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    Ogre in the Playground
     
    Gnorman's Avatar

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    Feb 2009
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    Cascadia
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    Default Gnorman's E6 Compendium

    PLEASE NOTE: THIS VERSION IS OBSOLETE. USE THE CURRENT VERSION INSTEAD.

    Combat Classes

    The Brawler

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    HD: d10
    Class Skills: Balance, Climb, Craft, Intimidate, Escape Artist, Jump, Knowledge (geography), Knowledge (local), Listen, Profession, Spot, Swim, Tumble
    Skill Points: 4 + Int per level (4x at 1st)

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

    1st|+1|+2|+2|+0|Archetype Power (Lesser), Fight Smarter and Harder

    2nd|+2|+3|+3|+0|Elusive Target

    3rd|+3|+3|+3|+1|Archetype Power (Moderate)

    4th|+4|+4|+4|+1|Strike the Heavens

    5th|+5|+4|+4|+1|Faster Than the Naked Eye

    6th|+6/+1|+5|+5|+2|Archetype Power (Greater), Perfect Harmony[/table]

    Proficiencies: A brawler is proficient with light armor and simple weapons, as well as three martial or exotic weapons of his choice. He is also proficient with his own unarmed strikes and natural weapons.

    Archetype Power: At 1st level, a brawler chooses an archetype from the list below. He gains the powers of the archetype at the appropriate levels, as indicated above. Once made, this choice is final.

    Fight Smarter and Harder: The brawler gains either his Intelligence modifier or his Wisdom modifier as a dodge bonus to his AC (whichever is higher) as long as he is wearing light or no armor, unencumbered and not equipped with a shield. This bonus increases by 1 every three levels, and applies even when the brawler is flat-footed. He gains Improved Unarmed Strike as a bonus feat, and his unarmed strikes deal 1d6 bludgeoning damage. This damage increases to 1d8 at 3rd level and 1d10 at 6th. His unarmed strikes may also be enchanted - treat all his unarmed strikes as if they were a single masterwork weapon for this purpose.

    Elusive Target: The brawler gains Evasion. He also adds 10' to his base land speed - this bonus increases to 20' at 6th level.

    Strike the Heavens: The brawler's unarmed attacks are now considered magic for the purpose of overcoming damage resistance. The brawler may enchant them further, as if they were a masterwork weapon.

    Faster Than the Naked Eye: The brawler gains one extra attack when making a full attack action, at his highest base attack bonus. He may also make a full attack action as a standard action or as part of a charge. These abilities only apply if the brawler is unarmed.

    Perfect Harmony: Once per encounter, the brawler may make use of one of the following abilities.

    Blink And You'll Miss Me: As a swift action, the brawler may move up to his base land speed, even if he has already moved that round. In addition, he gains 50% concealment for one round.

    Hammer Fist: This ability may be declared as part of an unarmed attack - if the brawler succeeds on the attack, he inflicts maximum damage. The receiving opponent must make a Fortitude save (DC equal to 10 + 1/2 the brawler's level + the brawler's Strength modifier) or be stunned for one round.

    Mystic Resonance: As an immediate action, the brawler can negate one spell or spell-like ability cast upon him, as if he possessed insurmountable spell resistance. He may negate a spell with an area of effect, but if he does, all others in the area are affected as usual. The brawler is also restored a number of hit points equal to his level multiplied by his Intelligence or Wisdom modifier, whichever is higher.

    [CENTER]Archetypes:

    Breathstealer

    Lesser Archetype Power: A breathstealer gains Improved Grab, and is treated as being one size larger than he actually is for the purposes of grappling.
    Moderate Archetype Power: Once per round as an immediate action, a breathstealer can initiate a grapple against an opponent within reach that has just missed him with a melee attack.
    Greater Archetype Power: A breathstealer can constrict his opponent for his normal unarmed attack damage, and may use his Improved Grab ability against opponents of any size.

    Bruiser

    Lesser Archetype Power: A bruiser gains a battlefist, which replaces a hand of his choice permanently. Treat this as a masterwork weapon that allows his unarmed strikes to do damage as if he were one size larger. It may also be enchanted further. His unarmed attacks are considered to be cold iron for the purposes of overcoming damage reduction.
    Moderate Archetype Power: A bruiser's unarmed attacks are now considered to have reach, though he may still attack adjacent opponents. His unarmed attacks are considered to be silver for the purposes of overcoming damage reduction.
    Greater Archetype Power: As a standard action, a bruiser may make an unarmed attack as a ranged touch attack against any foe within 30' that he could normally target with a ranged attack. In addition, his unarmed attacks are considered to be adamantine for the purposes of overcoming damage reduction. He may not, however, treat his unarmed attacks as adamantine for the purpose of overcoming the hardness of objects.

    Cenobite

    Lesser Archetype Power: A cenobite may Lay on Hands as a paladin of his own level, although the ability uses either Wisdom or Intelligence (whichever is higher) instead of Charisma to determine the amount healed.
    Moderate Archetype Power: A cenobite gains blindsense out to 30' and a +3 untyped bonus on all Will saves.
    Greater Archetype Power: A cenobite may teleport a distance equal to his base speed as a move action. He must have line of sight to his destination. After using this ability, a cenobite may not use it again for three rounds.

    Martial Artist

    Lesser Archetype Power: A martial artist may initiate maneuvers as a swordsage of his level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to the swordsage. The disciplines available to him are Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and two of the following: Desert Wind, Fool's Grip, Mental Grip, Sleeping Goddess, or Tiger Claw. In addition, he may use class abilities that normally require him to be unarmed as long as he uses improvised melee weapons (which he is now considered proficient with) or melee weapons that the monk is normally proficient with.
    Moderate Archetype Power: A martial artist may add either his Intelligence or his Wisdom modifier (whichever is higher) as a bonus to damage rolls when executing strikes that do damage.
    Greater Archetype Power: A martial artist may change stances once per round as an immediate action.

    Ravager

    Lesser Archetype Power: A ravager's unarmed strikes do damage as if they were one step higher on the brawler's progression - 1d8 at 2nd level, 1d10 at 3rd, and 2d6 at 6th. They also may choose to do slashing damage instead of bludgeoning with their unarmed strikes.
    Moderate Archetype Power: A ravager may enter a Whirling Frenzy as a barbarian of his level three times per day.
    Greater Archetype Power: If a ravager connects with at least two attacks on a full attack or a charge, he automatically rends his opponent for an amount of damage equal to his base unarmed attack damage plus his Strength modifier. The ravager is healed for an amount equal to the rending damage caused.



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    HD: d10
    Class Skills: Balance, Climb, Craft, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Profession, Spot, Swim, Tumble
    Skill Points: 4 + Int per level (4x at 1st)

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

    1st|+1|+2|+0|+0|Archetype Power (Lesser), Combat Versatility

    2nd|+2|+3|+0|+0|Weapon of Choice

    3rd|+3|+3|+1|+1|Archetype Power (Moderate), Combat Versatility Bonus Feat

    4th|+4|+4|+1|+1|Unorthodox Maneuvers

    5th|+5|+4|+1|+1|Fancy Footwork, Combat Versatility Bonus Feat

    6th|+6/+1|+5|+2|+2|Greater Archetype Power, Riddle of Steel[/table]

    Proficiencies: The gladiator is proficient with light armor, medium armor, and shields. He is proficient with simple weapons, martial weapons, and three exotic weapons of his choice.

    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 list. Once made, this choice is final.

    Combat Versatility: The gladiator qualifies for feats as if he was a fighter of his own level. He also gains bonus fighter feats at 1st, 3rd, and 5th level. Once every twenty-four hours, the gladiator may swap any of these bonus feats for another feat he qualifies for, even all three - he must still fill the prerequisites of any feat he selects.

    Weapon of Choice: The gladiator chooses a single weapon. He gains a bonus on attack and damage rolls with that weapon equal to half his level. That weapon may not be sundered and the gladiator may not be disarmed of it while he is wielding it. Once per encounter, he may reroll a failed attack when using this weapon. Once every twenty-four hours, the gladiator may select a different weapon.

    Unorthodox Maneuvers: 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 multiple squares with a single blow. A wide swing attack targets a square and the two squares on either side of it, a lunge attack targets a square and the square behind it (from the point of view of the fighter), and a counter-flank attack targets a square and the corresponding square on the opposite side of the gladiator making the attack. The gladiator makes one attack roll at his full attack bonus, and uses that result for any and all targets in the affected squares.

    Fancy Footwork: The gladiator may take an extra 5' step each round as an swift action. In addition, when taking the 5' step he may take normally, he may move 10' instead.

    Riddle of Steel: Once per encounter, the gladiator may make use of one of the three following abilities:

    Shake It Off: As an immediate action, the gladiator may remove one of the following conditions from himself, even if the condition would prevent him from doing so: ability damage, blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and any forms of fear. Upon using this ability, any non-lethal damage the gladiator has suffered is immediately healed.

    It's All in the Wrist: As a swift action, the gladiator may make a full attack, even if he has already performed one that turn. He may take an additional 5' step and select new targets as normal.

    Glancing Blow: As an immediate action, the gladiator may negate one attack targeting him, as if it did not succeed in overcoming his armor class. He must declare that he is using this ability before any damage is rolled.

    Archetypes:

    Brute

    Lesser Archetype Power: A brute may Rage as a barbarian of his level, three times per day, and may add his Strength modifier to all Intimidate attempts. In addition, he gains a 10' bonus to his base land speed, and is no longer encumbered or slowed by medium armor.
    Moderate Archetype Power: A brute may charge over difficult terrain and may make one direction change of up to 90 degrees during a single charge. While raging, he gains damage reduction X/-, where X is equal to his Constitution modifier.
    Greater Archetype Power: A brute gains Pounce and no longer suffers a penalty to armor class when charging. In addition, while raging, he gains a +6 bonus to Will saves against hostile mind-affecting effects.

    Kensei

    Lesser Archetype Power: A kensei gains the ability to initiate maneuvers as if he were a warblade of his own level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are the same as a warblade of his level. The disciplines available to him are Diamond Mind, Iron Heart, Stone Dragon, and two of the following: Army of One, Chthonic Serpent, Dancing Leaf, Scarlet Bravura, Storm Soul, Tiger Claw, or White Raven. His weapon of choice is always considered an associated weapon for all his disciplines.
    Moderate Archetype Power: A kensei becomes immune to fear and demoralization.
    Greater Archetype Power: Whenever a kensei rolls a natural twenty on a melee attack or martial strike with his weapon of choice, if he subsequently confirms the critical hit, any damage is maximized.

    Master at Arms

    Lesser Archetype Power: A master at arms may treat his weapons as any material for the purposes of overcoming damage reduction. He may not, however, treat his weapons as adamantine for the purpose of overcoming the hardness of objects.
    Moderate Archetype Power: A master at arms may change his Weapon of Choice as a swift action, and gains a +4 bonus to all combat maneuvers while using it. He may also ignore up to 20% of any concealment his opponent possesses while wielding a chosen weapon.
    Greater Archetype Power: The threat range of the master at arm's weapon of choice is doubled, and the critical multiplier increased by one - this ability cannot, however, increase the critical multiplier of a weapon beyond x4.

    Pit Fighter

    Lesser Archetype Power: Anytime a pit fighter is able to make an attack of opportunity, he may also immediately take a 5' step, even if he has already used one for the round. Additionally, opponents provoke attacks of opportunity from a pit fighter even during a 5' step.
    Moderate Archetype Power: Opponents threatened by a pit fighter may not cast defensively and lose their spell if the pit fighter's attack of opportunity causes damage - any Concentration check made to focus on the spell automatically fails.
    Greater Archetype Power: Anytime a pit fighter is able to make an attack of opportunity, he may make a full attack instead.

    Vindicator

    Lesser Archetype Power: A vindicator gains the favored enemy ability of a ranger of his level, gaining a second at level 5 and increasing the bonuses to +4/+2.
    Moderate Archetype Power: A vindicator gains a bonus on attack and damage rolls against a particular opponent equal to the number of times that encounter he has been successfully attacked by that opponent (to a maximum of +3).
    Greater Archetype Power: A vindicator's weapon of choice is considered to be a bane weapon against his favored enemies. In addition, he may replace his favored enemies with different choices once every 24 hours.



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    HD: d8
    Class Skills: Balance, Climb, Craft, Escape Artist, Handle Animal, Hide, Jump, Knowledge (local), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope
    Skill Points: 6 + Int per level (4x at 1st)

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

    1st|+1|+2|+2|+0|Archetype Power (Lesser), Deadly Aim

    2nd|+2|+3|+3|+0|Trapper

    3rd|+3|+3|+3|+1|Archetype Power (Moderate)

    4th|+4|+4|+4|+1|Hawkeye

    5th|+5|+4|+4|+1|Penetration

    6th|+6/+1|+5|+5|+2|Archetype Power (Greater), Unerring Shot[/table]

    Proficiencies: The hunter is proficient with light armor, medium armor, and bucklers. He is also proficient with simple and martial weapons.

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

    Deadly Aim: The hunter may add his Dexterity modifier to damage rolls when using ranged weapons. He may also, before attacking in a round choose to subtract a number from all ranged attack rolls and add that number to ranged damage rolls. This number may not exceed his base attack bonus. The penalty on attacks and bonus on damage last until his next turn. If he is wielding a two-handed weapon, he may instead add twice the number subtracted to his damage rolls.

    Trapper: The hunter gains the ability to set traps in a square he occupies as a full-round action. He may set traps with a level equal to his own divided by two. Unless otherwise noted, traps are set off when someone steps in the square they were set in, and they have a save DC of 10 + half the hunter's HD + the hunter's Intelligence modifier. Opponents may become aware of them with a successful Spot check, or if they witness the hunter setting them. The hunter may have a number of active traps equal to his Intelligence modifier. In addition, the hunter gains the Trapfinding ability.

    Hawkeye: The hunter takes half the normal penalty (-1 instead of -2) for each range increment beyond the second, and takes no penalties whatsoever for the second, effectively doubling his normal range. He also gains a +5 bonus to Spot checks to detect hidden foes or foes at long range.

    Penetration: The hunter may ignore up to 5 points of his opponent's damage reduction when using ranged attacks or one-handed weapons.

    Unerring Shot: Three times per day, the hunter may ignore all penalties for cover (except total cover), concealment, or range for one ranged attack against an opponent. If that attack hits, it bypasses any and all damage reduction the opponent possesses.

    Archetypes:

    Beastmaster

    Lesser Archetype Power: A beastmaster gains the Animal Companion ability as a druid of his level. He also gains the ability to heal his companion once per day as a full-round action, restoring ten hit points per hunter level.
    Moderate Archetype Power: Even if a beastmaster does not possess Precise Shot, he takes no penalties for firing into melee if his companion is the one engaging his target - he instead gains a +2 bonus to attack for doing so. He never risks hitting his companion. A beastmaster is also treated as being three levels higher for the purposes of its animal companion.
    Greater Archetype Power: A beastmaster gains a second animal companion as a druid of 1st level. His moderate ability applies to this ability, allowing him to choose his second companion from the list available to 4th level druids. He may now heal his companions three times per day as a full-round action (in total, not per companion), restoring ten hit points per hunter level.

    Deadeye

    Lesser Archetype Power: A deadeye gains the ability to initiate maneuvers as a warblade of the same level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are the same as a warblade. The disciplines available to him are Shadow Hand, Tiger Claw, and two of the following: Black Rain, Dancing Leaf, Falling Star, Solar Arrow, or Scarlet Rose. In addition, the deadeye gains proficiency with the hand crossbow and one-handed firearms, and may reload either as a free action that does not provoke attacks of opportunity.
    Moderate Archetype Power: A deadeye may make attacks of opportunity with hand crossbows or one-handed firearms as if they threatened a range of 10', and does not provoke attacks of opportunity for using a ranged weapon while using such weapons.
    Greater Archetype Power: A deadeye may make the following combat maneuvers with ranged weapons without taking a penalty to the roll: disarm, sunder, and trip. If the maneuver requires a melee touch attack, the deadeye may substitute a ranged touch attack.

    Peltast
    Lesser Archetype Power: A peltast gains the Skirmish ability as a Scout of the same level. He also may draw new thrown weapons as a free action.
    Moderate Archetype Power: A peltast may apply half of his Skirmish damage against foes normally immune to precision damage. He may also attack two opponents at once - if he hits his opponent with a thrown weapon, any opponent that occupies the square behind it (i.e., in the opposite direction that the attack originated from) is also treated as being attacked. The peltast only makes one attack roll, and the result is used against both opponents. If he misses the first opponent, the second opponent is not harmed, even if it would normally have been a hit.
    Greater Archetype Power: A peltast may make a full attack action as a standard action, but only with thrown weapons and only after moving at least 10' in the same round.

    Sniper

    Lesser Archetype Power: A sniper only takes a -10 penalty when sniping, and may attempt to hide after making a ranged attack as a swift action. He may also attempt to move at his full speed while hiding without taking the normal -5 penalty on the check.
    Moderate Archetype Power: If a sniper successfully attacks an opponent who is completely unaware of his presence, the attack is an automatic critical hit. Even if the opponent is aware of the sniper's presence, as long as the opponent does not know the sniper's exact location, he is treated as flat-footed against the sniper's ranged attacks.
    Greater Archetype Power: A sniper may hide without cover or concealment as long he is in natural terrain.

    Stalker

    Lesser Archetype Power: A stalker selects one terrain mastery, and gains its benefits. He may select a second at fifth level.
    Moderate Archetype Power: A stalker may set traps as a standard action. In addition, his traps are harder to spot, offering a +5 bonus to their spot DC.
    Greater Archetype Power: A stalker gains the woodland stride and swift tracker abilities of an 8th-level ranger.



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    HD: d12
    Class Skills: Balance, Climb, Craft, Intimidate, Jump, Knowledge (history), Knowledge (nobility and royalty), Listen, Profession, Ride, Spot, Swim
    Skill Points: 4 + Int per level (4x at 1st)

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

    1st|+1|+2|+0|+0|Archetype Power (Lesser), Interception, Combat Versatility

    2nd|+2|+3|+0|+0|Battlefield Awareness

    3rd|+3|+3|+1|+1|Archetype Power (Moderate)

    4th|+4|+4|+1|+1|

    5th|+5|+4|+1|+1|Stalwart Defender, Bonus Feat

    6th|+6/+1|+5|+2|+2|Archetype Power (Greater), Shrug Off[/table]

    Proficiencies: A sentinel is proficient with light, medium, and heavy armor, as well as all shields (including tower shields). He is proficient with simple and martial weapons.

    Archetype: At 1st level, a 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 list. Once made, this choice is final.

    Interception: The sentinel is able to protect his allies from harm. Once per round as a free action, if an ally within the sentinel's reach is about to be attacked in melee, the sentinel may choose to attempt to deflect the attack. He makes an opposed melee attack roll, with the DC considered to be the total result of the incoming attack. If successful, the attack is instead directed towards the sentinel, and he may use his armor class to defend against it as if he were the original target. The sentinel may use this ability twice per round at level 4.

    Combat Versatility: The sentinel qualifies for feats as if he was a fighter of his own level. He also gains bonus fighter feats at 1st and 5th level. Once every twenty-four hours, the sentinel may swap any of these bonus feats for another feat he qualifies for, though he must still fill the prerequisites of any feat he selects.

    Battlefield Awareness: The sentinel can no longer be flanked or caught flat-footed.

    Stalwart Defender: If the sentinel successfully hits an opponent with an attack of opportunity while the opponent is moving through his threatened area, the opponent must immediately stop moving and cannot move further that round.

    Shrug Off: Three times per day, the sentinel may choose to completely negate all damage done to him by one physical attack.

    Archetypes:

    Bastion

    Lesser Archetype Power: A bastion may add his total shield bonus to his opposed attack rolls on all Interception attempts.
    Moderate Archetype Power: A bastion may use his Interception ability against ranged attacks as long as he is wielding a shield and adjacent to the ally about to be attacked. If he chooses to do so, the Interception attempt automatically succeeds.
    Greater Archetype Power: When wearing heavy armor and equipped with a shield, a bastion may automatically ignore the first melee attack in a round that is redirected to him via his Interception ability, as if it had missed.

    Gallant

    Lesser Archetype Power: A gallant gains the ability to initiate maneuvers as a crusader of his level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to the crusader. The disciplines available to him are Iron Heart, Stone Dragon, and one of the following: Army of One, Quicksilver Aegis, Scarlet Bravura, Steel Mountain, or White Raven.
    Moderate Archetype Power: Anytime a gallant successfully executes a maneuver, he is healed for an amount equal to the level of the maneuver.
    Greater Archetype Power: If an opponent is successfully damaged by a gallant using a strike, that opponent may only attack or target the gallant on the subsequent round.

    Juggernaut

    Lesser Archetype Power: A juggernaut gains a bonus to both performing and resisting overrun and bullrush attempts equal to his Constitution modifier, and may bullrush an opponent of any size.
    Moderate Archetype Power: When moving an opponent using a bullrush, a juggernaut deals extra damage if he can force his opponent into a wall or other obstacle. This damage is equal to 4d6 damage + twice his Strength modifier, and increases to 6d6 + three times his Strength modifier at 6th level.
    Greater Archetype Power: When using Interception, if a juggernaut's opposing attack roll succeeds, the juggernaut's opponent is knocked back a number of squares equal to the difference between the two rolls, and is knocked prone. If the opponent is prevented from moving back by an obstacle, he takes 1d6 damage for each 5' he was unable to move.

    Landsknecht

    Lesser Archetype Power: Any opponent moving into a landsknecht's reach is considered to be charging, giving it a -2 penalty to AC (though no positive benefits unless it was actually already charging) and allowing the landsknecht to do double damage with a weapon set against a charge. In additions, a landsknecht may attack adjacent opponents with reach weapons.
    Moderate Archetype Power: All squares within a landsknecht's reach are considered difficult terrain for opponents.
    Greater Archetype Power: When using Interception, if a landsknecht's opposing attack roll succeeds, the landsknecht may make one free melee attack at his highest base attack bonus as a free action.

    Praetorian

    Lesser Archetype Power: A praetorian gains a +1 untyped bonus to armor class and Interception attempts for each ally within 10' (to a maximum of +5).
    Moderate Archetype Power: All allies within 10' of a praetorian are immune to fear and negative morale effects, and may no longer be flanked or flat-footed.
    Greater Archetype Power: If a praetorian successfully deflects an attack against an ally while using Interception, that ally may make one free melee attack against the opponent that attempted to attack them.



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    HD: d10
    Class Skills: Climb, Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Listen, Profession, Ride, Sense Motive, Spot, Swim
    Skill Points: 4 + Int per level (4x at 1st)

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

    1st|+1|+2|+0|+2|Archetype Power (Lesser), Conviction

    2nd|+2|+3|+0|+3|Benediction

    3rd|+3|+3|+0|+3|Archetype Power (Moderate)

    4th|+4|+4|+1|+4|

    5th|+5|+4|+1|+4|Retribution

    6th|+6/+1|+5|+1|+5|Archetype Power (Greater), Dedication[/table]

    Proficiencies: The zealot is proficient with light, medium, and heavy armor as well as shields. He is also proficient with simple and martial weapons.

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

    Conviction: The zealot becomes immune to fear, charm, compulsion, and possession. Allies within 30' gain +4 to saves against those same effects.

    Benediction: The zealot may add his Charisma modifier as a bonus to all his saves. Allies within 30' may add half of this bonus to their saves.

    Retribution: The zealot may align his attacks with one alignment component he possesses, allowing him to give any mundane melee weapon he wields the Holy, Unholy, Axiomatic, or Anarchic property. If the zealot is True Neutral, he may select either the Wounding or the Flaming Burst property. If the zealot possesses more than one alignment component (or none), he may switch between them as a swift action.

    Dedication: Three times per day, the zealot may remove all negative status effects from himself or any ally within 30' as a swift action.

    Archetypes:

    Avenger

    Lesser Archetype Power: An avenger may prepare and initiate maneuvers as if he were a crusader of his level. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to that of the crusader. The disciplines available to him are Devoted Spirit, White Raven, and one of the following: Dread Crown, Golden Saint, Quicksilver Aegis, Kaleidoscopic Dream, or Stone Dragon.
    Moderate Archetype Power: An avenger gains a bonus on attack and damage rolls in proportion to how close to death he is - if he is below 75% hit points, he gains a +1 bonus; if he is below 50%, he gains a +2 bonus; and if he is below 25%, he gains a +3 bonus. These bonuses are not cumulative and only the highest one applies.
    Greater Archetype Power: An avenger is not disabled below 0 hit points, and does not die immediately upon reaching -10 hit points - he may act normally for a number of rounds equal to his Constitution modifier. If his hit points remain at -10 or lower after that time has passed, he dies as normal.

    Cavalier

    Lesser Archetype Power: A cavalier may take ten on Ride checks even when distracted or endangered and never risks falling out of the saddle. He also gains Mounted Combat as a bonus feat.
    Moderate Archetype Power: A cavalier gains the services of a special mount as a paladin of fifth-level. He also gains Ride-By Attack as a bonus feat.
    Greater Archetype Power: A cavalier may apply either the celestial or fiendish templates to his mount. He also gains Spirited Charge as a bonus feat.

