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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 2: The Archetypes

    All archetypes follow the same format.

    Archetype Name

    The archetype's description and purpose are given in the first paragraph.

    Prerequisites Any special requirements needed to select a particular archetype, usually in the form of levels in a particular class.
    Archetype Skills Any skills that are added to your class skill list by the chosen archetype.
    Archetype Proficiencies Any weapon or armor proficiencies added to your class proficiencies by the chosen archetype.

    Archetype Features
    These are the mechanical effects of the archetype's abilities.



    The Archetypes
    Archetype Prerequisites Benefits
    Assassin Skillful Sneak attack, poison use, and death attack
    Beastmaster Animal companions
    Breathstealer Combat Improved grab, grapple bonuses, constrict
    Brute Combat Rage, damage reduction, pounce
    Duelist Combat Combat Focus and defensive maneuvers
    Force Adept Magic Master of force spells and object manipulation
    Green Mage Magic Spellcasting, wild empathy, speak with plants/animals, wilderness movement
    Hoplite Combat Shield bashes, improved AC, stunning attacks
    Huntsman Combat or Skillful Favored enemies and terrain
    Priest Magic Spellcasting, healing, turn undead, church authority
    Pugilist Combat Unarmed strikes, stun attacks, overcoming damage reduction
    Red Mage Magic Spellcasting, armor use, bonus damage
    Skirmisher Skillful or Brawler Sneak attack and mobility.
    Sniper Combat or Skillful Ranged attack bonuses, death attack
    Templar Combat Channeling, healing, and resistances
    Trapsmith Trapfinding, trap sense, quickly setting traps


    Archetype Descriptions
    Spoiler: Assassin - Hoplite
    Show

    Assassin
    Spoiler
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    The assassin focuses on underhanded tactics and precise strikes on vital organs.

    Prerequisites Assassin is available only to Skillful classes.
    Archetype Skills An assassin gains Hide and Move Silently as class skills if she does not already possess them.
    Archetype Proficiencies An assassin gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Poison Use (Ex)
      ___An assassin gains the ability to apply poison or oil to a weapon as a swift action and never risks accidentally poisoning herself when applying poison. Applying a poison or oil in combat no longer provokes an attack of opportunity.

    • Sneak Attack (Ex)
      ___An assassin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC or when the assassin flanks her target. The extra damage is 1d6 at 1st level, and it increases by 1d6 every two assassin levels thereafter to a maximum of 3d6 at 5th level. Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied.
      ___Ranged attacks can count as sneak attacks only if the target is within 30 feet or the weapon's first range increment, whichever if farther.
      ___Any creature that is immune to critical hits or does not have a discernible anatomy takes only half damage from sneak attacks. The assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An assassin cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Moderate Archetype Power
    • Poison Resistance (Ex)
      ___An assassin gains a circumstance bonus to saves against poison equal to half her class level, rounded down.

    • Uncanny Dodge (Ex)
      ___An assassin 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. If an assassin already has uncanny dodge from another source, she automatically gains improved uncanny dodge instead.

    Greater Archetype Power
    • Deadly Poisons (Ex)
      ___The DC of any poison an assassin uses is increased by 2.

    • Death Attack (Ex)
      ___If an assassin studies her 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 her 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, he 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, she must make the death attack within the next 3 rounds.
      ___If a death attack is attempted and fails (the victim makes his 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 she can attempt another death attack.

    Capstone
    An assassin adds one additional option to her class' capstone ability.
    • Acrobat – Opportunistic Backstab (Ex) When an enemy provokes an attack of opportunity from the acrobat, the acrobat may make a Tumble check vs DC 15. If successful, he slips through his opponent's defenses and is able to apply sneak attack damage to the attack of opportunity.
    • Expert – Poisonous Insight (Ex) When poisoning a creature, the expert may spend up to 6 points of insight. The initial save DC of the poison increases by 1 for every two points spent.
    • Troubadour – Charming Killer (Ex) For three rounds, a troubadour may use his Beguiling Influence and Social Graces abilities in combat, including the use of the Bluff skill to feint. If he successfully feints in combat and makes a sneak attack against the same opponent that round, he deals an additional 1d6 sneak attack damage.


