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  1. - Top - End - #1
    Ogre in the Playground
     
    Gnorman's Avatar

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    Default E6 Compendium, Volume 3

    We're back, folks. Now that v3's core classes are complete, I'm going to keep future updates confined to a single thread.

    Over the next few weeks, expect to see:

    - Races, both old and new
    - Alternate base classes such as the Shaper, the Invoker, the Initiator, the Binder, the Shadowcaster, and the Truenamer
    - Racial and monstrous archetypes
    - "Epic" destinies & prestige classes
    - Actual design work!
    - Me realize I made some stupid typos, and then fix them
    - And much, much more!

    Table of Contents
    Preface: E6 & Design Philosophy
    Chapter 1: Core Classes
    - The Barbarian
    - The Bard
    - The Blackguard
    - The Cleric
    - The Druid
    - The Engineer
    - The Fighter
    - The Lurk
    - The Monk
    - The Paladin
    - The Psion
    - The Ranger
    - The Rogue
    - The Scholar
    - The Sorcerer
    - The Spellsword
    - The Warlock
    - The Warmind
    - The Wizard
    Chapter 2: Alternate Classes
    Chapter 3: Races
    Chapter 4: Racial & Monstrous Archetypes
    Chapter 5: Feats
    Chapter 6: Items & Equipment
    Chapter 7: Spells & Rituals
    Chapter 8: Monsters & Hazards
    Chapter 9: Epic Destinies
    Chapter 10: Appendices & Special Thanks

    Preface

    Hi, I'm Gnorman! You may remember me from such E6 Compendium threads such as Gnorman's E6 Compendium (v1), or Gnorman's Complete E6 Compendium (v2).

    In my time here in the playground, I've made low-level adventuring kind of my thing. But I've always been a little disappointed by the plethora of dead levels, and the fact that even in a low-level environment, casters still rule the day. I made this E6 Compendium as a way to help correct that! And to that end, I present the first major update: the core classes. I've taken almost every single core 3.5 class and updated it for an E6 environment, including archetypes as a way to represent some of the prestige classes and alternate base classes that D&D players have come to know and love. Some of these classes are significantly different from their 3.5 analogues - the Wizard, for example, is no longer a prepared caster, but a spontaneous fixed-list caster focusing on enchantments, illusions, and divinations, much like the standard 3.5 Beguiler.

    If you're unfamiliar with E6, this is a great place to start.

  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: Gnorman's E6 Compendium, Volume 3

    Chapter 1: Core Classes


    The Barbarian


    Spoiler
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    Designer's Notes:
    Spoiler
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    The Barbarian is large and in charge. Her class abilities focus on getting stronger, bigger, and doing a lot of damage with a two-handed attack. She's not a lockdown or a control specialist, like the Fighter, or a defensive specialist, like the Paladin. She's a short range, nuclear grade bombshell that you point at the enemy until the enemy no longer has a head.

    Archetypes: the Berserker will be familiar to some of you, as a combination of the Frenzied Berserker, the Whirling Frenzy ACF, and the Bear Warrior. She cuts off heads and turns into a goddamn bear. The Spirit Shaman gets druid casting, a spirit guide, and the ability to hang out with ghost dudes and ghost ladies. The Hurler is a throwing weapon specialist, getting to cut off multiple heads per round and make Power Attacks at thirty feet.


    HD: d12
    Class Skills: Balance, Climb, Craft, Concentration, Intimidate, Handle Animal, Jump, Knowledge (dungeoneering), Knowledge (local), Knowledge (nature), Listen, Profession, Ride, Spot, Survival, Swim, Tumble
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Saves Special
    Fort Ref Will
    1st +1 +2 +2 +0 Archetype Power (Lesser), Fast Movement, Rage, Savage Demeanor
    2nd +2 +3 +3 +0 Uncanny Dodge, Weathered Hide
    3rd +3 +3 +3 +0 Archetype Power (Moderate), Powerful Rage
    4th +4 +4 +4 +1 Bonus Feat, Runescarred Hide
    5th +5 +4 +4 +1 Expansive Rage, Improved Uncanny Dodge
    6th +6/+1 +5 +5 +2 Archetype Power (Greater), Pounce, Pinnacle of Savagery

    Weapon and Armor Proficiency: The Barbarian is proficient with all simple and martial weapons. She is also proficient with light armor, medium armor, and shields (except tower shields).

