cannot move.

A creature can escape from the net with a DC 18 Escape Artist check or burst it with a DC 25 Strength check. It may also spend a full round action to cut the net away with a slashing weapon. When a creature escapes a net, it is no longer entangled.
Noxious Gas Trap
Prerequisite:Trapsmith 4th-level

Setting Time:1 full-round action

Size:5-ft. square

Tripwire:20 ft.

Area:20-ft. spread

Save:Fortitude partialThis trap functions like the gas trap, except that the fog produced is foul and toxic. Any creature entering the fog cloud must make a Fortitude save each round or become nauseated for 1d4+1 rounds. Any creature with the scent special ability or an exceptionally good sense of smell takes a -5 penalty on its save.
Razor-wire
Prerequisite:Trapsmith 1st-level

Setting Time:1 standard action

Size:n/a

Tripwire:15 ft.

Area:1 creature

Save:Reflex negatesA razor-wire tactical trap consists only of a thin, taut metal tripwire stretched across an area, usually a hallway. When a creature triggers the tripwire, it snaps loose and whips through the air as it coils up, dealing 1d6 slashing damage to the hapless creature.
Snare
Prerequisite:Trapsmith 1st-level

Setting Time:1 standard action

Size:5-ft. square

Tripwire:n/a

Target:1 creature

Save:Reflex negatesUnlike most other tactical traps, a snare doesn't activate until a creature tries to leave the square in which it is located. When a creature attempts to leave a square containing a snare, the snare tightens around one of the creature's limbs. If the creature fails its save, the creature becomes entangled by the snare and can not move more than 5 feet away from the square containing the snare.

A creature can escape from the snare with a DC 15 Escape Artist check or burst it with a DC 20 Strength check. It may also spend a full round action to cut the snare away with a slashing weapon. When a creature escapes a snare, it is no longer entangled.
Spell Trap
Prerequisite:Trapsmith 3rd-level

Setting Time:1 full-round action

Size:5-ft. square

Tripwire:10 ft.

Target:see text

Save:see textUsing his skill with traps both mundane and magical, a character can cobble together this magical trap, even if he is not a spellcaster.

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

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

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

A trapsmith may instead use any spell contained in a scroll not on the trapsmith spell list, but he must make a successful Use Magic Device check to activate the scroll as if he were casting the spell. If he fails the skill check, the trap is not set.

Rizban
2013-02-28, 02:45 AM
Chapter 8: Monsters

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


Changelogs

201304-02-2013

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

04-10-2013
Changelog
Class: Added the Augur (Missing one of the three capstone abilities)
Class: Added the Magus
Class: Added the Spellblade

04-11-2013
Changelog General: Posts changed up a little and formatting updated to make the project more readable and give an extra empty post for more information
General: Spells section added!


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


Archetypes: All archetypes have been edited to give proper names to all abilities. This will allow extension of the abilities through feats and other options much, much easier in the future. Hopefully, this will also make it more friendly to new players.
Archetype: Green Mage added!
Archetype: Priest added! (domains forthcoming)
04-15-2013
Changelog General: Divine Domains section added!


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


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


Spells: Published the first four Divine Domains. I have another 5 that are almost finished and should be posted shortly. I went ahead and published all the domains I have so far. Most of them have quite a few blanks remaining. While I don't have it written up yet, I have a good idea of what spells I would like to have in each domain. However, I'm always open to suggestions.
04-16-2013
Changelog General: Formatting update to various sections.


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


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


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

04-17-2013
Changelog General: Archetypes post hit max character limit, so we have another minor post shuffle. The Table of Contents has been updated to reflect the change.


Archetype: Skirmisher added!

04-18-2013
Changelog General: Formatting updates, minor edits, and several fluff additions throughout.
05-01-2013
Changelog General: Added a Feats chapter with general information on metamagic feats. No actual feats have been added yet, but they're coming! Note that this has bumped the Magic chapter to Chapter 5 and moved it down one post.


Class: Brawler – Added Ride as a class skill.
Class: Gladiator Fixed typos.
Added Ride as a class skill.
Fancy Footwork ability rewritten.

Class: Sentinel Fixed typos.
Added Sense Motive and Use Rope as class skills.
Warding ability slightly changed and reworded for clarity.
Clarification on Provocation ability.
Improved Uncanny Dodge edited.

Class: Troubadour – Fixed typos.
Class: Augur Clarified issue on spellcasting ability.
Added kicker costs to Spirit Surge and Great Surge abilities.
Slight rewording of Deep Insight ability for clarity.
Cost of Counterspell ability increased.

Class: Magus – Fixed typos.
Class: Spellblade – Added recharge rate to spellcasting.

05-04-2013
Changelog General: “Compendium” changed to “Player's Guide”


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


Archetype: Beastmaster
Added capstones for Arcrobat, Expert, Troubadour, Augur, and Magus.
Added a “Special” line to grant spell access to Magic classes.

Archetype: Pugilist – Added capstone ability Sentinel – Guarding Lunge (Ex)


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


Magic: Reformatted Spells section.
Divine Domains:
Added a missing rule about spells gaining the appropriate descriptors based on divine domain spheres.
Fleshed out several divine domains: Raging Inferno, Stench of Decay, Living Waters, Shattered Stone, Earth's Fury, Light of Life, Earth's Embrace, Gentle Breath, Crushing Waves

Spells: Added new spells.
Ash Storm
Desiccate
Earthen Betrayal
Restorative Dew
Stinking Miasma
Spitting Earth
Summon Living Element
Swim
Surging Waters
Grasping Earth
Produce Electricity



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

05-15-2013
Changelog General: Archived all extant changelogs to the front page for easy reference.


Class: Brawler – clarified issue with Critical Strike
Class: Expert
fixed typos
fixed error in Insight ability
Added Journeyman professional knack.
Knack lists alphabatized

Class: Troubadour – Inspiring Auras list alphabatized
Class: Augur – fixed typos, added duration to Vigor
Class: Spellblade – Minor clarifications on eldritch blast and spell conduit


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


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



Divine Domains: Edited the Air spell selection. Finished the Gentle Breath divine domain.
Spells: Stinking Miasma – spell effect slightly altered.
Spells: Summon Living Element – uploaded the correct spell description.
05-20-2013
Changelog General: Added Equipment section!


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

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


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

Also, I've started posting some work on the first expansion to this system:
The R'E6 Census of Peoples and Races (http://www.giantitp.com/forums/showthread.php?t=296405)
09-04-2013
Changelog General: Once again, we have a minor post shuffle to accommodate additional material

Class: Brawler – Slight update to Quick Acrobat.
Class: Sentinel – Warding ability changed to grant a Warding bonus rather than a Cover bonus to the ward's AC.
Class: Magus – Speak Language added to skill list.
Class: Spellblade – Combat Training ability added.


Archetype: Breathstealer – Unarmed Combat ability added.
Archetype: Trapsmith – Open Lock added to skill list.
02-09-2014
Changelog Class: Acrobat – Clarification on Distracting Flank ability.
Class: Magus Number of cantrips per day increased by 1 starting from 3rd level
One additional 1st-level spell per day at level 6.
Eclectic Study ability updated to allow selection of domain spells.
Class: Spellblade Spells with duration now add duration to refresh time.
Specified how to handle using Spell Conduit with spells granting multiple attacks.
Clarification on Surging Conduit ability.
Eldritch Power ability increased from +4 to +5.


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



Background: Removed Animal Friend


Feats: Added Extra Knack and Knack Generalist feats.
02-13-2014
Changelog Class: Gladiator Fixed typos.
Unorthodox Maneuvers edited for readability and clarity.
Class: Acrobat – Acrobatic Leaping and Acrobatic Swinging edited for readability and clarity.
Class: Expert – fixed some typos.
Class: Augur – Changed table slightly
Class: Spellblade – Edits to Spellcasting and Spell Conduit abilities.


Archetype: Assassin Craft (poisonmaking) added to Archetype Skills
Poison Use moved to Lesser Power
Uncanny Dodge added to Moderate Power
Charming Killer capstone ability modified
Fixed typos
Archetype: Breathstealer Reorganized and reworded slightly for clarity.
Powerful Grapple ability moved from Lesser Power to Moderate Power.
Constrict ability increased to 2x Strength.
Mighty Wrestling added to Lesser Power.

Archetype: Force Adept added!
Archetype: Green Mage Woodland Stride ability moved to Lesser Power.
Whispers of the Wild ability moved to Moderate Power and changed from (Sp) to (Su).
Treant Sapling ability added to Greater Power.

Archetype: Huntsman – Added missing tables.
Archetype: Red Mage Added special exception for spellblades to the Orbs of Energy ability.
Added Blade Wind to the spell list.
Added Hurl Item to the spell list.
Archetype: Skirmisher Nimble moved to Lesser Power
Fast Movement added to Moderate Power
Skirmish Sneak Attack ability edited slightly.


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


Added Chapter 7: Monsters!

04-01-2014
General: Reworked to accommodate new table code.
General: Minor post shuffle.


Archetype: Assassin Fixed several typos.

Archetype: Beastmaster Added specific spell list.
Wild Whispers changed from (Ex) to (Su).

Archetype: Brute Slight change to Indomitable ability.

Archetype: Duelist Renamed Flyn's Offense to Agrippa's Offense.
Added Gladiator capstone.

Archetype: Force Adept Minor formatting edits.

Archetype: Green Mage Change to Spellblade capstone.
Remove Disease spell moved from 3rd to 2nd level.
Added the following spells: Jump, Speak with Animals, Beastly Power, Wild Insight.
Removed the following spells: Bear's Endurance, Bull's Strength, Cat's Grace, Owl's Wisdom, Reduce Animal, Soften Earth and Stone, Warp Wood, Greater Magic Fang.

Archetype: Hoplite Shield Offensive modified in respect to how tower shields are handled.
Specified weapon damage for tower shields.
Clarification on Improved Shield Offensive.
Clarification on Brawler capstone.
Clarification on Gladiator capstone.
Slight change to Sentinel capstone.

Archetype: Huntsman Added weapon proficiency.
Added Urban to list of Favored Environments.

Archetype: Priest Clarification to Divine Domains ability.
Clarification to Divine Touch.
Added missing "bonus" to Church Authority. Changed bonus increase from 6th level to 5th level.
Clarification on Third Domain.
Clarification on Fourth Domain.
Added maximum bonus amount to Spellblade capstone.
Added "(good only)" and "(evil only)" to certain spells.
Added the following spells: Cure Minor Wounds, Neutralize Poison, Poison.

Archetype: Pugilist Clarification on Penetrating Strike and Greater Penetrating Strike.
Removed Imbued Fist ability.

Archetype: Red Mage Clarification on Orbs of Energy ability.
Clarification to Spellbattle.
Clarification to Magus capstone.
Added the following spells: Open/Close, Touch of Fatigue, Elemental Weapon
Removed the following spells: Obscuring Mist, Flame Arrow, Ice Storm, Greater Magic Weapon, Sleet Storm

Archetype: Skirmisher Fixed minor typos.

Archetype: Template Complete change to how a Templar's Channeling ability and motes function.
Minor edits to channeling abilities.
Self Sacrifice ability modified to accommodate new mote system.

Archetype: Trapsmith Fixed minor typos.
Added the following spells: Detect Snares and Pits, Dispel Magic, Snare
Tactical Traps moved to their own section.

04-04-2014
Changelog Genereal: Updated tables throughout to incorporate the updated styling options of the new system.
Magic Classes: Re-added missing table information lost in the table transition.
09-13-2014
Changelog General: Updated codes across all tables.
General: Formatting changes across all Classes and Archetypes


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


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


Feats: Finally fixed feats table after forum updates.
Feats: Slight changes to metamagic.

Gnorman
2013-02-28, 03:29 AM
I will be watching with great interest, Rizban. Your comments and criticisms have been significantly helpful to me, and I am thrilled to see you start your own project.

Rizban
2013-02-28, 03:59 AM
I will be watching with great interest, Rizban. Your comments and criticisms have been significantly helpful to me, and I am thrilled to see you start your own project.

Thanks!

I've got the first three classes and the first three archetypes posted. I've got three more classes (one skillful and two magic) underway, but I'm working on getting some more archetypes written up for the combat classes before I work on those any further.

OhMyGodImOnFire
2013-02-28, 09:43 AM
I cannot wait for this to be completed - I've always wanted to start a campaign of my own, and I know this compendium will be a great way for me to start. Keep up the good work! :smallbiggrin:

3SecondCultist
2013-02-28, 10:47 AM
Indeed, I usually use E6 to populate my game worlds with non-essential NPCs, so I will keep my eye out. This looks very promising indeed, this may very well come in handy.

Djinn_in_Tonic
2013-02-28, 12:30 PM
This is much closer to the method I'm working on (Archetypes being applicable largely across the board), so I'm rather digging it.

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

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

Rizban
2013-02-28, 03:55 PM
That's kind of what I was thinking about for the sentinel too, djinn, but I felt that once I got more options up that it would fall more in line with the average power level. The sentinel DR is definitely something I need to reevaluate, but I'd like to leave it as it is with balances based on future updates.

Edit: As to comparing it with the gladiator, it is about where I want it. The gladiator bonus should be lower than the sentinel's DR. The gladiator's role isn't primary damage dealer, so he shouldn't be able to simply negate the primary defender's class feature. If I do end up reducing DR on the sentinel, it will still remain higher than the gladiator's bonus from weapon of choice.

Rizban
2013-03-01, 12:14 AM
Edited some formatting.
Fixed a minor error.
Added Beastmaster and Sniper archetypes.


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

Edit: Also posted some tentative backgrounds. The power levels are still out of whack on them, so they'll all likely be revised.

stack
2013-03-01, 08:39 AM
I look forward to seeing what you do with the magic/psionic classes. What you have so far is very interesting.

Rizban
2013-03-01, 03:33 PM
I look forward to seeing what you do with the magic/psionic classes. What you have so far is very interesting.Thanks. I appreciate the positive feedback, I really do.

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

I'm still playing with some ideas on the magic/psionics front. I have a couple of ideas that I want to explore a bit before posting. I'm not sure if I'm going to use them or not though.

Rizban
2013-03-02, 07:16 AM
Posted what I have so far of the sneak-thief class and the assassin archetype.

I'm not really happy with the sneak-thief, but it should be apparent what direction I'm trying to go with it. Any suggestions would be welcomed.

stack
2013-03-04, 11:29 AM
Did you intent that the sneak-thief could only use evasion when not wearing armor, even though they are proficient in light armor? I could see relying on high dex and the built in AC bonus for defense, but it still jumped out at me. Also, the skill bonus doesn't appear to apply to hide, which would seem like a good one to include.

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

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

Also, would you consider allowing the assassin archetype for combat classes? It would allow for tricky fighters in a convenient way, unless you think having the extra sneak attack damage on top of a full martial chassis would be too much.

Rizban
2013-03-04, 11:40 AM
Did you intent that the sneak-thief could only use evasion when not wearing armor, even though they are proficient in light armor? I could see relying on high dex and the built in AC bonus for defense, but it still jumped out at me. Also, the skill bonus doesn't appear to apply to hide, which would seem like a good one to include.That was an error on my part. It is meant to work in up to light armor.
I originally did have Hide on the list but removed it intentionally. The Sneak-Thief is going to be the Skillful equivalent of Brawler when I finish it, one of the two primary focuses being "movement."


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



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


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

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

I was planning to have a few "cross group" archetypes, such as the sniper, but these are intended to be the exception rather than the rule. Sneak attack is definitely something I want to keep set aside just for Skillful classes. I'm also tentatively considering dropping precision damage off of the sniper for a different ability and creating a skirmish damage based archetype that works cross group instead.

Rizban
2013-03-04, 02:55 PM
After playing with it for a few days, I decided that I just really did not like the Sneak-Thief. As such, I have replaced it with the Acrobat. It has some of the similar elements but combines the Acrobat archetype I was developing into the class itself, removes one ability, and changes the skill list. I'm much happier with it now.

I also added the Trapsmith archetype and fixed a few formatting errors throughout.

stack
2013-03-04, 04:20 PM
Uncanny Dodge (Ex): An acrobat learns to employ her maneuverability more readily in combat, giving her additional options, provided she is wearing light or no armor and carrying no more than a light load.
Swinging Attack: As a move action, an acrobat may swing from a rope, vine, chandelier, or other hanging object, making attacks as she swings. She may dismount from the swing a...

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

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

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

Are you planning a stealth-based skilled class?

Rizban
2013-03-04, 04:33 PM
I apparently copied over part of the text there while copy/pasting everything to the post. I'll fix that now.

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

Edit: There, that should be fixed now.

Edit #2: I'm strongly considering changing Sniper to Skillful only and making the more generic Archer archetype I'm currently designing be for both Combat and Skillful.

Jeriah
2013-03-05, 06:10 PM
I've never played E6, but this has got me wanting to give it a try. I really like the setup you've got going here.

Pending you posting an interesting traps list, I really want to play a Brawler Trapsmith.

spiritplumber
2013-03-05, 06:27 PM
This is fantastic. We play E6 a lot and it works really well.

Rizban
2013-03-05, 06:29 PM
Any insights you can give into E6 and ideas or critiques of what I've posted would be really appreciated.

Rizban
2013-03-06, 02:30 AM
Just added the troubadour, i.e. the bard.

I should have the Trapsmith archetype's combat traps list and the Troubadour class' inspiring auras up either tomorrow or the next day.

stack
2013-03-06, 08:49 AM
Would you ant to allow song of the heart, special instruments, or any inspire courage boosters to affect the troubadour's aura? Obviously it doesn't as written and I suspect that is intentional, though I could see perhaps allowing certain instruments to give a bonus (if you tie up a hand or hands to play, you are paying a mechanical price for the bonus as you aren't using those hands for fighting).

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

Rizban
2013-03-06, 07:40 PM
Would you ant to allow song of the heart, special instruments, or any inspire courage boosters to affect the troubadour's aura? Obviously it doesn't as written and I suspect that is intentional, though I could see perhaps allowing certain instruments to give a bonus (if you tie up a hand or hands to play, you are paying a mechanical price for the bonus as you aren't using those hands for fighting).I had originally planned for one of the auras to be Inspire Courage and function effectively identically to the existing 3.5 ability, allowing such effects to stack. Doing such would seriously ramp up the power of this class, requiring me to lower the effectiveness of the Inspiring aura. At 6th level, the troubadour is already effectively using inspire courage as a 14th level bard. I don't really see the need or have the desire to further empower that ability... However, I suppose I could lower it to only increasing to +2 at 6th level or not improving at all and then allow all of those abilities to stack for that one aura...



I can understand, fluff-wise, why the various abilities only apply to social skill uses, not the in-combat applications, but it seems that a buff to feinting wouldn't be over-powered or out of character for a troubador. I am not aware of any in-combat uses for diplomacy or gather information and intimidate isn't on the list, so it seems like a small boost for a niche combat option. Would it weight the class too heavily toward assassins and their sneak attack?
While you do make good points, I made that decision based on two factors. First, it was a specialization decision. Troubadours are good in social situations, and combat isn't really a social situation. Second, I didn't want them to be outright better at feinting than the gladiator, as combat maneuvers are the gladiator's main shtick.

Jeriah
2013-03-06, 11:08 PM
Can't wait to see those traps and auras. I might just end up playing a troubadour/trapsmith now... Brawler is still looking awfully good though.

stack
2013-03-07, 11:01 AM
I had originally planned for one of the auras to be Inspire Courage and function effectively identically to the existing 3.5 ability, allowing such effects to stack. Doing such would seriously ramp up the power of this class, requiring me to lower the effectiveness of the Inspiring aura. At 6th level, the troubadour is already effectively using inspire courage as a 14th level bard. I don't really see the need or have the desire to further empower that ability... However, I suppose I could lower it to only increasing to +2 at 6th level or not improving at all and then allow all of those abilities to stack for that one aura...

It scales pretty nicely as is, keeping it at a low level then allowing feats and items to boost it seems a bit of a tax. I wasn't complaining to begin with, more musing on possibilities.


While you do make good points, I made that decision based on two factors. First, it was a specialization decision. Troubadours are good in social situations, and combat isn't really a social situation. Second, I didn't want them to be outright better at feinting than the gladiator, as combat maneuvers are the gladiator's main shtick.

Asked and answered. Though flat-footed from feinting would be handy for the assassin archetype, that can be achieved without the extra boost anyhow.

Rizban
2013-03-08, 05:48 AM
It scales pretty nicely as is, keeping it at a low level then allowing feats and items to boost it seems a bit of a tax. I wasn't complaining to begin with, more musing on possibilities.As was I. Not charging a feat tax was essentially why I decided to change the ability entirely. I've got some other plans for it too, but you'll have to wait a bit to see those.


I know I said I'd have the traps and auras up, but I've been dealing with some pretty serious headaches the past two days. I doubt I'll have time to get them finished and posted this weekend, as I intend to go to the rodeo with my girl. I'll see if I can get them posted come Monday.

Rizban
2013-04-02, 10:35 PM
As I said in another thread:
My grandmother is very ill and has recently undergone major brain surgery. She is currently not doing well and suffering from repeated seizures. I probably will not be posting for awhile until things are more... 'normal.'I have not abandoned this project and have several things almost, but not quite, ready to post here. As soon as I have some time to finish them, I'll get them posted.

1Edit: I've fixed some minor errors, improved the formatting, and changed a few abilities. Most notably:
All Classes: I have introduced Medium Base Saves, reducing the good saves of some of the classes to medium and increasing the poor saves of other classes to medium.
Class: Sentinel DR has been reduced.
Class:Troubadour's Quick Thinking, Mental Resistance, and Fortune's Friend have been made slightly stronger.
Archetypes: Added a table for quick reference.
Archetype: Assassin now has a proper Greater Power.
Archetype: Beastmaster has returned! I'm still not sure how it got deleted...


I am currently focused on the Inspiring Auras and will post those next.
I'm also close to finishing the following classes:
The Expert - Skillful - An Int based class focused on skills and tricks
The Zealot - Combat - A paladin like class that also uses Inspiring Auras
The Battle Caster - Magic - An arcane gish class with warlock like abilities
The Priest - Magic - A divine casting class
The Magus - Magic - Your standard spellbook wizard class
Upcoming Archetypes Black Mage - Magic/Combat - Negative energy focus (Priest/Zealot only?)
Blue Mage - Magic - Incarnum! (sort of)
Green Mage - Magic - Druidic class
White Mage - Magic/Combat - Positive energy focus (Priest/Zealot only?)

Rizban
2013-04-03, 07:59 AM
I went ahead and posted the Expert as I already had it. It's only missing it's capstone abilities and needs a little polishing. I'm still not really happy with all of it, but it's good enough to post.

I haven't had time to really edit anything significant yet, but I will have the auras up as soon as I get the time.

Rizban
2013-04-09, 03:42 AM
Finally got the Inspiring Auras posted.

planswalker
2013-04-09, 11:28 AM
I've read through the stuff so far, and it looks good from a "want to play this as a pc/use this as a DM" perspective. I'll get around to looking at internal balance in my next post.

Rizban
2013-04-10, 03:40 AM
So, I've been tinkering with a few things, and I've decided to rework how I will do the magic classes. I've finalized the Magus, which is mostly unchanged, and have decided to drop the Priest in favor of the Augur and rework what I have so far on the Zealot.

Blue Mage is being reworked into a Combat/Skillful Archetype instead of a Magic Archetype, as it has now become incompatible with the new magic classes. Black and White Mage will probably be combined into a single Priest archetype, which will be available to any Magic Class as well as Zealot. Green Mage will be changing the least.

I will be posting the Magic Classes as soon as I have the Augur in a more finished state and have at least two Magic Archetypes to post.

stack
2013-04-10, 12:54 PM
Reading the expert now...

Since you can spent insight points on skill checks, if there any way to get this bonus outside an encounter? With a factotum (as I'm sure you know) you can only get a bonus on skill checks once per day per skill, presumable because so many skill checks occur outside of combat.

I think it would be good to clarify if the bonus is unlimited use outside of combat, not usable at all, or something else.

Regarding specializations: the base bonuses seem the most powerful for the sage, as a high INT character with a ton of skills points can craft anyway and how often to profession checks come up? Identifying monsters (+ knowledge devotion) is more useful in most adventures. Have to see how the knacks balance.

Crafting - Quality workmanship and imbued creation really stand out. Should add a clause regarding whether the cost reduction from efficient construction would apply to imbued items. As written it says masterwork, but by level six that isn't much money, so getting a discount on magic items would be handy.

Professional - whoa cohort! Yeah, they rest are interesting fluff abilities, but their utility is going to be entirely dependent on campaign style. Cheaper items is nice. Could be fun in a city sandbox campaign (Aldhaven?).

Sage - Expansive Knowledge...nice, but if you have 8 Sp a level + INT on an INT heavy class, will you ever be untrained in a knowledge past level 1 or 2? I suppose it gives you the option, so its worthwhile. yeah, looks like the sage would be handy in a fight once knowledge devotion is online. It basically becomes a class feature disguised as a feat.

Rizban
2013-04-10, 01:41 PM
Reading the expert now...

Since you can spent insight points on skill checks, if there any way to get this bonus outside an encounter? With a factotum (as I'm sure you know) you can only get a bonus on skill checks once per day per skill, presumable because so many skill checks occur outside of combat.

I think it would be good to clarify if the bonus is unlimited use outside of combat, not usable at all, or something else.Something not being combat doesn't make it not an "encounter." You have social encounters with people every day. I intended it to be unlimited uses per day but only once in any given situation. I might need to find a way to incorporate some wording to that effect in the ability to make it clear.


Regarding specializations: the base bonuses seem the most powerful for the sage, as a high INT character with a ton of skills points can craft anyway and how often to profession checks come up? Identifying monsters (+ knowledge devotion) is more useful in most adventures. Have to see how the knacks balance.

Crafting - Quality workmanship and imbued creation really stand out. Should add a clause regarding whether the cost reduction from efficient construction would apply to imbued items. As written it says masterwork, but by level six that isn't much money, so getting a discount on magic items would be handy.I did not intend to give a discount on crafting magic items beyond the masterwork cost. Remember that the masterwork bonus on attack rolls is an enhancement bonus that doesn't stack with magic, but if you have Quality Workmanship, that's practically a +2 weapon at no additional cost, saving you money already. The crafting specialization is most powerful when you're making equipment for your party.


Professional - whoa cohort! Yeah, they rest are interesting fluff abilities, but their utility is going to be entirely dependent on campaign style. Cheaper items is nice. Could be fun in a city sandbox campaign (Aldhaven?).This one is definitely very campaign dependent, but being in or around a town or city makes this specialization useful. There are a few other uses for the Profession skills, such as Profession (sailor) checks made to run a ship. Additionally, a cohort is pretty powerful, and this will almost certainly be the only way to gain one outside of the Leadership feat.


Sage - Expansive Knowledge...nice, but if you have 8 Sp a level + INT on an INT heavy class, will you ever be untrained in a knowledge past level 1 or 2? I suppose it gives you the option, so its worthwhile. yeah, looks like the sage would be handy in a fight once knowledge devotion is online. It basically becomes a class feature disguised as a feat.Sage is, strangely enough when you consider the concept, the most combat focused of the knacks. Expansive Knowledge is pretty meh, but it's a clone of the same ability available to the Crafting and Professional specializations. Know Weakness requires investing 30 skill points just to be able to use it with all Knowledge skills (54 to max it out), and it's the 'main' feature of the Sage. So, I'm not terribly concerned about there being too many skill points floating around.
Sage is also the most 'solo' of the specializations. Crafting helps outfit the party, Professional adds one more party member for support, but Sage only helps out himself and is a bit of a know it all.

stack
2013-04-10, 02:12 PM
Very good. I suspected most of that would be the case but figure it is good to ask. Plus it saves others from asking later.

Let's see, sage skill points at level 1 = 8 + 3(Int assuming a modest 16) = 11 x4 = 44 points, letting you keep the important knowledges all maxed.

The +2 MW bonus is definitely sweet though. Any expert can use knowledge devotion to boost combat prowess, but no one else can craft like that. Even if it doesn't stack with enchancements from enchanting your still can be +2 attack (MW) +1 damage (+1 enchantment) + whatever other enchant you put on it, making it almost as good as a +3 equivalent (+2 enhance, +1 other), only losing 1 damage in comparison.

Wouldn't want to dump CHA either, as UMD is as good as ever and very needed for the magic item crafter.

For the encounter power, perhaps one could be ignoring/allowing allies to ignore DR for INT mod rounds?

Rizban
2013-04-10, 02:37 PM
Very good. I suspected most of that would be the case but figure it is good to ask. Plus it saves others from asking later.

Let's see, sage skill points at level 1 = 8 + 3(Int assuming a modest 16) = 11 x4 = 44 points, letting you keep the important knowledges all maxed.Leaving you with 20 skill points, yes. That's still more than half your points per level to Knowledge skills.


The +2 MW bonus is definitely sweet though. Any expert can use knowledge devotion to boost combat prowess, but no one else can craft like that. Even if it doesn't stack with enchancements from enchanting your still can be +2 attack (MW) +1 damage (+1 enchantment) + whatever other enchant you put on it, making it almost as good as a +3 equivalent (+2 enhance, +1 other), only losing 1 damage in comparison.I'm considering changing the magic item crafting rules so that weapons and armor are not required to have a +1 bonus before picking up special features. Since items are limited to a total of +2 in E6 due to caster level restraints, Crafting would become even better...


Wouldn't want to dump CHA either, as UMD is as good as ever and very needed for the magic item crafter.

For the encounter power, perhaps one could be ignoring/allowing allies to ignore DR for INT mod rounds?The main reason I don't have capstone powers yet for Expert is because of the Magus. In some ways, it is the "Expert" of the Magic Classes and has some abilities similar to what you just suggested. Now that I have it finalized, I can make capstone abilities for the Expert without having bad overlap.

Rizban
2013-04-10, 07:52 PM
Changelog
Class: Added the Augur (Missing one of the three capstone abilities)
Class: Added the Magus
Class: Added the Spellblade

I am currently finishing up the magic archetypes and will post them either later tonight or tomorrow. Reading the magic classes should give you a feel of what to expect from the archetypes.

planswalker
2013-04-10, 10:30 PM
Love what I'm seeing. I'll have a more detailed response when the archetypes are up.

stack
2013-04-11, 08:43 AM
So the spell lists drawn from and arcane/divine will be determined by archetype? Interesting.

You might want to state that the vigor channel for the auger has no duration but can be refreshed to restore temp HP (or list a duration if it is supposed to have one). Very nice ability, by the way. The whole class is an interesting mesh of psionic and other mechanics.

I love the spellblade so much that I'm worried I might overlook flaws. I see that you can't hold a charge when channeling spells, which hurts, but is balanced by the eldritch blast. Some will complain that it gets full BAB and 3rd level spells, but BAB is a bit tricky in E6 since the difference between medium and poor is only +1. Obviously the full BAB is needed to make full-attack channeling a possibility. Wait...unlimited casting up to 3rd level? Whoa. Have to wait on the archetypes to be sure, but that seems REALLY strong even with the spells known limitation. Have to see how it balances out once other stuff is done. I'm a little worried spellblade's will totally overshadow the melee.

Might want to put in language for handling crits with channeled spells/blasts, just for clarity.

Also, how does meta-magic interact with the spellblade? If they can just meta any spell into a slot up to 3rd level it might have interesting implications.

stack
2013-04-11, 11:11 AM
Background suggestion - Diplomat: bonus per the other skill backgrounds, make diplomacy checks as a standard action (or take 10, whichever fits better).

ed - Also, an archetype that grants (hostile) spell resistance and bonuses to disrupt enemy casters would be cool, unless that will fall under the purview of the unreleased zealot or other future class?

