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Stormageddon
2013-08-05, 01:34 AM
Stormageddon's P6 Compendium

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


Table of Contents

Introduction


Chapter 1: The Classes

Warrior

Duelist
Martial Artist
Savage
Templar
Cavalier

Expert

Assassin
Hunter
Noble
Tinker

Magic User

Mage
Priest
Warden
Witch
Summoner



Chapter 2: Hybrids
Hybrid Table Descriptions


Chapter 3: Race


Favored Class Bonus
Racial Archetypes



Chapter 4: Feats





Introduction


Let me first say that this project was inspired by Gnorman's Complete E6 Compendium (http://www.giantitp.com/forums/showthread.php?t=250820) and [3.5/E6] Rizban's E6 Player's Guide (http://www.giantitp.com/forums/showthread.php?t=273643). I feel in love with the rules of E6 (http://www.enworld.org/forum/showthread.php?200754-E6-The-Game-Inside-D-amp-D-(new-revision)) and the Gritty Fantasy campaigns the system provides. I'm also a fan of the pathfinder system, and thought that the E6 system could be used for Pathfinder. The system worked well as I thought it would. However, I find that standard Pathfinder punishes multi-classing, and Pathfinder E6 punishes multi-classing even harder. Pathfinder attempted to fix this problem with its' Archetype system, but I find (and it seems to be a common opinion) that the Archetypes were very lack luster. Often the Archetypes would give up some of the classes better abilities in exchange for a bland ability that is not worth the trade. This lead me to find that characters would be pegged into a hole, and to have a rather sameness about them.

This Compendium is not to change the face of Pathfinder, but rather designed to have a system were multi-classing is not punished as hard and Player Characters are able to make unique character in their builds each and every time.

When I saw Gnorman's Complete E6 Compendium I started thinking about how his Archetype system could be used to fix the multi-classing problem. I then developed the Hybrid class system where players can have a multitude of chooses in character creation, and could create a character they wanted and have it be as unique as the background they created for the character.

Stormageddon
2013-08-05, 01:35 AM
Chapter 1



Warrior



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features |Damage Reduction
1st|
+1|
+2|
+0|
+0|Archetype power (lesser), Combat Versatility |
1/- |
2nd|
+2|
+3|
+0|
+0|Weapon Training 1, Armor Training 1|
1/-|
???|
3rd|
+3|
+3|
+1|
+1|Archetype power (moderate), Combat Versatility Bonus Feat |
2/-|
???|
4th|
+4|
+4|
+1|
+1|Unorthodox Maneuvers|
2/-|
???|
5th|
+5|
+4|
+1|
+1|Weapon Training 2, Armor Training 2|
3/-|
???|
6th|
+6 / +1|
+5|
+2|
+2|Archetype power (greater), Combat Versatility Bonus Feat|
3/-|
3/-|[/table]

Starting Wealth: Same as the Fighter
Hit Die: d10
Class 4 + Int modifier per level: List of class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Class Features
All of the following are class features of The Warrior.[spoiler]Weapon and Armor Proficiency: A Warrior is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields), and one Exotic weapon of the player's choice.


Damage Reduction (Ex): The Warrior learns how to position his/herself so the Warrior takes the minimal amount of damage. The Warrior gains damage reduction equal to the table.

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

Weapon Training (Ex): Starting at 2nd level, a Warrior can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This bonus increases to +2 at 5th level. If this class feature is pick by a Hybrid at 5th level the bonus is +2.

A Warrior also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups): Weapon Groups. (http://www.d20pfsrd.com/classes/core-classes/fighter#TOC-Weapon-Training-Ex-)

Armor Training (Ex): Starting at 2nd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. At level 5 this bonus increase by +1 , to a maximum –2 reduction of the armor check penalty and a +2 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 5th level, a fighter can move at his normal speed while wearing heavy armor.

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.

Archetypes


Duelist

Archetype Power (Lesser):A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll.

When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
Archetype Power (Moderate):At 2nd level, a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a move action with a light or one-handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same the same bonus as his/her attack. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.
Archetype Power (Greater):Parry is now a Free action. If using a hybrid and Parry was not chosen the parry was gained but is still a move action.


Martial Artist

Archetype Power (Lesser): The Martial Artist gains the unarmed damage progression of as the monk and the flurry of blow as a monk of the same level. The table of these progressions can be found here. (http://www.d20pfsrd.com/classes/core-classes/monk)

Archetype Power (Moderate): The Martial Artist can now use the Flurry of Blows with one weapon type of his choice.

Archetype Power (Greater): The Martial Artist and make a move action and use the Flurry of Blows action.


Salvage
Archetype Power (Lesser): The Salvage gains Fast Movement and Rage as the Barbarian. (http://www.d20pfsrd.com/classes/core-classes/barbarian)

Archetype Power (Moderate): Rage Power a complete list of rage powers can be found here. (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers)

Archetype Power (Greater): Rage Power, and the Salvage can make a full attack action at the end of a Charge action.




Cavalier
Archetype Power (Lesser): Challenge 1/day, mount, order, Mounted Combat Feat
Archetype Power (Moderate): Cavalier’s charge
Archetype Power (Greater): Challenge 2/day, Banner

Powers for the Cavalier can be found here. (http://www.d20pfsrd.com/classes/base-classes/cavalier)




Expert



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features |Rogue Talents
1st|
+0|
+0|
+2|
+0|Archetype power (lesser), Sneak Attack +1d6, Trapfinding |
Rogue Talent |
2nd|
+1|
+0|
+3|
+0|Evasion, Uncanny Dodge|
-|
???|
3rd|
+2|
+1|
+3|
+1|Archetype power (moderate), Sneak Attack +1d6 |
Rogue Talent|
???|
4th|
+3|
+1|
+4|
+1|Trap Sense +2|
-|
???|
5th|
+3|
+1|
+4|
+1|Sneak Attack +1d6|
Greater Rogue Talent|
???|
6th|
+4|
+2|
+5|
+2|Archetype power (greater), Improve Evasion, Brains Over Brawn|
Greater Rogue Talent||[/table]

Starting Wealth: Same as the Rogue
Hit Die: d8
Class 8 + Int modifier per level: List of class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Class Features
All of the following are class features of The Expert.
Weapon and Armor Proficiency: An Expert is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If an Expert can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Expert's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two Experts levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

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

The rogue 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 rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: An Expert adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion: At 2nd level and higher, an Expert 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 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As an Expert gains experience, she learns a number of talents that aid her and confound her foes. An Expert cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

(Editor's Note: A complete listing of rogue talents can be found here: Rogue Talents (http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents))

Trap Sense: At 4th level, an Expert gains an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.

Uncanny Dodge: a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Improved Evasion: This works like evasion, except that while the expert still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Brains Over Brawn: 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.



Archetypes


Assassin
Archetype Power (Lesser): poison use, An assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.

Archetype Power (Moderate):If an assassin studies his 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). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin'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 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, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her 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 he can attempt another death attack.
Archetype Power (Greater): once per day, an assassin can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.


Hunter
Archetype Power (Lesser): The Hunter adds Survival to his/her class skill list. The hunter also gains Track (http://www.d20pfsrd.com/classes/core-classes/ranger) as a Ranger.
Archetype Power (Moderate): As a move action the Hunter can "Mark" his prey. The hunter can target any creature within 50 feet of the Hunter that the Hunter can see. While Marked the Hunter gains +2 to attack and damage on the marked target. The Mark lasts as long as the target is alive. The Hunter can only have one mark active at a time.
Archetype Power (Greater): The hunter's mark increase +2, A Hunter is now able to locate where his prey is any where in the world so long as the Hunter keeps the mark active.




