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  1. - Top - End - #211
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Mimic
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    A trickster skilled at mirroring his enemies attacks

    Prerequisites: Mimic is available to any Skillful class.
    Archetype Skills: An Mimic gains disguise and spellcraft as class skills if he does not already possess them.
    Archetype Proficiencies: An Mimic gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Improvisational Focus (Ex): The mimic gains the combat focus feat even if he doesn't qualify for it. Additionally, the mimic gains one FP every time he makes a save against a spell or spell-like ability. The mimic's maximum focus increases by 1.
    • Mirror Spell (Su): Whenever the Mimic identifies a spell, spell-like ability, or supernatural ability, he may chose, before the end of his next turn, to spend a number of FP equal to the effective spell level of the spell or ability to use the ability himself. The ability is treated as if it had been used by the original creature for caster level, DC's, and applicable feats, but the effect originates from the mimic and is under the mimics control. This ability does not deplete any uses of the ability from the original creature. The mirrored spell requires the same action to activate as the original and provokes attacks of opportunity as the original. The mimic does not suffer arcane spell failure when using this ability.

    Moderate Archetype Power
    • Mirror Move (Ex): Within one minute of observing another creature make a skill check the Mimic may spend 1 FP to make a skill check of the same type using the original creature's skill bonus.
    • Disguise (Sp): The Mimic may use disguise self at will as a caster of the Mimic's level. The effect continues until the Mimic chooses to change or dismiss it, the Mimic rests, or the effect is dispelled.

    Greater Archetype Power
    • Retain Move (Su): The mimic may spend 1 FP to retain the use of an identified ability or spell for 1 round/class level.
    • Steal Move (Su): As part of an attack, the Mimic may spend FP to deny the target creature the ability to use a spell, spell-like ability, or supernatural ability. The mimic can then treat this ability as if he had identified it for purposes of Mirror Move and Retain Move. The number of points spent are equal to the effective spell level of the ability. The mimic can choose which ability to steal, though if the target does not have the chosen ability the attempt fails. Otherwise a random ability is taken. The target creature cannot use the stolen ability for as long as the Mimic retains it.

    Capstone: An Mimic adds one additional option to her class' capstone ability.
    • Acrobat – Dashing Focus (Ex): For three round the acrobat gains a focus point each time he avoids an attack of opportunity from an enemy.
    • Expert – Inspired Focus (Ex): For three rounds, the expert may spend focus points in place of inspiration points or inspiration points in place of focus points.
    • Troubadour – Spell Focus (Su): The troubadour may, at any time, spend focus points to regain uses of his Magic Aptitude ability.
    Last edited by stack; 2013-05-09 at 01:17 PM.

  2. - Top - End - #212
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    (re-posting with edits and formatting)

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

    Prerequisites: Whip-master is available to any class.
    Archetype Skills: A Whip-master gains no additional class skills.
    Archetype Proficiencies: A Whip-master gains proficiency with whips if he does not already have it.

    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: An Whip-masteradds one additional option to her class' capstone ability.
    • Brawler – Stunning 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).
    • Acrobat – Rolling maneuver (Ex): An acrobat may replace a trip or disarm check with a tumble or jump check.
    • Expert – Try again (Ex): An expert may spend a point on insight to re-try any trip or disarm check with a +4 untyped bonus. If the check is successful, he regains the point of inspiration. This ability may be after the result of the initial check is known.
    • Troubadour – Whip-dance (Ex): A troubadour may spend a move action each round for up to three rounds. Each round, anyone who can see the Troubadour is affected by his inspiring aura even in an area of silence.
    • Auger – Surging maneuvers (Su): As a free action, the auger may spend motes to grant a competence bonus equal to the number of motes spent on all trip and disarm checks made with a whip.
    • Magus– Clever maneuvers (Ex): As a free action, a magus may add his INT bonus to trip checks for three rounds
    • Spellblade – Irresistible Channel (Sp): The spellblade may channel a spell through a held whip against a target currently entangled by the Wrap-up ability. No attack roll is required. If the spell allows a save, the DC is increased by the enhancement bonus of the whip.

    Special: If a Magic class selects the Whip-master archetype, he gains the spellcasting ability and spell list of a red mage. He does not, however, gain any other benefits of that archetype.

  3. - Top - End - #213
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    Default Re: [3.5/E6] Rizban's E6 Player's Guide

    How's this look to you, stack?

    Duelist
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    The duelist is a master of his weapon, dancing out of his opponent's reach and lunging forward to strike a killing blow.

    Prerequisites: Duelist is available only to Combat classes.
    Archetype Skills: A duelist gains Bluff and Sense Motive as class skills if he does not already possess them.
    Archetype Proficiencies: A duelist gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    • Combat Focus: A duelist gains Combat Focus as a bonus feat. In addition, his maximum FP is increased by 1.
    • Parry (Ex): A duelist is able to easily divert attacks away from him. When targeted by a melee attack, a duelist may spend 1 FP to attempt a parry. The duelist makes an attack roll with his weapon, adding his normal modifiers for the attack plus any dodge bonuses to AC. The result of his attack roll replaces his normal AC. In order to use this ability, a duelist must be using a light or one-handed weapon in one hand and not have anything in his off hand.
    • Flourish (Ex): By distracting an opponent with his weapon, a duelist is better able to feint in combat, gaining a bonus on Bluff checks to make feint attempts equal to his class level.

    Moderate Archetype Power
    • Rhythm (Ex): After making a successful melee attack, a duelist may spend 2 FP as a swift action to make a second attack at a -2 penalty. This ability does not stack with any other ability that grants additional attacks, such as haste.
    • Flynn's Offense (Ex): As a swift action, the duelist may drop into a combat stance for a single round. All attacks made in this round are resolved as touch attacks but deal no damage. A duelist does gain FP for attacks made as normal.
    • Improved Combat Focus: A duelist gains a bonus Focus feat.

