A Monster for Every Season: Summer 2
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  1. - Top - End - #151
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Only let him raise a spell to the highest spell level he can use.

  2. - Top - End - #152
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Posted an update!


    1Changelog
    • General: Added a Feats chapter with general information on metamagic feats. No actual feats have been added yet, but they're coming! Note that this has bumped the Magic chapter to Chapter 5 and moved it down one post.

    • Class: Brawler Added Ride as a class skill.
    • Class: Gladiator
      • Fixed typos.
      • Added Ride as a class skill.
      • Fancy Footwork ability rewritten.
    • Class: Sentinel
      • Fixed typos.
      • Added Sense Motive and Use Rope as class skills.
      • Warding ability slightly changed and reworded for clarity.
      • Clarification on Provocation ability.
      • Improved Uncanny Dodge edited.
    • Class: Troubadour Fixed typos.
    • Class: Augur
      • Clarified issue on spellcasting ability.
      • Added kicker costs to Spirit Surge and Great Surge abilities.
      • Slight rewording of Deep Insight ability for clarity.
      • Cost of Counterspell ability increased.
    • Class: Magus Fixed typos.
    • Class: Spellblade Added recharge rate to spellcasting.
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  3. - Top - End - #153
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by Rizban View Post
    Oh, geeze, I dunno if I'm going to actually run a game. I've been trying to bully one of my friends into running one, but... no luck so far. I might run one coming up soon though.

    Really, I'd like to get a few more things ironed out on this project before I try running a game with it.
    If you promise not to bully me, I'll run an E6 game with your classes when you feel it's complete enough for playtesting. I've had things come up recently that leaves me with more free time than anticipated.
    Quote Originally Posted by AlexanderML View Post
    get some of that excess AP you have before rollover used(spilled AP is worth feeling sad over).
    Quote Originally Posted by Gabrosin View Post
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  4. - Top - End - #154
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Woo! We have a DM. I'd like to give the whole thing another once over, get a few more domains posted, and get a couple of the archetypes I've got half finished posted. I'll focus on this project a bit more to get that done so we can test it.
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  5. - Top - End - #155
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Sounds great. I'll get to work on plotting up a setting pronto. It'll likely be something city-based with influences from Aldhaven, though I'll have a twist or two to keep it fresh.
    Quote Originally Posted by AlexanderML View Post
    get some of that excess AP you have before rollover used(spilled AP is worth feeling sad over).
    Quote Originally Posted by Gabrosin View Post
    Yurhzorg is a nuclear warhead disguised as a playable character
    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.

  6. - Top - End - #156
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Hooray! Ok, I'm going to play a spell blade probably. With the beastmaster thingy....

    we'll see what backgrounds there are.

  7. - Top - End - #157
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Does anyone have any ideas for a capstone ability for Sentinel/Pugilist? I can't seem to come up with anything appropriate.
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  8. - Top - End - #158
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    How about a flying kick to attack someone who attacks his ward.

  9. - Top - End - #159
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    What would that actually do though?
    He's already got Guarding Strike, allowing him to use an AoO against someone attacking his ward.
    Last edited by Rizban; 2013-05-02 at 12:13 AM.
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  10. - Top - End - #160
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Once per turn, you can charge anyone who attacks your ward as long as you are 10ft away from the attacker. While charging, you are considered to be flying.

  11. - Top - End - #161
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    That's... really not in the style of the sentinel or the pugilist.

    It does give me an idea on what to do though. I'll work that angle and see what I find.

    Edit: What about this?
    Sentinel Guarding Lunge (Ex): If his ward is within 5 feet and is attacked by a creature outside of the sentinel's reach, he may immediately take a 5ft step toward the attacker and use his guarding strike ability, if that would put the attacker within his reach. This does not count against his number of attacks of opportunity this round.
    Last edited by Rizban; 2013-05-02 at 12:14 AM.
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  12. - Top - End - #162
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    This seems well done, I like the idea of the different archetypes. What kinds of armor can a spellblade wear while casting? I like the way you made your casters different. Are you planning on making other mage archetypes(such as blue, illusion based or black, necromancy)? All in all, I think that your classes are cool and look forward to having NPCs with your classes.

