PDA

View Full Version : Auroara - E6 Classes



GeneralDabbler
2016-07-02, 07:41 PM
Auroara Classes

So this will be my attempt at the 3.5 e6 ruleset for a homebrew campagin (An Encroaching End) / setting (Auroara) (http://www.giantitp.com/forums/showthread.php?492867-Auroara-The-Encroaching-End) I have written AND AM IN THE PROCESS OF TYPING IT UP.

Explanation of system.

Rules on Multi Classing:

Meta Magic

Feats:

Skills:

Index:


Expert (E)
Warrior(W)
Mage(M)


Notes:

Using this Diplomacy Fix (http://www.giantitp.com/forums/showthread.php?253743-Diplomacy-D-amp-D-3-5-rewrite-PEACH)




Notes on Progress:
-7/2/2016 - Finished Expert Class and Criminal Archetype
-7/16/2016 - Got the novice path of Craftsman Archetype, got tables out of the way for base classes
-7/18/2016 - Barbarian archetype done.

GeneralDabbler
2016-07-02, 07:54 PM
Base Classes

Expert

"The world is shaped by ones skill in their craft, gods only know though how this excuse for a wheel has a place in it."
-Wheelwright to his apprentice

Hitdie: d8

Skill [(7+int) x4]: Based on Archtype

Arms and Armor Proficiency: Simple Weapons, Light Martial Weapons, Light Armor, Light Shields.



Level
BaB
Fort
Ref
Will
Expertise
Knack
Features


1
+0
+0
+2
+0
2
1
Archetype (Novice), Tricks of the Trade


2
+1
+0
+3
+1
4
2



3
+2
+1
+3
+1
6
3
Archetype (Journeymen)


4
+3
+1
+4
+2
8
4



5
+4
+2
+4
+2
10
5
Archetype (Expert)


6
+5
+2
+5
+3
12
6
Archetype (Master)





Expertise: At the beginning of every encounter you have a pool equal to the listed amount dependent on your level. These can be spent on archtype abilites and Tricks of the Trade. As a full round action you may recover 1/2 your pool (rounded down) during combat, out of combat you can "rest" for an hour to recover all points. During this you are flatfooted.

Tricks of the Trade: You may spend expertise points to give a skill check a +2 bonus as a swift action. You may spend a number of expertise points on a skill check equal to 1/2 your class level (rounded down; minimum 1). This only applies to this classes archetype skills.

Knacks: At the noted levels choose a expert archetype skill and apply one of the below effects (Unless noted):

True Mastery: Treated as having Skill Focus
Dabble: Choose a non class skill, it is now treated as a class and expert archetype skill.
Greater Trade Secret: Tricks of the trade bonus is now +3 for chosen skill.
Skill Trick: Gain a skill trick that you meet the prerequisites for. This does not count against the maximum amount of skill tricks you may know.
Instant Mastery: Gain a number of skill points equal to 3+your class level in the selected skill.


Archetypes: These are the core of what makes one expert different from another, note the name is simply a label and can be changed to fit your characters concept. Chosen at first level this choice can never be changed. The expert is special, within each archetype there are paths that the expert can pick, he can either level up an already chosen path or start a new path within his chosen archetype.


Criminal

Men and women go through many things in life so it is only normal to think that the only way to live is to join the bandwagon and learn the skills needed to survive this world.

Hitdie: d6
Class Skills: Appraise, Bluff, Climb, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Listen, Move Silently, Open Lock, Search, Sense Motive, Slight of Hand, Speak Language, Spot, Tumble, Use Rope.


Archetype (Novice): Choose one path.

Thief:

Sixth Sense (+1): Gain listed bonus to Reflex saves, Slight of Hand, Open Lock, Search, and Disable Device checks.
Minor Swift Hands: May attempt Open Lock and Disable Device as a standard action at -10 if applicable.
Sudden Feat: You spend a inspiration point to be treated as having one of the listed feats for one round as a free action. You do not need to meet the prerequisites to use the listed feats with this feature.


