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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

    Archetype Descriptions Continued
    Spoiler: Huntsman - Trapsmith
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    Huntsman
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    The huntsman (or huntress) is a master of his terrain and skilled at hunting down enemies common to his homeland.

    Prerequisites Huntsman is available to any Combat or Skillful class.
    Archetype Skills A huntsman gains Survival and Knowledge (either dungeoneering, local, or nature) as class skills if he does not already possess them.
    Archetype Proficiencies A huntsman gains proficiency with light armor and with all simple weapons and one martial weapon of his choice if he does not already possess it.

    Archetype Features
    Lesser Archetype Power
    • 1st Favored Enemy (Ex)
      ___At 1st level, a hunstman may select a type of creature from among those given on the Favored Enemies table. The hunstman gains a +2 bonus on Bluff, Knowledge, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gains a +2 bonus on weapon damage rolls against such creatures.
      ___If the hunstman chooses Humanoids or Outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the Favored Enemies table. If a specific creature falls into more than one category of favored enemy, the hunstman’s bonuses do not stack; he simply uses whichever bonus is higher.

    • Favored Environment (Ex)
      ___At 1st level, a hunstman may select a natural environment from among those given on the Favored Environments table. Due to the hunstman's experience in that environment, he gains a +2 bonus to Initiative checks and a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when he is 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 huntsman has selected underground as a favored environment).
      ___While in his favored environment, the DC of any Survival check to track a Huntsman is increased by 10.
      ___At 5th level, the huntsman may select one additional favored environment. In addition, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2.

    • Track
      ___A huntsman gains Track as a bonus feat.

    Moderate Archetype Power
    • 2nd Favored Enemy (Ex)
      ___At 3rd level, the hunstman may select an additional favored enemy.

    • Swift Tracker (Ex)
      ___Beginning at 3rd level, a huntsman can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

    Greater Archetype Power
    • 3rd Favored Enemy (Ex)
      ___At 6th level, the hunstman may select an additional favored enemy. In addition, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

    • Camouflage (Ex)
      ___A huntsman of 6th level or higher can use the Hide skill in his favored environments, even if the terrain doesn’t grant cover or concealment.

    Capstone
    A huntsman adds one additional option to his class' capstone ability.
    • Brawler – Chosen Prey (Ex) A brawler may, as a swift action, designate one creature in combat that is one of his favored enemies. For three rounds, the brawler's favored enemy bonuses against the targeted creature increases by +2, and his critical threat range against the creature increases by +1.
    • Gladiator – Favored Maneuvers (Ex) For three rounds, a gladiator adds his favored enemy bonus to his Skillful Maneuvers ability against his favored enemy. Additionally, any successful combat maneuver which does not deal damage, such as a disarm attack, deals favored enemy damage as if the gladiator were making a normal attack.
    • Sentinel – Incite Foes (Ex) For three rounds, a sentinel adds his favored enemy bonus to the save DC of all Provocation attempts made against his favored enemies. In addition, he adds his favored enemy bonus to his attack rolls against favored enemies when using his Guarding Strike ability.
    • Acrobat – Terrain Mastery (Ex) For three rounds, an acrobat in her favored environment adds her favored environment bonus to her skilled acrobat bonuses, and she gains Improved Uncanny Dodge.
    • Expert – Adversarial Insight (Ex) When using insightful defense or insightful strike against a favored enemy, the expert adds his favored enemy bonus to his Armor Class or attack roll.
    • Troubadour – Foedeath Aura (Su) As a standard action, a troubadour may project a Foedeath Aura, dismissing his Inspiring Aura while this ability remains active. For three rounds, the troubadour's allies gain a bonus to attack and damage against his favored enemies equal to his inspiring aura bonus plus his favored enemy bonus.

