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  1. - Top - End - #361
    Titan in the Playground
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Spell Weaver
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    A skilled mage can see the invisible strands that tie all beings together and can subtly reweave them to his liking.

    Prerequisites: Spell Weaver is available to any Magic class.
    Archetype Skills: A spell weaver gains spellcraft and knowledge (arcana) as class skills if he does not already possess them.
    Archetype Proficiencies: A spell weaver gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Spellcasting: A spell weaver specializes in transmutation magic, casting arcane spells drawn from the spell weaver spell list.
    • Eldritch Tapestry (Sp): As a full-round action that provokes an attack of opportunity, the spell weaver may weave a willing target that he is touching into his eldritch tapestry. A spell weaver may have a number of creatures in his tapestry equal to his casting modifier or his class level, whichever is higher, not counting himself. A creature must have a wisdom of 1 or greater to be part of the tapestry. A creature can remove itself from the tapestry, or be removed by the spell weaver, as a free action. A creature is aware that it is part of the tapestry. The weave extends 25 ft + 5 ft per level. Leaving this area does not remove on from the tapestry, but a creature outside this range is not affected by any ability dependent on the tapestry. If a creature in the tapestry is killed, the spell weaver takes non-lethal damage equal to twice the creatures HD and must make a will save equal to 10 + the creature's HDx2 or be sickened for a number of rounds equal to the creature's HD. A creature may be part of any number of weaves simultaneously.
    • Weave Casting: The spell weaver may treat all creatures in his tapestry as if he is touching them for the purpose of casting spells.

    Moderate Archetype Power
    • Wide Weave: When casting a spell that targets a single creature over the weave, the spell weaver may simultaneously cast a spell on any number of creatures in the tapestry. Doing so raises the level of the spell by +1, as if using metamagic, using the metamagic rules for the caster's class, though casting time is always increased to a standard action for a swift action spell or a full-round action for a move or standard action spell.
    • Share Senses:The spell weaver may share one sense of a willing creature in his weave as a full round action. The creature must be in range of the tapestry and can end the sharing at any time. This effect may be maintained indefinitely, but requires concentration as if a spell. A full round action is required to switch which single sense is shared.

    Greater Archetype Power
    • Personal Thread: The spell weaver may now cast spells with range: personal over the tapestry, treating them as if they had a target of one creature and a range of touch for purposes of the tapestry.
    • Mental Strands: All members of the tapestry may communicate telepathically with each other if they so choose.
    [/list]
    Capstone: A spell weaver adds one additional option to her class' capstone ability.
    • Augur – Vigorous Weave (Sp): For three rounds, the auger may use his vigor ability on any creature in his weave.
    • Magus – Masterful Tapestry (Sp): The magus may cast a spell through his wide weave ability without increasing the spell's level.
    • Spellblade – Quicken Weave (Sp): A spellblade may cast a spell using his wide weave ability as a swift action, but must make a fortitude save DC 10+spell level x 2 or be sickened for a number of rounds equal to the spell level.
    Spell Weaver Spell List
    Spoiler
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    0-Level
    • Arcane Mark
    • Guidance
    • Detect Magic
    • Mage Hand
    • Mending
    • Message
    • Open/Close
    • Read Magic
    • Resistance

    1st-level
    • Feather Fall
    • Endure Elements
    • Expeditious Retreat
    • Enlarge Person
    • Mage Armor
    • Jump
    • Magic Weapon
    • Rejuvenation† (minor)
    • Sanctuary
    • Shield
    • Remove Fear

    2nd-level
    • Aid
    • Bestial Might†
    • Darkvision
    • False Life
    • Invisibility
    • Protection from Arrows
    • Resist Energy
    • Pyrotechnics
    • Spider Climb

    3rd-level
    • Blink
    • Haste
    • Fly
    • Keen Edge
    • Magic Weapon, Greater
    • Magic Vestment
    • Protection from Energy
    • Slow
    • Water Breathing


    Bestial Might
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    Transmutation
    Level: Spell Weaver 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You gain the totemic characteristics of your chosen animal.

    Chose one ability score(either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). You receive a +4 enhancement bonus to that score. You take on minor characteristics of the animal tied to that score (bull, cat, bear, fox, owl, eagle respectively).

    (I didn't want the entire second level list to be individual animal buffs. It works fine as one psionic power, so why not make it one spell?)
    Last edited by stack; 2013-05-22 at 09:19 AM.

  2. - Top - End - #362
    Titan in the Playground
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    Jun 2011

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

    Its been a few hours since my last archetype post, so here's the <tada>

    Magician
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    Who needs years of study, divine intervention, or monstrous heritage to use magic when you can just fake it?

    Prerequisites: Magician is available to any Skillful class.
    Archetype Skills: A magician gains sleight of hand and UMD as a class skills if he does not already possess them.
    Archetype Proficiencies: A magician gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Tricky Wand: The magician starts play with a personal wand. This wand is unique in that it has unlimited charges and the UMD DC to activate it is 15+the number of times it has been activated during the current day. It may hold any spell or combination of spells of total spell level no higher than class level/2, with cantrips counting as 0.5 levels. The selection of spells contained may be changed once a week or when leveling. The caster level is always equal to the magician's level and any spell DC is set using the magician's highest mental ability modifier.
    • Skilled activation (Ex): The magician gains a bonus equal to his level on all UMD checks.
    • Deceptive Devices (Ex): A flick of the wrist, a few nonsense words. The magician can chose to conceal his reliance on magic items. A spellcraft check opposed by the magician's sleight of hand check is required to notice that a spell completion or spell trigger item was used to cast a spell rather than an innate spellcasting ability.

    Moderate Archetype Power
    • Hammer Space (Su): Where'd the rabbit go? The magician gains access to an extra-dimensional storage space that only he can access. Treat this as a handy haversack with a capacity of 2 cubic feet or 20 lbs per level. If the magician is killed, the contents appear adjacent to his body class level rounds after his death. Additionally, scrolls or wands may be drawn from this space as a swift action.
    • Stage magic (Sp):The magician may cast dancing lights, ghost sound, and prestidigitation as spell-like abilities a number of times per day equal to his level plus his highest mental ability modifier.
    • Steady Hand (Ex): The magician may take 10 on all UMD checks, even is rushed or threatened.

    Greater Archetype Power
    • Dual-wands (Ex): The magician may activate two wands as a full-round action.
    • Masterful Activation (Ex): The magician may spend a full round activating a spell completion or spell trigger item. The item then uses the magician's level as it's caster level and the magician's highest mental ability modifier to determine the save DC, if any.

    Capstone: An Magician adds one additional option to her class' capstone ability.
    • Acrobat – Easy Target (Ex): The acrobat may add half his skilled acrobat bonus to the save DC of one spell from a spell completion or spell trigger item activation against a flat-footed opponent.
    • Expert – Insightful Activation (Su): For three rounds expert may spend insight points in place of item charges, expending one point of insight per level of the spell being cast.
    • Troubadour – Great Distraction (Su): For three rounds the penalty from the distraction aura is doubled if the troubadour expends castings of his stage magic ability as a free action each round.