    Guarding Lunge sounds fair.
    Last edited by Quiddle; 2013-05-02 at 12:41 AM.
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  13. - Top - End - #163
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quiddle - Spellblades are shown as proficient with light armor and shield and do not suffer ASF in light armor or light shields. There is a background that boosts that up to medium armor.

    I believe blue and black mage archetypes are in the works, mirroring Gnorman's set-up and covering the remaining general 'types' of magic.

    Rizban - Guarding Lunge sounds good. Kind of a damaging alternative to Unbreakable Shield, striking instead of blocking. Niether is always better, so you use whichever is appropriate (ie, enemy is low on hp, you take the AOO hoping to drop them before they hit; raging charger with power attack, you just block the damage).
    Last edited by stack; 2013-05-02 at 07:42 AM.

  14. - Top - End - #164
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I dropped white/black in favor of Priest.

    Blue Mage is going to be a non-Magic archetype based on incarnum.
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  15. - Top - End - #165
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I like the Guarding Lunge. Works well with the class.
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  16. - Top - End - #166
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by Rizban View Post
    I dropped white/black in favor of Priest.

    Blue Mage is going to be a non-Magic archetype based on incarnum.
    Are illusion and enchantment spells going to be covered in the various domains then? Or will there be a beguiler-esq archetype? It seems like there are quite a few spells that are not covered. If this is all to be rolled into the domains, could you give the guidelines for what type of spell belongs in each, beyond what you have posted? For example, since there is no 'magic' domain, would dispel magic be, say 'air/death'?

    (If darklink is taking spellblade, I'm calling auger! )
    Last edited by stack; 2013-05-02 at 07:58 AM.

  17. - Top - End - #167
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I'm not done with archetypes by a long shot. There will definitely be appropriate archetypes for several different styles.
    Last edited by Rizban; 2013-05-02 at 07:59 AM.
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  18. - Top - End - #168
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I'm obviously not coming up with very good ideas, but my terrible ideas seem to be spawning good ones from Rizban, so here are my terrible ideas:

    Archetypes:
    Ur-Priest: Divine casting with the ability to acquire spell-like abilities? (Magic, skill?)

    Ok, so I have no idea what to do for this class. Uhhh


    Gadgeteer: makes alchemical devices! Some go boom, some go WHOOSH! (skillful)

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    Lesser Archetype:
    Grenadier: The gadgeteer can throw flasks or other oneshot items (tanglefoot bag? His own bombs) without having to roll a miss die on a miss. He can also draw one of these from his handy new bandolier as a free action if he has quick draw.

    Bombcraft: The gadgeteer can make his own bombs, better than anyone else. He can craft a bomb in five minutes worth of work and hold a number of bombs equal to 3+his level. These bombs do one half his level in d6s to their primary target and one quarter that amount (minimum 1) as splash damage.

    Moderate:

    Still have all my fingers: A gadgeteer is never injured by his own thrown alchemical weapons, and can designate one square per two levels to not be hurt by the splash damage of his thrown alchemical weapons.

    Greater:

    Fun Toys: When the gadgeteer gains this abilities, he gains a box called his "Toy Box." Each day he can pull up to 100*intelligence worth of items out of it, but these items must be one time use items, or everburning torches (make a real list) They disintegrate at the dawn of each day, but his toy box refills. Anyone who sees them, thinks they are junk, as they look shoddily put together with more Sovereign Glue than anything else. As such nobody will buy them.