    Favored Enemies
    Spoiler
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    Type (Subtype) - Type (Subtype) - Type (Subtype) - Type (Subtype)
    Aberration Humanoid (Dwarf) Humanoid (Other*) Outsider (Fire)
    Animal Humanoid (Elf) Magical Beast Outsider (Good)
    Construct Humanoid (Goblinoid) Monstrous Humanoid Outsider (Lawful)
    Dragon Humanoid (Gnoll) Ooze Outsider (Native)
    Elemental Humanoid (Gnome) Outsider (Air) Outsider (Water)
    Fey Humanoid (Halfling) Outsider (Chaotic) Plant
    Giant Humanoid (Human) Outsider (Earth) Undead
    Humanoid (Aquatic) Humanoid (Orc) Outsider (Evil) Vermin
    * There are other Humanoid subtypes not listed on this table, each of which must be selected individually. This table lists only a few of the most common subtypes.
    Favored Environments
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    Environment Examples
    Aquatic Lakes, seas, oceans (on or under water)
    Desert Sandy deserts and badlands
    Extraplanar Any one plane (other than the Material Plane)
    Forest Temperate woodlands
    Jungle Tropical woodlands
    Marsh Swamps, bogs, moors
    Mountain Mountains, hills, and mountain valleys
    Plains Grasslands, farmlands, prairies
    Tundra Snow, ice, glaciers
    Underground Dungeons, caverns
    Urban Any one city or town


    Priest
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    The priest is an ecclesiastical scholar in service of a deity, almost always living in a temple or monastery and serving as a spiritual leader to the local community. He has few combat skills, but his connection with his patron deity and his prestige in the community are powerful in their own right.

    Prerequisites Priest is available only to Magic classes.
    Archetype Skills A priest gains Knowledge (religion) and Diplomacy as class skills if he does not already possess them.
    Archetype Proficiencies A priest gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Spellcasting
      ___A priest casts divine spells channeled to him by his deity. He can not cast spells with an alignment descriptor that opposes that of his deity.

    • Divine Domains
      ___At first level, a priest selects two Divine Domains from those offered by his deity. These two domains determine his spell list. He also gains two specific powers granted to him by his domains, one from each domain.

    • Divine Touch
      ___If a priest's deity is of Good or Neutral alignment, he channels positive energy and learns Cure Light, Cure Moderate, and Cure Serious Wounds as bonus spells when he learns to cast spells of the appropriate levels. If a priest's deity is of Evil alignment, he channels negative energy and learns the Inflict Light, Inflict Moderate, and Inflict Serious Wounds spells instead.
      ___If the priest prepares spells, he may choose to sacrifice any other spell he has prepared to spontaneously cast a Cure/Inflict spell of the same level as the sacrificed spell. The priest 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
    • Turn/Rebuke Undead (Su)
      ___A priest who worships a good or neutral deity can turn or destroy undead creatures. A priest who worships an evil deity instead rebukes or commands such creatures. A priest may attempt to turn/rebuke undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

    • Church Authority (Ex)
      ___Priests are seen as spiritual authorities on their deities. As such, they gain the respect of their community and are recognized as leaders in the church by the followers of their religion. A priest gains a +1 circumstance bonus to reaction rolls and Diplomacy, Gather Information, and Sense Motive skill checks when dealing with people who worship the same deity or with followers of a friendly faith, provided they are acquainted with the priest. This bonus increases to +2 at 5th level.

    • Third Domain
      ___Having forged a closer connection to his deity, a priest gains access to a third domain and one of its granted abilities.

    Greater Archetype Power
    • Fourth Domain
      ___Blessed by his deity, a priest of 6th-level gains access to a fourth domain and one of its granted abilities.

    Capstone
    A priest adds one additional option to his class' capstone ability.
    • Augur – Divine Channel (Su) When channeling motes to power a spell or ability, the augur may instead use turn undead to power the ability. He expends uses of turn undead equal to the motes normally needed to power the ability. He may not combine turn undead uses and motes to power an ability and must choose to use one or the other. He may still use spirit surge when using turn undead in this manner.
    • Magus – Divine Insight (Su) By spending a use of turn undead, a magus gains further insight from his deity. For three rounds, any bonuses provided by his esoteric knowledge ability are increased by 1
    • Spellblade – Divine Conduit (Su) When conducting a spell through a weapon, a spellblade may spend uses of turn undead to add strengthen the attack. He gains a +1 sacred (if he worships a Good/Neutral deity) or profane (if he worships an Evil deity) bonus to attack and damage for each use of turn undead he spends (max +3).