Do you plan any partial-casting archetypes for the combat and skillful classes? It looks like the caster classes will have to take caster archetypes to get spells and the noon-caster classes don't have the chassis to cast anything, so archetypes granting 1st and 2nd level spells in limited fashion and the mechanics to use them might be good.

Rizban
2013-04-11, 01:54 PM
So the spell lists drawn from and arcane/divine will be determined by archetype? Interesting.That is correct.


You might want to state that the vigor channel for the auger has no duration but can be refreshed to restore temp HP (or list a duration if it is supposed to have one). Very nice ability, by the way. The whole class is an interesting mesh of psionic and other mechanics.I'll probably make it last 1 minute per mote spent or something. Augur was actually more inspired by the spell point variant than by psionics, but it's basically the same thing. I initially was using the cleric spell point progression from Unearthed Arcana for it, then I increased it to psion power point progression. I eventually gave it the same progression as the Magus plus a little bit. It gets spell points equal to the magus' number of spells at each level * their minimum caster level (disregarding cantrips) + 3. So, at 3rd level, it's (5*1 + 3*3 + 3) = 17. I felt like that plus the bonus motes would be enough to power spells and class features, but it definitely needs some play testing to see where it balances. I'm tempted to just drop the +3, sacrificing a little on spells/day for the versatility.


I love the spellblade so much that I'm worried I might overlook flaws. I see that you can't hold a charge when channeling spells, which hurts, but is balanced by the eldritch blast.That was completely intentional, since you can cast every round anyway. I felt like letting you hold a charge makes it too powerful. I really did not want full attacking and channeling outside of the capstone.


Some will complain that it gets full BAB and 3rd level spells, but BAB is a bit tricky in E6 since the difference between medium and poor is only +1. Obviously the full BAB is needed to make full-attack channeling a possibility. Wait...unlimited casting up to 3rd level? Whoa. Have to wait on the archetypes to be sure, but that seems REALLY strong even with the spells known limitation. Have to see how it balances out once other stuff is done. I'm a little worried spellblade's will totally overshadow the melee.I can't tell you how many times I went back and forth changing that 6th level max from 2nd to 3rd and from medium to full BAB. I frankly lost count after about the 15th edit.

I've just about decided to drop it to 2nd-level max spells and lower it to 3/4 BAB. The full attack capstone ability would then allow you to make a second attack at -5 just as if you had full BAB. I really think that might be for the best, but I'm going to finish up a few of the archetypes to see how they play out before I commit to those changes.


Might want to put in language for handling crits with channeled spells/blasts, just for clarity.Agreed. I'll edit that in when I get the magic archetypes posted.


Also, how does meta-magic interact with the spellblade? If they can just meta any spell into a slot up to 3rd level it might have interesting implications.I'm going to go with the sorcerer route on that and make metamagic increase the casting time to a full-round action. This has the implication of metamagicked spells not being usable with spell conduit, which I think works just fine.

stack
2013-04-11, 02:00 PM
If you do any playtesting here on the boards, I want in. I ran a scenarios playtest for gnorman's stuff last year before I dropped off board for a long time. Obviously it has to wait until the first draft is done.

Rizban
2013-04-11, 02:07 PM
Background suggestion - Diplomat: bonus per the other skill backgrounds, make diplomacy checks as a standard action (or take 10, whichever fits better).Sounds like a good idea. I've really neglected the backgrounds, but I needed to get the classes and archetypes in a better position before I could make balanced backgrounds.


ed - Also, an archetype that grants (hostile) spell resistance and bonuses to disrupt enemy casters would be cool, unless that will fall under the purview of the unreleased zealot or other future class?I like it. There isn't a core class that will have that ability.


Do you plan any partial-casting archetypes for the combat and skillful classes? It looks like the caster classes will have to take caster archetypes to get spells and the noon-caster classes don't have the chassis to cast anything, so archetypes granting 1st and 2nd level spells in limited fashion and the mechanics to use them might be good.Zealot will be a partial caster Combat Class following in the style of the Augur. It will be able to pick any Combat Archetype, because it's a Combat Class, but it will have a special caveat allowing it to choose any Magic Archetype. This will allow a zealot to be combat focused and use its motes only on its class abilities or to be magic focused and have a spell list but lose out on combat options.
I'm not planning any other half-caster classes at this time. There will be one or two magic based archetypes for the Combat and Skillful classes, such as Blue Mage, but I'd like to keep spells mostly to the Magic classes.


If you do any playtesting here on the boards, I want in. I ran a scenarios playtest for gnorman's stuff last year before I dropped off board for a long time. Obviously it has to wait until the first draft is done.I'll definitely send you an invite when that game goes live.

stack
2013-04-11, 02:53 PM
SpellbreakerMagic holds no terror for those who know its weaknesses.

Prerequisites: Spellbreaker is available to any Combat or Skillful class.
Archetype Skills: A spellbreaker gains spellcraft and knowledge (arcana) as class skills if he does not already possess them.
Archetype Proficiencies: A spellbreaker gains no additional armor or weapon proficiencies.

Archetype Features

Lesser Archetype Power

Spell Resistance (Su): The spellbreaker gains spell resistance equal to 10+class level against hostile spells.
Witch Hunter (Ex): The spellbreaker gains favored enemy (as a ranger of his level) against all creatures you cast spells (arcane or divine) or spell-like abilities.

Moderate Archetype Power
Disrupting Blows (Ex): If an enemy capable of casting spells or SLAs is successfully hit and damaged by a spellbreaker's attack, that enemy's next spellcasting attempt or SLA use automatically fails unless it makes a Will save, with the DC equal to 10 + half the spellbreaker's class level + the spellbreaker's Charisma modifier. A spellbreaker gains a +4 bonus to identify hostile spells.
Greater Archetype Power

Break Spell (Su): A spellbreaker may cast a targeted version of Dispel Magic as a supernatural ability once per encounter, with a caster level equal to twice his level.

Capstone: An Spellbreaker adds one additional option to her class' capstone ability.

Brawler – Quick Target (Ex): as a free action, the brawler may gain a 20% miss chance vs hostile spells for 3 rounds
Gladiator – Disruptive (Ex): for 3 rounds no enemy within the gladiator's reach can cast defensively.
Sentinel – Spell Shield (Su): for 3 rounds, the sentinel can extend his spell resistance to his ward if his ward is within 5'.
Acrobat - Reflect Spell (Su): whenever making a successful save against a targeted spell, or when a targeted spell fails to penetrate the acrobat's spell resistance, he may redirect it back to the caster as per spell turning
Expert - Wise Council (ex): for 3 rounds all allies who can see and hear the expert gain an insight bonus on all saves equal to the experts INT modifier.
Troubadour - Try Again (su): as a free action, for 3 rounds all enemies must roll twice and take the worst result when trying to pierce the troubador's spell resistance

planswalker
2013-04-11, 04:01 PM
Something I just noticed about the Brawler:

It modifies the critical threat range and multiplier of a weapon, but it doesn't specify how it stacks or not with other similar effects. While most of those are beyond the scope of E6, it's probably safer to go ahead and specify that just in case someone finds something which does at E6 levels.

Rizban
2013-04-11, 04:04 PM
I had intended for it to stack with them, as it adds to rather than multiplies. Keen, Improved Critical, et al still do not stack. This is a special benefit unique to the Brawler (and certain archetypes).

On another note, I have the Green Mage archetype completely finished and am only tweaking the spell list on the Priest archetype. When I finish Priest, I'll post both of them. It will definitely be today sometime. Strike that. I'll publish what I have now and finish up the spell list for Priest after.

Rizban
2013-04-11, 04:31 PM
Changelog General: Posts changed up a little and formatting updated to make the project more readable and give an extra empty post for more information
General: Spells section added!


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


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

planswalker
2013-04-11, 08:51 PM
I like the looks of the new magic class archetypes very much. My only question is if it's deliberate that green mage spellblades will learn 60% more spells than priest spellblades?

Rizban
2013-04-11, 09:55 PM
I don't see what you're talking about... Could you please elaborate?

Jeriah
2013-04-11, 11:32 PM
Nice. I really like the magic classes. Love how you took the spellcasting out of the classes themselves. I could totally see a Magus Priest and an Augur Priest arguing over who is more devoted to their god. The one claims he is, because he's spent years in study and learning all the rituals, but the other claims he is, because the god directly channels power to him.

I'll try to get a more comprehensive review up later, but this looks awesome. We've got another two or three months on the campaign we're playing now. If you can get this a bit more complete, I'll show it to my DM and see if he'll run it in real life.

stack
2013-04-12, 07:55 AM
Typo:

Rejuvenation, Greater
Conjuration (Healing)
Level: Green Mage 1 (should be 3, obviously)

On to more substantive matters. I agree with bringing the spellblade down a notch. Unlimited 3rd level castings was overpowering. I'm still a little concerned about the effectiveness of channeling shocking grasp with power attack and wraithstrike (depends on the spell lists, I suspect wraithstrike will either be gone or bumped a level) vs mundane melee, but really love the class anyhow. Interestingly, spellblades also make the best turn/rebuke undead chassis due to CHA focus. So yeah, spellblade (priest) is a nifty paladin out of the box.

Eager to see the rest of the mages.

TheWombatOfDoom
2013-04-12, 09:16 AM
Alright, so my responses will be in bold, and I'm going to go through pretty much everything. I find its easier this way than quoting things, and I'm sorry if it makes you twitch. :smallbiggrin: I'll post these by each post.

Post One- Lo'! The Introduction!

I have long enjoyed playing low level D&D and found E6 back when it was first published years ago. For those of you who have never heard of E6, it can be summed up as a gritty, semi-heroic way of playing D&D where characters never progress to a level beyond 6th. More about E6, its rules, and its philosophy can be found here: E6: The Game Inside D&D (http://www.enworld.org/forum/showthread.php?206323-E6-The-Game-Inside-D-amp-D).

Please note I've never played E6, and so while I might have a good comprehension of what's what, my advise and critique overall might reflect that. I unfrotunately can't look at the link at work, but I'll give it a looksie at some point soon to be better. I'll also try and look through grammatical and wording and stuff too, though a quick scan shows me you don't need help in that aspect as much! Still I'll keep an eye out...


Table of Contents

Why this compendium?
Classes, Archetypes, and Backgrounds
The Classes

Combat Classes (http://www.giantitp.com/forums/showthread.php?p=14795628#post14795628)

Brawler
Gladiator
Sentinel

Skillful Classes (http://www.giantitp.com/forums/showthread.php?p=14795631#post14795631)

Acrobat
Expert
Troubadour

Magic Classes (http://www.giantitp.com/forums/showthread.php?p=14795635#post14795635)

Augur
Magus
Spellblade


The Archetypes (http://www.giantitp.com/forums/showthread.php?p=14795638#post14795638)
The Backgrounds (http://www.giantitp.com/forums/showthread.php?p=14795644#post14795644)
Inspiring Auras (http://www.giantitp.com/forums/showthread.php?p=14795648#post14795648)
Spell Descriptions (http://www.giantitp.com/forums/showthread.php?p=14795648#post14795648)

3

I love this table of contents set up. Very clean. Well done.

1Classes, Archetypes, and Backgrounds

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

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

So basically you stripped down the classes to what makes the class unique, and left them at that. Any fancy things or branches you put in the archetypes. Makes sense. And something I've not seen quite that way before, so I'm interested to see how this plays out! But more on that later...

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

I like the analogy of the body - bones, muscles, so on - it really brings understanding to what you're trying to accomplish, and that's always a good start to any system. Well done. Alright, so these archetypes are at the character's primary level, mid progression, and capstone. Do you have anything for in between each of these levels? Well, lets see...I'm going to guess its made up for in the class itself. I'll hold you to that whole "party be one class but still be unique" thing! (that's one of my favorite things about E6 influenced projects, in my experience - the versataility of classes to be exactly what you want the charater to play as.)

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

In the second sentence, I'd change the beginning word from "It" to "This element". I like the idea, so I'll get more into it there. But- for overall feel for this first post, you do a good job of showing three things -

1. Your "Why this compendium" post lets me know that know what you're talking about.
2. You're very organized in setting this up, and that's always attractive.
3. You're explaination really intrigues me from the get go, and makes me want to give this a read.

Some may think a lot of these things in the first post would be better just in the actual areas the actual elements are (or in the case of your "why this compendium, not at all), but I'm a firm believer of introductions before you get to the meat of the project. Knowing why you're doing this project is always great for me, because it lets me know how much you've considered the project before starting it. A lot of people get an idea, put up half of it and drop it or let it fall by the wayside, so I like to know if someone is dedicated or not before getting excited about it. Though, this IS Rizban we're talking about. That should be assumed with you! Alright...enough with the fluff. Next response to follow. :smallsmile:

planswalker
2013-04-12, 03:57 PM
I don't see what you're talking about... Could you please elaborate?

Green mages gain the SNA spells of appropriate levels in addition to their other spells known. By my understanding, this means a 6th level green mage spellblade gains 5 spells from off his spell list, and then the three SNA spells in addition to that. Comparatively, the priest spellblades instead use their domains as their spell lists, with no bonus spells known unless I'm missing something.

Granted, the three extra spells are rather redundant all together so it's really more like 1 extra spell known at three castable spell levels, but extra spells known seems like a very powerful thing for an at-will-limited-number-known class to have.

Rizban
2013-04-12, 04:39 PM
Green mages gain the SNA spells of appropriate levels in addition to their other spells known. By my understanding, this means a 6th level green mage spellblade gains 5 spells from off his spell list, and then the three SNA spells in addition to that. Comparatively, the priest spellblades instead use their domains as their spell lists, with no bonus spells known unless I'm missing something.You missed that the know Cure/Inflict of the appropriate level.

I'm in the process of redoing all the domains specifically for this system. Each domain will offer two spells at each level plus a decent granted power.


Granted, the three extra spells are rather redundant all together so it's really more like 1 extra spell known at three castable spell levels, but extra spells known seems like a very powerful thing for an at-will-limited-number-known class to have.I agree, but none of the extra spells can actually be conducted...


Typo:

Rejuvenation, Greater
Conjuration (Healing)
Level: Green Mage 1 (should be 3, obviously)

On to more substantive matters. I agree with bringing the spellblade down a notch. Unlimited 3rd level castings was overpowering. I'm still a little concerned about the effectiveness of channeling shocking grasp with power attack and wraithstrike (depends on the spell lists, I suspect wraithstrike will either be gone or bumped a level) vs mundane melee, but really love the class anyhow. Interestingly, spellblades also make the best turn/rebuke undead chassis due to CHA focus. So yeah, spellblade (priest) is a nifty paladin out of the box.

Eager to see the rest of the mages.Fixed.


Alright, so my responses will be in bold, and I'm going to go through pretty much everything. I find its easier this way than quoting things, and I'm sorry if it makes you twitch. :smallbiggrin: I'll post these by each post.

Post One- Lo'! The Introduction!

You are amazing. Thank you. :smalltongue:

Gotterdammerung
2013-04-12, 05:31 PM
I am a huge fan of the 3 layerd burrito style of D&D you have presented. It is all the fun of building a complex character, but less than a third of the levels, hurray. Does it still do the whole extra feats instead of lvls once you reach lvl 6 like the standard E6?

I haven't had time to look thoroughly through the various combinations but what I have read so far looks entertaining and well thought out.

Rizban
2013-04-12, 05:33 PM
I am a huge fan of the 3 layerd burrito style of D&D you have presented. It is all the fun of building a complex character, but less than a third of the levels, hurray. Does it still do the whole extra feats instead of lvls once you reach lvl 6 like the standard E6?Yes, it does. After I get the core completed, I'll be going back and creating a number of feats and rewriting others so that they work better with this system.

planswalker
2013-04-12, 10:17 PM
Oh. So I did. Nevermind then. Carry on.

stack
2013-04-15, 07:32 AM
The class and archetypes system makes me think of it as somewhere in between 3.5's classes and Legend's track system. Since I love Legend's tracks this is a good thing.

TheWombatOfDoom
2013-04-15, 01:09 PM
As promised, I've started your classes. This will be the first of many. Fitting it in between other things, so sorry for the slow response pattern! Slowly but surely! I'll try and finish out the whole of combat by tomorrow and do a summary of combat. Then after I'm done classes I'll do a summary of classes I suppose. :smallbiggrin:


Combat Classes


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

So basically we're looking at a light infantry man with a bite. Interestingly enough, you could also use "Skirmisher" to title this class. I'm anticipating lots of things along the dodge, mobility, spring attack progression. Lets see what we have...


{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Special|
CriticalModifier|
FastMovement
1st|
+0|
+1|
+2|
+0|Archetype power (lesser), critical strike, fast movement, quick acrobat|
+1/-|
+5 ft|
2nd|
+1|
+2|
+3|
+0|Flurry of strikes|
+1/-|
+10 ft|
3rd|
+2|
+2|
+3|
+1|Archetype power (moderate), penetrating critical|
+1/+1|
+10 ft|
4th|
+3|
+2|
+4|
+1|Evasion, uncanny dodge|
+1/+1|
+15 ft|
5th|
+3|
+3|
+4|
+1|Improved flurry|
+2/+1|
+15 ft|
6th|
+4|
+3|
+5|
+2|Archetype power (greater), rapid strikes|
+2/+1|
+20 ft|[/table]

Hit Die: d8

Looking at your other two warriors, I see why you made the hit die a D8. It flows well with the D12 and then D10 respectively. However, your description of the class was that it couldn't take a lot of damage, however you still have the Brawler's hit die above everything but the Spellblade, which strikes me as off. I understand if you leave it, since it is a combat based class, but that's just my two cents on this. Perhaps you could phrase it "can't take as much damage as other warriors" or something.

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

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

Furthering the light infantry dynamic with the light armor and no shields. I like. I hope to see some damage features to counter-act/balance the ac and hit point problems.

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

Ah ha, I started going into this more, then decided it would be better discussed in the Archetypes section. In other words, more on this later. :smallbiggrin:

Critical Strike (Ex): At 1st level, a brawler becomes skills at applying damage to a creature's weakest points. The critical threat range of any weapon with which the brawler is proficient increases by 1. At 5th level, he instead increases the critical threat range by 2. This ability stacks with other abilities that modifier the critical threat range of a weapon.
Additionally, at level 3, the critical multiplier of any weapon the brawler wields is increased by 1, to a maximum of x5.
Finally, he gains a bonus on his attack rolls to confirm critical hits equal to his class level.

First sentence - a brawler becomes "skilled", not "skills". Intersting. A keening ability. That's really cool. Perhaps these increases per different levels should be displayed on the chart, the way sneak attack might be with a rouge in 3.5. (Very nice, you did! :smallbiggrin: ) Also, these ability gains seem to be out of order in the description - it starts at first level, then 5th level, then 3rd level, then it says "finally" which does specifically sat if that's part of level 3, level 6, in addition to all these abilities this ability gives you this at first level. Might want to make that more concise. Otherwise, this is a potent ability that works well for the class theme, and I like it. Does this stack with keened weapons or weapons with improved critical? It's daunting to think of the implications with that.

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

So since this is gained at first level, they'd get an additional +5 at 2, 4, and 6? That would make it an additional +20 movement by level 6. Since it goes up every even number, wouldn't it make sense to give this to the class at level 2, and then progress it as described? Gives level 2 some more features, and doesn't increase movement by 10 in the first two levels.

Quick Acrobat (Ex): The penalty a brawler suffers to Balance and Tumble checks from accelerated movement are reduced. The penalty to Balance checks is reduced by an amount equal to the brawler's class level. The penalty to Tumble checks is reduced by an amount equal to twice the brawler's class level.

What do you mean "from accelerated movement"? Does that mean it is conditional based on when they are...moving fast? Isn't that all the time? Or in any case? I'd recommend rewording this a bit better, but granting a bonus to balance and tumble makes sense to me. The penalty stuff just seems complicated RAW.

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

A nice trade off. It's a different take on power attack to be sure. Good explaination. I'd add "any" to the 2nd sentence between "affects" and "attacks", to make the sentence a little stronger. I might even go say this should be a -2 instead of -1. I'd still keep the later "Improved Flurry" the same, however. Also, if I didn't use the flurry attack during the turn, but someone incurred an AoP during the turn, could I use this flurry as the AoP?

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

Oooooo, hurting undead and such with Crits? A dream come true! :smallsmile:

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

An understandable bonus, and has rules to it that match the flavor of the class. Very nice.

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

4th be the slippery level! :smallbiggrin:

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

Nice way to make 'Flurry of Strikes' stronger without adding another extra attack.

Rapid Strikes: Once per encounter, a brawler may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Rapid Dash (Ex): For three rounds, the brawler may move his base land speed as a swift action. He also gains a 20% miss chance from concealment for those three rounds.
So fast she's hard to hit! Cool!

Blitz Strike (Ex): For three rounds, the brawler may make two attacks as part of his flurry of strikes instead of only one.
I like that this is one of the endcaps. Very nice.

Deadly Strikes (Ex): For three rounds, the critical threat range of any weapon the brawler uses increases by 1 for every critical threat made during these three rounds, whether or not the threat is confirmed.

:smalleek: This with the improved critical thing could be extreamely deadly. Especially with multiple high attacks. Is there a cap on this? I like that I have the option of three, to use given different situations, but I'd likely always pick this one. Perhaps nerf this a tad, or improve the others a bit. And that concludes the Brawler!

Added question -

Can one multiclass in E6? It seems like you shouldn't be able to based on certain features, but then I saw in Uncanny Dodge -


If a sentinel already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Rizban
2013-04-15, 01:54 PM
The class and archetypes system makes me think of it as somewhere in between 3.5's classes and Legend's track system. Since I love Legend's tracks this is a good thing.

I wouldnt know, as I've never played Legend or even heard about before now.
Added question -

Can one multiclass in E6? It seems like you shouldn't be able to based on certain features, but then I saw in Uncanny Dodge -

I'm not going to allow multiclassing in this version of E6; however, there are items and other abilities that can provide uncanny dodge, and I wanted to maintain their functionality in providing the improved version.

1Specific replies to TheWombatOfDoom's evaluation.
Looking at your other two warriors, I see why you made the hit die a D8. It flows well with the D12 and then D10 respectively. However, your description of the class was that it couldn't take a lot of damage, however you still have the Brawler's hit die above everything but the Spellblade, which strikes me as off. I understand if you leave it, since it is a combat based class, but that's just my two cents on this. Perhaps you could phrase it "can't take as much damage as other warriors" or something.I'll probably change the fluff. The description of the Brawler was literally the first thing I ever wrote for this project, so I'm not surprised that it doesn't fit perfectly with the rest of the system. I had toyed with the idea of lowering it to a d6, but with the other classes coming together, I realized that a d6 would make him rather ineffective as a Combat class.


Critical Strike (Ex):
Also, these ability gains seem to be out of order in the description - it starts at first level, then 5th level, then 3rd level, then it says "finally" which does specifically sat if that's part of level 3, level 6, in addition to all these abilities this ability gives you this at first level. Might want to make that more concise.They aren't ordered by level but by effect. First, [Effect 1]. Additionally, [Effect 2]. Finally, [Effect 3]. I will consider the wording though and see if there's a simpler way to state what I mean.


Fast Movement (Ex):
So since this is gained at first level, they'd get an additional +5 at 2, 4, and 6? That would make it an additional +20 movement by level 6. Since it goes up every even number, wouldn't it make sense to give this to the class at level 2, and then progress it as described? Gives level 2 some more features, and doesn't increase movement by 10 in the first two levels. That was the original progression. I changed it to the current rate, because I felt like I wanted him to have a speed bonus from level 1, much like a standard barbarian does. I also felt like +20 wouldn't be too much by level 6, as there are several spells and items available at that level which give a +30. Again, this being the first class I wrote (and also the idea that sparked this whole project), it will probably see a few changes. I am definitely considering going back to the progression you've suggested.


Quick Acrobat (Ex):
What do you mean "from accelerated movement"? Does that mean it is conditional based on when they are...moving fast? Isn't that all the time? Or in any case? I'd recommend rewording this a bit better, but granting a bonus to balance and tumble makes sense to me. The penalty stuff just seems complicated RAW.To answer your question:
Balance (http://www.d20srd.org/srd/skills/balance.htm)
Accelerated Movement
You can try to walk across a precarious surface more quickly than normal. If you accept a -5 penalty, you can move your full speed as a move action. (Moving twice your speed in a round requires two Balance checks, one for each move action used.) You may also accept this penalty in order to charge across a precarious surface; charging requires one Balance check for each multiple of your speed (or fraction thereof) that you charge.1Tumble (http://www.d20srd.org/srd/skills/tumble.htm)
Accelerated Tumbling
You try to tumble past or through enemies more quickly than normal. By accepting a -10 penalty on your Tumble checks, you can move at your full speed instead of one-half your speed.The purpose of Quick Acrobat is to ignore these two penalties rather than to add actual bonuses to the skill checks. He's focused on speed rather than acrobatics. (For that, see the Acrobat class.)



Flurry of Strikes (Ex):
A nice trade off. It's a different take on power attack to be sure. Good explaination. I'd add "any" to the 2nd sentence between "affects" and "attacks", to make the sentence a little stronger. I might even go say this should be a -2 instead of -1. I'd still keep the later "Improved Flurry" the same, however. Also, if I didn't use the flurry attack during the turn, but someone incurred an AoP during the turn, could I use this flurry as the AoP?I had not considered whether or not it could be used as part of an AoO, but the wording currently indicates that it could, provided it hasn't been used yet. That's something I'm going to have to ponder whether or not to change, as it definitely adds some more options to the Brawler and limited "Combat Reflexes" effect it grants thematically fits with the quick fighter motif... I may leave it as is except to mention that it can be used as part of an AoO. I still need to think about whether or not to allow that.


Deadly Strikes (Ex):
:smalleek: This with the improved critical thing could be extreamely deadly. Especially with multiple high attacks. Is there a cap on this? I like that I have the option of three, to use given different situations, but I'd likely always pick this one. Perhaps nerf this a tad, or improve the others a bit.Rapid Strikes is definitely overkill. When this was the only class, it seemed like it could be reasonable, but... yeah. I'll probably change it to three rounds of crit threats automatically confirming.

stack
2013-04-15, 02:22 PM
Really? I though Legend was pretty well known around here, having been spawned on these boards. The sight is here (http://www.ruleofcool.com/). Its a free download. The 1.0 version should be released soon, though the currently downloadable version is pretty complete they are making a pile of revisions after the beta testing.

The basic character building revolves around the track system, which is explained better there than I could. Each character is composed of three tracks giving abilities as you level, staggered so you get something every level. Multiclassing is simply swapping in a track from a different class, same with powerful races, they get their own track. Even if you don't care for the result it should be interesting from a game design standpoint.

Rizban
2013-04-15, 02:25 PM
Thanks, stack, but I'm going to refrain from looking at it until I have this project much more completed. I'd rather not pick up ideas and things from other projects at this stage, whether intentionally or not.

stack
2013-04-15, 02:44 PM
Entirely reasonable. I'll comment more once you have the other spellcasting archetypes.

Rizban
2013-04-15, 03:07 PM
I'm currently working up the domains for Priest as well as writing up a little bit of fluff explaining what they are and why they are what they are.

Rizban
2013-04-15, 05:16 PM
Changelog General: Divine Domains section added!


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


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


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

stack
2013-04-15, 08:27 PM
Is the first level spell 'create water' of the water domain different from the 'create water' on the general priest list?

Can the elemental turn attempts form the domains be used to fuel the capstone abilities? As written it specifies 'turn undead' for the capstones and there is no listed clause allowing them to, so I presume no. Also, are 'element' creatures considered any creature will the 'element' subtype (filling in air/earth/water/fire as appropriate)?

Back to the spellblade, do they not get any cantrips unless they spend a spell known on them?

Rizban
2013-04-15, 08:50 PM
Is the first level spell 'create water' of the water domain different from the 'create water' on the general priest list?*cough* I have no idea what you're talking about. There's no "create water" on the general list. :smallredface:


Can the elemental turn attempts form the domains be used to fuel the capstone abilities? As written it specifies 'turn undead' for the capstones and there is no listed clause allowing them to, so I presume no.No, they can't.


Also, are 'element' creatures considered any creature will the 'element' subtype (filling in air/earth/water/fire as appropriate)?Yes, just like in standard 3.5.


Back to the spellblade, do they not get any cantrips unless they spend a spell known on them?That is correct.

planswalker
2013-04-16, 04:21 PM
looking through things, I think it looks pretty good. Do the spheres themselves do anything other than set the fluff of your divine domain choices?

Rizban
2013-04-16, 04:22 PM
looking through things, I think it looks pretty good. Do the spheres themselves do anything other than set the fluff of your divine domain choices?At this point, no. However, I am working on an elemental based archetype which will be based on access to particular spheres.

Rizban
2013-04-16, 10:53 PM
Changelog General: Formatting update to various sections.


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


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


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

stack
2013-04-17, 12:48 PM
Red Mage: Reduce spell failure 15%? I'll take one mithral breastplate, please!

So, looking at arcane spell failure and armor, the auger gets armor proficiency, but not the ability to cast arcane spells in armor, so is therefore naturally inclined toward taking the divine archetypes, correct? Took me a minute to put it together, having come from Gnorman's magic classes where everything is arcane. Thought I would spell it out to make sure I was right and to maybe avoid others asking the question in the future.

Anyway, need a little time to try out some builds, mentally. Arcane edge based on Con is interesting. I can see spellblades pumping Con (they only need 12 Cha, leaving the other points for Str and Dex). A finesse build could get by with just Dex and Con. Combat casting seems to come late, especially since you can't swap it if you already took it baring feat retraining.

Anyway, seems like there are multiple paths to 'gish' , 'blaster', and other roles, which can only be a good thing.

Rizban
2013-04-17, 02:46 PM
Everything you just mentioned is essentially what I intended with them. While I do intend for everything to be essentially open to whatever you want to do, there are certain class/archetype combinations that just work better together, such as the augur being a divine caster.

darklink_shadow
2013-04-17, 02:57 PM
If I am a spellblade Beast Master, do I not get *any* spells known? Rough life.

Rizban
2013-04-17, 02:59 PM
If I am a spellblade Beast Master, do I not get *any* spells known? Rough life.As currently written, not from your archetype. You do, however, still have and can channel your eldritch blast. I'm currently toying with the two general archetypes to give them some limited spell access for the magic classes.

stack
2013-04-17, 02:59 PM
If I am a spellblade Beast Master, do I not get *any* spells known? Rough life.

That's why magic classes take magic archetypes.:smallbiggrin:

darklink_shadow
2013-04-17, 03:03 PM
Maybe add a background called "Adept Training"

Gives you access to some basic spells just for your magic types, just so you can pick up magic type with non-magic archtype.

Maybe the background also grants one spell too, I don't know balance.

But a background that helps just gives you access to a spell pool.

Rizban
2013-04-17, 03:07 PM
It's called "Apprentice" and was part of the originally published backgrounds. I removed it, because it wasn't compatible with the magic classes as I was envisioning them at the time. I'm going to update it and post it again when I get back to the backgrounds. Many of them are going to get an overhaul, as I posed them at the very beginning of this project. I was just trying to get content there rather than trying to get a polished finalized version.

On another note, I'm always open to community contributions! Anything that anyone wants to contribute is appreciated and is quite likely to find its way into the main project.

stack
2013-04-17, 03:22 PM
Speaking of, any thoughts on my spellbreaker? It was just a first go, not sure as to balance.

I'll see what else I can think of. Maybe a shapeshifter?

Rizban
2013-04-17, 03:48 PM
Speaking of, any thoughts on my spellbreaker? It was just a first go, not sure as to balance.

I'll see what else I can think of. Maybe a shapeshifter?

I deliberately left wild shape out of the "druid," because I've never been a fan of shapeshifting as a class feature. I'm sort of a traditionalist in that the old fairy tales only ever have shapeshifting as some sort of curse or punishment (Edit: or something the really evil people do). I was planning to have some sort of lycanthrope based race, but I hadn't really wanted to make it part of a core class or archetype.