    Beastmaster
    Spoiler
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    The beastmaster is exceptional at training and handling animals of all kinds.

    Prerequisites Beastmaster is available to any class.
    Archetype Skills A beastmaster gains Handle Animal and Ride as class skills if he does not already possess them.
    Archetype Proficiencies A beastmaster gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Animal Companion (Ex)
      ___A beastmaster 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. This animal is a loyal companion that accompanies the beastmaster on her adventures as appropriate for its kind.
      ___A 1st-level beastmaster's companion is completely typical for its kind except as noted below. As a beastmaster advances in level, the animal’s power increases as shown on the table. If a beastmaster releases her companion from service, she may gain a new one by spending 24 hours training a new animal. This can also replace an animal companion that has perished.

    • Wild Empathy (Ex)
      ___A beastmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The beastmaster rolls 1d20 and adds her beastmaster 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 beastmaster 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 beastmaster 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.

    Moderate Archetype Power
    • Wild Whispers (Su)
      ___At 3rd level, a beastmaster gains the ability to use speak with all animals at will as the spell.

    • Healing Touch (Su)
      ___A beastmaster with a Charisma score of 12 or higher can heal the wounds of animals with a touch. Each day she can heal a total number of hit points of damage equal to her beastmaster level × her Charisma bonus. A beastmaster may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using this ability is a standard action and only works on creatures of the Animal type.

    Greater Archetype Power
    • Second Animal Companion (Ex)
      ___At 6th level, a beastmaster gains a second animal companion. For the purposes of improving the second animal companion's abilities, treat the beastmaster as if his class level was 5 lower.

    Capstone
    A beastmaster adds one additional option to his class' capstone ability.
    • Brawler – Wild Strike (Ex) For three rounds, any time the brawler makes a successful critical hit against an opponent, any attacks his animal companions make have their critical threat range increased by 2.
    • Gladiator – Animal Teamwork (Ex) A gladiator's animal companion may assist him in making any bull rush, disarm, feint, overrun, sunder, and trip attacks by either distracting the opponent or adding its strength. The animal companion must remain adjacent to the gladiator for the entire combat maneuver, moving as he moves if necessary. The gladiator gains a circumstance bonus on all opposed Strength checks equal to the animal companion's Strength modifier and other opposed rolls equal to the animal companion's Dexterity modifier.
    • Sentinel – Animal Guardian (Ex) For three rounds, if a sentinel and his animal companion flank the sentinel's ward, the sentinel's warding bonus increases by 3 for all abilities that use it.
    • Acrobat – Coordinated Flanking (Ex) For three rounds, an acrobat and her animal companions adjacent to the same enemy are considered flanking him regardless of their positions in relation to that enemy. In addition, the bonus that her animal companions gain from her distracting flank ability is increased to +2.
    • Expert – Natural Insight (Ex) For three rounds, any time the expert spends points of insight to gain a bonus on an attack roll, damage roll, saving throw, or skill check, his animal companions also gain an insight bonus equal to half the bonus the expert gains. This bonus applies on the next appropriate roll the animal companion makes in that round. If an expert uses insight to boost his attack roll, then the companion gains a bonus on its next attack roll.
    • Troubadour – Quick Companions (Ex) As an immediate action made at the start of combat, a troubadour who gains a bonus from his quick thinking ability also grants the bonus to his animal companions.
    • Augur – Channel of Nature (Su) When using channeling to use either the vigor or prescience ability, the bonuses apply to his animal companion as well.
    • Magus – Natural Knowledge (Ex) When making an esoteric knowledge check, the magus may choose to use Knowledge (nature) in addition to any other Knowledge skills he can normally use. Regardless of the Knowledge skill used, the bonus gained by a magus' animal companions from his use of esoteric knowledge is 1 higher than normal, as though he rolled higher on the skill check.
    • Spellblade – Companion Conduit (Su) As a full-round action that provokes attacks of opportunity, a spellblade may conduct a spell into one of his animal companions. For the next three rounds, the first successful attack made by that animal conducts the spell, hitting its target. For the duration of this ability, the spellblade can not use the conducted spell.