    Priest Spell List
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    All priests have access to the following spells in addition to their divine domain spells.
    0-Level
    • Cure Minor Wounds
    • Detect Magic
    • Detect Poison
    • Guidance
    • Light
    • Mending
    • Purify Food and Drink
    • Read Magic
    • Resistance
    • Virtue

    1st-level
    • Bless Water (good only)
    • Curse Water (evil only)
    • Shield of Faith

    2nd-level
    • Consecrate (good only)
    • Desecrate (evil only)
    • Make Whole
    • Status

    3rd-level
    • Create Food and Water
    • Dispel Magic
    • Neutralize Poison (good only)
    • Poison (evil only)
    • Prayer



    Pugilist
    Spoiler
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    The pugilist is a master of hand to hand combat. He is never unarmed and always dangerous.

    Prerequisites Pugilist is available only to Combat classes.
    Archetype Skills A pugilist gains Balance and Tumble as a class skills if he does not already possess them.
    Archetype Proficiencies A pugilist is always proficient with his unarmed strike.

    Archetype Features
    Lesser Archetype Power
    • Unarmed Strike (Ex)
      ___A pugilist gains Improved Unarmed Strike as a bonus feat, even if he does not meet the prerequisites.
      ___Additionally, his unarmed damage is 1d6 at 1st level, assuming the pugilist is medium size, and he may add 1.5x his Strength modifier to his unarmed strike as though it were a two-handed weapon if he makes no more than one attack in a round. He adds his normal Strength modifier to his unarmed strike damage in any round that he make more than one attack, such as when making a full attack.
      ___A pugilist's unarmed damage increases to 1d8 at 4th level.

    • Versatile Strike (Ex)
      ___A pugilist may choose for his unarmed strike to deal his choice of bludgeoning, piercing, or slashing damage, even changing which type of damage it deals with each attack.

    Moderate Archetype Power
    • Stunning Fist
      ___A pugilist gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites, and may make a attempt a stunning attack a number of times per day equal to his class level.
    • Penetrating Strike (Ex)
      ___His unarmed strike may now also be treated as cold iron and silver for the purposes of overcoming damage reduction.

    Greater Archetype Power
    • Lunging Strike (Ex)
      ___A pugilist's unarmed strike gains reach, though he may still attack adjacent opponents.

    • Greater Penetrating Strike (Ex)
      ___His unarmed strike may now also be treated as adamantine for the purposes of overcoming damage reduction and hardness.

    Capstone
    A pugilist adds one additional option to his class' capstone ability.
    • Brawler – Deadly Fists (Ex) For three rounds, the critical threat range of his unarmed strike increases by 1 and critical multiplier by 2 to a total of +3/+3.
    • Gladiator – Maneuver Strike (Ex) For three rounds, any time a gladiator makes a successful bull rush, disarm, feint, grapple, overrun, sunder, or trip attack, he may immediately make a single unarmed strike against that target at his highest base attack bonus as a free action.
    • Sentinel – Guarding Lunge (Ex) If his ward is within 5 feet and is attacked by a creature outside of the sentinel's reach, he may immediately take a 5ft step toward the attacker and use his guarding strike ability, if that would put the attacker within his reach. This does not count against his number of attacks of opportunity this round.


    Red Mage
    Spoiler
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    The red mage focused on combat, death, and destruction. His arcane spells specialize in the ways of war.

    Prerequisites Red Mage is available only to Magic classes.
    Archetype Skills A red mage gains Knowledge (arcana) and Intimidate as class skills if he does not already possess them.
    Archetype Proficiencies A red mage gains proficiency with light armor and all simple weapons. While wearing armor with which he is proficient, a red mage reduces the arcane spell failure chance of the armor by 15%. For example, a chain shirt would be reduced from 20% to 5%.

    Archetype Features
    Lesser Archetype Power
    • Spellcasting
      ___A red mage specializes in combat oriented magic, casting arcane spells drawn from the red mage spell list.