    Initiate


    Lesser Archetype Power: An initiate gains two cleric domains of his choice. He may access the domain powers of both (if a domain power refers to cleric level, use the initiate's class level instead), and may cast the 1st-level spell of each domain as an SLA once per day. The DC of the spell, if applicable, is equal to 10 + 1/2 the initiate's HD + the initiate's Charisma modifier. The caster level is equal to his hit dice
    Moderate Archetype Power: An initiate gains the ability to turn (if good or neutral) or rebuke (if evil) undead as a cleric of his level, a number of times per day equal to 3 + his Charisma modifier. He may now cast his domains' 2nd-level spells as SLAs, each one 1/day.
    Greater Archetype Power: Once per encounter, an initiate may make a smite attack against a foe as part of a melee attack. If the attack connects, does extra divine damage equal to five times his Charisma modifier. He may now cast his domains' 3rd-level spells as SLAs, each one 1/day.

    Reaver

    Lesser Archetype Power: A reaver exudes an aura that gives all foes within 10' a -2 profane penalty to all saves. There is no save and the penalty persists until the foe has moved out of range. This ability does not stack with similar abilities, such as that of other reavers or hexer black mages. In addition, a reaver may demoralize an opponent as a swift action.
    Moderate Archetype Power: If a reaver successfully deals a killing blow to a foe, he gains a +2 morale bonus to attack rolls, damage rolls, and armor class for the next three rounds.
    Greater Archetype Power: Any foe hit by a reaver's melee attacks must make a Fortitude save (with the DC being 10 + 1/2 the reaver's HD + the reaver's Charisma modifier) or become fatigued for one round. If a reaver hits a foe who is already fatigued with this ability, the foe becomes exhausted for one round instead.

    Templar

    Lesser Archetype Power: A templar gains spell resistance equal to 10 + his HD against hostile spells. He also gains Spellcraft as a class skill, and gains a +4 bonus to identify hostile spells.
    Moderate Archetype Power: If an enemy capable of casting spells or SLAs is successfully hit and damaged by a templar's melee attack, that enemy's next spellcasting attempt or SLA use automatically fails unless it makes a Will save, with the DC equal to 10 + half the templar's HD + the templar's Charisma modifier.
    Greater Archetype Power: A templar may cast a targeted version of Greater Dispel Magic as an SLA three times per day, with a caster level equal to twice his level.


    Skilled Classes

    The Scoundrel

    Spoiler
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    HD: d8
    Class Skills: Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble. Use Magic Device, Use Rope
    Skill Points: 8 + Int per level (4x at 1st)

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

    1st|+0|+0|+2|+0|Archetype Power (Lesser), Sneak Attack +1d6, Trapfinding

    2nd|+1|+0|+3|+0|Exit Strategy

    3rd|+2|+1|+3|+1|Archetype Power (Moderate), Sneak Attack +2d6

    4th|+3|+1|+4|+1|Underhanded Tactics

    5th|+3|+1|+4|+1|Critical Strike, Sneak Attack +3d6

    6th|+4|+2|+5|+2|Archetype Power (Greater), Close Shave[/table]

    Proficiencies: The scoundrel is proficient with light armor and bucklers. He is proficient with simple weapons, the rapier, the longsword, the shortbow, the short sword, the sap, and the hand crossbow.

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

    Sneak Attack: As the rogue ability, with the following exception: The scoundrel may sneak attack non-living creatures, ones without discernible anatomies, or ones immune to critical hits, but his sneak attack damage is halved while doing so.

    Trapfinding: As the rogue ability.

    Exit Strategy: The scoundrel gains Evasion and Uncanny Dodge.

    Underhanded Tactics: The scoundrel gains a +4 to attacks made while flanking, instead of +2, and he deals an additional point of damage per sneak attack die while doing so.

    Critical Strike: If the scoundrel successfully sneak attacks an opponent who is completely unaware of his presence, the sneak attack damage is maximized.

    Close Shave: Three times per day, the scoundrel may immediately choose to negate an attack that would otherwise have brought him to 0 or negative hit points, as if the attack had missed. He may then immediately take a standard action.

    Archetypes:

    Cutthroat

    Lesser Archetype Power: A cutthroat gains the ability to initiate maneuvers as a swordsage of two-thirds his level. His maneuver progression (both known and readied) and his recovery mechanics are identical to the swordsage. The disciplines available to him are Setting Sun, Shadow Hand, Tiger Claw, and one of the following: Black Lotus, Coin's Edge, Dancing Leaf, Desert Wind, Oncoming Storm, or Scarlet Rose.
    Moderate Archetype Power: A cutthroat may perform a coup de grace as a standard action that does not provoke attacks of opportunity.
    Greater Archetype Power: A cutthroat gains the Death Attack ability. The save DC of this ability is equal to 10 + half the cutthroat's hit dice + the cutthroat's Intelligence modifier.

    Phantom

    Lesser Archetype Power: A phantom may move at full speed without penalty when hiding and may take 10 on Hide and Move Silently checks, even if stressed or endangered.
    Moderate Archetype Power: If a phantom is completely unobserved (allies excluded), he may become invisible for a number of rounds equal to his class level as a full round action. The invisibility ends if the phantom attacks any creature. This is a supernatural ability.
    Greater Archetype Power: A phantom gains permanent 20% concealment and may hide in plain sight as long as there is a shadow within 10', excepting his own shadow.

    Silencer

    Lesser Archetype Power: A silencer is trained in the use of poison and never risks poisoning himself when applying it to a weapon. He may also apply poison as a swift action, does not provoke attacks of opportunity for doing so, and each application of poison lasts for two hits rather than being used up after one.
    Moderate Archetype Power: The save DC of any poison used by a silencer is increased by 2. In addition, he may force an opponent to reroll a save against one of his poisons once per encounter - he may do this after the result of the first roll is announced, but must abide by the result of the second.
    Greater Archetype Power: A silencer becomes immune to poison, and may partially overcome an opponent immunity to poison - against opponents immune to poison, a silencer's poisons apply, but only with half effect and a -4 penalty to the save DC. If the poison causes unconsciousness, sleep, or paralysis, it causes the dazed condition instead against an opponent immune to poison.

    Thief-Acrobat

    Lesser Archetype Power: A thief-acrobat gains a bonus to Balance, Climb, Jump, and Tumble checks equal to his class level. He also gains a base climb speed of 30' and need only move 10' to get a running start.
    Moderate Archetype Power: A thief-acrobat may take ten on all Balance, Climb, Jump, and Tumble checks, even if stressed or endangered. He now no longer needs a running start when jumping, and may ignore falling damage of up to 60'.
    Greater Archetype Power: A thief-acrobat does not provoke attacks of opportunity for moving through an opponent's threatened area, and gains Improved Evasion.

    Umbral Scion

    Lesser Archetype Power: An umbral scion may use Shadow Magic fundamentals and mysteries as a shadowcaster of his level. He does not suffer arcane failure for casting while wearing light armor.
    Moderate Archetype Power: An umbral scion gains bonus mysteries per day for having a high Intelligence score.
    Greater Archetype Power: An umbral scion may choose one 4th-level mystery, and may cast it a single time per day.
    Last edited by Gnorman; 2015-05-11 at 08:21 PM.

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    Default Re: Gnorman's E6 Compendium

    Skilled Classes, Continued

    The Engineer

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    HD: d8
    Class Skills: Appraise, Concentration, Craft, Disable Device, Forgery, Heal, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Listen, Open Lock, Profession, Search, Sleight of Hand, Spot
    Skill Points: 6 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Inventions per Day|Maximum Invention Level

    1st|+0|+0|+0|+2|Archetype Power (Lesser), Inventions, Trapfinding|3|1

    2nd|+1|+0|+0|+3|The Knack|4|1

    3rd|+2|+1|+1|+3|Archetype Power (Moderate)|4|2

    4th|+3|+1|+1|+4|Jury Rigging|5|2

    5th|+3|+1|+1|+4|Bombardier|5|3

    6th|+4|+2|+2|+5|Archetype Power (Greater), Improvisation|6|3[/table]

    Proficiencies: The engineer is proficient with light armor, medium armor and bucklers. He is proficient with simple weapons, the hand crossbow and all firearms. He may also wear mechanized armor without penalty, even though it is considered heavy armor.

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

    Inventions: The engineer gains the ability to use Inventions. Inventions are limited-use mechanical or alchemical items that mimic supernatural or magical effects, but are completely mundane and scientific in nature. He may prepare a number of inventions per day as listed in the table above, and from any of six disciplines, though he may only prepare each individual invention once each day (one-handed firearms and melee weapons, however, may be prepared twice). Once depleted, the invention may not be used until it has been prepared again - however, some inventions may contain multiple doses or may be used multiple times. The save DC of an invention, unless otherwise noted, is equal to 10 + the level of the invention + the engineer's Intelligence modifier. At 1st level, he may only prepare 1st level inventions, but may prepare 2nd level inventions at level 3 and 3rd level inventions at level 5. Activating an invention, unless otherwise noted in its description, requires a standard action. Unless otherwise noted in the invention description, it may only be used or equipped by the engineer who prepared it. Preparing inventions requires one hour of dedicated work, and may only be done once every 24 hours.

    Trapfinding: The engineer can use the Search skill to locate traps when the task has a Difficulty Class 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. The engineer can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. An engineer who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

    The Knack: The engineer gains a bonus on all Craft checks equal to half his level. He also receives a 25% reduction in the crafting cost of all mundane and alchemical items, and his crafting progress checks are measured in days instead of weeks. He may also craft alchemical items as if he were a spellcaster.

    Jury Rigging: Once per day, the engineer may immediately regain the use of one invention that he has just depleted.

    Bombardier: The engineer gains an untyped +4 bonus to attack rolls with all grenade-like or splash weapons, or inventions that mimic them. Any such weapons or inventions have their range increment and splash radius increased by 5'.

    Improvisation: Three times per day, the engineer may activate any invention as a standard action, even if he does not normally have it prepared. If the invention normally has a duration (even if that duration is "indefinite while prepared"), it functions for a maximum of six rounds.

    Archetypes:

    Cannoneer

    Lesser Archetype Power: A cannoneer may load any available firearm or crossbow as a swift action. He may make an aimed shot as a full round action - by taking a voluntary -2 penalty to his attack roll, he may target the legs (or leg equivalent) of his opponent. If this shot hits and does damage, his opponent may not move for one round. A cannoneer may also prepare an extra invention per day from either the Explosives or Smithy discipline.
    Moderate Archetype Power: A cannoneer, when firing a firearm or a crossbow, may choose to have it do fire damage, electrical damage, or cold damage instead of physical damage. He is now always considered to have a supply of bullets and powder or bolts. He may now aim at one of his opponent's arms (or arm equivalent) by taking a voluntary -4 penalty to his attack roll. If the shot hits and does damage, his opponent must drop whatever it is holding and may not use that limb for one round.
    Greater Archetype Power: A cannoneer's attacks with firearms or crossbows are now ranged touch attacks. He may now aim at his opponent's head by taking a voluntary -6 penalty to his attack roll. If the shot hits and does damage, his opponent is blinded and dazed for one round.

    Innovator

    Lesser Archetype Power: An innovator may prepare one extra invention per day from any discipline, and the DC of any invention he uses gains a +1 bonus.
    Moderate Archetype Power: An innovator may combine inventions as a full-round action, creating a new contraption. He may pick and choose which invention's duration, range, and area to use, and adds the effects of the other invention to it. He must expend the use of both inventions when combining them, and each target is entitled to save separately for all effects. Nonsensical combinations simply do not work.
    Greater Archetype Power: Anytime an innovator rolls a natural twenty, he may recover an expended invention. If he does not have any expended inventions to recover, he may instead use any invention he currently has prepared without expending it. He must use the free invention within one round of rolling the twenty.

    Machinist

    Lesser Archetype Power: A machinist may select one warforged body feat, even if he is not a warforged, and gains its benefits. If he is a warforged, he may select one bonus warforged feat. A machinist may also prepare an extra invention per day from either the Mechanical or the Smithy disciplines.
    Moderate Archetype Power: As part of a normal melee attack, a machinist may use an invention, either one applied as a melee touch attack (in which case it is no longer a touch attack) or as a splash weapon (in which case the invention only applies to the target of the attack). If he connects with the attack, the invention is applied to the target with no save offered. In addition, he may now be healed by spells, powers, abilities, and inventions that normally only target constructs.
    Greater Archetype Power: A machinist gains light fortification, giving him a 25% chance to ignore critical hits or sneak attacks. If he already possesses light fortification, the chance increases to 50%. The armor check penalty offered by his warforged plating decreases by 2, and the maximum dexterity bonus it offers increases by 2.

    Sawbones

    Lesser Archetype Power: A sawbones gains a bonus on melee damage rolls equal to half his Heal modifier. This is considered precision damage and is halved against non-living creatures, creatures with indiscernible anatomies, and creatures immune to critical hits. A sawbones may also prepare an extra invention per day from either the Chemistry or Medicine discipline.
    Moderate Archetype Power: A sawbones becomes immune to disease and may remove any non-magical disease from an adjacent ally as a full-round action. He may also use inventions from the Medicine discipline on allies, as long as he is adjacent to them.
    Greater Archetype Power: As a full-round action, a sawbones can perform a Heal check on any adjacent creature that has died within the last five rounds. If the sawbones beats the DC, which is equal to 20 + the HD of the creature, the creature is brought back to life, stabilized at -9 hit points. This ability only functions on a particular subject once every 24 hours.

    Tinker

    Lesser Archetype Power: A tinker gains the services of a construct companion. Treat this companion as if it were an astral construct as if manifested by a power level equal to one-half the tinker's level (minimum of one), though it is made of mundane metal rather than ectoplasm. The special ability selected for the construct is permanent until a new companion is created. He may create a new companion by spending at least 24 hours "building" one, and must spend that time initially to gain the services of his first companion. He may repair his companion with a Craft check (Armorsmithing, Blacksmithing, Sculpting, or another deemed appropriate) that takes one hour and heals his companion of hit points equal to the check result -10. A tinker may also prepare an extra invention per day from either the Mechanics or Electromagnetism discipline.
    Moderate Archetype Power: A tinker may choose to split any damage done to either him or his construct companion - rather than have one suffer the full amount, each one takes half damage.
    Greater Archetype Power: A tinker's construct companion gains one choice from Menu B on the astral construct menu. By spending one hour tinkering with his companion, the tinker may select new special abilities.



    Spoiler
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    HD: d8
    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Intimidate, Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Sleight of Hand, Spot, Tumble, Use Magic Device
    Skill Points: 6 + Int per level (4x at 1st)

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

    1st|+0|+2|+2|+0|Archetype Power (Lesser), Silver Tongue

    2nd|+1|+3|+3|+0|

    3rd|+2|+3|+3|+1|Archetype Power (Moderate)

    4th|+3|+4|+4|+1|Gold Standard

    5th|+3|+4|+4|+1|Commanding Presence

    6th|+4|+5|+5|+2|Archetype Power (Greater), Impel[/table]

    Proficiencies: The noble is proficient with light armor, medium armor, and shields. He is proficient with simple weapons and martial weapons.

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

    Silver Tongue: The noble may take 10 on any Bluff, Diplomacy, or Intimidate check. He may also make rushed Diplomacy checks without taking a penalty to the roll, and demoralize foes as a move action. In addition, intimidation attempts made by the noble do not reduce the target's disposition to them afterwards.

    Gold Standard: The noble gains a 10% discount on all purchases. In addition, goods and services that costs 50 gold pieces or less (before discount) are considered free (they may not be resold, however), with the exception of magical and alchemical items. The noble may also identify magic items with a successful Appraise check, with the DC equal to 20, plus one for every 500 gp of the price of the item in question.

    Commanding Presence: As a full-round action, the noble may emit an aura of command that lasts for one round - all allies within 30' of the noble act as if affected by a Good Hope spell, gain 5 temporary HP (which disappear at the start of the next round), and a 10' bonus to their base land speed. This is an extraordinary mind-affecting effect.

    Impel: Three times per day, as a standard action, the noble may allow one ally within 30' to take a full round's worth of actions. The ally acts immediately after the action, breaking initiative order if necessary.

    Archetypes:

    Dilettante

    Lesser Archetype Power: At 2nd level, a dilettante may choose from three focuses at the beginning of each day: Combat Focus, Stealth Focus, or Magic Focus. Combat Focus gives him a +1 bonus to attack and damage rolls, one bonus fighter feat (chosen at focus selection), and a +2 bonus to Climb, Jump, and Swim checks. Stealth focus gives him Trapfinding, +1d6 sneak attack damage, and a +2 bonus to Disable Device, Open Lock, and Search checks. Magic Focus allows him to cast a small amount of spells - he may cast cantrips or 1st-level spells from one mage class (excepting archetype bonus spells). He may only cast a number of spell levels per day equal to his Charisma modifier (cantrips count as 1/2 a spell level). He may choose a different mage class each day. His caster level is equal to half his class level, and the DC of his spells are equal to 10 + the spell level + half his Charisma modifier. He also gains a +2 bonus to Concentration, Knowledge (arcana), and Spellcraft checks.
    Moderate Archetype Power: A dilletante gains a bonus on all skills he has no ranks in equal to half his class level, and is considered to be trained in their use.
    Greater Archetype Power: A dilletante's foci improve: he gains a +2 bonus to attack and damage rolls while in Combat Focus, +2d6 sneak attack damage while in Stealth Focus, and may cast 2nd-level spells while in Magic Focus (though he is still limited to a number of spell levels equal to his Charisma modifier). His skill bonuses from his foci increase to +4. In addition, he may change his focus once per day.

    Duelist

    Lesser Archetype Power: Once per round as a free action, a duelist may make one melee attack at his highest base attack bonus against an opponent that has just missed him with a melee attack. This ability only applies while the duelist is wielding a one-handed weapon with nothing in his off hand. A duelist may add his Charisma modifier to his armor class as long as he wears light or no armor and does not equip a shield.
    Moderate Archetype Power: Once per encounter, a duelist can designate a specific opponent as his chosen foe. The duelist gains a bonus to attack rolls and damage equal to half his Charisma modifier (minimum of +1) against the chosen foe for as long as he remains in melee range with that foe (if the opponent moves away, the duelist has one round to close the gap before the bonuses disappear), If the chosen foe does not target him in kind refuses to engage him in combat, these bonuses are instead equal to the duelist's full Charisma modifier.
    Greater Archetype Power: If a duelist succeeds on a feint check against his chosen foe, his next melee attack has triple the chance to cause a critical hit. This ability only applies while the duelist is wielding a one-handed weapon with nothing in his off hand. A duelist's Commanding Presence ability now affects himself as well.

    [center]Patrician
    CENTER]

    Lesser Archetype Power: If a patrician fails a Diplomacy check, he may instantly retry the roll at -5 penalty. Even if the second check fails, the disposition of the target cannot be reduced below unfriendly (unless already hostile).
    Moderate Archetype Power: Once per round, as a standard action, a patrician may make an opposed Diplomacy check against any opponent with an intelligence score of 3 or higher within hearing distance. If the patrician wins, the opponent is unable to take standard actions for one round. The patrician may not use this ability if silenced or if he does not speak the target's language. If the target is attacked, the effect is broken.
    Greater Archetype Power: Before attacking a patrician, any opponent with a intelligence score of 3 or higher must make a Will save (DC equal to 10 + 1/2 the patrician's HD + the patrician's Charisma modifier) or pick a new target. If no other valid opponents are within reach, the attack fails. In addition, a patrician may use Commanding Presence as a move action.

    Tyrant

    Lesser Archetype Power: A tyrant gains the ability to summon any humanoid, monstrous humanoid, or giant from the Monster Manual with a CR no greater than half his level as a minion. Minions have the statistics, abilities, and equipment of a typical member of their race, and act on the tyrant's initiative. A tyrant may command or dismiss his minions as a free action, but may only give them complicated commands if he speaks the same language as they do - if not, minions may only attack the nearest opponent to the best of their ability. Minions of any kind only have one hit point, but they do not suffer partial or half damage from spells or effects on a successful save. The maximum number of minions a tyrant may have summoned at any one time is equal to his Charisma modifier (maximum of five), and he may summon one into an unoccupied square within 10' of himself as a full-round action
    Moderate Archetype Power: A tyrant may now summon a more substantial minion, a henchman. Summoning a henchman takes one minute of uninterrupted concentration (after which it appears in the closest unoccupied square to the tyrant), and a tyrant may only have one henchman at any one time, but the henchman remains indefinitely until killed or dismissed. Once summoned, a henchman will accompany the tyrant and follow his commands - commanding a henchman is a free action. While a henchman is summoned, a tyrant may not summon minions, and any minions in existence are dismissed. Henchmen may not use magical items or wield magical equipment they do not possess when summoned. A henchman may be dismissed as a free action, allowing the tyrant to summon minions again if desired. If a henchman is reduced to 0 hit points, it is dismissed and a tyrant may not summon another until the next day. A tyrant may summon any henchman on the given list below, though he may only summon one specific one each day. In addition, all minions gain half his Intimidate modifier as bonus hit points.
    Greater Archetype Power: As long as a tyrant has a living minion or henchman within 10', any attacks directed against the tyrant may be directed against his minions or henchman instead. In addition, all minions and henchmen receive the tyrant's Charisma modifier as a bonus to armor class and Will saves.

    Warchief

    Lesser Archetype Power: On his action, before making attack rolls for a round, a warchief may choose to subtract a number from all melee attack rolls. That same number is added to the attack and damage rolls of all allies within 5'. This number may not exceed the warchief's base attack bonus. The penalty and bonuses remain until the warchief's next turn.
    Moderate Archetype Power: Whenever a warchief makes an attack of opportunity against an opponent, any number of allies up to his Charisma modifier who can reach that opponent may also make an attack of opportunity against it.
    Greater Archetype Power: Upon successfully demoralizing an opponent, the penalties inflicted by the warchief are equal to his Charisma modifier instead of simply -2, and any foe suffering from such penalties may not attack the warchief until no longer affected by them. This is a morale penalty and multiple warchiefs may not stack the effect.



    Spoiler
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    HD: d8
    Class Skills: Appraise, Balance, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (all), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Speak Language, Sleight of Hand, Spot, Tumble, Use Magic Device
    Skill Points: 6 + Int per level (4x at 1st)

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

    1st|+0|+0|+2|+2|Archetype Power (Lesser), Inspiration|-|-|-

    2nd|+1|+0|+3|+3|Eye of Newt|3|1|-

    3rd|+2|+1|+3|+3|Archetype Power (Moderate)|4|2|-

    4th|+3|+1|+4|+4|Once More Unto the Breach|4|3|1

    5th|+3|+1|+4|+4|A Charmed Life|4|4|2

    6th|+4|+2|+5|+5|Archetype Power (Greater), Out of the Jaws of Death|4|4|3[/table]

    Proficiencies: The poet is proficient with light armor and shields (except tower shields). He is proficient with simple and martial weapons.

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

    Inspiration: The poet gains the ability to use bardic music as a bard of his class level, with the caveat that he does not need to meet the Perform skill requirement to use the abilities. He does not, however, gain the ability to use Countersong. He may use this ability a number of times per day equal to his poet level plus his Charisma modifier.

    Eye of Newt: The poet gains a limited ability to cast spells. He chooses two of the five mage classes (Black Mage, Blue Mage, Green Mage, Red Mage, and White Mage), and may use the spell lists of the two he chooses. This choice is permanent. He may not cast spells given by archetypes. These spells are considered arcane, and the poet need not prepare them beforehand - he may spontaneously cast any spell drawn from his two chosen lists. His sole casting stat is Charisma, which dictates both the DC of the spell in question and his bonus spells. To cast a spell, the poet must have a Charisma score equal to 10 + the level of the spell in question. The poet does not suffer from arcane spell failure while wearing light armor or equipped with a shield (except tower shields).

    Once More Unto the Breach: The poet may spend one use of his Inspiration to give all allies (including himself) within 30' fast healing 1. This lasts for as long as the poet concentrates, and five rounds after. At 6th level, this ability grants fast healing 2.

    A Charmed Life: The poet can no longer roll a natural one on anything - if he does, he immediately gains a free reroll. He must abide by the results of the reroll, unless it is another one. In addition, anytime he rolls a natural twenty, he gains a +2 luck bonus to attack rolls, damage rolls, armor class, saving throws, and skill checks for the next three rounds.

    Out of the Jaws of Death: Three times per day, the poet may restore a number of hit points equal to his class level times his Charisma modifier to any ally within 30' who has just dropped below 1 hit point as an immediate action.

    Archetypes:

    Banshee
    Lesser Archetype Power: A banshee may spend one use of his Inspiration ability to deal 1d6 sonic damage per level to all opponents in a 15' radius. A successful Fortitude save halves the damage, with the DC equal to 10 + 1/2 the banshee's HD + the banshee's Charisma modifier. A banshee may only spend Inspiration in this way three times per day.
    Moderate Archetype Power: A banshee may spend two uses of his Inspiration ability to target one opponent within hearing range. This ability does sonic damage equal to the banshee's Charisma modifier each round and deafens the opponent with no save. This ability lasts as long as the banshee concentrates. If desired, the banshee may instead use this ability against unattended objects - the sonic damage ignores the object's hardness.
    Greater Archetype Power: Whenever a banshee uses the Inspiration ability from his lesser archetype power, affected opponents are stunned for one round unless they make a Will save, with the DC equal to 10 + half the banshee's HD + the banshee's Charisma modifier.

