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Thread: [3.5/E6] Rizban's E6 Compendium
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2013-04-12, 04:39 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
You missed that the know Cure/Inflict of the appropriate level.
I'm in the process of redoing all the domains specifically for this system. Each domain will offer two spells at each level plus a decent granted power.
I agree, but none of the extra spells can actually be conducted...
Fixed.
You are amazing. Thank you.Last edited by Rizban; 2013-04-12 at 04:44 PM.
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2013-04-12, 05:31 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
I am a huge fan of the 3 layerd burrito style of D&D you have presented. It is all the fun of building a complex character, but less than a third of the levels, hurray. Does it still do the whole extra feats instead of lvls once you reach lvl 6 like the standard E6?
I haven't had time to look thoroughly through the various combinations but what I have read so far looks entertaining and well thought out.
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2013-04-12, 05:33 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
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2013-04-12, 10:17 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Oh. So I did. Nevermind then. Carry on.
Much thanks to Ceika for the poketar!
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2013-04-15, 07:32 AM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
The class and archetypes system makes me think of it as somewhere in between 3.5's classes and Legend's track system. Since I love Legend's tracks this is a good thing.
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2013-04-15, 01:09 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
As promised, I've started your classes. This will be the first of many. Fitting it in between other things, so sorry for the slow response pattern! Slowly but surely! I'll try and finish out the whole of combat by tomorrow and do a summary of combat. Then after I'm done classes I'll do a summary of classes I suppose.
Spoiler
Added question -
Can one multiclass in E6? It seems like you shouldn't be able to based on certain features, but then I saw in Uncanny Dodge -
If a sentinel already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.Last edited by TheWombatOfDoom; 2013-05-03 at 10:29 AM.
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2013-04-15, 01:54 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
I wouldnt know, as I've never played Legend or even heard about before now.I'm not going to allow multiclassing in this version of E6; however, there are items and other abilities that can provide uncanny dodge, and I wanted to maintain their functionality in providing the improved version.
1Specific replies to TheWombatOfDoom's evaluation.SpoilerI'll probably change the fluff. The description of the Brawler was literally the first thing I ever wrote for this project, so I'm not surprised that it doesn't fit perfectly with the rest of the system. I had toyed with the idea of lowering it to a d6, but with the other classes coming together, I realized that a d6 would make him rather ineffective as a Combat class.
They aren't ordered by level but by effect. First, [Effect 1]. Additionally, [Effect 2]. Finally, [Effect 3]. I will consider the wording though and see if there's a simpler way to state what I mean.
That was the original progression. I changed it to the current rate, because I felt like I wanted him to have a speed bonus from level 1, much like a standard barbarian does. I also felt like +20 wouldn't be too much by level 6, as there are several spells and items available at that level which give a +30. Again, this being the first class I wrote (and also the idea that sparked this whole project), it will probably see a few changes. I am definitely considering going back to the progression you've suggested.
To answer your question:Originally Posted by SRD
I had not considered whether or not it could be used as part of an AoO, but the wording currently indicates that it could, provided it hasn't been used yet. That's something I'm going to have to ponder whether or not to change, as it definitely adds some more options to the Brawler and limited "Combat Reflexes" effect it grants thematically fits with the quick fighter motif... I may leave it as is except to mention that it can be used as part of an AoO. I still need to think about whether or not to allow that.
Rapid Strikes is definitely overkill. When this was the only class, it seemed like it could be reasonable, but... yeah. I'll probably change it to three rounds of crit threats automatically confirming.Last edited by Rizban; 2013-04-15 at 02:43 PM.
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2013-04-15, 02:22 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Really? I though Legend was pretty well known around here, having been spawned on these boards. The sight is here. Its a free download. The 1.0 version should be released soon, though the currently downloadable version is pretty complete they are making a pile of revisions after the beta testing.
The basic character building revolves around the track system, which is explained better there than I could. Each character is composed of three tracks giving abilities as you level, staggered so you get something every level. Multiclassing is simply swapping in a track from a different class, same with powerful races, they get their own track. Even if you don't care for the result it should be interesting from a game design standpoint.
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2013-04-15, 02:25 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Thanks, stack, but I'm going to refrain from looking at it until I have this project much more completed. I'd rather not pick up ideas and things from other projects at this stage, whether intentionally or not.
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2013-04-15, 02:44 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Entirely reasonable. I'll comment more once you have the other spellcasting archetypes.
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2013-04-15, 03:07 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
I'm currently working up the domains for Priest as well as writing up a little bit of fluff explaining what they are and why they are what they are.
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2013-04-15, 05:16 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Changelog
- General: Divine Domains section added!
- Class: Brawler – Fixed some typos. Clarified a few abilities. Replaced Deadly Strikes ability.