Tinker
Archetype Power (Lesser): Brew Potion (http://www.d20pfsrd.com/feats/item-creation-feats/brew-potion-item-creation---final), Mutagen (http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Brew-Potion-Ex-)
Archetype Power Moderate: Alchemy: At 3rd level the Tinker can brew Potion. At third level the tinker can brew 3, 1st level potions per day. The types of potions the Tinker can brew can be found on the Formulae list
Archetype Power (Greater): Greater Alchemy: At 6th level the Tinker can brew 2 second level Formulae per day.




Magic User



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Metamagic Reduction | Spell Slot | 1st | 2nd | 3rd
1st|
+0|
+0 |
+0 |
+2 | Archetype power (lesser), Archetype Spellcasting, Scribe Scroll, Bond Level +1|
0 | |
3 |
0 |
0 |
2nd |
+1 |
+0 |
+0 |
+3 | Bond level +1 |
0 | |
4 |
0 |
0 |
3rd|
+1|
+1|
+1|
+3|Archetype power (moderate), Bonus Feat Meta Magic, Bond level +1|
1| |
5|
3|
0 |
4th|
+2|
+1|
+1|
+4|Bond level +1|
1| |
6|
4|
0 |
5th |
+2 |
+1 |
+1 |
+4 |Bond level +1 |
2 | |
6 |
5 |
3 |
6th |
+3 |
+2 |
+2 |
+5 | Archetype power (greater), Bonus Feat Meta Magic, Bond level +1 |
2 | |
6 |
6 |
4[/table]

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d6
Class 2 + Int modifier per level: List of class skills: The Magic User's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Class Features
All of the following are class features of The Magic User.
Weapon and Armor Proficiency:the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a Magic User's movements, which can cause his spells with somatic components to fail.

Archetype Spellcasting: Magic users gain Spell casting based on the chosen Archetype. Details can be found in the Archetype description. Number of Spells per day can be be found on the table Magic User. All Archetype can spontaneously cast from the Archetype's known spells.

Scribe Scroll: Magic Users gain Scribe Scroll as a free feat.

Bond: All Magic Users will gain a "Bond." The nature of the bond will depend on the archetype chosen. The bond increases +1 level each level for a max of 6 bond levels. If using a hybrid class the bond does not have to be chosen at level 1, and can start gaining levels at any level. If using a single class hybrid the player must choose one of the two archetype bonds; once chosen the choice can not be changed. The Magic User can never gain use of the bond not chosen.

Meta Magic Reduction: The Magic User starting at level 3 gains the ability to reduce the cost of Meta Magic Feats. At level 3 the Magic User can reduce the level increase of Meta Magic Feats by 1. At 5th level the Magic User can reduce the cost by 2 levels.

the total spell level after the metamagic adjustment but before the reduction must be no higher than 1+1/2 Magic User Level. For Example: A 6th level Magic User could cast put dazing spell on a 1st level spell and cast it using a 2nd level slot. However, the total spell level is 4th level (1 + 3 [Dazing Spell]); so it's at the maximum spell level possible. This prevents him from casting a 2nd level Dazing Spell in a 3rd level slot because that spells total spell level would be 5th (2 + 3 [dazing]) which is beyond his limit.

This can not be used to reduce the spell below its original level.

A Magic User can not use this ability more then 2 times per day.

[B]Bonus Feat Meta Magic: The Magic User gains a bonus Meta Magic Feat of his or her choice.



Archetypes


[B]Mage
Spell Casting: A Mage casts arcane spells drawn from the sorcerer/wizard spell list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---sorcerer-and-wizard)t. A Mage can cast any spell she knows without preparing it ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A Mage may know any number of spells. He must get 8 hours of sleep and spending 1 hour studying his spellbook in order to receive the Mage's spells know. A Mage may cast any spell in his spell book with need to prepare the spell.

Starting Spells (See Spellbooks below): A Mage begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

Arcane School:A Mage can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A Mage that does not select a school receives the universalist school instead.

A Mage that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A Mage can not ever cast spells from his school of opposition.

Arcane Bond: The Mage gains service of a Familiar (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar). The level of the familiar is based on the bond level.

Archetype Power (Lesser):

Cantrips: The Mage can cast level 0 spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. The Mage begins with knowing all level 0 spells except spells from the Mage's opposition school.

School Power: A Mage may select one of the schools powers from the Mage's selected school.


Archetype Power (Moderate): School Power: A Mage may select one of the schools powers from the Mage's selected school.

Archetype Power (Greater): Greater School Power: A Mage takes the 6th or 8th level power from the selected school.



Priest
Spell Casting: A Priest casts divine spells which are drawn from the http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---cleric. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A

To cast a spell, a Priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the Priest Wisdom modifier.

Like other spellcasters, a Priest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Magic User. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Priests meditate or pray for their spells. Each Priest must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A Priests may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level.

Divine Bond: Priests forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the Priest to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per Bond level. When called, the spirit causes the weapon to shed light as a torch. At 1st level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +3 at 6th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the Priest. These bonuses apply to only one end of a double weapon. A Priest can use this ability once per day at 1st level, and one additional time per day for every four Bond levels beyond 1st, to a total of two times per day at 4th level.

If a weapon bonded with a celestial spirit is destroyed, the Priest loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a Priest to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium Priest) or a pony (for a Small Priest), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions), using the Priest's Bond level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a Priest may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 1st level, and one additional time per day for every 4 levels thereafter.

Should the Priest's mount die, the paladin may not summon another mount for 30 days or until she gains a Priest level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Archetype Power (Lesser):

Aura: A Priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy: As cleric (http://www.d20pfsrd.com/classes/core-classes/cleric#TOC-Channel-Energy-Su-)

Domains A priest's deity influences her alignment, what magic she can perform, her values, and how others see her. A priest chooses one domain from among those belonging to her deity. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a priest is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

At 1st level a priest gains 1st level grant powers of her chosen domain. Unless otherwise noted, activating a domain power is a standard action.

(Editor's Note: A complete listing of priest's domains can be found here: Cleric Domains (http://www.d20pfsrd.com/classes/core-classes/cleric/domains))

Orisons: Priests can cast 0-level spells, each day. These spells are treated like any other spell, but they are not expended when cast and may be used again.


Archetype Power (Moderate):

Channel Energy +1d6

Domain Spells: The Priest gain access to the 1st, and 2nd level to spells to her spell list.


Archetype Power (Greater):
Channel Energy +1d6

Greater Domain Power: The Priest can now access the 8th level power of her chosen Domain.


Warden
Spell Casting: A Warden casts divine spells, which are drawn from the druid spell list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---druid). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells.

To cast a spell, the Warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Magic User. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A Warden must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A Warden may cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Nature Bond: At 1st level, a Warden forms close bond with an animal companion. A Warden may begin play with any of the animals listed in Animal Choices (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Animal-Choices). This animal is a loyal companion that accompanies the Warden on her adventures.

(Editor: Details on how animal companions work can found be here: Animal Companions (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions))

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the Warden's Bond advances in level. Most animal companions increase in size when their nature bond reaches 4th level, depending on the companion. If a Warden releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Archetype Power (Lessor):


A Warden adds Survival to the Warden's class skills.

Orisons: Wardens can cast a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Nature Sense: A Warden gains a +2 bonus on Knowledge (nature) and Survival checks.


Archetype Power Moderate: Wild Shape 1/day: A Warden gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape) spell, except as noted here. The effect lasts for 1 hour per Warden level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A Warden loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Archetype Power (Greater): Wild Shape 2/day/


Witch

Spell Casting: A witch casts arcane spells drawn from the witch spell list. (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-list---witch)

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.

