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Thread: Gnorman's E6 Compendium

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    Default Re: Gnorman's E6 Compendium

    So I just converted a prestige class I wrote a while ago into this style E6 base class for a campaign setting, and the author of said campaign setting said I should probably post it over here, and that seemed like a good idea.

    Storysinger
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    HD: d6
    Class Skills: The Storysinger's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
    Skill Points: 6+ Int

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

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Archetype, Spellcasting, Singer of Stories|3|-|-

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Lesser Archetype Power|3|1|-

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Singer of Heroes|3|2|-

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Moderate Archetype Power, Unite|3|3|1

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Mythsight, Tapestry of Mind|4|3|2

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Greater Archetype Power, Singer of Epics|4|3|3[/table]

    Proficiencies: The Storysinger is proficient with all simple weapons and two martial weapons of her choice. She is also proficient with light armor and light shields.

    Archetype: At first level, the Storysinger chooses an archetype from the list below. She gains the advantages and abilities at the appropriate levels, as indicated on the list. Once this choice is made, it is final.

    Spellcasting: The Storysinger casts arcane spells from a specialized list, which is included below. The Storysinger need not prepare spells ahead of time - she may spontaneously cast any spell on her list from the appropriate slot. She still requires eight hours of rest to refresh her spells. Her sole casting stat is the ability score chosen through the Singer of Stories, which dictates both the DC of her spells and her bonus spells. To cast a spell, the Storysinger must have a chosen ability score equal to 10 + the level of spell in question.

    Singer of Stories (Ex): The Storysinger gains a number of uses of Storysinging per encounter equal to her choice of her Intelligence, Wisdom, or Intelligence modifier, or 3, whichever is lower. She must choose whether to have Intelligence, Wisdom, or Charisma affect this ability at first level, and may not change that choice thereafter. She gains access to the following stories, all of which cost 1 use of Storysinging to activate.
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    • The Frog King: Upon using this story, the Storysinger grants one ally within 30 feet the ability to strike a magical effect and attempt to dispel it. They must make a melee or ranged attack roll, and if they hit, may attempt to dispel a magical effect from the thing they struck. They roll a d20 and add the Storysinger’s caster level to the dispel check. If they are successful, one beneficial magical effect is removed from an enemy, or a harmful magical effect is removed from an ally. The magical effect is chosen at random. The ally may use this at any time during the encounter, but after using it, they may not dispel again, and if they do not use it before the encounter ends, the use fades. Activating this ability is a move action.
    • The Cat and Mouse in Partnership: Upon using this story, the Storysinger grants two allies within 30 feet the ability to work together in tandem. Whenever those allies flank a target, they gain an additional +2 competency bonus to attack rolls and damage rolls made against that target. In addition, whenever one of them successfully hits an opponent flanked by the other, they heal one hit point, and the other ally loses one hit point. This effect lasts for 3 rounds. Activating this ability is a swift action.
    • Mary’s Child: Upon activating this story, the Storysinger grants one ally within 30 feet a +4 competency bonus to Bluff, Diplomacy, and Intimidate checks. Whenever they successfully make a Bluff, Diplomacy, or Intimidate check, they take 1 point of damage. This damage may not be avoided, and cannot be healed. Upon their third check, they heal 3d6 damage and gain the effects of the Zone of Truth spell, only affecting their person, and cannot attempt any Bluff, Diplomacy, or Intimidate checks for the next hour. This story lasts until the end of the encounter, if used during combat, or for one hour outside of combat. Activating this ability is a move action.
    • The Story of the Youth Who Went Forth to Learn What Fear Was: Upon activating this ability, the Storysinger grants all allies within 30 feet a +4 morale bonus to Will saves against Fear effects. In addition, all allies within 30 feet gain a +1 bonus to Armor Class and attack rolls. This effect lasts for 2 rounds. Activating this ability is a move action.
    • The Wolf and the Seven Young Kids: Upon activating this story, the Storysinger may force one enemy within 30 feet to make a Will save (DC 10 + 1/2 Storysinger level + Storysinging ability modifier) or focus on her. For the duration of this ability, if the enemy failed the save, they may not attack any creature but the Storysinger. If they successfully hit the Storysinger, their land speed is reduced by half for 1 round. Multiple hits reduce their speed by half again, and also refresh the duration of the movement speed penalty. This ability lasts for 4 rounds. Activating this ability is a swift action.


    Lesser Archetype Power: Starting at second level, the Storysinger gains the appropriate power for her archetype.