  3. - Top - End - #363
    Bugbear in the Playground
     
    Darth_Versity's Avatar

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

    Ok, this is my specialist mage archtype. It gives the Specialist Wizard option of traditional D&D without being boring or to powerful (I think ). Let me know what you think.

    Specialist Mage
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    Specialist mages focus their magical power on a particular area of expertise, giving up power in other areas to be better at their focus.

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


    Archetype Features
    Lesser Archetype Power
    • Spellcasting: A specialist mage casts arcane spells and specializes in a single school of magic.
    • Specialisation (Ex): Focusing in one area, a specialist mage selects one school of magic to be his Specialty, and one school to give up forever, from those available (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation). Any spell from the school that is given up are removed from the specialist mages spell list and can never be learned through any means. At each level (including 1st) the specialist mage may learn an additional spell of his speciality school from his spell list which does not count towards his number of spells known.
    • School Focus: A specialist mage learns School Focus† as a bonus spell at first level. If the specialist mage prepares spells, he may choose to sacrifice any other spell he has prepared to spontaneously cast this spell. The sacrificed spell must be the same or higher level as the spell being cast. The specialist mage knows and can prepare and cast these spells from memory and does not need to copy them into a spellbook if he uses one, and these spells do not count against his number of spells known.

    Moderate Archetype Power
    • Metamagic Feat: A specialist mage gains a Metamagic feat of their choice.
    • Spell Power (Su): A specialist mage focuses his power to enhance his specialisation. He gains a +1 to the save DC of any spell cast from his Specialist school. At 5th level he also gains a +1 to his Caster Level for any spell from his Specialist school.

    Greater Archetype Power
    • Metamagic Reduction A specialist mage more easily alter and control his specialisation. He may reduce the total level increase of any Metamagic feats applied to spells of his Specialist school by 1.

    Capstone: A specialist mage adds one additional option to his class' capstone ability.
    • Augur – Specialist Surge (Su): When casting a spell of your Specialist school, using Spirit Surge does not count towards your maximum number of Spirit Surges per day.
    • Magus – Esoteric Specialisation (Su): For three rounds, the magus adds his esoteric knowledge bonus to the save DC of his Specialist school.
    • Spellblade – Eldritch Specialisation(Su): When using Spell Conduit with an area effect spell of the Specialisation school, the spell activates as normal instead of just on the target. The Spellblade may ignore a number of targets in the spells effect equal to his CHA mod (he must include himself as one of the ignored targets if he wishes to avoid the effects)
    Specialist Mage Spell List
    Spoiler
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    {table="head"]Level |Abjuration |Conjuration |Divination |Enchantment |Evocation |Illusion |Necromancy |Transmutation
    0 |Resistance |Acid Splash |Detect Magic |Daze |Dancing Lights |Ghost Sound |Touch of Fatigue |Mage Hand |Read Magic |Ray of Frost |Open/Close
    1 |Endure Elements |Mage Armor |Comprehend Languages |Charm Person |Burning Hands |Color Spray |Cause Fear |Enlarge Person
    1 |Protection from Evil/Good/Chaos/Law |Obscuring Mist |Detect Secret Doors |Hypnotism |Magic Missle |Silent Image |Chill Touch |Feather Fall
    1 |Shield |Summon Monster 1 |Identify |Distract Assailant (SC) |Shocking Grasp |Ventriloquism |Ray of Enfeeblement |Magic Weapon
    2 |Protection from Arrows |Glitterdust |Detect Thoughts |Daze Monster |Gust of Wind |Blur |False Life |Alter Self
    2 |Resist Energy |Summon Monster 2 |See Invisibility |Tasha's Hideous Laughter |Scorching Ray |Minor Image |Scare |Spider Climb
    3 |Dispel Magic |Sleet Storm |Clairaudience/Clairvoyance |Heroism |Fireball |Displacement |Halt Undead |Haste
    3 |Explosive Runes |Summon Monster 3 |Tongues |Hold Person |Lightning Bolt |Major Image |Vampiric Touch |Slow
    [/table]


    School Focus
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    Universal
    Level: Specialist Mage 1
    Components: V
    Casting Time: special; see text
    Range: Personal
    Target: Special; see text
    Duration: Instant
    Saving Throw: None
    Spell Resistance: No

    This spell targets another spell as you cast it. If the spell being cast is of the Specialist School this spell is a free action, if not it takes a move action. The action must be taken at the same time as the spell finishes casting, so a spell that fizzles out for any reason does not waste this spell as well. This spell counts as a spell of the same school it is affecting.

    When cast, the spell affected increases any DC's by 1. You also gain an additional effect dependant on the spell school, which lasts for 1 round.
    • Abjuration: Gain a bonus on saving throws equal to the spells level
    • Conjuration: Gain a teleportation speed of 5' per spell level
    • Divination: Gain a +1 insight bonus to AC
    • Enchantment: Gain a bonus on attack rolls equal to the spells level
    • Evocation: Gain a bonus on spell damage rolls equal to the spells level
    • Illusion: Gain 5% miss chance per level of the spell (stacks with any other miss chance)
    • Necromancy: Gain DR /- equal to the spells level
    • Transmutation: Gain Temp HP equal to twice the spells level
    Last edited by Darth_Versity; 2013-05-22 at 12:47 PM.
    Quote Originally Posted by Talya View Post
    A guy going by a forum moniker starting with "Darth" asks what amounts to...

    "Perhaps you feel you're being treated unfairly?

  4. - Top - End - #364
    Bugbear in the Playground
     
    Darth_Versity's Avatar

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

    Quote Originally Posted by stack View Post
    Its been a few hours since my last archetype post, so here's the <tada>

    Magician
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    Who needs years of study, divine intervention, or monstrous heritage to use magic when you can just fake it?

    Prerequisites: Magician is available to any Skillful class.
    Archetype Skills: A magician gains sleight of hand and UMD as a class skills if he does not already possess them.
    Archetype Proficiencies: A magician gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Tricky Wand: The magician starts play with a personal wand. This wand is unique in that it has unlimited charges and the UMD DC to activate it is 15+the number of times it has been activated during the current day. It may hold any spell or combination of spells of total spell level no higher than class level/2, with cantrips counting as 0.5 levels. The selection of spells contained may be changed once a week or when leveling. The caster level is always equal to the magician's level and any spell DC is set using the magician's highest mental ability modifier.
    • Skilled activation (Ex): The magician gains a bonus equal to his level on all UMD checks.
    • Deceptive Devices (Ex): A flick of the wrist, a few nonsense words. The magician can chose to conceal his reliance on magic items. A spellcraft check opposed by the magician's sleight of hand check is required to notice that a spell completion or spell trigger item was used to cast a spell rather than an innate spellcasting ability.

    Moderate Archetype Power
    • Hammer Space (Su): Where'd the rabbit go? The magician gains access to an extra-dimensional storage space that only he can access. Treat this as a handy haversack with a capacity of 2 cubic feet or 20 lbs per level. If the magician is killed, the contents appear adjacent to his body class level rounds after his death. Additionally, scrolls or wands may be drawn from this space as a swift action.
    • Stage magic (Sp):The magician may cast dancing lights, ghost sound, and prestidigitation as spell-like abilities a number of times per day equal to his level plus his highest mental ability modifier.
    • Steady Hand (Ex): The magician may take 10 on all UMD checks, even is rushed or threatened.