    Bravado

    Lesser Archetype Power: A bravado takes no penalties for fighting with two weapons, even if his off-hand weapon isn't light or he does not possess two-weapon fighting, as long as he is wielding weapons that are appropriate for his size. In addition, a bravado may spend one use of his Inspiration ability to give all allies (including himself) within 30' a 1d4 bonus on melee damage rolls. The type of this damage is equal to the type of damage that the ally's weapon inflicts. This lasts for as long as the poet concentrates, and five rounds after. This bonus increases to 2d4 at 4th level and 3d4 at 6th level. A bravado may only use Inspiration in this way three times per day.
    Moderate Archetype Power: If a bravado is attacked in melee and the attack misses, the bravado may immediately make one melee attack against the opponent who missed. A bravado may only do this a number of times per round equal to his Dexterity modifier. In addition, a bravado may now also add his full Strength modifier to his off-hand attacks.
    Greater Archetype Power: As a standard action, a bravado may spend two uses of his Inspiration ability to enter a battle trance for a number of rounds equal to his Charisma modifier. While in a battle trance, his base land speed doubles, he gains the benefits of the Spring Attack feat and the Pounce ability, and all his weapon damage is maximized.

    Doomsinger

    Lesser Archetype Power: A doomsinger may spend one use of his Inspiration ability to give all opponents within 30' a -1 penalty to all saves. This penalty lasts for as long as the poet concentrates, and five rounds after. This penalty increases to -2 at 4th level and -3 at 6th level. A doomsinger may only use Inspiration in this way three times per day.
    Moderate Archetype Power: A doomsinger's attacks are imbued with the power of death, doing +1d6 negative energy damage. Any ally under the effects of his Inspire Courage ability also gain this benefit. At 6th level, the damage increases to 2d6.
    Greater Archetype Power: A doomsinger may spend two uses of his Inspiration ability to reanimate a corpse as a skeleton or a zombie. This ability only functions on corporeal creatures of up to 8 HD with skeletal structures. This ability lasts as long as the doomsinger concentrates, and five rounds after, after which the corpse falls dead, unable to be reanimated. The doomsinger may only animate one corpse at a time.

    Skald

    Lesser Archetype Power: A skald gains proficiency with medium armor (and may ignore arcane spell failure while wearing it) and becomes immune to fear. A skald may also spend one use of his Inspiration ability to give all allies within 30' a +2 bonus to AC. This bonus lasts as long as the poet concentrates and for five rounds after. This bonus increases to +3 at 4th level and +4 at 6th. A skald may only use Inspiration in this way three times per day.
    Moderate Archetype Power: The bonuses given by a skald's inspire courage ability increase by 1, and the bonus given by his inspire competence ability increases to +4.
    Greater Archetype Power: A skald may spend two uses of his Inspiration ability to inspire greatness as if he were a bard of 9th level. In addition, his inspire courage ability now grants immunity to fear.

    Trickster

    Lesser Archetype Power: A trickster may spend one use of his Inspiration ability to give all opponents within 30' a -1 penalty to attack rolls and armor class. This penalty lasts for as long as the poet concentrates, and five rounds after. This penalty increases to -2 at 4th level and -3 at 6th level. A trickster may only use Inspiration in this way three times per day.
    Moderate Archetype Power: If a trickster successfully denies an opponent its Dexterity bonus to armor class by feinting, all his allies adjacent to that opponent may make one free melee attack against it.
    Greater Archetype Power: Any opponents affected by a trickster's lesser archetype power must make a Will save each round they are affected or be confused for one round. The DC for this save is equal to 10 + half the trickster's HD + the trickster's Charisma modifier.



    Spoiler
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    HD: d8
    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Heal, Intimidate, Knowledge (all), Listen, Perform, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device
    Skill Points: 6 + Int per level (4x at 1st)

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

    1st|+0|+0|+0|+2|Archetype Power (Lesser), Encyclopedic Knowledge

    2nd|+1|+0|+0|+3|Gaze into the Abyss

    3rd|+2|+1|+1|+3|Archetype Power (Moderate)

    4th|+3|+1|+1|+4|Targeted Strike

    5th|+3|+1|+1|+4|Find the Flaw

    6th|+4|+2|+2|+5|Archetype Power (Greater), Pure Genius[/table]

    Proficiencies: The sage is proficient with light armor, medium armor, and bucklers. He is proficient with simple weapons and one martial weapon of his choice.

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

    Encyclopedic Knowledge: If a sage successfully identifies a foe, he taps into his stores of encyclopedic knowledge as a swift action, searching for some obscure fact that might confer a distinct advantage. He chooses one of the bonuses on the following list. Any bonuses given only last until the end of the encounter, and only apply to the specific creature in question and any others of its exact kind (i.e., if the sage identifies a goblin, he gains the bonuses against all goblins in the encounter, but if a hobgoblin is present, he does not receive the bonus against it). A sage may only gain one bonus per encounter for each two levels he has (minimum of one) - after reaching the maximum, he may not activate this ability again even if he successfully identifies another kind of foe in the same encounter. He may not gain multiple kinds of bonuses against one particular foe. If he identifies multiple kinds of foes at once, he may activate a bonus for each one successfully identified (provided that he does not exceed his maximum) as a single swift action.

    Find the Gap: A sage gains a +1 insight bonus on all attack rolls against the creature and any others of its kind. For every ten points by which the sage's check result exceeds the base DC, the bonus increases by +1.

    Twist the Knife: A sage deals an additional 1d6 damage against the creature and any others of its kind. This is considered precision damage, and is halved against creatures immune to critical hits. For every ten points by which the sage's check result exceeds the base DC, he deals an additional 1d6 damage.

    Stay the Hand: A sage gains a +1 insight bonus to armor class and all saves against any attacks or abilities made by the creature and any others of its kind. For every ten points by which the sage's check result exceeds the base DC, the bonus increases by one.

    The sage also gains the bardic knowledge ability as if he were a bard of his class level and may make knowledge checks untrained.

    Gaze into the Abyss: The sage becomes immune to fear and the sickened and nauseated conditions. He gains a bonus on saves against disease and poison equal to his Intelligence modifier.

    Targeted Strike: Three times per encounter, a sage may make a targeted strike as a standard action, aiming at a specific organ or body part in order to cripple his opponent. Treat this as a melee touch attack, though the sage may use his Intelligence modifier instead of his Strength modifier. If it is successful, apply one of the effects below. The save DC of all targeted strikes is equal to 10 + 1/2 the sage's level + the sage's Intelligence modifier. Unless otherwise noted, the duration of a targeted strike is three rounds. Creatures with indiscernible anatomies are immune to targeted strikes, as are any creatures that lack the proper organ (i.e. a creature that does not need to breathe would be immune to a Lungs strike).

    Arms: The target must make a Reflex save or drop whatever is in its hands and take a -4 penalty on all melee attacks for the duration of the strike. It is unable to use claw, slam, or tentacle attacks for the duration of the strike.

    Eyes: The target must make a Fortitude save or be blinded for one round and dazzled for the duration of the strike. It is unable to use gaze attacks for the duration of the strike.

    Head: The target must make a Will save or be dazed for one round and confused for the duration of the strike. It is unable to use spell-like abilities for the duration of the strike.

    Legs: The target must make a Reflex save or be knocked prone for one round and have its base land speed halved for the duration of the strike. It is unable to use Trample, Pounce, or any burrow/climb/swim speeds for the duration of the strike.

    Torso: The target must make a Fortitude save or become exhausted for one round and fatigued for the duration of the strike. It is unable to use any breath weapon for the duration of the strike. Creatures that do not breathe are immune to this strike.

    Find the Flaw: Once per encounter, if a sage has identified a foe using his Encyclopedic Knowledge ability, he may activate one of the following abilities as a swift action. These abilities, unlike Encyclopedic Knowledge, target a single creature, which must be within 60' of the sage when this ability is activated. The bonuses conferred last for one round. The sage may use this ability twice per encounter at 6th level.

    Chink in the Armor: The sage automatically overcomes any damage reduction the creature possesses.

    Eye of the Needle: The sage may ignore any concealment or cover the creature possesses (except for total cover).

    Mystical Overload: The sage automatically overcomes any spell resistance the creature possesses.

    Pure Genius: Once per encounter, the sage may treat the result of any skill check as a natural twenty. He must announce that he is using this ability before he rolls.

    Archetypes:

    Anatomist

    Lesser Archetype Power: An anatomist gains a bonus on all melee damage rolls equal to his Intelligence modifier. The anatomist is able to discern anatomies on even the most confusing creatures, allowing him to do full precision damage against any creature.
    Moderate Archetype Power: Anytime an anatomist is under the effect of a bonus from his Encyclopedic knowledge ability, the critical range of any weapon he wields is doubled against the creature he has a bonus against, and he gains a bonus to confirm critical hits against that creature equal to his Intelligence modifier.
    Greater Archetype Power: An anatomist's targeted strikes last an additional round, to a total of four, and may be used on creatures normally immune to critical hits or with indiscernible anatomies. In addition, the anatomist may select the following additional organs:

    Amygdala: The target must make a Will save or be frightened for one round and shaken for the duration of the strike. It is unable to use fear cones/ray/auras or frightful presence for the duration of the strike.

    Inner Ear: The target must make a Will save or be stricken with a -4 penalty to armor class for one round and deafened for the duration of the strike. It is unable to use Evasion or Improved Evasion for the duration of the strike.

    Glossopharyngeal Nerve: The target must make a Fortitude save or be nauseated for one round and sickened for the duration of the strike. It is unable to use bite attacks or the Swallow Whole ability for the duration of the strike.

    Subclavian Artery: The target must make a Fortitude save or be paralyzed for one round and staggered for the duration of the strike. Any fast healing or regeneration is suppressed for duration of the strike.

    Investigator

    Lesser Archetype Power: An investigator is more inclined to use non-violent means to achieve his goals. When using his Encyclopedic Knowledge ability, he may instead grant himself a +2 bonus to all Intelligence-, Wisdom-, or Charisma-related checks against the identified creature. For every 10 by which the investigator's check result exceeds the base DC, these bonuses increase by +2. In addition, an investigator gains the Trapfinding ability, Disable Device and Open Lock as class skills, and darkvision out to 60' if he does not already possess it (if he does, his darkvision range doubles).
    Moderate Archetype Power: An investigator may add his Intelligence modifier to all Strength- and Dexterity-related checks, as well as Spot and Listen checks. In addition, he is permanently affected by the See Invisibility spell.
    Greater Archetype Power:

    Monster Hunter

    Lesser Archetype Power: By spending one minute butchering a fallen creature's corpse, a monster can create a trophy that grants him a modified version of the ranger's Favored Enemy ability. He gains a +2 bonus to Bluff, Hide, Intimidate, Listen, Move Silently, Spot, Sense Motive, and Survival checks when used against creatures of the same type, and a +2 bonus on attack and damage rolls against such creatures. A monster hunter may only possess one trophy at a time - if he creates a new one, the old one disintegrates into dust.
    Moderate Archetype Power: Once per encounter, a monster hunter can brandish his trophy dramatically, showing the fate of all who oppose him. Any creature of the same type as the creature the trophy has made from with 30' must make a Will save or be frightened for a number of rounds equal to the monster hunter's Intelligence modifier. Even if a creature makes the save, it is shaken for the same duration.
    Greater Archetype Power: By spending one minute butchering a creature's corpse, a monster hunter can create a relic that allows him to tap into some of that creature's power. When creating the relic, he may select one special attack that the fallen creature possessed whose effective spell level does not exceed three. By spending a standard action activating the relic (which disintegrates into dust after activation), he may use that special attack himself, using the same parameters (range, duration, et cetera) as the original attack. The DC, if applicable, is equal to 10 + 1/2 the monster hunter's level + the monster hunter's Intelligence modifier. For example, a monster hunter could create a relic from a medusa's corpse that would allow him to use the medusa's gaze attack. In addition, a monster hunter may now possess two trophies at a time, and the bonuses he gains from them increase to +4. When using his moderate archetype power, both types of creatures are subject to the fear.

    Occultist

    Lesser Archetype Power: If an occultist is targeted by a hostile spell or spell-like ability, he may recast that exact spell on his next turn as a spell-like ability. The occultist may only recast spells with an effective spell level equal to or less than half his own level (minimum of one). The caster level of any recasted spell is equal to the occultist's level, and any DC is equal to 10 + the recasted spell's effective level + the occultist's Intelligence modifier. The occultist may not recast any spell that has a casting time of longer than a standard action or one that requires an XP cost or material components with a value measured in gold pieces. If the spell does not target him specifically but he is included in its area of effect, he may still recast it.
    Moderate Archetype Power: Anytime an occultist is the target of a spell or is included in a spell's area, he gains fast healing equal to the spell's effective level for a number of rounds equal to his Intelligence modifier. Multiple instances do not stack - only the highest value applies.
    Greater Archetype Power: When using his lesser archetype power, an occultist may store up to three spells in his short-term memory for later recasting. He may store a spell for a number of rounds equal to his Intelligence modifier. If he does not choose to cast the spell before that time, it dissipates from his mind. If he has currently reached his limit of three spells stored and is targeted with another that he wishes to store instead, he may choose to dismiss one of his stored spells from memory to make room for the new one.

    Tactician

    Lesser Archetype Power: The tactician may share any creature-identification bonus he receives from his Encyclopedic Knowledge ability with all allies within 30'. The bonus a tactician provides for aiding another or receives for being aided by another increases to +4.
    Moderate Archetype Power: A tactician gains a single bonus feat. He may share the benefits of this bonus feat with all allies within 30'. Every 24 hours, he may select a different feat for which he qualifies.
    Greater Archetype Power: The bonuses received by a tactician's Find the Flaw ability may be applied to all allies within 30', and last for an additional round.
    Last edited by Gnorman; 2013-04-16 at 04:58 PM.

  3. - Top - End - #3
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    Default Re: Gnorman's E6 Compendium

    Magical Classes


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    HD: d6
    Class Skills: Bluff, Concentration, Craft, Decipher Script, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft
    Skill Points: 2 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2|3

    1st|+0|+0|+0|+2|Archetype Power (Lesser), Spellcasting, Rebuke Undead|5|4|-|-

    2nd|+1|+0|+0|+3|Minion Mastery|6|5|-|-

    3rd|+1|+1|+1|+3|Archetype Power (Moderate)|6|6|3|-

    4th|+2|+1|+1|+4|Fell Knowledge|6|6|4|-

    5th|+2|+1|+1|+4|Fiendish Familiar|6|6|5|3

    6th|+3|+2|+2|+5|Archetype Power (Greater), Capstone SLA|6|6|6|4[/table]

    Class Abilities

    Proficiencies: The black mage is proficient with light armor and simple weapons. He does not suffer from arcane failure while in light armor.

    Archetype: At 1st level, the black mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the black mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

    Spellcasting: The black mage casts arcane spells from a specialized list, which is included below. The black mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence, which dictates both the DC of his spells and his bonus spells. To cast a spell, the black mage must have an Intelligence score equal to 10 + the level of spell in question.

    Rebuke Undead: At 1st level, the black mage may rebuke undead as a cleric of his class level. He may do so a number of times per day equal to 3 + his Charisma modifier.

    Minion Mastery: At 2nd level, any creature summoned by the black mage gains a bonus on attack rolls and Will saves equal to the black mage's Charisma modifier.

    Fell Knowledge: At 4th level, the black mage gains an untyped +2 bonus to both Knowledge (religion) and Knowledge (the planes).

    Fiendish Familiar: At 5th level, the black mage gains the services of an unholy creature as a familiar. The black mage may choose any corporeal undead, fiendish animal or vermin, or evil outsider whose challenge rating does not exceed three and whose hit dice do not exceed four. Treat this creature as a normal familiar - a normally mindless undead would now have an intelligence score, for example. However, if the creature's base attack bonus, saves, skill ranks, or intelligence score would normally be higher than what it would receive as a familiar, it keeps the greater of the two. The familiar may not spawn nor summon any other creatures nor use any spell-like abilities whose effective spell level is higher than three.

    Capstone SLA: At 6th level, the black mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

    Black Mage Spell List:
    0: Acid Splash, Detect Magic, Disrupt Undead, Inflict Minor Wounds, Mage Hand, Message, Prestidigitation, Read Magic, Resistance, Touch of Fatigue
    1: Bane, Cause Fear, Chill Touch, Command, Death's Call (CM), Detect Undead, Doom, Ebon Eyes (SpC), Inflict Light Wounds, Net of Shadows (SpC), Nightshield (SpC), Protection from Alignment, Ray of Enfeeblement, Summon Monster I (non-good creatures only)
    2: Darkness, Desecrate, False Life, Ghoul Touch, Inflict Moderate Wounds, Ray of Sickness (SpC), Ray of Weakness (SpC), Shadow Spray (SpC), Spectral Hand, Scare, Summon Monster II (non-good creatures only), Summon Swarm, Undetectable Alignment, Wall of Gloom (SpC)
    3: Animate Dead, Bestow Curse, Caustic Smoke (CM), Contagion, Deeper Darkness, Dispel Magic, Halt Undead, Inflict Serious Wounds, Magic Circle Against Alignment, Ray of Exhaustion, Shadow Binding (SpC), Speak with Dead, Stinking Cloud, Summon Monster III (non-good creatures only), Vampiric Touch

    Archetypes

    Demonologist
    Bonus Spells:
    1: Demonhide (SpC), Kelgore's Fire Bolt (PHBII)
    2: Demoncall (FCI), Vision of Entropy (FCI)
    3: Clutch of Orcus (SpC), Demon Wings (FCI)
    Capstone SLA: Lesser Planar Ally or Summon Monster IV

    Lesser Archetype Power: The casting time of any summoning spell cast by a demonologist is reduced to one standard action. If it is already a standard action or faster, this power has no effect.
    Moderate Archetype Power: A demonologist may use his rebuke undead power to rebuke or command evil outsiders, creatures with the fiendish template, or evil creatures with the extraplanar subtype.
    Greater Archetype Power Whenever a demonologist summons a fiendish creature or a creature with the [evil] subtype using a Summon Monster spell or SLA, the spell is automatically extended, and neither increases the slot used nor increases the casting time.

    Hexer
    Bonus Spells:
    1: Karmic Aura (PHBII), Power Word Pain (RoD)
    2: Black Karma Curse (PHBII), Curse of Ill Fortune (SpC)
    3: Karmic Backlash (PHBII), Unluck (SpC)
    Capstone SLA: Crushing Despair or Fear

    Lesser Archetype Power: As a free action, a hexer can exude fear in a 5 foot radius. Affected creatures are shaken. This is a mind-affecting fear effect, and if a creature saves against it, it cannot be affected for 24 hours. The DC to resist the fear is equal to 10 + 1/2 the hexer's HD + the hexer's Charisma modifier.
    Moderate Archetype Power: A hexer exudes an aura that reduces the saves of all foes within 10 feet by 2. There is no save and the penalty persists until the foe has moved out of range of the aura. This ability does not stack with similar abilities, such as that of other hexers or reaver zealots.
    Greater Archetype Power: Three times per day, a hexer may elect to treat any roll made by an opponent as a natural one. He must declare that he is using this power before the die is rolled, but may do so at any time.

    Necromancer
    Bonus Spells:
    1: Chill of the Grave (SpC), Death Knell
    2: Death Armor (SpC), Kelgore's Grave Mist (PHBII)
    3: Undead Lieutenant (SpC), Undead Torch (MoF)
    Capstone SLA: Enervation or Doom Scarabs (PHBII)

    Lesser Archetype Power: When casting Summon Monster, a necromancer may summon undead creatures instead. He may summon any undead creature whose hit dice do not exceed the spell's level (if summoning skeletons, the hit dice limit is twice the spell's level; for zombies, three times the spell's level). In addition, when using his rebuke undead ability, a necromancer may command a number undead whose hit dice do not exceed twice his level.
    Moderate Archetype Power: Any undead created, commanded or summoned by a necromancer gains a +4 profane bonus to Dexterity and 10 foot bonus to its base land speed, and any zombies lose the single action only quality.
    Greater Archetype Power A necromancer becomes immune to negative energy, level drain and ability drain.

    Pestilent

    Bonus Spells:
    1: Babau Slime (SpC), Spider Hand (BoVD)
    2: Spider Legs (BoVD), Web
    3: Contagious Fog (SpC), Spiderskin (SpC)
    Capstone SLA: Giant Vermin or Horrid Sickness (CM)

    Lesser Archetype Power: A pestilent becomes immune to the effects of extraordinary disease (though he may still contract them and spread them) and to the distraction ability of swarms. He may only carry a number of diseases at one time equal to his Constitution modifier.
    Moderate Archetype Power: A pestilent may use his rebuke undead ability to rebuke or command vermin, and becomes immune to poison.
    Greater Archetype Power Any disease transmitted by a pestilent, whether through a spell or through normal infection, gains a +2 bonus to its DC and measures its incubation period in rounds rather than days.

    Void Cultist

    Bonus Spells:
    1: Lesser Orb of Cold (SpC), Spirit Worm (SpC)
    2: Desiccating Bubble (SpC), Wave of Grief (SpC)
    3: Evard's Menacing Tentacles (PHBII), Shivering Touch (FB)
    Capstone SLA: Black Tentacles or Wrack (SpC)

    Lesser Archetype Power: A void cultist possesses a natural tentacle slam attack that does 1d6 bludgeoning damage, with a critical range of 20/x3 and a range of five feet per two levels. A void cultist may use this tentacle to deliver touch attacks.
    Moderate Archetype Power: Any creature summoned by a void cultist gains damage resistance 5/magic and is immune to hostile mind-affecting spells and effects. In addition, a void cultist grows a second tentacle, allowing him to make two attacks in a round.
    Greater Archetype Power A void cultist gains cold resistance 10 and no longer needs to eat, drink, sleep, or breathe. In addition, if a void cultist's tentacle inflicts a critical hit, the target receives a negative level.



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    HD: d6
    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Disable Device, Disguise, Forgery, Hide, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (local), Knowledge (the planes), Move Silently, Open Lock, Profession, Sleight of Hand, Spellcraft
    Skill Points: 2 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2|3

    1st|+0|+0|+0|+2|Archetype Power (Lesser), Spellcasting, Trapfinding|5|4|-|-

    2nd|+1|+0|+0|+3|Bend the Will|6|5|-|-

    3rd|+1|+1|+1|+3|Archetype Power (Moderate)|6|6|3|-

    4th|+2|+1|+1|+4|Pure Arcana|6|6|4|-

    5th|+2|+1|+1|+4|Counterspell Mastery|6|6|5|3

    6th|+3|+2|+2|+5|Archetype Power (Greater), Capstone SLA|6|6|6|4[/table]

    Class Abilities

    Proficiencies: The blue mage is proficient with light armor and simple weapons. He does not suffer from arcane failure while in light armor.

    Archetype Power: At 1st level, the blue mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the blue mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

    Spellcasting: The blue mage casts arcane spells from a specialized list, which is included below. A blue mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence, which dictates both the DC of his spells and his bonus spells. To cast a spell, the blue mage must have an Intelligence score equal to 10 + the level of spell in question.

    Trapfinding: As the scoundrel ability.

    Bend the Will: At 2nd level, the blue mage may ignore an opponent's immunity to mind-affecting effects once per encounter.

    Pure Arcana: At 4th level, the blue mage gains an untyped +2 bonus to both Knowledge (arcana) and Spellcraft.

    Counterspell Mastery: At 5th level, the blue mage no longer needs to use the correct spell to counterspell - he may counterspell with any spell of an equivalent level. In addition, if he successfully counters a spell, the originator of the countered spell may not cast spells for one round.

    Capstone SLA: At 6th level, a blue mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

    Blue Mage Spell List:
    0: Amaneunsis (SpC), Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation
    1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Floating Disk, Frost Fingers (SpC), Identify, Mage Armor, Obscuring Mist, Protection from Alignment, Silent Image, Sleep, Summon Monster I (non-chaotic creatures only), Unseen Servant, Ventriloquism
    2: Blur, Cloud of Bewilderment (SpC), Detect Thoughts, Dimension Hop (PHBII), Fog Cloud, Gust of Wind, Hideous Laughter, Ice Knife (SpC), Invisibility, Knock, Levitate, Minor Image, Mirror Image, See Invisibility, Summon Monster II (non-chaotic creatures only), Touch of Idiocy, Whispering Wind
    3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dimension Step (PHBII), Dispel Magic, Displacement, Fly, Gaseous Form, Hold Person, Invisibility Sphere, Legion of Sentinels (PHBII), Magic Circle Against Alignment, Major Image, Nondetection, Sleet Storm, Suggestion, Summon Monster III (non-chaotic creatures only), Water Breathing, Wind Wall

    Archetypes

    Chronomancer
    Bonus Spells:
    1: Deja Vu (arcane version of the psionic power), Nerveskitter (SpC)
    2: Lesser Celerity (PHBII), Snake's Swiftness (SpC)
    3: Haste, Time Hop (arcane version of the psionic power)
    Capstone SLA: Greater Mirror Image (PHBII) or Celerity (PHBII)

    Lesser Archetype Power: A chronomancer gains a +4 bonus to initiative. This bonus is also shared with any adjacent allies at the beginning of combat.
    Moderate Archetype Power: A chronomancer may take a swift action at any time he could take an immediate action - however, he is still limited to one per round.
    Greater Archetype Power: Once per day, a chronomancer may jump back in time, allowing him to replay one round. He may make different choices and reroll any relevant rolls. He must declare that he is using this ability at the end of his turn. This ability may not be used if the chronomancer is unconscious or otherwise mentally unaware.