In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A witch may know any number of spells. She must spend 8 hours of sleep and spending 1 hour communing with her familiar to gain her spells.

Witch's Bond: a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the Mage’s arcane bond class feature, except as noted in the Witch’s Familiar section (http://www.d20pfsrd.com/classes/base-classes/witch/witch-s-familiar).

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot cast a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Archetype Power (Lesser): Cantrips, Hex

Archetype Power (Moderate): Hex

Archetype Power (Lesser): Grand Hex

A complete list of Hexes can be found here. (http://www.d20pfsrd.com/classes/base-classes/witch#TOC-Hex)


Summoner
Spell Casting: A summoner casts arcane spells drawn from the summoner spell list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---summoner). He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.

In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice.


Eidolon Bond: The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

(Editor's Note: Full details on how eidolons work can be found here: Eidolons (http://www.d20pfsrd.com/classes/base-classes/summoner/eidolons))

Archetype Power (Lesser): Cantrips, Life Link (http://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Life-Link-Su-)

Archetype Power (Moderate): Bond Senses (http://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Bond-Senses-Su-)

Archetype Power (Greater): Fused Eidolon: A Summoner may summon the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability



Leader



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Bodygaurd Level
1st|
+0|
+1|
+1|
+1|Archetype power (lesser) |
1 |
2nd|
+1|
+2|
+2|
+2||
1|
???|
3rd|
+2|
+2|
+2|
+2|Archetype power (moderate), |
2|
???|
4th|
+3|
+2|
+2|
+2||
3|
???|
5th|
+3|
+3|
+3|
+3||
3|
???|
6th|
+4|
+3|
+3|
+3|Archetype power (greater)|
4||[/table]

Starting Wealth: Same as the Bard
Hit Die: d8
Class 6 + Int modifier per level: List of class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Class Features
All of the following are class features of the Leader.[spoiler]Weapon and Armor Proficiency: A Warrior is proficient with all simple and choice of 2 martial weapons and with all armor (heavy, light, and medium) and shields (but not tower shields).

Bodyguard: Leaders are either assigned, or attract bodyguards to help them in court and protect them in battle. Thankfully these bodyguards are moderetaly competent in social situations and they add weight to a Leader's words when they are with their charge.
You gain a companion of the same race and alignment as you, with a Strength, Dexterity and Constitution score of 14 and an Intelligence, Wisdom and Charisma score of 10 before racial modifications. The companion has good base attack bonus, fortitude and will saves, d10 hit dice and gets 1 rank per level in Diplomacy, and Perception. The bodyguard's level is determined by the table shown above. The Leader is responsible for the bodyguard's equipment, and he must provide it himself. If the bodyguard dies, a new one will appear within 2 days if the Leader is in an urban area, or a week after the Leader sends out word of the loss.
Finally, whenever the bodyguard is adjacent to his Leader, the Leader automaticaly enjoys a +2 in all Bluff, Diplomacy, and Intimidate rolls used in social situations as if the bodyguard used Aid Another.




Templar
Archetype Power (Lesser): 1/day Smite Opposition: The Templar gains the ability to smite a foe as part of a melee or ranged attack. He gains a bonus on the attack equal to his Charisma modifier (if positive), deals additional damage equal to his class level plus his Charisma modifier (if positive), and ignores any damage reduction the target possesses. A Templar's smite does not function against opponents who are within one step or less of his own alignment.

In addition, while smite opposition is in effect, the Templar gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.

The smite Opposition effect remains until the target of the smite is dead or the next time the Templar rests and regains her uses of this ability.

Auras level 1: A templar can by the power of his faith surround himself and allies within 30 feet an aura that give aid. Only one Aura can be activated at a time.

Archetype Power (Moderate): Smite Opposition +1/day, Auras level 2

Archetype Power (Greater): Smite Opposition +1/day. Auras level 3


Templar's Auras

Level 1
Aura of Deflection: The Templar gains a sacred bonus to his armor class equal to his Charisma modifier (if positive). Affected allies gain half that bonus.

Aura of Endurance: The Templar gains a sacred bonus on all saves equal to his Charisma modifier (if positive). Affected allies gain half that bonus.

Aura of Might: The Templar gains a sacred bonus to ranged and melee damage rolls equal to his Charisma modifier (if positive). Affected allies gain half that bonus.

Level 2
Aura of Accuracy: The Templar gains a sacred bonus to ranged and melee attack rolls equal to his Charisma modifier (if positive). Affected allies gain half that bonus.

Aura of Vitality: The Templar gains temporary hit points equal to his Charisma modifier (if positive). Affected allies gain half that amount. These hit points are refreshed each round that the aura is active (provided that allies remain within range), but do not stack.

Aura of Purity: Evil outsiders and undead within range of this aura take divine damage equal to the Templar's Charisma modifier (if positive) each round. This damage is applied at the end of the zealot's turn.

Level 3
Aura of Ablation: TheTemplar gains damage reduction X/-, where X is equal to his Charisma modifier (if positive). Affected allies gain half that amount.

Aura of Warding: This aura almost exactly mimics the Magic Circle Against Chaos/Evil/Good/Law spell, though it offers its benefits to affected allies out to the Templar's normal aura range rather than just 10'. Upon learning this aura, the Templar chooses which alignment component it protects against - this choice is permanent. This aura is a supernatural ability with a caster level equal to the Templar's class level.


Noble
Archetype Power (Lesser): Bardic knowledge, bardic performance, countersong, distraction, fascinate, inspire courage +1

Archetype Power (Moderate): Inspire courage +2, lore master 1/day

Archetype Power (Greater):

All descriptions of the Noble's Features can be found here. (http://www.d20pfsrd.com/classes/core-classes/bard)

Stormageddon
2013-08-05, 01:37 AM
Chapter 2



Hybrid Classes

Hybrid classes may select two Archetypes E.I... Priest/Duelist. At each level the player may select the class features of either the Warrior or Magic User. The player may also select either archetype Power for Priest or Duelist. For example a first level Priest/Duelist could pick the special features of the Warrior from his Ranger side then select the Lessor Archetype Power from the Priest side. At third level the Priest/Duelist could pick the class features of the Magic User, and select the Moderate Archetype Power of the Duelist.

Hybrid classes don't not gain any other features from the classes. For the example the Priest/Ranger would never gain the Warrior's Damage Reduction.

Hybrid classes use the tables below of corresponding to the classes picked.


Single Class Hybrids

It is possible to Hybrid between two Archetypes in a single class. The Single Class Hybrid will use the table of the class chosen and would gain all Class features of the class including the Single Class Only Features such as the Warrior's Damage Reduction.

If a Magic User Single Class Hybrid is chosen the Magic User most divide his/her daily spells evenly between the two Archetypes chosen with any odd spell can be the player's choice. For example A level 1 Warden/Mage could cast 1 Warden spell and 1 Mage spell with the last spell being either a Mage spell or Warden spell.



Warrior/Expert



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Easy Armor
1st|
+0|
+1|
+1|
+0|Archetype power (lesser), Choice Warrior or Expert Class Features|
Light |
2nd|
+1|
+2|
+2|
+0|Choice Warrior or Expert Class Features|
Light|
???|
3rd|
+2|
+2|
+2|
+1|Archetype power (moderate), Choice Warrior or Expert Class Features|
Light|
???|
4th|
+3|
+2|
+2|
+1|Choice Warrior or Expert Class Features|
Medium|
???|
5th|
+3|
+3|
+3|
+1|Choice Warrior or Expert Class Features|
Medium|
???|
6th|
+4|
+3|
+3|
+2|Archetype power (greater), Choice Warrior or Expert Class Features|
Medium||[/table]

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8
Class 6 + Int modifier per level: List of class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Class Features
All of the following are class features of Warrior/Expert.
Weapon and Armor Proficiency: A Warrior/Expert is proficient with all simple and martial weapons and with all light and medium armor and shields (But not tower shields).