    Greater Archetype Power
    • Dual-wands (Ex): The magician may activate two wands as a full-round action.
    • Masterful Activation (Ex): The magician may spend a full round activating a spell completion or spell trigger item. The item then uses the magician's level as it's caster level and the magician's highest mental ability modifier to determine the save DC, if any.

    Capstone: An Magician adds one additional option to her class' capstone ability.
    • Acrobat – Easy Target (Ex): The acrobat may add half his skilled acrobat bonus to the save DC of one spell from a spell completion or spell trigger item activation against a flat-footed opponent.
    • Expert – Insightful Activation (Su): For three rounds expert may spend insight points in place of item charges, expending one point of insight per level of the spell being cast.
    • Troubadour – Great Distraction (Su): For three rounds the penalty from the distraction aura is doubled if the troubadour expends castings of his stage magic ability as a free action each round.
    I really like this. The only thing I think it is missing is some way to take and use magical crafting feats so that they can not only make new wands, but also replace a magical class for crafting altogether.
    Quote Originally Posted by Talya View Post
    A guy going by a forum moniker starting with "Darth" asks what amounts to...

    "Perhaps you feel you're being treated unfairly?

  5. - Top - End - #365
    Titan in the Playground
    Join Date
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by Darth_Versity View Post
    I really like this. The only thing I think it is missing is some way to take and use magical crafting feats so that they can not only make new wands, but also replace a magical class for crafting altogether.
    Crossed my mind, but you can already do that with an expert with the craftsman specialty. Makes a great combo though.

    Your specialist mage is interesting, I'll have to think about it a bit before commenting further, though.
    Last edited by stack; 2013-05-22 at 01:15 PM.

  6. - Top - End - #366
    Titan in the Playground
     
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by Darth_Versity View Post
    Try the Swashbuckler style of acrobatic charge from complete warrior.

    Also, i'm working on a Specialist Mage archtype. Not sure if anyone else has made anything like that. Should have it up later today.
    Quote Originally Posted by Rizban View Post
    Skirmisher


    ...

    Greater Archetype Power
    • Graceful Step (Ex): A skirmisher is not hindered by difficult terrain. She is not slowed by uneven terrain, rubble, or undergrowth, moving across it at her normal speed, though she may still need to make a Balance check. She can also run and charge across such terrain.
      She can not use this ability on any terrain that would require a Climb or Swim check or on any terrain that has been magically enchanted to impede movement.
    It's already the same as the Swashbuckler ability, only it also allows running and doesn't slow movement, neither of which the SB ability provides. I'm not sure what you're suggesting...

    Quote Originally Posted by stack View Post
    Spell Weaver
    Spoiler
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    A skilled mage can see the invisible strands that tie all beings together and can subtly reweave them to his liking.

    Prerequisites: Spell Weaver is available to any Magic class.
    Archetype Skills: A spell weaver gains spellcraft and knowledge (arcana) as class skills if he does not already possess them.
    Archetype Proficiencies: A spell weaver gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Spellcasting: A spell weaver specializes in transmutation magic, casting arcane spells drawn from the spell weaver spell list.
    • Eldritch Tapestry (Sp): As a full-round action that provokes an attack of opportunity, the spell weaver may weave a willing target that he is touching into his eldritch tapestry. A spell weaver may have a number of creatures in his tapestry equal to his casting modifier or his class level, whichever is higher, not counting himself. A creature must have a wisdom of 1 or greater to be part of the tapestry. A creature can remove itself from the tapestry, or be removed by the spell weaver, as a free action. A creature is aware that it is part of the tapestry. The weave extends 25 ft + 5 ft per level. Leaving this area does not remove on from the tapestry, but a creature outside this range is not affected by any ability dependent on the tapestry. If a creature in the tapestry is killed, the spell weaver takes non-lethal damage equal to twice the creatures HD and must make a will save equal to 10 + the creature's HDx2 or be sickened for a number of rounds equal to the creature's HD. A creature may be part of any number of weaves simultaneously.
    • Weave Casting: The spell weaver may treat all creatures in his tapestry as if he is touching them for the purpose of casting spells.

    Moderate Archetype Power
    • Wide Weave: When casting a spell that targets a single creature over the weave, the spell weaver may simultaneously cast a spell on any number of creatures in the tapestry. Doing so raises the level of the spell by +1, as if using metamagic, using the metamagic rules for the caster's class, though casting time is always increased to a standard action for a swift action spell or a full-round action for a move or standard action spell.
    • Share Senses:The spell weaver may share one sense of a willing creature in his weave as a full round action. The creature must be in range of the tapestry and can end the sharing at any time. This effect may be maintained indefinitely, but requires concentration as if a spell. A full round action is required to switch which single sense is shared.

    Greater Archetype Power
    • Personal Thread: The spell weaver may now cast spells with range: personal over the tapestry, treating them as if they had a target of one creature and a range of touch for purposes of the tapestry.
    • Mental Strands: All members of the tapestry may communicate telepathically with each other if they so choose.
    [/list]
    Capstone: A spell weaver adds one additional option to her class' capstone ability.
    • Augur – Vigorous Weave (Sp): For three rounds, the auger may use his vigor ability on any creature in his weave.
    • Magus – Masterful Tapestry (Sp): The magus may cast a spell through his wide weave ability without increasing the spell's level.
    • Spellblade – Quicken Weave (Sp): A spellblade may cast a spell using his wide weave ability as a swift action, but must make a fortitude save DC 10+spell level x 2 or be sickened for a number of rounds equal to the spell level.
    Spell Weaver Spell List
    Spoiler
    Show

    0-Level
    • Arcane Mark
    • Guidance
    • Detect Magic
    • Mage Hand
    • Mending
    • Message
    • Open/Close
    • Read Magic
    • Resistance

    1st-level
    • Feather Fall
    • Endure Elements
    • Expeditious Retreat
    • Enlarge Person
    • Mage Armor
    • Jump
    • Magic Weapon
    • Rejuvenation† (minor)
    • Sanctuary
    • Shield
    • Remove Fear

    2nd-level
    • Aid
    • Bestial Might†
    • Darkvision
    • False Life
    • Invisibility
    • Protection from Arrows
    • Resist Energy
    • Pyrotechnics
    • Spider Climb

    3rd-level
    • Blink
    • Haste
    • Fly
    • Keen Edge
    • Magic Weapon, Greater
    • Magic Vestment
    • Protection from Energy
    • Slow
    • Water Breathing


    Bestial Might
    Spoiler
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    Transmutation
    Level: Spell Weaver 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You gain the totemic characteristics of your chosen animal.

    Chose one ability score(either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). You receive a +4 enhancement bonus to that score. You take on minor characteristics of the animal tied to that score (bull, cat, bear, fox, owl, eagle respectively).

    (I didn't want the entire second level list to be individual animal buffs. It works fine as one psionic power, so why not make it one spell?)
    If I understand this correctly, it's a rehash of the War Weaver PrC. Right?

