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Thread: [3.5/E6] Rizban's E6 Compendium
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2013-05-09, 01:09 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Dear Gods we're swiming in archetypes. This week was a really crappy one. Next week shall be more productive.
Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
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Order of the Stick Projects:
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Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
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2013-05-09, 03:13 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Brawler: Critical Strike is stated to stack with other such effects. Should it be stated that this threat range increase is always applied last, preventing keen from multiplying it as well? I.e. does a keen scimitar wielded by a brawler threaten on 14 or a 13? (I know this was answered in the thread, but the text on the class seems unclear to me)
Acrobat: didn't spot any issues aside from a glaring lack of rapier proficiency. Swash-buckle!
Expert:
Proposed Professional Knack - Journeyman: Your cohort may make profession checks using your skill ranks, modifiers, and knacks.
Prerequisite: Apprentice
Proposed Sage Knack - Exploit Weakness: when making an attack, the expert may spend one point of insight to ignore damage reduction and hardness equal to his INT modifier until the start of his next turn
Prerequisite: Know Weakness
Auger: Vigor still needs a duration
Magus: Esoteric knowledge does not apply to anything that isn't identified by arcana, dungeoneering, religion, or the planes. I presume this is intentional (knowing how to hurt a human isn't terribly esoteric), but does mean there will be days that the ability is never sued, especially at low levels (fighting humanoids and animals).
Spellblade: Eldritch blast does not have a listed action. As such it is assumed to be a standard action, but it wouldn't hurt to state it.
Does surging conduit work with two-weapon fighting, allowing the spell to be channeled into the off-hand attacks as well?
ALSO - spellbreaker is updated (finally) per Rizban's input form a long time ago as well as properly formatted!
I'm taking a break now. My eyes hurt.Last edited by stack; 2013-05-09 at 03:14 PM.
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2013-05-13, 12:19 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Background:
Phalanx Trained
SpoilerYou have spend many hours training top fight in a shield wall.
- You may wield spears, longspears, glaives, and ranseurs as one-handed weapons.
(That could also work as a feat. Mainly wanted it to fit with the hoplite archetype.)
More feats:
Deadly Blow [Combat, Focus]SpoilerYour blow lands heavily, inflicting a terrible wound.
Prerequisites: Combat Focus, Adrenaline Rush
Benefit: When you hit with a weapon or natural weapon attack you may spend 1 FP as an immediate action to maximize your weapon damage.
Bloody Focus [Combat, Focus]SpoilerPain brings clarity.
Prerequisites: Combat Focus, Meditation
Benefit: When a creature confirms a critical hit against you, succeeds with a combat maneuver verses you, or negates one of your attacks, you gain 1 FP. You cannot gain more than 1 FP per round from this ability.
Ranged Training [Combat, Focus]SpoilerYour mental focus grants you deadly precision.
Prerequisites: Combat Focus
Benefit: Choose a ranged weapon type (shortbow, crossbow, etc). As long as you have at least 1 FP, you are treated as having the feats point blank shot, precise shot, and rapid shot for that weapon only. Once chosen the weapon can only be changed with 8 hrs of intense training with a new weapon. This feat counts as point blank shot, precise shot, and rapid shot for the purposes of qualifying for other feats.
(I think the feat tax on ranged combat is terrible design, so this reduces the burden, giving you the one feat you wanted (rapid shot) combined with the one you have to take anyway even though it is weak (PBS) and the one that only exists as a feat tax to address a rule that could have been done away with (precise shot). It is a strong feat relative to others, though it only applies to one weapon at a time, but really, the feat tax needs to die. Remove rapid shot from the list if its too strong.)
Focused Maneuver [Combat, Focus]SpoilerYou can see the flaws in your opponents stance and exploits them to send him reeling.
Prerequisites: Combat Focus
Benefit: You may spend FP as part of a combat maneuver. You gain an insight bonus on all checks related to the maneuver equal to twice the FP spent.Last edited by stack; 2013-05-13 at 01:46 PM.
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2013-05-13, 01:05 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
(Wombat's Review of)Skillful Classes(Part 2!)
The Expert
SpoilerRole: The expert is a learned character who pursues excellence in a craft, trade, or field of knowledge. An expert is an almost purely support class.
Hit Die: d6
Class Skills (8 + Int modifier per level, ×4 at 1st level): All skills are class skills for an expert.
Class Features
All of the following are class features of The Expert.Spoiler
Specialization (Ex): At 1st level, an expert chooses which path he will take and the focus of his abilities and talents. He must choose either Craftsman, Professional, or Sage.
Craftsmen focus on producing the highest quality goods, from swords to tapestries. A craftsman gains an insight bonus to all Craft skill checks equal to half his Expert level, rounded up.