    Archetype Power: At 1st level, the Barbarian chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Barbarian a different set of abilities at levels 1, 3, and 6, as noted below.

    Fast Movement: The Barbarian gains a 10' bonus to her base land speed, so long as she is wearing no armor, light armor, or medium armor, and carrying a medium load or less.

    Rage: The Barbarian may fly into a rage, as the base barbarian ability, except that she may fly into a rage once per day per class level, and she may do so as an immediate action.

    Savage Demeanor: The Barbarian may add her Strength bonus to Intimidate skill checks, instead of her Charisma bonus.

    Uncanny Dodge: As the base barbarian ability.

    Weathered Hide: The Barbarian is treated as if she was permanently under the effects of an endure elements spell. This is an extraordinary ability. She never gets sunburned; she only tans. While she is in a Rage, she gains energy resistance equal to her Constitution bonus to the following energy types: acid, cold, electricity, and fire.

    Powerful Rage: While in a Rage, the Barbarian gains the Powerful Build quality if she does not already possess it. Whenever she is subject to a size modifier or special size modifier for an opposed check, she is treated as one size larger is doing so is advantageous for her. She is also considered to be one size larger when determining whether special attacks based on size can affect her. She may use weapons designed for a creature one size larger without penalty, but her space and reach remain the same as those of a creature of her actual size. The benefits of this quality stack with other effects that change a subject's size category.

    Additionally, she now qualifies for feats as if she was one size category larger than she actually is. However, she may only gain the benefits of those feats while she is Raging, or under another effect that increases her size to the required size category.

    Bonus Feat: The Barbarian selects a single bonus feat for which she qualifies, and gains its benefits. This feat must be drawn from feats noted as fighter feats. Once per day, the Barbarian may spend five minutes in meditation to change this bonus feat to any other fighter feat that she qualifies for. For the purposes of this ability, treat the Barbarian as if she had a base fighter level equal to her class level.

    Runescarred Hide: The Barbarian gains damage reduction equal to half her Constitution bonus. This damage reduction is not overcome by any means. In addition, while in a Rage, she gains fast healing equal to half her Constitution modifier as well.

    Expansive Rage: While in a Rage, the Barbarian's size actually increases one category (as does her equipment, both worn and carried, although she may choose not to have her weapons increase if it would be disadvantageous to do so, such as if they would become Huge and thus apply a penalty to her attacks). This does not stack with other effects that increase her size category, like the enlarge person spell. This size increase replaces the Powerful Build quality from her Powerful Rage ability.

    Improved Uncanny Dodge: As the base barbarian ability.

    Pounce: The Barbarian may now make a full attack as part of a charge.

    Pinnacle of Savagery: Once per day, the Barbarian may make use of one of the following abilities.

    Bred in the Open Sky: For the remainder of the encounter, all attacks made by the Barbarian deal an additional 1d6 electricity and 1d6 sonic damage. Activating this ability requires a swift action.

    Lamentations of Their Women: The Barbarian lets out a soul-shattering howl. All enemies within 60' must make a Will save (DC = 10 + 1/2 the Barbarian's level + the Barbarian's Constitution bonus) or be nauseated for three rounds. Even if they save, targeted opponents are sickened for three rounds. Activating this ability requires a swift action.

    Riddle of Steel: The Barbarian trusts only steel, not the machinations of sorcerers. For the remainder of the encounter, the Barbarian is immune to hostile mind-affecting spells and effects. Activating this ability requires an immediate action.

    Archetypes:

    Spoiler
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    Berserker

    Lesser Archetype Power: While in a Rage (and not a bear), a berserker may make one additional attack per round at her highest attack bonus. She must use the full attack action to do so, however, and each attack in the round takes a -2 penalty. This does not stack with other effects that grant extra attacks in a round, such as the haste spell.

    Moderate Archetype Power: While in a Rage, a berserker cannot be made disabled, dying, or dead, even if reduced to 0 hit points or lower, fighting without penalty at even -10 hit points or lower. However, once her Rage runs out, the effects of her wounds immediately apply. This does not prevent death from massive damage or death effects.