Easy Armor: Starting at level 1 the Warrior/Expert's Armor Check Penalty for light armor is reduced to 0. At 4th level the Armor Check Penalty for Medium armor is reduce to 0.



Magic User/Warrior



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Armored Casting | 1st | 2nd |
1st|
+0|
+1 |
+0 |
+1 | Archetype power (lesser), Archetype Spellcasting, Choice Warrior or Magic User Class Features|
Light |
3 |
0 |
2nd |
+1 |
+2 |
+0 |
+2 | Choice Warrior or Magic User Class Features|
light |
4 |
0 |
3rd|
+2|
+2|
+1|
+2|Archetype power (moderate), Choice Warrior or Magic User Class Features|
Light|
5|
3|
4th|
+3|
+2|
+1|
+2|Choice Warrior or Magic User Class|
Medium|
6|
4|
5th |
+3 |
+3 |
+1 |
+3 |Choice Warrior or Magic User Class features|
Medium |
6 |
5 |
6th |
+4 |
+3 |
+2 |
+3 | Archetype power (greater), Choice Warrior or Magic User Class Features|
Medium |
6 |
6 |[/table]

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8
Class 4 + Int modifier per level: List of class skills: The Magic User's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Class Features
All of the following are class features of Warrior/Magic User.
Weapon and Armor Proficiency: A Warrior/Magic User is proficient with all simple and martial weapons and with all light and Medium armor. Unless Warrior/Magic User has at lest one hand free He/She can not cast spells.

Archetype Spellcasting: Magic users gain Spell casting based on the chosen Archetype. Details can be found in the Archetype description.

Armored Casting: Starting at level 1 the Warrior/Magic User's can cast spells in light armor without chance of spell failure. At 3rd level Medium armor no longer has a chance of spell failure, and at 5th level Heavy armor no longer has a chance of spell failure.


Magic User/Expert



{table=head]|
Base AttackBonus|
FortSave|
RefSave|
WillSave|Class Features | Trick Casting | 1st | 2nd |
1st|
+0|
+0 |
+1 |
+1 | Archetype power (lesser), Archetype Spellcasting, Choice Expert or Magic User Class Features|
1/day |
3 |
0 |
2nd |
+1 |
+0 |
+2 |
+2 | Choice Expert or Magic User Class Features|
1/day |
4 |
0 |
3rd|
+2|
+1|
+2|
+2|Archetype power (moderate), Choice Expert or Magic User Class Features|
1/day|
5|
3|
4th|
+3|
+1|
+2|
+2|Choice Expert or Magic User Class|
2/day|
6|
4|
5th |
+3 |
+1 |
+2 |
+2 |Choice Expert or Magic User Class features|
2/day |
6 |
5 |
6th |
+4 |
+2 |
+3 |
+3 | Archetype power (greater), Choice Expert or Magic User Class Features|
2/day |
6 |
6 |[/table]

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8
Class 6 + Int modifier per level: List of class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Knowledge all (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str). (all skills taken individually)

Class Features
All of the following are class features of Expert/Magic User.
Weapon and Armor Proficiency: A Expert/Magic User is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor A Expert/Magic User can cast spells while wearing light armor without incurring the normal arcane spell failure chance.

Archetype Spellcasting: Magic users gain Spell casting based on the chosen Archetype. Details can be found in the Archetype description.

Trick Casting: Starting at level 1 a Expert/Magic User can preform 1 trick from the list below. This increase to 2 times per day at level 4.


Ranged Legerdemain: An Expert/Magic User can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an Expert/Magic User cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Impromptu Sneak Attack: An Expert/Magic User can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

Tricky Spells: an Expert/Magic can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time.

Stormageddon
2013-08-05, 01:38 AM
Chapter 3



Favored Class Options

Dwarf


Warrior: Add +1 to the CMD when resisting a bull rush or trip.

Expert:: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.

Magic User: Add +1/4 natural armor bonus to the AC of the Creature used in the Bond.



Elf


Warrior: Add +1 to the Warrior's base speed. In combat this option has no effect unless the Warrior has selected it five times.

Expert:: Add +1 to the number of times per day the Expert can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.

Magic User: Adds 1/6 levels to the Meta Magic Reduction feature.



Gnome


Warrior: Add +1 to the Warrior's CMD when resisting a dirty trick or steal attempt.

Expert:: The Expert gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.

Magic User: The Magic User Bond Creature gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 6 for any one type).



Half Elf

When a Half Elf pick a Hybrid Class, and she selects to uses the favored class bonus she gains the bonuses of both of the favored classes picked. This replaces the Multitalented Trait.


Warrior: Add +1 to the fighter's CMD when resisting a disarm or overrun combat maneuver.

Expert:: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.

Magic User: When casting enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.



Half Orc


Warrior: Add a +2 bonus on rolls to stabilize when dying

Expert:: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.

Magic User: Add a +1 bonus on concentration checks made due to taking damage while casting spells.



Halfling


Warrior: Add +1 to the Fighter's CMD when resisting a trip or grapple attempt.

Expert:: Choose a weapon from the following list: sling, dagger, or any weapon with “halfling” in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.

Magic User: Add a +1/3 luck bonus on the saving throws of the Magic User's Bond creature



Human

1 Hit point or 1 skill point only.


Racial Archetypes



Dwarf

Defender
Warrior Archetype
Archetype Power (Lesser): Warding (Ex): Once per round as a move action, a Defender may select one willing ally within 30 feet. This ally becomes known as the Defender'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 Defender, both lose the benefits, but he does not cease to be counted as the Defender's ward. Either the sentinel or the ward may dismiss this ability as a free action. A Defender may not have more than one ward.
At first level, a Defender's ward is treated as having cover from attacks, regardless of the Defender's position in relation to the attacker. This grants the ward a +4 cover bonus to AC.
As long as the Defender'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.

Archetype Power (Moderate): Provocation (Ex): Once per turn as a move action, a Defender 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 Defender. This effects lasts for one round but ends immediately if the Defender is killed or falls unconscious or if the affected enemy loses sight of the Defender or is attacked by another creature before it makes its Will save.

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


Halfling

Filcher
Expert Archetype
Archetype Power (Lesser): Quicker than the Eye (Ex): a filcher develops an amazingly swift and delicate touch. When she uses Sleight of Hand, creatures take a penalty on their Perception checks to notice the attempt equal to half the filcher's class level. The filcher also subtracts her class level from the normal –20 penalty when attempting to make a Sleight of Hand check as a move action instead of as a standard action. Lastly, the filcher can withdraw an object hidden on her person, including a weapon, as a move action instead of the usual standard action.

Archetype Power (Moderate): a filcher learns how pluck items off her opponents even in combat. She gains Improved Steal (http://www.d20pfsrd.com/feats/combat-feats/improved-steal-combat) as a bonus feat and can use her Sleight of Hand bonus instead of her CMB when performing a steal combat maneuver. If the filcher gains bonuses on combat maneuver checks from any feats, spells, magic items, or similar effects, they are added to the Sleight of Hand bonus when using the steal maneuver.

Archetype Power (Greater): She gains Greater Steal (http://www.d20pfsrd.com/feats/combat-feats/greater-steal-combat) as a bonus feat, and opponents do not gain a +5 bonus to their CMD when she tries to remove items fastened to them. The filcher can make a free steal attempt on a successful Sneak Attack.