Sudden Feat:

Dodge
Mobility
Blind Fight
Run
Deceitful
Deft Hands
Iron Will
Investigator
Alertness
Negotiator
Stealthy
Persuasive
Nimble Fingers
Lightning Reflexes
Great Fortitude





Spy:

Hidden Agenda (+1): Gain this listed bonus to Will saves, Decipher Script, Bluff, Gather Information, and Forgery checks.
Cover Identity: A spy has one specific cover identity (such as "Murek, the tailor from Sumberton"). While operating in that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks. Should a spy wish to "retire" a cover identity and develop a new one, she must spend one week rigorously practicing subtle vocal intonations and body language before she earns the bonuses. Cover identities do not in themselves provide the spy with additional skills, proficiencies, or class features that others might expect of the professions pretended. Thus, a spy must be careful to choose identities that can withstand ordinary scrutiny.
Swift Disguise: For a inspiration point you may use the spell Disguise Self as a standard action but it only lasts for one minute. He gains a +10 to disguise himself to do so as his Cover Identity.



Assassin:

Deadly Training (+1): Gain this listed bonus to Fort saves, Iniative Checks, Dodge Bonus, Confirming Crits.
Minor Poisoner: Gain the Craft (poison) Skill
Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.
Sneak Attack +1d6: As a free action you gain sneak attack equal to the listed amount for your next attack for one expertise point.





Archetype (Journeymen): Choose a Novice path or advance a path.

Thief:

Sixth Sense (+3): Gain listed bonus to Reflex saves, Slight of Hand, Open Lock, Search, and Disable Device checks.
Lesser Swift Hands: May attempt Open Lock and Disable Device as a move or standard action at -5 if applicable.
Dual Sudden Feat: You may now have two sudden feats active at once for 3 expertise points as a free action



Spy:

Hidden Agenda (+3): Gain this listed bonus to Will saves, Decipher Script, Bluff, Gather Information, and Forgery checks.
Duel Identity: A spy may now have two cover identities.
Quick Change: A spy has become adept at quickly switching from one identity to another. She now can don a disguise in one-tenth the normal time (1d3 minutes) and don or remove armor in one-half the normal time.



Assassin:

Deadly Training (+3): Gain this listed bonus to Fort saves, Initiative Checks, Dodge Bonus, Confirming Criticals.
Lesser Poisoner: Gain Skill Focus [Craft (poison)].
Swift Poison Use: May apply poison to a weapon as a swift action or a move action to a concealed weapon.
Sneak Attack +2d6: As a free action you gain sneak attack equal to the listed amount for your next attack for one expertise point.


Archetype (Expert): Choose a Novice path or advance a path.

Thief:

Sixth Sense (+5): Gain listed bonus to Reflex saves, Slight of Hand, Open Lock, Search, and Disable Device checks.
Evasion: If a Thief succeeds in a Reflex Save to halve damage, she suffers no damage instead.
Combat Sudden Feat: You spend 2 inspiration point to be treated as having one of the listed feats for one round as a free action. You do not need to meet the prerequisites to use the listed feats with this feature.

Combat Sudden Feat:

Improved Initiative
Improved Trip
Improved Disarm
Cleave
Improved Bull Rush
Improved Sunder
Far Shot
Spring Attack
Precise Shot
Rapid Shot
Deflect Arrows
Shoot on the Run





Spy:

Hidden Agenda (+5): Gain this listed bonus to Will saves, Decipher Script, Bluff, Gather Information, and Forgery checks.
Three Faces: A spy may now have three cover identities.
Slippery Mind: If a Spy with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.



Assassin:

Deadly Training (+5): Gain this listed bonus to Fort saves, Initiative Checks, Dodge Bonus, Confirming Criticals.
Greater Poisoner: You may have up to three doses of the same poison on a weapon with each successful attack consuming a dose.
Sneak Attack +3d6: As a free action you gain sneak attack equal to the listed amount for your next attack for one expertise point.


Archetype (Master): Choose a Novice path or advance a path.



Greater Swift Hands: May attempt Open Lock and Disable Device as a move or standard action at +0 if applicable. Or as a swift action at -5 or a Free action at -10.
Improved Evasion: When a Thief fails a Reflex Save to halve damage, she takes half damage anyway.