    Quote Originally Posted by stack View Post
    Its been a few hours since my last archetype post, so here's the <tada>

    Magician
    Spoiler
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    Who needs years of study, divine intervention, or monstrous heritage to use magic when you can just fake it?

    Prerequisites: Magician is available to any Skillful class.
    Archetype Skills: A magician gains sleight of hand and UMD as a class skills if he does not already possess them.
    Archetype Proficiencies: A magician gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Tricky Wand: The magician starts play with a personal wand. This wand is unique in that it has unlimited charges and the UMD DC to activate it is 15+the number of times it has been activated during the current day. It may hold any spell or combination of spells of total spell level no higher than class level/2, with cantrips counting as 0.5 levels. The selection of spells contained may be changed once a week or when leveling. The caster level is always equal to the magician's level and any spell DC is set using the magician's highest mental ability modifier.
    • Skilled activation (Ex): The magician gains a bonus equal to his level on all UMD checks.
    • Deceptive Devices (Ex): A flick of the wrist, a few nonsense words. The magician can chose to conceal his reliance on magic items. A spellcraft check opposed by the magician's sleight of hand check is required to notice that a spell completion or spell trigger item was used to cast a spell rather than an innate spellcasting ability.

    Moderate Archetype Power
    • Hammer Space (Su): Where'd the rabbit go? The magician gains access to an extra-dimensional storage space that only he can access. Treat this as a handy haversack with a capacity of 2 cubic feet or 20 lbs per level. If the magician is killed, the contents appear adjacent to his body class level rounds after his death. Additionally, scrolls or wands may be drawn from this space as a swift action.
    • Stage magic (Sp):The magician may cast dancing lights, ghost sound, and prestidigitation as spell-like abilities a number of times per day equal to his level plus his highest mental ability modifier.
    • Steady Hand (Ex): The magician may take 10 on all UMD checks, even is rushed or threatened.

    Greater Archetype Power
    • Dual-wands (Ex): The magician may activate two wands as a full-round action.
    • Masterful Activation (Ex): The magician may spend a full round activating a spell completion or spell trigger item. The item then uses the magician's level as it's caster level and the magician's highest mental ability modifier to determine the save DC, if any.

    Capstone: An Magician adds one additional option to her class' capstone ability.
    • Acrobat – Easy Target (Ex): The acrobat may add half his skilled acrobat bonus to the save DC of one spell from a spell completion or spell trigger item activation against a flat-footed opponent.
    • Expert – Insightful Activation (Su): For three rounds expert may spend insight points in place of item charges, expending one point of insight per level of the spell being cast.
    • Troubadour – Great Distraction (Su): For three rounds the penalty from the distraction aura is doubled if the troubadour expends castings of his stage magic ability as a free action each round.
    I like it! Though, I'm not entirely sure I'll include it here. It might fit better in one of the other two projects. It seems like a perfect archetype for gnomes...


    Quote Originally Posted by Darth_Versity View Post
    Ok, this is my specialist mage archtype. It gives the Specialist Wizard option of traditional D&D without being boring or to powerful (I think ). Let me know what you think.

    Specialist Mage
    Spoiler
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    Specialist mages focus their magical power on a particular area of expertise, giving up power in other areas to be better at their focus.

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


    Archetype Features
    Lesser Archetype Power
    • Spellcasting: A specialist mage casts arcane spells and specializes in a single school of magic.
    • Specialisation (Ex): Focusing in one area, a specialist mage selects one school of magic to be his Specialty, and one school to give up forever, from those available (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation). Any spell from the school that is given up are removed from the specialist mages spell list and can never be learned through any means. At each level (including 1st) the specialist mage may learn an additional spell of his speciality school from his spell list which does not count towards his number of spells known.
    • School Focus: A specialist mage learns School Focus† as a bonus spell at first level. If the specialist mage prepares spells, he may choose to sacrifice any other spell he has prepared to spontaneously cast this spell. The sacrificed spell must be the same or higher level as the spell being cast. The specialist mage knows and can prepare and cast these spells from memory and does not need to copy them into a spellbook if he uses one, and these spells do not count against his number of spells known.

    Moderate Archetype Power
    • Metamagic Feat: A specialist mage gains a Metamagic feat of their choice.
    • Spell Power (Su): A specialist mage focuses his power to enhance his specialisation. He gains a +1 to the save DC of any spell cast from his Specialist school. At 5th level he also gains a +1 to his Caster Level for any spell from his Specialist school.

    Greater Archetype Power
    • Metamagic Reduction A specialist mage more easily alter and control his specialisation. He may reduce the total level increase of any Metamagic feats applied to spells of his Specialist school by 1.

    Capstone: A specialist mage adds one additional option to his class' capstone ability.
    • Augur – Specialist Surge (Su): When casting a spell of your Specialist school, using Spirit Surge does not count towards your maximum number of Spirit Surges per day.
    • Magus – Esoteric Specialisation (Su): For three rounds, the magus adds his esoteric knowledge bonus to the save DC of his Specialist school.
    • Spellblade – Eldritch Specialisation(Su): When using Spell Conduit with an area effect spell of the Specialisation school, the spell activates as normal instead of just on the target. The Spellblade may ignore a number of targets in the spells effect equal to his CHA mod (he must include himself as one of the ignored targets if he wishes to avoid the effects)
    Specialist Mage Spell List
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    {table="head"]Level |Abjuration |Conjuration |Divination |Enchantment |Evocation |Illusion |Necromancy |Transmutation
    0 |Resistance |Acid Splash |Detect Magic |Daze |Dancing Lights |Ghost Sound |Touch of Fatigue |Mage Hand |Read Magic |Ray of Frost |Open/Close
    1 |Endure Elements |Mage Armor |Comprehend Languages |Charm Person |Burning Hands |Color Spray |Cause Fear |Enlarge Person
    1 |Protection from Evil/Good/Chaos/Law |Obscuring Mist |Detect Secret Doors |Hypnotism |Magic Missle |Silent Image |Chill Touch |Feather Fall
    1 |Shield |Summon Monster 1 |Identify |Distract Assailant (SC) |Shocking Grasp |Ventriloquism |Ray of Enfeeblement |Magic Weapon
    2 |Protection from Arrows |Glitterdust |Detect Thoughts |Daze Monster |Gust of Wind |Blur |False Life |Alter Self
    2 |Resist Energy |Summon Monster 2 |See Invisibility |Tasha's Hideous Laughter |Scorching Ray |Minor Image |Scare |Spider Climb
    3 |Dispel Magic |Sleet Storm |Clairaudience/Clairvoyance |Heroism |Fireball |Displacement |Halt Undead |Haste
    3 |Explosive Runes |Summon Monster 3 |Tongues |Hold Person |Lightning Bolt |Major Image |Vampiric Touch |Slow
    [/table]


    School Focus
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    Universal
    Level: Specialist Mage 1
    Components: V
    Casting Time: special; see text
    Range: Personal
    Target: Special; see text
    Duration: Instant
    Saving Throw: None
    Spell Resistance: No

    This spell targets another spell as you cast it. If the spell being cast is of the Specialist School this spell is a free action, if not it takes a move action. The action must be taken at the same time as the spell finishes casting, so a spell that fizzles out for any reason does not waste this spell as well. This spell counts as a spell of the same school it is affecting.