    • Nimble (Ex)
      ___Adept in combat but reliant on light armor, a red mage learns to avoid lethal blows. He gains a +1 dodge bonus to AC. At 4th level, this bonus increases to +2. This benefit applies only when he is wearing no armor or light armor, and not carrying a heavy load.

    • Orbs of Energy
      ___A red mage learns Orb of Energy, Lesser and Orb of Energy as bonus spells when he learns to cast spells of the appropriate levels. If the red mage prepares spells, he may choose to sacrifice any other spell he has prepared to spontaneously cast one of these two spells. The sacrificed spell must be the same or higher level as the orb of energy spell being cast. The red mage 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.
      ___A spellblade red mage does not normally learn Orb of Energy due to only learning up to 2nd-level spells. However, at 6th level, a spellblade may choose to learn Orb of Energy in place of his normal 2nd-level spell for that level. However, anytime he casts this spell, it takes the maximum amount of time, usually 5 rounds, to become available again. He does not roll.

    Moderate Archetype Power
    • Arcane Edge (Su)
      ___Whenever a red mage casts a spell that deals hit point damage, he adds his Constitution modifier (if positive) to the amount of damage dealt. A spell can never gain this bonus more than once per casting. A fireball would deal extra damage to all targets, as it only rolls damage once, but a magic missile only gains the damage on a single missile, because each missile rolls damage separately.

    • Combat Casting
      ___A red mage gains Combat Casting as a bonus feat. If he already possesses this feat, he gains no additional benefit.

    Greater Archetype Power
    • Spellbattle (Su)
      ___If a red mage has successfully targeted a creature with a spell that deals damage in the current encounter, he gains a +2 insight bonus on all attack rolls against that creature. Additionally, if the red mage has successfully hit a creature with a weapon in the current encounter, he gains a +2 insight bonus on caster level checks to overcome that creature's spell resistance, and the save DC of a spell he casts against that creature is increased by +1.

    Capstone
    A red mage adds one additional option to his class' capstone ability.
    • Augur – Battle Surge (Su) When making an attack, an augur may expend a use of spirit surge to gain a circumstance bonus to all attack rolls and weapon damage rolls equal to his spirit surge bonus for three rounds.
    • Magus – Esoteric Edge (Su) For three rounds, the magus adds his esoteric knowledge bonus to his arcane edge bonus to determine additional spell damage.
    • Spellblade – Eldritch Edge (Su) For three rounds, a spellblade may add his arcane edge bonus to damage dealt by his eldritch blast.

    Red Mage Spell List
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    0-Level
    • Acid Splash
    • Dancing Lights
    • Daze
    • Detect Magic
    • Flare
    • Hurl Item
    • Mage Hand
    • Open/Close
    • Prestidigitation
    • Ray of Frost
    • Read Magic
    • Touch of Fatigue

    1st-level
    • Burning Hands
    • Chill Touch
    • Color Spray
    • Endure Elements
    • Enlarge Person
    • Mage Armor
    • Magic Missile
    • Magic Weapon
    • Shield
    • Shocking Grasp

    2nd-level
    • Acid Arrow
    • Blade Wind
    • Continual Flame
    • False Life
    • Flaming Sphere
    • Glitterdust
    • Protection from Arrows
    • Resist Energy
    • Scorching Ray
    • Shatter

    3rd-level
    • Elemental Weapon
    • Fire Shield
    • Fireball
    • Keen Edge
    • Lightning Bolt
    • Poison

    † indicates a new spell described below.


    Skirmisher
    Spoiler
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    Skirmishers rely on outmaneuvering their enemies and using their mobility to deliver telling blows through an opponent's defenses.

    Prerequisites Skirmisher is available to any Skillful class as well as the Brawler.
    Archetype Skills A skirmisher gains Tumble as class a class skill if she does not already possess it.
    Archetype Proficiencies A skirmisher gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Nimble (Ex)
      ___Adept in combat but reliant on lighter armor to maintain mobility, a skirmisher learns to avoid lethal blows. She gains a +1 dodge bonus to AC. At 4th level, this bonus increases to +2. This benefit applies only when she is wearing no armor or light armor, and not carrying a heavy load.