Deep Cover: A spy becomes able to quiet her mind and completely immerse herself in her cover identity. While she operates under deep cover, divination spells detect only information appropriate to her cover identity; they reveal nothing relating to her spymaster persona. Enchantment spells can effect her as either acting under her covers personality or as her actual person. A spy can swith between these as a full round action allow the caster to make a sense motive check against your bluff check.





Death Attack: 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). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, 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.

Doing a Death attack does not consume a inspiration point for the sneak attack damage.






The true source of income for any nation are the citizens that create.

Hitdie: d6
Class Skills: Appraise, Bluff, Concentration, Craft, Diplomacy, Disable Device, Forgery, Gather Information, Heal, Knowledge (Local, Nature, Architecture and Engineering, History), Profession, Search, Sense Motive, Speak Language, Survival.


Archetype (Novice): Choose a path



Transportable lab: An alchemist can craft anywhere at any time as long as she has her pack. She starts off with one at first level weighting 30lbs, replacing a lost or damaged take 100gp.
Wild gathering: A alchemist can gather material for her alchemical items by succeeding a survival or knowledge nature check equal to its craft dc. Dm may apply modifier for the more exotic items.
Hidden Uses: By spending a inspiration point an alchemist may apply one of the following effects when the uses the listed items:


Hidden Uses

Distracting Blast: If you ready an action to throw a thunderstone at the square an opponent occupies, you can disrupt his actions. The sudden bang from the stone's detonation ruins your foe's concentration, possibly spoiling his attack or his attempt to cast a spell. If the target of this blast was casting a spell when you threw the thunderstone, he must make a Concentration check opposed by your Craft (alchemy) check. If you succeed on this check, his spell is ruined. If the target was not casting a spell, he must make a Will save opposed by your Craft (alchemy) check or take a -2 penalty on attack rolls, checks, and saves until the beginning of your next turn.
Fiery Blaze: To use this maneuver, you must first strike a creature with a container of lantern oil or alchemist's fire. On your next turn, you must strike the creature with a spell or weapon attack that deals fire damage. If you do so, the creature takes an extra 1d6 points of fire damage and catches on fire if it is not already in flames.
Tanglefoot Defense: By tearing open a tanglefoot bag and spreading its contents across an area, you can create a vexing barrier that hinders an opponent's approach. As a standard action, you can transform a single square of clear terrain into difficult terrain through the use of a tanglefoot bag. This effect persists for 10 minutes before the tanglefoot bag loses its potency.
Smoke Funnel: By cupping your hands about a smoke stick you can shape how the smoke forms. Doing this you can create a 15 cone or a 20ft line in front of your character as a standard action. This smoke ast for one round before dispersing.
Melt Mechanism: As a full round action you can pour acid into a lock or some mechanical device in order to destroy a lock. Roll a d20. On a 1-5 its jammed, 6-10 its unlock dc raises by 5, 11-15 its unlock dc goes down by 5, 16-20 it is unlocked. This effect occurs after 1d4 rounds after the initial pour. Add a cumulative +5 to your effect roll each time you pour acid into the lock. This increase the amount of time by 1d4 rounds for each pour.
Blinding Flare: As a Full round action you may cause a sun rod to consume itself in a instant blinding everyone within 20ft who fail a (dc 15 + dex mod) reflex save for 1d6 (-con mod) rounds.
Swift strike: As a swift action you may light a tindertwing and a fire if it is in a pocket. As a free action if it is already in hand.





Animal Companion: The Animal Trainer gains a +2 bonus on wild empathy and Handle Animal checks made regarding her animal companions. The Animal Trainer may have more than one animal companion, but she must divide up her effective Animal Trainer level between her companions to determine the abilities of each companion. For example, a 4th-level Animal Trainer can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a Animal Trainer level increases, she must decide how to allocate the increase among her animal companions (including the option of adding a new 1st-level companion). Once a druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the Animal Trainer service. A Animal Trainer may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid.
Raise Abroad: A animal trainer can train both on the go and in the middle of the wilderness. As long as he is doing nothing more than walking or riding he can train any animals he has at -5 while traveling or in a non battle environment without any tools. If he has tools suited for the trick he is trying to train he only takes -2.
Wild Empathy: A Animal Trainer can improve the attitude of an animal using a inspiration point. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Animal Trainer rolls 1d20 and adds her Animal Trainer level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Animal Trainer and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A Animal Trainer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.