    Greater Archetype Power: While flying into a rage, a berserker may choose to embrace her inner beast and assume bear form for as long as the rage lasts. While in bear form, she gains a +6 bonus to Strength, a +2 bonus to Dexterity, and a +4 bonus to Constitution (these replace the ability score bonuses offered by her normal Rage; she still retains the -2 AC penalty and the +2 bonus to Will saves). Her equipment merges into this new form, she cannot speak, and she can no longer wield weapons or perform actions that require fine manipulation. She gains two primary claw attacks at 1d8 damage, and a secondary bite attack at 2d6 (for a Large bear; berserkers of other sizes should adjust their damage accordingly). She also gains a +5 bonus to natural armor, low-light vision, and the Scent special ability.

    Hurler

    Lesser Archetype Power: A hurler can use any melee weapon that she is proficient with as a thrown weapon with a range increment of 10'. She takes only half the attack penalty for each additional range increment, and may ignore the first such penalty entirely.

    In addition, any weapon she throws acts as if it had the returning property.

    Moderate Archetype Power: While in a Rage, a hurler may treat her ranged attack rolls with thrown weapons as melee attacks. She uses her melee attack bonus to determine her attack bonus for each attack as normal, but applies the standard modifiers for range penalties. In addition, she can apply 1.5x her Strength bonus to damage if she wields the thrown weapon with two hands, and she can use Power Attack with her thrown weapons.

    Greater Archetype Power: A hurler may now throw anything that she can carry as a light load, without taking a penalty for it being an improvised weapon. In addition, a hurler may command anything she throws to instantly ricochet back to her hand, catching it as a free action. This allows her to make iterative attacks with thrown weapons, or a mix of melee and thrown weapons.

    Spirit Shaman

    Lesser Archetype Power: A spirit shaman gains the ability to cast a limited number of divine spells, drawn from the Druid list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Druid list. Her spellcasting attribute is Wisdom. She gains bonus spells for having a high Wisdom, and must have a Wisdom score of at least 10 + the level of the spell in question to cast it. The DC of a spirit shaman's spells are equal to 10 + 1/2 her level + Wisdom modifier.

    Moderate Archetype Power: A spirit shaman receives a +4 bonus on saves against enchantment spells or effects, and if she fails a save against one, she may attempt a second save one round later at the same DC.

    In addition, a spirit shaman may cast spells even while in a Rage. However, each time she does, her Rage's duration is shortened by a round.

    Greater Archetype Power: Any weapon a spirit shaman wields is treated as if it had the ghost touch property. Incorporeal creatures attacking her target her normal AC, not her touch AC.

    In addition, while in a Rage, a spirit shaman gains spell resistance equal to 10 + her class level + her Wisdom modifier.

    Level Spells Per Day
    0 1 2 3
    1st 3 2 - -
    2nd 4 3 - -
    3rd 4 3 1 -
    4th 4 4 2 -
    5th 4 4 3 -
    6th 4 4 3 1


    Changelog:
    3/26/16: Class originally posted.


    The Bard


    Spoiler
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    Designer's Notes:
    Spoiler
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    I've given the Bard a lot more songs, and interesting things to do with their songs, and flexibility when selecting their songs. With spellcasting, maybe it's too much? Don't know. I have gutted the spell list, so maybe that suffices. Given that they get music and spellcasting, their actual class abilities are a little thinner than most classes.

    The archetypes may seem a bit thin for the Bard, but that's because each one gets unique songs as well. The Dirgesinger is a summoner/debuffer, the Sublime Chord a blaster/controller, and the Warchanter is a face-smasher.


    HD: d6
    Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (all), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Magic Device
    Skill Points: 6 + Int per level (4x at 1st)

    Level BAB Saves Special Songs Known Spells Per Day
    Fort Ref Will 0 1 2 3
    1st +0 +0 +2 +2 Archetype Power (Lesser), Spellcasting, Bardic Knowledge, Bardic Music 2 3 2 - -
    2nd +1 +0 +3 +3 The Food of Love 3 4 3 - -
    3rd +2 +1 +3 +3 Archetype Power (Moderate) 4 4 3 1 -
    4th +3 +1 +4 +4 Rhythmic Strikes 5 4 4 2 -
    5th +3 +1 +4 +4 A Charmed Life 6 4 4 3 -
    6th +4 +2 +5 +5 Archetype Power (Greater) Pinnacle of Melody 7 4 4 3 1

    Proficiencies: The Bard is proficient with simple weapons, as well as the longsword, rapier, sap, short sword, shortbow, and whip. She is also proficient with light armor and shields. She does not suffer from arcane spell failure while wearing light armor.