Professionals are dedicated to business, whether providing a service, trading of goods, or simply investing wisely. A professional gains an insight bonus to all Profession skill checks equal to half his Expert level, rounded up.
Sages are masters of lore and knowledge from history to anatomy and engineering to politics. a sage gains an insight bonus to all knowledge skill checks equal to half his expert level, rounded up.
Insight (Ex): An expert gains a number of Insight Points which he can expend to gain bonuses to many abilities. At the beginning of each encounter, he gains a number of Insight Points based on his level, as indicated on the class table, plus his Intelligence modifier. Expending points of Insight is a free action.
At 1st level, before rolling an attack roll, damage roll, saving throw, or skill check, an expert can expend 1 point of Insight to gain an insight bonus on the roll equal to his Intelligence modifier.
Further questions: Can I use all of the insight points toward one attack? So say I used both those points toward an attack, giving me a +4. Does this insight effect my roll itself, or as an addition to the roll (one would create a more common critical, one would just help the attack succeed)? Can I use my points in one attack where one of my insight points goes to the attack, and the other toward damage?
Knacks: Experts gain a number of abilities as they advance collectively referred to as knacks. Experts may choose any knack for which they qualify, but only those from their chosen specialization.
Insightful Defense (Ex): An expert learns to read his opponents and predict their attacks. By spending a point of Insight, he adds his Intelligence modifier as an insight bonus to his Armor Class against one opponent until the start of the expert's next turn. This ability may be activated as an immediate action.
Brilliant Aid (Ex): When using Aid Another, an expert may spent a point of Insight to increase the DC on his check to 15. If he succeeds on his Aid Another check, he adds 2 + his Int modifier to his ally's check.
Insightful Strike (Ex): As a full round action, an expert can make a single attack and expend a points of Insight to deal additional damage against a single target. An expert adds damage equal to his expert level, but the Insight must be spent before making the attack roll. If the attack misses, the Insight spent is wasted.
Skill Mastery (Ex): At 5th level, an expert selects a number of skills equal to his Intelligence modifier. When making a skill check using one of the selected skills, he may take 10 even if stress or distractions would normally prevent him from doing so.
True Expert: Once per encounter, an expert may choose to use one of these abilities. All abilities are activated as a free action unless otherwise stated.- Epiphany (Ex): Every point of insight spent this round counts as two points for the purpose of determining bonuses and effects.
- Skill Insight (Ex): When using skill mastery to take 10, the expert may take 15 instead. This function exactly as if he were taking 10, but the result is treated as though he rolled a 15.
- Brains Over Brawn (Ex): When making an ability check or skill check based on Strength, Dexterity, or Constitution, an expert may add his Intelligence modifier to the roll instead of the physical ability score.
Skill Insight - Nice. Though - how long does taking a 10 take?
Brains Over Brawn - Cool. All three of these I approve of.
Alright, so Knacks are their own (huge) category. Expect a review of that one seperate from this post. I'll try keeping in mind the class as a whole when considering it, though its a large list for only one class.Last edited by TheWombatOfDoom; 2013-05-13 at 01:05 PM.
Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
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Order of the Stick Projects:
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Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
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2013-05-13, 08:43 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
You get 0 + Int mod at 1st level, as you noticed later in that paragraph. Yes, you would have 2 points per encounter and be able to add a +2 insight bonus to certain rolls.
"Insight" is a standard bonus type. This ability adds an "insight bonus" to certain rolls. Insight bonuses, as per standard rules, do not stack with themselves. Only the highest insight bonus applies. Spending two points on a single roll, while technically possible, does not increase the bonus to that roll.
It affects the final total just like any normal bonus to a roll does. I'm not sure where the confusion is coming from.
Yes, you can spend them on anything to which the ability allows them to apply. They are spent as a free action, so you may use them in any combination without limitation beyond those explicitly stated, i.e. they only apply to certain rolls, and insight bonuses do not stack with themselves.
As you saw below, it's a rather large list, so I placed it at the end, much as the full spell lists of spellcasters are set aside in their own section.
That is correct.
See Aid Another in Combat and Aid Another during a skill check. Both are standard 3.5 special actions using the same mechanic and the same name. A successful roll adds a +2 to something for another character. Brilliant Aid changes this from +2 to +2+Int mod.
That's an error on my part. The damage bonus should not be listed as one of the options in the 1st-level ability. It will be removed from that list in the next posted update.
That is a good point. My original intention was to make limited to skills tied to a mental ability score, but I dropped that at some point due to wording issues. I will add that back in with the next posted update, though I'll need to figure out how to word it appropriately.
Yes, exactly.
It takes the same amount of time as if you rolled the dice. See Checks Without Rolls. This ability does not change that.
Check.