Animal Companion Table



Level
Bonus HD
Natural Armor
Str/dex adj
Bonus Tricks
Special


1
+0
+1
+0
1
Link


2
+1
+2
+1
2
-


3
+2
+2
+2
3
Devotion


4
+3
+3
+3
4
-


5
+4
+3
+3
5
Evasion


6
+5
+4
+4
6
Multiattack



Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. She can does this to a number of companions equal to her charisma modifier.

Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. In addition she will never knowingly attack her master.

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

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.





True Artist: Can treat any craft roll as a 10 on one craft skill selected at frist level except if a 1 or 20 is rolled. This consumes a expertise point.
Workshop Pack: Can craft gear in the field without a shop or tool if the dc is 15 or less. To find materials he must succeed a dc 10 knowledge geography or nature check. He can craft a higher dc item by using expertise point to craft a higher dc item. For each point higher than 15 it costs one expertise point.
Enhanced Craft: You may use inspiration points to add various effects to items you craft. You must invest a number of expertise points noted. You do not regain these points for 1 week after the crafting. For each point invested raise the craft dc by 2. A enhancement can only be selected once unless otherwise noted. None experts can do this but it takes an extra 50gp to craft per point and adds +5 to the dc for each expertise point.


Enhancements:

1 - Edged: +2 to confirm crits (Weapons only)
1 - Slender: +2 to use sleight of hand to conceal a item. (Light Weapons only; Small items wieghing up to 5 lbs; Stacks with daggers bonus).
1 - Weighted: Add +1 Damage to a bludgeoning weapon.
1 - Reinforced: +2 to AC against opponents confirming crits (Armor Only).
1 - Smudged: Reduce armors penalty to Hide by one (max 3) (Armor Only).
1 - Slick: Reduce armor penalty to move silently by one (max 3) (Armor Only).
1 - Clipped: Can draw a shield one step faster (shields only).
1 - Lighten: reduce weight by 1/10 (can be selected up to 1/2)
1 - Harden: add +5 to the items hardness(max +15).
1 - Strengthens: +5 to items hp (Max +15).
1 - Tempered: +3 to items break DC (Max +9)
1 - Weather Proof: Add +2 to the items saves when fighting weather effects.
1 - Water Proofed: Immune to water damage (Leather, paper, ect only)







Archetype (Journeymen): Choose a novice path or advance a path.



Toughened Skin: Gain 10 resistance to one of the following energy types. Acid, Fire, Cold, Sonic, or electricity.
Adjust Mixture: You can change the energy type damage of any alchemical device when crafting it. This change affects the whole batch. You can increase the damage die by one for each +5 you add to the dc.
Grenadier: You are treated as having Far shot and Precise shot with any alchemical items. You do not need to meet prerequisites.






Specialized Handling: Chose one type of animal (canine, feline, bird, rodent, ect...), wild empathy checks with this type can be done as a full round action at no penalty.
Complete Control: As a full round action you can control your animal companion with only your voice and do any action you want of it that it is capable of physically doing. Doing this consumes 2 expertise points.
Dangerous Beasts: You may recruit and train more dangerous beasts to act as your animal companion. You must invest a number of levels equal to the penalty before you can even recruit one, then for each point after that you may increase its level. Other otherwise treat it as having no levels once you invest the level penalty. When you obtain this level you may release any number of companions in your service and reinvest those levels in a new companion.


3rd Level or Higher (Level -3)

Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)







Lesser Swift Crafting: You may attempt to craft a object in sp by the day and gold by the week by adding +10 to the dc.
Well Trained: You may earn 3/4 your craft result in gp per week.
Irons in the Fire: You may attempt to craft multiple items at once if they all use the same craft skill. For each item beyond the first add +5 to each items craft dc. Max your intelligence modifier.



Archetype (Expert): Choose a novice path or advance a path.