And on that note, I need to decide how I want to handle powerful races. I was originally planning to have powerful races get their own unique archetypes, then I thought unique classes that can take any archetype, and then I thought just ACFs for existing stuff. I'm really not sure how to handle them, as each has its own merits and drawbacks.


The spellbreaker is adept at resisting enemy mages

Prerequisites: spellbreaker is available to any combat or skillful.
Archetype Skills: A spellbreaker gains spellcraft and knowledge (arcana) as class skills if he does not already possess them.
Archetype Proficiencies: A spellbreaker gains no additional armor or weapon proficiencies.

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

Moderate Archetype Power: (su) The spellbreaker gains spell resistance equal to 10 + twice his class level vs hostile spells.

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

Capstone:
Brawler: Quick Target (ex) as a free action, the brawler may gain a 50% miss chance vs targeted spells for 3 rounds

Gladiator: Disruptive (ex) as a free action, for 3 rounds no enemy within the gladiator's reach can cast defensively

Sentinel: Spell Shield (su) as a free action, for 3 rounds, the sentinel can extend his spell resistance to all allies within 5'

Acrobat: Reflect Spell (su) whenever making a successful save against a targeted spell, or when a targeted spell fails to penetrate the acrobat's spell resistance, he may redirect it back to the caster as per spell turning

Expert: Wise Council (ex) as a free action, for 3 rounds all allies who can see and hear the expert gain an insight bonus on all saves equal to the experts INT modifier, as well as evasion and mettle

Troubador: Try Again (su) as a free action, for 3 rounds all enemies must roll twice and take the worst result when trying to pierce the troubador's spell resistance:smalleek: It seems that I missed seeing this when you posted it.

Quick review:I like the concept and will probably use it, but there's a few quirks. The lesser ability seems alright, though there's some wording issues I'd like to clear up before adding it to the front page.

Moderate ability... I'm leery about granting spell resistance, especially at that high of a level. With SR22 at 6th level, any 6th-level spellcaster is going to have to roll a 16+ to affect a spellbreaker. Giving a higher than 75% failure rate to resistible spells seems a bit strong. Honestly, I'd probably move this to the lesser ability and reduce its benefit but still let it scale.

Greater is marked (Su) but called a (Sp) in text. Obviously, you didn't mean (Sp), as then he'd be a target for himself. :smalltongue: I'm also really not comfortable giving out 6th-level spells. Just the normal dispel magic would work.

Brawler - I'd reduce it to 20% and specify either as hostile or as damaging spells (not both). As it is, that would give him no protection against area effects, like fireball. Maybe that was intentional though...

Gladiator - seems appropriate.

Sentinel - seems highly overpowered... Maybe limit it to just his ward, and his ward must be within 5ft.

Acrobat - seems reasonable, but I'm not sure it really 'fits' the class. Might need a flavor sentence to make it work.

Expert - Seems reasonable if you strike out the evasion/mettle clause.

Troubadour - seems okay, but it's kinda meh.

stack
2013-04-17, 03:56 PM
Like I said, that was just a first go. Not sure why I thought greater dispel would be needed in E6.:smallredface:

I think your changes are solid. Swapping the mod and lesser wouldn't make a huge difference.

For the acrobat, I was inspired by the spell reflection (might be the wrong name) ACF for classes with evasion, best thing I could come up with since I already used miss chance for the galdiator.

Rizban
2013-04-17, 03:58 PM
I didn't mean switch the two. I meant add moderate to lesser, albeit at a reduced strength, and come up with a new ability for it.

However, now that I've thought about it a bit more, the best option might be to switch them and grant Favored Enemy (Spellcasters) as the Lesser ability.

Rizban
2013-04-17, 06:07 PM
Changelog General: Archetypes post hit max character limit, so we have another minor post shuffle. The Table of Contents has been updated to reflect the change.


Archetype: Skirmisher added!

darklink_shadow
2013-04-17, 06:47 PM
I'll try.

Apprenticeship:

You've spent some time learning about a few magic tricks. If you are a [Magic] type, add the following spells to your archtype:

0th level
•Create Water
•Detect Magic
•Light
•Read Magic
•Acid Splash
•Daze
•Mage Hand
•Prestidigitation
•Ray of Frost

1th level
•Burning Hands
•Magic Missile
•Magic Weapon
•Shield
•Shocking Grasp
•Endure Elements
•Entangle
•Faerie Fire
•Magic Fang
•Obscuring Mist

2nd Level
•Barkskin
•Bear's Endurance
•Bull's Strength
•Cat's Grace
•Gust of Wind
•Owl's Wisdom
•Soften Earth and Stone
•Summon Swarm
•Acid Arrow
•Continual Flame
•Glitterdust
•Protection from Arrows
•Resist Energy
•Scorching Ray
•Shatter

3rd
•Poison
•Remove Disease
•Snare
•Water Breathing
•Fireball
•Magic Weapon, Greater
•Poison

You learn extra one spell per level you gain, usable as often as your casting typically allows.

If you do not have a [Magic] class, you gain usage of any spell you know a number of time per day equal to 2/3s your level, rounded up.

Or something.

darklink_shadow
2013-04-17, 06:50 PM
SOrry for double post:

The thing grants only a few spells you don't have f you are [magic] and the [not magic] bit needs rewritten. SOrry, suddenly busy! Just wanted to get my toughts out before I had togo

Rizban
2013-04-17, 08:09 PM
That is quite a bit more powerful than I intended for any of the backgrounds to be. My version on apprentice will be more along the lines of add 3 cantrips to spells known. Cast 1+ability mod/day. It would be equivalent to but lesser than the troubador's Magic Aptitude ability.

Edit: I intend for backgrounds to essentially serve the same purpose as regional feats but be equivalent in power to about a feat and a half. Any time they mimic a class feature or archetype ability, they must always be weaker, preferably no stronger than half the power of that ability at first level. Backgrounds also should not grow in strength as you level. They're minor perks, not bonus class features.

darklink_shadow
2013-04-17, 09:31 PM
I see.
I revise it to one level one spell, three level 0 spells. Each one once per day.

Keep the spell list though, to boost spell options for mages, or add spells for non-mages. Or let them take a non-magic archtype.

planswalker
2013-04-17, 09:49 PM
no, DON'T keep the list. You're giving out far, far, FAR too many spells for something designed to be "a feat and a half".

darklink_shadow
2013-04-17, 09:51 PM
For mages? They already have most of those spells, they gain only a handful.

For non-mages? They gets 4 spells a day.

Not crazy at all.

planswalker
2013-04-17, 10:07 PM
I'm NOT saying it's OMGBBQ op, I'm saying that it's beyond the scope outlined for backgrounds.

Rizban
2013-04-17, 10:12 PM
I see.
I revise it to one level one spell, three level 0 spells. Each one once per day.

Keep the spell list though, to boost spell options for mages, or add spells for non-mages. Or let them take a non-magic archtype.Except that Magic Aptitude doesn't allow 1st-level spells, so neither will the background.
no, DON'T keep the list. You're giving out far, far, FAR too many spells for something designed to be "a feat and a half".I have to agree with PW. Adding a list of spells to the archetype spell list is really quite a powerful bonus.

Take "Avid Learner" for an example. It's functionally equivalent to Open Minded, but it grants one more skill point and doesn't take up a feat slot. I have considered changing it to 4 skill points +1 sp per level after 1st to make it a bit more attractive...

Most of the existing backgrounds definitely need to be rewritten now that I have more of the project completed. After I publish a few of the things that are almost completed, I'll focus on reworking the backgrounds.

darklink_shadow
2013-04-17, 10:15 PM
Well, I'm at a loss for how to make the non-magic archetype mages get any spells.

planswalker
2013-04-17, 10:18 PM
... don't?

sorry, that was anti-helpful.

Are you sure there really is room conceptually to do this? From my perspective, going gish is already a core-supported concept. What would giving non-casters access to spells really add to the system as a whole to allow new concepts?

Rizban
2013-04-17, 10:22 PM
Well, I'm at a loss for how to make the non-magic archetype mages get any spells.
I'm currently toying with the two general archetypes to give them some limited spell access for the magic classes.My initial thought is to give the green mage list to beastmaster, but all spells are +1 level (cantrips become 1st, 1st becomes 2nd, 2nd becomes 3rd, 3rd becomes unattainable). Trapsmith would have its own unique spell list that would be very, very limited and be focused around trap-like spells.
1This is pretty close to what the official version of Apprentice will be when I do finally post it.
Apprentice
You have served as apprentice to an accomplished spellcaster for a few years. Through your service, you have picked up a little knowledge and a minor knack for magic.
You gain Spellcraft as a class skill if you do not already have it.
Choose either Intelligence, Wisdom, or Charisma as the focus on this ability. You learn three cantrips from any one spell list of your choice. You may cast them a total number of times per day equal to 1 + the chosen ability's modifier.
Special: If you have levels in a Magic class, these spells are added to your spells known. You know and can prepare and cast these spells from memory and do not need to copy them into a spellbook if you use one, and these spells do not count against your normal number of spells known. This an additional bonus to the 1+mod times per day that you can cast the cantrips.

darklink_shadow
2013-04-17, 10:29 PM
Yes, well that works too.

Just trying to be helpful, but I am not good at balance.

Rizban
2013-04-17, 10:31 PM
On another note, I'm considering [Background] feats that require a particular background to take. These would build off of the appropriate background, effectively trading your feat slots for background progression.

Under this system, Precocious Apprentice would exist as a [Background] feat requiring the Apprentice background.


Yes, well that works too.

Just trying to be helpful, but I am not good at balance.

I always appreciate input, even if it ends up not being something I use. At the very least, it gives me ideas and direction. I hadn't even considered the [Background] feat idea until considering your suggestion for Apprentice.

Rizban
2013-04-18, 01:38 AM
Changelog General: Formatting updates, minor edits, and several fluff additions throughout.

TheWombatOfDoom
2013-04-18, 07:15 AM
Just a quick note while I continue reviewing - Brawler has in the first sentence of it's description:


The brawler is a fast, agile skirmisher.

And now you have an archetype named "Skirmisher". Just wanted to point that out in case you did not want that duality.

stack
2013-04-18, 07:21 AM
Adding three cantrips will make apprentice the go-to for spellswords. Even weak spells are nice to have, especially if unlimited.

I know, I need to stop obsessing over spellswords.:smallfrown:

Rizban
2013-04-18, 12:55 PM
Just a quick note while I continue reviewing - Brawler has in the first sentence of it's description:


The brawler is a fast, agile skirmisher.

And now you have an archetype named "Skirmisher". Just wanted to point that out in case you did not want that duality.I don't think it's really going to be a problem, especially when the Brawler actually does have access to Skirmisher.


Adding three cantrips will make apprentice the go-to for spellswords. Even weak spells are nice to have, especially if unlimited.

I know, I need to stop obsessing over spellswords.:smallfrown:Everyone has a favorite. It's not a problem.

Personally, I'd go for Military Training over Apprentice for a Spellblade Red Mage for the access to mithral full plate without spell failure.

stack
2013-04-18, 03:39 PM
As flashy as the spellblade is, I have been re-reading the auger and really like it. Spirit surge makes them the most potent caster on the field. The limit on spells known is balanced by the limited lists inherent with the archetype system. A magus will still know more spells, but its not anywhere near the difference between, say, a wizard and a psion. Immediate action counterspells are great too.

Of course, this just speaks to the balance of the system. All three have great features and bring something to the party.

The magus gets many more effective castings per day, though, if you max-out the CL of every auger spell.
Math:
Assuming 18 in the prime casting stat:
1st level = 6(CL) x 7(magus castings per day)=42 motes of casting
2nd level = 6(CL) x 7(magus castings per day)=42 motes of casting
3rd level = 6(CL) x 5(magus castings per day)=30 motes of casting

totals to 114 motes.

used at minimum caster level it's:
1st level = 1(CL) x 7(magus castings per day)=7 motes of casting
2nd level = 3(CL) x 7(magus castings per day)=21 motes of casting
3rd level = 5(CL) x 5(magus castings per day)=25 motes of casting

so 53 motes

The auger gets 48 motes + 4 (Wis mod)* 3(highest spell level)=60 motes.

I know you posted back awhile ago that you balanced it based on minimum caster level for the auger spells. The spontaneous casting versatility is definitely a factor as well. Not sure what the proper balance is, honestly. Its comparing a very limited list wizard to an equally limited psion. Given that the Magus may likely prepare some spells that get left unused with the auger's need to spend motes on other abilities...I'd say its not bad. The spontaneous/prepared thing always trips me up when evaluating power. Have to see how it plays out. Obviously the auger will have to conserve so as not too run out too fast. If you throw out max-level spells and counterspell every round you won't last long.

All of which Rizban already knew. Mostly I had to work the math out for myself to understand it and figured I'd put it here so others don't have to. My first version had a major math error that had things looking very unbalanced, but I caught it before hitting submit.

Will there be any mote-recharging backgrounds/items/archetypes/feats?

Rizban
2013-04-18, 03:46 PM
I calculated Augur motes by level based on the Magus' spell progression using SUM(spell level * minimum caster level) + 3, ignoring cantrips. So, for example, at 5th level, you get (6*1) + (5*3) + (3*5) + 3 = 6 + 15 + 15 + 3 =39. This gives it effectively the same casting frequency as the magus plus a small amount. Other class features drawing on the same pool is what mitigates the power, but I ran math for awhile trying to find a good balancing point for the mote totals I came up with.

stack
2013-04-19, 12:47 PM
Okay, I am still a little uncertain on the motes and CL. Do you 'augment' spells with additional motes to raise the CL above the minimum required, or are they always cast at your CL?

IE: A 6th level auger casts fireball (spell level 3, minimum CL 5). He spends 5 motes (equal to the minimum CL). Does the fireball do 5d6 damage or 6d6?

I think I am reading things in that aren't there based on wanting to assume its similar to psionics, when you said its actually based more on the spell point system, which I have never used.

stack
2013-04-19, 04:01 PM
Domain spells - curious as to why you bumped the levels of some spells up. Does create water need to be a first level spell? (water domain) Produce flame as a second level isn't as bad, but still doesn't seem like it is strong enough to warrant the boost.

I know there are only so many core options that fit a given theme, but would it be better to offer more 'like this spell but [element type] instead?

Would even a magus take fire trap?:smalltongue: Same with continual flame, a magus might scribe it, but an auger or spellblade would never bother spending a precious spell known on it.

I understand that the domain spells are a work in progress, so all comments meant lightly.

Rizban
2013-04-19, 05:12 PM
Okay, I am still a little uncertain on the motes and CL. Do you 'augment' spells with additional motes to raise the CL above the minimum required, or are they always cast at your CL?

IE: A 6th level auger casts fireball (spell level 3, minimum CL 5). He spends 5 motes (equal to the minimum CL). Does the fireball do 5d6 damage or 6d6?

I think I am reading things in that aren't there based on wanting to assume its similar to psionics, when you said its actually based more on the spell point system, which I have never used.It's meant to be that you spend motes to cast equal to the minimum spell level, but the spell itself functions based on your caster level rather than the number of motes spent.

I've been playing with rewriting the ability to be more clear, but I'm not entirely sure how to do that at the moment.


Domain spells - curious as to why you bumped the levels of some spells up. Does create water need to be a first level spell? (water domain) Produce flame as a second level isn't as bad, but still doesn't seem like it is strong enough to warrant the boost.

I know there are only so many core options that fit a given theme, but would it be better to offer more 'like this spell but [element type] instead?

Would even a magus take fire trap?:smalltongue: Same with continual flame, a magus might scribe it, but an auger or spellblade would never bother spending a precious spell known on it.

I understand that the domain spells are a work in progress, so all comments meant lightly.If you didn't spot the change, Priests are up to four domains now, granting a decent spell list. Even if there are a few duds on there, it shouldn't be too big of a deal. Create Water, I dunno, I might switch it out. Produce flame is already a 2nd level Fire domain spell in 3.5. I didn't change it.

One of the things I'm doing is exactly what you just suggested. I'm writing a number of new spells that I feel would be balanced and that fit the themes. While I'm including utility spells, I'm trying to avoid a lot of the really powerful ones that exist even at low levels that make other characters feel worthless. While I tried to pull the non-casters up a bit in power, I'm also trying to make the casters' spellcasting a little bit weaker while giving them flavorful class abilities as a sort of consolation gift.

Hey, I like fire trap. I've always used it as a druid whenever I've played one to ward our party at night. Nothing wakes you up quite like the door exploding when someone tries to sneak in.

TheWombatOfDoom
2013-04-22, 12:09 PM
(Wombat's Review of) Combat Classes(Part 2!)

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

It's exciting to hear about versatility in a melee class. I often get bored with fighters and such because each attack is always the same. I often go spell caster or rouge just to escape repetitive game play. To put more versatility into it is attractive, and what I see a lot of fighter rebuilds trying to accomplish. Let’s see how it goes...


{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Special|
CombatVersatility|
Weapon ofChoice
1st|
+1|
+2|
+1|
+0|Archetype power (lesser), combat versatility, skillful maneuvers |
Bonus Feat|
–|
2nd|
+2|
+3|
+2|
+0|Weapon of choice|
–|
+1|
3rd|
+3|
+3|
+2|
+1|Archetype power (moderate), fancy footwork |
Bonus Feat|
+1|
4th|
+4|
+4|
+2|
+1|Unorthodox maneuver|
–|
+2|
5th|
+5|
+4|
+3|
+1|Advanced maneuver|
Bonus Feat|
+2|
6th|
+6/+1|
+5|
+3|
+2|Archetype power (greater), master maneuvers|
–|
+3|[/table]

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

Should this class also have Diplomacy since it has Intimidate? Or is that redundant? I wonder if Archetypes give you additional skills...A quick check shows me yes they do. Sweet. Very nice. I wonder if there will be a "diplomatic archetype". Why don't I see ride in any of the three combat classes?

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

Light and Medium, showing me that your progression per class is consistant, with Heavy being the Sentinel and Light being the Brawler. Skills get less as you go from Brawler to Sentinel. Shields the same, less to more, and weapons, less to more. Hit points, less to more too. Interesting. Lets see if the critical attacks perk from the Brawler match up to the other nerfs he recieves compared to this and the sentinel.

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

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

Well named, and an interesting ability. It makes sense from a mechanical perspective, but its hard to imagine a fighter willfully ignoring certain training and remember others at will. It's just a strange action. Perhaps you have a different explaination of it? Is sort of like picking spells at the beginning of the day, save with Feats?

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

Nice. That's a lot of manuvers and even a skill check. Interesting choices.

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

These are cool, and I like how it gets better as the class raises in level. Does this stack with magic weapons and masterwork? I assume it does, as a proficitecy usually carries over to an enchanted weapon, but I figured I'd ask. It's a little heavy on things you get to do with it, but since its the only thing you get for level 2, it works.

Unorthodox Maneuvers (Ex): As a full-round action, the gladiator may make a wide swing attack, a lunge attack, or a counter-flank attack, which allows him to target 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, effectively giving him reach; and a counter-flank attack targets a square and the corresponding square on the opposite side of the gladiator. The gladiator makes one attack roll at his full attack bonus, and uses that result for all targets in the affected squares.

This is by far my favorite ability I've read. This is really cool.

Fancy Footwork (Ex): When taking a 5-foot step, a gladiator may move up to 10 ft.
A gladiator may also use an immediate action to move 5 feet. This does not count as a 5-foot step and provokes attacks of opportunity for movement as normal.

So wait...does this allow normal 5 foot step to become a 10 foot step, or does this add 5 feet of movement period, or what's going on? I'm just confused by a possible confliction of terms in the ability between the first sentence and the second set of sentences...

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

Cool cool cool. A little underwhelming for 5th level, but I like it.

Master Maneuvers: Once per encounter, a gladiator may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Shake It Off (Ex): As an immediate action, the gladiator may remove one of the following conditions from himself, even if the condition would prevent him from normally doing so: blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and any forms of fear or he may heal 3d6 damage to one ability score. Upon using this ability, any non-lethal damage the gladiator has suffered is immediately healed. This ability may only be using during combat.
This is very nice. I love it. However, this seems to be the most useful of the three. It will likely see more love than the other two.
It's All in the Wrist (Ex): As a swift action, the gladiator may make a full attack at his highest base attack bonus. He may take an additional 5-foot step before this attack and select targets as normal.
In addition to his normal attack?
Quick Footwork (Ex): For three rounds, a gladiator's threatened squares increase as though his reach were increased by 5 feet, but he can still attack squares adjacent to him. If an opponent provokes an attack of opportunity in a threatened square outside of the gladiator's normal reach, he may take a 5-foot step towards that opponent as part of the attack of opportunity so that he can make the attack.
Okay, this is pretty neat too. I prefer the 3 round benefits for all three instead of this dynamic, but not all jellos fit the mold, I guess. :smallbiggrin:

Overall, I prefer this class over the brawler based on its versatility and better armor, health, and weapon proficiencies. It would be cool if at higher levels I could get more than one weapon under the weapon of choice bonus, but over all I like this class a lot. I can't wait to consider what archetypes might compliment it when I get to this section. Which at the rate I'm going will be a long time from now... :smallbiggrin:

stack
2013-04-22, 03:08 PM
I'm trying to find feats that could boost caster levels to problematic heights when combined with the auger's abilities. Given that a level 6 auger can cast a spell at CL 9 once a day, I'm seeing how much higher I can push that.

Using fireball for a base.
6 level
+3 great surge
+1 fiery burst feat (obtainable at lvl 3, competence bonus, Complete Mage, p. 43)
+1 cali****e (I guess the censor doesn't like that name) elementalist: fire (also allows you to exceed the 10d6 cap by 1, obtainable at lvl 1, applies to a limited list of spells, untyped bonus, Races of Faerun, p. 161)

= 11d6 fireball once an encounter

Scorching ray:
6 level
+3 great surge
+1 fiery burst feat (obtainable at lvl 3, competence bonus, Complete Mage, p. 43)
+1 primitive caster (adding a material component, Frostburn, p. 49)

= CL 11 once an encounter, for 3 rays of 4d6 ea.

If you can get empower spell down to +1 you can make those rays 6d6 ea, for an impressive 18d6. (metamagic school focus: evocation + spell focus: evocation for example. Adding in empower means you've spent 5 feats to do it. Spend a few more and I bet you can get maximize. Toss in ocular spell for fun, too.)

It takes obscure feats to pull off, so its probably not a big issue, but you CAN pull off some big blasts with the auger, potentially ending encounters from round 1.

Edit - I suppose a spellblade can pull a similar trick by stack his eldritch blast damage onto a spell 1/encounter, but it then becomes single-target. Also, spellblades don't have the extra spell level to play with metamagic.

Rizban
2013-04-22, 03:38 PM
Class Skills

Should this class also have Diplomacy since it has Intimidate? Or is that redundant? I wonder if Archetypes give you additional skills...A quick check shows me yes they do. Sweet. Very nice. I wonder if there will be a "diplomatic archetype". Why don't I see ride in any of the three combat classes?Diplomacy felt like a "skillful" skill when I was writing these, so I left it off of the combat classes. As to a lack of ride, it isn't there, because it just didn't fit the concepts in my mind. Looking back though, it's definitely an oversight to not have it. I'll probably be adding it to Brawler and Gladiator shortly. It really doesn't fit the Sentinel though, so he won't be gaining it.


[B]Weapon and Armor Proficiency:
Light and Medium, showing me that your progression per class is consistant, with Heavy being the Sentinel and Light being the Brawler. Skills get less as you go from Brawler to Sentinel. Shields the same, less to more, and weapons, less to more. Hit points, less to more too. Interesting. Lets see if the critical attacks perk from the Brawler match up to the other nerfs he recieves compared to this and the sentinel. That is exactly the dynamic I was trying to achieve there. I'm glad someone spotted it. :smallsmile:


Combat Versatility (Ex):

Well named, and an interesting ability. It makes sense from a mechanical perspective, but its hard to imagine a fighter willfully ignoring certain training and remember others at will. It's just a strange action. Perhaps you have a different explaination of it? Is sort of like picking spells at the beginning of the day, save with Feats?It was intended to function sort of like picking prepared spells, yes. The concept was that he would review the situation and choose to use tactics suitable to the situation, ignoring less useful tactics. I limited it to 1/day, because floating feats can be really powerful.


Skillful Maneuvers (Ex):

Nice. That's a lot of manuvers and even a skill check. Interesting choices.Yes, he's meant to always have an extra bonus on stuff that would let him win in a gladiatorial match. In the end though, it equates to 1.5 times the normal bonus provided by the Improved X feats.


Weapon of Choice (Ex):

These are cool, and I like how it gets better as the class raises in level. Does this stack with magic weapons and masterwork? I assume it does, as a proficitecy usually carries over to an enchanted weapon, but I figured I'd ask. It's a little heavy on things you get to do with it, but since its the only thing you get for level 2, it works.Yes, it stacks. I saw Weapon of Choice and Skillful Maneuvers as being the two core abilities of the class, so they do have a bit more oomph than most of the abilities.


Unorthodox Maneuvers (Ex):

This is by far my favorite ability I've read. This is really cool. I have to give Gnorman credit for this ability. But, yeah, I like it too. :smallwink:


Fancy Footwork (Ex)

So wait...does this allow normal 5 foot step to become a 10 foot step, or does this add 5 feet of movement period, or what's going on? I'm just confused by a possible confliction of terms in the ability between the first sentence and the second set of sentences... It's meant to change the 5ft step to a 10ft step.
The second set is supposed to be an additional set of abilities, one which I'm going to change anyway. I'll rewrite this ability to make it more clear. Nevermind, I just redid it before I finished going through your review. I'll have it posted with the next update.


Advanced Maneuvers (Ex):

Cool cool cool. A little underwhelming for 5th level, but I like it5th level really turns out to be more of a progression of existing abilities for most classes rather than giving new things. While it's a bit underwhelming, I don't really have a problem with that dynamic.


Shake It Off (Ex)

This is very nice. I love it. However, this seems to be the most useful of the three. It will likely see more love than the other two.Again, I have to credit Gnorman with this ability.


It's All in the Wrist (Ex)

In addition to his normal attack?Yes.


Quick Footwork (Ex)

Okay, this is pretty neat too. I prefer the 3 round benefits for all three instead of this dynamic, but not all jellos fit the mold, I guess. :smallbiggrin:Making them all have a three round duration would be a bit overkill, especially for the second one.


Overall, I prefer this class over the brawler based on its versatility and better armor, health, and weapon proficiencies. It would be cool if at higher levels I could get more than one weapon under the weapon of choice bonus, but over all I like this class a lot. I can't wait to consider what archetypes might compliment it when I get to this section. Which at the rate I'm going will be a long time from now... Honestly, I like this class a lot but would personally rather play a brawler. I'm glad that I was able to write classes that can appeal to different people and each be a viable choice. That was a real effort. I hope I'm able to maintain that throughout.

Rizban
2013-04-22, 03:44 PM
I'm trying to find feats that could boost caster levels to problematic heights when combined with the auger's abilities. Given that a level 6 auger can cast a spell at CL 9 once a day, I'm seeing how much higher I can push that.

Using fireball for a base.
6 level
+3 great surge
+1 fiery burst feat (obtainable at lvl 3, competence bonus, Complete Mage, p. 43)
+1 cali****e (I guess the censor doesn't like that name) elementalist: fire (also allows you to exceed the 10d6 cap by 1, obtainable at lvl 1, applies to a limited list of spells, untyped bonus, Races of Faerun, p. 161)

= 11d6 fireball once an encounter

Scorching ray:
6 level
+3 great surge
+1 fiery burst feat (obtainable at lvl 3, competence bonus, Complete Mage, p. 43)
+1 primitive caster (adding a material component, Frostburn, p. 49)

= CL 11 once an encounter, for 3 rays of 4d6 ea.

If you can get empower spell down to +1 you can make those rays 6d6 ea, for an impressive 18d6. (metamagic school focus: evocation + spell focus: evocation for example. Adding in empower means you've spent 5 feats to do it. Spend a few more and I bet you can get maximize. Toss in ocular spell for fun, too.)

It takes obscure feats to pull off, so its probably not a big issue, but you CAN pull off some big blasts with the auger, potentially ending encounters from round 1.

Edit - I suppose a spellblade can pull a similar trick by stack his eldritch blast damage onto a spell 1/encounter, but it then becomes single-target. Also, spellblades don't have the extra spell level to play with metamagic.That's definitely not an intended ability of the class, but I'm going to take a cop out on this one. It's not my responsibility to eliminate every possible avenue of game breaking optimization in my homebrew. I'm doing what I can to limit it within my content itself, but it would be a nigh impossible task to account for every other class, feat, ability, spell, etc. out there, especially when you consider all the other homebrew material available out there.

stack
2013-04-29, 02:42 PM
Well, a dm should look at a sheet carefully and ask questions if they say 'all 3.5 available' for character building. I was just seeing how much I could break the damage. Honestly, just tossing out one 9d6 fireball per fight is pretty cool on its own without pushing it to the max.

Rizban
2013-04-29, 02:53 PM
I've been considering a kicker penalty to the spirit surge ability of the auger. I had considered eveything from fatigued to sickened to stunned to inability to use motes in the following round. I think I'm going to leave spirit surge as is and add a fatigued penalty to Great Surge that lasts 3 rounds.

stack
2013-04-29, 03:27 PM
Sounds like a good idea. Maybe add a 'take the penalties even if normally immune to fatigue' rider? Or a chance to daze, similar to a wilder.

Rizban
2013-04-29, 03:43 PM
Fatigued really doesn't affect spellcasters much, and I hate having abilities that rob the user of his future actions. I think sickened for three rounds is probably the best option. It hurts but not enough to make the ability worthless. It means you can still toss out that 9d6 fireball, but you'll have problems in the following rounds if you do. Hmm... I believe I'll do Spirit Surge with a 5% chance of becoming sickened for 1 round and Great Surge with a guaranteed sickened and -2 to save DCs for 1d3 rounds.

stack
2013-04-30, 11:25 AM
Brute archetype - capstone additions - Gladiator "Brutal Weapons"

I see the utility of being able to make any weapon the weapon of choice, but the +2 to maneuvers in place of the STR/CON boost seems odd as +4 strength would cover a lot of the same ground anyway and give other advantages. I don't see it ever being used other than when you don't have your weapon of choice. What was your thinking here?

Edit - also, a gladiator/breathstealer would have brutal grapple checks.

Let's see, 6 (BAB) +5 (18 STR+2 enhancement) + 6 (Skillful Maneuvers) + 4 (counts as large from Powerful Grapple) + 4 (improved grapple, requires IAS, handy for any time improved grab doesn't apply) = +25 on an opposed check, 14 higher than a non-breathstealing gladiator.

Just interesting to see the numbers since I spent some time recently building a tetori monk in pathfinder. I haven't used grappling enough to comment on if +25 is high, low, or just right.

edit 2 - wish there was monster by CR listings on the SRD :smallfrown:
CR 5 manticore +15, troll +14
CR 6 girallion +17, ettin +17, wyvern +15
CR 7 flesh golem +15, hill giant +20

Well, presuming you can grab a few misc bonuses to boost the check a bit it looks like a reasonable chance of success against level-appropriate 'bruiser' monsters. Cool. Plenty of other options too, so you aren't pigeon-holed like said tetori monk.

Rizban
2013-04-30, 12:04 PM
Keep in mind that I wanted to tilt these toward being a bit stronger than your average 6th level character. I pretty much expected them to be able to do CR 7-8 as you would normally expect them to do CR 6.

Look at the CR 8 stone giant. It has a +22 Grapple modifier. If you're a Gladiator/Breathstealer, then your main shtick is grappling. You should be able to grapple that stone giant if you want, and you can. You can't do just a whole lot else, so I really don't see the problem with it.