    • Skirmish Sneak Attack (Ex)
      ___A skirmisher gains the sneak attack ability, but it only applies when she is mobile. She does not gain sneak attack damage when flanking an opponent, but she does when she can catch her opponent flat-footed. A skirmisher also deals her sneak attack damage in any round that she moves at least 10 feet, including when making a charge.
      ___This extra damage is 1d6 at 1st level, increasing to 2d6 at 4th level. Should the skirmisher 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.
      ___Any creature that is immune to critical hits or does not have a discernible anatomy takes only half damage from sneak attacks. The skirmisher must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A skirmisher cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Moderate Archetype Power
    • Fast Movement (Ex)
      ___A skirmisher’s land speed is faster than the norm for her race by +5 feet. Her speed increases by an additional +5 feet at 5th level. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the skirmisher’s speed because of any load carried or armor worn.

    • Uncanny Dodge (Ex)
      ___A skirmisher 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 a skirmisher already has uncanny dodge from another source, she automatically gains improved uncanny dodge instead.

    Greater Archetype Power
    • Graceful Step (Ex)
      ___A skirmisher is not hindered by difficult terrain. She is not slowed by uneven terrain, rubble, or undergrowth, moving across it at her normal speed, though she may still need to make a Balance check. She can also run and charge across such terrain.
      ___She can not use this ability on any terrain that would require a Climb or Swim check or on any terrain that has been magically enchanted to impede movement.

    Capstone
    A skirmisher adds one additional option to her class' capstone ability.
    • Brawler – Deadly Skirmish (Ex) When making a skirmish sneak attack that is a successful critical hit, sneak attack damage is multiplied by the critical hit on that one attack.
    • Acrobat – Distracting Skirmish (Ex) For three rounds, an acrobat who gains the benefit of her distracting flank ability is able to make skirmish sneak attacks against the flanked enemy, even if she has not moved this turn.
    • Expert – Insightful Skirmish (Ex) When making a skirmish sneak attack, an expert may spend up to 4 points of insight. His sneak attack damage is increased by 1d6 for every 2 points of insight spent.
    • Troubadour – Fortunate Strike (Ex) When making a skirmish sneak attack, the troubadour may reroll his sneak attack damage and take the higher roll.


    Sniper
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    The sniper is a skilled hunter, capable of taking down an enemy from great distances.

    Prerequisites Sniper is available to any Combat or Skillful class.
    Archetype Skills A sniper gains Hide and Move Silently as class skills if he does not already possess them.
    Archetype Proficiencies A sniper gains proficiency with all martial bows and crossbows if he does not already possess it.

    Archetype Features
    Lesser Archetype Power
    • Distant Shot (Ex)
      ___A sniper only takes half the normal penalties for distance. He takes only a -1 to Spot checks for every 20 feet instead of every 10 feet, and a -1 to ranged attack rolls per range increment instead of -2.

    • Precise Aim (Ex)
      ___As a full round action, a sniper may take precise aim at a target and make a single ranged attack. He deals an additional 1d8 precision damage at 1st level, 2d8 at 3rd, and 3d8 at 5th. The target must be within one range increment of the sniper's weapon. Creatures immune to critical hits take only half this damage, and creatures without discernible anatomies are immune.

    • Skilled Sniping (Ex)
      ___Additionally, when using the sniping ability of the Hide skill, a sniper takes only a -10 penalty to his Hide check instead of -20 and may attempt the Hide check as a swift action rather than a move action.

    Moderate Archetype Power
    • Dire Shot (Ex)
      ___If a sniper successfully attacks an opponent who is completely unaware of his presence, his weapon's critical threat range is increased by 1. For example, a longbow's critical threat range would become 19-20, and a heavy crossbow's would become 18-20.

    • Camouflage (Ex)
      ___A sniper gains the ability to use the Hide skill in any sort of terrain, even if the terrain doesn’t grant cover or concealment.