Half Orc

Scarred Witch Doctor
Magic User Archetype
Spell Casting: A witch casts arcane spells drawn from the witch spell list. (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-list---witch)

To learn or cast a spell, a witch must have an Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Constitution modifier.

In addition, she receives bonus spells per day if she has a high Constitution score (see Table: Ability Modifiers and Bonus Spells).

A witch may know any number of spells. She must spend 8 hours of sleep and spending 1 hour communing with her familiar to gain her spells.

Witch's Bond: a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the Mage’s arcane bond class feature, except as noted in the Witch’s Familiar section (http://www.d20pfsrd.com/classes/base-classes/witch/witch-s-familiar).

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot cast a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Archetype Power (Lesser): Cantrips, Hex

Archetype Power (Moderate): Hex

Archetype Power (Lesser): Grand Hex

A complete list of Hexes can be found here. (http://www.d20pfsrd.com/classes/base-classes/witch#TOC-Hex)


Gnome

Fey Born

A Magic User Archetype.
Spell Casting: A Fey Born casts divine spells, which are drawn from the druid spell list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---druid). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells.

To cast a spell, the Fey Born must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the Fey Born's Charisma modifier.

Like other spellcasters, a Fey Born can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Magic User. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A Fey Born must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A Fey Born may cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Nature Bond: At 1st level, a Fey Born forms close bond with an animal companion. A Fey Born may begin play with any of the animals listed in Animal Choices (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Animal-Choices). This animal is a loyal companion that accompanies the Warden on her adventures.

(Editor: Details on how animal companions work can found be here: Animal Companions (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions))

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the Fey Born's Bond advances in level. Most animal companions increase in size when their nature bond reaches 4th level, depending on the companion. If a Fey Born releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Archetype Power (Lessor):


A Fey Born adds Survival to the Warden's class skills.

Orisons: Fey Born can cast a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Nature Sense: A Fey Born gains a +2 bonus on Knowledge (nature) and Survival checks.


Archetype Power Moderate: Wild Shape 1/day: A Fey Born gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape) spell, except as noted here. The effect lasts for 1 hour per Fey Born level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A Fey Born loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Archetype Power (Greater): Wild Shape 2/day/



Elf

Spellblade
This is a Warrior/Magic User Archetype. The Spellblade must be chosen as the warrior class.
Archetype Power (Lesser): Spell Combat (Ex): a Spellblade learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the SpellBlade must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from her spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his caster stat bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A Spellblade can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Archetype Power (Moderate): Spellstrike (Su): whenever a Spellblade casts a spell with a range of “touch” from the her spell list, she can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a Spellblade can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.

Archetype Power (Greater): Improved Spell Combat (Ex): the Spellblade’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the Spellblade receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.


Half Elf

Wild Noble
Wild Noble is an Expert Archetype.
Archetype Power (Lesser): Wild Nobles adds Survival to his/her class skill list. The Wild Noble also gains Track (http://www.d20pfsrd.com/classes/core-classes/ranger) as a Ranger. bardic performance, fascinate, inspire courage +1

Archetype Power (Moderate): Inspire courage +2, Woodland Stride (http://www.d20pfsrd.com/classes/core-classes/druid#TOC-Woodland-Stride-Ex-)

Archetype Power (Greater): Gains Leadership (http://www.d20pfsrd.com/feats/general-feats/leadership---final) Feat.

All descriptions of the Noble's Features can be found here. (http://www.d20pfsrd.com/classes/core-classes/bard)

Stormageddon
2013-08-05, 01:40 AM
Chapter 4: Feats


Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +3, and every 3 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.

Prerequisite: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +3, and every +3 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Strong Second (Combat)
Your second swing is more accurate

Prerequisite: BAB +6/+1

Benefit: Your second attack only take a -2 to BAB, instead of the normal -5 BAB

Combat Feat Rules Change: Any Combat feat with a Prerequisite above +6 is now changed to +6 as it's prerequisite.

Stormageddon
2013-08-09, 03:33 PM
Is now open for commentary. All feedback is welcome! :smallsmile: Please feel feel free to shout out any Archetypes you would want to see.

iTookUrNick
2013-08-09, 05:02 PM
Good effort, keep it up. I'll start the insulting constructive criticism.

Regarding magic user: isn't it strange that the three archetypes have their Domain-like abilities in all different places (Wiz: all over the place, Cleric: Lesser power, Druid: bond). Since they are so similar in design, I'd wager they should follow a similar pattern.

Also consider the following example: is it intentional that a hybrid could access two domains and an AC (or even three domains)?
Magic User: Warden/Priest
Bond: Animal Companion or Domain
Archetype powers:

Lesser: Orisons, Channel Energy 1d6, 2 Domains
Moderate: Wild Shape 1/day
Greater: Wild Shape 2/day

Stormageddon
2013-08-09, 05:09 PM
Good point. Removing the Warden's option to select domain. Chop up the Priest's Domain's into the (Moderate) and (Greater) Archetype powers could fix the problem.

Stormageddon
2013-08-09, 05:26 PM
Good effort, keep it up. I'll start the insulting constructive criticism.

Regarding magic user: isn't it strange that the three archetypes have their Domain-like abilities in all different places (Wiz: all over the place, Cleric: Lesser power, Druid: bond). Since they are so similar in design, I'd wager they should follow a similar pattern.

Also consider the following example: is it intentional that a hybrid could access two domains and an AC (or even three domains)?
Magic User: Warden/Priest
Bond: Animal Companion or Domain
Archetype powers:

Lesser: Orisons, Channel Energy 1d6, 2 Domains
Moderate: Wild Shape 1/day
Greater: Wild Shape 2/day


Took it a step further and decrease the Priest to only getting 1 domain.

I considered not allowing Single Class Hybrid in the Magic User. For balance issues, but thought I could make it work some how.

TKXapathy
2013-08-09, 10:25 PM
Wow, love what you've done so far. Still reading, but I'll post again when I have my comments ready.

Stormageddon
2013-08-12, 02:32 PM
Wow, love what you've done so far. Still reading, but I'll post again when I have my comments ready.

Hey thanks!! I would apreciate any critism you have.

Stormageddon
2013-08-15, 02:52 PM
Racial Archetypes finished. Many may notice that there is no archetypes or Racial Bonuses for Humans. ^*&* humans! Every E6 game sees a ton of humans. This is my way of giving the other races in E6 a little love.

Maybe when I get motivated I'll create Archetypes for the Pathfinder Featured Races.

AttilaTheGeek
2013-08-16, 02:32 AM
Is the Magic User's metamagic (one word, by the way, and not capitalized) reduction total or for each feat? For example, if I were to cast an Empowered (+2) Maximized (+3) Quickened (+4) Silent (+1) Still (+1) Scorching Ray, could I do so with a 3rd-level spell slot?

Are the "1st", "2nd", and "3rd" columns under the "magic user" class spell slots or spells known?

What made you choose to make this a system in which each "class" corresponds to a party role (melee, caster, etc.) and each Pathfinder class is an archetype, rather than a system in which there are many classes and archetypes? It is my belief that adopting the latter would be good for the system.

Edit: As I'm reading through, I'll add other minor criticisms and nitpicks to this post.

You have a blank line under each class name in the table of contents.

Aaaand I just realized it's one in the morning, time for sleep. More feedback tomorrow.

Stormageddon
2013-08-16, 10:28 AM
Is the Magic User's metamagic (one word, by the way, and not capitalized) reduction total or for each feat? For example, if I were to cast an Empowered (+2) Maximized (+3) Quickened (+4) Silent (+1) Still (+1) Scorching Ray, could I do so with a 3rd-level spell slot?