    Hyperborean
    Bonus Spells:
    1: Ice Slick (FB), Winter's Chill (SpC)
    2: Creeping Cold (SpC), Numbing Sphere (FB)
    3: Arctic Haze (FB), Icelance (SpC)
    Capstone SLA: Ice Storm or Wall of Ice

    Lesser Archetype Power: Any creature summoned by a hyperborean does an additional 1d6 cold damage with each attack. In addition, they and the hyperborean himself gain resistance to cold 5.
    Moderate Archetype Power: Anytime a hyperborean deals damage to an opponent with a [cold] spell, that opponent is slowed for one round with no save.
    Greater Archetype Power: A hyperborean gains the cold subtype and emits an aura of frost, doing 1d6 cold damage per round to all opponents within ten feet. Allies are unaffected.

    Mountebank
    Bonus Spells:
    1: Distract (SpC), Serene Visage (SpC)
    2: Insidious Insight (MoE), Ray of Stupidity (SpC)
    3: Glibness, Miser's Envy (SpC)
    Capstone SLA: Confusion or Dominate Person

    Lesser Archetype Power: A mountebank may add his Intelligence modifier to all his Bluff, Disguise, and Sleight of Hand checks. In addition, any HD caps on his enchantment spells are increased by his Charisma modifier.
    Moderate Archetype Power: If a mountebank is able to cast a spell of the enchantment or illusion school upon an opponent who is unaware of the mountebank's presence, the DC of that spell increases by 2.
    Greater Archetype Power Any opponent saving against the mountebank's enchantment spells must roll twice and take the lower of the two results. If both saves are failures, the spell is automatically extended.

    Wayfarer
    Bonus Spells:
    1: Benign Transposition (SpC), Expeditious Retreat
    2: Baleful Transposition (SpC), Rope Trick
    3: G'Elsewhere Chant (SpC), Regroup (PHBII)
    Capstone SLA: Baleful Blink (PHBII) or Dimension Door

    Lesser Archetype Power: A number of times per day equal to his Intelligence modifier, a wayfarer may teleport 10 feet as an immediate action.
    Moderate Archetype Power: A wayfarer may teleport up to his speed as a move action, provided that he has line of effect to the destination. In addition, a wayfarer may use a modified version of Spring Attack when teleporting - he may pause at any point during the line of transport, take a standard action (if he has one available), and then continue to his final destination.
    Greater Archetype Power When teleporting (whether through his other archetype powers, spells, or SLAs), a wayfarer may bring along up to three adjacent allies.

    Weaver
    Bonus Spells:
    1: Instant Diversion (RotD), Net of Shadows (SpC)
    2: Phantasmal Assailants (SpC), Vertigo (PHBII)
    3: Mask of the Ideal (CM), Shadow Binding (SpC)
    Capstone SLA: Greater Invisibility or Shadow Conjuration

    Lesser Archetype Power: Opponents take a -4 penalty when attempting to disbelieve a weaver's illusions, and must still make a save even when presented with proof that it is unreal.
    Moderate Archetype Power: A weaver may concentrate on illusion spells as a swift action.
    Greater Archetype Power After casting an illusion spell, a weaver gains 50% concealment for one round.



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    HD: d6
    Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Listen, Profession, Spellcraft, Spot, Survival
    Skill Points: 4 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2|3

    1st|+0|+0|+0|+2|Archetype Power (Lesser), Spellcasting, Shapeshifting|5|4|-|-

    2nd|+1|+0|+0|+3|Bloom and Blossom|6|5|-|-

    3rd|+1|+1|+1|+3|Archetype Power (Moderate)|6|6|3|-

    4th|+2|+1|+1|+4|Whispers of Nature|6|6|4|-

    5th|+2|+1|+1|+4|Power from the Land|6|6|5|3

    6th|+3|+2|+2|+5|Archetype Power (Greater), Capstone SLA|6|6|6|4[/table]

    Class Abilities

    Proficiencies: The green mage is proficient with light armor, simple weapons, the scimitar, the shortbow, and the greatclub. He does not suffer from arcane failure while in light armor.

    Archetype: At 1st level, the green mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the green mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

    Spellcasting: The green mage casts arcane spells from a specialized list, which is included below. A green mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Wisdom, which dictates both the DC of his spells and his bonus spells. To cast a spell, a green mage must have a Wisdom score equal to 10 + the level of spell in question.

    Shapeshifting: At 1st level, the green mage gains the wild shape ability, with the following changes: he may shift into an alternate form an unlimited number of times per day, but doing so still requires a standard action and may only be done once per round. He is not healed upon shifting. He may not select dire versions of any animal nor may he shift into any dinosaurs. He may never cast spells when in an alternate form. This ability does not qualify him for feats that require wild shape, nor may he use it to fuel abilities that require the expenditure of a use of wild shape.

    Bloom and Blossom: At 2nd level, anytime the green mage casts a beneficial spell on an ally, that ally receives fast healing 1 for a number of rounds equal to the green mage's Charisma modifier.

    Whispers of Nature: At 4th level, the green mage gains an untyped +2 bonus to both Knowledge (geography) and Knowledge (nature).

    Power from the Land: At 5th level, when in a natural environment, the green mage gains a +1 bonus to caster level and a +1 bonus to attack rolls and damage rolls.

    Capstone SLA: At 6th level, the green mage gains the knowledge of two particular 4th-level spells and may choose one of them each day to cast as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.

    Green Mage Spell List:
    0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    1: Animate Wood (SpC), Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Enrage Animal (SpC), Entangle, Faerie Fire, Goodberry, Hide from Animals, Longstrider, Magic Fang, Obscuring Mist, Pass Without Trace, Shillelagh, Snake's Swiftness (SpC), Summon Nature's Ally I, Thunderhead (SpC), Lesser Vigor (SpC), Wood Wose (SpC)
    2: Animalistic Power (PHB II), Barkskin, Brambles (SpC), Briar Web (SpC), Creeping Cold (SpC), Delay Poison, Fog Cloud, Gust of Wind, Healing Sting (SpC), Hold Animal, Mass Snake's Swiftness (SpC), Soften Earth and Stone, Splinterbolt (SpC), Summon Nature's Ally II, Tree Shape, Warp Wood, Wood Shape
    3: Call Lightning, Cure Moderate Wounds, Diminish Plants, Dominate Animal, Greater Magic Fang, Plant Growth, Poison, Quillfire (SpC), Sleet Storm, Speak with Plants, Spike Growth, Spikes (SpC), Stone Shape, Summon Nature's Ally III, Vigor (SpC), Mass Lesser Vigor (SpC), Water Breathing, Wind Wall

    Archetypes

    Chloromancer
    Bonus Spells:
    1: Camouflage (SpC), Spore Field (CS)
    2: One with the Land (SpC), Trip Vine (SpC)
    3: Vine Mine (SpC), Thornskin (SpC)
    Capstone SLA: Bloodbriars (LEoF) or Poison Vines (SpC)

    Lesser Archetype Power: When in direct sunlight, a chloromancer gains fast healing equal to his Constitution modifier.
    Moderate Archetype Power: A chloromancer can choose to share his fast healing with any and all allies within five feet. He must still be in direct sunlight and his allies must be touching him to benefit.
    Greater Archetype Power A chloromancer takes on some characteristics of the plant he venerates: he becomes immune to critical hits, though he also develops a vulnerability to fire and takes 50% more damage from it. In addition, when shifting, he may now select plant forms.

    Elementalist
    Bonus Spells:
    1: Cloudburst (SpC), Foundation of Stone (SpC)
    2: Heart of Air (CM), Master Air (SpC)
    3: Heart of Water (CM), Stony Grasp (SpC)
    Capstone SLA: Defenestrating Sphere (SpC) or Heart of Stone (CM)

    Lesser Archetype Power: An elementalist gains the services of a small elemental as a companion, which is treated in all ways like an animal companion except that it does not receive any bonuses for advancement except for Share Spells, Evasion, and Devotion. He may choose from water, earth, fire, or air elementals. He also gains the appropriate elemental language of his companion (Aquan, Auran, Ignan, or Terran) as a bonus languages if he does not already speak it.
    Moderate Archetype Power: An elementalist gains a small amount of resistance depending on the type of his elemental companion. He gains either acid resistance 5 (Earth), cold resistance 5 (Water), fire resistance (Fire), or lightning resistance 5 (Air). In addition, his companion becomes a medium elemental of the same type.
    Greater Archetype Power An elementalist may merge with his companion, gaining special mobility for as long as they remain merged. Air elementalists receive a 20 foot fly speed with perfect maneuverability. Earth elementalists receive a 20 foot burrow speed. Water elementalists receive a 20 foot swim speed and the ability to breathe underwater. Fire elementalists receive a 20 foot bonus to their base land speed. While merged, the elemental companion is completely subsumed into the elementalist, and may no longer act or even exist physically. In addition, he may choose from small or medium elementals when shifting.

    Ophidian
    Bonus Spells:
    1: Breath of the Jungle (SpC), Corrosive Grasp (SpC)
    2: Blinding Spittle (SpC), Ray of the Python (PHBII)
    3: Acidic Breath (SpC), Snakebite (MoF)
    Capstone SLA: Murderous Mist (SpC) or Venom Bolt (SK)

    Lesser Archetype Power: Reptilian creatures of animal intelligence will not attack an ophidian unless provoked, and will fight on his behalf. The ophidian may not command them directly, but they will do their best to attack his foes. In addition, the attitude of any intelligent reptilian or snake-like creatures that the ophidian encounters is one step friendlier.
    Moderate Archetype Power: An ophidian becomes immune to injury poison and gains resistance to acid 10. His natural attacks deal additional acid damage equal to his Constitution modifier.
    Greater Archetype Power: An ophidian may transmit black adder venom with his natural attacks while shifted. The DC of this venom is equal to 10 + half the ophidian's level + the ophidian's Constitution modifier. In addition, he may select dinosaur forms when shifting.

    Subterranean
    Bonus Spells:
    1: Fist of Stone (SpC), Hail of Stone (SpC)
    2: Earthbind (SpC), Lava Missile (SK)
    3: Meld into Stone, Tremor (SpC)
    Capstone SLA: Stoneskin or Sudden Stalagmite (SpC)

    Lesser Archetype Power: A subterranean possesses darkvision out to 60 feet and tremorsense out to 30 feet. If the subterranean already possesses darkvision or tremorsense, it doubles in range.
    Moderate Archetype Power: A subterranean gains the extraordinary ability to walk on walls or ceilings as naturally as he might walk along the floor, as long as those surfaces are made of earth or stone.
    Greater Archetype Power: A subterranean may use the earth glide ability of an earth elemental, though he must hold his breath and may begin to suffocate as normal. In addition, he may select vermin forms when shifting.

    Wildling
    Bonus Spells:
    1: Beast Claws (SpC), Beastland Ferocity (SpC)
    2: Wild Instincts (RoE), Nature's Favor (SpC)
    3: Spiritjaws (SpC), Jagged Tooth (SpC)
    Capstone SLA: Essence of the Raptor (SpC) or Vortex of Teeth (SpC)

    Lesser Archetype Power: A wildling may cast spells from the Summon Nature's Ally line even while shifted. In addition, a wildling possesses a natural bite attack (1d6 piercing damage) and two natural claw attacks (1d4 piercing damage), even if unshifted.
    Moderate Archetype Power: and all his natural attacks deal damage as if he was one size larger, whether in his natural form or shifted. In addition, a wildling may select dire animals when shifting.
    Greater Archetype Power: A wildling is treated as being two levels higher for the purposes of shapeshifting. His new HD cap is 8. In addition, he may select large animals while shifting.



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    HD: d6
    Class Skills: Balance, Bluff, Concentration, Craft, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Knowledge (the planes), Profession, Ride, Spellcraft, Tumble
    Skill Points: 2 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2|3

    1st|+0|+2|+0|+2|Archetype Power (Lesser), Spellcasting, Combat Panache|5|4|-|-

    2nd|+1|+3|+0|+3|Martial Training|6|5|-|-

    3rd|+2|+3|+1|+3|Archetype Power (Moderate)|6|6|3|-

    4th|+3|+4|+1|+4|Battlefield Intelligence|6|6|4|-

    5th|+3|+4|+1|+4|Spellbattle Escalation|6|6|5|3

    6th|+4|+5|+2|+5|Archetype Power (Greater), Capstone SLA|6|6|6|4[/table]

    Class Abilities

    Proficiencies: The red mage is proficient with light armor, medium armor as well as simple and martial weapons. He does not suffer from arcane failure while in light armor or medium armor.

    Spellcasting: The red mage casts arcane spells from a specialized list, which is included below. The red mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Intelligence, which dictates both the DC of his spells and his bonus spells. To cast a spell, a red mage must have an Intelligence score equal to 10 + the level of spell in question.

    Archetype: At 1st level, the red mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the red mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

    Combat Panache: At 1st level, as a full-round action, the red mage may make a single melee attack and cast a spell with a casting time of a standard action, even if he has no free hand to do so. He does not provoke attacks of opportunity for casting a spell in this manner. In addition, the red mage qualifies for feats as if his base attack bonus was equal to his class level, and may select feats normally restricted to the fighter.

    Martial Training: At 2nd level, the red mage gains a single bonus fighter feat. Once every 24 hours, he may swap out this feat for any other fighter feat that he qualifies for.

    Battlefield Intelligence: At 4th level, the red mage gains a +2 untyped bonus to all Knowledge checks involving the identification of foes and to Concentration checks to cast defensively.

    Spellbattle Escalation: The red mage gains a +2 to attack rolls and damage rolls against a specific opponent if he has successfully cast an offensive spell against that opponent in an encounter. The red mage also gains a +2 bonus to penetrate spell resistance and a +1 bonus to the DCs of spells cast against a specific opponent if he has successfully attacked that opponent in melee. These bonuses last until the end of the encounter.

    Capstone SLA: At 6th level, the red mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

    Red Mage Spell List:
    0: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic
    1: Alarm, Blade of Blood (PHBII), Burning Hands, Burning Rage (PHBII), Endure Elements, Enlarge Person, Grease, Jet of Steam (CM), Magic Missile, Magic Weapon, Shield, Shocking Grasp, Summon Monster I (non-lawful only), True Strike
    2: Bear's Endurance, Boiling Blood (CM), Bull's Strength, Combust (SpC), Continual Flame, Eagle's Splendor, Fire Trap, Flame Blade, Flaming Sphere, Glitterdust, Incendiary Slime (CM), Protection from Arrows, Pyrotechnics, Resist Energy, Scorching Ray, Spiritual Weapon, Summon Monster II (non-lawful only)
    3: Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Haste, Heroism, Greater Magic Weapon, Keen Edge, Lightning Bolt, Magic Circle Against Alignment, Phantom Steed, Protection from Energy, Slow, Summon Monster III (non-lawful only)

    Archetypes


    Chaos Child


    Bonus Spells:
    1: Aspect of the Wolf (SpC), Lesser Spider Form (DotU)
    2: Bite of the Wererat (SpC), Least Dragonshape (DM)
    3: Primal Form (SpC, fire or earth only), Shape of the Hellspawned Stalker (CM)
    Capstone SLA: Displacer Form (SpC) or Trollshape (PHBII)

    Lesser Archetype Power: While polymorphed, a chaos child gains a +4 enhancement bonus to Strength and Constitution.
    Moderate Archetype Power: Any beneficial polymorph spell cast on a chaos child is automatically extended.
    Greater Archetype Power: A chaos child may ignore the somatic or verbal components of spells with a range of personal or touch while polymorphed, and may cast those spells even when in an alternate form.

    Crimson Disciple


    Bonus Spells:
    1: Ghostly Tail (RotD), Hoard Gullet (DM)
    2: Tail Slap (RotD), Wings of Cover (RotD)
    3: Dragonskin (SpC), Ferocity of Sanguine Rage (DM)
    Capstone SLA: Voice of the Dragon (SpC) or Wings of Flurry (RotD)

    Lesser Archetype Power: A crimson disciple gains the claw and bite attacks of a Dragon Disciple of 2nd level. If he already possesses a bite and/or claw attack(s), their damage is increased by one step. In addition, a crimson disciple gains the dragonblood subtype and counts as a sorcerer of his level for the purposes of qualifying for draconic feats.
    Moderate Archetype Power: A crimson disciple gains the ability to breathe fire in a thirty-foot cone, with a Reflex save for half damage. The DC is equal to 10 + 1/2 the crimson disciple's HD + his Constitution modifier. His breath weapon does 1d8 damage per two hit dice he has. Once he uses his breath weapon, he may not do so for another 1d4 rounds. In addition, he gains darkvision out to 60 feet and a +4 bonus to saves against sleep and paralysis.
    Greater Archetype Power: A crimson disciple gains a pair of draconic wings that allow him to fly at twice his base land speed, with average maneuverability.

    Magesmith


    Bonus Spells:
    1: Backbiter (SpC), Cloud of Knives (PHBII)
    2: Body Blades (SpC), Whirling Blade (SpC)
    3: Bands of Steel (SpC), Ring of Blades (SpC)
    Capstone SLA: Metal Melt (SpC) or Stoneskin

    Lesser Archetype Power: A magesmith gains proficiency with heavy armor and shields, and does not suffer from arcane spell failure while wearing equipment from those categories.
    Moderate Archetype Power: A magesmith's effective caster level is doubled when crafting magical weapons or armor, to a maximum of 12th level.
    Greater Archetype Power: Once per day, a magesmith may imbue any mundane weapon he is holding with any combination of enchantment up to a +2 bonus. These bonuses last twenty-four hours, or until the magesmith no longer possesses the weapon.

    Pyromancer


    Bonus Spells:
    1: Lesser Orb of Fire (SpC), Produce Flame
    2: Body of the Sun (SpC), Scorch (SpC)
    3: Fire Shield (warm only), Fire Wings (SpC)
    Capstone SLA: Firestride Exhalation (DM) or Orb of Fire (SpC)

    Lesser Archetype Power: A pyromancer deals one extra point of damage per die when using fire spells or fire SLAs - this extra damage also applies to any fire damage on the pyromancer's weapon, if applied via one of his spells.
    Moderate Archetype Power: When casting fire spells, a pyromancer may choose to not have allies in the area of effect be affected by the spell.
    Greater Archetype Power: Three times per day, a pyromancer may choose to have one of his fire spells ignore whatever resistance to fire (but not immunity) the target(s) possess. If the target possesses Evasion, it may not use that ability against the pyromancer's spell.

    Sand Shaper


    Bonus Spells:
    1: Parching Touch (SS), Sandblast (SpC)
    2: Halo of Sand (SS), Scimitar of Sand (SS)
    3: Dehydrate (SpC), Haboob (SS)
    Capstone SLA: Parboil (SS) or Wall of Sand (SS)

    Lesser Archetype Power: A sand shaper may add his Intelligence modifier to his armor class as long as he does not wear any armor or wield a shield. In addition, he may summon dustform creatures of the appropriate level when casting Summon Monster, as if he knew the Summon Desert Ally spell line.
    Moderate Archetype Power: A sand shaper receives a bonus to his base land speed of 20 feet. He may also move normally over loose sand and dirt.
    Greater Archetype Power: A sand shaper may shape soil, dirt, loose rock, and sand into mundane items for his use. He may create any item so long as the value of the item is fifty GP or less, and he must spend one round concentrating for each 10 GP in value of the item. Once shaped, the item lasts for ten minutes, at which point it dissolves back into its original form. A sand shaper may not create alchemical or edible items with this ability, nor may he form any sort of liquid.



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    HD: d6
    Class Skills: Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (arcana), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft
    Skill Points: 4 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2|3

    1st|+0|+0|+0|+2|Archetype Power (Lesser), Spellcasting, Turn Undead|5|4|-|-

    2nd|+1|+0|+0|+3|Healing Hands|6|5|-|-

    3rd|+1|+1|+1|+3|Archetype Power (Moderate)|6|6|3|-

    4th|+2|+1|+1|+4|Sacred Secrets|6|6|4|-

    5th|+2|+1|+1|+4|Faithful Strike|6|6|5|3

    6th|+3|+2|+2|+5|Greater Archetype Power, Capstone SLA|6|6|6|4[/table]

    Class Abilities

    Proficiencies: The white mage is proficient with light armor and simple weapons. He does not suffer from arcane failure while in light armor.

    Spellcasting: The white mage casts arcane spells from a specialized list, which is included below. The white mage need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Wisdom, which dictates both the DC of his spells and his bonus spells. To cast a spell, the white mage must have a Wisdom score equal to 10 + the level of spell in question.

    Archetype: At 1st level, the white mage chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and adds bonus spells known to the white mage's list, which are listed below and received when he becomes capable of casting spells of the same level.

    Turn Undead: At 1st level, the white mage may turn undead as a cleric of his level. He may do so a number of times per day equal to 3 + his Charisma modifier.

    Healing Hands: At 2nd level, anytime the white mage casts a beneficial spell on an ally, that ally is restored a number of hit points equal to the white mage's Charisma modifier.

    Sacred Secrets: At 4th level, the white mage gains an untyped +2 bonus to both Heal and Knowledge (religion).

    Faithful Strike: At 5th level, a white mage's attacks are considered to be good-aligned for the purpose of penetrating damage reduction.

    Capstone SLA: At 6th level, the white mage gains the ability to cast a particular spell as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.

    White Mage Spell List:
    0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    1: Bless, Blessed Aim (SpC), Conviction (SpC), Cure Light Wounds, Detect Alignment, Divine Favor, Faith Healing (SpC), Impede (CC), Mark of Judgment (PHBII), Light of Lunia (SpC), Protection from Alignment, Ray of Hope (SpC), Remove Fear, Sanctuary, Shield of Faith, Summon Monster I (non-evil creatures only), Vision of Glory (SpC)
    2: Aid, Benediction (CC), Conduit of Life (CC), Consecrate, Cure Moderate Wounds, Deific Vengeance (SpC), Delay Poison, Divine Insight (SpC), Divine Protection (SpC), Execration (CC), Glorious Rainment (BoED), Light of Mercuria (SpC), Lesser Restoration, Make Whole, Mark of Doom (PHBII), Summon Monster II (non-evil creatures only), Zone of Truth
    3: Mass Aid, Awaken Sin (SpC), Mass Conviction (SpC), Cure Serious Wounds, Daylight, Dispel Magic, Divine Retaliation (PHBII), Grace (SpC), Holy Storm (SpC), Lesser Visage of the Deity (SpC), Light of Venya (SpC), Magic Circle Against Alignment, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Stars of Arvandor (BoED), Summon Monster III (non-evil creatures only), Wall of Light (SpC)

    Archetypes

    Champion
    Bonus Spells:
    1: Divine Sacrifice (SpC), Lionheart (SpC)
    2: Checkmate's Light (SpC), Zeal (SpC)
    3: Knight's Move (SpC), Righteous Fury (SpC)
    Capstone SLA: Divine Power or Recitation (SpC)

    Lesser Archetype Power: A champion is proficient with medium and heavy armor, and may ignore any arcane spell failure while wearing such. He also gains proficiency with a single martial weapon of his choice.
    Moderate Archetype Power: A champion gains a +2 sacred bonus on attack and damage rolls against evil outsiders and undead.
    Greater Archetype Power Anytime a champion casts a spell that gives himself or an ally a bonus to attack rolls, increase the amount of that bonus by one.

    Exorcist
    Bonus Spells:
    1: Handfire (MoF), Vision of Heaven (BoE)
    2: Manifestation of the Deity (CS), Light of Faith (CC)
    3: Demon Dirge (SpC), Light of Wisdom (CC)
    Capstone SLA: Dimensional Anchor or Dismissal

    Lesser Archetype Power: An exorcist becomes immune to charm, compulsion, and possession.
    Moderate Archetype Power: An exorcist may turn outsiders when using his turn undead ability.
    Greater Archetype Power An exorcist may use the Greater Turning power of the Sun domain three times per day - in addition, this ability may be used against evil outsiders, but instead of being destroyed, they are dismissed. In addition, an exorcist becomes immune to mind-affecting effects that originate from an undead creature or evil outsider.

    Healer
    Bonus Spells:
    1: Healer's Vision (CS), Lesser Vigor (SpC)
    2: Close Wounds (SpC), Healing Lorecall (SpC)
    3: Mass Lesser Vigor (SpC), Vigor (SpC)
    Capstone SLA: Death Ward or Restoration

    Lesser Archetype Power: A healer may cast any spell of the healing subschool that normally has a range of Touch at a range of Close instead. In addition, anytime a healer grants fast healing to an ally, increase the amount of that fast healing by one.
    Moderate Archetype Power: Dying allies within 30 feet of a healer automatically succeed on all stabilization attempts and gain fast healing equal to the healer's Wisdom modifier. This fast healing cannot, however, take them above 0 hit points.
    Greater Archetype Power: Once per day, a healer may restore a single ally to life. The target cannot have been dead for more than one round, and the healer must make physical contact in order to raise him. The target suffers no level loss from being raised, and is restored to a single hit point.

    Mystic
    Bonus Spells:
    1: Divine Inspiration (BoED), Twilight Luck (BoED)
    2: Ayailla's Radiant Burst (BoED), Luminous Armor (BoED)
    3: Celestial Aspect (BoED), Hammer of Righteousness (BoED)
    Capstone SLA: Diamond Spray (BoED) or Summon Hound Archon (SpC)

    Lesser Archetype Power: A mystic qualifies for exalted feats and may use Sanctified spells no matter his alignment. In addition, he gains a bonus to overcome spell resistance against evil opponents equal to the number of exalted feats he possesses (to a maximum of +5).
    Moderate Archetype Power: A mystic always rolls the lowest possible result when determining the sacrificial component of Sanctified spells, and may ignore the abstinence component.
    Greater Archetype Power A mystic gains a pair of wings that allow him to fly at his base land speed, with average maneuverability.

