Maxymiuk
2013-12-16, 03:09 PM
I'm currently preparing for running an E6 campaign in Pathfinder and one of the things I did in the process was taking a look at the class capstones. Since the system gives feats out at odd levels, I've decided to turn capstones into class abilities rather than feats -- and also to give (almost) every class a choice between one of two abilities.
You'll find these capstones below and the feedback I'm asking for is whether or not these seem either underpowered or overpowered -- and whether any given choice for a class is obviously superior, to the point where you'd always pick one over the other.
Capstones
Alchemist
Alchemical Genius (Su)
Prerequisite: Alchemist 6
Benefit: You are considered a level 8 alchemist for the purpose of gaining new discoveries.
Or
Mad Bomber (Su)
Prerequisite: Alchemist 6
Benefit: You can throw one additional bomb per round (as the Fast Bombs discovery). Throwing the second bomb still incurs a -5 attack penalty.
Barbarian
Barbaric Resilience (Ex)
Prerequisite: Barbarian 6
Benefit: You gain DR 2/--
Or
Mightier Rage (Ex)
Prerequisite: Barbarian 6
Benefit: You are considered a level 8 barbarian for the purpose of gaining new rage powers.
Bard
Beacon of Inspiration (Su)
Prerequisite: Bard 6
Benefit: You gain the use of the Inspire Greatness bardic performance. This ability can only be used once per day, regardless of how many rounds of bardic performance you have left.
Or
Maestro (Ex)
Prerequisite: Bard 6
Benefit: You are treated as having 2 more points in all your Perform skills for the purpose of meeting prerequisites for gaining new Masterpieces. This ability also immediately grants you the knowledge of one Masterpiece you meet the prerequisites for.
Cavalier
Knight of the Order (Ex)
Prerequisite: Cavalier 6
Benefit: You gain your order's 8th level ability.
Or
Tactical Study (Ex)
Prerequisite: Cavalier 6
Benefit: You gain the Greater Tactician class ability.
Cleric
Extra Domain (Su)
Prerequisite: Cleric 6
Benefit: You gain an extra domain from your deity's portfolio. This includes both the domain power and its list of spells.
Or
Fortified Faith (Su)
Prerequisite: Cleric 6
Benefit: You count as being two levers higher for the purpose of obtaining domain powers. However, this benefit only applies to a single domain.
Druid
Greater Wildshape (Ex)
Prerequisite: Druid 6
Benefit: Choose a single beast shape III, elemental body II, or plant shape I form you'd ordinarily get access to at level 8. You can now turn into that form as part of your Wildshape ability.
Or
Superior Bond (Ex)
Prerequisite: Druid 6
Benefit: For druids who chose the domain option of the natural bond, treat this as the cleric's Fortified Faith capstone. For druids with an animal companion, the animal companion gains Multiattack.
Fighter
Extensive Training (Ex)
Prerequisite: Fighter 6
Benefit: You can move at your normal speed in heavy armor and you receive the benefit of the Weapon Training class feature. The latter applies even if you have an archetype that otherwise replaces Weapon Training.
Or
Martial Veteran (Ex)
Prerequisite: Fighter 6
Benefit: You are treated as being a level 8 fighter and having a Base Attack Bonus of +8 for the purpose of gaining new feats.
Gunslinger
Calm Under Fire (Ex)
Prerequisite: Gunslinger 6
Benefit: You gain Nimble +3 and the Expert Loading deed.
Or
Great Deeds (Ex)
Prerequisite: Gunslinger 6
Benefit: You gain the ability to use a single 7th level deed.
Inquisitor
Hale Body, Hale Mind (Ex)
Prerequisite: Inquisitor 6
Benefit: You gain the Stalwart class ability, however it applies only to Fortitude or Will saves. You must choose one or the other upon gaining this ability.
Or
Harsh Judge (Su)
Prerequisite: Inquisitor 6
Benefit: You can use the Second Judgment class ability once per day.