The design was for the total metamagic level increase. Not for each feat. I'll rewrite to make more clear. This probably needs to be reduced to only a reduction of 2


Are the "1st", "2nd", and "3rd" columns under the "magic user" class spell slots or spells known?

For spell slots. Will rewrite to make make more clear.


What made you choose to make this a system in which each "class" corresponds to a party role (melee, caster, etc.) and each Pathfinder class is an archetype, rather than a system in which there are many classes and archetypes? It is my belief that adopting the latter would be good for the system.

The idea sprang from my frustration with the Pathfinder Multiclassing system. Using Archetypes to multiclass while having the class just be a kind of framework for the Archetypes. that way I could just have a Magic User/Warrior "framework" and let the player decide if they wanted to make a warrior Priest or a arcane warrior. I thought that this would allow the player to make a character from hundreds of different possibilities.


Edit: As I'm reading through, I'll add other minor criticisms and nitpicks to this post.

You have a blank line under each class name in the table of contents.

Aaaand I just realized it's one in the morning, time for sleep. More feedback tomorrow.

Excellent! Thanks for the your input! Keep it coming.

3WhiteFox3
2013-08-16, 11:21 AM
The design was for the total metamagic level increase. Not for each feat. I'll rewrite to make more clear. This probably needs to be reduced to only a reduction of 2

Even with the clarification and reduction of 2, I'm still worried about it being extremely powerful. Metamagic is already a extremely potent part of being a spell caster, and even with the reduced spellcasting I'm worried about something like this happening.

Magical Lineage + Metamagic Reduction 2 is enough to cast one spell with a +3 metamagic feat added on for free. Add Dazing Spell onto a fireball for example and laugh as you turn supposedly difficult encounters into cakewalks as your opponents cannot do anything but watch in horror as your party mauls them. You don't even need Magical Lineage specifically, any metamagic reducer will do. While that's probably one of the nastier combos, you could just go with persistent spell and all of your save or lose spells become very difficult to resist.

I think that the reduction needs some sort of limit to keep people from spamming it for every spell that they cast.

Maybe make so that the total spell level after the metamagic adjustment but before the reduction must be no higher than a set number, perhaps 1+1/2 Magic User Level. For Example: A 6th level Magic User could cast put dazing spell on a 1st level spell and cast it using a 2nd level slot. However, the total spell level is 4th level (1 [base] + 3 [Dazing Spell]); so it's at the maximum spell level possible. This prevents him from casting a 2nd level Dazing Spell in a 3rd level slot because that spells total spell level would be 5th (2 [base] + 3 [dazing]) which is beyond his limit.

Also, consider putting a limiter on the reduction so that it won't take anything below it's own spell level. i.e. no casting 1st level spells as cantrips.

AttilaTheGeek
2013-08-16, 01:29 PM
The idea sprang from my frustration with the Pathfinder Multiclassing system. Using Archetypes to multiclass while having the class just be a kind of framework for the Archetypes. that way I could just have a Magic User/Warrior "framework" and let the player decide if they wanted to make a warrior Priest or a arcane warrior. I thought that this would allow the player to make a character from hundreds of different possibilities.

I don't understand what you mean here. How does multiclassing between archetypes within a class work?

Stormageddon
2013-08-16, 03:14 PM
Even with the clarification and reduction of 2, I'm still worried about it being extremely powerful. Metamagic is already a extremely potent part of being a spell caster, and even with the reduced spellcasting I'm worried about something like this happening.

Magical Lineage + Metamagic Reduction 2 is enough to cast one spell with a +3 metamagic feat added on for free. Add Dazing Spell onto a fireball for example and laugh as you turn supposedly difficult encounters into cakewalks as your opponents cannot do anything but watch in horror as your party mauls them. You don't even need Magical Lineage specifically, any metamagic reducer will do. While that's probably one of the nastier combos, you could just go with persistent spell and all of your save or lose spells become very difficult to resist.

I think that the reduction needs some sort of limit to keep people from spamming it for every spell that they cast.

Maybe make so that the total spell level after the metamagic adjustment but before the reduction must be no higher than a set number, perhaps 1+1/2 Magic User Level. For Example: A 6th level Magic User could cast put dazing spell on a 1st level spell and cast it using a 2nd level slot. However, the total spell level is 4th level (1 [base] + 3 [Dazing Spell]); so it's at the maximum spell level possible. This prevents him from casting a 2nd level Dazing Spell in a 3rd level slot because that spells total spell level would be 5th (2 [base] + 3 [dazing]) which is beyond his limit.

Also, consider putting a limiter on the reduction so that it won't take anything below it's own spell level. i.e. no casting 1st level spells as cantrips.

Thank you! I love this idea, and will work it in!

Stormageddon
2013-08-16, 04:17 PM
I don't understand what you mean here. How does multiclassing between archetypes within a class work?

I covered this in chapter two, but let me know if this needs to be clarified more.

The hybrid system works by allowing the character to pick two Archetypes. The choices of Archetypes determines the Class table used to create the character. The character can then pick on choose which Archetype's Powers they want and which class's features they want to use in the hybrid.

Stormageddon
2013-08-16, 04:20 PM
Thinking about gutting the class features, and making 6 levels of Archetype. Maybe dividing some abilities into to two categories like Powers an features. I don't know need to think on it some more.

What do you think?

Stormageddon
2013-08-16, 04:25 PM
Made a lot of changes to how the Metamagic Reduction works. Thinking about scraping the whole idea for balance reasons. I mean they get spells what else do they need.

But on the other hand Magic Users do need some help with metamagic feats in E6. Just having 3rd level spells does not really justify spending feats on metamagic.

Stormageddon
2013-08-16, 08:28 PM
Thinking about adding a fourth class: Leader into the mix. Would need to design three more hybrids to go with it.

D-naras
2013-08-17, 10:18 AM
Would Leader be a bard type, noble type or a tactician? I like what you've done here. It's a pretty elegant way of combining the 3 major classes together. Of course you need to polish it here and there, some class names pop up in places they shouldn't, especially the 1st paragraph on hybrid classes. If I understand correctly, you pick your archetype's power and class ability on each level? For example, on 1st level I can choose the martial artist's power and the magic user's class abilities? Or I must pick the warrior class ability on the same level as the martial artist, which is a warrior archetype?

I like all Gnorman inspired homebrew, but this is the first that is designed with multiclassing in mind. Keep up the good work!

Stormageddon
2013-08-17, 11:08 AM
Would Leader be a bard type, noble type or a tactician?

Kind of my problem with building the class right there, I would want it to be all three. D&D 3.5/Pathfinder throw the role of leadership for classes in as a secondary feature (Paladin as a warrior, Bard as a skill monkey), but I would like to make it have a class as its' own. I'm just can not decide how to do it. High BAB or Med BAB? What good saves to give it? How to balance it class against the others?

There's some archetypes (Noble and Templar) that I feel are a little out of place, and in need of a good home.


I like what you've done here. It's a pretty elegant way of combining the 3 major classes together. Of course you need to polish it here and there, some class names pop up in places they shouldn't, especially the 1st paragraph on hybrid classes.

Thanks! Lol yikes I'll get those copy/pasta errors that hided from me!


If I understand correctly, you pick your archetype's power and class ability on each level? For example, on 1st level I can choose the martial artist's power and the magic user's class abilities? Or I must pick the warrior class ability on the same level as the martial artist, which is a warrior archetype?

You can pick the two independent of each other. So if you picked a Martial Artist/Mage at first level you could pick either the archetype powers of the martial artist or mage. Then separately choose the class features of the Warrior or Magic User. You may select any combination of Powers and Features.

Part of the reason I'm think of making the archetypes 6 levels is to give more chooses.