    Archetype Power: At 1st level, the Bard chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the Bard a different set of abilities at levels 1, 3, and 6, as noted below.

    Spellcasting: The Bard gains the ability to cast a limited number of arcane spells, drawn from the Bard Spell List. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on her list. Her spellcasting attribute is Charisma. She gains bonus spells for having a high Charisma, and must have a Charisma score of at least 10 + the level of the spell in question to cast it. The DC of a Bard's spells are equal to 10 + 1/2 her level + Charisma modifier. All of her spells have verbal components (singing, reciting, or music).

    Bardic Knowledge: As the base bard ability.

    Bardic Music: The Bard may use her songs to produce magical effects much as the base bard can. She may do so a number of times per day equal to her class level plus her Charisma bonus. Unlike the base bard, she has a greater selection of magical effects to choose from. She knows two songs at first level, and gains additional songs as given in her class table.

    Activating a song typically requires a standard action, and uses up one daily use of her ability. Some songs require concentration. Some songs use up multiple daily uses of her bardic music at once. Unless otherwise noted, the effects of a bard song last for as long as the Bard sings, plus five rounds. Targets, whether opponents or allies, must be able to hear the Bard's performance in order to be affected - deafened creatures are immune. Bard songs are usually (but not always) mind-affecting abilities. The DC of bardic music, unless stated otherwise, is equal to 10 + 1/2 the Bard's level + the Bard's Charisma modifier.

    The Food of Love: The Bard gains sonic resistance 5 and a +4 bonus on saves against effects that would deafen or silence her.

    Rhythmic Strikes: While under the effects of her own bardic music, the Bard gains a bonus on weapon damage rolls equal to her Charisma bonus.

    A Charmed Life: The Bard treats a roll of a natural one as if it was a natural twenty instead.

    Pinnacle of Melody: The Bard may now sing two songs at one time, and concentrate on both as a single standard action. Doing so doubles the amount of daily uses of bardic music required for each song, however.

    Archetypes:


    Spoiler
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    Dirgesinger


    Lesser Archetype Power: A dirgesinger gains Intimidate as a class skill, and may rebuke undead as a cleric of her class level. She may also affect undead with her bardic music. In addition, she adds the following spells to her list of spells known.

    1: cause fear, summon monster I
    2: scare, summon monster II, summon swarm
    3: crushing despair, fear, summon monster III

    Moderate Archetype Power: As a free action when casting a summon monster spell, a dirgesinger may sacrifice uses of her bardic music. For each use sacrificed in this way, the creature(s) summoned gain a +1 morale bonus to attack and weapon damage rolls for the duration of the spell, up to a maximum of +3.

    Greater Archetype Power: All allies under the effect of a dirgesinger's bardic music deal an additional 1d6 negative energy damage with their weapon attacks. The dirgesinger may suppress this effect as a free action.

    Sublime Chord


    Lesser Archetype Power: A sublime chord may substitute her Perform skill whenever a Concentration check would be required to cast a spell or spell-like ability. She may also cast spells and activate magic items by command word or spell completion while using a bardic music ability. In addition, a sublime chord adds the following spells to her list of spells known.

    1: comprehend languages, identify
    2: detect thoughts, invisibility, tongues
    3: displacement, invisibility sphere, see invisibility

    Moderate Archetype Power: As a free action while casting any spell, sublime chord may sacrifice uses of her bardic music. For each use sacrificed in this way, she gains a +1 bonus to her caster level with the spell, to a maximum of +3.

    Greater Archetype Power: All allies under the effect of a sublime chord's bardic music gain a +1 bonus to their caster level.

    Warchanter


    Lesser Archetype Power: A warchanter gains proficiency with medium armor and all martial weapons, and rolls a d8 for her hit points instead of a d6. She does not suffer from arcane spell failure while wearing medium armor. In addition, a warchanter adds the following spells to her list of spells known.

    1: alarm, grease
    2: glitterdust, rage, pyrotechnics
    3: haste, phantom steed, slow

    Moderate Archetype Power: As a free action when casting any conjuration (healing) spell, a warchanter may sacrifice uses of her bardic music. For each use sacrificed in this way, the target of the spell gains a +2 bonus to their Strength and Constitution scores, to a maximum of +6, for the remainder of the encounter.