Toughen Hide: Add ten to your elemental resistance or choose another element and it gains resistance 10.
Extreme Mixture: You may have the item to double its area of effect, duration, number of die, or modifiers except for throw range by adding +10 to the dc.
Secert Craft: You can create a Homunculus or Golem with a Craft Alchemy dc of 15 + (Cr x 2) plus a Knowledge Nature check of 15+Cr for each week of crafting. Takes a week for each 5,000gp in the creatures cost. Minimum One week.






Swift Control: You may now use Complete Control as a Move action for 4 Inspiration or as a swift for 6.
Raised Well: You may teach any animal or magical creature an extra trick beyond the normal limit equal to your class level divided by 3.
Greater Dangerous Beasts: You may recruit and train even more dangerous beasts to act as your animal companion. You must invest a number of levels equal to the penalty before you can even recruit one, then for each point after that you may increase its level. Other otherwise treat it as having no levels once you invest the level penalty. When you obtain this level you may release any number of companions in your service and reinvest those levels in a new companion.


Greater Dangerous Beasts (-5)

Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Dire ape
Dire boar
Dire wolf
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)





Greater Swift Crafting: You may attempt to craft a object in gp by the day and platinum pieces by the week by adding +20 to the dc.
Expertly Trained: You may earn your craft result in gp per week.
Masters Mark: You may sell non magical items you create at twice their value as long as it has your mark on it.





Archetype (Master): Choose a novice path or advance a path.

The Philosophers Stone: An alchemist can create a Philosophers stone with a DC of 40. Costs the alchemist 5,000gp to create.

Masters Touch: As long as you animal companion is with 30ft they automatically succeed handle animal checks with them.

Legendary Craft: Can now craft magical items as long as it fits with your craft check with the craft dc going from anywhere to +5 to +30 based on the dm's decision. Still must pay for materials.




Bard

Dancer

Legerdemain




Survivalist

Strongman

Acrobat




Captain

Scholar

Occultist




Warrior

"When you swing a weapon you take responsibility for your life and the life of those around you, now go walk about 20 steps that way before your draw that sword. I don't what happened to our cooks hat to damage my new cap."
- Captain of the Guard to a rather embarrassed Recruit.

Hitdie: d10

Skill [(5+int) x4]: Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (Architecture and Engineering, Local, Nature, History), Listen, Profession, Ride, Search, Sense Motive, Speak Language, Spot, Survival, Use Rope.

Arms and Armor Proficiency: By Archetype



Level
BaB
Fort
Ref
Will
Edge
Technique
Stance
Features


1
+1
+2
+0
+0
2
2
1
Archetype (Novice), Bonus Feat (Combat)


2
+2
+3
+1
+0
4
3
1
Bonus Feat (Combat)


3
+3
+3
+1
+1
6
5
2
Archetype (Journeymen)


4
+4
+4
+2
+1
8
6
2
Bonus Feat (Combat)


5
+5
+4
+2
+2
10
7
3
Archetype (Expert)


6
+6/+1
+5
+3
+2
12
9
3
Archtype (Master), Bonus Feat (Combat)




Edge: At the beginning of every encounter you have a pool equal to the listed amount dependent on your level. These can be spent on archetype abilities and Techniques. As a full round action you may recover 1/2 your pool (rounded down) during combat, out of combat you can "rest" for an hour to recover all points. During this you are flatfooted.

Techniques: A Warrior can have prepared up to the listed amount of techniques. This are not consumed when used but instead drain your edge equal to the listed amount in the techniques descriptor. This can be changed after a full minute for each new technique prepared. As a full round action while in combat a fighter may switch one technique for another she knows. A Warrior starts knowing 3+Int or Wis modifier.

Stances: A Fighter can have this many stances prepared and may switch between them during combat as a move action. As a full round action a warrior may exchange a stance for another he knows and activate it. Otherwise it take one minute to switch them.

Bonus Feat (Combat): At each noted level the player gains one combat oriented feat based off the fighters feat list.

Archetypes: These are the core of what makes one expert different from another, note the name is simply a label and can be changed to fit your characters concept. Chosen at first level this choice can never be changed.