TheWombatOfDoom
2013-04-30, 01:28 PM
(Wombat's Review of) Combat Classes(Part 3!)

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

So one question I have is this guy is the technical opposite of the Brawler, I anticipate it to have the opposite focus - not very great with damage, but hard to hit. Or perhaps more accurately, can take a hit. So while the first is a meat grinder, this one is a meat shield.


{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Special|
WardingBonus|
DamageReduction
1st|
+1|
+2|
+0|
+2|Archetype power (lesser), warding, iron hide|
+1|
1/–|
2nd|
+2|
+3|
+0|
+3|Provocation|
+1|
2/–|
3rd|
+3|
+3|
+1|
+3|Archetype power (moderate), uncanny dodge, guarding strike|
+2|
2/–|
4th|
+4|
+4|
+1|
+4|Battle hardened, in harm's way|
+2|
3/–|
5th|
+5|
+4|
+1|
+4|Improved uncanny dodge|
+3|
3/–|
6th|
+6/+1|
+5|
+2|
+5|Archetype power (greater), impregnable defense|
+3|
4/–|[/table]

I notice that this one gets one more save bonus at starting level than the other two. Why does the 5th level not progress the reflex and instead bumps it up at level 6?

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

Holy crap not much in the way of skills. Alright, I've found one nerf. Lets see if there's others to even it out with the other two...

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

I mentioned most of this in my last post. An interesting thought I had was if each class was only proficent with one type. So the Brawler stays the same with light, the Gladiator with only medium, and the Sentinel with only Heavy. This gets me thinking about equipment, and the natural question regarding it - what is starting gold for each class, or whatever you might have as an equivelent?

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

Warding (Ex): Once per round as a move action, a sentinel may select one willing ally within 5 feet. This ally becomes known as the sentinel's ward. All bonuses and abilities a sentinel gains from having a ward or that affect a ward and abilities and bonuses that a ward gains from the sentinel apply only as long as the ward is within 5 feet of the sentinel. However, the chosen ally remains the sentinel's ward until the sentinel chooses a new ward or the ally refuses to be the sentinel's ward, regardless of distance between the two.
At first level, a sentinel's ward is treated as having cover from attacks, regardless of the sentinel's position in relation to the attacker. This grants the ward a +4 cover bonus to AC.
As long as the sentinel's ward is within 5 feet, the sentinel gains a dodge bonus to AC equal to his Warding Bonus as listed on the class table.

Alright, the "All bonuses and abilities a sentinel gains..." sentence needs a better wording or a better break up...it's just a bit confusing in the middle. Perhaps something like - "So long as the ward is within 5 feet of the sentinel, both the Sentinel and its ward may each apply the bonuses and abilities gained from the Warding ability." Or something. There's just too many "ward"s and its awkward. So basically, I can choose a member of the party who is next to me to be my ward they reap the benfits, but if they move elsewere, they lose it until they're within 5 feet of me again. If they don't gain the bonuses if they are not next to me, why not make it so they can choose anyone within line of sight, since it doesn't matter until they're next to you anyway? Also, I thought cover granted miss chance, not additional AC? :smallconfused: Is this an E6 thing?

Last, that's a lot of AC bonus to someone who is next to you. If I were writing it, I'd have likely made the bonus a progression, or give the Sentinel a flat bonus and make the ward bonus a progression, but that may just be a different strokes for different folks thing.

What if since the sentinel is providing cover, there is a percentage chance that the Sentinel is attacked instead of the ward? If you don't like it that's fine, its just a logical conclusion I had given that I imagine this AC bonus to be the Sentinel physically granting AC. As in, with attacks, if someone misses, as a DM this could mean they whiffed, or their attack bounced off the armor harmlessly. Well if the Sentinel is granting the armor, in my mind wouldn't it be the Sentinel getting the attack?

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

Does this DR count for everything? Verses certain things?

Provocation (Ex): Once per turn as a move action, a sentinel may provoke a number of targets equal to his Constitution modifier within 30 feet to attack him, ignoring any other targets. Affected opponents must make a save at the start of their next turn (Will DC 10 + 1/2 the sentinel's class level + his Con modifier + his Warding bonus if his ward is within 5 feet). If an opponent fails his save, the sentinel is the only creature that opponent may attack this turn. The opponent may move and perform non-hostile acts (such as healing) as normal. This effects lasts for one round but ends immediately if the sentinel is killed or falls unconscious or if the affected enemy loses sight of the sentinel or is attacked by another creature before it makes its Will save.

What if the provoked person is blocked by other targets? Might want to put something in about the target will not blindly walk through Attack of Opportunity areas or something like that. Basically, they don't get dumb just because they will only attack you. I don't know if I'd make it a per turn thing. This reminds me of the Knight class, which has Challenges. I'm not sure if you're familiar with it. But anyway, I see this ability as an interesting form of crowd control, but easily abused if it can be changed every turn. I provoke Bandit A, they come into melee range with me. Next turn I provoke Bandit B. Bandit A is already in melee with me, and will have to incur an AoOp to go where they'd been before, and so might as well stay, thus continuing what Provoke started. I can keep doing this until all enemies are either engaged with Sentinel, dead, or being provoked as other members of the party attack them so that they can't attack back. So in other words, while at good crowd control and definately is useful, I see it as a very spammy ability, that could be bettered by a "cannot provoke again until current provoke units are dead or cease to be hostile" or something of the sort. Or an attack from another enemy person disrupts it or something. Ah, well at least there's that...barring that they are not Provoked after the attack, thus nullifying the weakness.

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

This and improved uncanny dodge are excellent feats for this class. Scary, but excellent. :smallcool:

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

This mixed with provoke is a very powerful combo. I assume attack of opportunity rules still apply as in 3.5 in terms of you only get a certain amount per round (equal to your Dex I think?). You don't just get a free attack of opportunity for each person, in otherwords.

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

Evasion, but with Fortitude? Interesting!

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

This is an interesting ability. It reminds me (granted without the range) of the spell that allows me to switch places with a willing target. Not quite the same but cool.

Improved Uncanny Dodge (Ex): At 5th level, a sentinel can no longer be flanked. This defense denies a rogue the ability to sneak attack the sentinel by flanking him, unless the attacker has at least four more rogue levels than the target has sentinel levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

It seems you must have copied and pasted this, because it says "rogue", which judging from your classes, doesn't exist as is.

Impregnable Defense: Once per encounter, a sentinel may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Peerless Bodyguard (Ex): For one full round, the sentinel grants total cover to his ward. This ability may be activated as an immediate action.
Since partial cover granted +4 to AC, what would total cover be? Would it make sense to continue with miss chance with both, partial being 50% and full being 100%? Or is it double the AC bonus? Or do you prefer it as is?
Unbreakable Shield (Ex): As an immediate action, the sentinel negates all damage from a single source against himself or his ward.
A cool at the last second ability, I can see it being used for moments of drama. If I didn't have someone set as a ward could I set the person next to me as my ward and make this happen immediately, or would they have to be my ward previously? Does this count for death spells like phantasmal killer or some such? Does it have to be before a save is made? This still counts along the same 5 foot limitation for the ward, so I don't have to worry about distance, he'd be right next to me.
Shrug It Off (Ex): As an immediate action, the sentinel treats a single Fortitude, Reflex, or Will save as if he rolled a natural 20. He must make the decision to use this ability before he actually rolls his save, and he does not roll any dice.
All of these are passive abilities, and all of them fit the class well. I see unbreakable shield and shrug it off as being very similar, save one is for a sentinel AND a ward, and this one is just for the Sentinel. 1

This class seems to have a lot going for it. Not having reflex and (much) less skills at this point seems to be the only cons to being a damage sponge (both in HP, and AC, not to mention DR) and then we've got all the Armor and Weapon proficiencies, and a better save modifier progression. So, the class has a lot going for it, but I'm not seeing the drawbacks to wiegh out very well in comparison to the other two. The abilities are also fairly strong, and not exactly where I anticipated this going, but they make sense, and I like them in a general sense, even if I had a lot to say on them. I was wondering at the beginning if you'd go in the direction of increasing the range a ward can be for the benefits to remain in affect, or an ability that grants you more than one ward at a time (mass death ward anyone? :smallbiggrin:) and was surprised when it didn't come up. I love the dynamic between the ward and the sentinel, and find this introduces a lot of neat roleplaying in battle.

Overall, you have 3 nice unique classes. I'll keep an eye on these when comparing the other groups, so that I not only get the sense of balance between each combat class, but also each group and class overall. I feel that perhaps a little more balance between the light and heavy might be warranted, but I also see your thought process behind the whole progression of classes and like it and it makes sense.

And unless I think of anything else, or you have any other questions, thus ends Combat Classes! Up next: Skillful Classes!

Kerleth
2013-04-30, 11:28 PM
Firstly, this is really cool. I used to lurk on these boards a lot, but everything just started blurring together and got kind of old. I recently game back and found this and gnorman's compendium. Very nice. Personally, I like this concept better because I'm a sucker for the mix and match aspect of it.

However, I have noticed something a bit odd. Correct me if I'm wrong, but a spellblade with the priest background gets infinite healing at 1st level due to having at will access to cure light wounds. I'm assuming based on what little I know of E6 playstyle that this isn't intended. The only solution I can come up with off of the top of my head would be to move the priest's healing to a sort of lay on hands ability instead of the cure spells.

While thinking about that something occured to me though. Gish classes are notoriously hard to get the right balance between warrior and caster without overshadowing either. At will spellcasting systems also have some compatability issues when drawing from a vancian/rescource depletion model (Note that the Warlock came with it's own spellcasting system using invocations rather than just a spell list for precisely this reason). Anyways, this made me wonder if perhaps the spellblade is biting off more than he can chew by trying to do both at once. After all, part of the charm of melding combat and magic is having a mix of limited rescources and always on sword swings (IMO). Perhaps there is a way to work in spellblade as a magic archetype that buffs the caster to be more of a frontline battlecaster? Or perhaps even a combat archetype that grants some limited spellcasting ability. Of course this is your baby and I'm not trying to tell you how to raise it, just some food for thought.

As I said at the beginning though, this is some great stuff. Hope my input is of use to you.

Rizban
2013-05-01, 12:58 AM
Thanks for the input, Kerleth.

I had decided to edit the spellblade a bit based on an idea I saw somewhere else. I just hadn't gotten to it before the DDoS hit the site. Basically, I'm going to take a page from breath weapons and add a 1d4 round recharge delay on spells cast by the spellblade. This will limit his spells in battle and make them more of a limited resource, as they should be. This won't, however, remove his unlimited casting per day. I'm almost 100% sure of this decision, though I'd like to hear what some other people think about it.

As most optimizers know, healing in combat is not a particularly effective tactic. I don't personally see a problem with a Spellblade/Priest having unlimited healing outside of combat.

Kerleth
2013-05-01, 01:43 AM
Eh, it's not necessarily a bad thing, but it definitely is something that doesn't appeal to everyone's preferred playstyle. I like to mix things up and play different ways. Also, it is the only class that has access to it, so it could potentially become a must have for even a slightly optimized combat based party. Must have classes do have a tendency to reduce variety in play. Also, it does seem odd that the character that is based around mixing magic and swordplay has unlimited magical access while the pure mages can run out of spells.......

Just FYI, I'm not trying be a party pooper. The spellblade thing just kinda jumped out at me. I know that I myself tend to get more info from constructive criticisms than "OH MY GOD!!!! This is Awesome. I especially like the Infinity +1 Sword of DOOM".

That said
OH MY GOD!!!! This is Awesome. I especially like the Infinity +1 Gladiator of Doom. Haven't got to give them all a good look yet though, so I reserve the right to fan girl squee over a different class later. :smallbiggrin:

Rizban
2013-05-01, 02:04 AM
If your chief concern is absolute highest number of spells per day, then Spellblade is going to be your default choice for the same reason that warlock or dragonfire adept would be your default choice in standard 3.5. Unlimited spells per day doesn't necessarily mean "best caster" though. The three Magic classes are pretty well delineated. 1) Highest caster level. 2) Widest spell knowledge. 3) Strongest combat ability.

If you want to be the party heal bot, then, yes, Spellblade/Priest is pretty much your go to combo, much like, as mentioned above, Gladiator/Breathstealer is your go to grapple monster. In fact, most healer focused clerics tend to end up being combat focused as well, so Spellblade is really just a good fit anyway. I do not see this as a design flaw. Yes, certain class/archetype combos will be the best at one particular aspect. This is completely intended. They will not, however, be the best at everything. I've worked hard to make this such that no class is The Batman who can do it all, but a system where there is no room to excel, making everything equal, is going to be boring at best or unplayable at worst.

darklink_shadow
2013-05-01, 02:51 AM
Dragonfire adept has breath weapons at will, but can tack on power ups to make it have a delay. Maybe do that? I mean... d4 round instead of each round is a significant hit to his signature ability.

This easily cuts his combat power in half. Worse, it divides it by approx 2.5 (avg roll of a d4).

If you think spell blade is over twice as powerful, sure do that. But I don't think it is.

At least let him put eldritch blast in his blade during the cool down period.

Rizban
2013-05-01, 03:00 AM
He can already put the eldritch blast in his weapon, and there is no cool down on eldritch blast. This is not "Spellblade can only cast every 1d4 rounds." This is "Spellblade can only cast a specific spell every 1d4 rounds." His casting isn't being limited as severely as you seem to have thought. It just prevents the spamming of a single spell in every round. Yes, there is a potential that all of his spells will be waiting on cool down and unable to be cast, but he still has his weapon and his eldritch blast until he can cast again. While it is a hit on his power level, I think that this (or something like this) is necessary for maintaining a proper balance.

Edit: I think that you may even like the new version better when you see the way I'm going to do it. Before I commit to it though, I'll post the new version here in the thread for comparison.

darklink_shadow
2013-05-01, 04:42 AM
I did misunderstand. Your explanation alleviates all my concerns.

stack
2013-05-01, 07:20 AM
A cooldown would also reduce concerns of the greenmage spellblade spamming summons and just flooding the field. I like the idea, makes you cycle through your spells, plus as noted gets more use from your eldritch blast, which before wouldn't have got much play if you had a decent damage spell to channel. The variable cooldown my be annoying to track though, but that will have to be seen in play I guess.

As for out of combat healing, I'm not concerned. It matters at level one. After that the spellblade will just be saving the cost of a wand of CLW/lesser rejuvenation. 750 GP isn't breaking anything.

Rizban
2013-05-01, 10:41 AM
RoleSo one question I have is this guy is the technical opposite of the Brawler, I anticipate it to have the opposite focus - not very great with damage, but hard to hit. Or perhaps more accurately, can take a hit. So while the first is a meat grinder, this one is a meat shield.Yes, that's my intention with this class.


I notice that this one gets one more save bonus at starting level than the other two.Yes, while the other two Combat classes get one Good, one Medium, and one Poor Save, the Sentinel gets two Good and one Poor save.


Why does the 5th level not progress the reflex and instead bumps it up at level 6?Because that's when poor saves normally progress...



Class SkillsHoly crap not much in the way of skills. Alright, I've found one nerf. Lets see if there's others to even it out with the other two...This is definitely the least skilled class...



Weapon and Armor ProficiencyI mentioned most of this in my last post. An interesting thought I had was if each class was only proficent with one type. So the Brawler stays the same with light, the Gladiator with only medium, and the Sentinel with only Heavy.I really would prefer to not pigeonhole them such that they are only proficient with one type of armor. I like the idea, but I just don't really want to go there with this.


This gets me thinking about equipment, and the natural question regarding it - what is starting gold for each class, or whatever you might have as an equivelent?I was planning to include that when I got more of the system completed and could better judge what would be balanced. I do have tentative values in my own notes, but I'm not ready to post them. Sentinel will definitely be getting more starting gold than Brawler though, because he'll want to invest more into heavier armor.



Warding (Ex)Alright, the "All bonuses and abilities a sentinel gains..." sentence needs a better wording or a better break up...it's just a bit confusing in the middle. Perhaps something like - "So long as the ward is within 5 feet of the sentinel, both the Sentinel and its ward may each apply the bonuses and abilities gained from the Warding ability." Or something. There's just too many "ward"s and its awkward. So basically, I can choose a member of the party who is next to me to be my ward they reap the benfits, but if they move elsewere, they lose it until they're within 5 feet of me again. If they don't gain the bonuses if they are not next to me, why not make it so they can choose anyone within line of sight, since it doesn't matter until they're next to you anyway?I agree about the wording. It's really not very clear and needs a rewrite. I wasn't sure how to state things, so I'm grateful for the input. That gives me a good direction to start thinking.


Also, I thought cover granted miss chance, not additional AC? Is this an E6 thing?Nope. Cover grants bonus AC. Concealment grants a miss chance.
Cover is shooting at someone from behind a tree, making you a harder to hit target.
Concealment is hiding in the shadows, making your exact location harder to determine.

One thing that disappointed me about 3.5 was the simplification of cover. In 3e, you had 1/4 Cover (+2 AC), such as when standing behind a short wall or fence that blocks part of your body; 1/2 Cover (+4 AC), such as from behind a tree, inside a building at an open window, behind a creature; 3/4 Cover (+7 AC), leaning around a corner; 9/10 Cover (+10 AC), looking through a barely opened door or through an arrow slit; and Total Cover (Breaks line of effect and line of sight), completely behind something, like a wall.
In 3.5, you have only Cover (+4 AC) and Total Cover, as above.
The nice thing about having cover in 3.5 is that it prevents attacks of opportunity from being used against you. There is a caveat that there are ways to get improved cover, gaining +8 AC, but it's less well defined than in 3e.


Last, that's a lot of AC bonus to someone who is next to you. If I were writing it, I'd have likely made the bonus a progression, or give the Sentinel a flat bonus and make the ward bonus a progression, but that may just be a different strokes for different folks thing.+4 is standard for cover, and you already potentially get this bonus from ANY creature near you. If a creature, even an enemy, stands between you and someone attacking you, you gain a +4 cover bonus to AC due to that creature being in the way. Missing an attack because of this cover bonus has no chance of accidentally hitting the intervening creature. That's standard 3.5 D&D rules.
This aspect of the Warding ability doesn't do anything but let the Sentinel count as standing in the way, even when he isn't actually in the way. It isn't so much a new ability as it is a slight bonus to existing standard rules available to all characters.

To change any of that, I'd have to change the bonus type to something other than cover and pretty much create a whole new subsystem. Do note that the warding bonus also does not apply to the ward's AC, just the Sentinel's AC as a dodge bonus.



Iron Hide (Ex)Does this DR count for everything? Verses certain things?Against everything. That's what DR X/- means. This is the same type of damage reduction gained by the 3.5 barbarian.

From the SRD (http://www.d20srd.org/srd/specialAbilities.htm#damageReduction), "When a damage reduction entry has a dash (-) after the slash, no weapon negates the damage reduction."




Provocation (Ex)What if the provoked person is blocked by other targets? Might want to put something in about the target will not blindly walk through Attack of Opportunity areas or something like that. Basically, they don't get dumb just because they will only attack you. I don't know if I'd make it a per turn thing. This reminds me of the Knight class, which has Challenges. I'm not sure if you're familiar with it. But anyway, I see this ability as an interesting form of crowd control, but easily abused if it can be changed every turn. I provoke Bandit A, they come into melee range with me. Next turn I provoke Bandit B. Bandit A is already in melee with me, and will have to incur an AoOp to go where they'd been before, and so might as well stay, thus continuing what Provoke started. I can keep doing this until all enemies are either engaged with Sentinel, dead, or being provoked as other members of the party attack them so that they can't attack back. So in other words, while at good crowd control and definately is useful, I see it as a very spammy ability, that could be bettered by a "cannot provoke again until current provoke units are dead or cease to be hostile" or something of the sort. Or an attack from another enemy person disrupts it or something. Ah, well at least there's that...barring that they are not Provoked after the attack, thus nullifying the weakness.As a note, this ability was derived from the Knight class, the Goad feat, and the Jester class (from DragMag Compendium). Note that this ability isn't a one target ability. It provokes a number of creatures equal to the Sentinel's Constitution modifier.

The point you mentioned about the AoO is pretty much exactly as I intended it.

As written, the ability doesn't actually force them to approach the Sentinel. It only prevents them from actively attacking another creature for a single round. It doesn't force their actions or drive them into a blind rage but rather "focuses their attention" on the Sentinel for a round, essentially just distracting them from other targets for a few seconds.

The ability could probably be better worded to make this more clear. I'll consider how to do that when I look at the other edits for this class.



Guarding Strike (Ex)This mixed with provoke is a very powerful combo.Actually, they're mutually exclusive abilities.
Provocation prevents them from attacking someone else.
Guarding Strike activates only when they attack someone else.


I assume attack of opportunity rules still apply as in 3.5 in terms of you only get a certain amount per round (equal to your Dex I think?). You don't just get a free attack of opportunity for each person, in otherwords.That's correct. You get to make one AoO per round, unless you have the Combat Reflexes feat (or a similar ability). Then, your AoOs are limited by your Dex mod. A sentinel will most likely dump Dex over his other ability scores, so this is really not that strong of an ability. Please remember that the AoO is also only for the Sentinel to make, not for anyone who happens to threaten.



Battle Hardened (Ex)Evasion, but with Fortitude? Interesting!It's a lesser version of Mettle from 3.5, I didn't want to give him an Evasion like ability for both Fort and Will. I thought that was just a bit too much.



Improved Uncanny Dodge (Ex)It seems you must have copied and pasted this, because it says "rogue", which judging from your classes, doesn't exist as is.Curses! You found me out! :smalltongue:
Yeah, I'll fix that.



Peerless Bodyguard (Ex)Since partial cover granted +4 to AC, what would total cover be? Would it make sense to continue with miss chance with both, partial being 50% and full being 100%? Or is it double the AC bonus? Or do you prefer it as is?It's total cover (http://www.d20srd.org/srd/combat/combatModifiers.htm#cover), as defined in the PHB/SRD...



Unbreakable Shield (Ex)A cool at the last second ability, I can see it being used for moments of drama. If I didn't have someone set as a ward could I set the person next to me as my ward and make this happen immediately, or would they have to be my ward previously? Does this count for death spells like phantasmal killer or some such? Does it have to be before a save is made? This still counts along the same 5 foot limitation for the ward, so I don't have to worry about distance, he'd be right next to me.They have to be set as a ward as a move action. So, unless he can find a way to get a move action as an immediate action, and get a second immediate action to do so, then he can't designate a new ward as part of this ability.
This ability only negates a damage source. A save or die effect is, by definition, not damage and, therefore, would not be subject to this ability. To survive that, use the ability below.
Also, do note that this ability is either the Sentinel or the ward, not both.



Shrug It Off (Ex)All of these are passive abilities, and all of them fit the class well. I see unbreakable shield and shrug it off as being very similar, save one is for a sentinel AND a ward, and this one is just for the Sentinel.Yes, they were intended to be the same effective ability but apply to different things. Unbreakable Shield is to negate damage, and Shrug It Off is to negate things which require a save, which, I suppose, could potentially be a damage source. As you noted, this ability, unlike the above one, can not be applied to the ward.


1
This class seems to have a lot going for it. Not having reflex and (much) less skills at this point seems to be the only cons to being a damage sponge (both in HP, and AC, not to mention DR) and then we've got all the Armor and Weapon proficiencies, and a better save modifier progression. So, the class has a lot going for it, but I'm not seeing the drawbacks to wiegh out very well in comparison to the other two. The abilities are also fairly strong, and not exactly where I anticipated this going, but they make sense, and I like them in a general sense, even if I had a lot to say on them.I think that the Sentinel's abilities are both weaker and stronger than your first reading of it led you to believe. I'd ask that you look over it again after reading my comments here to see if you reach the same conclusions.
The limited Reflex makes sense for a more sedentary combatant like the Sentinel.
The lack of skills is pretty much representative of that same concept, as most skills appropriate to a combat class are 'movement' of some kind. That said, there are a few minor changes to skill lists throughout that are coming in the next revision. Sentinel will be gaining (at least) two new skills, though he won't be gaining any additional skill points.



I was wondering at the beginning if you'd go in the direction of increasing the range a ward can be for the benefits to remain in affect, or an ability that grants you more than one ward at a time (mass death ward anyone? :smallbiggrin:) and was surprised when it didn't come up. I love the dynamic between the ward and the sentinel, and find this introduces a lot of neat roleplaying in battle.While that is the expected progression, that is exactly where I did not want to go with this class. I didn't want it to become a mobile fortress guarding the whole party. Rather, it's a personal bodyguard that keeps the fragile spellcaster protected or guards the dreaded (shudder) escort mission alive. Alternatively, it can be an excellent front line combatant that can take damage, ensure he is getting targeted, and keep the other front liners alive a bit longer. I focused more on making his ability relevant rather than on making it "bigger".



Overall, you have 3 nice unique classes. I'll keep an eye on these when comparing the other groups, so that I not only get the sense of balance between each combat class, but also each group and class overall. I feel that perhaps a little more balance between the light and heavy might be warranted, but I also see your thought process behind the whole progression of classes and like it and it makes sense.As to the balance issue, I repeat my above request.

stack
2013-05-01, 11:07 AM
I always assumed the mettle class feature affected both fort and will, instead of making separate features for each, because while most reflex spells allow saves for half, so many fort/will spells are save negates. Are there enough fort save for lesser effect spells to make battle hardened significant, especially considering the limited spell lists available in the system?

Rizban
2013-05-01, 11:11 AM
I always assumed the mettle class feature affected both fort and will, instead of making separate features for each, because while most reflex spells allow saves for half, so many fort/will spells are save negates. Are there enough fort save for lesser effect spells to make battle hardened significant, especially considering the limited spell lists available in the system?That isn't something I had really considered, but I don't really see changing it either. I'll look over the spell lists to see just how powerful this is and make any changes accordingly.

TheWombatOfDoom
2013-05-01, 11:52 AM
Because that's when poor saves normally progress...

Alright, I wasn't sure if anything was realigned since it only goes to level 6, so its spread of progressions isn't accounting for all of 20 levels, only six. Alright then.


I really would prefer to not pigeonhole them such that they are only proficient with one type of armor. I like the idea, but I just don't really want to go there with this.

I understand those sentiments completely. When I PEACH, I basically scrawl out everything I'm thinking, whether it be ideas or suggestions (quality not always included). I mostly do this not because I think you should change something, but because giving new views and different ways to look at something to be a valuable contribution, because it lets you think objectively about your work and proove to me why you chose the direction you did, which provides better understanding for both parties. Or I may say something you haven't thought of that you might wish to add somewhere if not in the immediately discussed topic. In other words, I'd rather write more than less! :smallsmile:


I was planning to include that when I got more of the system completed and could better judge what would be balanced. I do have tentative values in my own notes, but I'm not ready to post them. Sentinel will definitely be getting more starting gold than Brawler though, because he'll want to invest more into heavier armor.

Noted, and I appreciate you seeing what I was getting at.


I agree about the wording. It's really not very clear and needs a rewrite. I wasn't sure how to state things, so I'm grateful for the input. That gives me a good direction to start thinking.

Glad to help!


Nope. Cover grants bonus AC. Concealment grants a miss chance.
Cover is shooting at someone from behind a tree, making you a harder to hit target.
Concealment is hiding in the shadows, making your exact location harder to determine.

One thing that disappointed me about 3.5 was the simplification of cover. In 3e, you had 1/4 Cover (+2 AC), such as when standing behind a short wall or fence that blocks part of your body; 1/2 Cover (+4 AC), such as from behind a tree, inside a building at an open window, behind a creature; 3/4 Cover (+7 AC), leaning around a corner; 9/10 Cover (+10 AC), looking through a barely opened door or through an arrow slit; and Total Cover (Breaks line of effect and line of sight), completely behind something, like a wall.
In 3.5, you have only Cover (+4 AC) and Total Cover, as above.
The nice thing about having cover in 3.5 is that it prevents attacks of opportunity from being used against you. There is a caveat that there are ways to get improved cover, gaining +8 AC, but it's less well defined than in 3e.

My bad, I totally wasn't looking at any book and got terms confused. This and the final class feature where I mentioned Cover again now make sense and I retract my suggestions. The court rests.


Against everything. That's what DR X/- means. This is the same type of damage reduction gained by the 3.5 barbarian.

I usually don't have books to cross reference when looking at this stuff, so forgive me. I like.


As a note, this ability was derived from the Knight class, the Goad feat, and the Jester class (from DragMag Compendium). Note that this ability isn't a one target ability. It provokes a number of creatures equal to the Sentinel's Constitution modifier.

I knew it was familiar! And yes, I know it's for the CON mod, I just did a +1 mod for ease of scenario.


As written, the ability doesn't actually force them to approach the Sentinel. It only prevents them from actively attacking another creature for a single round. It doesn't force their actions or drive them into a blind rage but rather "focuses their attention" on the Sentinel for a round, essentially just distracting them from other targets for a few seconds.

That's what I overlooked in the read through. Looking over it, I see you mention this a bit, but it wouldn't hurt to bring that part of it a bit more forward.


Actually, they're mutually exclusive abilities.
Provocation prevents them from attacking someone else.
Guarding Strike activates only when they attack someone else.

Well, technically they can't target the same person, but they work well together. I say this because - those already targeting you via provoke and have closed with you can then have Guarding strike applied to them the round immediately after. They compliment each other nicely.


It's a lesser version of Mettle from 3.5, I didn't want to give him an Evasion like ability for both Fort and Will. I thought that was just a bit too much.

Agreed, though I thought this was be using your fortitude as a sort of reflex save against spells as evasion does...am I wrong?


They have to be set as a ward as a move action. So, unless he can find a way to get a move action as an immediate action, and get a second immediate action to do so, then he can't designate a new ward as part of this ability.

Ah yes, setting a ward is a move action. Carry on, then.


This ability only negates a damage source. A save or die effect is, by definition, not damage and, therefore, would not be subject to this ability. To survive that, use the ability below.
Also, do note that this ability is either the Sentinel or the ward, not both.

Yes, they were intended to be the same effective ability but apply to different things. Unbreakable Shield is to negate damage, and Shrug It Off is to negate things which require a save, which, I suppose, could potentially be a damage source. As you noted, this ability, unlike the above one, can not be applied to the ward.

I was basically getting at the fact that spells cause damage, and was wondering if I had to negate that damage when the spell hits, or when the person fails the save. Could denying damage be used for poison? Ability damage? Long lasting ailments or other long term problems?

1
I think that the Sentinel's abilities are both weaker and stronger than your first reading of it led you to believe. I'd ask that you look over it again after reading my comments here to see if you reach the same conclusions.

I see your case, and I agree. The explainations certainly helped me see that, so maybe use those explainations to spuce the descriptions (even if some of it was partially because I miss read or miss understood the ruling).


While that is the expected progression, that is exactly where I did not want to go with this class. I didn't want it to become a mobile fortress guarding the whole party. Rather, it's a personal bodyguard that keeps the fragile spellcaster protected or guards the dreaded (shudder) escort mission alive. Alternatively, it can be an excellent front line combatant that can take damage, ensure he is getting targeted, and keep the other front liners alive a bit longer. I focused more on making his ability relevant rather than on making it "bigger".

I'm glad you say this, as I appreciate that's not where he went. I just saw warding and thought of it as the central ability of the class, which I need to realize is not really a feature I've seen in any of your classes: central abilities. You have a well rounded group of abilities, none of which out shine the other very much. This might also be a side affect of E6. Don't get much running room, after all. I love your flavour in this quote on what the Sentinel is good for. :smallsmile:


As to the balance issue, I repeat my above request.

Done! :smallwink:

Rizban
2013-05-01, 12:31 PM
Agreed, though I thought this was be using your fortitude as a sort of reflex save against spells as evasion does...am I wrong?It's Evasion for Fort saves.