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2013-05-14, 02:14 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
stack, sorry that I've been kind of ignoring your posts lately. You've posted so much content that I wanted to get some time to sit down and review it seriously before replying to much of it. Not everything you've posted will be replied to in order, as I've moved some of the quotes around to be grouped according to topic.
A note to the other contributors in this thread, I'll be working through each of your contributions next.
1Classes
SpoilerIt always applies last. I'll specify that.
While thematically great, it was hard enough to not make Acrobat into another Combat archetype without adding more weapon proficiencies.
That works for me. Added it.
I'm not really a fan of this ability. I'd still rather come up with something else for that final Sage slot.
Check.
That is as intended.
Yes, standard action.
No. Conducting a spell only ever affects a single weapon. I'll mention that in the main ability.
1Archetypes
SpoilerThanks, I'm not sure how I managed that. The complete sentence is, "When using channeling to use either the vigor or prescience ability, the bonuses apply to his animal companion as well."
First, I want to say that I really like the concept and will definitely use it. However, I'd really, really prefer to not use Combat Focus on anything except Combat classes. The way you set it up looks like it would work well, but I want to keep FP unique to Combat if for no other reason than because I want it that way.
SpoilerSeems perfectly reasonable.
As mentioned above.
I like it, though I believe I'll make this a (Sp) and limit it to spells and SLAs. Additionally, I believe it needs a caveat stating that any metamagic effects added to the spell are not mimicked.
Both seem okay, if a bit underwhelming compared to the 1st-level ability.
Is this so that he can delay casting the spell for a couple of rounds?
I kind of like this, but it definitely needs some reworking to make it appropriate.
Definitely going to need to change with dropping FP...
Overall, I get the feeling that this is supposed to be Spellthief minus the Rogue. As I said, I think it's a good idea, but it will need to be heavily reworked to remove it's reliance on FP.
On the other hand, it could easily be reworked into a Combat archetype and included in one of the side projects rather than in the core if you want to go that direction with it instead. I think a Sentinel/Mimic might actually be really fun to play.
Once again, I like the idea. I think, however, that an archetype so heavily focused on a single weapon is, thematically speaking, a little too narrow for what I'd like to have in the "core". Perhaps reworked as a racial option or included as another option in one of the side projects would be good.
Alternatively, broadening the concept a little bit into a wider focus, such as "reach weapons" or something might work. Though still might be a bit narrow for what I'd like to include in the core.
SpoilerIf offered in a side project, the "any class" becomes more appropriate, particularly if racially restricted. Otherwise, I don't see it really offering much to the Magic classes.
The rest seems perfectly acceptable.
Keeping in mind the above, this sounds like that might work.
Those seem like fairly minimal abilities but are nice perks. The archetype just doesn't really seem to offer anything other than "Can use whips" at 1st level. It needs at least one more perk at this level to make it a viable option.
I understand what you're saying here, but, just to be clear, you're suggesting essentially treating the whip like a net? I'm not entirely sure about the grappling part, as that seems a bit tacked on at the end.
Seems like a good option and is level appropriate.
Again, these seem like decent options but a bit lackluster. The first one needs clarification. As written, it takes away the ability to threaten adjacent foes.
I'm not sure how a whip stuns... Maybe a different status effect would work better?
I really don't like this ability. Trip/disarm a foe to get a free area effect demoralize? I just don't like it and can't picture how it would work. Perhaps instead make this ability do a "whirlwind attack" with the whip to show that he can hit anyone he wants to produce the demoralize effect on anyone within reach of the whip.
I'm against any ability that increases the range of the ward ability, with the exception of "Epic" level feats/abilities that are gained at the 20+ feats past 6th level point.
You mean using the skill check in place of the trip/disarm check? Not really sure I like that ability or can picture how it would work.
The "reroll" ability is the troubadour's shtick with his luck stuff. Not sure of a better option for the expert, but I don't think it really fits that well.
Interesting... Needs a bit of clarification, but it could work.
(Augur not Auger) Seems appropriate.
It works, though this is probably better as the Expert's ability.
(The spellblade ability is "Spell Conduit" and "conduct a spell", similar in concept to metal conducting electricity. "Channel" is the purview of the Augur. Just want to keep the similar but distinct terms clear and properly applied.)
That caveat aside, I think this is actually a really nice ability.
Made mention of this above.
I mentioned my concerns about this archetype at the beginning, but I would like to still say that I really do like it, even if it isn't something I feel belongs in the system core. With a little bit of polishing, this could well be one of my favorite archetypes, though I think it would see the most use with Gladiator and Spellblade.
Good concept, terrible name.
SpoilerExpected.
I like the first three. Well-Trained seems a little off to me, though it could be made to work.
I don't really like either one of these abilities, though they do give a few ideas on what to do with this level.
I really, really dislike Arrow-Splitter as written. The concept is decent, but it just grates on me for some reason.