    Capstone:

    Acrobat:
    More Toys: The acrobatic gagdeteer gains the following possible items to pull from his toy box: Pole Vault, Satchel Charge. In addition, as a attack action, the acrobat can plant an alchemical item on an enemy and then later as an attack action, set it off. If the acrobatic succeeds a slieght of hand vs perception contest, the enemy will have no idea the item was placed on them.

    Expert:
    Make More Things: The gadgeteer can now make 500*his level in items, and they can be anything, however they still disappear at dawn and cannot be sold. In addition, he can pull one item out of his box at 50% discount, but that item turns into ash after one minute. Fortunately, and effects of that item last their normal durations.

    ((I've made a decent look through on the SRD, and I don't see any items that actually cause much of an issue. 500*6=3000*2=6000, nothing under that price is too game breaking to be had for one minute. I might even want to improve this to be stronger.))

    Troubadour:
    I HAVE NO IDEA! :D






    Dervish: Scimitar based elegant dancer. Moves in combat without provoking aoo. Dex to attack and damage roll with scimitars (instead of strength) and Shiva mode as one of the past ones. (Combat)

    I don't really know what abilities to give here either.



    I'll flesh these ideas out more I. A minute.

    Backgrounds

    Noble:
    Bonus to diplomacy?

    Barbarian:
    Intimidate is strictly based

    Conman:
    Bonuses to disguise. Not bluff. Change name of background of you want. I don't think any background should boost bluff or everyone and their mother will use it as their goto background.

    Wild:
    Bonuses to survival
    Last edited by darklink_shadow; 2013-05-02 at 06:11 PM.

  19. - Top - End - #169
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Wow this is a really broad and well thought E6 compendium, first of all kudos for that. Second, is there any part in which you want extensive feedback? The first classes seem really solid.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  20. - Top - End - #170
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Thank you! I've received pretty extensive feedback on the Combat Classes from TheWombatOfDoom, and he's slowly working his way through the whole system. Honestly, I'll be glad for any feedback you're willing to give. Just find part of the system that interests you and put it through the wringer.
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  21. - Top - End - #171
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Love the idea of backgrounds. They work really nicely to compliment the classes and archetypes.

    From a first look I think the classes are solid with different roles well defined.

    My only... cringe was at the name Acrobat for the skillfull class. I know it has to encompass a whole lot of concepts but Acrobat seems very... I dont know circus specific?

    I cant think of something better right now given the concept (cant have Rogue/Thief/Outlaw either I guess as those are too specific) but I will let you know if something comes to mind.

    Overall a very good work!
    AvB has come and gone. Its spirit still lives on in the few active threads...

  22. - Top - End - #172
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Acrobat and athlete are about the most appropriate names you'll find in English. We don't really have something more fitting, even if this one isn't precisely correct. And, frankly, I think athlete is the worse choice between the two. It evokes too much of an image of playing sports.
    Last edited by Rizban; 2013-05-03 at 06:31 AM.
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  23. - Top - End - #173
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Gladiator did the same thing for me that acrobat might for mono, but when I couldn't think of a better name, I didn't mention it. Since it's a broad category, where the archetypes get more specific, I thought it was a strange name for it. I don't have as much problem with Acrobat, coincidentally.
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  24. - Top - End - #174
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I went with gladiator over the other options, because it most evoked what I was going for with the class, the image of a professional fighter. I did consider other options, such as mercenary or just "fighter", but they either had other connotations that I wanted to avoid or just didn't sound as good as gladiator.

    The fact that they're the same three names as used by Gnorman is totally because I stole them from him *cough* I mean, "pure coincidence". Yeah, let's go with that. Honestly, I did start this project based on his concepts, as I have mentioned previously. I couldn't come up with better names than he already had, so I kept them.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Granted and understood!

    So I've started skillful, but I think I'm going to be extra slow with it especially with the Expert and Trabadour. So many things!
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  26. - Top - End - #176
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Yeah, they're pretty hefty in mechanics...
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  27. - Top - End - #177
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Err... Rizban, am I so bad that I should just stop? I've been told that before, it won't hurt my feelings to be told it again.