Magus
Armored Magic (Ex)
Prerequisite: Magus 6
Benefit: You gain the Medium Armor class feature.
Or
Studied Magus (Su)
Prerequisite: Magus 6
Benefit: You gain the Knowledge Pool class feature.
Monk
Hardened Strikes (Su)
Prerequisite: Monk 6
Benefit: Your fists are treated as being cold iron and silver weapons for the purpose of overcoming DR, as long as you have at least one point of Ki remaining. Furthermore, your damage die for unarmed attacks increases to 1d10.
Or
Weaving Style (Ex)
Prerequisite: Monk 6
Benefit: You gain Improved Evasion.
Oracle
Revealed Metamagic (Ex)
Prerequisite: Oracle 6
Benefit: You gain one 4th level spell slot for the purpose of casting spells with metamagic applied to them. This slot does not allow you to gain additional 4th level spells or slots through the use of Expanded Knowledge and Expanded Casting feats.
Or
Revealed Power (Su)
Prerequisite: Oracle 6
Benefit: You are treated as being level 8 for the purpose of gaining additional benefits from the revelations you know.
Paladin
Merciful Touch (Su)
Prerequisite: Paladin 6
Benefit: You gain a bonus mercy. You can select from among 9th level mercies.
Or
Strengthened Bond (Su)
Prerequisite: Paladin 6
Benefit: If you have previously chosen the weapon bond option, you gain an additional +1 enhancement bonus to the bond. If you have chosen the mount, the mount gains Multiattack.
Ranger
Step of the Wild Lands (Ex)
Prerequisite: Ranger 6
Benefit: You gain the Woodland Stride and Swift Tracker class abilities.
Or
Evasive Stride (Ex)
Prerequisite: Ranger 6
Benefit: You gain Evasion.
Rogue
On Edge (Ex)
Prerequisite: Rogue 6
Benefit: You gain Improved Uncanny Dodge.
Or
Talented (Ex)
Prerequisite: Rogue 6
Benefit: Gain one advanced rogue talent that you meet the prerequisites for.
Sorcerer
Manifest Bloodline (Ex)
Prerequisite: Sorcerer 6
Benefit: You gain a bloodline feat and a bloodline spell you'd ordinarily obtain at level 7.
Or
Surging Bloodline (Ex)
Prerequisite: Sorcerer 6
Benefit: You gain your bloodline's 9th level power.
Summoner
Aspected Summoner (Su)
Prerequisite: Summoner 6
Benefit: You gain the Aspect class ability. Note that this may cause your eidolon to lose a previously gained evolution.
Or
Swapper (Su)
Prerequisite: Summoner 6
Benefit: You gain the Transposition class ability.
Witch
Practiced Curse Maker (Su)
Prerequisite: Witch 6
Benefit: Once per day, you can apply the benefits of the Spell Perfection feat to casting the Bestow Curse spell.
Or
Spellbrewer (Ex)
Prerequisite: Witch 6
Benefit: You gain one 4th level spell slot for the purpose of casting spells with metamagic applied to them. This slot does not allow you to gain additional 4th level spells or slots through the use of Expanded Knowledge and Expanded Casting feats.
Wizard
Arcane Scholar (Ex)
Prerequisite: Wizard 6
Benefit: You gain your arcane school's 8th level ability.
Or
Superior Bonder (Ex)
Prerequisite: Wizard 6
Benefit: If you chose a familiar as part of your Arcane Bond ability, it gains Spell Resistance 11. If you chose an object, you are treated as having CL 8 for the purpose of enhancing it.
Specific issues I'm still torn on:
The fighter's Extensive Training ability seems too weak compared to Martial Veteran and I don't really know how to fix this due to his general lack of class features.
For the ranger, it was a tossup between the two abilities I went with and giving him a second favored terrain, but without granting an extra +2 to one or the other he'd get in a regular game. I'm still not sure if I made the right choice.