Item creation is, again, not something I'd really like to delve into too much with this type of archetype. While I can see doing something along those lines, I'm not sure this is how I would want to do it.
Hmm... I think this section will need to be rewritten entirely.
I've rethought the Desperado, and I think that moving it more in this direction is probably for the best. The name may or may not be Desperado in the end, but I think I'm going to work from this to form the version that eventually gets finalized.
As mentioned elsewhere, I really like this archetype. That's why I rewrote it there and already plan to have it included in the next update.
With a bit of a rework, I've definitely decided use this. Really fun ability. So tempted to call it "Remote Trap" for the use of remote motes.
Again, a very nice ability that I'll include with a bit of a rework.
I'm not really a fan of this one. I think an ability that let's the spellblade conduct his spells or blast through a trap would work better instead.
I'm going to have to get to this one later. I'm getting rather tired at the moment, and this looks like it's going to require some serious digging to get through.
I kept meaning to get to a summonor archetype, but I just didn't get to it yet. If nothing else, this should give me a good starting point.SpoilerMakes sense.
Mighty is expected. Enduring needs to be better clarified but isn't bad.
Pretty much expected.
Didn't even consider this. Definitely a neat addition.
I'm a little iffy on this one, particularly as it can potentially allow a spellblade to hit someone with his sword and suddenly BEAR! Maybe a casting time of full-round action instead of 1 round would be acceptable?
That seems like a nice capstone and not too terribly overpowered.
Not really a fan of this at all, as that can potentially be a huge game changer. Popping a CR 3-4 creature would become the default opening every time, despite the limited number of spirit surges.
Again, not really a fan of adding 4th-level spells. While I have added a few through class features and domains, they're almost exclusively non-combat. This is pretty much a guaranteed lock down against everyone but a gladiator or breathstealer.
Interesting ability. I think a variation of this would work nicely.
I'll have to review the spell list later.
As cool as alchemy is, I've just never really been a fan of alchemy based character concepts. Still, it's a popular concept that certainly would seem to have a place here. I'm not opposed to having one, provided it's done in a way I can approve. Also, I'll definitely end up changing the name.
SpoilerSeems right.
Exists as part of Expert (Craftsman) class, but not out of place here, even if it effectively saves an Expert a knack.
Don't care for the name, but I actually do like the ability. Damage seems a bit high, but it's a neat ability.
I don't mind the bonus feat, but completely negating XP cost isn't going to happen.
Not really a fan of this, as it seems to serve no real purpose other than to try to screw NPC shopkeepers.
Seems reasonable, but he suddenly went from ranged at 1st to melee at 3rd. That seems a bit disjointed... Perhaps including this at first level would be better and then an improvement on the splodey vials at 3rd? Not sure, but that's what I'm thinking.
Is he an assassin now? I don't think this fits.
Hmm... interesting progression, though it seems a bit off somehow.
Seems about right for Expert.
It simply means he applies Sneak Attack to the AoO he makes against the enemy. I've fixed it to be more clear.
They are similar but really quite different.
Tuck and Roll is a move action done on the acrobat's turn to render his opponent flat-footed, which can apply sneak attack if the acrobat has the right archetype.
Opportunistic Backstab applies sneak attack damage to an attack of opportunity made by the acrobat but does not render the target flat-footed.
Faster death attacks are not going to happen.
1Backgrounds
Spoiler
1Feats
SpoilerAddressing the concerns you voiced in these posts and elsewhere about the Combat Focus feat, I've rewritten it a bit to make things more clear.
Combat Focus [Combat, Focus]SpoilerTrained warriors often enter a state of heightened awareness and achieve near superhuman levels of strength, endurance, and skill.
Prerequisites: Int, Wis, or Cha 13
Benefit: You gain access to Focus Points, which may be spent on a variety of abilities. Upon taking this feat, you immediately gain a number of Focus Points equal to your Hit Dice. The maximum number of Focus Points you may have at one time is equal to your Hit Dice. You must expend at least one Focus Point to activate Focus abilities, though some abilities may require more than one.
Once per encounter, you may spend 1 Focus Point as a swift or immediate action to gain a +2 bonus to either Fortitude, Reflex, or Will saves until your next turn. If you have at least four Focus feats, this bonus increases to +4.
Focus Points do not renew automatically. In order to gain additional Focus Points, you must perform one of four actions listed below.
- Slaying a Foe: When you successfully attack an enemy and reduce his hit points to 0 or lower, you gain one Focus Points.
- Making Critical Hits: When you confirm a critical hit against an enemy, you gain 1 Focus Points.
- Successful Combat Maneuvers: When you make a successful bull rush, disarm, feint, grapple, overrun, sunder, or trip attack, you gain 1 Focus Points.