  28. - Top - End - #178
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by darklink_shadow View Post
    Err... Rizban, am I so bad that I should just stop? I've been told that before, it won't hurt my feelings to be told it again.
    Huh?

    I just scrolled back up and realized I missed your post. When I clicked "new post", it just totally skipped yours. Sorry, I try to not intentionally ignore people, regardless of post quality.

    I would like for you to continue. While I may or may not use anything you contribute, I'm always grateful for ideas and input. While I didn't use your idea for the Apprentice background, it did help me to codify my concept for it and gave me inspiration for the Background feats, though I haven't actually added them in yet.


    Give me a minute, and I'll go read over your post.
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  29. - Top - End - #179
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by darklink_shadow View Post
    I'm obviously not coming up with very good ideas, but my terrible ideas seem to be spawning good ones from Rizban, so here are my terrible ideas:

    Archetypes:
    Ur-Priest: Divine casting with the ability to acquire spell-like abilities? (Magic, skill?)

    Ok, so I have no idea what to do for this class. Uhhh
    Because of the background I setup for divine casting, Ur-Priest won't work, at least not the concept from Complete Divine. Divine magic is divine because it is channeled through a medium. If there's no medium, such as with an ur-priest, then it isn't divine in nature.


    Quote Originally Posted by darklink_shadow View Post
    Gadgeteer: makes alchemical devices! Some go boom, some go WHOOSH! (skillful)

    Spoiler
    Show
    Lesser Archetype:
    Grenadier: The gadgeteer can throw flasks or other oneshot items (tanglefoot bag? His own bombs) without having to roll a miss die on a miss. He can also draw one of these from his handy new bandolier as a free action if he has quick draw.

    Bombcraft: The gadgeteer can make his own bombs, better than anyone else. He can craft a bomb in five minutes worth of work and hold a number of bombs equal to 3+his level. These bombs do one half his level in d6s to their primary target and one quarter that amount (minimum 1) as splash damage.

    Moderate:

    Still have all my fingers: A gadgeteer is never injured by his own thrown alchemical weapons, and can designate one square per two levels to not be hurt by the splash damage of his thrown alchemical weapons.

    Greater:

    Fun Toys: When the gadgeteer gains this abilities, he gains a box called his "Toy Box." Each day he can pull up to 100*intelligence worth of items out of it, but these items must be one time use items, or everburning torches (make a real list) They disintegrate at the dawn of each day, but his toy box refills. Anyone who sees them, thinks they are junk, as they look shoddily put together with more Sovereign Glue than anything else. As such nobody will buy them.

    Capstone:

    Acrobat:
    More Toys: The acrobatic gagdeteer gains the following possible items to pull from his toy box: Pole Vault, Satchel Charge. In addition, as a attack action, the acrobat can plant an alchemical item on an enemy and then later as an attack action, set it off. If the acrobatic succeeds a slieght of hand vs perception contest, the enemy will have no idea the item was placed on them.

    Expert:
    Make More Things: The gadgeteer can now make 500*his level in items, and they can be anything, however they still disappear at dawn and cannot be sold. In addition, he can pull one item out of his box at 50% discount, but that item turns into ash after one minute. Fortunately, and effects of that item last their normal durations.

    ((I've made a decent look through on the SRD, and I don't see any items that actually cause much of an issue. 500*6=3000*2=6000, nothing under that price is too game breaking to be had for one minute. I might even want to improve this to be stronger.))

    Troubadour:
    I HAVE NO IDEA! :D
    Interesting. It's tentatively similar to something I've read elsewhere. I like the concept at least, and I'd like to have a couple of more archetypes that do interesting things with odd mechanics. On that note, I really need to finish Trapsmith.