    Greater Archetype Power
    • Riposte (Ex): If an enemy misses the duelist with a melee attack, including as the result of parry, the duelist may spend 1 FP as an immediate action to make an attack against that enemy.
    • Bonetti's Defense (Ex): As a move action, the duelist may drop into a defensive stance for a single round. All melee attacks made against him gain a +4 circumstance bonus to attack but provoke an attack of opportunity from the duelist.
    • Greater Combat Focus: A duelist gains a bonus Focus feat. In addition, his maximum FP is increased by 1.

    Capstone: A duelist adds one additional option to his class' capstone ability.
    • [B]Brawler –
    • [B]Gladiator –
    • Sentinel – Body Guard (Ex): For three rounds, a Sentinel may use parry and riposte against any attacks directed at his ward.

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    Last edited by Rizban; 2013-05-06 at 01:50 PM.
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  4. - Top - End - #214
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I presume the combat focus feat will act similarly to what I had outlined?

    Looks good. I had tried to make it broad by not specifying and combination of weapons or handedness, but light/1-handed matches the duelist name. Rapier and dagger may have actually been the best way to go with my version, though I had thought of (and forgotten by the time I wrote it down) various options that granted bonuses for an empty hand, duel-wield, and shield styles.

    Will other styles be available as focus feats, or will those be reserved for additional gambit and point generation/recovery options? Seems like rapier and dagger or buckler/cape would make good feats.

    Flyn's offense is weaker. I had thought of it as a way to use iteratives (and off-hand iteratives) to keep the point flow up, but that may have been to strong. I prefer to shoot high and tone down, so I'm aware that some of my ideas need to be reigned in.

    Trying to think up something for your Desperado, but all I have so far is warmed-over gunslinger stuff.
    Last edited by stack; 2013-05-06 at 02:02 PM.

  5. - Top - End - #215
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Combat Focus [Combat, Focus]
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    Trained warriors often enter a state of heightened awareness and achieve near superhuman levels of strength, endurance, and skill.
    Prerequisites: Int, Wis, or Cha 13
    Benefit: You gain access to Focus Points, which may be spent on a variety of abilities. Upon taking this feat, you immediately gain a number of Focus Points equal to your Hit Dice. The maximum number of Focus Points you may have at one time is equal to your Hit Dice. You must expend a number of FP to activate Focus abilities.
    Once per encounter, you may spend 1 FP as a swift or immediate action to gain a +2 bonus to either Fortitude, Reflex, or Will saves until your next turn. If you have at least four Focus feats, this bonus increases to +4.
    You may gain FP in one of four ways, listed below. You do not ever gain FP for attacks against helpless creatures or creatures with fewer then half your Hit Dice, and you do not gain FP from attacks on which you spent FP.
    • Slaying a Foe: When you successfully attack an enemy and reduce his hit points to 0 or lower, you gain one FP.
    • Making Critical Hits: When you confirm a critical hit against an enemy, you gain 1 FP.
    • Successful Combat Maneuvers: When you make a successful bull rush, disarm, feint, grapple, overrun, sunder, or trip attack, you gain 1 FP.
    • Defending an Ally: Anytime you prevent an attack against an ally, you gain 1 FP. Such actions include, but are not limited to, disrupting a spell cast against an ally, stopping an enemy charging at an ally, using the In Harm's Way ability. Simply negating the damage or effect is not sufficient. The attack itself must be prevented from occuring.


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  6. - Top - End - #216
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Its a good feat. Gives a solid mechanical bonus and lays the groundwork for a whole sub-system.

    The only part I don't like is from a fluff perspective. Not even that I don't like it, its just different from what I had envisioned. Advantage points had to be earned during a fight, using skill blah blah blah to put yourself in an advantageous position. Focus is something you start with and can spend immediately. It makes fluff-sense on its own, its just different fluff. Mechanically it should work nicely.
    Last edited by stack; 2013-05-06 at 02:06 PM.

  7. - Top - End - #217
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    You start with points when you gain the feat, but you only get additional points from combat as you suggested. You don't ever regain points other than that.
    Last edited by Rizban; 2013-05-06 at 02:09 PM.
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  8. - Top - End - #218
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Ah, they don't expire but they don't come back. I see. Must have been reading in too many assumptions instead of just the text. Might want to spell out that they never expire or regenerate aside from the given methods (don't come back with resting).

    I suppose a high-level feat could allow you to focus as a full-round action (or several minutes or whatever).

  9. - Top - End - #219
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    [QUOTE=stack;15183763](re-posting with edits and formatting)

    probably trash, but t may inspire you!

    I have good ideas, but terrible execution.

    Desperado
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    A master of the exotic alchemic weapon: the gun

    Prerequisites: Anyone can gunsling.
    Archetype Skills: A desperado always has craft(Boolets) in class
    Archetype Proficiencies: A desperado is proficient in guns, and gun-like guns, and such.

    Archetype Features
    [indent]Lesser Archetype Power
    • Guns! (Ex): The Desperado knows how to make shoddy guns from scrap. After a day's work, and access to scrap metal or 10gp, the desperado has a functional gun, but because of shortcuts he made in making it, only he knows the quirks of the gun well enough to use it. I don't know which gun he has. Probably a pathfinder pistol or musket, except because of modifications, it only takes a move action to reload a musket, and a move action restores 6 boolets to a pistol, which can hold 6 shots.
    • Snap Shot(Ex): Desperados are always ready for a fight to break out. They add their BaB to their initiative, and they can draw their gun as part of rolling initative.

    Moderate Archetype Power
    • Careful Aim (Ex): As a full round action, a desperado can take careful aim, doubling the range of his gun and halving the penalty for shooting outside his range.
    • Wild Shot (Ex): Trick shots, like shooting around a corner, or while blind folded merely gives a -5 penalty, rather just being almost impossible.

    Greater Archetype Power
    • Special Rounds (Ex): The Desperado has 5 special rounds he could make, and has time each day to make 5 of them. How handy! Unfortunately he can't stockpile them because after a day the alchemstry of the rounds stops working.