    Special If a Magic class selects the Beastmaster archetype, he gains the spellcasting ability and spell list of a green mage. He does not, however, gain any other benefits of that archetype.

    Beastmaster Spell List
    Spoiler
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    0-Level
    • Cure Minor Wounds
    • Detect Poison
    • Mending
    • Purify Food and Drink
    • Resistance

    1st-level
    • Calm Animals
    • Charm Animal
    • Detect Animals or Plants
    • Hide from Animals
    • Magic Fang

    2nd-level
    • Animal Messenger
    • Animal Trance
    • Beastly Power
    • Hold Animal
    • Wild Insight

    3rd-level
    • Dominate Animal
    • Magic Fang, Greater
    • Reduce Animal

    † indicates a new spell described below.

    Animal Companion
    Spoiler
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    Class
    Level
    Bonus
    HD
    Natural
    Armor Adj.
    Str/Dex
    Adj.
    Bonus
    Tricks
    Special
    1st
    +0
    +0
    +0
    1
    Link
    2nd
    +1
    +1
    +0
    1
    Alertness
    3rd
    +2
    +2
    +1
    2
    -
    4th
    +2
    +3
    +1
    2
    Evasion
    5th
    +3
    +3
    +2
    3
    -
    6th
    +4
    +4
    +2
    4
    Devotion

    Animal Companion Basics
    Use the base statistics for a creature of the companion’s kind, but make the following changes.

    Class Level The character’s class level.

    Bonus HD Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion has 3/4 base attack bonus progression. An animal companion has good Fortitude and Reflex saves. An animal companion gains additional skill points and feats for bonus HD as normal for advancing a creature’s Hit Dice.

    Natural Armor Adj. The number noted here is an improvement to the animal companion’s natural armor bonus.

    Str/Dex Adj. Add this value to the animal companion’s Strength and Dexterity scores. This is considered a racial bonus.

    Bonus Tricks The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the beastmaster might choose to teach it. These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The beastmaster selects these bonus tricks, and once selected, they can’t be changed.

    Link (Ex) A beastmaster 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 beastmaster gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding her animal companion.

    Alertness As long as her animal companion is within 10 feet, the beastmaster gains the effects of the Alertness feat.

    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.

    Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves again enchantment spells and effects.


    Breathstealer
    Spoiler
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    The breathstealer is the closest of combatants, focused almost entirely on grappling and subduing his enemies by physically forcing them down into the dirt.

    Prerequisites Breathstealer is available only to Combat classes.
    Archetype Skills A breathstealer gains Escape Artist as a class skill if he does not already possess it.
    Archetype Proficiencies A breathstealer gains proficiency with armor spikes and his unarmed strike if he does not already possess it.

    Archetype Features
    Lesser Archetype Power
    • Improved Grab (Ex)
      ___If a breathstealer hits with a melee attack using an unarmed strike or natural weapon, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
      ___Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the breathstealer. He has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If he chooses to do the latter, he takes a -20 penalty on grapple checks but is not considered grappled himself; does not lose his Dexterity bonus to AC, still threatens an area, and can use his remaining attacks against other opponents.
      ___Each successful grapple check he makes during successive rounds automatically deals damage equal to that of the attack he used to establish the hold.
      ___When a breathstealer gets a hold after an improved grab attack, he pulls his opponent into his space. This act does not provoke attacks of opportunity. He can even move (possibly carrying away the opponent), provided he can drag the opponent’s weight.