- Archetype: Priest – domains given the proper name "Divine Domains" to reflect the specific domains used with this system.
- Spells:
Published the first four Divine Domains. I have another 5 that are almost finished and should be posted shortly.I went ahead and published all the domains I have so far. Most of them have quite a few blanks remaining. While I don't have it written up yet, I have a good idea of what spells I would like to have in each domain. However, I'm always open to suggestions.
Last edited by Rizban; 2013-04-16 at 02:55 AM.
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2013-04-15, 08:27 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Is the first level spell 'create water' of the water domain different from the 'create water' on the general priest list?
Can the elemental turn attempts form the domains be used to fuel the capstone abilities? As written it specifies 'turn undead' for the capstones and there is no listed clause allowing them to, so I presume no. Also, are 'element' creatures considered any creature will the 'element' subtype (filling in air/earth/water/fire as appropriate)?
Back to the spellblade, do they not get any cantrips unless they spend a spell known on them?
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2013-04-15, 08:50 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
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2013-04-16, 04:21 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
looking through things, I think it looks pretty good. Do the spheres themselves do anything other than set the fluff of your divine domain choices?
Much thanks to Ceika for the poketar!
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2013-04-16, 04:22 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
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2013-04-16, 10:53 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Changelog
- General: Formatting update to various sections.
- Class: Acrobat – Minor edits for clarity. Fixed some typos.
- Class: Augur – Channel Shift capstone ability added. Fixed some typos.
- Class: Sentinel – Minor edits for clarity.
- Class: Expert – Insightful Strike ability slightly changed. Added the following capstone abilities: Epiphany, Skill Insight, Brains Over Brawn
- Class: Troubadour – Clarification made on Magic Aptitude and Fortune's Friend abilities. Added the following capstone abilities: Great Motivator, Quite Fortunate
- Archetype: Red Mage added!
- Archetype: Assassin – Added the following capstone abilities: Opportunistic Backstab, Poisonous Insight, Charming Killer
- Archetype: Green Mage – Unnecessary (Su) tag removed from Nature's Ally ability.
- Archetype: Priest – Third domain moved to moderate ability. Fourth domain added as greater ability. Unnecessary (Su) tag removed from Divine Touch ability.
- Archetype: Sniper – Fixed for minor typos. Added the following capstone abilities: Twice Deadly, Warding Bow, Greater Skilled Sniping, Insightful Aim, Inspiring Aim
- Archetype: Trapsmith – Added the following capstone abilities: Brilliant Trap, Aura of Safety
- Spells: Orb of Energy and Orb of Energy, Lesser added!
Last edited by Rizban; 2013-04-16 at 10:55 PM.
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2013-04-17, 12:48 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Red Mage: Reduce spell failure 15%? I'll take one mithral breastplate, please!
So, looking at arcane spell failure and armor, the auger gets armor proficiency, but not the ability to cast arcane spells in armor, so is therefore naturally inclined toward taking the divine archetypes, correct? Took me a minute to put it together, having come from Gnorman's magic classes where everything is arcane. Thought I would spell it out to make sure I was right and to maybe avoid others asking the question in the future.
Anyway, need a little time to try out some builds, mentally. Arcane edge based on Con is interesting. I can see spellblades pumping Con (they only need 12 Cha, leaving the other points for Str and Dex). A finesse build could get by with just Dex and Con. Combat casting seems to come late, especially since you can't swap it if you already took it baring feat retraining.
Anyway, seems like there are multiple paths to 'gish' , 'blaster', and other roles, which can only be a good thing.
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2013-04-17, 02:46 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Everything you just mentioned is essentially what I intended with them. While I do intend for everything to be essentially open to whatever you want to do, there are certain class/archetype combinations that just work better together, such as the augur being a divine caster.
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2013-04-17, 02:57 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
If I am a spellblade Beast Master, do I not get *any* spells known? Rough life.
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2013-04-17, 02:59 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
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2013-04-17, 02:59 PM (ISO 8601)
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2013-04-17, 03:03 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Maybe add a background called "Adept Training"
Gives you access to some basic spells just for your magic types, just so you can pick up magic type with non-magic archtype.
Maybe the background also grants one spell too, I don't know balance.
But a background that helps just gives you access to a spell pool.
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2013-04-17, 03:07 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
It's called "Apprentice" and was part of the originally published backgrounds. I removed it, because it wasn't compatible with the magic classes as I was envisioning them at the time. I'm going to update it and post it again when I get back to the backgrounds. Many of them are going to get an overhaul, as I posed them at the very beginning of this project. I was just trying to get content there rather than trying to get a polished finalized version.