      Icy: A frosty boolet that explodes for 1 less damage, but half of all damage is alchemical frost and causes the target to make a fort save or be slowed for d3 rounds.
      Flaming: A fiery boolet that catches it's target on fire.
      Buck: A buck boolet is fragile, breaking into a 15' cone that deals half normal damage to all within the range.
      Bola: A boolet that turns into a pair of bolas and deal normal damage, and have a trip affect.
      Harpoon: If this spike boolet hits the target and deals damage, it sinks in. A rope is attached to this boolet, and a DC 18 Strength check is required to remove it. However, the desperado could shoot this into a surface and then have s rope lesding up the surface, which would make it easier to climb, or swing from.
    • Boolet Time (Ex): Once per day, a Desperado can shoot once at each target within range as if he didn't have to worry about boolets. He continues to do so each round for a number of rounds equal to ... something.


    Special: If a Magic class selects the Whip-master archetype, he gains the spellcasting ability and spell list of a red mage. He does not, however, gain any other benefits of that archetype.
    Last edited by darklink_shadow; 2013-05-06 at 02:50 PM.

  10. - Top - End - #220
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Gentle Breath
    Spheres: Air/Life
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    Granted Power
    Choose one
    1. Buoying breeze: once per day as a swift action you may levitate per the spell for class level rounds
    2. Whispering winds: may cast message as the spell at will

    1 - Color spray Knocks unconscious, blinds, and/or stuns weak creatures. (non-lethal, light...thematically weak)
    1 - Silent Image description (creating something 'from the air', it has no substance)
    2 - Detect Thoughts Allows “listening” to surface thoughts.
    2 - See Invisibility Reveals invisible creatures or objects.
    3 - Tongues Speak any language.
    3 - Fly Subject flies at speed of 60 ft.


    Air and life just seem like a good fit for divination spells to me. <shrug>

  11. - Top - End - #221
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Would making the desperado work off of focus be too much like the PF gunslinger? I rather like the point-based mechanic. The desperado could be the ranged equivalent of the duelist.

  12. - Top - End - #222
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Shootist
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    Master of short-range combat

    Prerequisites: Shootist is available to any Combat class.
    Archetype Skills: A shootist gains no additional class skills.
    Archetype Proficiencies: A desperado gains proficiency with hand crossbows and pistols if he does not already possess it.

    Archetype Features
    Lesser Archetype Power
    • Combat Focus (Ex/Su/Sp): A shootist gains Combat Focus as a bonus feat. In addition, his maximum FP is increased by 1.
    • Deadeye (Ex): The shootist may spend 1 FP as a swift action to add his Dex modifier to all damage rolls of any crossbow or firearm until the end of his turn
    • Quick-draw(Ex): The shootist may draw a crossbow or firearm, or up to two hand-crossbows or pistols, as part of rolling initiative. He may also spend 1 FP as part of rolling initiative to add an insight bonus to the roll equal to his class level.
    • Well-trained(Ex):As long as the shootist has at least 1 FP, he is treated as having the point-blank shot, precise shot, and rapid reload feats, but only for hand-crossbows and pistols.

    Moderate Archetype Power
    • Trick shot (Ex): The shootist may spend 1 FP to perform a disarm, bullrush, or trip combat maneuver within the first range increment of his weapon. He may instead chose to ricochet his shot around a corner or other obstacle, negating cover, but suffers the normal penalties if he cannot see his target.
    • Careful Aim (Ex): The shootist can spend 1 FP as a move action to double the range increment of his attacks until the end of his turn. This attack deals double the base weapon damage. Any additional modifiers are not doubled.

    Greater Archetype Power
    • Arrow-splitter (Ex): If an enemy targets the shootist with a ranged attack, including spells, spell like abilities and supernatural abilities that require an attack roll, the shootist may spend 2 FP as an immediate action to make an attack roll using a held weapon. He may use the result of this attack roll as his AC or touch AC verses the attack.
    • Imbued alchemy (Su): As a full-round action, the shootist can imbue a number or arrows, bolts, or bullets equal to his class level with elemental energy. This energy persists for one hour per class level. When used as part of an attack, all damage from the round is dealt as the imbued element. The shootist may choose [fire], [cold], [shock], or [acid] at the time of the imbuing. Each round can be imbued with any one element as part of the same action. (feels a bit out of place)

    Capstone: An shootist adds one additional option to her class' capstone ability.
    • Class 1 – Capstone Ability Name (Ex/Su/Sp): Description.
    • Class 2 – Capstone Ability Name (Ex/Su/Sp): Description.
    • Class 3 – Capstone Ability Name (Ex/Su/Sp): Description.
    Last edited by stack; 2013-05-06 at 08:19 PM.

  13. - Top - End - #223
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I don't like randomly insisting on adding resources to martial people.

    I think mine might have balance issues, but I wouldn't really want to bother playing yours. :(

    Not only does "focus" not make very much sense to me, given what it does and where you get it from, it's just another annoying thing have to keep track of.

    If I was playing with paper, my "focus" box would literally wear out from all the erasing and rewriting before a typical campaign ended.

    For it not making sense:

    Because I tripped the guy charging at my friend by shooting his ankle, I now can focus enough to shoot the mage around the corner.

    How does that make sense?


    SOrry for the rant.

  14. - Top - End - #224
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    It isn't random. Resource management means allowing for more powerful abilities than could be granted at-will. Look at the duelist (the most complete focus using archetype). Giving the ability to block attacks with an attack roll would be obviously overpowered as an at-will at level 1. You could give uses/encounter or have it use AOO's, but the former requires some tracking and the later is abusable just by taking combat reflexes and having good dex. Same with the other abilities. You could implement them in other ways, but the focus pool gives you one core mechanic to use for all of them, making it easier to modify with feats and avoiding the complexity of several different mechanics.