    • Mighty Wrestling (Ex)
      ___A breathstealer gains a +1 bonus on all grapple checks and all opposed Strength and Dexterity checks. At 4th level, this bonus increases to +2.

    • Unarmed Combat (Ex)
      ___A breathstealer gains Improved Unarmed Strike as a bonus feat, even if he does not meet the prerequisites.

    Moderate Archetype Power
    • Crushing Pin (Ex)
      ___When successfully pinning an opponent, a breathstealer deals an additional amount of damage to that opponent each round equal to his class level.

    • Opportunistic Grab (Ex)
      ___Once per round as an immediate action, a breathstealer can use an attack of opportunity to initiate a grapple against an opponent within reach that has just missed him with a melee attack.

    • Powerful Grapple (Ex)
      ___When making grapple checks or using improved grab, he is treated as one size larger if doing so is advantageous to him.
      ___When using the Damage Your Opponent option while grappling, a breathstealer deals damage as though he were one size larger and may deal lethal damage without taking a penalty to his grapple checks. At 5th level, he deals damage as though he were two sizes larger.

    Greater Archetype Power
    • Constrict (Ex)
      ___A breathstealer can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. He deals an amount of damage equal to 1d8 + twice his Strength modifier. If he also uses his improved grab ability, he deals constriction damage in addition to damage dealt by the weapon used to grab.

    • Giant's Grip (Ex)
      ___The breathstealer may grapple opponents of up to two size categories larger than normal, e.g. Medium creatures can grapple up to Huge creatures, Small up to Large, etc.

    Capstone
    A breathstealer adds one additional option to his class' capstone ability.
    • Brawler – Crushing Strike (Ex) As a standard action, a brawler may treat an opponent he has pinned as if he just confirmed a critical hit without having to make a grapple check.
    • Gladiator – Sword at the Throat (Ex) For three rounds, a gladiator may use his weapon of choice against an opponent he is grappling, even if he can not normally use that weapon in a grapple.
    • Sentinel – Break Hold (Ex) As a move action, a sentinel may make an opposed grapple check against an opponent grappling the sentinel's ally. If the sentinel wins the grapple, he forces the opponent to release his ally from the grapple. The sentinel is not grappling his opponent at the end of this maneuver and may act as normal.


    Brute
    Spoiler
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    The brute is a wild berserker who uses his unchecked fury to decimate his opponents.

    Prerequisites Brute is available only to Combat classes.
    Archetype Skills A brute gains no additional class skills.
    Archetype Proficiencies A brute gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Rage (Ex)
      ___A brute can fly into a rage a number of times per day equal to half his class level, rounded up. In a rage, a brute temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus on Will saves, and a 10-foot increase to his land speed, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the brute's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, a brute cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger, or spell completion to function. 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 brute may prematurely end his rage. At the end of the rage, the brute 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.
      ___A brute can fly into a rage only once per encounter. Entering a rage takes no time itself, but a brute can do it only during his action, not in response to the action of someone else.

    • Mighty Intimidation (Ex)
      ___A brute may choose to use either his Strength or his Charisma modifier on Intimidate checks.

    Moderate Archetype Power
    • Unimpeded Charge (Ex)
      ___Once per round, when a brute makes a charge attack, he may charge over difficult terrain and may make one direction change of up to 90 degrees.

    • Damage Reduction (Ex)
      ___While raging, a brute gains damage reduction X/–, where X is equal to 1/3 his class level rounded down. If he already has damage reduction of X/–, this ability stacks.

    Greater Archetype Power
    • Pounce (Ex)
      ___A brute gains the Pounce ability, allowing him to make a full attack at the end of a charge, and he no longer suffers a penalty to armor class when charging.

    • Indomitable (Ex)
      ___While raging, a brute gains an additional +4 bonus to Will saves against mind-affecting effects and enchantments.