- Defending an Ally: Anytime you prevent an attack against an ally, you gain 1 Focus Points. Such actions include, but are not limited to, disrupting a spell cast against an ally, stopping an enemy charging at an ally, using the In Harm's Way ability. Simply negating the damage or effect is not sufficient. The attack itself must be prevented from occuring.
You do not ever gain Focus Points for attacks against helpless creatures, creatures with fewer than half your Hit Dice, or attacks against allies and you do not gain Focus Points from attacks on which you spent Focus Points.
In addition, other feats or abilities may grant Focus Points or provide additional ways to gain Focus Points.
Renamed.
Renamed and clarified.
Slight edit, made the feat below a prereq.
Renamed.
Decided not to include this feat, at least for now.
Decided not to include this feat. Added Focused Body instead.
Decided not to include this feat.
Decided not to include this feat, but I'd like to include something similar.
Not sure I want to grant pounce through a feat, as there are a few "pounce-like" class and archetype abilities already. A few would really tread on their toes and be the default feat choice for pretty much anyone except Sentinels and even many of them. Decided not to include this feat.
Renamed, slight changes.
Never been a fan of maximize abilities. I might reconsider this one later though.
Seems interesting, but I think it's something I'd want to playtest a bit before adding in. Something about it doesn't quite sit right with me.
I'd rather do this kind of thing within the range focused archetypes. Feat tax is also less of an issue in E6.
While interesting and probably quite acceptable, I'd like to playtest this one in a few situations before adding it in.
1Magic
SpoilerI have fixed the typo and changed the spell ability from reducing the effects of healing magic to dealing 1 point of nonlethal damage to all living creatures in the mist at the start of their turn, no save.
I considered it and decided against it. Mass fast healing just seemed a bit too strong.
To be 100% honest, I posted the wrong version of this spell. Looking back at my notes, I had changed it but copy/pasted the old version instead of the updated one. I'll have that fixed in the next update.
Used some of your suggestions here, though I had several of those spells already down for that divine domain. You also forgot the requisite Summon Living Element spell.
Edit: Added spoilers, because that is one MASSIVE wall of text otherwise.Last edited by Rizban; 2013-05-14 at 02:17 AM.
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2013-05-14, 07:47 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Whoa feedback! Yeah, there's no way I can respond without missing quite a bit.
Mimic- I originally wrote it to use its own unique pool of improvisation points refilled by making attacks, saves, and casting spells, but changed it to FP to make use of all the other FP stuff that comes with the system. Easy enough to change it back. Retain move is to let you use the ability for multiple rounds (if you have the points to do so) and deny them they use it. Anyway, I like it as a core archetype to give an anti-mage parallel to the spellbreaker that matches the skilled classes better.
Whip-master was written before I had a better feel for how broad an archetype should be, hence its focus. Turns out you need a lot of abilities to make whips a good primary weapon. Broadening it could work, but so many abilities imply a flexible weapon.
Shootist - If the name has good enough for John Wayne, its good enough for me. Not real keen on the elemental bit myself, but I wanted something to distinguish it from PF's gunslinger and darklink shadow had just proposed the idea.
Caller - my other idea for a high-level ability was to extent the duration of a summons to unlimited, but only allowed to have one such summoned at a time.
For the chymist, the volatile potions are to try to make potions useful by allowing some to be made each day without cost, allowing them to be used without reservation, but not creating an infinite wealth stream. If a shopkeeper can't hit a DC 10 appraise check then they deserve it. Poison use is a bit tacked on.
Acrobat/assassin- I completely misunderstood Opportunistic Backstab. Makes sense now.
For some reason I can't type augur right. Though the typo does create an interesting mental image.
I think I responded to any questions you posted and clarified anything I felt needed it. Thanks for the lengthy response.Last edited by stack; 2013-05-14 at 07:47 AM.
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2013-05-14, 08:12 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Last edited by TheWombatOfDoom; 2013-05-14 at 08:14 AM.
Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes
World Building Projects:
Magic: The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology
Order of the Stick Projects:
Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
Extended Signature | My DeviantArt | Majora's Mask Point Race
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2013-05-14, 11:43 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Alright, I think I have now officially replied to everything that I haven't replied to already.
darklink_shadow
Overall, I have to say that I really like this archetype. It definitely managed to capture the feel I was trying to attain in several ways. I believe that I'm going to use large portions of this along with a little bit from stack's Shootist to create the Desperado archetype. Thanks for the ideas!
SpoilerSeems right, though I'd likely add Ride too.
Well, huh. I like it. I don't know why I never thought to add the mounted bonus before. Those all look good.
Hmm... I'm not sure on giving him DR, though it could possibly be appropriate. I'd have to think about that.
Seems appropriate.
I like it. Seems perfect or the Desperado! Great ability.
This one, on the other hand, isn't something I'll want to use.