    Besides, those who enjoy resource management can play any of the myriad archetypes that won't use it. Plenty for everyone.

    As for tracking, just keep a scratch pad. Write the last number on your sheet at the end of a session. Done. No worse that a PF gunslinger. Heck, ever played a crusader without maneuver cards? That is a pain to track.

    As for the desperado, I'm a long way form done there. I want to relieve the ranged-combat feat tax and also roll some of the abilities into focus feats. Should get it modified tomorrow.
    Last edited by stack; 2013-05-06 at 08:11 PM.

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

    To be honest, I'm not a fan of either of those. I envisioned desperado as a gunslinging cowboy who lived a little on the darker side of gray, not as an alchemist or a sharpshooter duelist type.
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  16. - Top - End - #226
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Well, I changed mine to 'shootist' before reading your post, so I guess I agree that the gunslinging duelist isn't a desperado. As for what is...I guess I don't know.

    I have an idea for an archetype, the prosopon (mask used in ancient greek theater), which gives a variety of abilities (similar to a binder) based on wearing different masks that can be switched out with a decreasing action cost. If the idea is intriguing I'll try to write it up.

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

    While I accept your arguments, I still don't like the system. It isn't lore friendly and it makes it complicated for marginal gain. Why not AoO? So I can stack dex and make myself more difficult to hit. I'm not going to lay down serious damage by dropping str for dex. Its not over powered. It makes my melee tank tank versus other melee people.

    Your way isn't wrong or bad, I just really don't like it.

    Riz, how do you want the gun-slinging man to get a gyn to sling if he doesn't know how to make them? Make this class only usable if the DM says "gnomes make guns!"?

    I van try to make a class with that mindset.

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

    Presumably the archetype would only use guns in a setting that had them. That's why I went hand crossbow or gun for all the abilities. Frankly Its not my favorite. There is already a sniper archetype and I'm sure there will be more ranged and ranged friendly archetypes.

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

    You're assuming a purely medieval world where guns don't exist. I'm assuming a world closer to the Renaissance where tech has advanced beyond the dark ages.

    As I stated in the beginning, this project is based largely with my Aldhaven campaign setting in mind. In Aldhaven, guns do exist and can be purchased. They just aren't very common. Pretty much everyone is familiar with the concept of explosive powders, fireworks, and cannons, though not everyone knows that it has been made into smaller weapons. Rifles and pistols are very new, but they're not unheard of.
    Last edited by Rizban; 2013-05-06 at 09:04 PM.
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Quote Originally Posted by stack View Post
    Presumably the archetype would only use guns in a setting that had them. That's why I went hand crossbow or gun for all the abilities. Frankly Its not my favorite. There is already a sniper archetype and I'm sure there will be more ranged and ranged friendly archetypes.
    I meant for this to be the quick draw stand off at high noon with a few thematically related abilities. Crossbows are totally fine, but it's meant to evoke a sense of frontier western rather than that of Robin Hood.
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  21. - Top - End - #231
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Desperado
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    Master of short-range combat

    Prerequisites: Desperado is free to any Combat or Skill classs
    Archetype Skills: A Desperado always has intimidate.
    Archetype Proficiencies: A desperado gains proficiency with hand crossbows and pistols if he does not already possess it.

    Archetype Features
    Lesser Archetype Power
    • Mounted Gunman(Ex): Ignore penalties caused by being mounted
    • Quick-draw(Ex): As part of a initiative roll, a Desperado may draw one weapon of his choosing.
    • Well-trained(Ex):The Desperado has point-blank shot, precise shot, and rapid reload feats, but only for hand-crossbows and pistols.

    Moderate Archetype Power
    • Gritty(Ex/Su/Sp): A Desperado can take a hit as well as he can give them, and he gains DR equal to half his level bypassed by adamantite
    • Lone Wolf (Ex): The Desperado has lived through tougher times alone than most people could survive with help. He gains a bonus to survival checks equal to 5 and this bonus improves to 8 at level 5.
    • Dead Stare (Ex): As a swift action after dropping a foe in combat, a Desperado may make a free intimidate check with a bonus equal to the CR of the enemy he drops in the attempts to demoralize the remainder of his foes.
    • Shotgun Diplomacy In place of a diplomacy check, the Desperado may make an intimidate check as long as he is armed.

    Greater Archetype Power
    • Die Another Day (Ex): When taking a fatal blow, the Desperado may make a fort save DC: equal to the amount of damage he would have to resist to be put at exactly -9 hp. If he passes, he is instead at -5 hp and stable.
    • Shrapnel Rounds(Su): Every shot of the Gunslinger's gun can either deal bleed damage equal to one fourth the damage he dealt or be fired so that he forms an explosive cone. This cone be "start" anywhere along his bullet's path, and acts as a 15' cone originating at the point designated in the direction he fired.

      ((If this isn't clear I will draw it later.))
    • Piercing arrows: The Desperado's bolts fired from a hand cross bow instead fire as a line attack within his first attack increment, and deal damage to all targets within that path. (Basically, he 'casts' a line of pain, and everyone afflicted is hit by his bolt.)

    Capstone: An gunslinger adds one additional option to her class' capstone ability.
    • Brawler - Pistol Whip (Ex/Su/Sp): Anyone who moves adjacent to a Brawler Desperado provokes a pistol whip, although the Desperado must use his AoO for this attack. A pistol whip does damage equal to a club, and requires a fort save or daze affect. Ouch.
    • Gladiator - Shot on the Run(Ex/Su/Sp): While moving, the Gladiator Desperado may fire off a quick shot. ((See flyby attack? My Desperado and the Gladiator mesh really well already, I didn't want to give much of a capstone.))
    • Sentinel - Something (Ex/Su/Sp): The Sentinel Desperado does something.
    • Acrobat - Dodge Roll Once per round, you can make a tumble check (or acrobatics, whatever this should be) and roll 5ft out of harms way, negating the attack.
    • Expert - Alchemical Rounds See Alchemical rounds from my last attempt.
    • Troubadour - Country Folk Song While singing about your woman leaving you for a man with a bigger horse and taking your dog, a mace to the head just doesn't feel quite as bad as it should. Your allies gain your Gritty power while this Aura is up.