I was basically getting at the fact that spells cause damage, and was wondering if I had to negate that damage when the spell hits, or when the person fails the save. Could denying damage be used for poison? Ability damage? Long lasting ailments or other long term problems?"Damage" and "Ability Damage" are technically two different things, so I would say no to that. Some DMs may want to be more lenient on that though, so I'll leave it as written rather than spelling it out.

It would apply to any source of hit point damage, but only for one damage source in that one encounter. If your DM rules that you can use it against poison or disease damage, then you can. I don't see a reason why you couldn't.

This ability doesn't interact with saves at all, only damage. If you fail a save and take damage because of it, then you can use this to negate the damage. If you aren't taking damage, then you can't use this ability. You're not required to use it before you roll a save, because you aren't taking damage yet.

1


I'm glad you say this, as I appreciate that's not where he went. I just saw warding and thought of it as the central ability of the class, which I need to realize is not really a feature I've seen in any of your classes: central abilities. You have a well rounded group of abilities, none of which out shine the other very much. This might also be a side affect of E6. Don't get much running room, after all. I love your flavour in this quote on what the Sentinel is good for. :smallsmile:Then I'll probably use this when I write up the flavor text. :smalltongue:

Well, they do have "signature abilities". That would be the two abilities that get their own columns on the chart. That doesn't mean that they are the central main and only relevant ability of the class though. It's just that those are the abilities around the class concept is focused. While it may not be the most significant ability, it's the most core conceptually speaking and gives a feel for the class at a glance when skimming over the tables.

stack
2013-05-01, 01:37 PM
Want any spell suggestions for the domains?

Stench of Decay
1 sleep
1 cause fear (not much I can come up with on these. Death makes me think debuff, air wants winds and clouds. Hard to do both at level 1)
2 Spectral hand (http://www.d20srd.org/srd/spells/spectralHand.htm) the range bit for air, the spectral bit for death. No good without touch spells though.
2 wind wall? nothing deadly about it. Maybe a cloud of fatigue (see below)?
2 (edit ) forgot ghoul touch (http://www.d20srd.org/srd/spells/ghoulTouch.htm)! The stench bit makes it work.
3 Stinking Cloud (http://www.d20srd.org/srd/spells/stinkingCloud.htm) Its a classic spell, pretty potent too, but really fits the death/air theme in my mind. First one I thought of.
3 contagion (http://www.d20srd.org/srd/spells/contagion.htm) weaker spell, but seems thematic

Gaseous form could be another one for 3, doesn't really say 'death' to me though. I would put grave mists on the list, but I figure you want OGL or homebrew stuff, right?

Cloud of Fatigue: as obscuring mist (http://www.d20srd.org/srd/spells/obscuringMist.htm), but all creatures (except caster) must make a fort save or be fatigued while in the cloud and 1d4 rounds after leaving.

Makes a weaker stinking cloud with limited targeting options (based on obscuring mist, the 1st level spell, instead of the 2nd level fog cloud).

Miasmic Stench
Necromancy
Level: Stench of Decay 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes

A misty vapor arises around you. It is stationary once created. The vapor does not obscure vision in any way. All conjuration [healing] spells, fast healing, and regeneration effects on any target within the cloud are reduced by your caster level.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater. Not too powerful, but can reduce low-level combat healing with no save. Feel free to bump it up in power, or make higher level versions.

For Shattered Stone something like PF's stone call (http://www.d20pfsrd.com/magic/all-spells/s/stone-call) would be perfect.

Rizban
2013-05-01, 01:50 PM
Very nice, stack. You also happened to pick the one domain for which I have invested the least amount of thought so far. :smallbiggrin: I'll definitely add this stuff to my notes.

stack
2013-05-01, 02:11 PM
Raging Inferno
Spheres: Air, Fire

1. Produce Flame (http://www.d20srd.org/srd/spells/produceFlame.htm)
1. Fairie Fire (http://www.d20srd.org/srd/spells/faerieFire.htm) or burning hands (http://www.d20srd.org/srd/spells/burningHands.htm)
2. Flaming sphere (http://www.d20srd.org/srd/spells/flamingSphere.htm)
2. resist energy (http://www.d20srd.org/srd/spells/resistEnergy.htm)
3. Ash Storm (http://www.d20pfsrd.com/magic/all-spells/a/ash-storm) Its from PF, a lot like sleet storm.
3. Heatstroke (http://www.d20pfsrd.com/magic/all-spells/h/heatstroke), another PF spell, but seems too thematic to pass up. Its OGL anyhow, don't see any rules conflicts.

Living Waters - wow, this one is hard.
Spheres: Water, Life

Bless water is on the general list, so no go for the obvious choice.
1. Obscuring mist (though if I use clouds for air, then what is left for water? Bah, themes can get tricky). maybe Rejuvenation, Minor†
1. Restorative dew (see below)
2. Rejuvenation, Moderate†: Grants fast healing 2.
2. Ice Armor (see below)
2. SNA 2 (water elemental only)
3. Rejuvenation, Greater†: Grants fast healing 3.
3. Summon Elemental (1d3 small or 1 medium water elemental)

Restorative dew
Necromancy
Level: Living Waters 1
Components: V, S
Casting Time: 1 standard action
Range: Close(25 ft. + 5 ft. level)
Effect: spread 20-ft. radius
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes

A cooling dew settles on the ground around your target. It is stationary once created. All conjuration [healing] spells, fast healing, and regeneration effects on any target within the spread are increased by your caster level.

A moderate wind (11+ mph), such as from a gust of wind spell, drys the dew in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the dew in the explosive or fiery spell’s area. A wall of fire burns away the dew in the area into which it deals damage.

This spell does not function underwater. This spell counters and dispels miasmic stench

Ice armor perhaps? gives a mage-armor like bonus plus fire resistance?
Conjuration (Creation) [cold]
Level: Living Waters 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

An thin layer of ice surrounds the subject of a ice armor spell, providing a +4 armor bonus to AC. It also grant fire resistance 5. If more than 10*CL points of [fire] damage are absorbed, the spell immediately ends.

Ice armor acts in all ways as a mithral chain shirt, including ACP (0) and ASF. Once conjured, ice armor can be further enhanced with spells such as magic vestment.

Or maybe re-skin grease to be ice? It would have defensive uses. I can't see life themed spells doing damage to non-undead. Since general healing is well provisioned already, I'm at a loss.

Rizban
2013-05-01, 02:13 PM
I like the ideas, but I intended for all the Element/Life domains to have summon spells to summon elementals.

stack
2013-05-01, 02:32 PM
Okay, that helps. Should have seen that myself. Summon nature's ally would get small elementals as a second level spell, as opposed to SM getting them at 3. Medium elementals don't come until SNA 4. Since you are limited to just one type of summons, I think it would be better to give them at the SNA levels instead of the SM levels. Maybe even kick mediums down to a level three spell. The strength of summoning spells is their versatility, which is severely hampered by limiting them to just one elemental type, so it doesn't seem crazy. Or you could just summon 1d3 small elementals instead.

Rizban
2013-05-01, 02:34 PM
I was thinking a custom Summon Elemental spell at 3rd level that did 1d3 small or 1 medium, caster's choice.

stack
2013-05-01, 02:42 PM
Rnd/level or minute/level? I wouldn't mind seeing a custom spell at 2 to get a small for minute/level, then scaling up to lvl 3 for 1d3 small or 1 medium, keeping the increased duration.

ed - Maybe need a caveat for spellblades if you go with the longer duration though, wouldn't want a horde of minute/level summons. Max two or three castings at once?

Rizban
2013-05-01, 02:47 PM
Edit: I think that you may even like the new version better when you see the way I'm going to do it. Before I commit to it though, I'll post the new version here in the thread for comparison.

As promised (new text underlined)

Spellcasting: A spellblade casts spells which are drawn from his archetype spell list and begins play knowing 1 spell of up to 1st level.
To learn or cast a spell, a spellblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellblade’s spell is 10 + the spell level + the spellblade’s Charisma modifier.
A spellblade simply knows his spells and, unlike the magus, does not need to prepare them in advance.
Also unlike other Magic Classes, a spellblade may cast any spell he knows at will, though this is subject to all the normal restrictions of casting a spell. However, after a spellblade casts a spell, he can not cast that spell again for 1d4 rounds. This does not prevent him from casting a different spell that he knows.
A spellblade who does not get a good night's sleep loses access to the highest level spell he knows for the following day, losing one additional spell for each day he goes without sleep. Sleeping restfully for 8 hours removes this penalty, restoring access to his spells.

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

Magus
The magus prepares his spells in advance. During preparation, he chooses which spells to prepare with metamagic feats. These spells use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. When preparing a spell with metamagic, the spell counts as a spell a number of levels higher equal to the metamagic cost. A magus can add as many metamagic feats to a single spell as he chooses, provided he has a high enough spell slot available to cast the modified spell.
Augur
The augur chooses spells as she casts them. She can choose when she casts her spells whether to apply her metamagic feats to improve them. The improved spell costs an additional number of motes to cast equal to the metamagic cost. In addition, any spell improved with a metamagic feat takes longer to cast. If a spell's normal casting time is 1 swift action, it is increased to 1 standard action. If the spell’s normal casting time is 1 move or 1 standard action, casting a metamagic version is a full-round action. For a spell with a longer casting time, it takes an extra full-round action to cast the spell. An augur can add as many metamagic feats to a single spell as she chooses, provided she can spend enough motes to cast the modified spell.
Spellblade
A spellblade always has access to his magic, so metamagic feats apply a little differently to spells he casts. Using a metamagic feat puts a strain on the spellblade, increasing the time he must wait before he can cast that spell again. He must normally wait 1d4 rounds after casting a spell before being able to cast it again. Applying a metamagic feat to the spell increases the time he must wait by a number of rounds equal to the metamagic cost. A spellblade may only apply a single metamagic feat to any spell he can cast.

stack
2013-05-01, 02:58 PM
So a level 6 auger can always choose to, say, extend a spell by spending 6 motes and the extra casting time? Cool.

A spellblade can maximize a spell whenever he wants so long as he doesn't plan on using it again that fight? Interesting. I think I would lead of each fight by maximizing (or whatever other relevant feat) my best ranged damage spell (scorching ray using the fiery burst reserve feat or other way to get CL 7), then close to melee with other abilities. Too bad dazing spell isn't in 3.5.:smallbiggrin: Though there are probably more abusive metamagics I'm not thinking of.

Like persistant. A spellblade could persist any relevant buffs, limited only by his (very, very small) spell selection. Seems to be self limiting there, though. Not breaking anything with 2nd level buffs with so few options.

darklink_shadow
2013-05-01, 03:22 PM
I am very happy with spell blade andhis meta magic.

Rizban
2013-05-01, 03:27 PM
Glad y'all approve. :smallbiggrin:

In 3.5 mechanical equivalents, Magus uses Metamagic, Augur uses Metapsionic, and Spellblade uses Metabreath.

darklink_shadow
2013-05-01, 03:33 PM
Metsbreath is my favorite. And the spell-blade is my favorite flavorwise. So everything is great here.

When're you running a game? :smallbiggrin:

Rizban
2013-05-01, 03:35 PM
Oh, geeze, I dunno if I'm going to actually run a game. I've been trying to bully one of my friends into running one, but... no luck so far. I might run one coming up soon though.

Really, I'd like to get a few more things ironed out on this project before I try running a game with it.

stack
2013-05-01, 03:36 PM
Can the spellblade just heighten a spell to 9th for the DC bonus, presuming he doesn't mind the wait to get it back? This cold really change the feat landscape and spell selection. I figured a spellblade would often keep CHA low and just avoid spells with saves, but heighten could be a free +7 or 8 to the dc, making save or x worthwhile once per fight.

Or are we assuming E6, so no spells over 3 exist so you can't heighten up to non-existent levels?

Rizban
2013-05-01, 03:38 PM
I hadn't considered the effects of Heighten... Hmm... To be honest, I'm going to have to think about that one for a bit. My initial inclination is to just put a max cap on metamagic effects.

darklink_shadow
2013-05-01, 03:50 PM
Only let him raise a spell to the highest spell level he can use.

Rizban
2013-05-01, 06:10 PM
Posted an update!

1Changelog General: Added a Feats chapter with general information on metamagic feats. No actual feats have been added yet, but they're coming! Note that this has bumped the Magic chapter to Chapter 5 and moved it down one post.


Class: Brawler – Added Ride as a class skill.
Class: Gladiator Fixed typos.
Added Ride as a class skill.
Fancy Footwork ability rewritten.

Class: Sentinel Fixed typos.
Added Sense Motive and Use Rope as class skills.
Warding ability slightly changed and reworded for clarity.
Clarification on Provocation ability.
Improved Uncanny Dodge edited.

Class: Troubadour – Fixed typos.
Class: Augur Clarified issue on spellcasting ability.
Added kicker costs to Spirit Surge and Great Surge abilities.
Slight rewording of Deep Insight ability for clarity.
Cost of Counterspell ability increased.

Class: Magus – Fixed typos.
Class: Spellblade – Added recharge rate to spellcasting.

planswalker
2013-05-01, 10:43 PM
Oh, geeze, I dunno if I'm going to actually run a game. I've been trying to bully one of my friends into running one, but... no luck so far. I might run one coming up soon though.

Really, I'd like to get a few more things ironed out on this project before I try running a game with it.

If you promise not to bully me, I'll run an E6 game with your classes when you feel it's complete enough for playtesting. I've had things come up recently that leaves me with more free time than anticipated.

Rizban
2013-05-01, 10:45 PM
Woo! We have a DM. I'd like to give the whole thing another once over, get a few more domains posted, and get a couple of the archetypes I've got half finished posted. I'll focus on this project a bit more to get that done so we can test it. :smallbiggrin:

planswalker
2013-05-01, 10:49 PM
Sounds great. I'll get to work on plotting up a setting pronto. It'll likely be something city-based with influences from Aldhaven, though I'll have a twist or two to keep it fresh.

darklink_shadow
2013-05-01, 11:31 PM
Hooray! Ok, I'm going to play a spell blade probably. With the beastmaster thingy....

we'll see what backgrounds there are.

Rizban
2013-05-01, 11:53 PM
Does anyone have any ideas for a capstone ability for Sentinel/Pugilist? I can't seem to come up with anything appropriate.

darklink_shadow
2013-05-02, 12:01 AM
How about a flying kick to attack someone who attacks his ward.

Rizban
2013-05-02, 12:03 AM
What would that actually do though?
He's already got Guarding Strike, allowing him to use an AoO against someone attacking his ward.

darklink_shadow
2013-05-02, 12:07 AM
Once per turn, you can charge anyone who attacks your ward as long as you are 10ft away from the attacker. While charging, you are considered to be flying.

Rizban
2013-05-02, 12:10 AM
That's... really not in the style of the sentinel or the pugilist.

It does give me an idea on what to do though. I'll work that angle and see what I find.

Edit: What about this?
Sentinel – Guarding Lunge (Ex): If his ward is within 5 feet and is attacked by a creature outside of the sentinel's reach, he may immediately take a 5ft step toward the attacker and use his guarding strike ability, if that would put the attacker within his reach. This does not count against his number of attacks of opportunity this round.

Quiddle
2013-05-02, 12:39 AM
This seems well done, I like the idea of the different archetypes. What kinds of armor can a spellblade wear while casting? I like the way you made your casters different. Are you planning on making other mage archetypes(such as blue, illusion based or black, necromancy)? All in all, I think that your classes are cool and look forward to having NPCs with your classes.

Guarding Lunge sounds fair.

stack
2013-05-02, 07:11 AM
Quiddle - Spellblades are shown as proficient with light armor and shield and do not suffer ASF in light armor or light shields. There is a background that boosts that up to medium armor.

I believe blue and black mage archetypes are in the works, mirroring Gnorman's set-up and covering the remaining general 'types' of magic.

Rizban - Guarding Lunge sounds good. Kind of a damaging alternative to Unbreakable Shield, striking instead of blocking. Niether is always better, so you use whichever is appropriate (ie, enemy is low on hp, you take the AOO hoping to drop them before they hit; raging charger with power attack, you just block the damage).

Rizban
2013-05-02, 07:17 AM
I dropped white/black in favor of Priest.

Blue Mage is going to be a non-Magic archetype based on incarnum.

TheWombatOfDoom
2013-05-02, 07:40 AM
I like the Guarding Lunge. Works well with the class.

stack
2013-05-02, 07:57 AM
I dropped white/black in favor of Priest.

Blue Mage is going to be a non-Magic archetype based on incarnum.

Are illusion and enchantment spells going to be covered in the various domains then? Or will there be a beguiler-esq archetype? It seems like there are quite a few spells that are not covered. If this is all to be rolled into the domains, could you give the guidelines for what type of spell belongs in each, beyond what you have posted? For example, since there is no 'magic' domain, would dispel magic be, say 'air/death'?

(If darklink is taking spellblade, I'm calling auger! :smallbiggrin:)

Rizban
2013-05-02, 07:58 AM
I'm not done with archetypes by a long shot. There will definitely be appropriate archetypes for several different styles.

darklink_shadow
2013-05-02, 05:31 PM
I'm obviously not coming up with very good ideas, but my terrible ideas seem to be spawning good ones from Rizban, so here are my terrible ideas:

Archetypes:
Ur-Priest: Divine casting with the ability to acquire spell-like abilities? (Magic, skill?)

Ok, so I have no idea what to do for this class. Uhhh


Gadgeteer: makes alchemical devices! Some go boom, some go WHOOSH! (skillful)

Lesser Archetype:
Grenadier: The gadgeteer can throw flasks or other oneshot items (tanglefoot bag? His own bombs) without having to roll a miss die on a miss. He can also draw one of these from his handy new bandolier as a free action if he has quick draw.

Bombcraft: The gadgeteer can make his own bombs, better than anyone else. He can craft a bomb in five minutes worth of work and hold a number of bombs equal to 3+his level. These bombs do one half his level in d6s to their primary target and one quarter that amount (minimum 1) as splash damage.

Moderate:

Still have all my fingers: A gadgeteer is never injured by his own thrown alchemical weapons, and can designate one square per two levels to not be hurt by the splash damage of his thrown alchemical weapons.

Greater:

Fun Toys: When the gadgeteer gains this abilities, he gains a box called his "Toy Box." Each day he can pull up to 100*intelligence worth of items out of it, but these items must be one time use items, or everburning torches (make a real list) They disintegrate at the dawn of each day, but his toy box refills. Anyone who sees them, thinks they are junk, as they look shoddily put together with more Sovereign Glue than anything else. As such nobody will buy them.

Capstone:

Acrobat:
More Toys: The acrobatic gagdeteer gains the following possible items to pull from his toy box: Pole Vault, Satchel Charge. In addition, as a attack action, the acrobat can plant an alchemical item on an enemy and then later as an attack action, set it off. If the acrobatic succeeds a slieght of hand vs perception contest, the enemy will have no idea the item was placed on them.

Expert:
Make More Things: The gadgeteer can now make 500*his level in items, and they can be anything, however they still disappear at dawn and cannot be sold. In addition, he can pull one item out of his box at 50% discount, but that item turns into ash after one minute. Fortunately, and effects of that item last their normal durations.

((I've made a decent look through on the SRD, and I don't see any items that actually cause much of an issue. 500*6=3000*2=6000, nothing under that price is too game breaking to be had for one minute. I might even want to improve this to be stronger.))

Troubadour:
I HAVE NO IDEA! :D





Dervish: Scimitar based elegant dancer. Moves in combat without provoking aoo. Dex to attack and damage roll with scimitars (instead of strength) and Shiva mode as one of the past ones. (Combat)

I don't really know what abilities to give here either.



I'll flesh these ideas out more I. A minute.

Backgrounds

Noble:
Bonus to diplomacy?

Barbarian:
Intimidate is strictly based

Conman:
Bonuses to disguise. Not bluff. Change name of background of you want. I don't think any background should boost bluff or everyone and their mother will use it as their goto background.

Wild:
Bonuses to survival

thethird
2013-05-02, 05:44 PM
Wow this is a really broad and well thought E6 compendium, first of all kudos for that. Second, is there any part in which you want extensive feedback? The first classes seem really solid.

Rizban
2013-05-03, 06:19 AM
Thank you! I've received pretty extensive feedback on the Combat Classes from TheWombatOfDoom, and he's slowly working his way through the whole system. Honestly, I'll be glad for any feedback you're willing to give. Just find part of the system that interests you and put it through the wringer.

Monodominant
2013-05-03, 06:28 AM
Love the idea of backgrounds. They work really nicely to compliment the classes and archetypes.

From a first look I think the classes are solid with different roles well defined.

My only... cringe was at the name Acrobat for the skillfull class. I know it has to encompass a whole lot of concepts but Acrobat seems very... I dont know circus specific?

I cant think of something better right now given the concept (cant have Rogue/Thief/Outlaw either I guess as those are too specific) but I will let you know if something comes to mind.

Overall a very good work!

Rizban
2013-05-03, 06:30 AM
Acrobat and athlete are about the most appropriate names you'll find in English. We don't really have something more fitting, even if this one isn't precisely correct. And, frankly, I think athlete is the worse choice between the two. It evokes too much of an image of playing sports.

TheWombatOfDoom
2013-05-03, 06:36 AM
Gladiator did the same thing for me that acrobat might for mono, but when I couldn't think of a better name, I didn't mention it. Since it's a broad category, where the archetypes get more specific, I thought it was a strange name for it. I don't have as much problem with Acrobat, coincidentally.

Rizban
2013-05-03, 06:42 AM
I went with gladiator over the other options, because it most evoked what I was going for with the class, the image of a professional fighter. I did consider other options, such as mercenary or just "fighter", but they either had other connotations that I wanted to avoid or just didn't sound as good as gladiator.

The fact that they're the same three names as used by Gnorman is totally because I stole them from him *cough* I mean, "pure coincidence". Yeah, let's go with that. Honestly, I did start this project based on his concepts, as I have mentioned previously. I couldn't come up with better names than he already had, so I kept them.

TheWombatOfDoom
2013-05-03, 06:46 AM
Granted and understood! :smallsmile:

So I've started skillful, but I think I'm going to be extra slow with it especially with the Expert and Trabadour. So many things! :smallbiggrin:

Rizban
2013-05-03, 06:47 AM
Yeah, they're pretty hefty in mechanics...

darklink_shadow
2013-05-03, 07:20 AM
Err... Rizban, am I so bad that I should just stop? I've been told that before, it won't hurt my feelings to be told it again.

Rizban
2013-05-03, 07:23 AM
Err... Rizban, am I so bad that I should just stop? I've been told that before, it won't hurt my feelings to be told it again.Huh?

I just scrolled back up and realized I missed your post. When I clicked "new post", it just totally skipped yours. Sorry, I try to not intentionally ignore people, regardless of post quality.

I would like for you to continue. While I may or may not use anything you contribute, I'm always grateful for ideas and input. While I didn't use your idea for the Apprentice background, it did help me to codify my concept for it and gave me inspiration for the Background feats, though I haven't actually added them in yet.


Give me a minute, and I'll go read over your post.

Rizban
2013-05-03, 07:31 AM
I'm obviously not coming up with very good ideas, but my terrible ideas seem to be spawning good ones from Rizban, so here are my terrible ideas:

Archetypes:
Ur-Priest: Divine casting with the ability to acquire spell-like abilities? (Magic, skill?)

Ok, so I have no idea what to do for this class. UhhhBecause of the background I setup for divine casting, Ur-Priest won't work, at least not the concept from Complete Divine. Divine magic is divine because it is channeled through a medium. If there's no medium, such as with an ur-priest, then it isn't divine in nature.



Gadgeteer: makes alchemical devices! Some go boom, some go WHOOSH! (skillful)

Lesser Archetype:
Grenadier: The gadgeteer can throw flasks or other oneshot items (tanglefoot bag? His own bombs) without having to roll a miss die on a miss. He can also draw one of these from his handy new bandolier as a free action if he has quick draw.

Bombcraft: The gadgeteer can make his own bombs, better than anyone else. He can craft a bomb in five minutes worth of work and hold a number of bombs equal to 3+his level. These bombs do one half his level in d6s to their primary target and one quarter that amount (minimum 1) as splash damage.

Moderate:

Still have all my fingers: A gadgeteer is never injured by his own thrown alchemical weapons, and can designate one square per two levels to not be hurt by the splash damage of his thrown alchemical weapons.

Greater:

Fun Toys: When the gadgeteer gains this abilities, he gains a box called his "Toy Box." Each day he can pull up to 100*intelligence worth of items out of it, but these items must be one time use items, or everburning torches (make a real list) They disintegrate at the dawn of each day, but his toy box refills. Anyone who sees them, thinks they are junk, as they look shoddily put together with more Sovereign Glue than anything else. As such nobody will buy them.

Capstone:

Acrobat:
More Toys: The acrobatic gagdeteer gains the following possible items to pull from his toy box: Pole Vault, Satchel Charge. In addition, as a attack action, the acrobat can plant an alchemical item on an enemy and then later as an attack action, set it off. If the acrobatic succeeds a slieght of hand vs perception contest, the enemy will have no idea the item was placed on them.

Expert:
Make More Things: The gadgeteer can now make 500*his level in items, and they can be anything, however they still disappear at dawn and cannot be sold. In addition, he can pull one item out of his box at 50% discount, but that item turns into ash after one minute. Fortunately, and effects of that item last their normal durations.

((I've made a decent look through on the SRD, and I don't see any items that actually cause much of an issue. 500*6=3000*2=6000, nothing under that price is too game breaking to be had for one minute. I might even want to improve this to be stronger.))

Troubadour:
I HAVE NO IDEA! :DInteresting. It's tentatively similar to something I've read elsewhere. I like the concept at least, and I'd like to have a couple of more archetypes that do interesting things with odd mechanics. On that note, I really need to finish Trapsmith.



Dervish: Scimitar based elegant dancer. Moves in combat without provoking aoo. Dex to attack and damage roll with scimitars (instead of strength) and Shiva mode as one of the past ones. (Combat)

I don't really know what abilities to give here either.I'm not sure that this is something I want to pursue. The concept is already pretty well covered in the Brawler and Acrobat classes. If I include an archetype in this vein, it will be done in a way that doesn't step on the toes of those two classes.


Backgrounds

Noble:
Bonus to diplomacy?Got a noble planned. It definitely does Diplo.


Barbarian:
Intimidate is strictly basedI'd rather avoid using the names of any base material from 3.5.


Conman:
Bonuses to disguise. Not bluff. Change name of background of you want. I don't think any background should boost bluff or everyone and their mother will use it as their goto background.I don't see why Bluff is a particularly strong bonus. It's one of the harder skills to boost, true, but it's not all that strong.


Wild:
Bonuses to survivalSeems appropriate, though I'll do it as a Survivalist or something similarly named.

stack
2013-05-03, 07:47 AM
Whip-master: The Whip-master is a skilled combatant who uses range a surgical precision to defeat his foes.

The idea here is to both make a lesser-used weapon worthwhile and grant melee a degree of battlefield control and debuffing. I suppose it could be expanded to skilled classes, just have to think of capstones.

Prerequisites: Whip-master is available only to Combat classes.
Archetype Skills: A Whip-master gains no additional class skills.
Archetype Proficiencies: A Whip-master gains proficiency with whips.

Archetype Features

Lesser Archetype Power

Whip Mastery (Ex): Whip-master can do lethal damage with a whip regardless of their targets Armor Bonus and Natural AC. Additionally, the whip master threatens out to 5' with any whip he wields.

Quick Wrist (Ex): The Whip Master may use his Dex bonus in place of his Str bonus for all trip and disarm checks.

Moderate Archetype Power

Wrap-up (Ex): Upon a successful attack with a whip, the Whip-master may choose to forgo damage and entangle his foe. The target suffers the entangled condition until either the whip master chooses to release him (an immediate action) or succeeding on a DC20 strength or escape artist check. The Whip-master can make no further attacks with the entangling whip until the target is released. The target can be no more than one size larger than the Whip-master. The Whip-master can choose to initiate a grapple against an entangled target as an attack action that does not provoke an attack of opportunity.

Grasping lash (Ex): The Whip-master may make a trip check as a free action after successfully damaging a foe.

Greater Archetype Power

Improved Reach (Ex): When wielding a whip, the whip master now threatens an area as if wielding a weapon with the reach property (10' for small/medium)
Improved Finesse (Ex): The Whip-master may use his dexterity bonus in place of his strength bonus for damage when wielding a whip.

Capstone: A Whip-master adds one additional option to his class' capstone ability.

Brawler – Deadly lash (Ex): If a brawler confirms a critical against a foe, as a free action he may choose to stun the target for 1d4 rounds as part of a successful trip check granted by the grasping lash ability. A Fort save reduces the stunned condition to staggered, DC = 10 + Brawler level/2 + Dex bonus.
Gladiator – Show fighter (Ex): A gladiator may activate this ability as a free action when makes a successful trip or disarm check, including checks granted by grasping lash. The gladiator treats the result of his trip check as an intimidate check to demoralize all opponents within 30'.
Sentinel – Long arm (Ex): A sentinel may activate this ability as a free action. For three rounds the sentinel may extend the range of his ward ability to equal the reach of his whip (15 ft for small or medium sentinels).

Rizban
2013-05-03, 09:16 AM
In favor of eliminating walls of text, can people please submit their own material in spoilers as I do in the original posts? Put the name of the archetype/background/etc. above the spoiler in bold and the rest inside. Thank you!

1

I want to post a glimpse into my next two projects after this one. I'll call this thread my E6 Player's Guide. I ask you not to comment specifically on the things in this spoiler on this thread, as they're intended as a preview for upcoming projects rather than as part of this project. (Though I would like to see some comments as to whether or not there is interest in this, possibly in a spoiler.) Note that everything in the following spoiler is still subject to change.E6 Census of Peoples and Races

This will include slightly redone races as well as a collection of alternate class features, racial feats, and Paragon Archetypes specific to a particular race.



Dwarf ParagonPrerequisites: Dwarf Paragon is available to a dwarf with any Combat or Skillful class.
Archetype Skills: A dwarf paragon gains Craft as a class skill if he does not already possess it.
Archetype Proficiencies: A dwarf paragon gains proficiency with all martial dwarf racial weapons and with light armor and shields (but not tower shields).

Archetype Features
Lesser Archetype Power Improved Stonecutting (Ex): The bonus gained from a dwarf's stonecutting ability increases to +5, and the range increases to 20 feet.
Dwarven Expertise (Ex): A dwarf paragon may add his class level as a circumstance bonus on Appraise and Craft checks that are related to stone or metal items.
Favored Enemy (Ex): A dwarf paragon gains the favored enemy ability with either humanoid (orc), humanoid (goblinoid), or giant.
Moderate Archetype Power Stalwart Defender (Ex): In any round that the dwarf paragon does not move more than a 5-foot step, he adds his Constitution modifier (if positive) to his Armor Class, minimum +1.
Dwarven Determination (Su): A dwarf paragon's racial bonuses from stability and against poison and spells increases by +1.
Greater Archetype Power Ability Boost (Ex): A dwarf paragon's Constitution increases by 2. This is a racial bonus.
Capstone: A dwarf paragon adds one additional option to his class' capstone ability. Brawler – Foe Bane (Ex): For three rounds, the brawler deals an additional +2 damage to his favored enemies and gains a +4 bonus to confirm critical threats against them. Gladiator – Dwarven Maneuvers (Ex): For three rounds, the gladiator gains a bonus on all disarm, feint, sunder, and trip attacks equal to his Constitution modifier (if positive). If he successfully makes one of these attacks while wielding a dwarf racial weapon, he may use an immediate action to make a normal attack with that weapon against the same opponent.
Sentinel – Dwarfven Defender (Ex): For three rounds, the sentinel gains +2 Strength, a +2 resistance bonus to all saves, and a +2 dodge bonus to AC. He may take a 5-foot step on his turn, but if he moves more than 5 feet for any reason, this ability ends. He may use his In Harm's Way ability without risk of this ability ending.
Acrobat – Stone Stride (Ex): For three rounds, the acrobat can move through scree and dense rubble and up steep slopes and stairs at her normal speed.
Expert – Dwarven Insight (Ex): As an immediate action, the expert gains a points of insight equal to his Constitution modifier.
Troubadour – Stone Mind (Su): For three rounds, the troubadour's mind becomes as stone. He becomes immune to Enchantment (charm) spells and any mind-affecting ability.