    When cast, the spell affected increases any DC's by 1. You also gain an additional effect dependant on the spell school, which lasts for 1 round.
    • Abjuration: Gain a bonus on saving throws equal to the spells level
    • Conjuration: Gain a teleportation speed of 5' per spell level
    • Divination: Gain a +1 insight bonus to AC
    • Enchantment: Gain a bonus on attack rolls equal to the spells level
    • Evocation: Gain a bonus on spell damage rolls equal to the spells level
    • Illusion: Gain 5% miss chance per level of the spell (stacks with any other miss chance)
    • Necromancy: Gain DR /- equal to the spells level
    • Transmutation: Gain Temp HP equal to twice the spells level
    I think it's an interesting concept, but giving 7 additional spells known is really very powerful, especially for a Spellblade. I'm not a fan of giving out free spells with few exceptions. With Priest, Green Mage, and Red Mage, the free spells given out are really all the same spell within each archetype, just the stronger versions of the spell. Cure Wounds, Summon Nature's Ally, and Orb of Energy are all just spell chains with slightly stronger versions.


    School Focus is another neat concept, but I can't see it being used as you probably intended it to be used by anyone but a Spellblade, as he's the only one who won't have to waste resources in combat to use it. Additionally, the spell as written is insanely strong, particularly for a Magus. With a duration of Instant, the effects never end until hit with a successful dispel magic or similar. For this example, let's assume I'm a Magus who banned Divination. With a short buff routine in the morning, I have a +3 on all saving throws, a 15' teleportation(?) speed, a +3 bonus on attack rolls, a +3 bonus on all spell damage, a 15% miss chance, DR 3/-, and 6 temporary HP. I don't go adventuring for a day, sleep, regain all my spell slots, and head out with all the buffs still up and full spell slots.


    Metmagic reduction is something I'd rather not hand out too readily, and I already have a planned archetype focused on metamagic that I'd like to be the only one that gets reductions. Additionally, metamagic works differently in this system (See Chapter 5: Magic), so metamagic costs shouldn't be referred to as level increases. That doesn't apply to all casters.
    Last edited by Rizban; 2013-05-22 at 02:53 PM.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Yup, the spell weaver is a war weaver by way of the pathfinder vitalist/tactician.

    The magician started as a wand-slinger, but that name was too lame. Once I picked the name the rest fell into place. I thought it would work well as a normal archetype, but I suppose it could work for gnomes. I don't care for gnomes myself, so that wouldn't have occurred to me.

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

    Quote Originally Posted by Rizban View Post
    It's already the same as the Swashbuckler ability, only it also allows running and doesn't slow movement, neither of which the SB ability provides. I'm not sure what you're suggesting...
    Sorry, was on my phone at the time and looking at the current version was difficult. I was just suggesting that as a form of Acrobatic Charge that already existed, but its clear now that you probably based it on that

    I think it's an interesting concept, but giving 7 additional spells known is really very powerful, especially for a Spellblade. I'm not a fan of giving out free spells with few exceptions. With Priest, Green Mage, and Red Mage, the free spells given out are really all the same spell within each archetype, just the stronger versions of the spell. Cure Wounds, Summon Nature's Ally, and Orb of Energy are all just spell chains with slightly stronger versions.
    Hmm, maybe reduce it to 4 spells then. A bonus one at 1, 3 & 5. Or maybe just 1 and 4. Have to think on that.

    School Focus is another neat concept, but I can't see it being used as you probably intended it to be used by anyone but a Spellblade, as he's the only one who won't have to waste resources in combat to use it. Additionally, the spell as written is insanely strong, particularly for a Magus. With a duration of Instant, the effects never end until hit with a successful dispel magic or similar. For this example, let's assume I'm a Magus who banned Divination. With a short buff routine in the morning, I have a +3 on all saving throws, a 15' teleportation(?) speed, a +3 bonus on attack rolls, a +3 bonus on all spell damage, a 15% miss chance, DR 3/-, and 6 temporary HP. I don't go adventuring for a day, sleep, regain all my spell slots, and head out with all the buffs still up and full spell slots.
    I think you may have misread how it works, but I was short of time when writing it and struggling with the wording.

    It adds a +1 to the DC of another spell being cast as you cast it, and adds an additional bonus dependant on the level and school of the spell its effecting. The bonus only lasts for 1 round.

    So if for example a Magus cast Fireball, he could cast School Focus at the same time to increase the DC by 1. If Evocation is his Speciality school casting School Focus is a Free action, if not it takes his Move action. If he doesn't have a Move Action left, he cannot cast School Focus. He would then gain a +3 damage bonus to spells which lasts until the end of his next turn, so it would effect his fireball and any damaging spells next round.

    Because the effect only lasts 1 round its a relatively minor boost for the cost of a 1st level spell. A Spellblade would get excellent use out of it, but would still only be able to use it every 1d4 rounds.

    Maybe it would be easier to understand if it was always cast as a free action as you cast another spell, but increased the effected spells casting time unless it is a speciality school.

    Metmagic reduction is something I'd rather not hand out too readily, and I already have a planned archetype focused on metamagic that I'd like to be the only one that gets reductions. Additionally, metamagic works differently in this system (See Chapter 5: Magic), so metamagic costs shouldn't be referred to as level increases. That doesn't apply to all casters.
    Fair enough, the metamagic idea was something I was toying with and didn't really like myself when I wrote it as it was a little bland and felt to 'Hey, I want free metamagic'.

    I'll have to think on something else. Thanks for the feedback.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Ah, I missed the separate duration line within the text itself. The spell certainly needs cleaning up before it could be used. Still, I'm not really a fan of the spell... I'm trying to keep magic relatively simple and straightforward to make sure it's easier to balance against the non-Magic classes/archetypes.
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    Quote Originally Posted by stack View Post
    D-naras - interesting archetype. I like it overall. I would maybe not give a bonus to diplomacy checks, as that overlaps with the troubadour's beguiling influence. Maybe make it fast diplomacy instead? Rizban has tried to avoid giving away too many class abilities as part of archetypes, though his feedback would be good before making a change here. The bodyguard need some clarification, I think, especially if you have more powerful races (which are often dealt with by using reduced point buys in E6). Taking 10 on diplomacy doesn't have to overlap with the expert's ability to take ten, since they pick a set of skills for that
    ....
    Sorry for the late reply. The intention of Social Graces is mostly about using Diplomacy instead of the other skills, so instead of a bonus to diplomacy, the ability can have less of a penalty(which the bonus eventually removes). How about this then:
    • Social Graces (Ex): Whenever the Courtier is making a Bluff, Gather Information, Intimidate or Knowledge(Nobility and Royalty) check, he may instead roll Diplomacy with a -3 penalty. This penalty is reduced by 1 on each even level.

    Regarding the body guard issue, how about this: The bodyguard can't have a base ability score higher than your Charisma, after applying racial modifiers.

