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Thread: [3.5/E6] Rizban's E6 Compendium

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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Chapter 1: The Classes

    Combat Classes

    The Brawler

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

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

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

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

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

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

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

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

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

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

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

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

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

    Rapid Strikes: Once per encounter, a brawler may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Rapid Dash (Ex): For three rounds, the brawler may move his base land speed as a swift action. He also gains a 20% miss chance from concealment for those three rounds.
    • Blitz Strike (Ex): For three rounds, the brawler may make two additional attacks as part of his flurry of strikes instead of only one.
    • Deadly Strikes (Ex): For three rounds, critical threats made by the brawler are automatically confirmed without needing a second roll.


    The Gladiator

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

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    Combat
    Versatility
    Weapon
    of Choice
    1st
    +1
    +2
    +1
    +0
    Archetype power (lesser), combat versatility, skillful maneuvers
    Bonus Feat
    –
    2nd
    +2
    +3
    +2
    +0
    Weapon of choice
    –
    +1
    3rd
    +3
    +3
    +2
    +1
    Archetype power (moderate), fancy footwork
    Bonus Feat
    +1
    4th
    +4
    +4
    +2
    +1
    Unorthodox maneuvers
    –
    +2
    5th
    +5
    +4
    +3
    +1
    Advanced maneuvers
    Bonus Feat
    +2
    6th
    +6/+1
    +5
    +3
    +2
    Archetype power (greater), master maneuvers
    –
    +3

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

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

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

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

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

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

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

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


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

    Master Maneuvers: Once per encounter, a gladiator may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Shake It Off (Ex): As an immediate action, the gladiator may remove one of the following conditions from himself, even if the condition would prevent him from normally doing so: blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and any forms of fear or he may heal 3d6 damage to one ability score. Upon using this ability, any non-lethal damage the gladiator has suffered is immediately healed. This ability may only be using during combat.
    • It's All in the Wrist (Ex): As a swift action, the gladiator may make a full attack at his highest base attack bonus. He may take an additional 5-foot step before this attack and select targets as normal.
    • Quick Footwork (Ex): For three rounds, a gladiator's threatened squares increase as though his reach were increased by 5 feet, but he can still attack squares adjacent to him. If an opponent provokes an attack of opportunity in a threatened square outside of the gladiator's normal reach, he may take a 5-foot step towards that opponent as part of the attack of opportunity so that he can make the attack.


    The Sentinel

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

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

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

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

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

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

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

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

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

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

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

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

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

    Impregnable Defense: Once per encounter, a sentinel may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.
    • Peerless Bodyguard (Ex): For one full round, the sentinel grants total cover to his ward. This ability may be activated as an immediate action.
    • Unbreakable Shield (Ex): As an immediate action, the sentinel negates all damage from a single source against himself or his ward.
    • Shrug It Off (Ex): As an immediate action, the sentinel treats a single Fortitude, Reflex, or Will save as if he rolled a natural 20. He must make the decision to use this ability before he actually rolls his save, and he does not roll any dice.

    Last edited by Rizban; 2014-09-13 at 11:51 AM.