    Oracle

    1: Omen of Peril (CD), Lore of the Gods (CC)
    2: Augury, Chain of Eyes (SpC)
    3: Clairaudience/Clairvoyance, Divination
    Capstone SLA: Discern Lies or Scrying

    Lesser Archetype Power: An oracle gains Spot and Listen as class skills, and receives a +4 insight bonus to both skills.
    Moderate Archetype Power: An oracle always has the maximum chance for a correct answer on spells like Augury or Divination.
    Greater Archetype Power: All divination spells cast by an oracle are automatically extended, and the oracle is always considered to have at least firsthand knowledge of his chosen target when using his Scrying SLA.
    Last edited by Gnorman; 2013-04-16 at 05:08 PM.

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    Default Re: Gnorman's E6 Compendium

    Psionic Classes



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    HD: d10
    Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (local), Knowledge (psionics), Profession, Psicraft, Ride, Sense Motive, Swim, Tumble
    Skill Points: 4 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level Known

    1st|+1|+2|+0|+0|Archetype Power (Lesser), Manifesting, Martial Training|3|2|1st

    2nd|+2|+3|+0|+0|Body and Mind As One|5|3|1st

    3rd|+3|+3|+1|+1|Archetype Power (Moderate)|7|4|1st

    4th|+4|+4|+1|+1|Fuel for the Fire|11|5|2nd

    5th|+5|+4|+1|+1|Preternatural Reflexes|15|6|2nd

    6th|+6/+1|+5|+2|+2|Archetype Power (Greater), Capstone PLA|19|7|2nd[/table]

    Proficiencies: The aspirant is proficient with light armor, medium armor, heavy armor, shields (including tower shields), as well as simple and martial weapons.

    Manifesting: The aspirant manifests powers as a psychic warrior does, chosen from the psychic warrior's list. The aspirant's sole manifesting stat is Wisdom.

    Archetype: At 1st level, the aspirant chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power associated with it, which the aspirant receives at 1st, 3rd, and 6th level. Each archetype also adds bonus powers known, which are listed below and received when the aspirant becomes capable of manifesting powers of the same level.

    Martial Training: At 1st level, the aspirant qualifies for feats as if he were a fighter of his own level. He gains a single fighter bonus feat at 1st level, and a second at 5th level.

    Body and Mind as One: At 2nd level, the aspirant may expend psionic focus to manifest a single power with a range of personal as a swift action.

    Fuel for the Fire: At 4th level, the aspirant gains an enhancement bonus to all weapons, natural attacks, or unarmed attacks based on how many power points remain in his reserve. If he has between 1 and 15 power points, he gains an enhancement bonus of +1. If he has between 16 and 24, he gains an enhancement bonus of +2. If he has 25 or more, he gains an enhancement bonus of +3. If the weapon in question already has an enhancement bonus, they are not cumulative - only the higher of the two applies.

    Preternatural Reflexes: At 5th level, the aspirant may expend psionic focus to take a five-foot step as an immediate action.

    Capstone PLA: At 6th level, the aspirant gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.

    Archetypes:

    Animus

    Bonus Powers
    1st: Prevenom Weapon
    2nd: Strength of My Enemy
    Capstone PLA: Vampiric Blade

    Lesser Archetype Power: An animus gains the ability to form a mind blade as a soulknife of his level, with the following caveats: he may form the mind blade into any simple or martial weapon that does slashing or piercing damage and is appropriate for a creature of his size, (he may choose to create two mind blades and dual wield them, but both weapons must be light), he may do so as a free action once per round, and he may throw a mind blade as a ranged weapon with a range increment of thirty feet.
    Moderate Archetype Power: While psionically focused, an animus may apply a single enchantment with a +1 enhancement bonus to his mind blade (if he chooses to dual-wield, he must apply the same enchantment to both weapons). He may apply a single enchantment of up to a +2 enhancement bonus at 6th level (if he chooses to dual-wield, he may only apply +1 enchantments to each blade). The bonuses are selected the first time the animus manifests his mind blade each day, and may be changed by spending five minutes in meditation.
    Greater Archetype Power: An animus may animate a mind blade as a standard action, allowing it to attack on its own, using the animus' base attack bonus and his Wisdom modifier in place of Strength when determining both attack and damage bonuses. It has a movement speed of thirty feet, lasts for a number of rounds equal to the animus' Wisdom modifier, and retains any relevant enhancement bonuses, though it may not benefit from any enchantments offered by the animus' moderate archetype ability. While his mind blade is animated, an animus may manifest a new one to use as a weapon, but any enchantments given by the animus' moderate archetype ability are suppressed while an animated mind blade is in effect. The animated mind blade may be sundered as a normal mind blade, and possesses hardness 10 and 10 hit points.

    Atavist

    Bonus Powers
    1st: Bite of the Wolf
    2nd: Endorphin Surge
    Capstone PLA: Claws of the Vampire

    Lesser Archetype Power: An atavist gains the ability to manifest Claws of the Beast on himself as a psi-like ability at will, and his effective manifester level is treated as two higher than it actually is for purposes of determining how much damage his claws do. He also gains an insight bonus on Reflex saves equal to half his level (rounded down, minimum of one).
    Moderate Archetype Power: While psionically focused, an atavist gains Pounce and Scent as extraordinary abilities.
    Greater Archetype Power: An atavist gains fast healing equal to his Constitution modifier when he is at or below 50% of his hit points.

    Pugilist

    Bonus Powers
    1st: Expansion
    2nd: Body Adjustment
    Capstone PLA: Greater Concealing Amorpha

    Lesser Archetype Power: A pugilist gains the unarmed damage progression of a monk of his level. He also gains Improved Unarmed Strike as a bonus feat, and is considered proficient in his own unarmed strikes.
    Moderate Archetype Power: While psionically focused, a pugilist gains Evasion and his unarmed strikes do extra damage equal to his Wisdom modifier. This extra damage is psionic and may not be reduced by damage reduction.
    Greater Archetype Power: As a full-round action, a pugilist may make a stunning strike. If it connects, the attack does extra damage equal to the pugilist's Strength modifier multiplied by his Wisdom modifier and the target is stunned for one round unless it makes a Will save (the DC equals 10 + 1/2 the pugilist's HD + the pugilist's Wisdom modifier). This extra damage is psionic and may not be reduced by damage reduction.

    Tempest

    Bonus Powers
    1st: Burst
    2nd: Hustle
    Capstone PLA: Dimension Slide

    Lesser Archetype Power: A tempest may move without penalty through difficult terrain or areas of poor visibility, and may at his normal speed even while wearing medium or heavy armor or when encumbered.
    Moderate Archetype Power: A tempest gains a bonus on melee damage rolls equal to the number of feet he has moved in that round divided by five (minimum of zero).
    Greater Archetype Power: While psionically focused, a tempest may take an additional swift or immediate action each round. A tempest also may use his Mind and Body as One ability without expending psionic focus.

    Warden

    Bonus Powers
    1st: Thicken Skin
    2nd: Damp Power (CP)
    Capstone PLA: Earthshaker

    Lesser Archetype Power: A warden gains the ability to form a shield out of psychic power as a swift action - treat this is as a heavy steel shield with an enhancement bonus equal to the warden's Wisdom modifier. The shield is weightless and levitates in front of the warden, instinctively moving to block attacks and therefore does not require the warden to use one of his hands to wield it nor does it apply a penalty to attack rolls or armor checks. The bonus to his armor class from the shield also still applies if he is denied his Dexterity bonus to his armor class. The shield may be dismissed as a free action and disappears if the warden is knocked unconscious, asleep, or otherwise mentally unaware.
    Moderate Archetype Power: A warden gains the ability to throw his psychic shield as a standard action. Treat this ability as a ranged touch attack with a range increment of twenty feet, using the warden's Wisdom modifier instead of his Dexterity modifier. The shield does 2d6 plus the aspirant's Wisdom modifier in bludgeoning damage with a 19-20/x2 critical modifier. It ignores material-based damage reduction and on a critical hit the target is stunned for one round with no save. The shield instantly returns once thrown, allowing the warden to retain its defensive abilities. In addition, his shield now applies to his touch AC.
    Greater Archetype Power: While psionically focused, a warden with his psychic shield ability active blocks line of effect for hostile spells and abilities, allowing him to shield allies from a dragon's breath weapon, for example. In addition, his psychic shield now functions as if it were a tower shield, and while using the shield as total cover, spellcasters may not target the shield to target the warden as normal.



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    HD: d6
    Class Skills: Autohypnosis, Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (local), Knowledge (psionics), Knowledge (the planes), Profession, Psicraft, Sense Motive
    Skill Points: 2 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level Known

    1st|+0|+0|+0|+2|Archetype Power (Lesser), Manifesting, Social Maven|3|3|1st

    2nd|+1|+0|+0|+3|Inner Peace|9|5|1st

    3rd|+1|+1|+1|+3|Archetype Power (Moderate)|15|7|2nd

    4th|+2|+1|+1|+4|Secrets of the Mind|23|9|2nd

    5th|+2|+1|+1|+4|Telepathy|32|11|3rd

    6th|+3|+2|+2|+5|Archetype Power (Greater), Capstone PLA|44|13|3rd[/table]

    Proficiencies: The empath is proficient with light armor and simple weapons.

    Archetype Power: At 1st level, the empath chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power associated with it, which the empath receives at 1st, 3rd, and 6th level, respectively. Each archetype also adds bonus powers known, which are listed below and received when the empath becomes capable of manifesting powers of the same level.

    Manifesting: The empath manifests powers as a psion does. He is restricted to powers on the general psion/wilder list in the disciplines of telepathy and clairsentience. He may also select Dispel Psionics. The empath's sole manifesting stat is Intelligence.

    Social Maven: The empath gains a bonus to Charisma-based checks based on the amount of power points left in his reserve - between 1 and 15 power points gives a +1 bonus, between 16 and 30 gives a +2 bonus, between 31 and 45 gives a +3 bonus, and more than 46 gives the maximum of a +4 bonus.

    Inner Peace: At 2nd level, the empath becomes immune to morale penalties, and gains a +4 bonus to saves against fear and mind-affecting spells or abilities.

    Secrets of the Mind: At 4th level, the empath gains an untyped +2 bonus to Diplomacy and Knowledge (psionics) checks.

    Telepathy: At 5th level, the empath gains a limited form of telepathy out to 60 feet, which can be activated as a free action. The empath may not use telepathy to communicate with creatures he does not share a language with - he may transmit and receive basic emotions and simple concepts, but may not hold detailed verbal conversations unless a shared language is used.

    Capstone PLA: At 6th level, the empath gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

    Archetypes:

    Abhorrent

    Bonus Powers
    1st: Unearthly Terror
    2nd: Aversion
    3rd: Induce Phobia
    Capstone PLA: Death Urge

    Lesser Archetype Power: Any fear effect cast upon an abhorrent is reflected back against the originator of the effect. In addition, an abhorrent gains a bonus on saves against Fear equal to his Charisma modifier.
    Moderate Archetype Power: While psionically focused, fear effects caused by an abhorrent are one step greater - shaken foes are frightened, frightened foes are panicked, and panicked foes are so insensate with fear that they fall unconscious.
    Greater Archetype Power: An abhorrent may expend psionic focus to ignore an opponent's immunity to fear for one round.

    Mentalist

    Bonus Powers
    1st: Psionic Charm
    2nd: Psionic Suggestion
    3rd: False Sensory Input
    Capstone PLA: Psionic Dominate

    Lesser Archetype Power: A mentalist does not need to make an opposed Charisma check to convince a charmed target to complete dangerous tasks, nor do targets receive the standard +5 bonus to the save if attacked or threatened. Charmed targets will still refuse to carry out blatantly suicidal orders.
    Moderate Archetype Power: A mentalist may expend psionic focus to affect one additional target (within 15 feet of the original) with any power of the telepathy school.
    Greater Archetype Power: As long as a mentalist is psionically focused, he is immune to charm, compulsion, and possession, and gains a +4 bonus to saves against spells from the Enchantment or Illusion schools or powers from the Telepathy discipline.

    Precognitive
    Bonus Powers
    1st: Precognition
    2nd: Clairvoyant Sense
    3rd: Eradicate Invisibility
    Capstone PLA: Remote Viewing

    Lesser Archetype Power: A precognitive may expend psionic focus to roll twice for initiative and takes the better of the two results.
    Moderate Archetype Power: While psionically focused, a precognitive becomes instantly aware of hidden, incorporeal, or invisible creatures that come within 30 feet of him - this ability does not allow him to pinpoint their location, just their presence and number.
    Greater Archetype Power: A precognitive may never be surprised - he may not be caught flat-footed and always acts in the surprise round. In addition, a precognitive may no longer be flanked.

    Superegoist

    Bonus Powers
    1st: Skills as One
    2nd: Sense as One
    3rd: Strike as One
    Capstone PLA: Schism

    Lesser Archetype Power: All allies adjacent to a superegoist are aware of any danger that one of them is aware of - none of them may be flanked or caught flat-footed unless all of them are.
    Moderate Archetype Power: A superegoist may expend psionic focus to affect one intelligent adjacent ally per two levels (to a maximum of three) with a power that normally has a range of personal, in addition to himself.
    Greater Archetype Power: While psionically focused, a superegoist's powers cost one less power point for every two intelligent allies adjacent to him (minimum of zero). This may not reduce a power's cost to less than one, nor does it allow him to augment powers higher than his manifester level.

    Walker

    Bonus Powers
    1st: Psionic Sleep (as the spell, though augmentable - each PP spent increases the HD cap by one)
    2nd: Waking Dreams (MoE)
    3rd: Forced Dream (MoE)
    Capstone PLA: Psionic Modify Memory

    Lesser Archetype Power: A walker is immune to sleep effects and no longer requires a good night's sleep to rest and refresh power points - he may make do with half the normal sleep, requiring only four hours as a human, for example.
    Moderate Archetype Power: While psionically focused, any power of the telepathy discipline a walker manifests targeting an opponent who is dazed, stunned, or asleep is irresistable.
    Greater Archetype Power: A walker may expend psionic focus to leave his body and enter a dream state for a number of rounds equal to his Charisma modifier. While in a dream state, the walker is incorporeal, invisible, and invulnerable but may not influence his physical environment or attack in any way. Once the duration runs out, the walker is immediately returned to his body.



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    HD: d8
    Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (history), Knowledge (nobility and royalty), Knowledge (psionics), Knowledge (religion), Profession, Psicraft, Sense Motive
    Skill Points: 2 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level Known

    1st|+0|+2|+0|+2|Archetype Power (Lesser), Manifesting, Mantle of Ideals|3|3|1st

    2nd|+1|+3|+0|+3|Personal Mantra|9|4|1st

    3rd|+2|+3|+1|+3|Archetype Power (Moderate)|15|6|2nd

    4th|+3|+4|+1|+4|Unlock the Self|23|7|2nd

    5th|+3|+4|+1|+4|Deep Trance|32|9|3rd

    6th|+4|+5|+2|+5|Archetype Power (Greater), Capstone PLA|44|10|3rd[/table]

    Proficiencies: The esoteric is proficient with light armor, medium armor, heavy armor, shields (except tower shields), and simple weapons.

    Archetype: At 1st level, the esoteric chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power associated with it, which the esoteric receives at 1st, 3rd, and 6th level, respectively. Each archetype also adds bonus powers known, which are listed below and are received when the esoteric is capable of manifesting powers of the same level.

    Manifesting: The esoteric manifests powers as a psion does. He is restricted to powers on the general psion/wilder list in the disciplines of psychometabolism and clairsentience, as well as powers from his mantles or nodes. He may also select Dispel Psionics or Solicit Psicrystal. The esoteric's sole manifesting stat is Wisdom.

    Mantle of Ideals: At 1st level, an esoteric gains access to two mantles or nodes of his choice, and gains their granted abilities. When selecting new powers to learn, he may choose from powers on those lists.

    Personal Mantra: At 2nd level, the esoteric gains the ability to gain psionic focus as a swift action.

    Unlock the Self: At 4th level, the esoteric gains an untyped +2 bonus to Concentration and Autohypnosis checks.

    Deep Trance: At 5th level, the esoteric is no longer required to expend psionic focus to apply a metapsionic feat to a power.

    Capstone PLA: At 6th level, the esoteric gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Wisdom modifier.

    Archetypes:

    Anchorite

    Bonus Powers
    1st: Mending Touch
    2nd: Body Adjustment
    3rd: Body Purification
    Capstone PLA: Stygian Ward (CP)

    Lesser Archetype Power: An anchorite may manifest powers with a range of personal at a range of touch. In addition, any beneficial powers manifested by an anchorite heal a number of hit points equal to their effective power level, in addition to any other effects.
    Moderate Archetype Power: While an anchorite is psionically focused, any powers he manifests that restore hit points have their final effects doubled. The amount of extra healing added by an anchorite's lesser archetype ability is now equal to twice the power's effective level.
    Greater Archetype Power: An anchorite may expend his psionic focus to remove one of the following conditions from an ally with a touch: confused, dazed, nauseated, sickened, shaken, or stunned.

    Apostate
    Bonus Powers
    1st: Hungry Touch (CP)
    2nd: Claws of Darkness (CP)
    3rd: Crisis of Breath
    Capstone PLA: Shadow Eft (CP)

    Lesser Archetype Power: An apostate gains the ability to use a beam of disruptive psionic energy as a ranged touch attack, with a range of 60 feet. Alternately, an apostate may channel this as part of a melee attack. This ability deals 1d6 untyped damage (if channeled, this damage is in addition to whatever melee damage is caused). At 4th level, the damage increases to 2d6, and at 6th, it increases to 3d6.
    Moderate Archetype Power: While psionically focused, an apostate becomes immune to negative energy damage and fear. In addition, his beam now heals the apostate for whatever damage is done - this cannot heal the apostate higher than his normal maximum total of hit points.
    Greater Archetype Power: An apostate may expend psionic focus to have his beam ability instead do damage in a ten-foot radius from the target, either as a ranged touch attack or as part of a melee attack. The attack must still hit the original target to function.

    Demiurge

    Bonus Powers
    1st: Minor Psionic Creation
    2nd: Dissolving Touch
    3rd: Ectoplasmic Form
    Capstone PLA: Psionic Fabricate

    Lesser Archetype Power: A demiurge's equipment (and psicrystal, if he has one) is immune to being sundered or otherwise destroyed, unless he wishes it to be so.
    Moderate Archetype Power: While psionically focused, a demiurge can either increase or decrease the hardness of an object by an amount equal to his class level by touching it. The shift in hardness lasts a number of minutes equal to the demiurge's Wisdom modifier. This power may not reduce an object's hardness below zero.
    Greater Archetype Power: A demiurge may expend psionic focus to manifest any power with an [energy] descriptor or of the metacreativity discipline as a swift action.

    Sympathetic

    Bonus Powers
    1st: Mindlink
    2nd: Empathic Transfer
    3rd: Hostile Empathic Transfer
    Capstone PLA: Empathic Feedback

    Lesser Archetype Power: If a sympathetic is within 30 feet of a cure spell or any other targeted effect that restores hit points, the sympathetic receives the benefits of the effect, even if he was not the original target.
    Moderate Archetype Power: Whenever a sympathetic takes damage from an opponent while psionically focused, half of the damage inflicted (rounded down, before any damage reduction) is reflected back against the attacker. This reflected damage bypasses all damage reduction. Damage taken from environmental hazards, traps, or otherwise passive sources is not reflected, nor is any sort of "friendly fire."
    Greater Archetype Power: Whenever a sympathetic reflects damage using its Moderate Archetype Power, he may expend psionic focus to inflict the damage reflected to all opponents within 30 feet of the sympathetic.

    Transcendent

    Bonus Powers
    1st: Thicken Skin
    2nd: Animal Affinity
    3rd: Physical Acceleration
    Capstone PLA: Inertial Barrier

    Lesser Archetype Power: Psionic feats that require a transcendent to maintain psionic focus to gain their benefit (such as Psionic Dodge or Speed of Thought) have their numerical effects doubled.
    Moderate Archetype Power: A transcendent may expend psionic focus as an immediate action to immediately negate the effect of any single mind-affecting spell, power, or ability that he is afflicted with. He may not do so if he is unconscious or otherwise mentally unaware, but he may preempt an effect that is about to put him in such a state with this ability.
    Greater Archetype Power: While psionically focused, a transcendent is healed for a number of hit points equal to his Wisdom modifier every time he successfully attacks a target in melee. This ability does not allow him to surpass his normal maximum.



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    HD: d6
    Class Skills: Autohypnosis, Bluff, Concentration, Craft, Disguise, Knowledge (architecture and engineering), Knowledge (psionics), Knowledge (the planes), Profession, Psicraft, Sleight of Hand, Use Psionic Device
    Skill Points: 2 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level Known

    1st|+0|+0|+0|+2|Archetype Power (Lesser), Manifesting, (In)Constant Companion|3|3|1st

    2nd|+1|+0|+0|+3|Focused Student|9|5|1st

    3rd|+1|+1|+1|+3|Archetype Power (Moderate)|15|7|2nd

    4th|+2|+1|+1|+4|Psionic Knack|23|9|2nd

    5th|+2|+1|+1|+4|Energetic Efficiency|32|11|3rd

    6th|+3|+2|+2|+5|Archetype Power (Greater), Capstone PLA|44|13|3rd[/table]

    Proficiencies: The kinetic is proficient with light armor and simple weapons.

    Archetype Power: At 1st level, the kinetic chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power associated with it, which the kinetic receives at 1st, 3rd, and 6th level, respectively. Each archetype also adds bonus powers known, which are listed below and are received when the kinetic becomes capable of manifesting powers of the same level.

    Manifesting: The kinetic manifests powers as a psion does. He is restricted to powers on the general psion/wilder list in the disciplines of metacreativity, psychokinesis, and psychoportation. He may also select Detect Psionics or Solicit Psicrystal. The kinetic's sole manifesting stat is Intelligence.

    (In)Constant Companion: At 1st level, the kinetic gains Psicrystal Affinity as a bonus feat. At the beginning of each day, he may select a new personality for his psicrystal. If he chooses the Sage personality, the choice of Knowledge skill is not permanent - he may change that at the start of each day as well.

    Focused Student: At 2nd level, the kinetic selects one of the following abilities.

    Fire and Ice: The damage of any psychokinesis power is increased by one die, and the save DC (if applicable) is increased by one.

    Shape and Form: The duration of any metacreativity power is doubled, and the hardness of any objects created by a metacreativity power is increased by 50%.

    Space and Time: The range and weight limits of any psychoportation powers are doubled.

    Psionic Knack: At 4th level, the kinetic gains an untyped +2 bonus to Psicraft and Use Psionic Device.

    Energetic Efficiency: At 5th level, the kinetic reduces the extra power point cost associated with metapsionic feats by 2, to a minimum of 0.

    Capstone PLA: At 6th level, the kinetic gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

    Archetypes:

    Architect

    Bonus Powers
    1st: Astral Construct
    2nd: Psionic Repair Damage
    3rd: Ectoskeleton
    Capstone PLA: Wall of Ectoplasm

    Lesser Archetype Power: Astral constructs under an architect's control gain a +2 bonus to hit points per hit die, and a +2 bonus to attack and damage rolls. In addition, he may manifest the astral construct power as a standard action.
    Moderate Archetype Power: While psionically focused, an architect may share senses with any construct within 10 feet per level. He may manifest powers from that construct's space as if he occupied it for the purposes of determining range, origin square, and line of sight and effect. He may also use powers with a range of personal on that construct.
    Greater Archetype Power: By expending psionic focus, an architect may add +1 to his effective manifester level when manifesting Astral Construct, allowing him to summon 4th-level constructs.

    Energist

    Bonus Powers
    1st: Energy Ray
    2nd: Energy Missile
    3rd: Energy Cone
    Capstone PLA: Energy Ball

    Lesser Archetype Power: When manifesting a power that allows an energist to select an energy type (fire, cold, electricity, or sonic), the energist may also select acid or force. Acid damage does extra damage equal to the number of damage dice rolled for 3 rounds after it successfully hits a foe (so a power that caused 3d6 acid damage would do 3 acid damage for the next three rounds), but a successful save against the original power negates the recurring damage. Force damage reduces the damage die by one step, but ignores all damage reduction, cover, and concealment (except total cover or concealment).
    Moderate Archetype Power: While psionically focused, an energist gains resistance 5 to all elemental damage types he is capable of utilizing - acid, cold, electricity, fire, force, and sonic.
    Greater Archetype Power: By expending psionic focus, an energist can cause any damaging power he manifests to recur the following round, doing half its original damage (rounded down) to any and all targets it successfully afflicts in the original round. If there was a save for half damage originally, the recurrence also offers a save for half damage.

    Gravitic

    Bonus Powers
    1st: Stomp
    2nd: Gravitational Well
    3rd: Baleful Compression
    Capstone PLA: Rending Rift

    Lesser Archetype Power: A gravitic reduces the speed of all opponents within 60 feet by 10 feet (to a minimum of 5 feet). This ability does not stack with that of other gravitics.
    Moderate Archetype Power: While psionically focused, all squares within 15 feet of a gravitic are treated as difficult terrain for opponents.
    Greater Archetype Power: A gravitic may expend psionic focus to deny one opponent within 60 feet the ability to move for one round. The affected creature may make a Fortitude save (equal to 10 + 1/2 the gravitic's HD + the gravitic's Intelligence modifier), in which case it may still move but at half its normal rate (the gravitic's lesser archetype power is applied first, before the halving). Flying opponents affected may no longer fly, but descend in a controlled fall at a rate of 60 feet per round and take no falling damage.