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    Quote Originally Posted by D-naras View Post
    Sorry for the late reply. The intention of Social Graces is mostly about using Diplomacy instead of the other skills, so instead of a bonus to diplomacy, the ability can have less of a penalty(which the bonus eventually removes). How about this then:
    • Social Graces (Ex): Whenever the Courtier is making a Bluff, Gather Information, Intimidate or Knowledge(Nobility and Royalty) check, he may instead roll Diplomacy with a -3 penalty. This penalty is reduced by 1 on each even level.

    Regarding the body guard issue, how about this: The bodyguard can't have a base ability score higher than your Charisma, after applying racial modifiers.
    That would be an interesting use for social graces. I had thought of just allowing diplomacy checks faster (I don't think anyone gets that). Not sure how Rizban will feel about swapping skills like that.

    I would just have the bodyguard use one of the default arrays + racial mods, though that still doesn't address the powerful races question, maybe having one array for LA 0 races and one for LA 1 races, etc. Could just say it works as leadership (thus including a level-2 cap) but only attracts a warrior (as the NPC class) that happens to have the listed skills in addition to normal.

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

    Quote Originally Posted by D-naras View Post
    Sorry for the late reply. The intention of Social Graces is mostly about using Diplomacy instead of the other skills, so instead of a bonus to diplomacy, the ability can have less of a penalty(which the bonus eventually removes). How about this then:
    • Social Graces (Ex): Whenever the Courtier is making a Bluff, Gather Information, Intimidate or Knowledge(Nobility and Royalty) check, he may instead roll Diplomacy with a -3 penalty. This penalty is reduced by 1 on each even level.

    Regarding the body guard issue, how about this: The bodyguard can't have a base ability score higher than your Charisma, after applying racial modifiers.
    Two things.

    First, the troubadour already has an ability called Social Graces and has had that ability since I first posted the class.

    Second, I don't mind some skill switching, but I'm not going to expand the uses for Diplomacy. It's already one of the easiest skills to buff and is already one of the most powerful skills in the game. Adding more uses for the skill or more bonuses to it beyond what I've already included in the system just seems like it's too much added to an already powerful option.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Tweaked the chymist some. I'm trying to polish some of my existing archetypes rather than roll out new ones (not that I wouldn't if I thought of something compelling).

    Its easier to make new stuff than refine things. All the fun, half the work. But Rizban needs a break from slogging through all my stuff.

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    Quote Originally Posted by Rizban View Post
    Two things.

    First, the troubadour already has an ability called Social Graces and has had that ability since I first posted the class.

    Second, I don't mind some skill switching, but I'm not going to expand the uses for Diplomacy. It's already one of the easiest skills to buff and is already one of the most powerful skills in the game. Adding more uses for the skill or more bonuses to it beyond what I've already included in the system just seems like it's too much added to an already powerful option.
    My bad, sorry. How's this?
    • Knowledge of the Courts (Ex): Courtiers gain a competence bonus of 2 + 1/2 their level on all Knowledge(Nobility and Royalty) checks. Whenever the Courtier is making a Bluff, Gather Information, Intimidate or Diplomacy check, he may instead roll Knowledge(Nobility and Royalty) with a -5 penalty.


    and similarly use Knowledge(Nobility and Stuff) instead of Diplomacy for all the archetype powers I proposed. Actually I think the particular Knowledge is more appropriate to rely on for a trained courtier.
    Last edited by D-naras; 2013-05-24 at 05:21 PM.

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

    I think that duelist should be available to the Acrobat as well as the combat classes. Swinging on ropes and such tricks are a big part of a swashbuckler style character, and none of the combat characters can fully capture that feel. Also, depending on skill (AC bonus) rather than toughness also feels right for such a character. You said that you would be making exceptions for archetypes that crossed over "class types" here and there, and a duelist acrobat seems to be screaming for it.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I agree with you completely as far as the concept goes; however, that's not something I'll be adding. Duelist relies entirely on [Combat] feats that are available only to Combat classes. I'll be making some [Skillful] and [Magic] feats too. One thing I don't want is for these type specific feats to become available to other class types. This is a design choice I'm not willing to compromise on. I would have no problem with you playing an Acrobat/Duelist in your own group, but it isn't something that I'm going to allow in the core rules.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by Kerleth View Post
    I think that duelist should be available to the Acrobat as well as the combat classes. Swinging on ropes and such tricks are a big part of a swashbuckler style character, and none of the combat characters can fully capture that feel. Also, depending on skill (AC bonus) rather than toughness also feels right for such a character. You said that you would be making exceptions for archetypes that crossed over "class types" here and there, and a duelist acrobat seems to be screaming for it.
    I originally wrote my duelist to allow skill classes. I'm generally in favor of opening things up as much as possible, but Rizban's made his call.

    Rizban - how are the other archetypes coming along? Just curious what's coming next.

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

    There a couple of new ones I'll be postin soon, but I wanted to get those two play tests underway a bit before introducing further changes to the system.
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    Ranger
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    Rangers are the hunters and the guides of the wild, capable of tracking prey, mastering the terrain and organising their allies during a hunt.

    Prerequisites: Ranger is available to any Skillful class.
    Archetype Skills: A Ranger gains Survival and Knowledge(Geography) as a class skill if he does not already possess it.
    Archetype Proficiencies: A Ranger gains proficiency with the Longsword, Shortsword, Shortbow, Composite Shortbow, Longbow and Composite Longbow.

    Archetype Features
    Lesser Archetype Power
    • Favoured Terrain (Ex): A Ranger begins play with 2 favoured terrain chosen from one of the following environments: Aquatic, Desert, Forest, Hills, Jungle, Marsh, Mountain, Plains, Tundra, Underground or Urban.
      A Ranger earns an additional favoured terrain on each class level after 1st.
      While in a favoured terrain you gain a +1 circumstance bonus to Hide, Knowledge (nature or dungeoneering), Listen, Move Silently, Spot, and Survival checks and always know where north is.
      You may also use Aid Another as a swift action while in your favoured terrain.
    • Combat Styles (Ex): While in one of his favoured terrains, the Ranger is treated as having Two-weapon fighting and Rapid Shot.
    • Track (Ex/Su/Sp): Rangers gain Track as a bonus feat, and gain a competence bonus on Survival checks to track, equal to their class level.

    Moderate Archetype Power
    • Expert Hunter (Ex): A ranger may move through any sort of natural undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. In addition a Ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
    • Leader of the Hunt(Ex): When using the Aid Another action to add a bonus to an ally's attack roll or AC, all other allies within 30ft gain half the same bonus.

    Greater Archetype Power
    • Hunter's Instinct (Ex): You are so in tune with your favoured terrains, that you are never surprised while in a favoured terrain. In addition you always gain a surprise round when fighting in a favoured terrain, but you only get a move action. If you would normaly act in the surprise round, you may take a full round's worth of actions.