    Greater Archetype Power: All allies under the effect of a warchanter's bardic music are immune to fear and charm effects.



    Bard Songs:

    Spoiler
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    Calming Song
    Prerequisites: Perform 4 ranks
    Target: One creature within 30'
    Duration: Ongoing
    Effect: The Bard makes a diplomacy check against the target's Will save. If the Bard succeeds, the creature is affected by a calm emotions spell. The effect lasts as long as the creature listens to the bard. This is a language-dependent ability.

    Chord of Horror
    Prerequisites: Perform 6 ranks, Dirgesinger archetype
    Target: All opponents within 60'
    Duration: Instant
    Effect: Targets must make a Will save (DC = 10 + the Bard's ranks in perform) or take 1d6 Strength and 1d6 Dexterity damage. A successful save makes targets immune to this effect for 24 hours. This song uses up two daily uses of bardic music, and lasts only a single round.

    Countersong
    Prerequisites: Perform 4 ranks
    Target: All allies within 30'
    Duration: Ongoing
    Effect: Each round that this song is active, the Bard makes a Perform check. If any ally is affected by any sonic or language-dependent magical attack, it may use the Bard's Perform check in place of its saving throw if, after the save is rolled, the Perform check would be higher. If an ally is already under the effects of a sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves.
    Special: A Bard with the Sublime Chord archetype may use this ability against any mind-affecting magical attack.

    Curse Song
    Prerequisites: Perform 4 ranks
    Target: All opponents within earshot
    Duration: Ongoing
    Effect: Targets take a -1 penalty to attack rolls, weapon damage rolls, and will saves.
    Special: A Bard with the Dirgesinger archetype applies an additional -1 penalty with this song.

    Discord
    Prerequisites: Perform 4 ranks
    Target: All opponents within 30'
    Duration: Ongoing, up to a maximum of one round per level
    Effect: Targets take 1d6 sonic damage, plus an additional 1d6 sonic damage per two Bard levels, to a maximum of 3d6, per round. They must also make a Fortitude save each round or be deafened for one round. This song uses up two daily uses of bardic music. This is a sonic effect, and deals no damage in an area affected by a silence effect.

    Fascinate
    Prerequisites: Perform 4 ranks
    Target: One creature within 90', plus one additional creature per three Bard levels
    Duration: Concentration, up to one round per level
    Effect: The Bard makes a single Perform check - the result of that check is the DC of the Will save targeted creatures must make. If they fail, they become fascinated. If any creature saves successfully, it is immune to the Bard's fascination attempts for 24 hours. This song is an enchantment (compulsion) ability.

    Healing Hymn
    Prerequisites: Perform 4 ranks
    Target: All allies within 30'
    Duration: Ongoing
    Effect: Whenever a target casts a conjuration (healing) spell, she gains a +1 bonus on the roll for every rank in Perform the Bard has. This has no effect on spells cast from wands, scrolls, or other magic items.
    Special: If the Bard plays this song for a full minute before the party rests for the night, everyone in the group recovers double the hit points they normally would for resting.

    Hymn of Cosmic Fire
    Prerequisites: Perform 6 ranks, Sublime Chord archetype
    Targets: All creatures in one 20' radius within 100' of the Bard
    Duration: Instantaneous
    Effects: The Bard makes a Perform check. Targets are dealt an amount of fire damage equal to half the Bard's Perform check. They receive a Reflex save for half. This song uses up two daily uses of bardic music.

    Inspire Competence
    Prerequisites: Perform 6 ranks
    Target: A single ally within 30'
    Duration: Concentration, up to a maximum of two minutes
    Effect: The target gains a +2 competence bonus on skill checks with a single skill. The Bard and the ally must be able to see each other. Certain uses of it may be infeasible. The Bard may not use this ability on herself.

    Inspire Courage
    Prerequisites: Perform 4 ranks
    Target: All allies within earshot
    Duration: Ongoing
    Effect: Targets gain a +1 morale bonus to attack rolls, weapon damage rolls, and saves against fear and charm effects while the Bard sings.
    Special: A Bard with the Warchanter archetype confers an additional +1 bonus with this song.

    Ironskin Chant
    Prerequisites: Perform 8 ranks
    Target: All allies within earshot
    Duration: Ongoing
    Effect: Targets gain damage reduction 2/- while the Bard sings.