    There. How is that?
    Last edited by darklink_shadow; 2013-05-06 at 09:49 PM.

  22. - Top - End - #232
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I think the focus feats are a nice idea. They aren't for everybody, but not everybody has to use them. I wonder if you might want to add into the brute's rage ability that he can't use focus feats while raging. If they are more strategic, emphasizing combat tricks and precise timing it might be flavorful. Depends on how you design them. On the other hand, taking away options is, well, TAKING AWAY OPTIONS!

    I have a couple of ideas for archetypes and possibly a class. I'm already working on some other stuff in my free time, but I may take a stab at them in the next few days and throw them up here if you want. Specifically I'm thinking of a Paladin esque archetype for combat characters. The class would be a spellcaster that uses a different casting mechanic than any of the other three, adding a bit of uncertainty into the mix, but would still mesh with the way you have handled magical archetypes.

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    I know it was a few posts back, but I really like the racial archetypes ideas. Some questions while on the topic.

    1) So far I've been assuming that you have been using 3.5 base races, is that correct?
    2) Have you considered doing a write up for race base stats and abilities, or are you pretty much satisfied and just want to do racial archetypes to expand them?
    3) Have you considered doing LA 1 races as archetypes? What I mean is, you could have base stats for, let's say, drow that would be balanced with all the other base races. Then you could create a racial archetype for them that gives them all the bells and whistles that a "full" drow would have. Taking the archetype may or may not be mandatory for such a race, depending on how you wanted to design it.

  23. - Top - End - #233
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    DwarfClericGuy

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

    This is great work, Rizban! I noticed the Trapfinder Archetype doesn't currently have a spell list to draw from, or capstones for the Magic base classes. Let me introduce...

    Spellguard
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    Most consider Arcane Magic to be a tool for war and destruction. The Spellguard instead focuses their arcane magic towards tactics, utility, and defense, the "Soft" style to contrast a Red Mage's "hard" style of spellcasting.

    Prerequisites: Spellguard is available to any Magic class.
    Archetype Skills: A Spellguard gains Knowledge: Arcana as a class skill if he does not already possess it.
    Archetype Proficiencies: A Spellguard gains no additional armor or weapon proficiencies.

    Spellguard Features
    Lesser Archetype Power
    • Spellcaster: A Spellguard casts arcane spells focused on protection, support, utility, and battlefield control.
    • Arcane Defense (Su): The Spellguard is a master of magic, and understands how to defend against it. They gain a +1 bonus to saving throws. This bonus increases to +2 at 5th level.
    • Familar: A Spellguard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

      The Spellguard chooses the kind of familiar he gets. As the spellguard advances in level, his familiar also increases in power.

      If the familiar dies or is dismissed by the spellguard, the spellguard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per spellguard level; success reduces the loss to one-half that amount. However, a spellguard experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

    Moderate Archetype Power
    • Expanded Arcana (Ex): The Spellguard has access to more arcane power than normal for a member of his class. A Spellblade gains one additional 1st level spell known. A Magus gains one additional spell/day of their highest level of spell known. An Augur gains bonus motes equal to their level.

    Greater Archetype Power
    • Bonus Feat: The Spellguard gains a bonus feat. The feat must be a metamagic feat, a spell focus feat, or Spell Penetration.

    Capstone: A Spellguard adds one additional option to her class' capstone ability.
    • Augur – Manipulate Magic (Su): You may apply a metamagic feat of cost 3 or less, even if you don't have the feat, for no mote cost and no increase in casting time.
    • Magus – Arcane Wayfarer (Sp): You may cast Dimension Door, as the spell.
    • Spellblade – Enchant Item (Su): For three rounds, you may add +2 worth of bonuses to a masterwork or enchanted weapon or piece of armor wielded by the Spellblade
    Spellguard Spell List
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    0th-level Spells (Cantrips)
    • Arcane Step†
    • Daze
    • Detect Magic
    • Light
    • Mage Hand
    • Mending
    • Message
    • Prestidigitation
    • Read Magic

    1st-level Spells
    • Alarm
    • Benign Transposition
    • Comprehend Languages
    • Endure Elements
    • Expeditious Retreat
    • Disguise Self
    • Feather Fall
    • Floating Disc
    • Grease
    • Identify
    • Mage Armor
    • Magic Missile
    • Magic Weapon
    • Protection from Alignment
    • Obscuring Mist
    • Reduce Person
    • Shield
    • Silent Image
    • Sleep

    2nd level spells:
    • Alter Self
    • Baleful Transposition
    • Bear's Endurance
    • Bull's Strength
    • Cat's Grace
    • Daze Monster
    • Detect Thoughts
    • Eagle's Splendor
    • Fox's Cunning
    • Invisibility
    • Knock
    • Minor Image
    • Mirror Image
    • Owl's Wisdom
    • Protection from Arrows
    • Resist Energy
    • Shatter


    3rd-level Spells:
    • Arcane Sight
    • Clairaudience/Clairvoyance
    • Dispel Magic
    • Displacement
    • Explosive Runes
    • Fly
    • Haste
    • Hold Person
    • Major Image
    • Protection from Energy
    • Sleet Storm
    • Slow
    • Water Breathing



    Arcane Step
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    Conjuration (Teleportation)
    Level: Spellguard 0
    Components: V
    Casting Time: 1 move action
    Range: 10 feet
    Target: You and touched objects or willing creatures.
    Duration: Instantaneous
    Saving Throw: None and Will negates (objects)
    Spell Resistance: No and Yes (object)

    With a word, you shimmer, flicker, and appear in a nearby location.

    You instantly transfer yourself from your current location to any other spot within range and line of fire. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load). If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 10 feet of the intended location.