    Singer of Heroes (Ex): Starting at third level, the Storysinger gains an additional use of her Storysinging ability, and can play the following songs, which cost two uses of Storysinging to activate.
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    • Trusty John: Upon activating this ability, the Storysinger must choose one enemy within 30 feet. If that enemy takes more than one action, or a single full round action, they take 1d4 damage, and must make a Fortitude save (DC 10 + 1/2 Storysinger levels + Storysinging ability modifier) or be Dazed for one round. This effect lasts for 3 rounds. Activating this ability is a move action.
    • The Good Bargain: Upon activating this ability, the Storysinger must choose one creature within 30 feet. They take a -2 penalty on all Intelligence based checks, and for the duration of the story, whenever they fail a Knowledge based check, they heal 1 point of damage. In addition, all opponents within 10 feet of that creature take a -3 penalty to all Intelligence based checks. This ability lasts for 5 rounds. Activating this ability is a move action.
    • The Wonderful Musician: Upon activating this ability, all enemies may only attack the Storysinger. However, the Storysinger gains a +2 competency bonus to Armor Class, and any time an opponent attempts to attack the Storysinger, the Storysinger’s allies may move up to 10 feet towards the Storysinger, and all attacks made against the Storysinger provoke an attack of opportunity at a +2 bonus to the attack roll for allies. This effect lasts for 2 rounds. Activating this ability is a swift action.
    • The Twelve Brothers: Upon activating this ability, the Storysinger may choose one ally within 30 feet. That ally may not take any actions for the next round, besides moving. If they do, all allies within 20 feet gain a +2 morale bonus to Strength, Constitution, and Dexterity, and Fast Healing 2. This effect lasts for 5 rounds. Activating this ability is a swift action.
    • The Pack of Ragamuffins: Upon activating this ability, the Storysinger may grant choose one ally within 30 feet. That ally gains a +10 bonus to their movement speeds, and for the duration of this story, whenever they would move more than ten feet in a round, they deal an additional +1d6 damage on all attacks, and gain a +1 dodge bonus to Armor Class. This effect lasts for 4 rounds. Activating this ability is a swift action.


    Unite: Starting at fourth level, the Storysinger may unite allies with but words. Once per encounter, the Storysinger may grant allies a +1 competency bonus to attack and damage rolls made while flanking per ally flanking a single enemy. Allies also gain a +1 bonus to armor class per ally within 10 feet. This effect lasts 1d4 rounds, plus a number of rounds equal to one half of the Storysinger’s Storysinger levels. Activating this ability is a standard action.

    Moderate Archetype Power: Starting at fourth level, the Storysinger gains the appropriate power for her archetype.

    Mythsight (Su): Starting at fifth level, the Storysinger may use the Analyse Dweomer spell once per day, as a full round action. She is always considered under the effects of the Detect Magic spell.

    Tapestry of Mind (Su): Starting at fifth level, the Storysinger may weave a tapestry out of stories and illusions. By spending a full round action, and spending all of her Storysinging uses, and casting one [Figment] spell of at least first level, the Storysinger may create a vast, beautiful Tapestry. All creatures with an Intelligence 2 or lower within 300 feet are drawn to the tapestry, and take 2d4x2 minutes to reach it. All creatures with 3 Intelligence or above who see the tapestry, or even catch a glance, must make a Will save or be fascinated, as the bardic music ability. The DC for the will save for this effect is (DC 10 + 1/2 Storysinger levels + Storysinging ability modifier). The tapestry lasts for 1d4x10 minutes, or until the end of the encounter, whichever comes first.

    Greater Archetype Power: Starting at sixth level, the Storysinger gains the appropriate power for her archetype.