    Telephasm

    Bonus Powers
    1st: Control Object
    2nd: Control Air
    3rd: Skeletal Vibration
    Capstone PLA: Control Body

    Lesser Archetype Power: Powers manifested by a telephasm that do physical or force damage receives a +1 bonus to their damage per damage die.
    Moderate Archetype Power: A telephasm may expend psionic focus to release a wave of psionic energy - all opponents within five feet must make a Reflex save (DC equal to 10 + 1/2 the telephasm's HD + the telephasm's Intelligence modifier) or be knocked prone and pushed ten feet away from the telekinetic. If the path is blocked or they are otherwise unable to move in such a direction, they take 1d6 bludgeoning damage for each square they were unable to move.
    Greater Archetype Power: While a telephasm is psionically focused, opponents must make a Fortitude save to step into a square adjacent to a telephasm. The DC is equal to 10 + 1/2 the telephasm's HD + the telephasm's Intelligence modifier. Even if they save, the square is considered difficult terrain.

    Transmigrant

    Bonus Powers
    1st: Dimension Hop (CP)
    2nd: Dimension Swap
    3rd: Psionic Blink
    Capstone PLA: Psionic Fly

    Lesser Archetype Power: A transmigrant increases the speed of all allies (including himself) within 60 feet by 10 feet, and allows them to hustle for two hours or march for twelve hours before taking non-lethal damage or requiring Constitution checks. This ability does not stack with that of other transmigrants.
    Moderate Archetype Power: A transmigrant may expend psionic focus as an swift action to instantly teleport up to his move speed in any direction, provided he has line of effect to the destination.
    Greater Archetype Power: A transmigrant may levitate at will while psionically focused, normally hovering a foot off the ground. While levitating, the transmigrant may move his speed horizontally (vertical movement is limited to 10 feet per round) and perform actions normally. Unlike similar abilities, a transmigrant does not take penalties to attack rolls while levitating. If the transmigrant loses psionic focus, he instantly begins to fall.



    Spoiler
    Show


    HD: d8
    Class Skills: Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (local), Knowledge (psionics), Listen, Move Silently, Open Lock, Profession, Psicraft, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Psionic Device, Use Rope
    Skill Points: 6 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Power Points|Powers Known|Maximum Power Level Known

    1st|+0|+0|+2|+0|Archetype Power (Lesser), Manifesting, Sneak Attack +1d6, Trapfinding|3|2|1st

    2nd|+1|+0|+3|+0|Collective Unconscious|5|3|1st

    3rd|+2|+1|+3|+1|Archetype Power (Moderate)|7|4|1st

    4th|+3|+1|+4|+1|Microkinesis, Sneak Attack +2d6|11|5|2nd

    5th|+3|+1|+4|+1|Blind Spot|15|6|2nd

    6th|+4|+2|+5|+2|Archetype Power (Greater), Capstone PLA|19|7|2nd[/table]

    Proficiencies: The subliminal is proficient with light armor and bucklers, as well as simple weapons. The subliminal is also proficient with the hand crossbow, the rapier, the longsword, the shortsword, the shortbow, and the sap.

    Archetype Power: At 1st level, the subliminal chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power, and a Capstone PLA associated with it, which the subliminal receives at 1st, 3rd, and 6th level, respectively. Each archetype also adds bonus powers known, which become available once the subliminal is capable of manifesting powers of the same level.

    Manifesting: The subliminal manifests powers as a psychic warrior does, albeit from a specialized list included below. The subliminal's sole manifesting stat is Intelligence.

    Trapfinding: As the scoundrel ability.

    Sneak Attack: At 1st level, if the subliminal can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage. The subliminal's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the subliminal flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three subliminal levels thereafter. Should the subliminal 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. With a sap (blackjack) or an unarmed strike, the subliminal can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. The subliminal may sneak attack non-living creatures, ones without discernible anatomies, or ones immune to critical hits, but his sneak attack damage is halved while doing so. The subliminal must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The subliminal cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Collective Unconscious: At 2nd level, the subliminal gains a +1 bonus to the DC and a +1 bonus to manifester level checks to overcome power resistance of all powers manifested against opponents who are denied their Dexterity bonus to their armor class.

    Microkinesis: At 4th level, the subliminal gains the ability to manipulate small mechanisms and machinery telekinetically, allowing him to perform Disable Device or Open Lock checks from up to thirty feet away. He no longer takes a penalty for not having the appropriate tools.

    Blind Spot: At 5th level, the subliminal may expend psionic focus as a swift action (even though expending psionic focus does not normally require an action) to deny an opponent within sneak attack range his Dexterity bonus to AC for one round. The opponent is only denied his Dexterity bonus to AC against the subliminal.

    Capstone PLA: At 6th level, the subliminal gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is equal to 10 + 1/2 his hit dice + his Intelligence modifier.

    Subliminal Power List

    1st: Adrenaline Boost (CP), Burst, Catfall, Chameleon, Conceal Thoughts, Compression, Control Light, Control Object, Create Sound, Detect Psionics, Detect Teleportation, Dimensional Pocket (CP), Distract, Entangling Ectoplasm, Far Hand, Psionic Grease, Know Direction and Location, Sense Link, Sensory Gloom (CP), Skate
    2nd: Biofeedback, Body Equilibrium, Concealing Amorpha, Control Sound, Detect Hostile Intent, Elfsight, Faint Memory (MoE), Psionic Knock, Psionic Levitate, Moment of Insight (CP), Object Reading, Read Thoughts, Psionic See Invisibility (CP), Sense Danger (MoE), Wall Walker

    Archetypes:

    Deadmind

    Bonus Powers
    1st: Mind Thrust
    2nd: Inflict Pain
    Capstone PLA: Crisis of Breath

    Lesser Archetype Power: A deadmind rolls twice to save against any hostile mind-affecting spell, power, or effect, and takes the higher of the two rolls as his result. If the effect offers a save for half, he instead takes no damage on a successful save. If he successfully saves, the originator of the effect takes damage equal to five times the effective level of the effect. This damage is empathic in nature and cannot be reduced by damage reduction.
    Moderate Archetype Power: While psionically focused, a deadmind may project an aura of mental silence - within 30 feet, telepathy, spells and powers that read thoughts or detect hostile intent, and feats or abilities that detect opponents based on their Intelligence score (such as mindsight) do not function for opponents (the deadmind himself may function as normal). Scrying attempts, whether spell- or power-based, function as normal but the deadmind does not appear in them in any fashion. A deadmind may activate and deactivate this aura as a free action as long as he remains psionically focused.
    Greater Archetype Power: A deadmind who successfully sneak attacks an opponent may opt to give up his sneak attack damage to instead deal 2 points of ability damage to one of his opponent's mental ability scores.

    Operative

    Bonus Powers
    1st: Psionic Charm
    2nd: Id Insinuation
    Capstone PLA: False Sensory Input

    Lesser Archetype Power: An operative may subtly alter the perception of himself in others' minds as a full-round action. This ability functions in many ways like the Disguise Self spell, offering the operative a +10 bonus on Disguise checks and the ability to change his appearance, but because it affects that perception of others and is not an illusion, creatures that interact with it do not receive a Will save to detect it, though True Seeing reveals the operative's real appearance.
    Moderate Archetype Power: While psionically focused, all Spot and Listen checks made to detect an operative take a -10 penalty, and he may hide in plain sight as long as he has a sizable crowd to slip into. If an opponent is searching specifically for him, and knows exactly what he looks like, the penalties do not apply.
    Greater Archetype Power: An operative gains the ability to psionically phase through solid objects. As a full-round action, an operative may move up to his speed through walls, doors, and other solid objects. He may not, however, phase through any object with a hardness of 10 or greater. Alternatively, he may phase only parts of his body to reach inside chests or stick his head through a ceiling, but he may not allow objects he touches to phase. If an operative ends his movement still embedded within a solid object, he is shunted to his original position and takes 1d6 damage per five feet moved.

    Razor


    Bonus Powers
    1st: Metaphysical Weapon
    2nd: Dissolving Weapon
    Capstone PLA: Psionic Keen Edge

    Lesser Archetype Power: A razor gains a bonus on total sneak attack damage equal to his Intelligence modifier. On a critical hit, this bonus is doubled.
    Moderate Archetype Power: If a razor successfully connects with an attack that threatens a critical hit, it is automatically confirmed - no second attack roll is necessary.
    Greater Archetype Power: While a razor is psionically focused, his sneak attack damage increases to +3d6 and all ones he rolls for sneak attack damage are instead treated as twos.

    Trueshot

    Bonus Powers
    1st: Trick Shot
    2nd: Ephemeral Bolt
    Capstone PLA: The Arrow Knows the Way

    Lesser Archetype Power: A trueshot gains the ability to form and fire mind arrows as a free action as part of an attack - treat these as arrows shot from a shortbow appropriate for the trueshot's size, using the trueshot's Dexterity modifier to determine attack bonus and doing 1d6 piercing damage with a 20/x3 critical modifier. They ignore material-based damage reduction, have a range increment of 60 feet, and deal extra damage equal to the trueshot's Intelligence modifier.
    Moderate Archetype Power: A trueshot may sneak attack at ranges up to 60 feet. In addition, his mind arrows now possess a +1 enhancement bonus to attack and damage rolls, and overcome damage reduction as if they were magic.
    Greater Archetype Power: While psionically focused, a trueshot may apply an enchantment of up to a +1 enhancement bonus value to his mind arrows. This enchantment is chosen at the beginning of the day, and may be changed by spending five minutes in meditation.

    Untouchable

    Bonus Powers
    1st: Compression
    2nd: Dimension Swap (as psychic warrior)
    Capstone PLA: Greater Concealing Amorpha

    Lesser Archetype Power: An untouchable gains Evasion and a bonus equal to half his level (minimum of one) to Reflex saves against traps and to armor class against the attacks of traps. The bonus to armor class is considered a dodge bonus.
    Moderate Archetype Power: When making any Reflex save or any save against a trap, an untouchable may roll twice and take the higher of the two rolls. If the trap uses an attack roll instead, the attack is rolled twice and the lower of the two is used.
    Greater Archetype Power: While psionically focused, an untouchable possesses 20% concealment.
    Last edited by Gnorman; 2013-04-16 at 05:03 PM.

  5. - Top - End - #5
    Ogre in the Playground
     
    Gnorman's Avatar

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    Feb 2009
    Location
    Cascadia
    Gender
    Male

    Default Re: Gnorman's E6 Compendium

    Alternate Classes

    The Binder


    The Initiator


    The Shaper

    Spoiler
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    HD: d8
    Class Skills: Climb, Concentration, Craft, Handle Animal, Jump, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim
    Skill Points: 4 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Soul Melds|Essentia|Chakra Binds

    1st|+0|+2|+0|+0|Meldshaping, Lesser Archetype Power|2|1|0

    2nd|+1|+3|+0|+0|Chakra Bind (crown)|3|2|1

    3rd|+2|+3|+1|+1|Moderate Archetype Power|3|3|1

    4th|+3|+4|+1|+1|Chakra Bind (feet, hands)|4|4|1

    5th|+3|+4|+1|+1||4|5|1

    6th|+4|+5|+2|+2|Greater Archetype Power|4|6|2[/table]

    Proficiencies: The shaper is proficient with simple weapons, light and medium armor, and shields (except tower shields).

    Meldshaping: The shaper may shape soulmelds drawn from the appropriate list for his archetype. The DC of the shaper's soulmeld, if appropriate, is equal to 10 + the number of points of essentia invested in the soulmeld + the shaper's Constitution modifier. His meldshaper level is equal to his class level. The shaper may only shape a number of soulmelds at any one time equal to his Constitution modifier or the maximum appropriate for his level (given in the above table), whichever is lower. The shaper gains access to the appropriate pool of essentia for his level, which he may reinvest as a swift action. The shaper must get a good night's rest and spend one hour meditating to shape his soulmelds for the day.

    At 1st level, a shaper's essentia capacity is one. At 6th level, his essentia capacity increases to 2.

    Archetypes

    Azure Adept

    An azure adept may shape soulmelds from the incarnate list.

    Delver

    A delver may shape soulmelds from the incarnate list, and any with the evil descriptor.

    Oversoul

    An oversoul may shape soulmelds from the incarnate list.

    Soulforger

    A soulforger may shape soulmelds from the soulborn list.

    Wildspeaker

    A wildspeaker may shape soulmelds from the totemist list.


    The Truenamer


    The Warlock

    Spoiler
    Show


    HD: d6
    Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, Spellcraft, Use Magic Device
    Skill Points: 4 + Int per level (4x at 1st)

    {table=head]Level|BAB|Fort|Ref|Will|Special|Invocations Known

    1st|+0|+2|+0|+2|Archetype Power (Lesser), Eldritch Blast 1d6, Invocations (Least)|1

    2nd|+1|+3|+0|+3|Protective Patron|2

    3rd|+1|+3|+1|+3|Archetype Power (Moderate), Eldritch Blast 2d6|3

    4th|+2|+4|+1|+4|Bound by Blood|4

    5th|+2|+4|+1|+4|Eldritch Blast 3d6|5

    6th|+3|+5|+2|+5|Archetype Power (Greater), Invocations (Lesser)|6[/table]

    Proficiencies: The warlock is proficient with light armor and simple weapons. He does not suffer any arcane spell failure when casting in light armor.

    Protective Patron: At 2nd level, the warlock gains damage reduction x/-, where x is equal to half his class level.

    Bound by Blood: At 4th level, the warlock gains resistance 5 to his choice of two of the following energy types: fire, cold, acid, electricity, or sonic.

    Archetypes:

    Changeling

    Bonus Invocations
    Least: Beguiling Influence
    Lesser: Charm

    Dokaal

    Lesser Archetype Power: A dokaal, in lieu of the eldritch blast ability, gains a breath weapon usable at will as a standard action. The damage of the breath weapon scales at the same rate as the normal eldritch blast ability, but does fire damage. The breath weapon may be either a fifteen foot cone or a thirty foot line. A successful Reflex save (DC equal to 10 + half the dokaal's level + the dokaal's Constitution modifier) halves the damage. A dokaal does not receive eldritch essence or blast shape invocations, but at any point where they would normally receive one, they may instead choose a dragonfire adept breath effect (they may select breath effects that have a minimum level of two even at level one). In addition, a dokaal gains a bonus to natural armor equal to half his level.

    Bonus Invocations
    Least: Draconic Knowledge
    Lesser: Draconic Flight

    Faustian

    Bonus Invocations
    Least: Baleful Utterance
    Lesser: Curse of Despair

    Gloombound




    Bonus Invocations
    Least: Summon Swarm
    Lesser: Walk Unseen

    Herald of the Beyond

    Bonus Invocations
    Least: See the Unseen
    Lesser: Flee the Scene


    Monster Archetypes

    Please note: Monsters and normal races do not mix. If you choose a monster archetype, you do not choose a normal race for your character (your "race" and class are one and the same).

    Golem (Sentinel)
    Satyr (Poet)
    Djinni (Blue Mage)
    Efreeti (Red Mage)
    Gith (Esoteric)
    Gorgon (Hunter)
    Hag (Sage)
    Celestial (Zealot)
    Lich (Black Mage)
    Mind Flayer (Empath)
    Minotaur (Gladiator)
    Nymph (Green Mage)
    Fiend (Scoundrel)
    Thri-Kreen (Aspirant)
    Troll (Brawler)
    Unbodied (Kinetic)
    Lammasu (White Mage)
    Vampire (Noble)
    Yuan-Ti (Subliminal)

    AND

    The Dragon


    Spoiler
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    HD: d12
    Class Skills: Concentration, Craft, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Profession, Search, Sense Motive, Spot, Use Magic Device
    Skill Points: 6 + Int per level (4x at 1st)

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

    1st|+1|+2|+2|+2|Archetype Power (Lesser), Racial Traits, Breath Weapon

    2nd|+2|+3|+3|+3|Dragon Magic

    3rd|+3|+3|+3|+3|Archetype Power (Moderate)

    4th|+4|+4|+4|+4|Weathered Hide

    5th|+5|+4|+4|+4|Take Flight

    6th|+6/+1|+5|+5|+5|Archetype Power (Greater), Shimmering Scales[/table]

    Proficiencies: The dragon is proficient with no weapons and no armor, other than his own natural attacks.

    Racial Traits: The dragon is both a class and a race (i.e, if you select this class, you may not select a race other than the dragon listed below). This class may only be taken at 1st level, though the dragon may multiclass out of it if desired. The dragon is a medium-sized quadruped of the dragon type. It possesses a 30 foot base land speed, darkvision out to 60', lowlight vision, and a racial immunity to paralysis and magic sleep effects. It has a +2 racial bonus to Constitution, and selects one of the following bloodlines, which give it a second attribute bonus, determine the type of damage that its breath weapon does, and add three additional class skills.

    Black: +2 Dexterity, acid damage; Hide, Move Silently, Swim.
    Blue: +2 Intelligence, electricity damage; Bluff, Hide, Spellcraft.
    Brass: +2 Dexterity, fire damage; Bluff, Gather Information, Survival.
    Bronze: +2 Strength, electricity damage; Disguise, Swim, Survival.
    Copper: +2 Intelligence, acid damage; Bluff, Hide, Jump.
    Gold: +2 Charisma, fire damage; Disguise, Heal, Swim.
    Green +2 Wisdom, acid damage; Bluff, Hide, Move Silently.
    Red: +2 Charisma, fire damage; Appraise, Bluff, Jump.
    Silver: +2 Wisdom, cold damage; Bluff, Disguise, Jump.
    White: +2 Strength, cold damage; Hide, Move Silently, Swim.

    In addition to the above racial modifiers, the dragon possesses a single bite attack at 1d8 piercing damage. At 3rd level, he gains two claw attacks at 1d6 piercing damage. At 5th level, he gains a tail slap attack at 1d8 bludgeoning damage. The dragon also gains a bonus to natural armor equal to his hit dice.

    Breath Weapon: The dragon receives a breath weapon that does 1d6 damage for every hit dice he has in either a 15 foot cone or a 30 foot line. A successful Reflex save halves the damage, with the DC equal to 10 + 1/2 the dragon's hit dice + the dragon's Constitution modifier. Once used, he must wait 1d4 rounds before using it again.

    Dragon Magic: The dragon casts arcane spells as a sorcerer of two-thirds his level (minimum of one). However, he must choose one of the five mage classes (Black, Blue, Green, Red, and White), and may only learn spells off of the spell list of the mage he chooses. He may not select spells given as bonus spells by archetypes.

    Weathered Hide: The dragon gains damage reduction 5/magic, and gains resistance 10 to the same energy type that its breath weapon deals.

    Take Flight: The dragon gains a 30 foot fly speed with average maneuverability.

    Shimmering Scales: The dragon gains spell resistance 15.

    Archetypes

    Ascendant

    Lesser: An ascendant may select a single cleric domain. When he becomes capable of casting spells, he adds the 1st and 2nd level spells of that domain to his list of spells known. He may also add Heal and Spellcraft to his list of class skills.
    Moderate: An ascendant may now turn or rebuke undead as a cleric of his level. He may do so a number of times per day equal to 3 + his Charisma modifier.
    Greater: An ascendant gains a bonus equal to his Charisma modifier (if positive) on all saving throws, and may smite an enemy once per encounter with a normal melee attack. The smite attack gains a bonus equal to the ascendant's Charisma modifier, and deals additional damage equal to the ascendant's level if it connects.

    Fundamental

    Lesser: A fundamental's rolls d8s for his breath weapon rather than d6s, and gains a +2 bonus to its DC.
    Moderate: A fundamental gains a 10 foot bonus to his base land speed. Once he becomes capable of flight, his flight speed increases by 10 feet and his maneuverability increases to good.
    Greater: A fundamental's Weathered Hide ability now conveys immunity to the element instead of resistance 10. His Shimmering Scales ability conveys spell resistance 17 instead of 15.

    Loredrake

    Lesser: A loredrake gains a single bonus feat, which must be either a metamagic feat, an item creation feat, or a spell focus. A loredrake adds Decipher Script and Spellcraft to his list of class skills.
    Moderate: A loredrake may select a second mage class to draw his spells known from, and gains an extra spell known per spell level.
    Greater: A loredrake's caster level is equal to his full level, rather than two-thirds.

    Scaled Stalker

    Lesser: A scaled stalker gains the sneak attack progression of a rogue of half his level, and may add Disable Device, Hide, Open Lock, and Move Silently to his list of class skills. He also gains the Scent ability and Track as a bonus feat.
    Moderate: A scaled stalker gains Evasion and Uncanny Dodge.
    Greater: A scaled stalker's natural armor bonus is now considered a deflection bonus. His Scent range doubles and he gains the Swift Tracker ability of an 8th-level ranger.

    War Wyrm

    Lesser: The natural weapons of a war wyrm do damage as if he was one size larger than he actually is. He may add Climb, Jump, and Swim to his list of class skills.
    Moderate: A war wyrm gains a bonus fighter feat, and qualifies for feats as if he was a fighter of his own level. Every 24 hours, he may change this bonus feat to any other fighter feat for which he qualifies.
    Greater: The damage reduction offered by a war wyrm's Weathered Hide ability can no longer be overcome by any means.


    NPC Classes


    The Peasant

    Spoiler
    Show


    HD: d4
    Class Skills: Climb, Craft, Handle Animal, Jump, Listen, Profession, Ride, Spot, Swim, Use Rope
    Skill Points: 2 + Int per level (4x at 1st)

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

    1st|+0|+0|+0|+0|Archetype Power (Lesser), Housecat Immunity

    2nd|+1|+0|+0|+0|Day Laborer

    3rd|+1|+1|+1|+1|Archetype Power (Moderate)

    4th|+2|+1|+1|+1|Animal Husbandry

    5th|+2|+1|+1|+1|Hometown Advantage

    6th|+3|+2|+2|+2|Archetype Power (Greater)[/table]

    Proficiencies: The peasant is proficient with one simple weapon, but no armor or shields.

    Housecat Immunity: The peasant has damage reduction of 1/- against all attacks made by housecats.

    Day Laborer: The peasant gains a +2 competence bonus to all Craft and Profession checks, and may take 10 on them even if distracted or endangered.

    Animal Husbandry: The peasant gains a +2 competence bonus to all Ride and Handle Animal checks, and may take 10 on them even if distracted or endangered.

    Hometown Advantage: As long as the peasant is defending his home territory (be it hamlet, town, city, or other abode), he gains a +4 bonus to attack and damage rolls.

    Archetypes

    Adept
    Lesser: An adept gains the ability to spontaneously cast a small amount of spells, chosen from one mage class's list (not including spells offered by archetypes). He does not need to prepare his spells, and knows all spells on his chosen list that he is capable of casting. He uses the same casting ability (Intelligence, Wisdom, or Charisma) as the class he chose, and his spells are considered either divine or arcane depending on the spell list he chooses (arcane for Black, Red, and Blue; divine for White and Green), and his caster level is equal to his level. Initially, he may only cast one first-level spell, plus any bonus spells given by having a positive modifier in his casting stat. The DC of a spell, if applicable, is equal to 10 + his casting stat's modifier + the level of the spell. He also gains the services of a familiar as if he were a wizard or sorcerer of the same level and a bonus on Will saves equal to half his level (minimum of 1).
    Moderate: An adept may now cast second-level spells - he may cast one per day, plus whatever bonuses given by his casting stat. He also gains Brew Potion as a bonus feat.
    Greater: An adept may now cast third-level spells - he may cast one per day, but does not receive bonus spells based on his casting stat. He also gains Craft Wand as a bonus feat.

    Expert
    Lesser: An expert may choose ten skills. These skills are forever treated as class skills. In addition, the expert's skills points per level increases to six - this change is retroactive and so gives the appropriate bonuses for past, present, and future levels. The expert also gains proficiency with light armor and simple weapons.
    Moderate: An expert may take 10 on the ten skills he chose at 2nd level, even if distracted or endangered.
    Greater: When an expert takes 20 on any skill, he adds a +5 competence bonus to the final result. In addition, when taking 10 on a check, he treats the result of the roll as a 15 instead.

    Magewright:
    Lesser: A magewright gains Use Magic Device as a class skill. A magewright may craft alchemical and magical items even though he is not a spellcaster. His effective caster level for the purposes of crafting is equal to his class level. Though he does not know any spells, he may mimic the required spell when crafting an item by making a Use Magic Device check (with the DC equal to 15 + the level of the spell in question). If the check is successful, the spell is considered supplied. The check need only be made successfully once during the crafting period - the magewright is not required to mimic the spell each day. The magewright may not mimic spells above fourth level. A magewright also gains Scribe Scroll and Brew Potion as bonus feats.
    Moderate: A magewright has the gold, experience, and time requirements of all crafting reduced by 25%. A magewright also gains Craft Wondrous Item and Craft Magic Arms and Armor as bonus feats.
    Greater: A magewright's effective caster level for the purposes of crafting is increased by 50%, to a maximum of nine. A magewright gains Craft Wand as a bonus feat.

    Warrior
    Lesser: A warrior becomes proficient with all armor and shields, simple weapons, and martial weapons. He also gains a bonus to all attack rolls and Fortitude saves equal to half his hit dice (minimum of 1), and gains Intimidate as a class skill.
    Moderate: A warrior gains a +2 bonus to hit points for each hit die he has. This bonus applies to each hit die, including those gained later. He also gains a +4 untyped bonus to all Spot and Listen checks.
    Greater: A warrior may make one additional attack per round (as if his base attack bonus was +6/+1), and gains innate damage reduction of 3/-, even against non-housecat enemies.
    Last edited by Gnorman; 2013-04-16 at 05:00 PM.