    Greater Archetype Power
    • Deadly Aim (Ex)
      ___If a sniper studies his victim for 3 rounds and then makes an aimed attack (the sniper's lesser archetype power) using a ranged weapon that successfully deals damage, the attack has the additional effect of possibly either paralyzing or killing the target (sniper’s choice). While studying the victim, the sniper can undertake other actions so long as his attention stays focused on the target and the target does not detect the sniper or recognize the sniper as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the sniper’s class level + the sniper’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 sniper. If the victim’s saving throw succeeds, the attack is just a normal attack adding precision damage. Once the sniper has completed the 3 rounds of study, he must make the deadly aim attack within the next 3 rounds.
      ___If a deadly aim attack is attempted and fails (the victim makes her save) or if the sniper does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another deadly aim attack.

    Capstone
    A sniper adds one additional option to his class' capstone ability.
    • Brawler – Rapid Aim (Ex) For three rounds, a sniper need only use a standard action to gain precision damage instead of a full-round action.
    • Gladiator – Twice Deadly (Ex) If his ranged weapon is his weapon of choice, a gladiator may add his weapon of choice bonus to the save DC of his deadly aim attack. If the target successfully makes his save, then the gladiator may immediately make a second ranged attack against the same target as if making a full attack.
    • Sentinel – Warding Bow (Ex) For three rounds, if an enemy has attacked a sentinel's ward in this encounter, the sentinel may add his warding bonus to attack and damage rolls made with a ranged weapon against that enemy, and he does not provoke attacks of opportunity from that enemy for using a ranged weapon in melee; however, he still provokes attacks from other enemies.
    • Acrobat – Greater Skilled Sniping (Ex) For three rounds, an acrobat adds her skilled acrobat bonus to Hide checks and may gain the benefit of her distracting flank ability with a ranged weapon from any distance; however, she does not give the distracting flank bonuses to her allies.
    • Expert – Insightful Aim (Ex) As part of a precise aim attack, an expert may spend two points of insight to add an additional 1d8 damage.
    • Troubadour – Inspiring Aim (Su) When making a deadly aim attack, a troubadour may dismiss his aura at the start of the first turn of study. If he does not activate it again until after making the attack, he adds his inspiring aura bonus to the save DC of his deadly aim attack.


    Templar
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    A powerful warrior, the templar fights in the service of his god and is blessed with divine strength.

    Prerequisites Templar is available only to Combat classes.
    Archetype Skills A templar gains Knowledge (religion) as a class skill if he does not already possess it.
    Archetype Proficiencies A templar gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Alignment
      ___A templar must be strongly aligned to a particular deity, striving to live up to that deity's ideal. The templar's alignment must be within one step of his chosen deity's alignment.

    • Channeling (Ex)
      ___When faced with an enemy, a templar is filled with divine power channeled from his deity. At the beginning of combat, a templar gains a number of motes equal to his class level plus his Charisma modifier. He retains any unused motes at the end of a battle and may use them outside of combat, but these leftover motes are immediately lost at the beginning of the next combat. He is able to spend his motes to activate the following abilities.
      ___As long as the templar has at least 1 mote remaining, his melee attacks gain one alignment component of his deity's alignment, chosen when the templar gains motes.
      • Smite (Su)
        ___At 1st level, a templar can channel motes of energy to bring divine judgment against his enemies. As part of a melee attack, a templar may spend 1 mote. He adds his Charisma modifier (if positive) to his attack roll and deals an extra 1d6 smite damage. Smite damage increases to 2d6 at 4th level.
        ___Smite bonuses apply only against an opponent who has an alignment component which is opposed to one of the templar's. If a templar smites an opponent with both alignment components opposed to the templar's, the templar gains an additional +1 to his attack roll. For example, a Lawful Good templar can only smite enemies who are Evil or Chaotic or both, gaining an additional +1 to attack if the enemy is Chaotic Evil. If a templar accidentally smites a creature of the wrong alignment, the smite has no effect, but the mote is still used.

      • Invigorating Touch (Su)
        ___At 2nd level, a templar becomes able to channel energy to heal himself and his allies. By spending 1 mote, he may cast cure light wounds as a swift action with a caster level equal to his class level. This is a supernatural ability. By spending 3 motes, he may remove any fear, charm, or compulsion effect or any effect that can be removed by a remove curse spell.