    Singer of Epics (Ex): Starting at sixth level, the Storysinger gains two additional uses of her Storysinging ability, and can play the following songs, which cost three uses of Storysinging to activate.
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    • Brother and Sister: Upon activating this ability, the Storysinger must choose one ally within 30 feet. That ally gains a +3 competency bonus to Sense Motive checks, and whenever they successfully make a Will save for interacting with an Illusion, they heal 1d6 points of damage, and the Illusion is immediately dispelled. The caster of the Illusion, if they are within 30 feet of the Illusion upon its being destroyed take 1d6 damage. This effect lasts for 5 rounds. Activating this ability is a swift action.
    • Rapunzel: Upon activating this ability, the Storysinger must choose one enemy within 30 feet. That enemy immediately falls prone, and must make a Will save (DC 10 + 1/2 Storysinger level + Storysinging ability modifier) or become blinded. This effect lasts for 3 rounds. They take 2 point of damage every round that they remain prone, and take 2d4 points of damage when they try to get back up. Activating this ability is a move action.
    • The Three Little Men in the Wood: Upon activating this ability the Storysinger affects all allies and enemies within 30 feet. Whenever an ally successfully grants another ally a bonus via Aid Another or flanks with an ally and that ally successfully hits the flanked enemy, they heal 2 points of damage. Whenever an enemy fails to grant another enemy a bonus via Aid Another or flanks with an enemy and that enemy fails to hit the flanked enemy, they take 2 points of damage. All enemies take a -2 penalty to any check to Aid Another, and to attack rolls. All allies gain a +2 bonus to any check to Aid Another, and to attack rolls. This effect lasts for 3 rounds. Activating this ability is a swift action.
    • The White Snake: Upon activating this ability the Storysinger must choose one ally within 30 feet. That ally gains the ability to speak with animals, as the Speak With Animals spell. Three times during the duration of this ability, the ally may summon an animal from the surroundings, as a standard action. This functions exactly as the Summon Nature’s Ally II spell, but they cannot summon Elementals. They may use Charisma based skills with animals as if those animals were not of Intelligence 2. This effect lasts for 5 rounds. Activating this ability is a swift action.
    • The Three Snake Leaves: Upon activating this ability, the Storysinger must choose one dead creature within 30 feet. She reanimates them, as the Animate Dead spell. They count as technically living for all effects and purposes, including positive energy and healing, but they can be turned and controlled as if they were undead. They gain the evil alignment, and are just as disposed to attack the Storysinger’s allies as her enemies. At the end of the effect, the creature dies again, remaining in whatever physical state their body was in just before dying a second time. This effect lasts for 5 rounds.


    Archetypes

    Harmonist


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    Lesser Archetype Power: By spending one use of the Harmonist’s Storysinging ability, the Harmonist may grant two characters within 30 feet of herself the ability to share thoughts. Those characters gain Telepathy 100, but may only communicate with each other. In addition, they gain a +3 competency bonus to all attack and damage rolls made when within 10 feet of each other, and whenever one of them makes a full attack and hits with all attacks, that enemy provokes an attack of opportunity from the other creature. This effect lasts for 3 rounds, and the Harmonist may increase the duration by spending an additional use of Storysinging in order to increase it by one round.

    Moderate Archetype Power: The Harmonist gains a +3 bonus to all Diplomacy checks. Whenever she uses Aid Another with an ally, that ally gains an additional +1 bonus to the attempted roll, and the Harmonist gains 2 temporary hit points. If they succeed, then the Harmonist and that ally both gain a +1 competency bonus with the skill that they succeeded on for 3 rounds. Following successes stack, but do not refresh the ability. This ability may only be used on with ally per encounter.

    Greater Archetype Power: Once per day, the Harmonist may spend two uses of her Storysinging ability in order to harmonize all allies within 30 feet. They gain a Hivemind until the end of the encounter, and whenever an ally who is part of the hivemind successfully hits a target, all other allies gain a +1 morale bonus to attack and damage rolls made against that target. This ability stacks with itself, and successive hits refresh the duration of the ability. This effect lasts until the end of the encounter.



    Teller of Tales


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    Lesser Archetype Power: The Teller of Tales may spend a use of her Storysinging ability as a standard action, and force all enemies within 30 feet to make a Will save (DC 10 + 1/2 Storysinger level + Storysinging ability modifier) or be Fascinated, as the Bard song, for as long as she Concentrates. Every time a member of the Fascinated group is damaged, the Teller of Tales must make a Concentration check with a DC equal to the damage, or the effect breaks. Concentrating on this ability is a move action.

    Moderate Archetype Power: Any enemy who is currently under the effects of your Stories takes a -2 penalty to Armor Class, and takes an additional 1 damage from any melee or ranged attack.

    Greater Archetype Power: Once per day, the Teller of Tales may spend two uses of her Storysinging ability as a standard action, and force one target within 30 feet to make a Will save (DC 10 + 1/2 Storysinger level + Storysinging ability modifier) or be Dominated, as the spell. The Teller of Tales must spend a full round action each round in order to maintain control over the Dominated creature. If they Teller of Tales takes any damage at all during this time, she breaks concentration automatically and loses control of the Dominated creature. In order to maintain control over the Dominated creature, the Teller of Tales must speak or make a sound every round and direct the creature verbally. The creature does not necessarily have to understand the Teller of Tales in order to be Dominated. As soon as the encounter ends, this effect also ends.