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    Ogre in the Playground
     
    Mulletmanalive's Avatar

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    Default Re: Gnorman's E6 Compendium

    I await the engineer with bated breath, as i do all technology based classes and subsystems...
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
    Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
    Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!

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    Ettin in the Playground
     
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    Default Re: Gnorman's E6 Compendium

    I may be using this entire thing for a group, if my 4e campaign falls through (fingers crossed it won't though). Nice work.
    LGBTA+itP

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    Dwarf in the Playground
     
    PirateGuy

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    Default Re: Gnorman's E6 Compendium

    I want to DM with E6 for my next campaign, but I don't find the first six levels of most D&D 3.5 classes particularly satisfying; too many dead levels and not enough cool class features. Not seeing that problem with your brew though! Can't wait to see what you come up with next.

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    Barbarian in the Playground
     
    Othniel Edden's Avatar

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    Default Re: Gnorman's E6 Compendium

    Yay, the combat classes are starting!

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    Default Re: Gnorman's E6 Compendium

    This gives me brilliant Ideas for my own E6 write up that I have been working on a small amount, especially the archetypes idea that part is just awesome!

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    Default Re: Gnorman's E6 Compendium

    Core-Only Spell List

    Spoiler
    Show
    Black Mage
    0: Acid Splash, Detect Magic, Disrupt Undead, Inflict Minor Wounds, Mage Hand, Message, Prestidigitation, Read Magic, Resistance, Touch of Fatigue
    1: Bane, Cause Fear, Command, Chill Touch, Detect Alignment, Detect Undead, Disguise Self, Doom, Inflict Light Wounds, Protection From Alignment, Ray of Enfeeblement, Summon Monster I
    2: Acid Arrow, Darkness, Darkvision, False Life, Fox's Cunning, Ghoul Touch, Inflict Moderate Wounds, Spectral Hand, Scare, Summon Monster II, Summon Swarm, Undetectable Alignment
    3: Blindness/Deafness, Contagion, Deeper Darkness, Dispel Magic, Inflict Serious Wounds, Magic Circle Against Alignment, Ray of Exhaustion, Speak with Dead, Stinking Cloud, Summon Monster III, Vampiric Touch

    Demonologist
    1: Burning Hands, Grease
    2: Pyrotechnics, Scorching Ray
    3: Fireball, Fly
    4: Summon Monster IV

    Hexer
    1: Horrid Laughter, Sleep
    2: Hold Person, Touch of Idiocy
    3: Bestow Curse, Deep Slumber
    4: Fear

    Necromancer
    1: Death Knell, Hide From Undead
    2: Command Undead, Desecrate
    3: Animate Dead, Halt Undead
    4: Enervation

    Pestilent
    1: Unseen Servant, Magic Fang
    2: Spider Climb, Web
    3: Gaseous Form, Poison
    4: Giant Vermin

    Void Cultist
    1: Entropic Shield, Obscuring Mist
    2: Glitterdust, Levitate
    3: Displacement, Nondetection
    4: Black Tentacles

    Blue Mage
    0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic, Ray of Frost
    1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Floating Disk, Identify, Protection from Alignment, Sleep, Summon Monster I, Unseen Servant, Ventriloquism
    2: Blur, Cat's Grace, Detect Thoughts, Gust of Wind, Hideous Laughter, Invisibility, Knock, Levitate, Mirror Image, See Invisibility, Summon Monster II, Touch of Idiocy, Undetectable Alignment
    3: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Displacement, Fly, Gaseous Form, Hold Person, Invisibility Sphere, Magic Circle Against Alignment, Nondetection, Suggestion, Summon Monster III, Water Breathing

    Chronomancer
    1: Deja Vu (adapted psionic power), True Strike
    2: Make Whole, Shatter
    3: Slow, Time Hop (adapted psionic power)
    4: Resilient Sphere

    Hyperborean
    1: Chill Touch, Grease
    2 Chill Metal, Fog Cloud
    3: Frostball (as Fireball, but cold damage), Sleet Storm
    4: Wall of Ice

    Mountebank
    1: Command, Hypnotism
    2: Daze Monster, Enthrall
    3: Charm Monster, Glibness
    4: Dominate Person

    Wayfarer
    1: Expeditious Retreat, Longstrider
    2: Dimension Swap (adapted psionic power), Rope Trick
    3: Blink, Haste
    4: Dimension Door

    Weaver
    1: Disguise Self, Silent Image
    2: Hypnotic Pattern, Minor Image
    3: Major Image, Tiny Hut
    4: Shadow Conjuration

    Green Mage
    0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Faerie Fire, Goodberry, Hide From Animals, Longstrider, Magic Fang, Obscuring Mist, Pass Without Trace, Summon Nature's Ally I
    2: Animal Messenger, Animal Trance, Barkskin, Cure Moderate Wounds, Delay Poison, Fog Cloud, Gust of Wind, Hold Animal, Lesser Restoration, Owl's Wisdom, Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Warp Wood
    3: Call Lightning, Cure Serious Wounds, Dispel Magic, Dominate Animal, Neutralize Poison, Remove Disease, Sleet Storm, Snare, Speak with Plants, Spike Growth, Summon Nature's Ally III, Water Breathing, Wind Wall

    Chloromancer
    1: Entangle, Shillelagh
    2: Tree Shape, Wood Shape
    3: Diminish Plants, Plant Growth
    4: Reincarnate

    Elementalist
    1: Feather Fall, Produce Flame
    2: Levitate, Resist Energy
    3: Gaseous Form, Quench
    4: Control Water

    Ophidian
    1: Hypnotism, Ray of Enfeeblement
    2: Acid Arrow, Spider Climb
    3: Hold Person, Poison
    4: Phantasmal Killer

    Subterranean
    1: Magic Stone, Produce Flame
    2: Flaming Sphere, Heat Metal
    3: Meld into Stone, Stone Shape
    4: Spike Stones

    Wildling
    1: Enlarge Person, True Strike
    2: Bear's Endurance, Bull's Strength
    3: Greater Magic Fang, Keen Edge
    4: Freedom of Movement

    Red Mage
    0: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Prestidigitation, Read Magic, Ray of Frost
    1: Alarm, Endure Elements, Enlarge Person, Entropic Shield, Grease, Magic Missile, Magic Weapon, Mount, Protection from Alignment, Shield, Shocking Grasp, Summon Monster I, True Strike
    2: Bear's Endurance, Bull's Strength, Continual Flame, Fire Trap, Glitterdust, Protection from Arrows, Pyrotechnics, Rage, Resist Energy, Scorching Ray, Shatter, Summon Monster II
    3: Dispel Magic, Explosive Runes, Fireball, Haste, Heroism, Keen Edge, Lightning Bolt, Magic Circle Against Alignment, Phantom Steed, Protection from Energy, Slow, Summon Monster III

    Chaos Child (needs a rewrite for core)
    1: Disguise Self, Magic Fang
    2: Alter Self, Spider Climb
    3: Gaseous Form, Greater Magic Fang
    4: Polymorph

    Crimson Disciple
    1: Charm Person, Ventriloquism
    2: Darkvision, Locate Object
    3: Fly, Suggestion
    4: Shout

    Magesmith
    1: Identify, Mage Armor
    2: Align Weapon, Spiritual Weapon
    3: Magic Vestment, Greater Magic Weapon
    4: Stoneskin

    Pyromancer
    1: Burning Hands, Produce Flame
    2: Flame Blade, Flaming Sphere
    3: Flame Arrow, Fire Shield
    4: Flame Strike

    Sand Shaper
    1: Obscuring Mist, Ray of Enfeeblement
    2: Gust of Wind, Heat Metal
    3: Sleet Storm, Ray of Exhaustion
    4: Wall of Fire

    White Mage
    0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    1: Bless, Bless Water, Comprehend Languages, Cure Light Wounds, Detect Alignment, Divine Favor, Endure Elements, Protection from Alignment, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
    2: Aid, Align Weapon, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Find Traps, Protection from Arrows, Remove Paralysis, Resist Energy, Lesser Restoration, Spiritual Weapon, Summon Monster II
    3: Mass Aid, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Magic Circle Against Alignment, Magic Vestment, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Summon Monster III

    Champion
    1: Bless Weapon, True Strike
    2: Bull's Strength, Shield Other
    3: Heroism, Keen Edge
    4: Divine Power

    Exorcist
    1: Command, Detect Undead
    2: Hold Person, Zone of Truth
    3: Detect Thoughts, Invisibility Purge
    4: Dismissal

    Healer (change lesser ability to: "Anytime a healer casts a healing spell on an ally, that ally gains fast healing 1 for a number of rounds equal to the healer's caster level")
    1: Goodberry, Deathwatch (non-evil)
    2: Make Whole, Status
    3: Create Food and Water, Protection from Energy
    4: Restoration

    Mystic (basically non-functional in core, pending a rewrite)

    Oracle
    1: Detect Secret Doors, Identify
    2: Augury, Locate Object
    3: Clairaudience/Clairvoyance, Divination
    4: Scrying


    Spell and Power Sources
    Spoiler
    Show
    BoE: Book of Exalted Deeds
    BoVD: Book of Vile Darkness
    CA: Complete Arcane
    CC: Complete Champion
    CD: Complete Divine
    CM: Complete Mage
    CP: Complete Psionic
    CS: Complete Scoundrel
    DM: Dragon Magic
    FB: Frostburn
    MoE: Magic of Eberron
    MoF: Magic of Faerun
    PHBII: Player's Handbook II
    RoE: Races of Eberron
    RotD: Races of the Dragon
    SS: Sandstorm
    SoS: Secrets of Sarlona
    SpC: Spell Compendium
    SW: Stormwrack
    XPH: Expanded Psionics Handbook


    Hunter Traps

    Spoiler
    Show
    Level One (Spot DC: 15)
    Spoiler
    Show
    Poison Dart
    If an enemy sets off a poison dart trap, they suffer 1d6 damage and must make a Fortitude save or be afflicted with greenblood oil poison.

    Razorwire
    If an enemy sets off a razorwire trap, they suffer 1d6 slashing damage and are knocked prone. A Reflex save halves the damage and prevents them from being knocked prone. A razorwire trap may be set across two squares.

    Vinesnare
    If an enemy sets off a vinesnare trap, they must make a Reflex save or be entangled for three rounds.


    Level Two (Spot DC: 20)
    Spoiler
    Show
    Acidvial
    If an enemy sets off an acidvial trap, they suffer 2d6 acid damage immediately and suffer 2 acid damage per round for the next three rounds. A Reflex save halves the initial damage and negates the recurring damage.

    Fireburst
    If an enemy sets off a fireburst trap, all in a 5' radius suffer 3d6 fire damage and risk being set on fire. A Reflex save halves the damage and prevents them from being set on fire.

    Frosthold
    If an enemy sets off a frosthold trap, they suffer 2d6 cold damage and are slowed for one round (as if affected by the Slow spell). A Fortitude save halves the damage and negates the slowing effect.


    Level Three (Spot DC: 25)
    Spoiler
    Show
    Explosive
    If an enemy sets off an explosive trap, all in a 5' radius suffer 3d6 fire damage and 3d6 piercing damage and are knocked prone. A Reflex save halves the damage and prevents them from being knocked prone.

    Deadfall
    If an enemy sets off a deadfall trap, they suffer 6d6 bludgeoning damage and are pinned beneath rubble for one round. A Reflex save prevents the pinning, but does not prevent the damage.

    Vicious Poison Dart
    If an enemy sets off a vicious poison dart trap, they suffer 2d6 piercing damage and must make a Fortitude save or be afflicted with black adder venom.


    Tyrant Henchmen
    Spoiler
    Show
    Bushi, Hobgoblin Reaver
    Medium Humanoid (Goblinoid)
    Hit Dice:
    2d10+4 (19 hp)
    Initiative: +1
    Speed: 20 ft.
    Armor Class: 19 (+6 banded armor, +2 heavy steel shield, +1 Dex), touch 11, flat-footed 18
    Base Attack/Grapple: +2/+5
    Attack: Longsword +4 melee (1d8+2)
    Full Attack: Longsword +4 melee (1d8+2)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: -----
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +5, Ref +1, Will +2
    Abilities: Str 15, Dex 12, Con 15, Int 12, Wis 8, Cha 14
    Skills: Climb +7, Heal +4, Intimidate +10, Jump +7, Knowledge (nobility and royalty) +6, Move Silently +5
    Feats: Skill Focus (Intimidate)
    Environment: Dark fortresses or villainous lairs
    Organization: Minion-based
    Challenge Rating: 2
    Treasure: None
    Alignment: Any Evil
    Advancement: -----
    Level Adjustment: -----

    Bushi is proficient with light, medium, and heavy armor as well as shields. He is proficient with all simple and martial weapons.

    Conviction: Bushi is immune to fear, charm, compulsion, and possession. Allies within 30 feet of him gain +4 to saves against those same effects.

    Steely-Eyed Glare: Bushi may demoralize an opponent as a swift action.

    Catsbane, Gnoll Sniper
    Medium Humanoid (Gnoll)
    Hit Dice:
    2d8+4 (16 hp)
    Initiative: +2
    Speed: 30 ft.
    Armor Class: 16 (+3 studded leather, +2 Dex, +1 natural), touch 12, flat-footed 14
    Base Attack/Grapple: +2/+5
    Attack: Composite longbow +5 melee (1d8+5) or bite +5 melee (1d6+2)
    Full Attack: Composite longbow +5 melee (1d8+5) or bite +5 melee (1d6+2)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: -----
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +5, Ref +5, Will +2
    Abilities: Str 16, Dex 15, Con 15, Int 8, Wis 14, Cha 6
    Skills: Hide +7, Listen +7, Move Silently +7, Spot +7, Survival +7
    Feats: Point Blank Shot
    Environment: Dark fortresses or villainous lairs
    Organization: Minion-based
    Challenge Rating: 2
    Treasure: None
    Alignment: Any Evil
    Advancement: -----
    Level Adjustment: -----

    Catsbane is proficient with light armor and bucklers. He is also proficient with simple and martial weapons.

    Deadly Aim: At 1st level, Catsbane may add his Dexterity modifier to damage rolls when using ranged weapons. He may also, before attacking in a round choose to subtract a number from all ranged attack rolls and add that number to ranged damage rolls. This number may not exceed his base attack bonus. The penalty on attacks and bonus on damage last until his next turn. If he is wielding a two-handed weapon, he may instead add twice the number subtracted to his damage rolls.

    Padded Feet: Catsbane only takes a -10 penalty when sniping, and may attempt to hide after making a ranged attack as a swift action. He may also attempt to move at his full speed while hiding without taking the normal -5 penalty on the check.

    Gortwog, Orc Brute
    Medium Humanoid (Orc)
    Hit Dice:
    2d12+4 (22 hp)
    Initiative: +1
    Speed: 40 ft.
    Armor Class: 16 (+5 breastplate, +1 Dex), touch 11, flat-footed 15
    Base Attack/Grapple: +2/+6
    Attack: Greataxe +6 melee (1d12+6/x3) or throwing axe +3 ranged (1d6+4)
    Full Attack: Greataxe +6 melee (1d12+6/x3) or throwing axe +3 ranged (1d6+4)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: -----
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +5, Ref +1, Will -1
    Abilities: Str 19, Dex 13, Con 14, Int 10, Wis 8, Cha 6
    Skills: Balance +6, Intimidate +7, Jump +9, Tumble +6
    Feats: Power Attack, Cleave (Bonus)
    Environment: Dark fortresses or villainous lairs
    Organization: Minion-based
    Challenge Rating: 2
    Treasure: None
    Alignment: Any Evil
    Advancement: -----
    Level Adjustment: -----

    Gortwog is proficient with light and medium armor, all shields (except tower shields), simple and martial weapons, the bastard sword, the spiked chain, and the orc double axe.

    Combat Versatility: Gortwog qualifies for fighter feats as if he were a level 2 fighter, and receives one bonus fighter feat. When summoned for the first time on a particular day, Gortwog's master may swap his bonus feat out for another fighter feat for which Gortwog qualifies.

    Brutish Countenance: Gortwog may Rage as a barbarian of his level, three times per day. Gortwog may add his Strength modifier to all Intimidate attempts. In addition, he gains a 10 foot bonus to his base land speed, and is no longer encumbered or slowed by medium armor.

    Nilbog, Goblin Silencer
    Small Humanoid (Goblinoid)
    Hit Dice:
    2d8+2 (14 hp)
    Initiative: +3
    Speed: 30 ft.
    Armor Class: 17 (+3 studded leather, +3 Dex, +1 size), touch 14, flat-footed 14
    Base Attack/Grapple: +1/-2
    Attack: Shortsword +5 melee (1d6+1) or shortbow +5 ranged (1d6)
    Full Attack: Shortsword +5 melee (1d6+1) or shortbow +5 ranged (1d6)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: -----
    Special Qualities: Darkvision 60 ft.
    Saves: Fort +1, Ref +6, Will +0
    Abilities: Str 12, Dex 17, Con 13, Int 12, Wis 10, Cha 6
    Skills: Balance +10, Disable Device, +6, Hide +12, Move Silently +12, Open Lock +8, Ride +7, Search +6, Sleight of Hand +8, Tumble +8
    Feats: Weapon Finesse
    Environment: Dark fortresses or villainous lairs
    Organization: Minion-based
    Challenge Rating: 2
    Treasure: None
    Alignment: Any Evil
    Advancement: -----
    Level Adjustment: -----

    Nilbog is proficient with light armor, bucklers, simple weapons, and the rapier, the longsword, the shortbow, the short sword, the sap, and the hand crossbow.

    Sneak Attack +1d6

    Trapfinding

    Toxic Aptitude: Nilbog is trained in the use of poison and never risks poisoning himself when applying it to a weapon. He may also apply poison as a swift action and does not provoke attacks of opportunity for doing so.

    Shuffles, Necropolitan Hexer
    Medium Undead
    Hit Dice:
    2d12 (18 hp)
    Initiative: -1
    Speed: 30 ft.
    Armor Class: 12 (+3 studded leather, -1 Dex), touch 9, flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack: Morningstar +1 melee (1d8) or sling 0 ranged (1d4)
    Full Attack: Morningstar +1 melee (1d8) or sling 0 ranged (1d4)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: -----
    Special Qualities:
    Saves: Fort +0, Ref -1, Will +4
    Abilities: Str 10, Dex 8, Con 0, Int 15, Wis 13, Cha 14
    Skills: Concentration +5, Knowledge (arcana) +7, Knowledge (the planes) +7, Knowledge (religion) +7, Spellcraft +9
    Feats: Spell Focus (necromancy)
    Environment: Dark fortresses or villainous lairs
    Organization: Minion-based
    Challenge Rating: 2
    Treasure: None
    Alignment: Any Evil
    Advancement: -----
    Level Adjustment: -----

    Spellcasting: Shuffles has the spellcasting ability of a 2nd-level Black Mage. He gains Karmic Aura and Power Word Pain as bonus spells.

    Rebuke Undead: Shuffles can rebuke undead as a 2nd-level cleric. He may do so a number of times per day equal to 3 + his Charisma modifier. He gains a +2 bonus to rebuke attempts due to his ranks in Knowledge (religion).

    Unsettling Visage: As a free action, Shuffles can exude fear in a 5 foot radius. Affected creatures are shaken. This is a mind-affecting fear effect, and if a creature saves against it, it cannot be affected for 24 hours. The DC to resist the fear is equal to 11 + Shuffles' Charisma modifier.

    Necropolitan Traits: Shuffles has a +2 turn resistance, a +2 profane bonus to Will saves against Control Undead spells, and heals hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on him and he is healed by negative energy.


    Engineer Inventions

    Chemistry
    Spoiler
    Show
    1st Level

    Hypnotic Fog
    Hypnotic fog is a splash weapon with a range increment of 10 ft. If it connects, it causes all creatures in a 20-ft. radius to be fascinated for 10 rounds unless a Will save is made.

    Knock-Out Gas
    Knock-gas is a splash weapon with a range increment of 10 ft. If it connects, it causes all creatures in a 10-ft. radius to fall asleep for three rounds unless a Will save is made.

    Softening Agent
    Softening agent is a concoction that reduces the hardness and break DC of whatever it is applied to by 5. It can be spread over a 10 ft. by 10 ft. surface, and lasts for 10 minutes once applied.

    Unstable Elixir
    An unstable elixir is a serum that must be applied as a melee touch attack - if it connects, it causes 1d4 damage per round for 1d4 rounds, and the target is sickened for the duration. A Fortitude save negates the sickening effect, but not the damage.

    2nd Level

    Corrosive Acid
    Corrosive acid is a splash weapon with a range increment of 10 ft. If it connects, it does 2d6 acid damage to all in a 10-ft. radius, and any creature hit suffers 3 acid damage per round for the next 3 rounds. A Reflex save halves the damage and prevents the recurring damage.

    Flash-Freezer
    Flash-freezer is a splash weapon with a range increment of 10 ft. If it connects, it does 3d6 cold damage to all in a 5-ft. radius, and any creature that suffers 6 or more cold damage is frozen for one round, held immobile and unable to act. A successful Fortitude save reduces the damage by half.

    Mystical Suppressant
    Mystical suppressant is a serum that must be applied as a melee touch attack - if it connects, the target is incapable of casting spells or using spell-like abilities for 3 rounds unless they make a Will save for each attempt.

    Phasic Injection
    Phasic injection is a serum that must be applied as a melee touch attack (if used with hostile intent) or can be applied to the user - once used, the user or target becomes incorporeal for 3 rounds.

    3rd Level

    Hallucinogenic Aerosol
    Hallucinogenic aerosol is a splash weapon with a range increment of 10 ft. If it connects, all enemies in a 5-ft. radius must make a Will save or be panicked for 3 rounds.

    Paralytic Toxin
    Paralytic toxin is a serum that must be applied as a melee touch attack - if it connects, the target must make a Fortitude save or be paralyzed for 3 rounds. Creatures immune to poison are immune to the paralysis.

    Virulent Microbe
    A virulent microbe is a serum that must be applied as a melee touch attack - if it connects, the target is infected with the user's choice of either blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom unless a Fortitude save is made. The incubation period is measured in rounds rather than days.

    Volatile Transmogrifier
    Volatile transmogrifier, when activated, increases the user's size by one category and gives a +6 alchemical bonus to Strength. It lasts for 1 minute - upon running out, the user decreases to his original size and suffers a -4 alchemical penalty to Strength for 3 rounds.

    Mechanics
    Spoiler
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    1st Level

    Clockwork Decoy
    A clockwork decay, when activated, may move at a speed of up to 20 ft. per round at its inventor's command. It has only 1 hit point. If desired, a clockwork decoy can emit a loud noise like an alarm or an animal call.

    Spring-loaded Shoes
    When worn on the feet slot, spring-loaded shoes give a +8 untyped bonus on Jump checks and allow the user to make Jump checks without a running start. They also allow the user to treat falls as if they were up to 30 feet shorter. Spring-loaded shoes may be used indefinitely while prepared.

    Trapspringer
    A trapspringer, when activated, automatically disables any mundane trap with a DC of up to 35 at a distance of up to 15 feet. If the user desires, the trap may be suppressed and bypassed but not disarmed. It may be activated 3 times before being depleted.

    Wax Cylinder
    A wax cylinder is capable of recording up to 5 minutes of audio and playing it back afterwards. It captures sound clearly within 30 feet, and faintly within 60 feet. It is about the size and shape of a standard spyglass, and makes no noise while recording. It may be used indefinitely while prepared, and may be reused, taping over any existing audio.

    2nd Level

    Automated Laboratory
    An automated laboratory can make craft checks for the user - it uses the user's skill modifier, but the user is free to perform other actions during the interim. An automated laboratory is difficult to move and requires 10 minutes each to set up and take apart. It may be used indefinitely while prepared.

    Foothold Trap
    A foothold trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, which then inflicts 5d6 piercing damage to it and prevents it from moving for 3 rounds. A Reflex save halves the damage and negates the immobilization.

    Portable Locksmith
    A portable locksmith, when activated, automatically unlocks any mundane lock with a DC of up to 35. It may be activated 3 times before being depleted.

    Telescopic Goggles
    Telescopic goggles, when worn in the eyes slot, give a +5 bonus to Spot checks to see at long distance, and halves the penalties for each additional range increment. Telescopic goggles may be used indefinitely while prepared.

    3rd Level

    Automaton
    An automaton, when activated, creates a 4th-level Astral Construct. This construct is treated as being made of mundane metal rather than ectoplasm, and so is susceptible to spells and effects that affect metal. It fights on the user's behalf for a minute before being depleted.

    Clockwork Dragonfly
    A clockwork dragonfly, when activated, may fly at a speed of up to 60 feet per round at its inventor's command. It has 1 hit point. However, a clockwork dragonfly is invisible when at rest and moves completely silently - the only way to detect it is with a DC 30 Spot check while it is in motion. The user may see through its eyes. A clockwork dragonfly may operate for 10 minutes before being depleted.

    Rebreather
    A rebreather, when worn on the face slot, supplies the user with air and obviates his need to breathe. The user is also immune to inhaled poisons, gas-based attacks, and overpowering odors. A rebreather may be used indefinitely while prepared.

    Steam-Powered Gyroscope
    A steam-powered gyroscope, when activated, allows the user to fly at a speed of 60 feet (clumsy) for 10 minutes. The flight time does not need to be used consecutively and may be split up over one-minute increments.