      • Restorative Touch
        ___At 5th level, a templar can channel 2 motes to heal 1d6 ability damage, 1d4 ability drain, or 1 negative level from a creature with a simple touch. This ability does not work on himself.

    • Courageous Resolve (Ex)
      ___A templar is immune to fear (magical or otherwise) and all charm effects.

    Moderate Archetype Power
    • Divine Grace (Su)
      ___A templar gains a bonus equal to his Charisma bonus (if any) on all saving throws.

    • Divine Health (Ex)
      ___A templar gains immunity to all diseases, including supernatural and magical diseases.

    • Self Sacrifice (Su)
      ___A templar of at least 3rd level may, as a full-round action, voluntarily take 2 Constitution damage to regain all motes spent in the current combat.

    Greater Archetype Power
    • Inviolate Mind (Su)
      ___A 6th level templar is immune to compulsion and mind-affecting effects.

    Capstone
    A templar adds one additional option to his class' capstone ability.
    • Brawler – Brutal Smite (Su) If a brawler makes a successful critical hit when making a smite attack, the smite deals an additional 1d6 smite damage. This damage is not multipled.
    • Gladiator – Smiting Maneuver (Su) If a gladiator makes a successful bull rush, disarm, overrun, or trip attack, the gladiator may spend 1 mote as a free action to deal smite damage to the target as though he hit with a normal melee attack.
    • Sentinel – Divine Warding (Su) For three rounds, the sentinel's ward gains the sentinel's Charisma modifier (if positive) to his saves as long as he remains within 5 feet of the sentinel.


    Trapsmith
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    The trapsmith is skills in creating, disabling, and evading traps.

    Prerequisites Trapsmith is available to any class.
    Archetype Skills A trapsmith gains Craft (trapmaking), Disable Device, and Open Lock, Search as class skills if he does not already possess them.
    Archetype Proficiencies A trapsmith gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Trapfinding (Ex)
      ___A trapsmith can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Trapsmiths can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A trapsmith who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

    • Trap Sense (Ex)
      ___At 1st level, a trapsmith gains trap sense, an intuitive sense that alerts him to danger from traps. This gives him a circumstance bonus on all saves made to avoid traps and a dodge bonus to AC against attacks made by traps. This bonus is equal to one half the trapsmith's class level, rounded up.

    • Tactical Traps (Ex)
      ___A trapsmith gains access to a limited number of traps that he can create and place in a single round rather than taking several minutes or hours to setup, allowing him to use his trap skills in combat. He learns two traps from the Tactical Traps list at 1st level and learns one additional trap per class level after 1st. Whenever a trapsmith gains a new level, he may choose to forget any one trap he knows to learn any other trap on the list for which he qualifies.

    Moderate Archetype Power
    • Rapid Disarm (Ex)
      ___A trapsmith learns to rapidly disarm any traps he encounters. Use the following time requirements instead of those found on p72 of the Player's Handbook. Simple – 1 move action. Tricky – 1 standard action. Difficult – 1 full-round action. Wicked – 1d4 rounds.

    • Trap Defense (Ex)
      ___Additionally, the trapsmith gains DR 5/– against any damage dealt by traps, but only against damage dealt by traps. This stacks with any similar DR granted by another source when resisting damage from traps.

    Greater Archetype Power
    • Trap Resistance (Ex)
      ___At 6th level, a trapsmith gains spell resistance 15 against magic traps, but only against magic traps and trap-like spells.