I like all Gnorman inspired homebrew, but this is the first that is designed with multiclassing in mind. Keep up the good work!

Thanks again!

D-naras
2013-08-17, 11:21 AM
I think a Leader would have medium BAB and good Will, but as each class gets one of the three saves as a good save, which is pretty elegant by the way, maybe the Leaded could get all medium saves? Like your hybrid classes get +1 on their good saves instead of +2? Maybe 6 skill points per level, and your choice of either a bardic progression or a cohort of some kind. Either an animal companion or an actual humanoid. I had made an archetype for Rizban's E6 homebrew. Maybe it can inspire you a bit.
Courtiers are the problem solvers(or makers) of the political arena. They are masters of getting what they want by using their honeyed words and their silver tongues, even stopping aggresion momentarily. Of course, politics are dangerous so all courtiers eventually seek out protection in the form of a loyal bodyguard, both to ensure their survival, and to increase their prestige in court.

Prerequisites: Courtier is available to any Skillful class.
Archetype Skills: A Courtier gains Diplomacy and Knowledge (Nobility and Royalty) as a class skill if he does not already possess it.
Archetype Proficiencies: A Courtier gains proficiency with the Rapier and Buckler.

Archetype Features

Lesser Archetype Power

Social Graces (Ex): Courtiers gain a competence bonus of 2 + 1/2 their level on all Diplomacy checks. Whenever the Courtier is making a Bluff, Gather Information, Intimidate or Knowledge(Nobility and Royalty) check, he may instead roll Diplomacy with a -5 penalty.
Sancrosant (Ex): When the Courtier is attacked in melee by an opponent with an inteligence score of at least 3, he may roll Diplomacy as an immediate action with a DC of 10+the attacker's Hit Dice+the attacker's Base Attack Bonus+5 if the attacker is chaotic or -5 if the attacker is lawful.
If he beats the DC, the attacker immediately ends his turn, without attacking the Courtier and doesn't threaten any square until the beginning of his next turn. This ability can be used only once per opponent per battle.

Moderate Archetype Power

Bodyguard (Ex): Accomplished Courtiers are either assigned, or attract bodyguards to help them in court and protect them in battle. Thankfully these bodyguards are moderetaly competent in social situations and they add weight to a Courtiers words when they are with their charge.
You gain a companion of the same race and alignment as you, with a Strength, Dexterity and Constitution score of 14 and an Intelligence, Wisdom and Charisma score of 10 before racial modifications. The companion has good base attack bonus, fortitude and will saves, d10 hit dice and 5 ranks in Diplomacy, Sense Motive, Spot and Listen. The bodyguard has 1+1/2 the Courtiers level in hit dice. The Courtier is responsible for the bodyguard's equipment, and he must provide it himself. If the bodyguard dies, a new one will appear within 2 days if the Courtier is in an urban area, or a week after the Courtier sends out word of the loss.
Finally, whenever the bodyguard is adjacent to his Courtier, the Courtier automaticaly enjoys a +2 in all Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive rolls used in social situations as if the bodyguard used Aid Another.

Greater Archetype Power

Master of the Courts (Ex): A Courtier may take 10 on any Diplomacy roll, even when using his Lesser Archetype Powers.

Capstone: A Courtier adds one additional option to his class's capstone ability.

Acrobat –Know your place (Ex): When the acrobat uses his sancrosant ability succesfully, he and his bodyguard can move a distance equal to their speed. This movement doesn't provoke attacks of opportunity. If they end up flanking the attacker, the bodyguard may make an attack of opportunity versus the attacker.
Expert – Shared 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, he may instead gain half the normal bonus and have his bodyguard also gain an insight bonus equal to the bonus the expert normaly gains. This bonus applies on the next appropriate roll the bodyguard 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.
Trobadour – Perfect Cooperation (Ex): For three rounds, the trobadour's bodyguard gains double the bonuses from any inspiring aura used by the trobadour.

Stormageddon
2013-08-17, 12:49 PM
I think a Leader would have medium BAB and good Will, but as each class gets one of the three saves as a good save, which is pretty elegant by the way, maybe the Leaded could get all medium saves? Like your hybrid classes get +1 on their good saves instead of +2? Maybe 6 skill points per level, and your choice of either a bardic progression or a cohort of some kind. Either an animal companion or an actual humanoid. I had made an archetype for Rizban's E6 homebrew. Maybe it can inspire you a bit.
Courtiers are the problem solvers(or makers) of the political arena. They are masters of getting what they want by using their honeyed words and their silver tongues, even stopping aggresion momentarily. Of course, politics are dangerous so all courtiers eventually seek out protection in the form of a loyal bodyguard, both to ensure their survival, and to increase their prestige in court.

Prerequisites: Courtier is available to any Skillful class.
Archetype Skills: A Courtier gains Diplomacy and Knowledge (Nobility and Royalty) as a class skill if he does not already possess it.
Archetype Proficiencies: A Courtier gains proficiency with the Rapier and Buckler.

Archetype Features

Lesser Archetype Power

Social Graces (Ex): Courtiers gain a competence bonus of 2 + 1/2 their level on all Diplomacy checks. Whenever the Courtier is making a Bluff, Gather Information, Intimidate or Knowledge(Nobility and Royalty) check, he may instead roll Diplomacy with a -5 penalty.
Sancrosant (Ex): When the Courtier is attacked in melee by an opponent with an inteligence score of at least 3, he may roll Diplomacy as an immediate action with a DC of 10+the attacker's Hit Dice+the attacker's Base Attack Bonus+5 if the attacker is chaotic or -5 if the attacker is lawful.
If he beats the DC, the attacker immediately ends his turn, without attacking the Courtier and doesn't threaten any square until the beginning of his next turn. This ability can be used only once per opponent per battle.

Moderate Archetype Power

Bodyguard (Ex): Accomplished Courtiers are either assigned, or attract bodyguards to help them in court and protect them in battle. Thankfully these bodyguards are moderetaly competent in social situations and they add weight to a Courtiers words when they are with their charge.
You gain a companion of the same race and alignment as you, with a Strength, Dexterity and Constitution score of 14 and an Intelligence, Wisdom and Charisma score of 10 before racial modifications. The companion has good base attack bonus, fortitude and will saves, d10 hit dice and 5 ranks in Diplomacy, Sense Motive, Spot and Listen. The bodyguard has 1+1/2 the Courtiers level in hit dice. The Courtier is responsible for the bodyguard's equipment, and he must provide it himself. If the bodyguard dies, a new one will appear within 2 days if the Courtier is in an urban area, or a week after the Courtier sends out word of the loss.
Finally, whenever the bodyguard is adjacent to his Courtier, the Courtier automaticaly enjoys a +2 in all Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive rolls used in social situations as if the bodyguard used Aid Another.

Greater Archetype Power

Master of the Courts (Ex): A Courtier may take 10 on any Diplomacy roll, even when using his Lesser Archetype Powers.

Capstone: A Courtier adds one additional option to his class's capstone ability.

Acrobat –Know your place (Ex): When the acrobat uses his sancrosant ability succesfully, he and his bodyguard can move a distance equal to their speed. This movement doesn't provoke attacks of opportunity. If they end up flanking the attacker, the bodyguard may make an attack of opportunity versus the attacker.
Expert – Shared 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, he may instead gain half the normal bonus and have his bodyguard also gain an insight bonus equal to the bonus the expert normaly gains. This bonus applies on the next appropriate roll the bodyguard 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.
Trobadour – Perfect Cooperation (Ex): For three rounds, the trobadour's bodyguard gains double the bonuses from any inspiring aura used by the trobadour.


Ok that help a lot! Thanks! I got it started! Stay tuned. I might have to move the tread I'm running out of room!!