    Legionnaire's Lament
    Prerequisites: Perform 8 ranks, Warchanter archetype
    Target: All allies within 60'
    Duration: Ongoing
    Effect: Determine the best base attack bonus among targets. All targets may use that base attack bonus in place of their own for as long as they stay within range.

    Luck Song:
    Prerequisites: Perform 6 ranks
    Target: All allies within 60'.
    Duration: Ongoing
    Effect: Targets gain a +1 luck bonus to ability checks, skill checks, and saving throws.

    Song of Awakening
    Prerequisites: Perform 8 ranks, Dirgesinger archetype
    Target: One corpse within 30', dead no longer than 1 hour
    Duration: Ongoing, up to a maximum of one minute per level
    Effect: The Bard makes a Perform check, with a DC equal to 10 + the target's HD. If she fails, nothing happens, but she may try again. If she is successful, the target type becomes undead, and is animated under the Bard's control. It retains all class features, as well as any supernatural or spell-like abilities it possessed in life. The Bard may only animate one corpse at a time, and may not animate any corpse with more HD than the Bard's class level. This effect ends immediately once the Bard stops performing.

    Suggestion
    Prerequisites: Perform 8 ranks, Fascinate
    Target: One fascinated opponent
    Effect: The Bard make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the Bardís concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesnít use up a daily use of bardic music. A Will save (DC 10 + 1/2 the Bardís level + the Bardís Charisma modifier) negates the effect. This is an enchantment (compulsion), language dependent ability.

    Timeless Melody
    Prerequisites: Perform 8 ranks, Sublime Chord archetype
    Target: One creature within 60'
    Effect: The target must make a Will save or be frozen in time for as long as the bard sings, up to a maximum of one round per level. While frozen, the target can take no actions and is not aware of anything around it. Weapons cannot harm the target, spells cast against it automatically fail, and it does not fall, even if the ground beneath it disappears. After this effect ends, the target immediately returns to normal, believing that no time has passed.

    War Chant
    Prerequisites: Perform 6 ranks, Warchanter archetype
    Targets: All allies within 60'
    Effect: Targets gain fast healing 1.


    Changelog:
    3/27/16: Class originally posted.


    The Blackguard


    Spoiler
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    Designer's Notes:
    Spoiler
    Show
    This is my attempt at turning the Blackguard into a viable base class in an E6 environment. A reckless melee opponent focusing on debuffing and fear, the Blackguard also eventually receives the benefit of a fiendish servant, making it the other "pet class" besides the Ranger. Nevertheless, the Blackguard plays very differently. While she doesn't want to be the focus of her opponent's attention (no tanking abilities), she is incentivized to wade into melee and cause as much havoc as possible. Outside of combat, she's competent as the party face and can even intimidate her way to the top of the local hierarchy, suffering comparatively fewer penalties for doing so. Her ability to ignore size penalties means that a pixie blackguard can somehow be just as intimidating, if not more so, than an orc. It's not a bug; it's a feature.

    As far as archetypes go, they end up falling into three categories: offensive/debuffer (Ravager), defensive/summoner (Bone Knight), and utility/casting (Hexblade). I thought about some kind of Curse ability for the Hexblade, but with all the debuffing auras, it seems redundant. Perhaps a way to include distant foes in her aura?

    Anyway, I'd love to hear your thoughts.


    Alignment: Any, though good Blackguards are rare and likely don't stay that way for long.
    HD: d10
    Class Skills: Bluff, Concentration, Craft, Disguise, Handle Animal, Intimidate, Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Profession, Ride, Sense Motive
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Saves Special
    Fort Ref Will
    1st +1 +2 +0 +2 Archetype Power (Lesser), Fearmonger, Intimidating Presence
    2nd +2 +3 +0 +3 Dark Blessing, Punishing Strike (double)
    3rd +3 +3 +1 +3 Archetype Power (Moderate), Aura of Despair
    4th +4 +4 +1 +4 Bonus Feat, Vampiric Strike
    5th +5 +4 +1 +4 Fiendish Servant, Punishing Strike (triple)
    6th +6/+1 +5 +2 +5 Archetype Power (Greater), Abject Terror, Pinnacle of Cruelty

    Weapon and Armor Proficiency: The Blackguard is proficient with all simple and martial weapons, all armor (heavy, medium, and light) and shields (including tower shields).