    Chastiser


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    Lesser Archetype Power: The Chastiser may, by spending a use of her Storysinging ability, send a fear of the weird and supernatural into those who listen to her, as a standard action. All enemies within 30 feet must make a Will save (DC 10 + 1/2 Storysinger level + Storysinging ability modifier) or become Shaken. All allies gain a +1 morale bonus to attack and damage rolls, the fear driving them to greater feats of martial prowess. This effect lasts for 2 rounds.

    Moderate Archetype Power: Whenever an enemy is affected by a Story that the Chastiser tells, they must make a Will save (DC 10 + 1/2 Storysinger level + Storysinging ability modifier) or be Shaken for one round. Once an enemy is affected by this ability, they are immune to it until the end of the encounter.

    Greater Archetype Power: The Chastiser may, by spending two uses of her Storysinging ability, send a fear so strong into an enemy within 30 feet that they may not move. That enemy must make a Will save (DC 10 + 1/2 Storysinger level + Storysinging ability modifier) or be stunned for one round. If they make their Will save, they are instead panicked for 3 rounds. Once an enemy has been affected by this ability, they are immune for 24 hours. Activating this ability is a standard action.



    Storyweaver


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    Lesser Archetype Power: The Storyweaver may, by spending a use of her Storysinging ability, create a [Figment] effect, as if casting the Silent Image spell. At Third level, this becomes as if casting the Minor Image spell. At fifth level, it becomes as if casting the Major image spell. This effect does not require the Storyweaver to maintain concentration for it to remain. This ability lasts for 3 rounds.

    Moderate Archetype Power: Whenever a creature interacts with the Storyweaver’s Illusions and successfully makes the Will save or has their Spell Resistance beat the Storyweaver’s caster level check, they take 2d6 non-Lethal damage. In addition, the Storyweaver’s Illusions, as long as they have not been interacted with by the enemy, can count as flanking that enemy as long as they are adjacent to that enemy.

    Greater Archetype Power: Once per day, the Storyweaver may, by spending four uses of her Storysinging ability, cast the Mirage Arcana spell, and create up to three [Figment] effects, as if she had cast the Major Image spell thrice. She must concentrate in order to maintain this effect, and any damage causes her to automatically fail concentration and remove the illusions. Concentrating to maintain this effect requires a full round action each round. The Storyweaver may only concentrate up to a number of rounds equal to the ability score used with her Storysinging ability. Activating this ability is a full round action.



    Folklorist


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    Lesser Archetype Power: The Folklorist may, by spending a use of her Storysinging ability as a standard action, gain a +4 bonus to any Knowledge check made to identify a monster, and gains a +1 bonus to all attack and damage rolls made against creatures who have been identified by the Folklorist this encounter. For the duration of this effect, they may use any Knowledge skill untrained. This ability lasts for 3 rounds.

    Moderate Archetype Power: The Folklorist gains a +3 competency bonus to all Knowledge checks involving creatures upon whom she has used her Storysinging ability in the concurrent encounter. She gains the Lore ability, as Bardic Knowledge but using her Storysinger level instead of Bard level.

    Greater Archetype Power: Once per day, the Folklorist may, by spending two use of her Storysinging ability as a standard action, know everything about all creatures within 50 feet. She gains Telepathy out to 50 feet. She knows the thoughts of all creatures that she can speak with Telepathically, and automatically makes any Knowledge checks that she attempts to find information about those creatures. This effect lasts until the end of the encounter, or for one minute, whichever comes first.


    Spell List


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    0th: Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Lullaby, Mage Hand, Mending, Message, Prestidigitation, Read Magic,, Resistance.

    1st: Alarm, Charm Person, Comprehend Languages, Erase, Hideous Laughter, Hypnotism, Identify, Lesser Confusion, Magic Mouth, Silent Image, Sleep, Unseen Servant, Ventriloquism.

    2nd: Alter Self, Calm Emotions, Darkness, Daze Monster, Detect Thoughts, Enthrall, Heroism, Invisibility, Minor Image, Mirror Image, Rage, Scare, Silence, Suggestion, Tongues, Whispering Wind.
    Last edited by unosarta; 2012-03-16 at 07:26 AM.
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