    If there is no free space within 10 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 100 feet. If there is no free space within 100 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.


    Trapsmith Capstones
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    Capstone: A Trapsmith adds one additional option to her class' capstone ability.
    • Augur – Change Fate (Su): By spending two motes, the Augur may reroll a failed skill check or saving throw, but must use the new result even if it is lower.
    • Magus – Esoteric Security (Su): For three rounds, you add your Intelligence modifier to your Search, Spot, Listen, Disable Device, and Open Lock checks.
    • Spellblade –Trap Power (Su): When you create a trap, magical or otherwise, its save DC is increased by 2 and it has a +2 bonus on caster level checks to beat spell resistance.


    I'll do some PEACHing later but the design seems really tight so far: I just noticed a few small typos. What do you think of the archetype though? Seem fitting for a Trapsmith?

  24. - Top - End - #234
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    The archetype is nifty, but it feels super weak.

    The spell list doesn't give enough offensive options for the spell blade to put into his sword. I mean, he could really only use shatter, daze monster or baleful transposition, and it's entirely possible that none of those options are any good for his situation.

    In addition, it doesn't look like any other class would really want to pick it up either, because it just doesn't offer the goods. A floating +2 to saves is nifty. Free alertness feat via familiar is nifty. Tiny boost to spell casting is nifty.

    But over all, it's just meh. Hell, some other archetypes give out more exciting tools for just the Lesser powers.

    Trapsmith looks good though. Not too sure on the balance, but the feel is nice.

  25. - Top - End - #235
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    As a general rule, a bonus feat does not make a sufficient archetype power. They can be used sparingly, especially for feat-heavy concepts (ranged combat for example) or to avoid bad feat trees. The best use is if you can get a higher level feat without pre-reqs.

    I've shied away from making magic archetypes yet for two reasons: I know Rizban has plans for some of them and they can be tricky to balance. That said, a caster focusing on defensive magic is a fine concept and I think this is a solid start, it just needs some fleshing out and something unique to make it more "That's cool" instead of just "that gives a solid spell list".

    Rizban - since just hitting an opponent doesn't generate FP, should you remove the clause about attacks benefiting from FP not granting more? It seems like it might be too restrictive now, but I suppose that may require playtesting.
    Last edited by stack; 2013-05-07 at 09:46 AM.

  26. - Top - End - #236
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Well, here is an idea I had, obviously inspired by the paladin. Couldn't think of an appropriate capstone for the gladiator.

    Holy Warrior
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    The holy warrior compliments his combat expertise with the ability to heal his allies and shrug off harmful mental effects.

    Prerequisites: Holy Warrior is available to any Combat class.
    Holy Warrior Skills: A Holy Warrior gains Knowledge (Religion) as a class skill if he does not already possess it.
    Holw Warrior Proficiencies: A Holy Warrior gains no additional weapon or armor proficiencies.

    Holy Warrior Features
    Lesser Archetype Power
    • Courage (Ex): You are immune to fear effects
    • Lay on Hands (Su): You may use a standard action to heal damage on any creature you touch. You must make a touch attack if you wish to use this ability on an unwilling creature. You may heal a total of 5 points of damage per class level each day, divided as you choose between uses.

    Moderate Archetype Power
    • Deny Temptation (Ex): You are immune to charm effects.
    • Restore Strength (Su): You may use your Lay on Hands ability to remove ability damage, ability drain, and negative levels. You must expend 5 points of healing for each point of ability damage, ability drain, or negative level removed.

    Greater Archetype Power
    • Divine Instrument (Ex): You are immune to compulsion effects.
    • Cleanse (Su): You may use your Lay on Hands ability to remove any fear, charm, or compulsion effect ona a creature. This includes removing the shaken, frightened, and panicked condition. You may also remove any other effect that could be removed by a Remove Curse Spell. You must expend 10 points of healing for each effect removed this way.

    Capstone: A Holy Warrior adds one additional option to her class' capstone ability.
    • Brawler – Smite (Ex): You may ignore the rolled damage for a single successful attack and instead use the maximum possible amount.
    • Gladiator – Capstone Ability Name (Ex/Su/Sp): Description.
    • Sentinel – Reprieve(Su): You may use your Lay on Hands ability to prevent damage or an effect that would be inflicted on your ward. This requires you to expend the same amount of healing as it would take to remove that damage or effect with your Lay on Hands ability.


    Design Note
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    I realize that the lay on hands pool is a bit big. Considering that two of his other abilities draw on it and the remainder are very passive and conditional, I think that is alright. Also, I purposefully left out any alignment requirements or a code of conduct. I feel this makes the archetype more adaptable to a given playgroup, allowing for a greater variety of interesting characters, and it can be fluffed to suit.
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  27. - Top - End - #237
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    I've already got the paladin (zealot) finished but not posted. Though I might do two different paladinesque archetypes... Also note that the zealot class I've mentioned several times has become a Combat archetype instead of a Combat class.
    Last edited by Rizban; 2013-05-07 at 10:54 AM.
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  28. - Top - End - #238
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    Default Re: [3.5/E6] Rizban's E6 Compendium

    Prosopon
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    The consummate actor who gains powers from the roles he takes, embodied in his stage-masks.

    Prerequisites: Prosopon is available to any Skillful class.
    Archetype Skills: An prosopon gains perform (act) and perform (comedy) as class skills if he does not already possess it.
    Archetype Proficiencies: An prosopon gains no additional armor or weapon proficiencies.