Primitive fighters whose ties to the land and the enities that live within it give them the strength to survie the harshest of enviorments, and the most powerful of foes ... for a time.

Hitdie: d12
Arms and Armor Proficiency: Simple and Martial Weapons, Any Non Metal Armor (Including Exotic), Non Metal Shields.


Archetype (Novice):

True Rage: Once an encounter a Barbarian can fly into a rage where he gains +3 to Dex or Str and +2 to Con. In addition if he choose Str he gains +2 to Damage Rolls, if Dex he gains +2 to AC. The Barbarian gets a number of temporary hit points equal to his level times his Con modifier. He is immune to fear while raging. This lasts a number of rounds equal to 3+ his new con modifier. While raging the Barbarian can not use any skill that uses Int, Wis, Or Cha except for the skill intimidate. He cannot use any spells nor any magic item the requires a command word. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. You cannot not rage more than once an encounter.
Swift Step: Has +10ft to movement if he is unarmored or wears light armor and carries only a light load.
Blood of the Land: A barbarian can use edge points or use deal twice the listed amount as damage ignoring temporary hit points to gain one of the following effects as a swift action, he can use these while raging:


Blood of the Land:

1 - Can attempt use Intimidate to demoralize an opponent who is within 30ft if you are not in melee combat.
1 - Gains Trackless step for one minute.
1 - Gains Woodland Stride for one round.
1 - Gain the Mobility Feat for one round
2 - Gain he Effects of the Endure Elements Spell for 24 hours
2 - Gain +2 to one save as at any time but consumes your swift action on the upcoming turn.
2 - Gain +2 to ac as a dodge bonus for one round.




Archetype (Journeymen):

Uncanny Dodge:She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Evasion (Ex): At 2nd level and higher, a Barbarian 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 barbarian is wearing light armor or no armor. A helpless Barbarian does not gain the benefit of evasion.
Extend Rage: You may extend you rage for one round by paying 2 edge points each round once the original duration has ended, but you can only do this a number of times up to your class level.



Archetype (Expert):

Greater Rage: True rage now causes you to gain +6 to Str or Dex, and +4 to Con. In addition gains +4 to damage rolls if he choose strength, +4 AC if he choose Dex.
Blood for Blood: When recovering Edge points you can deal a number of points of damage to yourself and recover a number of points equal to that amount. You only deal a number of points of damage to yourself equal to your class level.
Swift Combatant: Can change a stance once a round as a swift action.



Archetype (Master): Choose One:

Iron Stone: Gain DR 5 / -, stacks with other sources of DR.
Dancing Wind: Cannot be the target of Attacks of Opportunities.
Wavering Sea: Gain Improved Evasion and Improved Uncanny Doge.
Eternal Flame: Does not fatige after a rage.







Wanderers of the land that seek out those who perform great deeds or feats while telling to stories of old.

Hit Die: D8
Skills: Bluff, Gather Information, Knowldge (Nobility and Royalty), Perform, Sense Motive.
Arms and Armor Proficiency: Simple and Martial Weapons, Light Armor and Light Shields.


Archetype (Novice):

Well Traveled: A Skald may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Lesser Warrior: Can perpare 1/2 the number of technique and stances at every listed level (Rounded down).
Invocations: A Skald gains a number of cantrips equal to his 1+Cha modifier. He can cast these without consuming any edge points but they are treated as Caster level 1. He picks his spells from the Musician spell list.
Lesser Tales: Once per encounter per skald level, a skald can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Skald level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.


Well Traveled

DC-Type of Knowledge
10-Common, known by at least a substantial minority of the local population.
20-Uncommon but available, known by only a few people legends.
25-Obscure, known by few, hard to come by.
30-Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Lesser Tales:


Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At the noted level this bonus increases by 1 (+2 at 4th, +3 at 6th). Inspire courage is a mind-affecting ability.
Inspire Caution(Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire caution in his allies (including himself). To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +2Aac against Attacks of Opportunity and a +1 Ac as a dodge bonus. At the noted level this bonus increases by 1 (+3/+2 at 4th, +4/+3 at 6th respectively). Inspire Caution is a mind-affecting ability.
Inspire Sorrow: A bard with 3 or more ranks in a Perform skill can use song or poetics to evoke sorrow and lament in his enemies. To be affected, an enemy must be able to hear the dirgesinger perform. The effect lasts for as long as the enemy hears the skald perform and for 5 rounds thereafter. An affected enemy takes a —2 penalty on Will saving throws and a —2 penalty on attack rolls and weapon damage rolls. A successful Will save (DC 10 + the skald ranks in Perform) negates the effect and makes the character immune to that skald song of sorrow ability for 24 hours. Song of sorrow is a mind-affecting ability.
Fascinate (Sp):A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.