    Capstone
    A brute adds one additional option to his class' capstone ability.
    • Brawler – Quick Frenzy (Ex) If a brawler has not yet used his rage ability in this encounter, he may, as an immediate action, expend one of his daily uses of rage to enter a Quick Frenzy. This ability works exactly the same as his rage ability, except that he gains the following instead of the normal bonuses and penalties a +4 bonus to Strength, a +4 bonus to Dexterity, and a 10-foot increase to his land speed, but he takes a -2 penalty to ranged attacks. Because this ability is activated as an immediate action, the brawler may activate this ability at any time, including at the start of combat, allowing him to use his enhanced Dexterity modifier to his initiative check.
    • Gladiator – Brutal Weapons (Ex) A gladiator may activate this ability as a free action when he flies into a rage. If he does so, he does not gain the normal bonuses to Strength and Constitution from his rage. Instead, for the duration of his rage, he treats any weapon he wields as his Weapon of Choice and gains a +2 bonus to 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. He still takes the -2 AC penalty and gains the +2 Will save bonus from his rage.
    • Sentinel – Rapid Defender (Ex) A sentinel may activate this ability as a free action when he flies into a rage. For the duration of the rage, his gains a +4 circumstance bonus to attack and damage against anyone who attacks his ward. Additionally, when using Guarding Strike against an enemy who attacks his ward, he may make a full attack instead of a single attack.


    Duelist
    Spoiler
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    The duelist is a master of his weapon, dancing out of his opponent's reach and lunging forward to strike a killing blow.

    Prerequisites Duelist is available only to Combat classes.
    Archetype Skills A duelist gains Bluff and Sense Motive as class skills if he does not already possess them.
    Archetype Proficiencies A duelist gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Combat Focus
      ___A duelist gains Combat Focus as a bonus feat. In addition, his maximum FP increased by 1.

    • Parry (Ex)
      ___A duelist is able to easily divert attacks away from him. When targeted by a melee attack, a duelist may spend 1 FP to attempt a parry. The duelist makes an attack roll with his weapon, adding his normal modifiers for the attack plus any dodge bonuses to AC. The result of his attack roll replaces his normal AC. In order to use this ability, a duelist must be using a light or one-handed weapon in one hand and not have anything in his off hand.

    • Flourish (Ex)
      ___By distracting an opponent with his weapon, a duelist is better able to feint in combat, gaining a bonus on Bluff checks to make feint attempts equal to his class level.

    Moderate Archetype Power
    • Rhythm (Ex)
      ___After making a successful melee attack, a duelist may spend 2 FP as a swift action to make a second attack at a -2 penalty. This ability may only be used on the duelist's turn and only once per round.

    • Bonetti's Defense (Ex)
      ___Once per encounter as a move action, a duelist may drop into a defensive stance for one round. All melee attacks made against him until the start of his next turn gain a +4 circumstance bonus to attack but provoke an attack of opportunity from the duelist.

    • Improved Combat Focus
      ___The duelist gains a bonus Focus feat.

    Greater Archetype Power
    • Riposte (Ex)
      ___If an enemy misses the duelist with a melee attack, including as the result of parry, the duelist may spend 1 FP as an immediate action to make an attack against that enemy.

    • Agrippa's Offense (Ex)
      ___Once per encounter as a swift action, a duelist may drop into a combat stance for one round. All attacks he makes until the start of his next turn are resolved as touch attacks but deal no weapon damage. A duelist gains 1 FP for every successful attack made during this round.

    • Greater Combat Focus
      ___A duelist gains a bonus Focus feat. In addition, his maximum FP is increased by 1.

    Capstone
    A duelist adds one additional option to his class' capstone ability.
    • Brawler – Critical Refocus (Ex) After confirming a critical hit, the brawler may choose for the attack to deal no damage. If he does, he immediately gains 3 Focus Points, and his max FP is increased by 1 for three rounds.
    • Gladiator – Thibault's Maneuver (Ex) For three rounds, a Gladiator may add his skillful maneuvers bonus to his parry checks. The gladiator gains 1 FP each round that he makes a successful parry attempt.
    • Sentinel – Body Guard (Ex) For three rounds, a Sentinel may use parry and riposte against any attacks directed at his ward.