    Explosives
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    1st Level

    Crackerjack Caltrops
    Crackerjack caltrops are spread in a 10 foot square. When any creature treads on them, they do 1d6 piercing damage and halve the creature's movement rate for the next 3 rounds. They can affect a maximum of 5 creatures before being depleted.

    Molotov Cocktail
    A molotov cocktail is a splash weapon with a range increment of 10 ft. On impact, it explodes in a 10 ft. radius, dealing 2d6 fire damage, half on a Reflex save. It may be used 3 times before being depleted.

    Smoke Grenade
    A smoke grenade is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of smoke in a 20 ft. radius that obscures all sight beyond 5 ft. The cloud lasts for 3 rounds.

    Stinkbomb
    A stinkbomb is a splash weapon with a range increment of 10 ft. On impact, it emits a cloud of gas in a 10 ft. radius that sickens all within it unless they make a Fortitude save each round. The cloud lasts for 3 rounds.

    2nd Level

    Dragonsbreath Cannon
    A dragonsbreath cannon shoots out a jet of flame in a 20 ft. line when activated. Any creature caught in the jet suffers 3d6 fire damage. A successful Reflex save halves the damage. It may be activated 3 times before being depleted.

    Flashbang
    A flashbang is a splash weapon with a range increment of 10 ft. On impact, it deafens all creatures in a 10 ft. radius for 3 rounds, blinds them for 2 rounds, and dazes them for a round. A Fortitude save reduces the deafness to 2 rounds, blindness to 1, and negates the dazing effect.

    Hand Grenade
    A hand grenade is a splash weapon, with a range increment of 10 ft. On impact, it inflicts 2d6 piercing and 2d6 fire damage in a 10 ft. radius, half on a Reflex save. It may be used 3 times before being depleted.

    Homing Rocket
    A homing rocket, when activated, fires and does 4d6 bludgeoning damage to one random hostile target within 100 ft. Only targets that the user has line of sight to are selected.

    3rd Level

    Liquid Flame
    Liquid flame can be used in one of two ways: it can be poured out (with a maximum area of four squares) and lit on fire, creating a barrier of flame that lasts for a minute and deals 3d6 fire damage to anything passing through it, half on a Reflex save. Liquid flame can also be thrown as a splash weapon with a range increment of 10 ft. On impact, it inflicts 3d6 fire damage and clings to its target, continuing to do 3d6 fire damage per round for 2 more rounds. A Reflex save halves the damage from both the initial and continuing damage.

    Pocket Bombard
    A pocket bombard, when activated, allows its user to make a ranged touch attack against a single target. If successful, it deals 6d8 bludgeoning damage and causes the target to be pushed back 15 feet and knocked prone. If the target cannot move back, it takes 1d6 damage for each 5 feet it is unable to move.

    Shrapnel Mine
    A shrapnel mine is a small explosive disc that is is activated and planted against any surface - it is adhesive and can be placed on floors, walls, ceilings, or other, irregular structures. Once activated, it lies dormant until an animate object comes near it, at which point it explodes, doing 6d6 piercing damage to anything in a 5 ft. radius, half on a Reflex save. For every 6 damage a shrapnel mine does, it imbeds a jagged fragment into its target, which does 1 damage per round for the next 6 rounds.

    Time Bomb
    When a time bomb pack is activated, it counts down and explodes, causing 4d6 piercing damage and 4d6 fire damage to everything in a 20 ft. radius, half on a Reflex save. This damage is doubled against objects and structures. A time bomb can have its activation delayed from 3 rounds up to 10 minutes.

    Smithy
    Spoiler
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    1st Level

    Compact Repair Kit
    A compact repair kit can be activated as a standard action to restore 15 hit points to one inanimate object or construct.

    Pneumatic Gauntlet
    A pneumatic gauntlet is a spiked gauntlet that deals 1d10 bludgeoning damage (1d8 for a small user) with a critical modifier of 20/x3. It cannot be disarmed or sundered. On a critical hit, the opponent must make a Fortitude save or be staggered for one round. A pneumatic gauntlet may be used indefinitely while prepared.

    Revolver
    A revolver is a light one-handed firearm that deals 1d6 piercing damage, has a critical modifier of 19-20/x2, a range increment of 30 ft., and may fire 6 rounds before reloading, which takes a swift action. A revolver may be used indefinitely while prepared.

    Serum Injector
    A serum injector is able to apply any invention that normally must be applied as a melee touch attack or any contact/injury poison as a ranged touch attack. It has a range increment of 30 ft., and may be loaded as a swift action. A serum injector may be used indefinitely as long as it is prepared.

    2nd Level

    Blunderbuss
    A blunderbuss is a two-handed firearm that deals 2d8 piercing damage, has a critical modifier of 20/x2, and may fire 2 rounds before reloading, which takes a standard action. A blunderbuss does not have a range increment like other firearms, but instead fires in a 15 ft. cone, hitting all creatures within. A blunderbuss may be used indefinitely while prepared.

    Climbing Spurs
    Climbing spurs, when worn in the gauntlet slot, give the user a climb speed equal to his base land speed. They also may be used to make rudimentary attacks, doing 1d6 piercing damage with a critical modifier of 20/x2. They may be used indefinitely while prepared.

    Repeater
    A repeater is a two-handed firearm that deals 1d10 piercing damage, has a critical modifier of 19-20/x2, a range increment of 60 ft., and may fire 15 rounds of ammunition before reloading, which takes a move action. A repeater may be used indefinitely while prepared.

    Sawtooth Blade
    A sawtooth blade is a special kind of bastard sword that deals 1d12 damage (1d10 for a small user), has a critical modifier of 19-20/x2, an effective +1 enhancement bonus, and conveys no penalties for being non-proficient in its use. It overcomes any material-based damage reduction, except adamantine. On a critical hit, a sawtooth blade deals an extra 2d6 slashing damage. A sawtooth blade may be used indefinitely as long as it is prepared.

    3rd Level

    Hand Cannon
    A hand cannon is a one-handed firearm that deals 2d6 piercing damage, has a critical modifier of 20/x3, a range increment of 30 ft., and may fire 3 rounds of ammunition before reloading, which takes a standard action. A hand cannon may be used indefinitely while prepared.

    Mechanized Armor
    Mechanized armor is a special kind of full plate armor. When worn, it gives a bonus of 10 ft. to the wearer's base land speed and adds a +4 enhancement bonus to Strength. However, it has a maximum dexterity bonus of 0, and its armor check penalties are increased to -8. Due to the immense customization required for each suit, mechanized armor will only function for the user. Mechanized armor may be used indefinitely as long as it is prepared.

    Piston Hammer
    A piston hammer is a two-handed greathammer that does 2d6 damage (1d10 for a small user), has a critical modifier of 20/x3, an effective +2 enhancement bonus, and conveys no penalties for being non-proficient in its use. It may ignore any material-based damage reduction and the hardness of objects. On a critical hit, the target is knocked back a number of squares equal to the damage dealt divided by 5 - if it cannot move any further, it is dealt 1d6 damage for each square it was not able to move.

    Telescopic Rifle
    A telescopic rifle is a two-handed firearm that deals 2d10 piercing damage, has a critical modifier of 20/x4, a range increment of 120 ft., and may fire one round of ammunition before reloading, which takes a full-round action. A telescopic rifle may be used indefinitely while prepared.

    Electromagnetism
    Spoiler
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    1st Level

    Detection Matrix
    When a detection matrix is activated, it alerts its user to the presence of any invisible or hidden creatures within 60 feet. It does not pinpoint the location or give the user any information about the creatures. Once activated, a detection matrix functions for up to one hour before being depleted.

    Filament Lantern
    A filament lantern provides clear illumination in a 15 ft. radius and shadowy illumination in a 30 ft. radius. At the user's option, it can switch to a 60 ft. cone of clear illumination, with a 120 ft. cone of shadowy illumination. A filament lantern requires no fuel and may be used indefinitely as long as it is prepared.

    Multipurpose Compass
    A multipurpose compass always shows the direction north, shows the correct time, and can detect magic in a radius of 30 ft. It is only capable of denoting the presence, general direction, strength, and spell school of magical effects, and cannot pinpoint from what specific objects it emanates. A multipurpose compass also emits an alarm when within 30 ft. of noxious fumes, gaseous poisons or toxins, or harmful radiation.

    Static Trigger
    A static trigger allows the user to make a melee touch attack that deals 1d6+1 electrical damage. It may be used indefinitely while prepared, but may not be used with a serum injector.

    2nd Level

    Biocircuitry Harness
    A biocircuitry harness, when activated, grants its user fast healing 1 for 3 minutes before depletion. If desired, the user may receive fast healing 2 for 1 minute, or fast healing 3 for 5 rounds.

    Lightning Rod
    When a lightning rod is activated, it automatically strikes the nearest hostile creature within 30 ft. with a bolt of electricity, doing 2d6 damage, half on a successful Reflex save. It fires again once per round for the next 2 rounds. A lightning rod can be thrown as a splash weapon with a range increment of 10 ft. and activated on impact, or it can be set down and timed to activate after a delay of up to 6 rounds.

    Live Wire
    A live wire must be anchored against two solid and diametrically opposed surfaces - once anchored, it deals 1d6 electrical damage to any creature that comes into contact with it, and they must make a Reflex save or be knocked prone. Each creature can only be affected once. A live wire may stretch up to 30 ft. across, and remains active for 1 minute before being depleted.

    Magnetic Pulsar
    When activated, a magnetic pulsar grants the user a +6 bonus to armor class against any attacks made with metal weapons. A magnetic pulsar lasts for 10 minutes before it is depleted.

    3rd Level

    Flux Inhibitor
    A flux inhibitor, when activated, attempts to resist the next 3 hostile spells targeted at the user, as if he possessed spell resistance of 22. Even if the spell is not resisted, it counts towards the limit.

    Force Field
    A force field may be activated as an immediate action in response to the user being attacked - it immediately negates one melee or ranged attack, as if the attack had missed.

    Shock Capacitor
    A shock capacitor can be added to any melee weapon, causing it to do an extra 1d6+1 electrical damage. A shock capacitor can be used indefinitely as long as it is prepared.

    Synaptic Accelerator
    Synaptic accelerator, when activated, immediately allow the user to take one standard action. It may be activated as an immediate action. After using synaptic accelerator, the user is fatigued for the rest of the encounter.

    Medicine
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    1st Level

    Revitalization Tonic
    When activated, revitalization tonic restores 10 hit points to the user.

    Sensory Expander
    When activated, sensory expander gives the user a +4 alchemical bonus to Spot and Listen checks for 1 hour.

    Smelling Salts
    When activated, smellings salts instantly negate sleep effects and unconsciousness in a 20 ft. radius around the user. If the unconsciousness was caused by non-lethal damage, the target has 3 rounds to reduce its total non-lethal damage to less than its hit points - if it does not, it falls unconscious again. If the unconsciousness was caused by being below 0 hit points, smelling salts have no effect.

    Topical Anaesthetic
    When activated, topical anesthetic gives the user damage reduction 2/- for 10 minutes.

    2nd Level

    Muscle Builder
    When activated, muscle builder gives a +4 alchemical bonus to the physical scores of the user, while applying a -4 alchemical penalty to their mental scores. The effects last for 10 minutes.

    Neurological Stimulator
    When activated, neurological stimulator gives a +4 alchemical bonus to the mental scores of the user, while applying a -4 alchemical penalty to their physical scores. The effects last for 10 minutes.

    Patented Cure-All
    When activated, patented cure-all removes disease or poison from its user and cures fatigue or exhaustion.

    Reflex Replacer
    Reflex replacer allows the user to reroll their Initiative as an immediate action.

    3rd Level

    Adrenaline Boost
    Adrenaline boost, when activated, allows the user to function normally even if at 0 hit points or lower. The user does not die when he reaches -10 hit points, but may operate normally until his hit points total drops to negative two times his constitution score. Adrenaline boost lasts for one minute - if the user is still at -10 hit points or below when its effects are over, he dies. If he is between -1 and -9, he is considered to be dying. If he is at 0, he becomes disabled.

    Miracle Cure
    When activated, miracle cure restores 30 hit points and restores up to 3 points of ability damage to the user.

    Pheromone Enhancer
    When activated, pheromone enhancer gives the user a +4 alchemical bonus on Charisma-based checks for 10 minutes.

    Reanimation Salve
    When activated, reanimation salve creates a zombie or skeleton out of any dead corporeal creature with a skeletal system and no more than 8 HD. The zombie or skeleton obeys any simple commands and lasts for an hour, after which it falls dead and may not be reanimated again.


    Community Contributions

    Dandria

    The Earth Elementalist

    The Fire Elementalist (Base Class)

    The Water Elementalist

    DMofDarkness:

    The Warlock (Base Class)

    Engorde:

    Vampire (Black Mage Archetype)

    Surrealistik:

    Blightmage (Black Mage Archetype)

    Spoiler
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    Bonus Spells:
    1: Spirit Worm (SpC), Deathwatch (SpC)
    2: Ghoul Touch, Blindness/Deafness
    3: Plague Carrier (SpC), Infestation of Maggots (SpC)

    Lesser Archetype Power (Adaptive Blight): Whenever a creature succeeds on or fails a saving throw against one of your negative energy, poison or disease spells or SLAs, increase the DC for your negative energy, poison or disease spells and SLAs against that creature by +1 for the next 24 hours.
    Moderate Archetype Power (Tenacious Affliction): Whenever a spell or effect would end the effects of one of your negative energy, poison or disease spells or SLAs with a duration other than instantaneous, the user of that spell or effect must succeed on a caster level (if a spell) or HD check with a DC equal to 15 + your caster level. On a failure, each creature other than you and your allies within 30' of those effects becomes subject to the that spell or SLA if a legal target.
    Greater Archetype Power (Irresistable Pestilence): Creatures with negative energy, poison, ability damage, and/or disease immunity must succeed on an HD check with a DC equal to 15 + your caster level against your spells and SLAs when targeted with one. On a failure, that spell or SLA affects the creature as normal, ignoring these immunities for its duration.
    Capstone SLA: Inflict Critical Wounds or Poison (SpC)


    Stormbringer (Red Mage Archetype)
    Spoiler
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    Bonus Spells:
    1: Lesser Orb of Electricity (SpC), Thunderhead (SpC)
    2: Electric Loop (SpC), Fly, Swift (SpC)
    3: Call Lightning, Lightning Bolt

    Lesser Archetype Power (Superconductive Lightning): A stormbringer ignores the first 10 points of energy resistance when using electrical spells or electrical SLAs - this also applies to any electrical damage on the stormbringer's weapon, if applied via one of his spells.
    Moderate Archetype Power (Bounding Bolts): Whenever the stormbringer deals electrical damage to a creature targeted by an electrical spell or electrical SLA, the stormbringer can deal half that damage to another creature or object within 15 feet that's not a target of that spell or SLA.
    Greater Archetype Power (Flashshock): Once per encounter, a stormbringer may choose to use one of his air or electrical spells or air or electrical SLAs he can use at-will or per encounter as a swift or immediate action. This use does not provoke attacks of opportunity, and cannot be counterspelled. Evasion and Improved Evasion cannot be used against a spell or SLA cast in this way.
    Capstone SLA: Arc of Lightning (SpC)


    Illusionist (Blue Mage Archetype)
    Spoiler
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    Bonus Spells:
    1: Net of Shadows (SpC), Disguise Self
    2: Phantasmal Assailants (SpC), Wall of Gloom (SpC)
    3: Shadow Binding (SpC), Phantom Guardians (SpC)

    Lesser Archetype Power (Beguiling Deceit): Your illusion spells and illusion SLAs gain a +1 bonus to their save DCs. This bonus increases to +2 against flatfooted creatures and creatures unaware of the illusionist's presence.
    Moderate Archetype Power (Enduring Illusion): Creatures that would see through an illusion spell or illusion SLA cast by the illusionist due to an ability, effect, spell or property must make a caster level (if the effect of a spell or SLA like True Seeing) or HD check against a DC equal to 15 + the illusionist's spell level. On a failure, the creature does not see through that spell or SLA's illusions, and that creature cannot make another check in this way against that illusion spell or SLA for its duration.
    Greater Archetype Power (Nightmares Made Real): Once per encounter, an illusion spell or illusion SLA cast by the illusionist ignores immunity to fear and mind affecting spells and all saving throws it features against Will are instead made against Fortitude. If that spell or SLA features a save to disbelieve, the save to disbelieve is removed if that spell or SLA has more than one save. Otherwise, the save to disbelieve for that spell or SLA has its DC increased by +4.
    Capstone SLA: Mirage Arcana or Shadow Conjuration


    Unosorta:

    The Storysinger (Base Class)
    Last edited by Gnorman; 2013-04-16 at 05:14 PM.

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    Daemon

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    Default Re: Gnorman's E6 Compendium

    Bookmarked for future use. Really nice stuff i must say. Keep up the good work!

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    Default Re: Gnorman's E6 Compendium

    May I suggest "Sand Shaper" instead of "Mystic Dervish" ?

    Also, why do spellcasters have more class features (on top of spells) than nonsacters ?

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    Default Re: Gnorman's E6 Compendium

    Quote Originally Posted by D-naras View Post
    Bookmarked for future use. Really nice stuff i must say. Keep up the good work!
    I wholeheartedly agree.

    Quote Originally Posted by nonsi View Post
    Also, why do spellcasters have more class features (on top of spells) than nonsacters ?
    This however is a good point... I sort of wondered the same thing myself. I know you're trying to balance that by giving the non-casters more powerful class features, but... I dunno. The versatility of the casters is already vastly outshining the non-casters even in the first six levels.
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    Default Re: Gnorman's E6 Compendium

    Quote Originally Posted by Ziegander View Post
    This however is a good point... I sort of wondered the same thing myself. I know you're trying to balance that by giving the non-casters more powerful class features, but... I dunno. The versatility of the casters is already vastly outshining the non-casters even in the first six levels.
    More versatility, yes, but it looks like the spells are limited enough that that doesn't really give them more power. From the perspective of those who want to play non-casters so as to lack built in versatility everywhere, and not have to interface with the system as much, it seems fine.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
    -- ChubbyRain

    Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.

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    I Am Commandeering This Post For Future Content
    Last edited by Gnorman; 2012-04-16 at 11:17 PM.

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    Default Re: Gnorman's E6 Compendium

    Something to consider would be giving the Mages 2+Int skill points per level universally. The idea is, "they have spells for that," even the Blue Mage which seems particularly tricky, has a lot of utility spells. Instead of skill points and trapfinding just throw the Find Traps spell into it's spell list. Then, if all Mages have 2 sp, give the Combat Classes between 4 & 6 sp per level, and the Skilled Classes between 6 & 8 sp per level (as the class requires).

    On top of that, if you were willing, you could then develop some more effective/expanded uses of the skills themselves. This way, non-casters, given more skills, automatically have additional out of combat options to help compare to the casters' wide repertoire of spells.
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    I Am Commandeering This Post For Future Content
    Last edited by Gnorman; 2012-04-16 at 11:18 PM.

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    Default Re: Gnorman's E6 Compendium

    Quote Originally Posted by Gnorman View Post
    While the second idea is a bit out of my range at the moment, the first idea isn't bad - especially with the Blue Mage, who already has Int-based casting and so would be overflowing with skills anyway.
    Realms of Chaos (I believe it was anyway) has written a whole swath of skill tricks. Perhaps you could borrow those and then remove the "learn one per level" and "use this trick only once per encounter" limitations on skill tricks?
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    I Am Commandeering This Post For Future Content
    Last edited by Gnorman; 2012-04-16 at 11:33 PM.

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    Default Re: Gnorman's E6 Compendium

    Quote Originally Posted by nonsi View Post
    Also, why do spellcasters have more class features (on top of spells) than nonsacters ?
    That could have an easier solution than new skill tricks and more work. Just let non casters pick a pair of archetypes instead of 1, and have them take both abilities at the appropriate level. This way they still have 3 choices, but they get double the features.

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    Default Re: Gnorman's E6 Compendium

    I'm gonna have to watch this thread. I'm working on my own E6 variant (I call it "E6GU", but I'm not going to explain what that means until I start posting it when it's nearer to completion), and this thread just might be a valuable resource for inspiration toward that end. If I take much of anything, if anything, I'll be sure to mention you in credits/thanks.

    Good luck in your endeavor!

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    Quote Originally Posted by D-naras View Post
    That could have an easier solution than new skill tricks and more work. Just let non casters pick a pair of archetypes instead of 1, and have them take both abilities at the appropriate level. This way they still have 3 choices, but they get double the features.
    I would rather increase the versatility and power of combat classes across the board rather than just have them double up on archetypes - archetypes, at least in my mind, are ways of customizing your character in both a fluff and crunch perspective. The more I think about it, the more I realize that my inspiration for them is actually 2E AD&D kits, what with their in-class customizability, and so I think that being able to pick two kind of defeats the purpose and uniqueness of each one. As it is, I think the vanguard and corsair are significantly more powerful than a fighter, knight, or swashbuckler of the same level would be, and I am decently happy with their balance. They might not quite measure up to the mages, but that tends to be a problem inherent with the spells system in general, and not one I am prepared to tackle at this stage in my homebrewing - I'm still pretty dang new at this.
    Last edited by Gnorman; 2011-09-23 at 05:44 AM.

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    Daemon

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    Default Re: Gnorman's E6 Compendium

    Then what about some healing abilities for the vanguard, or some mobility options for the corsair. For example, the vanguard can heal his level x 5 times plus his ranks in heal by spending 10 mins and a use from a healer's kit. And the corsair getting getting a scaling bonus to balance, climb, swim, jump whenever he can take 10 on them. This way they don't get combat buffs but become more usefull outside of combat.

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    Default Re: Gnorman's E6 Compendium

    Quote Originally Posted by D-naras View Post
    Then what about some healing abilities for the vanguard, or some mobility options for the corsair. For example, the vanguard can heal his level x 5 times plus his ranks in heal by spending 10 mins and a use from a healer's kit. And the corsair getting getting a scaling bonus to balance, climb, swim, jump whenever he can take 10 on them. This way they don't get combat buffs but become more usefull outside of combat.
    I think the vanguard being able to heal himself potentially 40 damage for ten minutes and 50 gp is a bit beyond the pale for the gritty, dangerous world of E6 (it seems a bit much for non-magical healing), but the core idea you're putting forth is worth considering.

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    Default Re: Gnorman's E6 Compendium

    I think once it reaches the 10 minutes or more mark, it really ceases to become a factor in terms of grittiness, since any time when the grittiness would be pressed they wouldn't have time to use that ability anyway.

    Interesting classes so far.

    Quote Originally Posted by Ziegander View Post
    Something to consider would be giving the Mages 2+Int skill points per level universally.
    Step in the wrong direction, that. No class should have 2+int skill points without such a significant departure from the 3.5 skill system such that it is no longer recognizable as derived from such.

    Last I checked, e6 hadn't really done that.
    Last edited by Coidzor; 2011-09-23 at 06:18 AM.
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    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
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    Default Re: Gnorman's E6 Compendium

    Quote Originally Posted by Coidzor View Post
    I think once it reaches the 10 minutes or more mark, it really ceases to become a factor in terms of grittiness, since any time when the grittiness would be pressed they wouldn't have time to use that ability anyway.

    Interesting classes so far.



    Step in the wrong direction, that. No class should have 2+int skill points without such a significant departure from the 3.5 skill system such that it is no longer recognizable as derived from such.

    Last I checked, e6 hadn't really done that.
    Just a quick heads up, these classes will eventually be intended to be used with a streamlined version of the skill system that I will introduce later (I suppose I should have mentioned this earlier!). Combining Hide/Move Silently, Spot/Listen, Climb/Jump/Swim, Disable Device/Open Lock, Balance/Tumble, et cetera.

    The other option, should you choose to use 3.5 skill rules as written, is to give magic classes 4 SP/level, combat classes 6, and skilled classes 8.

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    Default Re: Gnorman's E6 Compendium

    Quote Originally Posted by Coidzor View Post
    No class should have 2+int skill points without such a significant departure from the 3.5 skill system such that it is no longer recognizable as derived from such.
    That's your opinion and it's not likely to change, but we're talking about Mages here. They have spells that invalidate skills. Ergo, they don't need as many skill points per level.

    Since we're discussing ways to help non-casters compare in utility with the casters, I don't see how giving the Mages few skill points and giving non-casters many more skill points is a step in the wrong direction.
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    Default Re: Gnorman's E6 Compendium

    Quote Originally Posted by Gnorman View Post
    I think the vanguard being able to heal himself potentially 40 damage for ten minutes and 50 gp is a bit beyond the pale for the gritty, dangerous world of E6 (it seems a bit much for non-magical healing), but the core idea you're putting forth is worth considering.
    Then how about instead of healing, it gives temporary hitpoints up to your maximum lasting for an hour per level? That way a vanguard can still fight for many fights, and still go to bed injured. I forgot to mention that he should be able of healing only once per person each day.

    *edit: typos
    Last edited by D-naras; 2011-09-23 at 09:23 AM.

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    Default Re: Gnorman's E6 Compendium

    Name changes for practical purposes: the vanguard (meaning: the advance infantry in a fighting force, more appropriate for scouts and light skirmishers) has been changed to the sentinel, while the corsair (which apparently nobody liked) has been renamed the vanguard, a more appropriate name for its role.

    The vanguard (as in, the old corsair) is still under heavy review and subject to drastic changes in the next couple of days.

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