Archetype (Journeymen):

Focused Tricks of the Trade: You may spend edge points to give a skill check a +2 bonus as a swift action. You may spend a number of expertise points on a skill check equal to 1/2 your class level (rounded down; minimum 1). This only applies 3 skills that are class skills for you. Pick when you gain this ability.
Learned Knack: Gain one knack as noted in the expert class, treat barbarian skill list and skald archetype list as class archetype skills.
Advanced Tales: You may now use Advanced Tales.


Advanced Tales:

Inspire Competence (Su): A skald of 3rd level and higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Inspire Grief: A skald of 3rd level or higher with 6 or more ranks in a Perform skill can use song or poetics to inspire maddening grief in a living creature. The creature must be within 60 feet of the skald and able to hear him. Unless the target succeeds on a Will save (DC 10 + the skalds ranks in Perform), she becomes confused for as long as the dirgesinger performs and for 5 rounds thereafter. Song of grief is an enchantment (compulsion), mind-affecting ability.
Inspire Fear: A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire fear in his enemies . To be affected the targets must hear the skald sing, the effect last for 1 round plus the Skalds class level. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. All who fail their check take become shaken (takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.). At the noted level this penalty increases by 1 (-3 at 4th, -4 at 6th). Inspire Fear is a mind-affecting ability.



Archetype (Expert):

Storytellers Presence: Treated as being under the effect of the spell Sanctuary while performing a Tale with a caster level equal to your class level. It lasts as long as you perform.
Learned Knack: Gain one knack as noted in the expert class, treat barbarian skill list and skald archetype list as class archetype skills.
Greater Tales: You may now use Greater Tales.


Greater Tales:

Suggestion (Sp): A skald of 5th level or higher with 8 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Horror: A skald of 5th level and higher with 8 or more ranks in a Perform skill can use his music or poetics to an strike a horrifying chord in the hearts of his enemies. Any enemy within 60 feet who can hear the dirgesinger must succeed on a Will save (DC 10 + the dirgesinger's ranks in Perform) or take 1d6 points of Strength damage and 1d6 points of Dexterity damage. A creature that is affected by a dirgesinger's song of horror or a creature that successfully saves against this effect cannot be affected by the same dirgesinger's song of horror for 24 hours.
Inspire Freedom: A skald of 5th level and higher with 8 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.



Archetype (Master): Choose One:

Two Chords: Can sing two songs at once but uses 4 uses of Tales.
Lure The Mindless: Can now affect intelligent targets that are immune to mind affecting abilities but the recieve +4 to their save.
Experienced Wanderer: Regains 1 edge each round in and out of combat.
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 6th level or higher with 9 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.







Rangers are those who watch over the land or the people who live within it.

Arms and Armor Proficiency: Simple, Martial Weapons, Light Armor, Medium Armor and Shields.


Archetype (Novice):

Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Favored Environment: The ranger selects a specific natural environment and gains bonuses when in that environment. At 1st level, a ranger may select a natural environment which are Aquatic, Desert (Cold, Temperate, Hot), Forest (Cold, Temperate), Hills, Marsh(Cold, Temperate), Mountain, Plains, Underground, and Urban. Due to the ranger's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment, or Knowledge local in a Urban environment).
Lesser Versatile Style: For two edge points you can be treated as having one of the below styles active for one round as a free action.


Lesser Versatile Style:


Archetype (Journeymen):


Archetype (Expert):


Archetype (Master):





Warriors that fight for the roar of the crowd and the fame that only those skilled in battle can gain.