    Force Adept
    Spoiler
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    Sensitive to the basic forces of the universe, a force adept is a skilled combatant.

    Prerequisites Force Adept is available only to Magic classes.
    Archetype Skills A force adept gains Knowledge (arcana) as a class skill if he does not already possess it.
    Archetype Proficiencies A force adept gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Spellcasting
      ___A force adept specializes in force magic, casting arcane spells drawn from the force adept spell list.

    • Force Defense (Su)
      ___Anytime a force adept casts a spell with the [force] descriptor that grants an armor or shield bonus to AC, he increases the bonus by half his class level, rounded up. Additionally, the duration of any such spell is doubled as though affected by the Extend Spell metamagic feat, but the spell incurs no additional metamagic cost.

    • Missile Adept
      ___A force adept learns Magic Missile, Greater Magic Missile, and Magic Missile Swarm as bonus spells when he learns to cast spells of the appropriate levels. If the force adept prepares spells, he may choose to sacrifice any other spell he has prepared to spontaneously cast one of these spells. The sacrificed spell must be the same or higher level as the spell being cast. The force adept knows and can prepare and cast these spells from memory and does not need to copy them into a spellbook if he uses one, and these spells do not count against his number of spells known.

    Moderate Archetype Power
    • Piercing Missiles (Su)
      ___A force adept gains a +2 bonus on caster level checks to overcome spell resistance when using one of his missile adept spells. Additionally, when using one of these spells against a creature with a shield spell or similar effect that automatically blocks magic missiles, the force adept may make a caster level check with a DC equal to the caster level of the shield effect. If his check is successful, his magic missiles pierce the shield and deal damage as normal.

    • Force Push (Su)
      ___A force adept may project a blast of force at any creature or unattended object within 20 feet. If the force adept hits with a ranged touch attack, he deals 2d6 points of force damage to the target (Reflex half, DC equal to 10 + 1/2 the force adept's Hit Dice + the force adept's key ability modifer). A target no more than one size category larger than the force adept is pushed back 5 feet for every 5 points of damage it takes, but it may make a Strength check against the same DC to resist the pushback effect. If a wall or other solid object prevents the target from being pushed the full distance, the target takes an additional 1d4 points of force damage as it slams into the obstacle.
      ___A force adept may use this ability once every 1d4+1 rounds.

    Greater Archetype Power
    • Force Wave (Sp)
      ___As a swift action, a force adept may unleash a burst of raw force from within himself. A force wave initiates a bull rush against all creatures within 10 feet of the force adept with a +10 modifier on the attempt and is treated as a creature of the same size as the force adept. All affected creatures are pushed back to the full extent of the bull rush result, even if this would push them beyond the normal range of the force wave, and take 1 point of force damage for every 5 feet they are pushed.
      ___A force adept may use this ability a number of times per day equal to his key ability modifier (minimum 1).

    • Missile Immunity (Su)
      ___Any magic missiles which strike the force adept deal no damage.

    Capstone
    A force adept adds one additional option to his class' capstone ability.
    • Force Surge (Su) When using the force push ability, a force adept may spend a single use of spirit surge. If she does so, her force push deals an additional 1d6 damage, and the save DCs are increased by +2. She does not suffer the normal chance of becoming overwhelmed when using this ability.
    • Missile Mastery (Ex) For three rounds, when using one of his missile adept spells, a magus creates 1 additional magic missile, and all missiles deal 1 additional point of force damage.
    • Force Conduit (Sp) The spellblade may conduct his force push ability through his melee weapon as though it were a spell, allowing him to hurl an opponent backwards with a melee attack. He adds his weapon damage to the damage dealt by the force push to determine the distance his target is pushed.