Giving the inquisitor Second Judgment may be too powerful, I think. I built this list with the help of a friend of mine and it just happens to be his favorite class, so his opinion on this may have been a wee bit biased.
I of course welcome suggestions for any possible additions or replacements.
You'll find these capstones below and the feedback I'm asking for is whether or not these seem either underpowered or overpowered -- and whether any given choice for a class is obviously superior, to the point where you'd always pick one over the other.
Capstones
Alchemist
Alchemical Genius (Su)
Prerequisite: Alchemist 6
Benefit: You are considered a level 8 alchemist for the purpose of gaining new discoveries.
Or
Mad Bomber (Su)
Prerequisite: Alchemist 6
Benefit: You can throw one additional bomb per round (as the Fast Bombs discovery). Throwing the second bomb still incurs a -5 attack penalty.
Barbarian
Barbaric Resilience (Ex)
Prerequisite: Barbarian 6
Benefit: You gain DR 2/--
Or
Mightier Rage (Ex)
Prerequisite: Barbarian 6
Benefit: You are considered a level 8 barbarian for the purpose of gaining new rage powers.
Bard
Beacon of Inspiration (Su)
Prerequisite: Bard 6
Benefit: You gain the use of the Inspire Greatness bardic performance. This ability can only be used once per day, regardless of how many rounds of bardic performance you have left.
Or
Maestro (Ex)
Prerequisite: Bard 6
Benefit: You are treated as having 2 more points in all your Perform skills for the purpose of meeting prerequisites for gaining new Masterpieces. This ability also immediately grants you the knowledge of one Masterpiece you meet the prerequisites for.
Cavalier
Knight of the Order (Ex)
Prerequisite: Cavalier 6
Benefit: You gain your order's 8th level ability.
Or
Tactical Study (Ex)
Prerequisite: Cavalier 6
Benefit: You gain the Greater Tactician class ability.
Cleric
Extra Domain (Su)
Prerequisite: Cleric 6
Benefit: You gain an extra domain from your deity's portfolio. This includes both the domain power and its list of spells.
Or
Fortified Faith (Su)
Prerequisite: Cleric 6
Benefit: You count as being two levers higher for the purpose of obtaining domain powers. However, this benefit only applies to a single domain.
Druid
Greater Wildshape (Ex)
Prerequisite: Druid 6
Benefit: Choose a single beast shape III, elemental body II, or plant shape I form you'd ordinarily get access to at level 8. You can now turn into that form as part of your Wildshape ability.
Or
Superior Bond (Ex)
Prerequisite: Druid 6
Benefit: For druids who chose the domain option of the natural bond, treat this as the cleric's Fortified Faith capstone. For druids with an animal companion, the animal companion gains Multiattack.
Fighter
Extensive Training (Ex)
Prerequisite: Fighter 6
Benefit: You can move at your normal speed in heavy armor and you receive the benefit of the Weapon Training class feature. The latter applies even if you have an archetype that otherwise replaces Weapon Training.
Or
Martial Veteran (Ex)
Prerequisite: Fighter 6
Benefit: You are treated as being a level 8 fighter and having a Base Attack Bonus of +8 for the purpose of gaining new feats.
Gunslinger
Calm Under Fire (Ex)
Prerequisite: Gunslinger 6
Benefit: You gain Nimble +3 and the Expert Loading deed.
Or
Great Deeds (Ex)
Prerequisite: Gunslinger 6
Benefit: You gain the ability to use a single 7th level deed.
Inquisitor
Hale Body, Hale Mind (Ex)
Prerequisite: Inquisitor 6
Benefit: You gain the Stalwart class ability, however it applies only to Fortitude or Will saves. You must choose one or the other upon gaining this ability.
Or
Harsh Judge (Su)
Prerequisite: Inquisitor 6
Benefit: You can use the Second Judgment class ability once per day.
Magus
Armored Magic (Ex)
Prerequisite: Magus 6
Benefit: You gain the Medium Armor class feature.