1
E6 Guidebook of the Monstrous

It will include a number of homebrewed monsters appropriately created for this E6 system as well as a number of monster "classes" that replace the base class chosen by the monster. These classes are still open to choosing any appropriate archetype as defined by the class. As a note, they will often be slightly stronger than the Player's Guide classes, as they are meant to incorporate both race and class into a single entity.


Minotaur
This nearly seven foot tall beast resembles a powerfully built man but has the head, hooves, and features of a vicious bull. Despite the thick fur, its powerful muscles are clearly visible. Baring its vicious fangs, the beast snarls and charges.


{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Special|
GoreAttack|
SkillfulManeuvers
1st|
+1|
+2|
+1|
+0|Archetype power (lesser), racial traits, gore attack|
1d8|
-|
2nd|
+2|
+3|
+2|
+0|Powerful charge, skillful maneuvers|
1d8|
+1|
3rd|
+3|
+3|
+2|
+1|Archetype power (moderate), natural cunning|
1d8|
+2|
4th|
+4|
+4|
+2|
+1|Uncanny dodge|
1d10|
+3|
5th|
+5|
+4|
+3|
+1|Advanced maneuvers|
1d10|
+4|
6th|
+6/+1|
+5|
+3|
+2|Archetype power (greater), bestial maneuvers|
1d10|
+5|[/table]

Hit Die: d8
Class Skills (2 + Int modifier per level, ×4 at 1st level): Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), and Survival (Wis).

Class Features
All of the following are class features of Minotaur.Weapon and Armor Proficiency: A minotaur is proficient with simple weapons and his natural weapons and with light armor but not with any type of shield.

Racial Traits: +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
Size: Medium
Speed: 30 feet
Darkvision: 30 feet
Natural Armor +4
Powerful Build: The physical stature of minotaurs lets them function in many ways as if they were one size category larger. Whenever a minotaur is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the minotaur is treated as one size larger if doing so is advantageous to it. A minotaur is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. A minotaur can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Automatic Languages: Common, Giant
Bonus Languages: Orc, Goblin, Terran.

Archetype: At 1st level, the minotaur chooses an archetype from the list below. It gains the advantages and abilities of the archetype at the appropriate levels, as indicated in the class table. Once made, this choice is final.
A Minotaur can choose any Combat or Skillful archetype.

Gore Attack (Ex): A minotaur gains a gore natural attack which deals 1d8 damage.
At 4th level, this damage increases to 1d10.

Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack on the charge dealing an additional 1d8 damage with his gore attack.

Skillful Maneuvers (Ex): As the Gladiator class feature of the same name, except that the bonus the minotaur gains is given on its racial class table.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to becoming confused and prevents them from ever becoming lost.

Uncanny Dodge (Ex): As the Brawler class feature of the same name.

Advanced Maneuvers (Ex): As the Gladiator class feature of the same name.

Bestial Maneuvers: Once per encounter, a minotaur may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Mighty Charge (Ex): When making a powerful charge, the minotaur may choose to make it a mighty charge instead, dealing an additional 2d8 damage with his gore attack.

Shake It Off (Ex): As the Gladiator class feature of the same name.

Pounce (Ex): When a minotaur makes a charge, it can follow with a full attack.

TheWombatOfDoom
2013-05-03, 10:32 AM
Eliminated my walls by back spoiling! :smallwink:

And while the racial paragon looks interesting, it looks like an archetype...but it's a race....wouldn't racial stuff be background? I'm interested in both projects, yes.

Rizban
2013-05-03, 10:38 AM
Paragon Archetypes are the analogue of paragon classes from Unearthed Arcana/SRD. They'll be archetypes focused on expanding on racial features and available only to the appropriate race.

Rizban
2013-05-03, 12:12 PM
In favor of eliminating walls of text, can people please submit their own material in spoilers as I do in the original posts? Put the name of the archetype/background/etc. above the spoiler in bold and the rest inside. Thank you!

I posted some templates (http://www.giantitp.com/forums/showthread.php?p=14795661#post14795661) on the first page to maybe help out some of the people who are wanting to contribute to the project. Thanks for all your contributions!

TheWombatOfDoom
2013-05-03, 12:17 PM
(Wombat's Review of)Skillful Classes(Part One!)


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

Tumble time! :smallsmile: Any [movement] skill you can do I can do better!


{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Special|
SkilledAcrobat|
ACBonus
1st|
+0|
+1|
+2|
+0|Archetype power (lesser), skilled acrobat, AC bonus|
+2|
+1|
2nd|
+1|
+2|
+3|
+0|Evasion, acrobatic leaping|
+3|
+1|
3rd|
+2|
+2|
+3|
+1|Archetype power (moderate), distracting flank|
+4|
+2|
4th|
+3|
+2|
+4|
+1|Uncanny dodge, acrobatic swinging|
+5|
+2|
5th|
+3|
+3|
+4|
+1|Master acrobat|
+6|
+3|
6th|
+4|
+3|
+5|
+2|Archetype power (greater), acrobatic combatant|
+7|
+4|[/table]

Hit Die: d6
Class Skills (8 + Int modifier per level, ×4 at 1st level): Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

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

Makes sense. Mirrors the brawler in many ways, which makes sense given their similar in nature as the "springy" one of the trio.

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

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

Ah, I like the light armor limitation. Works well with the theme. Might want to say that the circumstance bonus is listed in the table above. 90 degree turning, while charging sounds like fun!

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

Makes up for the light armor a bit. Nice. Also might want to state that the progression is listed in the table above (since you did this in the combat class sections I believe).

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

A logical ability for this class.

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

So in other words, waist high is normal movement, shoulder hieght is as second diagonal movement (I see it in my head as diagonally going up, while spending the first diagonal to climb). I love all of these. Vault is really nicely written. For pole swing what if it was using a verticle pole to swing around a corner? Does that provoke a 5 foot move as well? Can I use several horizantal poles to climb up something like in Prince of Pursia?

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

So this +1 is in addition to the flanking bonus they'd already be recieving? The first sentence should have in it somewhere something about flanking, possibly just adding a "when flanking" at the end, though that becomes redundant when going to the next sentence. I say this only because it sounds like you have a summarry description of the ability as the first sentence, and it seems strange not to include "when flanking" for a flanking ability.

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

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

Can I use someone's arm to swing off of if they make a strength check, or am I starting to stretch it into the DM's ruling category? The grabbling whip compliments these other things in this ability very nicely. That is, if I'm allowed to use two features of this ability at one time...

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

I approve!

Acrobatic Combatant: Once per encounter, an acrobat may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.

Death From Above (Ex): As a standard action, an acrobat can hurl herself down at an enemy at least 10 feet below her. The acrobat takes falling damage as normal but deals an additional 1d6 damage for every 10 feet she falls, to a maximum of 3d6. Additionally, she gains a +2 circumstance bonus on her attack roll for this attack.
I love the title. So I drop from 30 feet, deal 3d6, and take 2d6? Perhaps the target would cushion an additional d6 so it would just be a 1d6 at 30 feet, and no damage otherwise?
Tuck and Roll (Ex): As a move action, the acrobat can tumble through an opponent's square. If the acrobat avoids the opponent's attacks of opportunity for movement, she can treat that opponent as flat-footed against her next attack.
Nice. So if I succeed at my tumble check, I treat them as flat footed. It would be interesting if tumbling through their square would also do something with tripping.
Supreme Mobility (Ex): For three rounds, the acrobat's speed increases by 10 feet, she does not provoke attacks of opportunity for movement, and she gains Improved Evasion and Improved Uncanny Dodge.
I'm not sure I'm familiar with Improved Evasion. Which I'm surprised about. I like this ability. It seems like each of these options is conditional on placement. One is for above, one is for close range, and one is to quickly get up close. 1

Over all, nice class. Unlike some of the other classes I've read, this one leaves me wanting an archetype where the others left me wanting to see what archetypes complimented it, if that makes sense. It's likely because it feels rouge-ish and or monk-ish, while being neither because of some of the abilities aren't here, so I'm left to look in the archetypes for such things.

Rizban
2013-05-03, 12:57 PM
I don't mind walls of text when they relate to the "official" content. I was just trying to limit walls of text from additional material so I can sort through it more easily.



Skilled Acrobat (Ex)Ah, I like the light armor limitation. Works well with the theme. Might want to say that the circumstance bonus is listed in the table above. 90 degree turning, while charging sounds like fun!Yeah, I'll put that in. I forgot to mention the amount being on the table.
There's a feat that allows 90 degree turning in a charge. I'm planning to include an edited version of the feat here too, the difference being that the Acrobat can then make two turns during a charge.



AC Bonus (Ex)Makes up for the light armor a bit. Nice. Also might want to state that the progression is listed in the table above (since you did this in the combat class sections I believe).Good point...



Acrobatic Leaping (Ex)So in other words, waist high is normal movement, shoulder hieght is as second diagonal movement (I see it in my head as diagonally going up, while spending the first diagonal to climb). I love all of these. Vault is really nicely written. For pole swing what if it was using a verticle pole to swing around a corner? Does that provoke a 5 foot move as well? Can I use several horizantal poles to climb up something like in Prince of Pursia?I hadn't considered it in those terms. For Hop, I took the "Hop Up" portion of the Jump skill and gave them an improved version of it.
Vault is original but was was the logical progression of Hop.
Pole Swing is meant to be horizontal poles only. I'll put in that limitation. Running around a corner is covered in Skilled Acrobat.
Yes, this class was definitely made with Prince of Persia in mind...



Distracting Flank (Ex)So this +1 is in addition to the flanking bonus they'd already be recieving? The first sentence should have in it somewhere something about flanking, possibly just adding a "when flanking" at the end, though that becomes redundant when going to the next sentence. I say this only because it sounds like you have a summarry description of the ability as the first sentence, and it seems strange not to include "when flanking" for a flanking ability.Yes, it's an additional bonus to the +2 normally gained from flanking, granting the acrobat a +3, +4, or +5 and the acrobat's allies a total of +3 when flanking an enemy with the acrobat.



Acrobatic Swinging (Ex)Can I use someone's arm to swing off of if they make a strength check, or am I starting to stretch it into the DM's ruling category?That's going to DM territory. As written, I probably wouldn't allow it.


The grabbling whip compliments these other things in this ability very nicely. That is, if I'm allowed to use two features of this ability at one time... There's nothing preventing you from using two parts of the ability at the same time.



Death From Above (Ex)I love the title. So I drop from 30 feet, deal 3d6, and take 2d6? Perhaps the target would cushion an additional d6 so it would just be a 1d6 at 30 feet, and no damage otherwise?You can still use Jump and Tumble checks to reduce falling damage. With a good roll on both, you shouldn't take any falling damage from 30 feet. Being able to take 10 on both rolls... *wink wink*



Tuck and Roll (Ex)Nice. So if I succeed at my tumble check, I treat them as flat footed. It would be interesting if tumbling through their square would also do something with tripping.Interesting idea, but it's beyond what I wanted the ability to do. It's meant more that the acrobat is throwing him the enemy off balance so he can apply sneak attack or something rather than much of anything else.



Supreme Mobility (Ex)I'm not sure I'm familiar with Improved Evasion. Which I'm surprised about. I like this ability.The standard 3.5 Rogue and Monk get it. Improved Evasion. (http://www.d20srd.org/srd/classes/monk.htm#monkImprovedEvasion)


It seems like each of these options is conditional on placement. One is for above, one is for close range, and one is to quickly get up close.That was the idea. :smallwink:


Over all, nice class. Unlike some of the other classes I've read, this one leaves me wanting an archetype where the others left me wanting to see what archetypes complimented it, if that makes sense. It's likely because it feels rouge-ish and or monk-ish, while being neither because of some of the abilities aren't here, so I'm left to look in the archetypes for such things.That makes sense, but that was what I expected when I started work on this class. Acrobat has a lot of options, but they're all based on getting around rather than doing things to other people. It was made with precision damage in mind, but it doesn't actually get any precision damage on its own. Also, with that in mind, I've limited precision damage to existing (almost) exclusively within the domain of Skillful class archetypes. Assassin is probably my favorite archetype for this class.

TheWombatOfDoom
2013-05-03, 01:07 PM
You can still use Jump and Tumble checks to reduce falling damage. With a good roll on both, you shouldn't take any falling damage from 30 feet. Being able to take 10 on both rolls... *wink wink*


But...but...tumbling on someone doesn't seem as hurty as landing on someone...:smallbiggrin:

But now I see what you did there, and oh my. So long as one has enough skill points in the particular skill...

EDIT:

The standard 3.5 Rogue and Monk get it. Improved Evasion. (http://www.d20srd.org/srd/classes/monk.htm#monkImprovedEvasion)

Ah yes. The side effect of not being near a Core book. I forgot about that one. How silly am I...

Rizban
2013-05-03, 01:14 PM
But...but...tumbling on someone doesn't seem as hurty as landing on someone...:smallbiggrin:Land, stabbity, drive them to the ground, and roll away before crunching on the floor?

stack
2013-05-03, 03:00 PM
Earth's Embrace
Spheres:Earth/Life
Granted Power
Choose one

Gain acid resistance equal to twice class level
Stone Defense: Once per day, you may grant yourself temporary hit points equal to twice your caster level.

1 - Magic Stone (http://www.d20srd.org/srd/spells/magicStone.htm) Create magic sling bullets
1 - 1st-level spell 2 description
2 - Earthen Ward mold earth and stone to temporarily grant cover
2 - Lesser Summon Elemental Summon one small elemental (earth only)
3 - Stone Shape (http://www.d20srd.org/srd/spells/stoneShape.htm) Instantly shape stone
3 - Summon Elemental Summon one medium or 1d3 small elementals (earth elementals only)


Loose Stones
Conjuration (Creation)
Level: Earth's Embrace 1
Components: V, S, M
Casting Time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Target: 20 ft radius
Duration: 1 minute/level (D)
Saving Throw: see text
Spell Resistance: No

Small, loose stones scatter across the ground, slowing movement.

The area affected becomes difficult terrain for the duration of the spell. Any creature can attempt to move at full speed or take a take a 5 ft step by making a reflex save. Failing the save renders the creature prone

(wider area and longer duration than grease, but easier to avoid (just move slower. Doesn't flat-foot either, so I think power should be okay)

Earthen Ward
Transmutation
Level: Earth's Embrace 1
Components: V, S
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

Earth and stone warp to create a barrier between you and your attacker.

This spell can immediately create an earthen barrier whenever you are targeted by any attack of which you are aware. The barrier lasts just long enough to break the line of effect between you and the attack (weapon, spell, SLA, psionic power, supernatural ability).

Your foes attack is wasted, but they can still make any additional attacks or actions they would normally have that round.

This spell can instead grant cover against an area of affect ability.

(Yeah, its a dirt-themed wings of cover with the added 'must touch the ground' caveat and new language to avoid legal stuff, since wings of cover was pretty strong to start with.)

stack
2013-05-03, 03:21 PM
Creeping Ooze
Spheres: Earth/Water
Granted Power
Choose one

Granted Power Option 1
Granted Power Option 2

1 - Grease (http://www.d20srd.org/srd/spells/grease.htm) description
1 - Mud Slide Increase move speed
2 - Acid Arrow (http://www.d20srd.org/srd/spells/acidArrow.htm) ranged touch for ongoing acid damage
2 - Soften Earth and Stone (http://www.d20srd.org/srd/spells/softenEarthAndStone.htm) exactly what it says on the tin
3 - Meld Into Stone (http://www.d20srd.org/srd/spells/meldIntoStone.htm) Temporarily hide in stone
3 - Summon ooze summon an ooze to fight for you


Mud Slide
Transmutation
Level: Creeping Ooze 1
Components: V, S
Casting Time: 1 standard action
Range: Personal or touch; see text
Target: You or one willing creature or one unattended object (total weight up to 100 lb./level); see text
Duration: 1 min./level (D)
Saving Throw: none
Spell Resistance: Yes (harmless, object)

The ground ahead of you turns to mud, allowing you to quickly slide.

As the psionic power skate (http://www.d20srd.org/srd/psionic/powers/skate.htm).

Summon Ooze
Conjuration (Summoning)
Level: Creeping Ooze 3
Components: V, S, M
Casting Time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Effect: 1 summoned creature
Duration: 1 round/level (D)
Saving Throw: none
Spell Resistance: No

Call forth an ooze under your control.

As summon monster 3, but instead calling an ooze of CR 2 or 1d3 oozes of CR 1 or below.

stack
2013-05-03, 03:22 PM
How helpful is working on the domains? If you already have a good idea what you want to do with them, just let me know and I'll direct my attention elsewhere. I don't want to re-tread work you've already done.

I know you are busy with this very large project, so I don't expect a lot of feedback, just wanted to make sure these are useful contributions.

Rizban
2013-05-03, 03:31 PM
How helpful is working on the domains? If you already have a good idea what you want to do with them, just let me know and I'll direct my attention elsewhere. I don't want to re-tread work you've already done.

I know you are busy with this very large project, so I don't expect a lot of feedback, just wanted to make sure these are useful contributions.Extremely helpful. I've got ideas and notes for several of them, but I'm always interested in input. Even if I don't use your ideas, I'll definitely be referencing them heavily.

Honestly though, I haven't done more than glance over the domains you've contributed. My focus is elsewhere on this project at the moment, but I will be going back to them and looking at them carefully once I work my may back around to the domains.

Edit: The reason being that I'm focused on trying to get a few things polished up for a play test, and I don't feel that domains aren't as integral to that as the other places I'm trying to focus.

stack
2013-05-03, 03:33 PM
I figured with all the other aspects that the domains, given their number and the quantity of homebrew spells required to fill them, would be back-burner for awhile, hence my contributions. I'll keep working on them when I can. Making spells is fun!

stack
2013-05-03, 03:57 PM
Crushing Waves (WIP)
Spheres: Water/Death
Granted Power
Choose one

Gain a bonus equal to class level on saves vs poison
Once per day as a swift action, your may imbue a weapon to deal 1d6 cold damage in addition to its normal damage. This enhancement lasts a number of rounds equal to your class level.

1 - Chill Touch negative energy touch attack w/ strength damage
1 - Clinging Chill Ray of ice entangles your target
2 - Mire of Lethargy as grease, but also inflicts fatigue
2 - 2nd-level spell 2 description
3 - Poison (http://www.d20srd.org/srd/spells/poison.htm) Inflict poison with a melee touch attach
3 - Cup of Dust (http://www.d20pfsrd.com/magic/all-spells/c/cup-of-dust) Curse causes dehydration
(or)
3 - Frozen Prison Shell of ice immobilizes target


Mire of Lethargy
Conjuration (Creation) [cold]
Level: Crushing Waves 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or a 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: See text

The chilling touch of the slippery surface drains vitality from those who touch it.

As grease (http://www.d20srd.org/srd/spells/grease.htm), but all creatures who begin their turn in contact with it must make a Fort save or be fatigued. Fatigued creatures must save or become exhausted. This effect ends immediately upon leaving the spell's area or dropping the affected item. If used to coat a creatures armor or weapon the creature may take a full-round action to scrape it off, ending the spell.

Clinging Chill
Conjuration (creation)[cold]
Level: Crushing Waves 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Medium or smaller creature
Duration: 5 rounds
Saving Throw: None
Spell Resistance:No

A ray of cold forms ice on its target, hindering movement.

As the psionic power entangling ectoplasm (http://www.d20srd.org/srd/psionic/powers/entanglingEctoplasm.htm)

Ice Prison
Conjuration (creation)[cold]
Level: Crushing Waves 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One Medium or smaller creature
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance:No

An icy cocoon envelops the target, immobilizing them.

As the psionic power Ectoplasmic Cocoon (http://www.d20srd.org/srd/psionic/powers/ectoplasmicCocoon.htm).

Rizban
2013-05-04, 08:07 AM
Okay, stack, I used a lot of your suggestions for the divine domains and will be posting several new things when I make the next update. I definitely liked restorative dew/miasmic stench, though I edited them a bit.

stack
2013-05-04, 09:32 AM
Cool, glad to hear its useful. I haven't 'brewed spells before this much. I seem to fall into conjuration (creation) a lot for the elemental stuff. I guess the SR No isn't a big deal in E6 anyway.

Also found mining psionic powers helps broaden the selection, given the limited spells available in core. Especially finding elemental stuff, its easy to drp ectoplasm and sub an element.

ed - Now that the spellblade casting has a cooldown, should he be allowed to hold the charge on a channeled spell?

Rizban
2013-05-04, 10:28 AM
Changelog General: “Compendium” changed to “Player's Guide”


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


Archetype: Beastmaster
Added capstones for Arcrobat, Expert, Troubadour, Augur, and Magus.
Added a “Special” line to grant spell access to Magic classes.

Archetype: Pugilist – Added capstone ability Sentinel – Guarding Lunge (Ex)


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


Magic: Reformatted Spells section.
Divine Domains:
Added a missing rule about spells gaining the appropriate descriptors based on divine domain spheres.
Fleshed out several divine domains: Raging Inferno, Stench of Decay, Living Waters, Shattered Stone, Earth's Fury, Light of Life, Earth's Embrace, Gentle Breath, Crushing Waves

Spells: Added new spells.
Ash Storm
Desiccate
Earthen Betrayal
Restorative Dew
Stinking Miasma
Spitting Earth
Summon Living Element
Swim
Surging Waters
Grasping Earth
Produce Electricity



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

stack
2013-05-04, 10:56 AM
Beastmaster Archetype, capstones: "Augur – Channel of Nature (Su): When using channeling to use either the vigor or prescience ability,..." I think the end of the ability got cut off.

I like the special line. I might add it to the whip master to allow them to take red mage spells.

(Typo) Stinking miasma - it should be a -5 penalty, not a +5 penalty

I like the change to restorative dew. I was just thinking of how over-powered it was with the rejuvenation spells. I was going t suggest putting in a clause that it only effect fast healing spells once per creature per casting, but that still would have been very efficient for a 1st level spell. I think I preferred the scaling penalty for stinking miasma though. It has a short duration and little out of combat application. I don't see using it in its current form, though it is stronger in the earliest levels than my version. Maybe reducing healing by 3+level/3?

Should there be a mass minor rejuvenation?

Summon Living Element - 1/2 level duration for a full round cast to get a medium? The green mage can summon any small elemental as a 2nd level or 1d3 as a 3rd. I hoped the summon would be beefed up a bit to account for the severely restricted options, either reducing casting time or increasing duration. For a third level spell, maybe getting a small for minutes/level (allowing more out-of-combat utility) or a medium for rounds (not much use out of combat, very useful in)?

Rizban
2013-05-04, 11:12 AM
Oops, yeah, I meant to make that change on summon living element before I posted it. I'll get that fixed momentarily.

planswalker
2013-05-04, 12:25 PM
Seeing all this get done is making me rather excited to get to DM a group of pc's in a game.

stack
2013-05-04, 12:59 PM
If I thought I would be able to for long enough I would volunteer to run a series of scenarios as a playtest. Might still be able too, have to see how things look when it gets done.

darklink_shadow
2013-05-04, 01:27 PM
Seeing all this get done is making me rather excited to get to DM a group of pc's in a game.

That makes me excited to potentially play. :)

3SecondCultist
2013-05-04, 01:45 PM
Indeed, I've been watching this with some interest and hope to play a pen and paper game with this system. It would help with new players, to get them started on D&D without all the paperwork.

stack
2013-05-06, 08:04 AM
DuelistA master of combat whose every swing is calculated to create an advantage.

Prerequisites: Duelist is available to any Combat or Skillful class.
Archetype Skills: A Duelist gains no additional class skills.
Archetype Proficiencies: A Duelist gains proficiency with one martial weapon if he does not already possess it.

Archetype Features

Lesser Archetype Power

Advantage Pool (Ex): The duelist has a pool of advantage points that may be spent on a variety of abilities. At the start of each engagement, the Duelist's advantage pool has no points. Every time the duelist makes a successful melee attack, confirms a critical hit with a melee weapon, or drops an opponents to 0 or fewer HP, he gains an advantage point. The pool cannot exceed his level. Points can only be gained from opponents that are not helpless. Unused points expire at the end of the combat and cannot be carried over.
Beginner's Gambits (Ex): The Duelist gains access to the following gambits, each cost advantage points and requiring actions per their individual listing. A Duelist cannot use a gambit that requires more advantage points than he has in his advantage pool. The Duelist may use any number of gambits in a round provided he has the actions and advantage pool required. Attacks which benefit from gambits cannot generate advantage points unless otherwise stated.
Gambits:Inspired Strike:as part of an attack, the Duelist may spend 1 advantage point to add his highest mental ability modifier as an insight bonus to the attack or damage roll. This damaged is halved against any creature immune to critical hits.

Parry: When targeted by a weapon or natural weapon attack, the Duelist may choose to spend 1 advantage point to make an attack roll. The result of this roll (including all modifiers relevant to the weapon or natural weapon used) may be used in place of the Duelist's AC for the purposes of the triggering attack. The duelist must be aware of the attack to use this gambit. This gambit does not require an action, but must be used before the result of the triggering attack is declared.

Disarm: the Duelist may spend 1 advantage point as part of an attack action to make a disarm attempt. The Duelist does not provoke an attack of opportunity for this attempt and may add his highest mental ability modifier to the check.

Moderate Archetype Power

Advanced Gambits (Ex): Additional gambits are available.
Rhythm: The Duelist may spend 2 advantage points as a swift action to make an additional attack at his highest base attack bonus. This ability does not stack with other effects that grant additional attacks such as haste. The additional attack does not grant advantage points.

Piercing Strike: the Duelist may spend 1 advantage point as part of a melee attack to ignore up to twice his highest mental ability modifier of hardness or damage reduction.

Overhead Wrap: the Dueslist may spend 1 point of advantage as part of a melee attack to ignore a target's shield bonus.
Flyn's Offense (Ex): the Duelist may make any number of attacks in a given round as touch attacks, forgoing damage but still granting advantage points.

Greater Archetype Power

Master Gambits (Ex): The pinnacle of melee skill, the Duelist may now use these additional gambits:
Riposte: After successfully blocking an attack with the Parry Gambit, the Duelist may spend 1 additional advantage point to make an attack of opportunity against his attacker.

Flawless Defense: as the Parry Gambit, but the Duelist may spend 2 additional advantage points and apply to result as touch AC against any targeted attack.

Tempo: The Duelist may spend 3 advantage points as a swift action to take an additional standard action this turn.
Bonetti's Defense (Ex): Each round as a move action, the Duelist may grant opponents a +4 to attack and damage against him but cause them provoke an attack of opportunity from the Duelist.

Capstone: A Duelist adds one additional option to her class' capstone ability.

Brawler – Capstone Ability Name (Ex/Su/Sp): Description.
Gladiator – Capstone Ability Name (Ex/Su/Sp): Description.
Sentinel – Bodyguard (Ex): For three rounds the sentinel may use the parry, riposte, and flawless defense gambits against any attack targeting his adjacent ward.


I really like this archetype (and the next one I'm working on) so would really appreciate some feedback. The costs may require tweaking, but I think the mechanics are sound. While the existing classes/archetypes give melee interesting things to do, I wanted to grant an array of options reflecting a skilled master, whether a swashbuckler, knight, or grizzled mercenary. I think it has something to offer any of the base classes.

Rizban
2013-05-06, 08:08 AM
Well, crap.

I'm about 90% done with my Duelist archetype, but I think yours is better. My only concern is an Expert/Duelist getting double Int to a number of things... I'll have to look at it more closely when I get on my computer later.

stack
2013-05-06, 08:36 AM
Haha!

I could rename it. Blademaster or something?

I took inspiration from all over the place and mushed it together, but I think the result is neat. Many complained about TOB and maneuvers=spells, preparing maneuvers, all of that. This seems more organic, so set up your flashy abilities with solid fundamentals, using your attacks and footwork to unbalance your foe.

The double INT might be a problem, but they have to generate the AP to start with and don't get more on any attack that they use it on. I haven't looked too clsoely at how it interacts with the skil classes, honestly. I've read them, but most of my interest has been on the melee/magic end. Which is funny, 'cause my nex archetype is the Mimic, which will be for skilled classes. :smallredface:

ed - I balanced it without even knowing it. The +mental to attack/damage is an insight bonus, so wouldn't stack with the expert's bonus!
ooh, maybe a capstone could let you combine insight/advantage pools for a few rounds?

Rizban
2013-05-06, 08:40 AM
Actually, I think I'm going to keep everything from your Duelist and put it into mine except for the advantage points. As alluded to in the Gladiator description, I'm going to be writing feat trees for this system that expand different things. I think the advantage point idea is neat enough and generic enough to put it into a Combat feat tree instead of limiting it to a single archetype.

stack
2013-05-06, 08:42 AM
Sad (taking the advantage away), then happy (opening it up for everyone). The mechanic is, in my humble opinion, elegant enough to be worth expanding to everyone.

Can I add a line in my sig - "contributor to Rizban's E6 Compendium"?

Rizban
2013-05-06, 08:44 AM
If you add it as a link :smallwink:

But, yeah, I don't mind anyone linking to this project or saying they've contributed if they have helped out.

Rizban
2013-05-06, 09:02 AM
Here's an archetype stub that I started about a week ago but got distracted and never made it back to finishing. Let's see what the rest of you can come up with for it.


DesperadoThe desperado, gunslinger, quick draw, sharpshooter, outlaw. Known by many names, the desperado is a master of gun play.

Prerequisites: Desperado is available to any Combat or Skillful class.
Archetype Skills: A desperado gains no additional class skills.
Archetype Proficiencies: A desperado gains proficiency with all crossbows if he does not already possess it.

Archetype Features
Lesser Archetype Power Gunslinger (Ex): When wielding two crossbows or pistols, a desperado is treated as if he had the Two-Weapon Fighting feat.
Greased Lightning (Ex): A desperado gains Quick Draw as a bonus feat, even if he doesn't meet the prerequisites. On any round in which he draws a ranged weapon, he gains a +1 to attack and damage with that weapon against targets within 30 feet.
Moderate Archetype Power
Greater Archetype Power
Capstone: 1

stack
2013-05-06, 10:27 AM
MimicA trickster skilled at mirroring his enemies attacks

Prerequisites: Mimic is available to any Skillful class.
Archetype Skills: An Mimic gains disguise and spellcraft as class skills if he does not already possess them.
Archetype Proficiencies: An Mimic gains no additional armor or weapon proficiencies.

Archetype Features

Lesser Archetype Power

Improvisational Focus (Ex): The mimic gains the combat focus feat even if he doesn't qualify for it. Additionally, the mimic gains one FP every time he makes a save against a spell or spell-like ability. The mimic's maximum focus increases by 1.
Mirror Spell (Su): Whenever the Mimic identifies a spell, spell-like ability, or supernatural ability, he may chose, before the end of his next turn, to spend a number of FP equal to the effective spell level of the spell or ability to use the ability himself. The ability is treated as if it had been used by the original creature for caster level, DC's, and applicable feats, but the effect originates from the mimic and is under the mimics control. This ability does not deplete any uses of the ability from the original creature. The mirrored spell requires the same action to activate as the original and provokes attacks of opportunity as the original. The mimic does not suffer arcane spell failure when using this ability.