    Force Adept Spell List
    Spoiler
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    0-Level
    • Detect Magic
    • Hurl Item
    • Mage Hand
    • Open/Close

    1st-level
    • Call Item
    • Floating Disk
    • Force Knife
    • Greater Mage Hand
    • Jump
    • Mage Armor
    • Shield

    2nd-level
    • Blade Wind
    • Force Gem
    • Levitate
    • Protection from Arrows
    • Shatter

    3rd-level
    • Explosive Runes
    • Sepia Snake Sigil

    † indicates a new spell described below.


    Green Mage
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    Green mages are at one with the natural world, particularly the plants and animals of the deep forests and jungles.

    Prerequisites Green Mage is available only to Magic classes.
    Archetype Skills A green mage gains Knowledge (nature) and Survival as class skills if she does not already possess them.
    Archetype Proficiencies A green mage gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Spellcasting
      ___A green mage casts divine spells by tapping into the energy of the natural world around her. She can not cast spells with an alignment descriptor that opposes her alignment.

    • Nature's Ally
      ___A green mage learns Summon Nature's Ally I, II, and III as bonus spells when she learns to cast spells of appropriate levels. If the green mage prepares spells, she may choose to sacrifice any other spell she has prepared to spontaneously cast a Summon Nature's Ally spell of the same level as the sacrificed spell. The green mage knows and can prepare and cast these spells from memory and does not need to copy them into a spellbook if she uses one, and these spells do not count against her number of spells known.

    • Wild Empathy (Ex)
      ___A green mage can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The green mage rolls 1d20 and adds her green mage 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 green mage 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 green mage can only use this ability to influence the attitudes of animals.

    • Woodland Stride (Ex)
      ___A green mage may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

    Moderate Archetype Power
    • Trackless Step (Ex)
      ___A green mage leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

    • Whispers of the Wild (Su)
      ___A green mage may use speak with animals and speak with plants at will as the spells.

    Greater Archetype Power
    • Treant Sapling
      ___The green mage becomes tied to the nature world, gaining the support of a treant sapling. This treant is allied to the green mage and will fight alongside him. However, it will not attack any creatures with the animal or plant types unless defending itself, nor will it willingly damage or destroy any natural environment.
      ___Should the treant sapling be killed, planting the body in natural soil for 24 hours will restore the treant sapling to life with 1 hit point. If the treant sapling is killed by fire or burned after its death, it remains dead, but a new sapling will join the green mage after 1 month, albeit only after a stern rebuke.

    Capstone
    A green mage adds one additional option to her class' capstone ability.
    • Augur – Nature's Champion (Sp) The augur may cast the Summon Nature's Ally IV spell. This ability costs 6 motes as though it were a 3rd-level spell.
    • Magus – Reincarnation (Sp) Having discovered the secret lore of nature and mastered it, the Magus learns to use the spell reincarnate once per week.
    • Spellblade – Natural Conduit (Su) As a full-round action that provokes attacks of opportunity, a spellblade may conduct a spell into his treant sapling ally. For the next three rounds, the first successful attack made by the treant sapling conducts the spell, hitting its target. The duration of this ability is added to the time a spellblade must wait to cast the spell again.

    Green Mage Spell List
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    0-Level
    • Create Water
    • Cure Minor Wounds
    • Detect Magic
    • Detect Poison
    • Flare
    • Guidance
    • Know Direction
    • Light
    • Mending
    • Purify Food and Drink
    • Read Magic
    • Resistance

    1st-level
    • Calm Animals
    • Charm Animal
    • Detect Animals or Plants
    • Detect Snares and Pits
    • Endure Elements
    • Entangle
    • Faerie Fire
    • Goodberry
    • Hide from Animals
    • Jump
    • Magic Fang
    • Magic Stone
    • Obscuring Mist
    • Pass Without Trace
    • Rejuvenation, Minor
    • Shillelagh

    2nd-level
    • Animal Messenger
    • Animal Trance
    • Barkskin
    • Beastly Power
    • Delay Poison
    • Fog Cloud
    • Gust of Wind
    • Hold Animal
    • Rejuvenation, Moderate
    • Resist Energy
    • Summon Swarm
    • Wild Insight
    • Wood Shape

    3rd-level
    • Diminish Plants
    • Dominate Animal
    • Neutralize Poison
    • Plant Growth
    • Poison
    • Quench
    • Rejuvenation, Greater
    • Snare
    • Spike Growth
    • Water Breathing

    † indicates a new spell described below.