Tovec
2013-08-17, 02:05 PM
I'm still going through everything, I'll post a bit more later - there seems to be a lot of this sentiment going around.

Just a quick comment so far though, and perhaps I just haven't seen the reasoning for it yet, but shouldn't the "Salvage" be the "Savage"? One implies that the warrior is a barbarian or wild/rage person the other would mean he goes out and searched wrecks for good loot. Maybe that it intentional spelling, but it seems like you meant Savage given the Rage/Barbarian connection to me.

But more thoughts later.

Stormageddon
2013-08-17, 03:24 PM
I'm still going through everything, I'll post a bit more later - there seems to be a lot of this sentiment going around.

Just a quick comment so far though, and perhaps I just haven't seen the reasoning for it yet, but shouldn't the "Salvage" be the "Savage"? One implies that the warrior is a barbarian or wild/rage person the other would mean he goes out and searched wrecks for good loot. Maybe that it intentional spelling, but it seems like you meant Savage given the Rage/Barbarian connection to me.

But more thoughts later.

Oh bloody hell! Lol

Tovec
2013-08-18, 10:51 AM
Undrelated to below: Was I right about the Savage/Salvage?


Please note, I'm not going to direct quote but I am going to use quotation marks for when I'm quoting what you wrote. I'm also going to try and include where I'm getting everything for easier referencing.

I don't understand the following, under the Warrior's Weapon Training:
"If this class feature is pick by a Hybrid at 5th level the bonus is +2."

Armor Training:
"Starting at 2nd level, a fighter" I think should be "warrior"
Also I would cut this part of the phrase:
"Whenever he is wearing armor"
You don't need to specify he is wearing armor, the clause is "his armor" at the end. Though that is mostly semantics.

Unorthodox Maneuvers:
"As a full-round action, the gladiator"
He is a gladiator now?
I would also specify he makes one attack at his highest bonus vs. "the AC" of all defenders in those squares.
I would also suggest breaking it up a bit more, so it is a bit clearer what each manuever is.
Also, whether this can be done as a standard/full/charge/or so on.

Duelist's Archetype Power (lesser):
Is their "duelist level" equal to their warrior level? Is there a time that would not be true?
You don't call this "archetype power (lesser)" "Precise Strike" though later you do.

Archetype Power (Moderate):
"the same the same"
Plus I don't really understand how the power is supposed to work. How can they take "a move action with a light or one-handed piercing weapon"?
Also, this ability for regular duelists in PF is already kind of mean, it forces you to sacrifice an attack and then situationally not use it during an off turn and it isn't automatic or anything. The best solution I've seen (that aligns with your current structure) is to have that sacrificed attack ALWAYS hit. Just a suggestion. I've just always thought it was more of a hinderence than a boon.

Archetype Power (Greater):
"Parry is now a Free action."
Which actually makes it worse, because before Parry was an Immediate action. Please reword as I'm assuming that isn't the intention.
What is "hybrid" and how does it work with Parry?

Martial Artist's AP (lesser):
Flurry and unarmed damage.. so 1d8 (tops at 4th) and 4/4/1 (by 6th)? That is fine I guess, except it is primarily based on a BAB of a 15 for the monk, whereas your warrior is 20.

AP (greater):
If I'm reading this correctly, flurry works in one of two ways and I would clarify which. Either it becomes pounce - move and then "pounce" as a flurry. Or flurry is a full-round and you can now move then full-round attack. One works with other full-round attacks, the other works better with things like charge. At least I think that's the difference, I'm not a great scholar in such things.

The "Salvage" looks fine, two rage powers seemed low at first, but I have to remember its only E6/P6. Looks the simplest to play honestly, I like that.

I don't know anything about the Cavalier or its powers, so I'm not going to bother. Sorry.

I'll do the other parts of your write-up in pieces I think. This is taking longer than I expected and I can't continue for the moment. I'll do more later, perhaps later today even. We'll see. Let me know if I'm noticing the right things, I'm mostly just looking for things that confuse me or bother me - as I don't have a lot of experience with balance or playing E6/P6. I have played those levels, but never at a capped game like that, so I don't know what you are really looking for in terms of feedback or power level.

Stormageddon
2013-08-20, 03:19 AM
Undrelated to below: Was I right about the Savage/Salvage?


Please note, I'm not going to direct quote but I am going to use quotation marks for when I'm quoting what you wrote. I'm also going to try and include where I'm getting everything for easier referencing.

I don't understand the following, under the Warrior's Weapon Training:
"If this class feature is pick by a Hybrid at 5th level the bonus is +2."

Right you are that'll be fixed.


Armor Training:
"Starting at 2nd level, a fighter" I think should be "warrior"
Also I would cut this part of the phrase:
"Whenever he is wearing armor"
You don't need to specify he is wearing armor, the clause is "his armor" at the end. Though that is mostly semantics.

Unorthodox Maneuvers:
"As a full-round action, the gladiator"
He is a gladiator now?
I would also specify he makes one attack at his highest bonus vs. "the AC" of all defenders in those squares.
I would also suggest breaking it up a bit more, so it is a bit clearer what each manuever is.
Also, whether this can be done as a standard/full/charge/or so on.

I'm tracking down those typos; they can run but they can't hide. I'll put fixing Unorthodox Maneuver on my to do list.


Duelist's Archetype Power (lesser):
Is their "duelist level" equal to their warrior level? Is there a time that would not be true?
You don't call this "archetype power (lesser)" "Precise Strike" though later you do.

Archetype Power (Moderate):
"the same the same"
Plus I don't really understand how the power is supposed to work. How can they take "a move action with a light or one-handed piercing weapon"?
Also, this ability for regular duelists in PF is already kind of mean, it forces you to sacrifice an attack and then situationally not use it during an off turn and it isn't automatic or anything. The best solution I've seen (that aligns with your current structure) is to have that sacrificed attack ALWAYS hit. Just a suggestion. I've just always thought it was more of a hinderence than a boon.

Archetype Power (Greater):
"Parry is now a Free action."
Which actually makes it worse, because before Parry was an Immediate action. Please reword as I'm assuming that isn't the intention.
What is "hybrid" and how does it work with Parry?

I hopefully made these better in the new thread.


Martial Artist's AP (lesser):
Flurry and unarmed damage.. so 1d8 (tops at 4th) and 4/4/1 (by 6th)? That is fine I guess, except it is primarily based on a BAB of a 15 for the monk, whereas your warrior is 20.

AP (greater):
If I'm reading this correctly, flurry works in one of two ways and I would clarify which. Either it becomes pounce - move and then "pounce" as a flurry. Or flurry is a full-round and you can now move then full-round attack. One works with other full-round attacks, the other works better with things like charge. At least I think that's the difference, I'm not a great scholar in such things.

Have to think on this pounce.


The "Salvage" looks fine, two rage powers seemed low at first, but I have to remember its only E6/P6. Looks the simplest to play honestly, I like that.

I don't know anything about the Cavalier or its powers, so I'm not going to bother. Sorry.

I'll do the other parts of your write-up in pieces I think. This is taking longer than I expected and I can't continue for the moment. I'll do more later, perhaps later today even. We'll see. Let me know if I'm noticing the right things, I'm mostly just looking for things that confuse me or bother me - as I don't have a lot of experience with balance or playing E6/P6. I have played those levels, but never at a capped game like that, so I don't know what you are really looking for in terms of feedback or power level.


This is the exactly the feed back I'm looking for thank you!

Stormageddon
2013-08-20, 03:21 AM
I ran out of room and had to move the thread here (http://www.giantitp.com/forums/showthread.php?p=15856500#post15856500). Lots and lots of new stuff.