Seems alight, though it'll need some reworking to make it right.
Bleed damage? Oh! Pathfinder. This ability really seems to be edging back into the ad hoc alchemist again, so I'd rather avoid it.
That could work.
Hmm... maybe.
This ability seems more appropriate to the Brawler or Acrobat than the Gladiator.
Something indeed.
That could work, though it still needs to be a once per encounter ability.
That could potentially work for the Expert, though it's still something I'd prefer to avoid with this archetype.
Absolutely hilarious! While absolutely great, I don't think that I'll end up using it. It's just a bit too humerous to fit. I might use the ability, but the fluff is going to have to change.
3Hawk7915
Trapsmith will have its own spell list when I get it finished, but it will definitely be more limited that most Magic archetypes. It may end up possible that a Magic class might have more spells known than spells available on his list... I'm not 100% sure on the list yet, but it is something I'm working on doing.
I like these capstones, but I'm going to go with variations on the ones proposed by stack. While his might also be a little stronger, I really like the flavor of them and think they fit well with the archetype. The list you've provided could work, but they're a little lackluster compared to the other options available to the classes, though that Augur ability is pretty strong.
Already did a brief review of this earlier, though I can't remember if I had posted it or not. Going over it again, because it's definitely a concept I like.
I'll have to review spell lists when the archetypes are more thoroughly completely.SpoilerApt description.
I half expected him to gain armor of some kind, but this works.
Arcane spells, bonus on saves, and a familiar. Seems pretty good, though the familiar might be a little out of place. I also expected to see dispel magic or some other sort of protective spell as an always known spell here somewhere.
I'm really not a big fan of this ability. Extra magic can be rather potent. I've already tried to max out what the Magic classes have available per day while still maintaining balance, and adding more to it isn't something I think should be done lightly.
Not really the best capstone, though I'd prefer to not have too many open selection bonus feats available. Bonus feats also really aren't that great of a bonus in E6.
Yeah, that's really strong and already effectively what the spirit surge is supposed to be for.
I don't really see how that fits with the archetype...
This ability seems good, though I really expected it to be defensive only.
While I'm not opposed to a low level teleport ability, a 0-level teleport that can take other creatures with it is just way too strong.
I'm almost done with a metamagic focused archetype, and I'd rather not give that ability out to other archetypes without very good reason.
That's what I expected to see, though it's really not a requirement.
I wouldn't mind seeing a bonus to the roll, but, as stack mentioned, the better ability is part of the Augur class. I'd rather not give a version of that to the archetypes.
That seems like a good addition and is definitely what I expected to see from the class.
3Kerleth
Already responded to the next post but wanted to say a bit more that was relevant to the section of this post immediately previous.
A unique ability that is useful to all classes and synergizes well with Augur would probably be ideal, as long as it doesn't step on the Augur's toes by giving away her class ability to other classes. I'm definitely against giving an ability of one class to another, though not necessarily giving another class access to the same mechanics. E.g., a class could pick up limited Channeling through an archetype, but it would have its own channeling abilities rather than the Augur's abilities (see Templar).
I think the rage ability is limited enough as it is.
Spoiler- Yes, I'll be using the base races until such time as I choose not to use them. I don't really plan to switch them out though.
- I'll do a full write up for each race in the Census project.
- Three different parts to this answer:
- I'm not sure what to do with low LA races yet. High LA ones will be in the monster project as either classes or archetypes. Lower LA races may just get a benefit reduction and a racial paragon archetype, though that will also usually require expanding on the racial abilities some to make a fully fleshed out archetype. This option is definitely the most work.
- What I'm most seriously considering for low LA races is just stripping them down and then offering their racial abilities back in the form of racial feats. Since feats are rather plentiful in E6 and most low LA races wouldn't make a full class or archetype, that seems like the easiest option at the moment.
- My final idea is to offer ACFs for them. A drow, for example, might have a Brawler ACF that drops Flurry of Strikes for Poison Use and part of their original racial abilities back. I'm least sure of this idea, though it could work with some effort and might end up being the easiest to balance.
Holy WarriorLast edited by Rizban; 2013-05-14 at 11:45 AM.
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2013-05-14, 06:10 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Glad it helps. I am pretty keen on shotgun diplomacy though. Lots of desperados use shotgun diplomacy and I think the mechanic I gave it is the best implementation you could have for it.
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2013-05-14, 09:26 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
I've been thinking (scary, I know) that maybe the skilled classes could use a debuffing focused archetype?
Tomorrow I'll flesh-out the Cad. It will start with weak debuffs in place of attacks (deafened, dazzled), progressing to reduced costs for the weak conditions and stronger conditions with high action costs, eventually reaching things like blind and confusion. My goal will be to have an array of abilities to target various defenses and inflict a wide variety of conditions so that the player isn't foiled by the myriad immunities that monsters can have.