Moderate Archetype Power

Mirror Move (Ex): Within one minute of observing another creature make a skill check the Mimic may spend 1 FP to make a skill check of the same type using the original creature's skill bonus.
Disguise (Sp): The Mimic may use disguise self at will as a caster of the Mimic's level. The effect continues until the Mimic chooses to change or dismiss it, the Mimic rests, or the effect is dispelled.
Greater Archetype Power

Retain Move (Su): The mimic may spend 1 FP to retain the use of an identified ability or spell for 1 round/class level.
Steal Move (Su): As part of an attack, the Mimic may spend FP to deny the target creature the ability to use a spell, spell-like ability, or supernatural ability. The mimic can then treat this ability as if he had identified it for purposes of Mirror Move and Retain Move. The number of points spent are equal to the effective spell level of the ability. The mimic can choose which ability to steal, though if the target does not have the chosen ability the attempt fails. Otherwise a random ability is taken. The target creature cannot use the stolen ability for as long as the Mimic retains it.

Capstone: An Mimic adds one additional option to her class' capstone ability.

Acrobat – Dashing Focus (Ex): For three round the acrobat gains a focus point each time he avoids an attack of opportunity from an enemy.
Expert – Inspired Focus (Ex): For three rounds, the expert may spend focus points in place of inspiration points or inspiration points in place of focus points.
Troubadour – Spell Focus (Su): The troubadour may, at any time, spend focus points to regain uses of his Magic Aptitude ability.

stack
2013-05-06, 01:14 PM
(re-posting with edits and formatting)


Whip-mastera skilled combatant who uses range and surgical precision to defeat his foes.

Prerequisites: Whip-master is available to any class.
Archetype Skills: A Whip-master gains no additional class skills.
Archetype Proficiencies: A Whip-master gains proficiency with whips if he does not already have it.

Archetype Features

Lesser Archetype Power

Whip MAstery (Ex): Whip-master can do lethal damage with a whip regardless of their targets Armor Bonus and Natural AC. Additionally, the whip master threatens out to 5' with any whip he wields.
Quick Wrist (Ex): The Whip Master may use his Dex bonus in place of his Str bonus for all trip and disarm checks.

Moderate Archetype Power

Wrap-up (Ex): Upon a successful attack with a whip, the Whip-master may choose to forgo damage and entangle his foe. The target suffers the entangled condition until either the whip master chooses to release him (an immediate action) or succeeding on a DC20 strength or escape artist check. The Whip-master can make no further attacks with the entangling whip until the target is released. The target can be no more than one size larger than the Whip-master. The Whip-master can choose to initiate a grapple against an entangled target as an attack action that does not provoke an attack of opportunity.
Grasping lash (Ex): The Whip-master may make a trip check as a free action after successfully damaging a foe.

Greater Archetype Power

Improved Reach (Ex): When wielding a whip, the whip master now threatens an area as if wielding a weapon with the reach property (10' for small/medium)
Improved Finesse (Ex): The Whip-master may use his dexterity bonus in place of his strength bonus for damage when wielding a whip.

Capstone: An Whip-masteradds one additional option to her class' capstone ability.

Brawler – Stunning lash (Ex): If a brawler confirms a critical against a foe, as a free action he may choose to stun the target for 1d4 rounds as part of a successful trip check granted by the grasping lash ability. A Fort save reduces the stunned condition to staggered, DC = 10 + Brawler level/2 + Dex bonus.
Gladiator – Show Fighter (Ex): A gladiator may activate this ability as a free action when makes a successful trip or disarm check, including checks granted by grasping lash. The gladiator treats the result of his trip check as an intimidate check to demoralize all opponents within 30'.
Sentinel – Long Arm(Ex): A sentinel may activate this ability as a free action. For three rounds the sentinel may extend the range of his ward ability to equal the reach of his whip (15 ft for small or medium sentinels).

Acrobat – Rolling maneuver (Ex): An acrobat may replace a trip or disarm check with a tumble or jump check.
Expert – Try again (Ex): An expert may spend a point on insight to re-try any trip or disarm check with a +4 untyped bonus. If the check is successful, he regains the point of inspiration. This ability may be after the result of the initial check is known.
Troubadour – Whip-dance (Ex): A troubadour may spend a move action each round for up to three rounds. Each round, anyone who can see the Troubadour is affected by his inspiring aura even in an area of silence.

Auger – Surging maneuvers (Su): As a free action, the auger may spend motes to grant a competence bonus equal to the number of motes spent on all trip and disarm checks made with a whip.
Magus– Clever maneuvers (Ex): As a free action, a magus may add his INT bonus to trip checks for three rounds
Spellblade – Irresistible Channel (Sp): The spellblade may channel a spell through a held whip against a target currently entangled by the Wrap-up ability. No attack roll is required. If the spell allows a save, the DC is increased by the enhancement bonus of the whip.

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

Rizban
2013-05-06, 01:49 PM
How's this look to you, stack?


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

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

Archetype Features
Lesser Archetype Power Combat Focus: A duelist gains Combat Focus as a bonus feat. In addition, his maximum FP is increased by 1.
Parry (Ex): A duelist is able to easily divert attacks away from him. When targeted by a melee attack, a duelist may spend 1 FP to attempt a parry. The duelist makes an attack roll with his weapon, adding his normal modifiers for the attack plus any dodge bonuses to AC. The result of his attack roll replaces his normal AC. In order to use this ability, a duelist must be using a light or one-handed weapon in one hand and not have anything in his off hand.
Flourish (Ex): By distracting an opponent with his weapon, a duelist is better able to feint in combat, gaining a bonus on Bluff checks to make feint attempts equal to his class level.
Moderate Archetype Power Rhythm (Ex): After making a successful melee attack, a duelist may spend 2 FP as a swift action to make a second attack at a -2 penalty. This ability does not stack with any other ability that grants additional attacks, such as haste.
Flynn's Offense (Ex): As a swift action, the duelist may drop into a combat stance for a single round. All attacks made in this round are resolved as touch attacks but deal no damage. A duelist does gain FP for attacks made as normal.
Improved Combat Focus: A duelist gains a bonus Focus feat.
Greater Archetype Power Riposte (Ex): If an enemy misses the duelist with a melee attack, including as the result of parry, the duelist may spend 1 FP as an immediate action to make an attack against that enemy.
Bonetti's Defense (Ex): As a move action, the duelist may drop into a defensive stance for a single round. All melee attacks made against him gain a +4 circumstance bonus to attack but provoke an attack of opportunity from the duelist.
Greater Combat Focus: A duelist gains a bonus Focus feat. In addition, his maximum FP is increased by 1.
Capstone: A duelist adds one additional option to his class' capstone ability. Brawler – [B]Gladiator –
[B]Sentinel – Body Guard (Ex): For three rounds, a Sentinel may use parry and riposte against any attacks directed at his ward.
1

stack
2013-05-06, 01:59 PM
I presume the combat focus feat will act similarly to what I had outlined?

Looks good. I had tried to make it broad by not specifying and combination of weapons or handedness, but light/1-handed matches the duelist name. Rapier and dagger may have actually been the best way to go with my version, though I had thought of (and forgotten by the time I wrote it down) various options that granted bonuses for an empty hand, duel-wield, and shield styles.

Will other styles be available as focus feats, or will those be reserved for additional gambit and point generation/recovery options? Seems like rapier and dagger or buckler/cape would make good feats.

Flyn's offense is weaker. I had thought of it as a way to use iteratives (and off-hand iteratives) to keep the point flow up, but that may have been to strong. I prefer to shoot high and tone down, so I'm aware that some of my ideas need to be reigned in.

Trying to think up something for your Desperado, but all I have so far is warmed-over gunslinger stuff.

Rizban
2013-05-06, 02:01 PM
Combat Focus [Combat, Focus]Trained warriors often enter a state of heightened awareness and achieve near superhuman levels of strength, endurance, and skill.
Prerequisites: Int, Wis, or Cha 13
Benefit: You gain access to Focus Points, which may be spent on a variety of abilities. Upon taking this feat, you immediately gain a number of Focus Points equal to your Hit Dice. The maximum number of Focus Points you may have at one time is equal to your Hit Dice. You must expend a number of FP to activate Focus abilities.
Once per encounter, you may spend 1 FP as a swift or immediate action to gain a +2 bonus to either Fortitude, Reflex, or Will saves until your next turn. If you have at least four Focus feats, this bonus increases to +4.
You may gain FP in one of four ways, listed below. You do not ever gain FP for attacks against helpless creatures or creatures with fewer then half your Hit Dice, and you do not gain FP from attacks on which you spent FP.

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

1

stack
2013-05-06, 02:06 PM
Its a good feat. Gives a solid mechanical bonus and lays the groundwork for a whole sub-system.

The only part I don't like is from a fluff perspective. Not even that I don't like it, its just different from what I had envisioned. Advantage points had to be earned during a fight, using skill blah blah blah to put yourself in an advantageous position. Focus is something you start with and can spend immediately. It makes fluff-sense on its own, its just different fluff. Mechanically it should work nicely.

Rizban
2013-05-06, 02:08 PM
You start with points when you gain the feat, but you only get additional points from combat as you suggested. You don't ever regain points other than that.

stack
2013-05-06, 02:17 PM
Ah, they don't expire but they don't come back. I see. Must have been reading in too many assumptions instead of just the text. Might want to spell out that they never expire or regenerate aside from the given methods (don't come back with resting).

I suppose a high-level feat could allow you to focus as a full-round action (or several minutes or whatever).

darklink_shadow
2013-05-06, 02:49 PM
[QUOTE=stack;15183763](re-posting with edits and formatting)

probably trash, but t may inspire you!

I have good ideas, but terrible execution.


Desperado A master of the exotic alchemic weapon: the gun

Prerequisites: Anyone can gunsling.
Archetype Skills: A desperado always has craft(Boolets) in class
Archetype Proficiencies: A desperado is proficient in guns, and gun-like guns, and such.

Archetype Features
[indent]Lesser Archetype Power

Guns! (Ex): The Desperado knows how to make shoddy guns from scrap. After a day's work, and access to scrap metal or 10gp, the desperado has a functional gun, but because of shortcuts he made in making it, only he knows the quirks of the gun well enough to use it. I don't know which gun he has. Probably a pathfinder pistol or musket, except because of modifications, it only takes a move action to reload a musket, and a move action restores 6 boolets to a pistol, which can hold 6 shots.
Snap Shot(Ex): Desperados are always ready for a fight to break out. They add their BaB to their initiative, and they can draw their gun as part of rolling initative.

Moderate Archetype Power

Careful Aim (Ex): As a full round action, a desperado can take careful aim, doubling the range of his gun and halving the penalty for shooting outside his range.
Wild Shot (Ex): Trick shots, like shooting around a corner, or while blind folded merely gives a -5 penalty, rather just being almost impossible.

Greater Archetype Power

Special Rounds (Ex): The Desperado has 5 special rounds he could make, and has time each day to make 5 of them. How handy! Unfortunately he can't stockpile them because after a day the alchemstry of the rounds stops working.

Icy: A frosty boolet that explodes for 1 less damage, but half of all damage is alchemical frost and causes the target to make a fort save or be slowed for d3 rounds.
Flaming: A fiery boolet that catches it's target on fire.
Buck: A buck boolet is fragile, breaking into a 15' cone that deals half normal damage to all within the range.
Bola: A boolet that turns into a pair of bolas and deal normal damage, and have a trip affect.
Harpoon: If this spike boolet hits the target and deals damage, it sinks in. A rope is attached to this boolet, and a DC 18 Strength check is required to remove it. However, the desperado could shoot this into a surface and then have s rope lesding up the surface, which would make it easier to climb, or swing from.
Boolet Time (Ex): Once per day, a Desperado can shoot once at each target within range as if he didn't have to worry about boolets. He continues to do so each round for a number of rounds equal to ... something.


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

stack
2013-05-06, 03:01 PM
Gentle Breath
Spheres: Air/Life
Granted Power
Choose one

Buoying breeze: once per day as a swift action you may levitate (http://www.d20srd.org/srd/spells/levitate.htm)per the spell for class level rounds
Whispering winds: may cast message (http://www.d20srd.org/srd/spells/message.htm)as the spell at will

1 - Color spray (http://www.d20srd.org/srd/spells/colorSpray.htm) Knocks unconscious, blinds, and/or stuns weak creatures. (non-lethal, light...thematically weak)
1 - Silent Image (http://www.d20srd.org/srd/spells/silentImage.htm) description (Creates minor illusion of your design.) (creating something 'from the air', it has no substance)
2 - Detect Thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm) Allows “listening” to surface thoughts.
2 - See Invisibility Reveals invisible creatures or objects.
3 - Tongues (http://www.d20srd.org/srd/spells/tongues.htm) Speak any language.
3 - Fly (http://www.d20srd.org/srd/spells/fly.htm) Subject flies at speed of 60 ft.


Air and life just seem like a good fit for divination spells to me. <shrug>

stack
2013-05-06, 03:04 PM
Would making the desperado work off of focus be too much like the PF gunslinger? I rather like the point-based mechanic. The desperado could be the ranged equivalent of the duelist.

stack
2013-05-06, 03:57 PM
ShootistMaster of short-range combat

Prerequisites: Shootist is available to any Combat class.
Archetype Skills: A shootist gains no additional class skills.
Archetype Proficiencies: A desperado gains proficiency with hand crossbows and pistols if he does not already possess it.

Archetype Features

Lesser Archetype Power

Combat Focus (Ex/Su/Sp): A shootist gains Combat Focus as a bonus feat. In addition, his maximum FP is increased by 1.
Deadeye (Ex): The shootist may spend 1 FP as a swift action to add his Dex modifier to all damage rolls of any crossbow or firearm until the end of his turn
Quick-draw(Ex): The shootist may draw a crossbow or firearm, or up to two hand-crossbows or pistols, as part of rolling initiative. He may also spend 1 FP as part of rolling initiative to add an insight bonus to the roll equal to his class level.
Well-trained(Ex):As long as the shootist has at least 1 FP, he is treated as having the point-blank shot, precise shot, and rapid reload feats, but only for hand-crossbows and pistols.

Moderate Archetype Power

Trick shot (Ex): The shootist may spend 1 FP to perform a disarm, bullrush, or trip combat maneuver within the first range increment of his weapon. He may instead chose to ricochet his shot around a corner or other obstacle, negating cover, but suffers the normal penalties if he cannot see his target.
Careful Aim (Ex): The shootist can spend 1 FP as a move action to double the range increment of his attacks until the end of his turn. This attack deals double the base weapon damage. Any additional modifiers are not doubled.

Greater Archetype Power

Arrow-splitter (Ex): If an enemy targets the shootist with a ranged attack, including spells, spell like abilities and supernatural abilities that require an attack roll, the shootist may spend 2 FP as an immediate action to make an attack roll using a held weapon. He may use the result of this attack roll as his AC or touch AC verses the attack.
Imbued alchemy (Su): As a full-round action, the shootist can imbue a number or arrows, bolts, or bullets equal to his class level with elemental energy. This energy persists for one hour per class level. When used as part of an attack, all damage from the round is dealt as the imbued element. The shootist may choose [fire], [cold], [shock], or [acid] at the time of the imbuing. Each round can be imbued with any one element as part of the same action. (feels a bit out of place)

Capstone: An shootist adds one additional option to her class' capstone ability.

Class 1 – Capstone Ability Name (Ex/Su/Sp): Description.
Class 2 – Capstone Ability Name (Ex/Su/Sp): Description.
Class 3 – Capstone Ability Name (Ex/Su/Sp): Description.

darklink_shadow
2013-05-06, 05:17 PM
I don't like randomly insisting on adding resources to martial people.

I think mine might have balance issues, but I wouldn't really want to bother playing yours. :(

Not only does "focus" not make very much sense to me, given what it does and where you get it from, it's just another annoying thing have to keep track of.

If I was playing with paper, my "focus" box would literally wear out from all the erasing and rewriting before a typical campaign ended.

For it not making sense:

Because I tripped the guy charging at my friend by shooting his ankle, I now can focus enough to shoot the mage around the corner.

How does that make sense?


SOrry for the rant.

stack
2013-05-06, 08:10 PM
It isn't random. Resource management means allowing for more powerful abilities than could be granted at-will. Look at the duelist (the most complete focus using archetype). Giving the ability to block attacks with an attack roll would be obviously overpowered as an at-will at level 1. You could give uses/encounter or have it use AOO's, but the former requires some tracking and the later is abusable just by taking combat reflexes and having good dex. Same with the other abilities. You could implement them in other ways, but the focus pool gives you one core mechanic to use for all of them, making it easier to modify with feats and avoiding the complexity of several different mechanics.

Besides, those who enjoy resource management can play any of the myriad archetypes that won't use it. Plenty for everyone.

As for tracking, just keep a scratch pad. Write the last number on your sheet at the end of a session. Done. No worse that a PF gunslinger. Heck, ever played a crusader without maneuver cards? That is a pain to track.

As for the desperado, I'm a long way form done there. I want to relieve the ranged-combat feat tax and also roll some of the abilities into focus feats. Should get it modified tomorrow.

Rizban
2013-05-06, 08:11 PM
To be honest, I'm not a fan of either of those. I envisioned desperado as a gunslinging cowboy who lived a little on the darker side of gray, not as an alchemist or a sharpshooter duelist type.

stack
2013-05-06, 08:23 PM
Well, I changed mine to 'shootist' before reading your post, so I guess I agree that the gunslinging duelist isn't a desperado. As for what is...I guess I don't know.

I have an idea for an archetype, the prosopon (mask used in ancient greek theater), which gives a variety of abilities (similar to a binder) based on wearing different masks that can be switched out with a decreasing action cost. If the idea is intriguing I'll try to write it up.

darklink_shadow
2013-05-06, 08:27 PM
While I accept your arguments, I still don't like the system. It isn't lore friendly and it makes it complicated for marginal gain. Why not AoO? So I can stack dex and make myself more difficult to hit. I'm not going to lay down serious damage by dropping str for dex. Its not over powered. It makes my melee tank tank versus other melee people.

Your way isn't wrong or bad, I just really don't like it.

Riz, how do you want the gun-slinging man to get a gyn to sling if he doesn't know how to make them? Make this class only usable if the DM says "gnomes make guns!"?

I van try to make a class with that mindset.

stack
2013-05-06, 09:01 PM
Presumably the archetype would only use guns in a setting that had them. That's why I went hand crossbow or gun for all the abilities. Frankly Its not my favorite. There is already a sniper archetype and I'm sure there will be more ranged and ranged friendly archetypes.

Rizban
2013-05-06, 09:02 PM
You're assuming a purely medieval world where guns don't exist. I'm assuming a world closer to the Renaissance where tech has advanced beyond the dark ages.

As I stated in the beginning, this project is based largely with my Aldhaven campaign setting in mind. In Aldhaven, guns do exist and can be purchased. They just aren't very common. Pretty much everyone is familiar with the concept of explosive powders, fireworks, and cannons, though not everyone knows that it has been made into smaller weapons. Rifles and pistols are very new, but they're not unheard of.

Rizban
2013-05-06, 09:08 PM
Presumably the archetype would only use guns in a setting that had them. That's why I went hand crossbow or gun for all the abilities. Frankly Its not my favorite. There is already a sniper archetype and I'm sure there will be more ranged and ranged friendly archetypes.

I meant for this to be the quick draw stand off at high noon with a few thematically related abilities. Crossbows are totally fine, but it's meant to evoke a sense of frontier western rather than that of Robin Hood.

darklink_shadow
2013-05-06, 09:47 PM
Desperado Master of short-range combat

Prerequisites: Desperado is free to any Combat or Skill classs
Archetype Skills: A Desperado always has intimidate.
Archetype Proficiencies: A desperado gains proficiency with hand crossbows and pistols if he does not already possess it.

Archetype Features

Lesser Archetype Power

Mounted Gunman(Ex): Ignore penalties caused by being mounted
Quick-draw(Ex): As part of a initiative roll, a Desperado may draw one weapon of his choosing.
Well-trained(Ex):The Desperado has point-blank shot, precise shot, and rapid reload feats, but only for hand-crossbows and pistols.

Moderate Archetype Power

Gritty(Ex/Su/Sp): A Desperado can take a hit as well as he can give them, and he gains DR equal to half his level bypassed by adamantite
Lone Wolf (Ex): The Desperado has lived through tougher times alone than most people could survive with help. He gains a bonus to survival checks equal to 5 and this bonus improves to 8 at level 5.
Dead Stare (Ex): As a swift action after dropping a foe in combat, a Desperado may make a free intimidate check with a bonus equal to the CR of the enemy he drops in the attempts to demoralize the remainder of his foes.
Shotgun Diplomacy In place of a diplomacy check, the Desperado may make an intimidate check as long as he is armed.


Greater Archetype Power

Die Another Day (Ex): When taking a fatal blow, the Desperado may make a fort save DC: equal to the amount of damage he would have to resist to be put at exactly -9 hp. If he passes, he is instead at -5 hp and stable.
Shrapnel Rounds(Su): Every shot of the Gunslinger's gun can either deal bleed damage equal to one fourth the damage he dealt or be fired so that he forms an explosive cone. This cone be "start" anywhere along his bullet's path, and acts as a 15' cone originating at the point designated in the direction he fired.

((If this isn't clear I will draw it later.))

Piercing arrows: The Desperado's bolts fired from a hand cross bow instead fire as a line attack within his first attack increment, and deal damage to all targets within that path. (Basically, he 'casts' a line of pain, and everyone afflicted is hit by his bolt.)

Capstone: An gunslinger adds one additional option to her class' capstone ability.

Brawler - Pistol Whip (Ex/Su/Sp): Anyone who moves adjacent to a Brawler Desperado provokes a pistol whip, although the Desperado must use his AoO for this attack. A pistol whip does damage equal to a club, and requires a fort save or daze affect. Ouch.
Gladiator - Shot on the Run(Ex/Su/Sp): While moving, the Gladiator Desperado may fire off a quick shot. ((See flyby attack? My Desperado and the Gladiator mesh really well already, I didn't want to give much of a capstone.))
Sentinel - Something (Ex/Su/Sp): The Sentinel Desperado does something.
Acrobat - Dodge Roll Once per round, you can make a tumble check (or acrobatics, whatever this should be) and roll 5ft out of harms way, negating the attack.
Expert - Alchemical Rounds See Alchemical rounds from my last attempt.
Troubadour - Country Folk Song While singing about your woman leaving you for a man with a bigger horse and taking your dog, a mace to the head just doesn't feel quite as bad as it should. Your allies gain your Gritty power while this Aura is up.








There. How is that?

Kerleth
2013-05-06, 11:56 PM
I think the focus feats are a nice idea. They aren't for everybody, but not everybody has to use them. I wonder if you might want to add into the brute's rage ability that he can't use focus feats while raging. If they are more strategic, emphasizing combat tricks and precise timing it might be flavorful. Depends on how you design them. On the other hand, taking away options is, well, TAKING AWAY OPTIONS:smallfurious:!

I have a couple of ideas for archetypes and possibly a class. I'm already working on some other stuff in my free time, but I may take a stab at them in the next few days and throw them up here if you want. Specifically I'm thinking of a Paladin esque archetype for combat characters. The class would be a spellcaster that uses a different casting mechanic than any of the other three, adding a bit of uncertainty into the mix, but would still mesh with the way you have handled magical archetypes.


I know it was a few posts back, but I really like the racial archetypes ideas. Some questions while on the topic.

1) So far I've been assuming that you have been using 3.5 base races, is that correct?
2) Have you considered doing a write up for race base stats and abilities, or are you pretty much satisfied and just want to do racial archetypes to expand them?
3) Have you considered doing LA 1 races as archetypes? What I mean is, you could have base stats for, let's say, drow that would be balanced with all the other base races. Then you could create a racial archetype for them that gives them all the bells and whistles that a "full" drow would have. Taking the archetype may or may not be mandatory for such a race, depending on how you wanted to design it.

Hawk7915
2013-05-07, 02:46 AM
This is great work, Rizban! I noticed the Trapfinder Archetype doesn't currently have a spell list to draw from, or capstones for the Magic base classes. Let me introduce...


SpellguardMost consider Arcane Magic to be a tool for war and destruction. The Spellguard instead focuses their arcane magic towards tactics, utility, and defense, the "Soft" style to contrast a Red Mage's "hard" style of spellcasting.

Prerequisites: Spellguard is available to any Magic class.
Archetype Skills: A Spellguard gains Knowledge: Arcana as a class skill if he does not already possess it.
Archetype Proficiencies: A Spellguard gains no additional armor or weapon proficiencies.

Spellguard Features

Lesser Archetype Power


Spellcaster: A Spellguard casts arcane spells focused on protection, support, utility, and battlefield control.
Arcane Defense (Su): The Spellguard is a master of magic, and understands how to defend against it. They gain a +1 bonus to saving throws. This bonus increases to +2 at 5th level.
Familar: A Spellguard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The Spellguard chooses the kind of familiar he gets. As the spellguard advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the spellguard, the spellguard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per spellguard level; success reduces the loss to one-half that amount. However, a spellguard experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.


Moderate Archetype Power

Expanded Arcana (Ex): The Spellguard has access to more arcane power than normal for a member of his class. A Spellblade gains one additional 1st level spell known. A Magus gains one additional spell/day of their highest level of spell known. An Augur gains bonus motes equal to their level.

Greater Archetype Power

Bonus Feat: The Spellguard gains a bonus feat. The feat must be a metamagic feat, a spell focus feat, or Spell Penetration.

Capstone: A Spellguard adds one additional option to her class' capstone ability.

Augur – Manipulate Magic (Su): You may apply a metamagic feat of cost 3 or less, even if you don't have the feat, for no mote cost and no increase in casting time.
Magus – Arcane Wayfarer (Sp): You may cast Dimension Door, as the spell.
Spellblade – Enchant Item (Su): For three rounds, you may add +2 worth of bonuses to a masterwork or enchanted weapon or piece of armor wielded by the Spellblade
Spellguard Spell List

0th-level Spells (Cantrips)

Arcane Step†
Daze
Detect Magic
Light
Mage Hand
Mending
Message
Prestidigitation
Read Magic

1st-level Spells

Alarm
Benign Transposition
Comprehend Languages
Endure Elements
Expeditious Retreat
Disguise Self
Feather Fall
Floating Disc
Grease
Identify
Mage Armor
Magic Missile
Magic Weapon
Protection from Alignment
Obscuring Mist
Reduce Person
Shield
Silent Image
Sleep

2nd level spells:

Alter Self
Baleful Transposition
Bear's Endurance
Bull's Strength
Cat's Grace
Daze Monster
Detect Thoughts
Eagle's Splendor
Fox's Cunning
Invisibility
Knock
Minor Image
Mirror Image
Owl's Wisdom
Protection from Arrows
Resist Energy
Shatter


3rd-level Spells:

Arcane Sight
Clairaudience/Clairvoyance
Dispel Magic
Displacement
Explosive Runes
Fly
Haste
Hold Person
Major Image
Protection from Energy
Sleet Storm
Slow
Water Breathing



Arcane Step
Conjuration (Teleportation)
Level: Spellguard 0
Components: V
Casting Time: 1 move action
Range: 10 feet
Target: You and touched objects or willing creatures.
Duration: Instantaneous
Saving Throw: None and Will negates (objects)
Spell Resistance: No and Yes (object)

With a word, you shimmer, flicker, and appear in a nearby location.

You instantly transfer yourself from your current location to any other spot within range and line of fire. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load). If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 10 feet of the intended location.

If there is no free space within 10 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 100 feet. If there is no free space within 100 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

Trapsmith Capstones
Capstone: A Trapsmith adds one additional option to her class' capstone ability.

Augur – Change Fate (Su): By spending two motes, the Augur may reroll a failed skill check or saving throw, but must use the new result even if it is lower.
Magus – Esoteric Security (Su): For three rounds, you add your Intelligence modifier to your Search, Spot, Listen, Disable Device, and Open Lock checks.
Spellblade –Trap Power (Su): When you create a trap, magical or otherwise, its save DC is increased by 2 and it has a +2 bonus on caster level checks to beat spell resistance.

I'll do some PEACHing later but the design seems really tight so far: I just noticed a few small typos. What do you think of the archetype though? Seem fitting for a Trapsmith?

darklink_shadow
2013-05-07, 03:29 AM
The archetype is nifty, but it feels super weak.

The spell list doesn't give enough offensive options for the spell blade to put into his sword. I mean, he could really only use shatter, daze monster or baleful transposition, and it's entirely possible that none of those options are any good for his situation.

In addition, it doesn't look like any other class would really want to pick it up either, because it just doesn't offer the goods. A floating +2 to saves is nifty. Free alertness feat via familiar is nifty. Tiny boost to spell casting is nifty.

But over all, it's just meh. Hell, some other archetypes give out more exciting tools for just the Lesser powers.

Trapsmith looks good though. Not too sure on the balance, but the feel is nice.

stack
2013-05-07, 07:37 AM
As a general rule, a bonus feat does not make a sufficient archetype power. They can be used sparingly, especially for feat-heavy concepts (ranged combat for example) or to avoid bad feat trees. The best use is if you can get a higher level feat without pre-reqs.

I've shied away from making magic archetypes yet for two reasons: I know Rizban has plans for some of them and they can be tricky to balance. That said, a caster focusing on defensive magic is a fine concept and I think this is a solid start, it just needs some fleshing out and something unique to make it more "That's cool" instead of just "that gives a solid spell list".

Rizban - since just hitting an opponent doesn't generate FP, should you remove the clause about attacks benefiting from FP not granting more? It seems like it might be too restrictive now, but I suppose that may require playtesting.

Kerleth
2013-05-07, 10:50 AM
Well, here is an idea I had, obviously inspired by the paladin. Couldn't think of an appropriate capstone for the gladiator.


Holy WarriorThe holy warrior compliments his combat expertise with the ability to heal his allies and shrug off harmful mental effects.

Prerequisites: Holy Warrior is available to any Combat class.
Holy Warrior Skills: A Holy Warrior gains Knowledge (Religion) as a class skill if he does not already possess it.
Holw Warrior Proficiencies: A Holy Warrior gains no additional weapon or armor proficiencies.

Holy Warrior Features

Lesser Archetype Power

Courage (Ex): You are immune to fear effects
Lay on Hands (Su): You may use a standard action to heal damage on any creature you touch. You must make a touch attack if you wish to use this ability on an unwilling creature. You may heal a total of 5 points of damage per class level each day, divided as you choose between uses.

Moderate Archetype Power

Deny Temptation (Ex): You are immune to charm effects.
Restore Strength (Su): You may use your Lay on Hands ability to remove ability damage, ability drain, and negative levels. You must expend 5 points of healing for each point of ability damage, ability drain, or negative level removed.

Greater Archetype Power

Divine Instrument (Ex): You are immune to compulsion effects.
Cleanse (Su): You may use your Lay on Hands ability to remove any fear, charm, or compulsion effect ona a creature. This includes removing the shaken, frightened, and panicked condition. You may also remove any other effect that could be removed by a Remove Curse Spell. You must expend 10 points of healing for each effect removed this way.


Capstone: A Holy Warrior adds one additional option to her class' capstone ability.

Brawler – Smite (Ex): You may ignore the rolled damage for a single successful attack and instead use the maximum possible amount.
Gladiator – Capstone Ability Name (Ex/Su/Sp): Description.
Sentinel – Reprieve(Su): You may use your Lay on Hands ability to prevent damage or an effect that would be inflicted on your ward. This requires you to expend the same amount of healing as it would take to remove that damage or effect with your Lay on Hands ability.


Design Note
I realize that the lay on hands pool is a bit big. Considering that two of his other abilities draw on it and the remainder are very passive and conditional, I think that is alright. Also, I purposefully left out any alignment requirements or a code of conduct. I feel this makes the archetype more adaptable to a given playgroup, allowing for a greater variety of interesting characters, and it can be fluffed to suit.