    Hoplite
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    The hoplite is a warrior defined more by his shield than by his weapon.

    Prerequisites Hoplite is available only to Combat classes.
    Archetype Skills A hoplite gains no additional class skills.
    Archetype Proficiencies A hoplite gains proficiency with all shields (including tower shields) if he does not already possess it.

    Archetype Features
    Lesser Archetype Power
    • Intervening Shield (Ex)
      ___As long as he is wielding a shield, the hoplite adds a deflection bonus to his AC equal to one half of his Base Attack Bonus, rounded down.

    • Shield Offensive (Ex)
      ___While wielding a light or heavy shield in one hand and a weapon in the other, a hoplite is treated as though he had the Two-Weapon Fighting feat, even if he does not meet the prerequisites, allowing him to make shield bashes as either his primary or off-hand attack. While a shield is treated as a one-handed weapon for most purposes, a hoplite only takes two-weapon fighting penalties as though the shield were a light weapon.
      ___While wielding a tower shield, a hoplite may forfeit his normal attacks to make shield bashes with his tower shield as though it were a two-handed weapon. When wielded as a weapon, a medium tower shield deals 1d6 damage, and a medium spiked tower shield deals 1d8.

    Moderate Archetype Power
    • Defensive Maneuvers (Ex)
      ___By thrusting his shield into his target, a hoplite is able to make bull rush and overrun attempts without provoking attacks of opportunity from his targets. He still provokes attacks of opportunity from others for movement as normal. Additionally, the hoplite adds any enhancement bonus on the shield to any opposed checks when making a bull rush or overrun attempt with a shield.

    • Stunning Bash (Ex)
      ___As a standard action, a hoplite may make a shield bash against a single enemy. If the attack hits, it deals damage as normal, and the target must make a Fortitude save (DC 10 + 1/2 hoplite level + shield's AC bonus) or become stunned for 1 round. A hoplite may make a number of stunning bashes per day equal to his hoplite level. A hoplite must declare that he is attempting a stunning bash before he rolls. If the attack misses, the daily use of stunning bash is not wasted.

    Greater Archetype Power
    • Improved Shield Offensive (Ex)
      ___While wielding a light or heavy shield in one hand and a weapon in the other, a hoplite is treated as though he had the Improved Two-Weapon Fighting feat, even if he does not meet the prerequisites, allowing him to make two off-hand attacks as part of his full attack.
      ___While wielding a tower shield, a hoplite instead adds 2x his Strength modifier to shield bashes made with it rather than 1.5x as normal.

    Capstone
    A hoplite adds one additional option to his class' capstone ability.
    • Brawler – Befuddling Blow (Ex) As a swift action, a brawler who confirms a critical hit against an enemy with a shield bash may immediately declare that the attack was also a stunning bash, consuming one of his daily uses and affecting the target as if he declared he was making a stunning bash attempt before attacking. The save DC for the stunning bash is increased by 2.
    • Gladiator – Shield-Focused Maneuvers (Ex) For three rounds, a gladiator adds his shield's enhancement bonus to any combat maneuvers he uses his shield to perform. This stacks with the bonus gained from the Defensive Maneuvers ability.
    • Sentinel – Deflecting Shield (Ex) For three rounds, the sentinel reduces his shield's AC bonus to 0. If he does so, all attacks against him suffer a 30% miss chance as he uses his shield to deflect all attacks against him. The sentinel may not make attacks with his shield while this ability is active.

    Last edited by Rizban; 2014-09-13 at 11:58 AM.