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2013-05-14, 09:48 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
That seems like a good concept.
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2013-05-15, 02:56 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Changelog
- General: Archived all extant changelogs to the front page for easy reference.
- Class: Brawler – clarified issue with Critical Strike
- Class: Expert
- fixed typos
- fixed error in Insight ability
- Added Journeyman professional knack.
- Knack lists alphabatized
- Class: Troubadour – Inspiring Auras list alphabatized
- Class: Augur – fixed typos, added duration to Vigor
- Class: Spellblade – Minor clarifications on eldritch blast and spell conduit
- Archetype: Added Duelist!
- Archetype: Added Templar!
- Archetype: Added Hoplite!
- Archetype: Assassin – clarified Acrobat capstone
- Archetype: Beastmaster – fixed Augur ability
- Archetype: Trapsmith – Added capstones for Augur, Magus, and Spellblade
- Feats: Added Combat, Magic, and Skillful Feats rules.
- Feats: Added the following feats
- Combat Focus
- Combat Lunge
- Focused Body
- Focused Critical
- Meditative Focus
- Perfect Strike
- Unerring Strike
- Divine Domains: Edited the Air spell selection. Finished the Gentle Breath divine domain.
- Spells: Stinking Miasma – spell effect slightly altered.
- Spells: Summon Living Element – uploaded the correct spell description.
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2013-05-15, 08:50 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
woot, coming along nicely.
so, Riz, in your opinion, how close is this to being ready for a playtest?Much thanks to Ceika for the poketar!
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2013-05-15, 10:22 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
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2013-05-15, 10:31 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
CadSpoilerHonor is a comfort for the loser. Better to just win.
Prerequisites: Cad is available to any Skillful class.
Archetype Skills: A Cad gains bluff as a class skill if he does not already possess it.
Archetype Proficiencies: A Cad gains no additional armor or weapon proficiencies.
Archetype Features
Lesser Archetype Power
- Dirty Tricks (Ex): Spit, throw dirt, sucker punch, nerve strike; however you do it, its dirty. As a standard action you may inflict the blinded, dazzled, deafened, entangled, shaken, or sickened condition on an opponent inside your melee range. Your target may make a save of DC equal to 10+level/2+dex or str mod. If they fail the save, they are afflicted with the chosen condition for 1d5 rounds or until they take a standard action to remove it. The save if fort for dazzled, deafened, or sickened; reflex for blinded or entangled,; and will for shaken. The creature takes to penalty on a successful save.
- Sidestep (Ex): Once per encounter, when flanked by at least two creatures and targeted by one of the flanking creatures, the Cad may, as an immediate action, redirect the attack against any other of the flanking creatures.
Moderate Archetype Power
- Quick and Dirty (Ex): Your dirty tricks may now be performed as a move action
- Lingering Affliction (Ex): The duration of your dirty tricks is increased by 1/2 your level, rounded down.
Greater Archetype Power
- Downright Mean (Ex): Your dirty tricks now require a full-round action to remove.
- Tiresome (Ex): Any time a creature is under the effects of 3 or more dirty tricks, the creature is fatigued. If effected by 6 or more, the creature is exhausted. These conditions end as soon as the creature is no longer effected by the required number of dirty tricks.
Capstone: A Cad adds one additional option to her class' capstone ability.
- Acrobat – Preemptive Retaliation (Ex): When provoking an attack of opportunity, the acrobat may, as an immediate action, use one dirty trick against the attacking creature. This trick is resolved before the AOO.
- Expert – Insightful Trick (Ex): When using a dirty trick, the expert may expend insight points up to half his level to increase the tricks DC by a number equal to the insight points spent.
- Troubadour – Tenacious Trick (Ex): The troubador may force his target to re-roll a save against a dirty trick, taking the worse roll.
Last edited by stack; 2013-05-20 at 01:25 PM.
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2013-05-16, 12:02 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Much thanks to Ceika for the poketar!
I'll be away from the internet from 1/3-1/8 2019. I swear I'm not disappeared.
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2013-05-16, 12:07 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
I like the concept of the Cad, but I have to say that I'm really not a fan of the implementation... I'm not sure what to suggest at the moment, but I just really don't like it. I was going to try to review it, but I found myself at a bit of a loss for what to say specifically... I feel bad for that, but...
1I've been working on a concept for a Magic archetype that I really, really like. The problem is that it keeps trying to turn into a class while still being an archetype. It's frustrating trying to find a balance. Because of how I setup the system, it's going to have to be an archetype. In reality though, I think I'm going end up posting it as its own project as a standard 3.5 class in addition to being an archetype for this system.
All that said, I'm recreating the 2e Sha'ir, the Al-Qadim spellcaster based on genies. I've run into the following observations:- The spell fetching mechanic as it exists in 2e and 3.X, while amazing, would demand it's own class to implement as it exists in either of those systems.