    Quote Originally Posted by darklink_shadow View Post
    Dervish: Scimitar based elegant dancer. Moves in combat without provoking aoo. Dex to attack and damage roll with scimitars (instead of strength) and Shiva mode as one of the past ones. (Combat)

    I don't really know what abilities to give here either.
    I'm not sure that this is something I want to pursue. The concept is already pretty well covered in the Brawler and Acrobat classes. If I include an archetype in this vein, it will be done in a way that doesn't step on the toes of those two classes.

    Quote Originally Posted by darklink_shadow View Post
    Backgrounds

    Noble:
    Bonus to diplomacy?
    Got a noble planned. It definitely does Diplo.

    Quote Originally Posted by darklink_shadow View Post
    Barbarian:
    Intimidate is strictly based
    I'd rather avoid using the names of any base material from 3.5.

    Quote Originally Posted by darklink_shadow View Post
    Conman:
    Bonuses to disguise. Not bluff. Change name of background of you want. I don't think any background should boost bluff or everyone and their mother will use it as their goto background.
    I don't see why Bluff is a particularly strong bonus. It's one of the harder skills to boost, true, but it's not all that strong.

    Quote Originally Posted by darklink_shadow View Post
    Wild:
    Bonuses to survival
    Seems appropriate, though I'll do it as a Survivalist or something similarly named.
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  30. - Top - End - #180
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Whip-master: The Whip-master is a skilled combatant who uses range a surgical precision to defeat his foes.

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    The idea here is to both make a lesser-used weapon worthwhile and grant melee a degree of battlefield control and debuffing. I suppose it could be expanded to skilled classes, just have to think of capstones.


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    Prerequisites: Whip-master is available only to Combat classes.
    Archetype Skills: A Whip-master gains no additional class skills.
    Archetype Proficiencies: A Whip-master gains proficiency with whips.

    Archetype Features

    Lesser Archetype Power

    Whip Mastery (Ex): Whip-master can do lethal damage with a whip regardless of their targets Armor Bonus and Natural AC. Additionally, the whip master threatens out to 5' with any whip he wields.

    Quick Wrist (Ex): The Whip Master may use his Dex bonus in place of his Str bonus for all trip and disarm checks.

    Moderate Archetype Power

    Wrap-up (Ex): Upon a successful attack with a whip, the Whip-master may choose to forgo damage and entangle his foe. The target suffers the entangled condition until either the whip master chooses to release him (an immediate action) or succeeding on a DC20 strength or escape artist check. The Whip-master can make no further attacks with the entangling whip until the target is released. The target can be no more than one size larger than the Whip-master. The Whip-master can choose to initiate a grapple against an entangled target as an attack action that does not provoke an attack of opportunity.

    Grasping lash (Ex): The Whip-master may make a trip check as a free action after successfully damaging a foe.

    Greater Archetype Power

    Improved Reach (Ex): When wielding a whip, the whip master now threatens an area as if wielding a weapon with the reach property (10' for small/medium)
    Improved Finesse (Ex): The Whip-master may use his dexterity bonus in place of his strength bonus for damage when wielding a whip.

    Capstone: A Whip-master adds one additional option to his class' capstone ability.

    Brawler Deadly lash (Ex): If a brawler confirms a critical against a foe, as a free action he may choose to stun the target for 1d4 rounds as part of a successful trip check granted by the grasping lash ability. A Fort save reduces the stunned condition to staggered, DC = 10 + Brawler level/2 + Dex bonus.
    Gladiator Show fighter (Ex): A gladiator may activate this ability as a free action when makes a successful trip or disarm check, including checks granted by grasping lash. The gladiator treats the result of his trip check as an intimidate check to demoralize all opponents within 30'.
    Sentinel Long arm (Ex): A sentinel may activate this ability as a free action. For three rounds the sentinel may extend the range of his ward ability to equal the reach of his whip (15 ft for small or medium sentinels).
    Last edited by stack; 2013-05-03 at 09:20 AM.

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