    Capstone: A Ranger adds one additional option to her class' capstone ability.
    • Acrobat – Wild Movement (Ex): While in a favoured terrain, for three rounds you gain a Climb and Swim speed equal to your base land speed.
    • Expert – Insight of the Land (Ex): While in a favoured terrain, for three rounds the first Insight Point you spend each turn is not considered spent.
    • Trobadour – Leader of the Pack (Ex): While in a favoured terrain, as an immediate action made at the start of the surprise round, a Trobadour may grant his Hunter's Instict archetype ability to an ally instead of himself.

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

    Should I be holding off my reviews until the play-testings are done?
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Nah, please continue.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Ah, I hadn't realized that you wanted "combat" feats to only be available to combat classes. I just thought of the tag as an identifier for bonus feat and grouping purposes. Wanting to give each archetype access to a few unique tricks is not a bad idea. I was thinking of the other archetype you made that crossed the borders already, and your earlier comment about you intending their to be more, but I can see why duelist might not be a good candidate now.

    Will feats like Weapon Focus and Skill Focus from the core be getting "combat" or "skill" tags? Or will it be just a very small subset of feats getting that treatment. I ask because an acrobat could always take more generic combat-based feats (without the "combat" tag) to allow for a swashbuckler, but if ALL combat focused feats are getting tagged (and skill, and magic), it would hugely restrict character creation. That would be going too far in that direction in my opinion, but of course it's your project.

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

    Quote Originally Posted by Kerleth View Post
    Ah, I hadn't realized that you wanted "combat" feats to only be available to combat classes. I just thought of the tag as an identifier for bonus feat and grouping purposes. Wanting to give each archetype access to a few unique tricks is not a bad idea. I was thinking of the other archetype you made that crossed the borders already, and your earlier comment about you intending their to be more, but I can see why duelist might not be a good candidate now.
    Yep, that's why I included a section in the Feats chapter just to explain that.
    Quote Originally Posted by Rizban View Post
    Chapter 4: Feats

    Combat, Magic, and Skillful Feats
    Combat feats require a certain level of training and prowess in battle beyond simple weapons use, Skillful feats require certain levels of insight and skill training, and Magic feats require a magical understanding beyond most. As such, these feats are only available to characters who have levels in the appropriate class.
    Quote Originally Posted by Kerleth View Post
    Will feats like Weapon Focus and Skill Focus from the core be getting "combat" or "skill" tags? Or will it be just a very small subset of feats getting that treatment. I ask because an acrobat could always take more generic combat-based feats (without the "combat" tag) to allow for a swashbuckler, but if ALL combat focused feats are getting tagged (and skill, and magic), it would hugely restrict character creation. That would be going too far in that direction in my opinion, but of course it's your project.
    Not at all. I will be converting any feats that require Fighter levels, such as Weapon Specialization, into [Combat] feats, but I won't be converting others.

    The first [Skillful] feat I've written (but haven't posted before now) is
    Greater Weapon Finesse [Skillful]
    Prerequisite: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Finesse, levels in a Skillful class
    Benefit: When attacking with the selected light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on damage rolls.

    Quote Originally Posted by Kerleth View Post
    Happy Memorial Day everyone!
    Thank you. It's always good to take time to honor our troops.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Rizban - you've mentioned an elementalist archetype in the works. I've had some thoughts that I'll post later, maybe you'll find them useful. Also working on a ranged based caster archetype, might get it written today.

    Still mulling a revamp of the prosopon. Not sure exactly what I want to do though.

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    Elementalist
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    Mastering the fundamental elements of creation grants great power.

    Prerequisites: Elementalist is available to any Magic class.
    Archetype Skills: An elementalist gains knowledge (arcana) as a class skill if he does not already possess it.
    Archetype Proficiencies: An elementalist gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Spellcasting: An elementalist specializes in elemental magic, casting arcane spells drawn from the elementalist spell list.
    • Elemental Attunement (Su): As a full round action that provokes and attack of opportunity, the elementalist can choose air, earth, fire, or water to be his active element. This choice persists until another full-round action is taken to chance it. All spells cast by the elementalist that deal [acid], [fire], [cold], or [shock] damage instead deal damage of the type associated with his active element and become a spell of the appropriate type. This does not increase spell level or casting time.
    • Elemental Touch (Su): An elementalist may make a melee touch attack dealing 1D6+level damage of his active element type.
    • Elemental Resistance (Su): An elementalist gains elemental resistance top his active element type equal to his level x 4.

    Moderate Archetype Power
    • Elemental Healing (Su): When taking elemental damage, the elementalist healing a number of hit points equal to half the amount of damage negated by his elemental resistance. Damage done exceeding the resistance is taken normally. The elementalist cannot exceed his normal maximum hit points using this ability, any excess HP healed are lost.
    • Elemental Blast (Su): The elementalist may now use his elemental touch ability as a ranged touch attack with a range of 25 ft + 5 ft/level.

    Greater Archetype Power
    • Elemental Immunity (Su): The elementalist gains immunity to his active element type, replacing elemental resistance.

    Capstone: An elementalist adds one additional option to her class' capstone ability.
    • Augur – Elemental Burst (Sp): The auger may spend motes to create a burst of energy, centered on himself with a 30' radius, dealing 1d8 damage per mote spent to all creatures in the radius. He may exclude a number of creatures from this blast equal to his WIS modifier.
    • Magus – Admixture (Sp): For three rounds the magus may choose the elemental damage type of any elemental damage spells instead of using his active element.
    • Spellblade – Elemental Shield (p): For three rounds, and creature that attacks the spellblade with a non-reach melee weapon or any natural weapon takes damage as if struck with the spellblade's elemental touch ability.
    Elementalist Spell List
    Spoiler
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    0-Level
    • Acid Splash*
    • Dancing Lights
    • Daze
    • Detect Magic
    • Disrupt Undead
    • Flare
    • Prestidigitation
    • Ray of Frost*
    • Read Magic

    1st-level
    • Burning Hands*
    • Control Flames†
    • Color Spray
    • Elemental Ray†*
    • Endure Elements
    • Faerie Fire
    • Obscuring Mist
    • Orb of Energy (lesser)†*
    • Produce Flame*
    • Shield
    • Shocking Grasp*

    2nd-level
    • Acid Arrow*
    • Chill Metal*
    • Elemental Push†*
    • Elemental Stun†*
    • Flaming Sphere*
    • Gust of Wind
    • Heat Metal*
    • Resist Energy
    • Scorching Ray*

    3rd-level
    • Call Lightning*
    • Elemental Cone†*
    • Elemental Missiles†*
    • Fire Shield
    • Fireball*
    • Lightning Bolt*
    • Orb of Energy†*
    • Summon Living Element†*
    • Water Breathing


    * affected by elemental attunement


    Control Flame
    Spoiler
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    Evocation
    Level: Elementalist 1
    Components: S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One nonmagical fire source; see text
    Duration: Concentration, up to 1 min./level
    Saving Throw: See text.
    Spell Resistance: No

    You control the intensity or movements of one fire source.

    As the psionic power control flames. The spell is cast as if the power where fully augmented.


    Elemental Ray
    Spoiler
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    Evocation
    Level: Elementalist 1
    Components: S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    As the psionic power energy ray. The spell is cast as if the power where fully augmented. The sonic damage option is replaced by acid damage, which also deal -1 damage per die and ignores hardness.