    Capstone
    A trapsmith adds one additional option to his class' capstone ability.
    • Brawler – Trap Dodger (Ex) When a brawler is affected by a trap, he may make a Tumble check as an immediate action to avoid the effects of the trap. He adds his trap sense bonus to this roll. If his Tumble check exceeds the DC of the trap, he avoids the trap entirely. If he fails this attempt, he suffers the effects of the trap and must make a save as normal. If the trap is not one which offers a save, the brawler may use his Tumble check in place of his AC against the trap's attack roll.
    • Gladiator – Smash Trap (Ex) As a full-round action, a gladiator may make an attack roll against a mechanical trap in an attempt to disarm it. If his attack roll exceeds the Disable Device DC of the trap, he successfully disarms it.
    • Sentinel – Trap Containment (Ex) If a trap is activated within 15 feet of the sentinel, he may use an immediate action to throw himself into the trap to protect his allies. The sentinel moves into the trap's square and redirects the trap to injure himself instead of its original target. If the trap has an area effect, the sentinel is hit by the trap twice and prevents anyone else in range from being affected.
    • Acrobat – Adroit Bypass (Ex) For three rounds, an acrobat my bypass any trap of which he is aware without setting it off. This benefit applies only to him. If he accidentally activates a trap, he gains a +3 bonus on any Reflex save against that trap.
    • Expert – Brilliant Trap (Ex) When setting a tactical trap, an expert may spend up to 3 points of insight. Each point spent increases the attack roll or save DC of the trap by 1.
    • Troubadour – Aura of Safety (Su) For three rounds, a troubadour's inspiring aura provides a bonus to AC and saves against traps for all allies within its area of effect. This is in addition to its normal effect.
    • Augur – Spring Trap (Su) As a standard action, an augur may spend 1 mote to attempt to spring a trap from a distance. She makes either a Disable Device or Craft (trapmaking) check against the trap's DC to disable. If she succeeds, the trap activates. If the trap targets one or more creatures, such as with an arrow trap, the augur determines the targets.
    • Magus – Rune Trap (Sp) A magus may convert a prepared spell into a Rune Trap, a type of magical trap. Creating a rune trap requires the normal casting time and any components normally required to cast the spell and expends the spell slot as though it were cast. At the end of the casting time, a magical rune appears on any solid, non-living surface the magus chooses within 30 feet, though the magus may not choose to place the rune on items held or carried by a creature.
      The next creature that comes within 5 feet of the rune trap causes it to activate, immediately casting the spell stored in the rune trap. Spells that target one or more creatures target only the creature that activated the rune trap. Area effect spells are centered on the rune trap itself. The spell is cast from the rune trap as though the magus were casting it.
      The magus never activates his own rune traps, nor do any allies the magus specifies during the creation of the rune trap. Spells with a target of 'you' may not be made into rune traps.
      A magus may not create multiple rune traps in the same area. Each rune trap must be at least 30 feet away from any other rune traps he has created. A rune trap lasts until the next time the magus prepares his spells, at which time the magic fades away.
    • Spellblade – Trap Conduit (Su) If a creature within 30 feet of the spellblade triggers a tactical trap he has set, the spellblade may use an immediate action to conduct a spell or his eldritch blast through the trap as though he were making a melee attack against that creature.

    Special If a Magic class selects the Trapsmith archetype, he gains the following ability as part of his Lesser Archetype Power:
    • Spellcasting A trapsmith learns to cast a few trap-like spells that help him in combat and in setting traps. He casts arcane spells drawn from the trapsmith spell list.

    Trapsmith Tactical Traps
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    Trap name Trapsmith Level
    Alarm Trap 1st level
    Caltrops 1st level
    Dart Trap 1st level
    Razor-wire 1st level
    Snare 1st level
    Alchemical Trap 2nd level
    Deadfall Trap 2nd level
    Gas Trap 2nd level
    Net Trap 2nd level
    Flashbang 3rd level
    Spell Trap 3rd level
    Fusillade of Darts 4th level
    Needle Burst 4th level
    Noxious Gas Trap 4th level

    Trapsmith Spell List
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    0-Level
    • Acid Splash
    • Alarm
    • Daze
    • Detect Magic
    • Flare
    • Ghost Sound
    • Mending
    • Ray of Frost
    • Touch of Fatigue

    1st-level
    • Color Spray
    • Detect Secret Doors
    • Detect Snares and Pits
    • Grease
    • Hold Portal
    • Silent Image
    • Unseen Servant

    2nd-level
    • Arcane Lock
    • Fire Trap
    • Glitterdust
    • Knock
    • Make Whole
    • Minor Image
    • Obscure Object
    • Phantom Trap
    • Web

    3rd-level
    • Dispel Magic
    • Explosive Runes
    • Hold Person
    • Sepia Snake Sigil
    • Slow
    • Snare


    Last edited by Rizban; 2014-09-13 at 11:59 AM.