    Archetype Features
    Lesser Archetype Power
    [list][*]Stage Mask (Ex): The prosopon can craft stage masks, each representing a role. Each mask requires 1 hour of uninterrupted work to craft and requires a number of gold pieces worth of materials per the masks type. A mask has hardness equal to the prosopon's class level and HP equal to class level x 5. A prosopon can have any number of masks in his possession, but only one for each role. The stage mask is a mundane item until imbued (see below). A mask may be donned or switched for another mask as a full-round action, which includes removing and stowing the old mask and drawing and donning the new. Masks occupy the face slot.[*]Imbue Mask (Su): The prosopon may draw power from the muses to imbue his stage masks with the abilities of the roles the represent. A prosopon may only have a number of masks imbued at one time equal to his class level, which may all be imbued simultaneously with 1 hour of effort. The masks remain imbued until the prosopon chooses to imbue another mask or masks. Each imbued stage mask grants abilities per its description. Continuous effects begin immediately upon donning the mask. Only the prospon can benefit from a mask he has imbued. All saving throws for abilities granted by imbued masks are equal to 10+level/2+Cha mod.[*]Roles of Man (Su): The prospon gains the ability to imbue masks with the roles of man. These masks cost 10 GP each to craft.
    Moderate Archetype Power
    • Method Acting (Su): When imbuing stage masks, the prospon may choose one to be his true role. This mask melds into the prospon's face, subtly altering his features. This mask cannot be removed until the prospon spend 1 hour to imbue masks again. The prospon gains all the abilities of the mask as if he is wearing it normally, but it no longer occupies the face item slot. The prospon can don other masks, gaining their effects normally, though can not benefit from his true role until the outer mask is removed.
    • Roles of Beasts (Su): The prospon gains the ability to imbue masks with the roles of beasts. These masks cost 20 GP each to craft.

    Greater Archetype Power
    • Sacrifice (Sp): As a standard action, the Prospon can break a worn or held mask, allowing him to make use of the stage mask's sacrifice ability. This use utterly destroys the mask, though another can be crafted with 1 hour of work and the required materials.
    • Roles of Monsters(Su): The prospon gains the ability to imbue masks with the roles of monsters. These masks cost 40 GP each to craft.

    Capstone: An ArchetypeName adds one additional option to her class' capstone ability.
    • Class 1 – Capstone Ability Name (Ex/Su/Sp): Description.
    • Class 2 – Capstone Ability Name (Ex/Su/Sp): Description.
    • Class 3 – Capstone Ability Name (Ex/Su/Sp): Description.


    Roles:
    Spoiler
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    Roles of Man:
    Spoiler
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    Comedy:
    • a smiling human face. The wearer becomes prone to telling jokes and laughter, even when not appropriate, giving a -2 circumstance penalty on diplomacy and intimidate checks.
    • Joy (su)(passive)this mask grants the wearer a +2 circumstance bonus on saves against mind-affecting effects as mirth suffuses his body.
    • Insidious Joke (sp)(active) the wearer may cast hideous laughter as a spell-like ability once every 1d4 rounds.
    • Hilarity (sp)(sacrifice)the wearer may cast hideous laughter as a spell-like ability on up to his class level in target within range.


    Tragedy:
    • A sad face with tears streaming from the eyes. The wearer becomes maudlin and prone to depression and despair, imparting a -1 circumstance penalty on saving throws against effects of the compulsion sub-school.
    • Sadness (su)(passive)this mask grants the wearer a +2 circumstance bonus on saves against mind-affecting effects as mirth suffuses his body.
    • Weep (sp)(active) the wearer may cast bane as a spell-like ability once every 1d4 rounds.
    • Mourn (sp)(sacrifice)the wearer may cast crushing despair as a spell-like ability.


    Patrician
    • The stern, bearded face of a statesman. The wearer becomes implacable and demanding.
    • Authority (ex)(passive)this mask grants the wearer a +2 circumstance bonus on diplomacy and gather information checks.
    • Orders (sp)(active) the wearer may cast command as a spell-like ability once every 1d4 rounds.
    • Chastise (sp)(sacrifice)the wearer may cast hold person as a spell-like ability.


    Youth
    • The innocent face of a child. The wearer becomes easily distracted, taking a -2 circumstance penalty on skill checks that take longer than 1 round.
    • Spry(su)(passive) the wearer reduces age penalties by one step. This has no affect on age bonuses.
    • Antics(sp)(active) the wearer may cast lesser confusion as a spell-like ability once every 1d4 rounds.
    • Vigor (sp)(sacrifice)the wearer may grant himself a +2 morale bonus to Str, Dex, and Con for class level rounds.


    Crone:
    • A wrinkled and weathered woman's face with a frightful sneer. Upon crafting this mask, choose one spellcasting archetype, including two domains if selecting Priest. The prosperon may still only ever have one Crone mask in his possession.
    • Experienced (ex)(passive) the wearer may use spell completion and spell trigger items as if they had the levels equal to his class level in the spell-list granting archetype selected upon the creation of the mask.
    • Fear (sp)(active) the wearer may cast cause fear as a spell-like ability once every 1d4 rounds.
    • Brew (su)(sacrifice) the wearer may create, as a full round action, one potion of any spell granted by the chosen spell list, without any material of xp cost. This potion persists until used or until the wearer removes the mask.


    Roles of Beasts:
    Spoiler
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    Owl
    • wide round eye with a hooked beak, rimmed in feathers.
    • Night-eye (ex)(passive) the wearer gains darkvision out to 60'. If the wearer already has darkvision, its range is improved to 90'.
    • Talons (su)(passive) the wearer gains two claw attacks, dealing 1d4 damage (medium).
    • Swift Wings (sp)(active) the wearer may grant themselves a fly speed equal to their base land speed until the end of his current turn as a swift action every 1d4 rounds.
    • Take Flight (sp)(sacrifice)the wearer may cast fly as a spell-like ability.


    Wolf:
    • Keen Nose (ex)(passive) the wearer gains the scent ability and the track feat.
    • Fleet (su)(passive) the wearer gains an untyped 10 ft bonus to their base movement speed
    • Pack (sp)(active) the wearer may cast summon nature's ally I as a spell-like ability once every 1d4 rounds, but only to summon a wolf.
    • Pack Leader (sp)(sacrifice) the wearer may summon a dire wolf as per summon nature's ally III.