Arms and Armor Proficiency: Simple, Martial Weapons and 3 Exotic Weapons (Chosen at frist level, Light Armor and Shields.)


Archetype (Novice):


Archetype (Journeymen):


Archetype (Expert):


Archetype (Master):





A master of one on one combat whose skill and joy in close combat is unmatched.

Arms and Armor Proficiency: Simple and Martial weapons, Light Armor, Buckler.


Archetype (Novice):


Archetype (Journeymen):


Archetype (Expert):


Archetype (Master):

GeneralDabbler
2016-07-02, 08:20 PM
Mage

"Magic is the lifeblood of reality and the first thing your able to do is this, reduce my favorite chair to ash ... my grandmother made me that cushion."
-A disgruntled Master to a newly awakened Sorcerer.

Hitdie: By Archetype

Skill [(6+int) x4]: Concentration, Craft, Decipher Script, Gather Information, Knowledge (All), Profession, Search, Speak Language, Spellcraft, Use Magic Device.

Arms and Armor Proficiency: Simple Weapons, No Armor or shields.



Level
BaB
Fort
Ref
Will
Essence
Invocations
Slots
Level Cap
Features


1
+0
+0
+0
+2
2
3
3
1
Archetype (Novice), Bonus Feat (Spell)


2
+1
+0
+0
+3
4
4
5
1
Bonus Feat (Spell)


3
+1
+1
+1
+3
6
4
7
2
Archetype (Journeymen)


4
+2
+1
+1
+4
8
5
9
2
Bonus Feat (Spell)


5
+2
+2
+2
+4
10
5
11
3
Archetype (Expert)


6
+3
+2
+2
+5
12
6
13
3
Archetype (Master), Bonus Feat (Spell)



Essence: At the beginning of every encounter you have a pool equal to the listed amount dependent on your level. These can be spent on archetype abilities and Techniques. As a full round action you may recover 1/2 your pool (rounded down) during combat, out of combat you can "rest" for an hour to recover all points. During this you are flatfooted.

Invocations: This is the listed amount of cantrips he may prepare as invocations. Any cantrips prepared as an invocation do not consume essence but is treated at Caster Level 1.

Slots:This is how many spells the character may prepare with each spell taking up a number of slots equal to the spells level. Metamagic adds a essence cost but does not raise the spells level. You do not perpare the spell with metamagic. The player starts with the o level spells listed in the archetype and a number of 1st level spells equal to 3+caster modifier. Spell Lists are based on your archtype.

Bonus Feat (Spell): A mage at the noted level gains one of the below feats.


Spell Focus
Greater Spell Focus
Scribe Scroll
Craft Wondourus Item
Craft Wondours Creature
Craft Magic Arms and Armor
Craft Wand
Craft Potion
Craft Ring
Craft Staff
Any Meta Magic Feat





Archetypes: These are the core of what makes one expert different from another, note the name is simply a label and can be changed to fit your characters concept. Chosen at first level this choice can never be changed.



Advanced Classes

GeneralDabbler
2016-07-02, 08:21 PM
Hybrid Class

GeneralDabbler
2016-07-02, 08:24 PM
Stances, Techniques, Spell Lists

Musician Spell List:

GeneralDabbler
2016-07-02, 08:45 PM
New Feats:

GeneralDabbler
2016-07-15, 03:49 PM
Still here just got caught up with life. Updating today.

Zman
2016-07-15, 05:32 PM
Don't know if it'll be any use to you, but I made a 3.5 E10 Variant that worked with my 3.5 Overhaul. It might give you some ideas for what you are trying to do.

http://www.giantitp.com/forums/showsinglepost.php?p=16710332&postcount=1

GeneralDabbler
2016-07-16, 01:40 PM
ty i might steal some of your mechanics :smallbiggrin:

Zman
2016-07-16, 04:29 PM
ty i might steal some of your mechanics :smallbiggrin:

Go ahead, it was my take on trying to make 3.5 bearable haha. Now there is 5e and life is good!

GeneralDabbler
2016-07-18, 02:21 PM
Couple updates: got a barbarian archtype finished and craftsmen almost done.