On another note, I'm always open to community contributions! Anything that anyone wants to contribute is appreciated and is quite likely to find its way into the main project.Quod tibi vis fieri, facias.Spoiler: Links to my content threadsAldhaven - May 27, 2010 and ongoing.
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2013-04-17, 03:22 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Speaking of, any thoughts on my spellbreaker? It was just a first go, not sure as to balance.
I'll see what else I can think of. Maybe a shapeshifter?
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2013-04-17, 03:48 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
I deliberately left wild shape out of the "druid," because I've never been a fan of shapeshifting as a class feature. I'm sort of a traditionalist in that the old fairy tales only ever have shapeshifting as some sort of curse or punishment (Edit: or something the really evil people do). I was planning to have some sort of lycanthrope based race, but I hadn't really wanted to make it part of a core class or archetype.
And on that note, I need to decide how I want to handle powerful races. I was originally planning to have powerful races get their own unique archetypes, then I thought unique classes that can take any archetype, and then I thought just ACFs for existing stuff. I'm really not sure how to handle them, as each has its own merits and drawbacks.
It seems that I missed seeing this when you posted it.
Quick review:SpoilerI like the concept and will probably use it, but there's a few quirks. The lesser ability seems alright, though there's some wording issues I'd like to clear up before adding it to the front page.
Moderate ability... I'm leery about granting spell resistance, especially at that high of a level. With SR22 at 6th level, any 6th-level spellcaster is going to have to roll a 16+ to affect a spellbreaker. Giving a higher than 75% failure rate to resistible spells seems a bit strong. Honestly, I'd probably move this to the lesser ability and reduce its benefit but still let it scale.
Greater is marked (Su) but called a (Sp) in text. Obviously, you didn't mean (Sp), as then he'd be a target for himself. I'm also really not comfortable giving out 6th-level spells. Just the normal dispel magic would work.
Brawler - I'd reduce it to 20% and specify either as hostile or as damaging spells (not both). As it is, that would give him no protection against area effects, like fireball. Maybe that was intentional though...
Gladiator - seems appropriate.
Sentinel - seems highly overpowered... Maybe limit it to just his ward, and his ward must be within 5ft.
Acrobat - seems reasonable, but I'm not sure it really 'fits' the class. Might need a flavor sentence to make it work.
Expert - Seems reasonable if you strike out the evasion/mettle clause.
Troubadour - seems okay, but it's kinda meh.Last edited by Rizban; 2013-04-17 at 03:49 PM.
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2013-04-17, 03:56 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Like I said, that was just a first go. Not sure why I thought greater dispel would be needed in E6.
I think your changes are solid. Swapping the mod and lesser wouldn't make a huge difference.
For the acrobat, I was inspired by the spell reflection (might be the wrong name) ACF for classes with evasion, best thing I could come up with since I already used miss chance for the galdiator.
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2013-04-17, 03:58 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
I didn't mean switch the two. I meant add moderate to lesser, albeit at a reduced strength, and come up with a new ability for it.
However, now that I've thought about it a bit more, the best option might be to switch them and grant Favored Enemy (Spellcasters) as the Lesser ability.Quod tibi vis fieri, facias.Spoiler: Links to my content threadsAldhaven - May 27, 2010 and ongoing.
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2013-04-17, 06:07 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
Changelog
- General: Archetypes post hit max character limit, so we have another minor post shuffle. The Table of Contents has been updated to reflect the change.
- Archetype: Skirmisher added!
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2013-04-17, 06:47 PM (ISO 8601)
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Re: [3.5/E6] Rizban's E6 Compendium
I'll try.
Apprenticeship:
You've spent some time learning about a few magic tricks. If you are a [Magic] type, add the following spells to your archtype:
0th level
•Create Water
•Detect Magic
•Light
•Read Magic
•Acid Splash
•Daze
•Mage Hand
•Prestidigitation
•Ray of Frost
1th level
•Burning Hands
•Magic Missile
•Magic Weapon
•Shield
•Shocking Grasp
•Endure Elements
•Entangle
•Faerie Fire
•Magic Fang
•Obscuring Mist
2nd Level
•Barkskin
•Bear's Endurance
•Bull's Strength
•Cat's Grace
•Gust of Wind
•Owl's Wisdom
•Soften Earth and Stone
•Summon Swarm
•Acid Arrow
•Continual Flame
•Glitterdust
•Protection from Arrows
•Resist Energy
•Scorching Ray
•Shatter
3rd
•Poison
•Remove Disease
•Snare
•Water Breathing
•Fireball
•Magic Weapon, Greater
•Poison
You learn extra one spell per level you gain, usable as often as your casting typically allows.
If you do not have a [Magic] class, you gain usage of any spell you know a number of time per day equal to 2/3s your level, rounded up.
Or something.