Rizban
2013-05-07, 10:54 AM
I've already got the paladin (zealot) finished but not posted. Though I might do two different paladinesque archetypes... Also note that the zealot class I've mentioned several times has become a Combat archetype instead of a Combat class.

stack
2013-05-07, 11:15 AM
ProsoponThe consummate actor who gains powers from the roles he takes, embodied in his stage-masks.

Prerequisites: Prosopon is available to any Skillful class.
Archetype Skills: An prosopon gains perform (act) and perform (comedy) as class skills if he does not already possess it.
Archetype Proficiencies: An prosopon gains no additional armor or weapon proficiencies.

Archetype Features

Lesser Archetype Power

Stage Mask (Ex): The prosopon can craft stage masks, each representing a role. Each mask requires 1 hour of uninterrupted work to craft and requires a number of gold pieces worth of materials per the masks type. A mask has hardness equal to the prosopon's class level and HP equal to class level x 5. A prosopon can have any number of masks in his possession, but only one for each role. The stage mask is a mundane item until imbued (see below). A mask may be donned or switched for another mask as a full-round action, which includes removing and stowing the old mask and drawing and donning the new. Masks occupy the face slot.
Imbue Mask (Su): The prosopon may draw power from the muses to imbue his stage masks with the abilities of the roles the represent. A prosopon may only have a number of masks imbued at one time equal to his class level, which may all be imbued simultaneously with 1 hour of effort. The masks remain imbued until the prosopon chooses to imbue another mask or masks. Each imbued stage mask grants abilities per its description. Continuous effects begin immediately upon donning the mask. Only the prospon can benefit from a mask he has imbued. All saving throws for abilities granted by imbued masks are equal to 10+level/2+Cha mod.
Roles of Man (Su): The prospon gains the ability to imbue masks with the roles of man. These masks cost 10 GP each to craft.
Moderate Archetype Power
[list]
Method Acting (Su): When imbuing stage masks, the prospon may choose one to be his true role. This mask melds into the prospon's face, subtly altering his features. This mask cannot be removed until the prospon spend 1 hour to imbue masks again. The prospon gains all the abilities of the mask as if he is wearing it normally, but it no longer occupies the face item slot. The prospon can don other masks, gaining their effects normally, though can not benefit from his true role until the outer mask is removed.
Roles of Beasts (Su): The prospon gains the ability to imbue masks with the roles of beasts. These masks cost 20 GP each to craft.

Greater Archetype Power

Sacrifice (Sp): As a standard action, the Prospon can break a worn or held mask, allowing him to make use of the stage mask's sacrifice ability. This use utterly destroys the mask, though another can be crafted with 1 hour of work and the required materials.
Roles of Monsters(Su): The prospon gains the ability to imbue masks with the roles of monsters. These masks cost 40 GP each to craft.
Capstone: An ArchetypeName adds one additional option to her class' capstone ability.

Class 1 – Capstone Ability Name (Ex/Su/Sp): Description.
Class 2 – Capstone Ability Name (Ex/Su/Sp): Description.
Class 3 – Capstone Ability Name (Ex/Su/Sp): Description.


Roles: Roles of Man:
Comedy: a smiling human face. The wearer becomes prone to telling jokes and laughter, even when not appropriate, giving a -2 circumstance penalty on diplomacy and intimidate checks.
Joy (su)(passive)this mask grants the wearer a +2 circumstance bonus on saves against mind-affecting effects as mirth suffuses his body.
Insidious Joke (sp)(active) the wearer may cast hideous laughter (http://www.d20srd.org/srd/spells/hideousLaughter.htm) as a spell-like ability once every 1d4 rounds.
Hilarity (sp)(sacrifice)the wearer may cast hideous laughter (http://www.d20srd.org/srd/spells/hideousLaughter.htm) as a spell-like ability on up to his class level in target within range.

Tragedy: A sad face with tears streaming from the eyes. The wearer becomes maudlin and prone to depression and despair, imparting a -1 circumstance penalty on saving throws against effects of the compulsion sub-school.
Sadness (su)(passive)this mask grants the wearer a +2 circumstance bonus on saves against mind-affecting effects as mirth suffuses his body.
Weep (sp)(active) the wearer may cast bane (http://www.d20srd.org/srd/spells/bane.htm) as a spell-like ability once every 1d4 rounds.
Mourn (sp)(sacrifice)the wearer may cast crushing despair (http://www.d20srd.org/srd/spells/crushingDespair.htm) as a spell-like ability.

Patrician The stern, bearded face of a statesman. The wearer becomes implacable and demanding.
Authority (ex)(passive)this mask grants the wearer a +2 circumstance bonus on diplomacy and gather information checks.
Orders (sp)(active) the wearer may cast command (http://www.d20srd.org/srd/spells/command.htm) as a spell-like ability once every 1d4 rounds.
Chastise (sp)(sacrifice)the wearer may cast hold person (http://www.d20srd.org/srd/spells/holdPerson.htm) as a spell-like ability.

YouthThe innocent face of a child. The wearer becomes easily distracted, taking a -2 circumstance penalty on skill checks that take longer than 1 round.
Spry(su)(passive) the wearer reduces age penalties by one step. This has no affect on age bonuses.
Antics(sp)(active) the wearer may cast lesser confusion (http://www.d20srd.org/srd/spells/lesserConfusion.htm) as a spell-like ability once every 1d4 rounds.
Vigor (sp)(sacrifice)the wearer may grant himself a +2 morale bonus to Str, Dex, and Con for class level rounds.

Crone: A wrinkled and weathered woman's face with a frightful sneer. Upon crafting this mask, choose one spellcasting archetype, including two domains if selecting Priest. The prosperon may still only ever have one Crone mask in his possession.
Experienced (ex)(passive) the wearer may use spell completion and spell trigger items as if they had the levels equal to his class level in the spell-list granting archetype selected upon the creation of the mask.
Fear (sp)(active) the wearer may cast cause fear (http://www.d20srd.org/srd/spells/causeFear.htm) as a spell-like ability once every 1d4 rounds.
Brew (su)(sacrifice) the wearer may create, as a full round action, one potion of any spell granted by the chosen spell list, without any material of xp cost. This potion persists until used or until the wearer removes the mask.

Roles of Beasts:
Owlwide round eye with a hooked beak, rimmed in feathers.
Night-eye (ex)(passive) the wearer gains darkvision out to 60'. If the wearer already has darkvision, its range is improved to 90'.
Talons (su)(passive) the wearer gains two claw attacks, dealing 1d4 damage (medium).
Swift Wings (sp)(active) the wearer may grant themselves a fly speed equal to their base land speed until the end of his current turn as a swift action every 1d4 rounds.
Take Flight (sp)(sacrifice)the wearer may cast fly (http://www.d20srd.org/srd/spells/fly.htm) as a spell-like ability.

Wolf: Keen Nose (ex)(passive) the wearer gains the scent ability and the track feat.
Fleet (su)(passive) the wearer gains an untyped 10 ft bonus to their base movement speed
Pack (sp)(active) the wearer may cast summon nature's ally I (http://www.d20srd.org/srd/spells/summonNaturesAllyI.htm) as a spell-like ability once every 1d4 rounds, but only to summon a wolf.
Pack Leader (sp)(sacrifice) the wearer may summon a dire wolf as per summon nature's ally III.

Lion: tawny with an impressive fur mane. The wearer grows haughty and lethargic. Majesty (ex)(passive) the wearer gains a +4 competence bonus on intimidate checks.
Roar (su)(active) the wearer may spend a standard action at will to make an intimidate check to demoralize all opponents within 30'. Alternately, the wearer may instead target on enemy within 30'. Upon a failed Will save the target is frightened for 1d4 rounds, shaken for 1 round on a successful save. A creature may only be targeted by this use once per day.
Pride (sp)(sacrifice) the wearer may summon a lion as per summon nature's ally III.

Bear: brown and fur covered, adorned with fierce claws. The wearers motions become ponderous, imparting a -5 ft penalty on his base speed.
Hug (ex)(passive) the wearer gain the benefit of the improved grapple feat.
Mighty (ex)(passive) the wearer is considered one size larger for the purposes of all combat maneuvers and determining the effect of abilities such as swallow whole.
Endurance (sp)(active) the wearer may grant himself twice his level in temporary hitpoints as a standard action every 1d4 rounds. These temporary hitpoints do not stack with temporary HP gained from any source and persist for class level rounds.
Beastface (su)(sacrifice) the wearer may transform into a brown bear (http://www.d20srd.org/srd/monsters/bearBrown.htm)for his class level rounds, per the alternate form special ability (http://www.d20srd.org/srd/specialAbilities.htm#alternateForm) as a standard action.

Roles of Monsters:
Gorgona woman's face wrought in stone, twisted in hate, surrounded by tiny serpents. The wearer receives a -4 circumstance penalty on diplomacy and gather information checks and a +4 circumstance bonus on intimidate checks.
Inured to Poison (ex)(passive) the wearer gains a +4 untyped bonus on all saves verses poison
Stone Gaze (sp)(active) the wearer may target any creature within 60' with a gaze attack every 1d4 rounds. The target must make a Fort save or be turned to stone as the spell flesh to stone (http://www.d20srd.org/srd/spells/fleshToStone.htm). The target may make a new save each round as a full-round action to reverse the effect.
Unavoidable eyes (sp)(sacrifice)the wearer may use the stone gaze ability on every creature in a 30' cone. Each creature receives a +2 bonus on their saving throw.

Cerberus three canine faces adorn this mask, the middle withe gaping jowls. The wearer takes a -2 penalty on saves against [cold] effects
Fire tooth (su)(passive) the wearer gains a bite attack dealing 1d6 damage (medium) plus 1d6 fire
Flame Tested (su)(passive) the wearer gain fire resistance equal to twice his class level
Flame Breath (su)(active) the wearer gains a breath weapon, useable every 1d4 rounds, that does 1d6 fire damage per class level in a 15' cone (reflex save for half)
Hellfire (sp)(sacrifice)the wearer may breath a 30' cone of hellfire, dealing 1d8+1 negative energy damage (reflex save for half)

Nymph the image of a carefree, impossibly flawless young woman.The wearer takes a -2 untyped penalty on saves against charm effects.
Lure of Beauty (sp)(active) the wearer may cast hypnotism (http://www.d20srd.org/srd/spells/hypnotism.htm)as a spell-like ability at will as a move action
Honeyed Words (sp)(active) the wearer may cast charm person (http://www.d20srd.org/srd/spells/charmPerson.htm) as a spell-like ability every 1d4 hours.
Call Suitor (sp)(active) the wearer may summon a satyr as summon nature's ally III every 2d4 rounds
Transcendent Whisper (sp)(sacrifice) the wearer may cast charm monster (http://www.d20srd.org/srd/spells/charmMonster.htm) as a spell-like ability.

Minotaur curved horns and an elongated, shaggy snout.
Maze Sense (su)(passive) the wearer always instinctively knows which way is north and gains immunity to any effect that cause confusion.
Mighty Horns (su)(passive) the wearer gains a gore attack that does 1d8 damage (medium) and deals double base damage on a charge attack.
??? (sp)(sacrifice) placeholder

Sphinx description
Ancient Knowledge (su)(active) the wearer may spend a full round action to ponder before making a knowledge check. The check is then made as normal with a bonus equal to the wearer's class level.
Riddle (sp)(active) the wearer may ask any creature within 30' a riddle as a standard action. Make a perform (act or oratory) check opposed by the creatures sense motive. If the wearer is successful, the target may take no action on its next turn. This is a verbal, language dependent effect.
Sphinx's Curse (sp)(sacrifice) the wearer may cast bestow curse (http://www.d20srd.org/srd/spells/bestowCurse.htm) as a spell-like ability.


Cyclops description
??? (su)(passive) placeholder
??? (sp)(active) placeholder
??? (sp)(sacrifice) placeholder

stack
2013-05-07, 12:45 PM
Holy Warrior

Don't know what Risban has in the works. Looks like a solid, if mostly passive, paladin-like to me. I certainly don't think the lay hands pool is too big. Your class would give you things to do actively, so being passive isn't necessarily a bad thing.

Rizban - since just hitting doesn't generate FP, Flynn's offense is now useless as written. Either Flynn's offense needs to generate FP on hits or the feat needs tweaking. I think I'll modify my mimic class to work off FP as well.

Rizban
2013-05-07, 12:53 PM
Rizban - since just hitting doesn't generate FP, Flynn's offense is now useless as written. Either Flynn's offense needs to generate FP on hits or the feat needs tweaking. I think I'll modify my mimic class to work off FP as well.I disagree. If it's a critical hit, combat maneuver, or interrupts an attack against an ally, you resolve as a touch attack and still gain FP. I'll specify that it deals no "weapon damage" but can still apply other effects or whatever.

Edit: I can think of a few uses, and I'm sure clever players will find all kinds of uses for touch attacks, even if they deal no weapons damage.

Rizban
2013-05-07, 01:00 PM
My zealot is a hybrid caster. It functions off of channeling as an augur, channeling abilities being smite and healing touch. It also has some minor troubadour aura abilities. Casting from one domain of zealot's choice, max of 2nd-level spells.

stack
2013-05-07, 01:17 PM
I disagree. If it's a critical hit, combat maneuver, or interrupts an attack against an ally, you resolve as a touch attack and still gain FP. I'll specify that it deals no "weapon damage" but can still apply other effects or whatever.

Edit: I can think of a few uses, and I'm sure clever players will find all kinds of uses for touch attacks, even if they deal no weapons damage.

If its a critical hit, it would likely have hit anyway, baring large threat ranges and low hit chances, making this pretty marginal. Many combat maneuvers are initiated with touch attacks anyway (grapple, trip) or are checks without attack rolls (bullrush, overrun), so the touch attack bit doesn't help. It would apply to charge (if you count that as a maneuver), disarm, and sunder (non-damaging sunder attempts?). Disarm and sunder both provoke without feats. Interrupt mainly applies to sentinel class abilities, as disrupting a spell with a readied action wouldn't work very well without doing damage.

I'm concerned about having enough FP to actually use abilities. Flyn's offense was the best way to get more, though it involved a serious sacrifice of offense. As it is written, it just isn't worth it unless you are planning on using maneuvers heavily anyway. Even then why bother Flynning since the maneuver gives FP anyway and you can damage on the free attack (if tripping, etc)? Having it only really boost disarm/sunder builds is very niche.

Hawk7915
2013-05-07, 01:19 PM
The archetype is nifty, but it feels super weak.

The spell list doesn't give enough offensive options for the spell blade to put into his sword. I mean, he could really only use shatter, daze monster or baleful transposition, and it's entirely possible that none of those options are any good for his situation.

In addition, it doesn't look like any other class would really want to pick it up either, because it just doesn't offer the goods. A floating +2 to saves is nifty. Free alertness feat via familiar is nifty. Tiny boost to spell casting is nifty.

But over all, it's just meh. Hell, some other archetypes give out more exciting tools for just the Lesser powers.

Trapsmith looks good though. Not too sure on the balance, but the feel is nice.


As a general rule, a bonus feat does not make a sufficient archetype power. They can be used sparingly, especially for feat-heavy concepts (ranged combat for example) or to avoid bad feat trees. The best use is if you can get a higher level feat without pre-reqs.

I've shied away from making magic archetypes yet for two reasons: I know Rizban has plans for some of them and they can be tricky to balance. That said, a caster focusing on defensive magic is a fine concept and I think this is a solid start, it just needs some fleshing out and something unique to make it more "That's cool" instead of just "that gives a solid spell list".

Some ideas left behind for the archetype were:


"Free" Arcane Thesis to make metamagic easier to add to spells.

More bonus spells known, to bring it up to par with other caster lists that get three bonus spells.

Some sorta bonus to countering spells.

Increased AC bonus from defensive spells.


I'd be open to other suggestions, though :smallsmile:

stack
2013-05-07, 01:28 PM
Some ideas left behind for the archetype were:


"Free" Arcane Thesis to make metamagic easier to add to spells.

More bonus spells known, to bring it up to par with other caster lists that get three bonus spells.

Some sorta bonus to countering spells.

Increased AC bonus from defensive spells.


I'd be open to other suggestions, though :smallsmile:

Metamagic reducers might be tricky with the spellblade and the auger. Have to see once they are tested a bit.

More spells known is not a bad idea, though potentially more powerful then the fixed spells other archetypes get as bonus spells.

I would make sure not to step on the auger's toes with counterspelling. If the ability is complementary rather than redundant it would be very fitting the theme.

Abjurant champion method? Always a good standby.

Kerleth
2013-05-08, 10:39 AM
The prosopon looks interesting, I didn't try and compare it to other archetypes for balance, but I think it looks like it could be fun to play. The roles of man all seemed a little underwhelming, but I guess I should bear in mind that you'll probably have multiple masks and that versatility should be factored in to their usefulness.


I think that what the spellguard really lacked was a hook, some sort of signature ability or combination of abilities that really makes it stand out. Considering the theme of the class, enhanced ability at counterspelling and dispeling seems like a good fit. Perhaps the ability to counterspell as an immediate action, and being able to spontaneously cast dispel magic, like a priest does with cure spells?
edit: I forgot the augur gets some counterspelling abilities. Perhaps instead a bonus on dispelling checks along with the spontaneous casting of dispel magic. Then the archetype synergies with and augments the augur's counterspelling, but is also useful to other classes.


Well the zealot sounds interesting and I'd like to see it. I'm especially interested in how you handle the spellcasting. You said earlier it's now an archetype instead of a class, but you're also saying it's going to get it's own casting mechanism ala the augur. I think that will be a first for your archetypes, won't it? It'll set a standard for other "gish" style archetypes.
The holy warrior was designed to be very simple and straightforward. Stack called it when he said it was passive and depended on it's class for the more active tricks. Depending on how "spellcastery" your zealot is, perhaps they could both serve a useful purpose?

Rizban
2013-05-08, 10:46 AM
I think that what the spellguard really lacked was a hook, some sort of signature ability or combination of abilities that really makes it stand out. Considering the theme of the class, enhanced ability at counterspelling and dispeling seems like a good fit. Perhaps the ability to counterspell as an immediate action, and being able to spontaneously cast dispel magic, like a priest does with cure spells?I dunno. I'd have to look at it more closely and think about it. I really haven't had much time to look at the things people have been contributing the past couple days. I'm out of town on business, so my time at the computer has been a bit limited.


Well the zealot sounds interesting and I'd like to see it. I'm especially interested in how you handle the spellcasting. You said earlier it's now an archetype instead of a class, but you're also saying it's going to get it's own casting mechanism ala the augur. I think that will be a first for your archetypes, won't it? It'll set a standard for other "gish" style classes.For the moment, I intend zealot to be the exception rather than the rule. I'd much prefer to not have casting inherent to the archetypes themselves. Zealot is going to be the one exception, unless there is a VERY good reason for it otherwise.


The holy warrior was designed to be very simple and straightforward. Stack called it when he said it was passive and depended on it's class for the more active tricks. Depending on how "spellcastery" your zealot is, perhaps they could both serve a useful purpose?I haven't thrown it out and did mention the possibility of including both. Just keep in mind that I have the tendency to edit or heavily rewrite any contributions I pull for the 'official' release.

Kerleth
2013-05-08, 11:10 AM
Okey, dokey. By the way, I edited my previous post due to typos,and having missed the augur's counterspelling. Slighly changed my suggestion for the spellguard.

As far as the Holy Warrior and editing. NUH UNH You better not touch it!!!Lol. Joking, of course. The Holy Warrior was thrown together in my free time, and I kinda figured it would require tweaking and refinement IF you used it. Just for reference, the idea was:
1) A combat archetype. (duh)
2) A warrior that was more of a support character.
3) To "feel" like a paladin, which to me meant not being swayed from your chosen task and supporting your group.
4) Not to be TOO mystically or throw in spellcasting, since it was a combat archetype. Also, I just wasn't sure exactly how to handle adding spellcasting to the archetype.
5) Give some noteworthy and unique abilities that none of your other archetypes offered.
If it at least functions as some food for thought that inspires somebody else's creation, than I am happy.


While on the subject of "combination" archetypes, like paladins..... Have you considered having classes that would be considered two different "types"? Such as being both a combat and magical class, and thus having access to both archetypes. The spellblade comes to mind, but it's more of a general question. Perhaps a class specifically designed to be able to lean more heavily one way or the other, depending on how a player built the character. Just more food for thought.

Rizban
2013-05-08, 11:52 AM
While on the subject of "combination" archetypes, like paladins..... Have you considered having classes that would be considered two different "types"? Such as being both a combat and magical class, and thus having access to both archetypes. The spellblade comes to mind, but it's more of a general question. Perhaps a class specifically designed to be able to lean more heavily one way or the other, depending on how a player built the character. Just more food for thought.Yes, I had considered having Hybrid classes. The Spellblade and Zealot were originally intended to be just that with the Zealot having Augur casting and the Spellblade having Magus casting. I changed the style and focus of the Spellblade and changed the nature of the Zealot, because I realized that I really didn't want to pursue that after all, at least not in the "core" of the system. Of note, however, is the Skirmisher archetype, which is available to any Skillful class and, specifically, the Brawler class. I might change that for balance reasons, but I think it's probably okay.

In short, I decided to have each class codified as a single Type and allow the archetypes to be what "breaks the walls" to be available to different Types of class. While it does eliminate some potential, I think that it will make the system more coherent and better in the long run.

1I redid the Duelist a little bit, changed the Flyn's Offense ability and switched the levels of it and Bonetti's Defense around.

Also posting the first rendition of the Zealot.



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

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

Archetype Features
Lesser Archetype Power Combat Focus: A duelist gains Combat Focus as a bonus feat. In addition, his maximum FP is increased by 1.
Parry (Ex): A duelist is able to easily divert attacks away from him. When targeted by a melee attack, a duelist may spend 1 FP to attempt a parry. The duelist makes an attack roll with his weapon, adding his normal modifiers for the attack plus any dodge bonuses to AC. The result of his attack roll replaces his normal AC. In order to use this ability, a duelist must be using a light or one-handed weapon in one hand and not have anything in his off hand.
Flourish (Ex): By distracting an opponent with his weapon, a duelist is better able to feint in combat, gaining a bonus on Bluff checks to make feint attempts equal to his class level.
Moderate Archetype Power Rhythm (Ex): After making a successful melee attack, a duelist may spend 2 FP as a swift action to make a second attack at a -2 penalty. This ability does not stack with any other ability that grants additional attacks, such as haste.
Bonetti's Defense (Ex): Once per encounter as a move action, a duelist may drop into a defensive stance for one round. All melee attacks made against him until the start of his next turn gain a +4 circumstance bonus to attack but provoke an attack of opportunity from the duelist.
Improved Combat Focus: A duelist gains a bonus Focus feat.
Greater Archetype Power Riposte (Ex): If an enemy misses the duelist with a melee attack, including as the result of parry, the duelist may spend 1 FP as an immediate action to make an attack against that enemy.
Flynn's Offense (Ex): Once per encounter as a swift action, a duelist may drop into a combat stance for one round. All attacks he makes until the start of his next turn are resolved as touch attacks but deal no weapon damage. A duelist gains 1 FP for every successful attack made during this round.
Greater Combat Focus: A duelist gains a bonus Focus feat. In addition, his maximum FP is increased by 1.
Capstone: A duelist adds one additional option to his class' capstone ability. Brawler – Gladiator –
[B]Sentinel – Body Guard (Ex): For three rounds, a Sentinel may use parry and riposte against any attacks directed at his ward.
1



ZealotZealous for his cause, a zealot is blessed by the gods with power and the ability to lead and inspire others.

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

Archetype Features
Lesser Archetype Power Alignment: A zealot must be strongly aligned to a particular deity, striving to live up to that deity's ideal. He may only be lawful good, lawful evil, chaotic good, or chaotic evil. The zealot's alignment must be within one step of his chosen deity's alignment.
Channeling (Su): By channeling motes of energy, a zealot is able to create a range of effects.
[b]Smite: At 1st level, a zealot can channel motes of energy to bring divine judgment against his enemies. By spending 1 mote, he may make a single melee attack, adding his Charisma modifier (if positive) to his attack roll and dealing an extra 1d6 smite damage per two zealot levels, rounded up.
Smite bonuses may only be used against an opponent who has an alignment component which is opposed to one of the zealot's. For example, a Lawful Good zealot can only smite enemies who are Evil or Chaotic or both. If a zealot accidentally smites a creature of the wrong alignment, the smite has no effect, but the mote is still used.
Healing Touch: At 3rd level, a zealot becomes able to channel energy to heal himself and his allies. By spending 1 mote, he may cast cure light wounds as a supernatural ability. By spending 3 motes, he may cast remove disease as a supernatural ability.
Vigor: At 5th level, a zealot can channel motes to increase his speed and durability. He gains a +10 ft enhancement bonus to his base land speed and 1 temporary hit point per class level. For each mote he spends on this ability beyond the first, he gains 1 additional temporary hit point per class level.

Motes/day: This ability is exactly as the Augur ability of the same name, except that his bonus motes are based on his Charisma score instead of his Wisdom score.
Divine Domain: A zealot chooses one divine domain from the list offered by his chosen deity. He gains access to the spells offered by that divine domain, but he does not gain its granted power or any other benefits of it.
He begins play knowing one 0-level spell of his choice from the Priest archetype's spell list. Each time he gains a new level, he potentially learns a new spell as indicated on the class table. All spells of 1st-level or higher may only be chosen from the list given by his chosen domain, but he may choose any 0-level spell from the Priest archetype's spell list.
To learn or cast a spell, a zealot must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a zealot’s spell is 10 + the spell level + the zealot’s Charisma modifier. A zealot simply knows his spells and does not need to prepare them in advance.
The number of times per day a zealot can cast a spell is limited only by his daily motes.
Moderate Archetype Power Inspiring Aura (Su): A zealot learns to inspire his allies and demoralize his enemies using his words and deeds. As a swift action, he may project an Inspiring Aura. The aura remains in effect until he uses a free action to dismiss the aura or activates a different aura. A zealot need not be in battle to activate an aura and may have it active at any time. A zealot must chant, verbally encourage or cajole, shout, or use some other verbal commands to produce the aura. If the zealot is deaf, he has a 20% chance each turn of the aura failing and deactivating.
Unless otherwise noted, any variable bonus is equal to the bonus given on the table below, and the aura affects all allies or enemies within the range given who can hear the zealot, though they do not have to share a language. Creatures who are deaf are immune to all benefits and penalties granted by the aura. The aura does not work in an area of silence, and is automatically dismissed if the zealot is dazed, stunned, paralyzed, unconscious, or is otherwise unable to continue producing the necessary sounds.
Upon gaining this ability, a zealot learns the Valor Inspiration and one other Inspiration of his choice, gaining one new Inspiration at each even numbered level to a maximum of 4 known at 6th level.
Greater Archetype Power Divine Health (Ex): At 4th level, a zealot gains immunity to all diseases, including supernatural and magical diseases.
Courageous Aura (Su): A zealot becomes immune to fear (magical or otherwise). Whenever a zealot has an active aura, each ally within that aura gains a +4 morale bonus on saving throws against fear effects. This is in addition to the normal aura effect.
Capstone: A zealot adds one additional option to his class' capstone ability. Brawler – Brutal Smite (Su): If a brawler makes a successful critical hit when making a smite attack, the smite deals an additional 1d6 smite damage. Gladiator –
[B]Sentinel –
[B]The Zealot
{table=head]ChannelingAbilities|Inspiring AuraBonus/Range|Motes/day|SpellsKnown|Maximum SpellLevel Known

Smite|
-|
3|
1|
0|

-|
-|
4|
2|
1st|

Healing Touch|
+1 / 10 ft|
7|
2|
1st|

-|
+1 / 15 ft|
10|
3|
1st|

Vigor|
+1 / 20 ft|
15|
3|
1st|

-|
+1 / 25 ft|
20|
4|
2nd|
[/table]1

stack
2013-05-08, 12:12 PM
Kerleth - The lower level roles where intended to be a bit weaker. I certainly couldn't go giving out 2nd level spells to a level one non-caster.:smalltongue: Some of them may need to be buffed though. There is also room for more roles at each level, I just got to a point where I was out of unique things for them to do. Completing thematic sets (tragedy/comedy, stages of life, levels of status, etc) is a goal.

Rizban - The new Duelist fixes my concerns with Flynn's Offense. I'm less concerned now that I was originally for focus generation in general, after realizing that the brawler gets crits, the gladiator rocks maneuvers, and of course the sentinel protects, giving them all good was to get focus.

It does occur to me that two characters could just beat on each other to regain focus (Trip attempt, decline to take AOO, stand, repeat). Not sure what, if anything, to do about it.

The zealot looks good. Certainly different from the established pattern, as you noted. Not wild about alignment restrictions, but at least you have options. Of course, the way the smite works an optimal zealot would always be one of those four anyhow.

I'll chime in with a few focus-feats in a bit.

stack
2013-05-08, 01:34 PM
Focused Brutality [Combat, Focus]Trained warriors can use their mental focus to ensure a killing blow is unavoidable.
Prerequisites: Combat Focus
Benefit: When threatening a critical, you may spend 1 FP as an immediate action to automatically confirm the critical.


Meditation [Focus]Calm reflection centers the mind.
Prerequisites: Combat Focus
Benefit: After resting for a minimum of 8 hours, you may spend 1 hour meditating to regain level/2 FP. You may not exceed your maximum FP.


Perfect Strike [Combat, Focus]Steady hands and careful aim win the day.
Prerequisites: Combat Focus
Benefit: You may spend 1 FP as a swift action to roll twice for your next attack. Use the best result. If one roll threatens a critical, the second roll acts as your confirmation roll.


Try, Try Again [Combat, Focus]A skilled warrior can use an apparent miss into open his foes defenses.
Prerequisites: Combat Focus
Benefit: After making an attack with a weapon or natural weapon, you may spend 2 FP as an immediate action to re-roll the attack. You must take the result of the second roll, even if it is worse. You may choose to use this ability after the result of the roll has been announced.


Expansive Calm [Focus]You are capable of holding your focus through great exertion.
Prerequisites: Combat Focus
Benefit: Your maximum focus increases by 2. You immediately gain 2 FP upon taking this feat, which may be spent and recovered as normal. This feat may be taken more than once, the additional increase in FP capacity stacks.


Focused Fortitude [Combat, Focus]A hardened warrior can ignore his wounds.
Prerequisites: Combat Focus
Benefit: As a full-round action that provokes attacks of opportunity, you may spend up to your level in FP, healing 3 points of HP per FP spent. Any excess healed is lost.

Preparations [Combat, Focus]The veteran warrior knows how to steel himself for battle.
Prerequisites: Combat Focus, Focused Fortitude
Benefit: As a full-round action that provokes attacks of opportunity, you may spend up to your level in FP, granting yourself 5 temporary HP per FP spent. These temp HP do not stack with THP from any other source and persist for class level minutes.


Adrenaline Rush [Combat, Focus]Your focus allows you to move faster and hit harder than your foes.
Prerequisites: Combat Focus
Benefit: As a swift action, you may spend up to your level FP to grant a, insight bonus on attack rolls, damage rolls, or AC (and touch AC) equal to the focus points spend or an insight bonus on movement equal to 5' x FP spent for level rounds. Attacks made using this bonus generate FP, an exception to the normal FP generation restrictions.

ed - new feats
Bestial Focus [Combat, Focus]You imitate the deadly lunge of the wild beasts.
Prerequisites: Combat Focus, Adrenaline Rush
Benefit: As a swift action, you may spend 1 FP to grant yourself the pounce ability until the end of your turn.

Mighty Lunge [Combat, Focus]You dart in and out with blinding speed.
Prerequisites: Combat Focus, Adrenaline Rush
Benefit: As a swift action, you may spend 1 FP to increase your melee weapon reach by 5' until the start of your next turn.