- As an R'E6 class, it would be able to access any Magic archetype, most of which are totally unsuited to the concept.
- As an R'E6 archetype, it loses the key feature of the Sha'ir, i.e. the spell fetching.
- The 2e/3.X Sha'ir is both arcane and divine with access to basically any and all spells. While the a/d issue poses no problems here, all spell access would simply not work with the existing mechanics.
All that noted, it would seem that this concept is doomed to failure without it being a special case class with its own archetype list in a secondary supplement. That's really not something I want to do. As such, I believe I have come up with a solution that is both flavorful and has a potentially amazing cool factor that would easily rocket this to my favorite Magic type period.
The archetype concept will essentially become a genie based version of the Tome of Magic's Binder. The Sha'ir will periodically make pacts with genies to gain his power, gaining access to varying spell lists based on his pact. The archetype will override the Magic class' method of "knowing" spells, changing them based on his pact, though each class will still be limited by his maximum known. This is exceptionally good for the Spellblade, good for the Augur, and... "interesting" to the Magus, as it lets them switch out spells known.Quod tibi vis fieri, facias.Spoiler: Links to my content threadsAldhaven - May 27, 2010 and ongoing.
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2013-05-16, 12:11 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
that certainly sounds intriguing. Honestly, though, (as much as its own splatbook worth of stuff isn't really an option at this time), if the Sha'ir was its own published splatbook, I'd buy it.
Much thanks to Ceika for the poketar!
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2013-05-16, 12:12 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Well, then I just might end up doing that as some point.
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2013-05-16, 06:59 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
If anyone has ideas for fixing up the Cad I'm all ears. I'm not entirely happy with how it came out either. Right now its basically a bunch of ways to do single-target melee debuffs, which was not exactly how I had conceived of it, but I was trying to have it make fluff sense without depending on items.
Binder-style would be interesting. (The prosopon could use some company in the binder/incarnum-esque field)
ed-I am so torn as to what I would play in the playtest game. I originally was set on an augur, but now that the duelist and hoplite are 'official' I don't think I could resist. But having to choose...Last edited by stack; 2013-05-16 at 09:19 AM.
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2013-05-16, 11:18 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
For my first playtest, I was thinking of either playing an Acrobat Duelist critical monster or a completely non-combat character. The only problem I have is that right now, you have 9 archetypes available to all Combat classes and only 5 for the Magic and Skillful ones.
I really do like this E6, however. It is new, exciting and easy to use... and when I look at Aldhaven, I can't help but think how cool it would be to have an E6 version of that sandbox.Spoiler: Stuff I'm Working OnSmall Justice
An ongoing web serial about politics, vengeance, and miniature lizards. Go check it out!
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2013-05-16, 11:23 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
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2013-05-16, 11:24 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Not gonna lie, hoplite is seducing me too, but I think I will stick with a spellsword beastmaster with a military background or a lucky background or maybe even animal friend to have two pets running amok. But having 3 characters to control per turn would get a little annoying, since all 3 are different. (A man, a beast and a forever level 1 beast)
Military is clearly better, casting in medium armor is great! Then again, at level 6 I would have 3 animals with me, 2 of them would be the same, and that is neat!
Do something like a hawk and two riding dogs? Or a riding dog and two hawks? Man...
Maybe a wolf named Nighteyes, a dog name Fitz and a hawk named Falcon. Yeah.
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2013-05-16, 11:27 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
A beastmaster casts off Green Mage and is thus a divine caster. You don't suffer spell failure for armor with divine spells. You really don't need Military unless you're going for an arcane caster.
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2013-05-16, 11:36 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Pfft, you and your words.
Wait, you're right!
Ok, probably animal friend then! At least unless a more appealing background comes into existence.
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2013-05-16, 12:03 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Let's see...hoplite sentinel AC can get impressive.
SpoilerLevel 1
{table]base| 10
scale mail|+4
tower shield|+4
warding bonus|+1
Dex|+1
Deflection|+0
Total AC|20[/table]
Level 6
{table]base| 10
Full plate +1|+9
tower shield +1 |+5
warding bonus|+3
Dex|+1
Deflection|+3
Amulet of NA +1|1
Total AC|32[/table]
I was more inclined to the brawler or gladiator but...
Probably go duelist anyway.Last edited by stack; 2013-05-16 at 12:07 PM.
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2013-05-16, 12:57 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
So, no archetypes let the spellsword get true strike. That's too bad. :( Although I think it fits in the Red Mage set up.
I hope some more magic or "any" archetypes come up. They are rather lacking.
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2013-05-16, 01:50 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
No archetypes will allow any spellcaster to get true strike. That's a spell I won't be including.
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