Or
Studied Magus (Su)
Prerequisite: Magus 6
Benefit: You gain the Knowledge Pool class feature.
Monk
Hardened Strikes (Su)
Prerequisite: Monk 6
Benefit: Your fists are treated as being cold iron and silver weapons for the purpose of overcoming DR, as long as you have at least one point of Ki remaining. Furthermore, your damage die for unarmed attacks increases to 1d10.
Or
Weaving Style (Ex)
Prerequisite: Monk 6
Benefit: You gain Improved Evasion.
Oracle
Revealed Metamagic (Ex)
Prerequisite: Oracle 6
Benefit: You gain one 4th level spell slot for the purpose of casting spells with metamagic applied to them. This slot does not allow you to gain additional 4th level spells or slots through the use of Expanded Knowledge and Expanded Casting feats.
Or
Revealed Power (Su)
Prerequisite: Oracle 6
Benefit: You are treated as being level 8 for the purpose of gaining additional benefits from the revelations you know.
Paladin
Merciful Touch (Su)
Prerequisite: Paladin 6
Benefit: You gain a bonus mercy. You can select from among 9th level mercies.
Or
Strengthened Bond (Su)
Prerequisite: Paladin 6
Benefit: If you have previously chosen the weapon bond option, you gain an additional +1 enhancement bonus to the bond. If you have chosen the mount, the mount gains Multiattack.
Ranger
Step of the Wild Lands (Ex)
Prerequisite: Ranger 6
Benefit: You gain the Woodland Stride and Swift Tracker class abilities.
Or
Evasive Stride (Ex)
Prerequisite: Ranger 6
Benefit: You gain Evasion.
Rogue
On Edge (Ex)
Prerequisite: Rogue 6
Benefit: You gain Improved Uncanny Dodge.
Or
Talented (Ex)
Prerequisite: Rogue 6
Benefit: Gain one advanced rogue talent that you meet the prerequisites for.
Sorcerer
Manifest Bloodline (Ex)
Prerequisite: Sorcerer 6
Benefit: You gain a bloodline feat and a bloodline spell you'd ordinarily obtain at level 7.
Or
Surging Bloodline (Ex)
Prerequisite: Sorcerer 6
Benefit: You gain your bloodline's 9th level power.
Summoner
Aspected Summoner (Su)
Prerequisite: Summoner 6
Benefit: You gain the Aspect class ability. Note that this may cause your eidolon to lose a previously gained evolution.
Or
Swapper (Su)
Prerequisite: Summoner 6
Benefit: You gain the Transposition class ability.
Witch
Practiced Curse Maker (Su)
Prerequisite: Witch 6
Benefit: Once per day, you can apply the benefits of the Spell Perfection feat to casting the Bestow Curse spell.
Or
Spellbrewer (Ex)
Prerequisite: Witch 6
Benefit: You gain one 4th level spell slot for the purpose of casting spells with metamagic applied to them. This slot does not allow you to gain additional 4th level spells or slots through the use of Expanded Knowledge and Expanded Casting feats.
Wizard
Arcane Scholar (Ex)
Prerequisite: Wizard 6
Benefit: You gain your arcane school's 8th level ability.
Or
Superior Bonder (Ex)
Prerequisite: Wizard 6
Benefit: If you chose a familiar as part of your Arcane Bond ability, it gains Spell Resistance 11. If you chose an object, you are treated as having CL 8 for the purpose of enhancing it.
Specific issues I'm still torn on:
The fighter's Extensive Training ability seems too weak compared to Martial Veteran and I don't really know how to fix this due to his general lack of class features.
For the ranger, it was a tossup between the two abilities I went with and giving him a second favored terrain, but without granting an extra +2 to one or the other he'd get in a regular game. I'm still not sure if I made the right choice.
Giving the inquisitor Second Judgment may be too powerful, I think. I built this list with the help of a friend of mine and it just happens to be his favorite class, so his opinion on this may have been a wee bit biased.
I of course welcome suggestions for any possible additions or replacements.