    Elemental Push
    Spoiler
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    Evocation
    Level: Elementalist 2
    Components: S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./ level)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: Reflex half or Fortitude half; see text
    Spell Resistance: Yes

    As the psionic power energy push. The spell is cast as if the power where fully augmented. The sonic damage option is replaced by acid damage, which also deal -1 damage per die and ignores hardness.


    Elemental Stun
    Spoiler
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    Evocation
    Level: Elementalist 2
    Components: S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 5-ft.-radius burst
    Duration: Instantaneous
    Saving Throw: Reflex half or Fortitude half; see text
    Spell Resistance: Yes

    As the psionic power energy stun. The spell is cast as if the power where fully augmented. The sonic damage option is replaced by acid damage, which also deal -1 damage per die and ignores hardness.


    Elemental Missile
    Spoiler
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    Evocation
    Level: Elementalist 3
    Components: M, S, V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./ level)
    Target: Up to five creatures or objects; no two targets can be more than 15 ft. apart.
    Duration: Instantaneous
    Saving Throw: Reflex half or Fortitude half; see text
    Spell Resistance: Yes

    As the psionic power energy missile. The spell is cast as if the power where fully augmented. The sonic damage option is replaced by acid damage, which also deal -1 damage per die and ignores hardness.


    Elemental Cone
    Spoiler
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    Evocation
    Level: Elementalist 3
    Components: M, S, V
    Casting Time: 1 standard action
    Range: 60
    Area: Cone-shaped burst
    Duration: Instantaneous
    Saving Throw: Reflex half or Fortitude half; see text
    Spell Resistance: Yes

    As the psionic power energy cone. The spell is cast as if the power where fully augmented. The sonic damage option is replaced by acid damage, which also deal -1 damage per die and ignores hardness.
    Last edited by stack; 2013-05-30 at 07:42 AM.

  26. - Top - End - #386
    Titan in the Playground
    Join Date
    Jun 2011

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

    Mystic Bow
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    An archer who channels divine power through his bow.
    Prerequisites: Mystic Bow is available to any Magic class.
    Archetype Skills: A mystic bow gains spot as a class skill if he does not already possess it.
    Archetype Proficiencies: A mystic bow gains proficiency with short bows.

    Archetype Features
    Lesser Archetype Power
    • Spellcasting: The mystic bow casts divine spells from the mystic bow list.
    • Guided Shots (Ex): The mystic bow may use his casting stat in place of dexterity when making ranged attack rolls.
    • Divine Focus (Ex): The mystic bow may cast spells requiring somatic components even when wielding a ranged weapon that requires two hands. The mystic bow may treat a held ranged weapon as a divine focus for the purposes of spellcasting.
    • Arcane Arrows(Ex): The mystic bow may create ammunition for a held ranged weapon (arrows, bolts, sling bullets, etc) as part of making an attack with the weapon. This ammunition counts as magic at level one and deals damage as standard according to its type. At level 3, it counts as +1 and at level 6 it counts as +2. The ammunition is expended as part of the attack and does not persist after either missing or damaging the target. The mystic bow can choose to have this arrow deal no damage upon a successful hit before making the attack.

    Moderate Archetype Power
    • Imbue Arrow (Sp): The mystic Bow may conduct a spell through a ranged attack. As a full-round action, the mystic bow may cast a spell that requires one standard action or less to cast and make a single ranged attack as part of the casting. If the arrow strikes a target, the spell then goes off. If imbued with an area of effect spell, the spell is centered on the square occupied by the target (if multiple squares are occupied the attacker may choose). If a targeted spell, treat the struck creature as the only target of the spell.

    Greater Archetype Power
    • Divine Guidance (Sp): As a full-round action, the mystic bow may focus on receiving divine guidance, allowing him to make a single attack with a ranged weapon. This attack ignores any miss chance from anything less than full cover or total concealment.

    Capstone: An ArchetypeName adds one additional option to her class' capstone ability.
    • Augur – Swift Imbuing (Sp):For three rounds the augur may use the imbue arrows ability as a standard action.
    • Magus – Esoteric Bolts (Sp): For three rounds the magus may treat his arcane arrows as if the had the bane property against one type of enemy that he has gained his Esoteric Knowledge bonus against.
    • Spellblade – Hail of Arrows (Ex): In lieu of his regular attacks, the spellblade can make a ranged attack at his highest base attack bonus -2 at a maximum of one target per level. Each enemy may only be targeted by a single arrow.
    Mystic Bow Spell List
    Spoiler
    Show

    0-Level
    • Arcane Mark
    • Guidance
    • Detect Magic
    • Mage Hand
    • Mending
    • Message
    • Open/Close
    • Read Magic
    • Resistance

    1st-level
    • Bless
    • Bless Weapon
    • Charm Person
    • Cure Light Wounds
    • Divine Favor
    • Endure Elements
    • Inflict Light Wounds
    • Magic Stone
    • Magic Weapon
    • Sanctuary
    • Shocking Grasp

    2nd-level
    • Aid
    • Align Weapon
    • Cure Moderate Wounds
    • Hold Person
    • Inflict Moderate Wounds
    • Protection from Arrows
    • Resist Energy
    • See Invisibility

    3rd-level
    • Bestow Curse
    • Clairaudience/Clairvoyance
    • Contagion
    • Cure Serious Wounds
    • Inflict Serious Wounds
    • Magic Weapon, Greater
    • Magic Vestment
    • Protection from Energy
    • Wind Wall


    Okay, I'm done now. For now. I mean it this time!

    Could also be made as an elven racial archetype, but should probably be arcane for that.
    Last edited by stack; 2013-05-28 at 12:50 PM.

  27. - Top - End - #387
    Titan in the Playground
    Join Date
    Mar 2011
    Gender
    Male

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

    No acid arrow? Huh.

  28. - Top - End - #388
    Titan in the Playground
    Join Date
    Jun 2011

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

    Quote Originally Posted by darklink_shadow View Post
    No acid arrow? Huh.
    I was trying to have just enough offensive spells to make sure there was stuff to be worth imbuing. If I had made it arcane it would have been more offensive, which may yet be a good idea. I guess I just couldn't put any more blasty spells on a list after doing the elementalist.

    There is a lack of area spells; I'll have to fix that. Suggestions always welcome.
    Last edited by stack; 2013-05-28 at 07:37 PM.

  29. - Top - End - #389
    Titan in the Playground
    Join Date
    Mar 2011
    Gender
    Male

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

    I really like the divine feel of it, actually, but acid arrow seems pretty standard fare for a magic archer of any flavor. I need to jet, so I'll come back later to look at some possible spells.

  30. - Top - End - #390
    Titan in the Playground
    Join Date
    Jun 2011

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

    Another idea for the last sage knack: Time to Think: as a full-round action you may re-roll any knowledge check with a +4 bonus. This ability may be used Int mod times/day.

    Could broaden it to any INT-based skill check, but I think its good enough with just the knowledge application. You ALWAYS know what things are (which a sage does anyway).

    Its basically copied form the PF lore oracle revelation. Other revelations on the list could be good too.
    Last edited by stack; 2013-05-29 at 12:59 PM.

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