    Lion:
    • tawny with an impressive fur mane. The wearer grows haughty and lethargic.
    • Majesty (ex)(passive) the wearer gains a +4 competence bonus on intimidate checks.
    • Roar (su)(active) the wearer may spend a standard action at will to make an intimidate check to demoralize all opponents within 30'. Alternately, the wearer may instead target on enemy within 30'. Upon a failed Will save the target is frightened for 1d4 rounds, shaken for 1 round on a successful save. A creature may only be targeted by this use once per day.
    • Pride (sp)(sacrifice) the wearer may summon a lion as per summon nature's ally III.


    Bear:
    • brown and fur covered, adorned with fierce claws. The wearers motions become ponderous, imparting a -5 ft penalty on his base speed.
    • Hug (ex)(passive) the wearer gain the benefit of the improved grapple feat.
    • Mighty (ex)(passive) the wearer is considered one size larger for the purposes of all combat maneuvers and determining the effect of abilities such as swallow whole.
    • Endurance (sp)(active) the wearer may grant himself twice his level in temporary hitpoints as a standard action every 1d4 rounds. These temporary hitpoints do not stack with temporary HP gained from any source and persist for class level rounds.
    • Beastface (su)(sacrifice) the wearer may transform into a brown bearfor his class level rounds, per the alternate form special ability as a standard action.


    Roles of Monsters:
    Spoiler
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    Gorgon
    • a woman's face wrought in stone, twisted in hate, surrounded by tiny serpents. The wearer receives a -4 circumstance penalty on diplomacy and gather information checks and a +4 circumstance bonus on intimidate checks.
    • Inured to Poison (ex)(passive) the wearer gains a +4 untyped bonus on all saves verses poison
    • Stone Gaze (sp)(active) the wearer may target any creature within 60' with a gaze attack every 1d4 rounds. The target must make a Fort save or be turned to stone as the spell flesh to stone. The target may make a new save each round as a full-round action to reverse the effect.
    • Unavoidable eyes (sp)(sacrifice)the wearer may use the stone gaze ability on every creature in a 30' cone. Each creature receives a +2 bonus on their saving throw.


    Cerberus
    • three canine faces adorn this mask, the middle withe gaping jowls. The wearer takes a -2 penalty on saves against [cold] effects
    • Fire tooth (su)(passive) the wearer gains a bite attack dealing 1d6 damage (medium) plus 1d6 fire
    • Flame Tested (su)(passive) the wearer gain fire resistance equal to twice his class level
    • Flame Breath (su)(active) the wearer gains a breath weapon, useable every 1d4 rounds, that does 1d6 fire damage per class level in a 15' cone (reflex save for half)
    • Hellfire (sp)(sacrifice)the wearer may breath a 30' cone of hellfire, dealing 1d8+1 negative energy damage (reflex save for half)


    Nymph
    • the image of a carefree, impossibly flawless young woman.The wearer takes a -2 untyped penalty on saves against charm effects.
    • Lure of Beauty (sp)(active) the wearer may cast hypnotism as a spell-like ability at will as a move action
    • Honeyed Words (sp)(active) the wearer may cast charm person as a spell-like ability every 1d4 hours.
    • Call Suitor (sp)(active) the wearer may summon a satyr as summon nature's ally III every 2d4 rounds
    • Transcendent Whisper (sp)(sacrifice) the wearer may cast charm monster as a spell-like ability.


    Minotaur
    • curved horns and an elongated, shaggy snout.
    • Maze Sense (su)(passive) the wearer always instinctively knows which way is north and gains immunity to any effect that cause confusion.
    • Mighty Horns (su)(passive) the wearer gains a gore attack that does 1d8 damage (medium) and deals double base damage on a charge attack.
    • ??? (sp)(sacrifice) placeholder


    Sphinx
    • description
    • Ancient Knowledge (su)(active) the wearer may spend a full round action to ponder before making a knowledge check. The check is then made as normal with a bonus equal to the wearer's class level.
    • Riddle (sp)(active) the wearer may ask any creature within 30' a riddle as a standard action. Make a perform (act or oratory) check opposed by the creatures sense motive. If the wearer is successful, the target may take no action on its next turn. This is a verbal, language dependent effect.
    • Sphinx's Curse (sp)(sacrifice) the wearer may cast bestow curse as a spell-like ability.



    Cyclops
    • description
    • ??? (su)(passive) placeholder
    • ??? (sp)(active) placeholder
    • ??? (sp)(sacrifice) placeholder

    Last edited by stack; 2013-05-07 at 03:11 PM.

  29. - Top - End - #239
    Titan in the Playground
    Join Date
    Jun 2011

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

    Quote Originally Posted by Kerleth View Post
    Holy Warrior
    Don't know what Risban has in the works. Looks like a solid, if mostly passive, paladin-like to me. I certainly don't think the lay hands pool is too big. Your class would give you things to do actively, so being passive isn't necessarily a bad thing.

    Rizban - since just hitting doesn't generate FP, Flynn's offense is now useless as written. Either Flynn's offense needs to generate FP on hits or the feat needs tweaking. I think I'll modify my mimic class to work off FP as well.
    Last edited by stack; 2013-05-07 at 12:50 PM.

  30. - Top - End - #240
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    Rizban's Avatar

    Join Date
    Mar 2008
    Location
    Aldhaven
    Gender
    Male

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

    Quote Originally Posted by stack View Post
    Rizban - since just hitting doesn't generate FP, Flynn's offense is now useless as written. Either Flynn's offense needs to generate FP on hits or the feat needs tweaking. I think I'll modify my mimic class to work off FP as well.
    I disagree. If it's a critical hit, combat maneuver, or interrupts an attack against an ally, you resolve as a touch attack and still gain FP. I'll specify that it deals no "weapon damage" but can still apply other effects or whatever.

    Edit: I can think of a few uses, and I'm sure clever players will find all kinds of uses for touch attacks, even if they deal no weapons damage.
    Last edited by Rizban; 2013-05-07 at 12:58 PM.
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