    Archetype Power: At 1st level, the Blackguard chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Blackguard a different set of abilities at levels 1, 3, and 6, as noted below.

    Punishing Strike: If the Blackguard strikes an opponent in melee who is either shaken, frightened, or panicked, the Blackguard's weapon damage is doubled (but not any additional damage, such as that provided by Power Attack or the Blackguard's Strength bonus). At 5th level, this ability triples weapon damage. This ability only applies to attacks made on the Blackguard's own turn.

    Intimidating Presence: The Blackguard may add her Strength modifier to all Intimidate attempts, and does not take a penalty for being smaller than her target. She may also demoralize an opponent as a swift action. Finally, targets of her intimidation attempts do not have their attitudes shifted towards unfriendly or hostile after she leaves their presence; they revert to neutral

    Fearmonger: Opponents within 10' of the Blackguard take a -4 penalty on all saving throws to resist fear. The Blackguard becomes immune to fear herself.

    At 5th level, opponents within this aura who are normally immune to fear lose their immunity, although they do not receive a -4 penalty to saving throws to resist fear.

    Dark Blessing: The Blackguard adds her Charisma modifier (if positive) to all saving throws.

    Punishing Strike: If the Blackguard strikes an opponent in melee who is either shaken, frightened, or panicked, the Blackguard's weapon damage is doubled (but not any additional damage, such as that provided by Power Attack or the Blackguard's Strength bonus). At 5th level, this ability triples weapon damage.

    Aura of Despair: As the blackguard ability of the same name.

    Bonus Feat: The Blackguard selects a single bonus feat and gain its benefits. She must still meet its prerequisites, and it must be drawn from feats noted as fighter feats. Once per day, the Blackguard may spend five minutes in meditation to change this bonus feat to any other fighter feat that she qualifies for. For the purposes of this ability, treat the Blackguard as if she had a fighter level equal to her class level.

    Vampiric Strike: Once per encounter, when the Blackguard deals damage with her Punishing Strike, she may choose to be healed for a number of hit points equal to half the damage she dealt. This can take her above her maximum hit point total, with any excess stored as temporary hit points.

    Fiendish Servant: The Blackguard now commands the services of a fell creature. Treat this as the familiar ability of the wizard/sorcerer, though the Blackguard's choice of servant is less limited. The Blackguard may choose any fiendish animal, fiendish vermin, evil outsider, or corporeal undead creature whose hit dice do not exceed 6 (4 if an outsider), whose CR does not exceed 3, and whose size does not exceed Large. The Blackguard's servant may not use any summoning, calling, or teleportation abilities, nor may it create spawn. If her servant is killed, the Blackguard may replace it, in a ritual that costs 100gp and takes 8 hours.

    Abject Terror: The Blackguard now exudes an aura of fear. Any opponent who comes within 10' of the Blackguard must make a Will save (DC = 10 + half the Blackguard's level + the Blackguard's Charisma modifier) or become frightened. Even if the opponent successfully saves against the fear effect, he becomes shaken.

    Pinnacle of Cruelty: Once per day, the Blackguard may make use of one of the following abilities.

    Bloodthirst: For the remainder of the encounter, the Blackguard may make use of her Vampiric Strike ability with no limitation. The temporary hit points provided by it do not stack, however; only the highest total applies. Activating this ability is a swift action.

    Demonic Pact: The Blackguard channels profane power into her fiendish servant. The fiendish servant transforms into any other creature of its same type, up to a hit dice total of 8 (6 if an outsider), a CR total of 5, and a size of Huge. Its hit points double, now being equal to the Blackguard's total. If the servant is undead, it may temporarily assume the form of an incorporeal undead creature. While this ability is active, the Blackguard may choose to have any amount of damage dealt to her fiendish servant dealt to her instead, or vice-versa. This ability lasts until the end of the encounter, at which point the servant reverts back to its normal, lesser form. Activating this ability is a standard action.

    Ravenous Madness: All opponents within range of the Blackguard's auras, and who are frightened or worse, must make a Will save (DC equal to 10 + 1/2 the Blackguard's level + the Blackguard's Charisma modifier) or go mad. If they fail the save, they spend the remainder of the encounter gibbering incoherently, or attacking the nearest creature (50% chance of either). Activating this ability is a swift action.

    Archetypes:

    Spoiler
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    Bone Knight

    Lesser Archetype Power: A bone knight may rebuke undead a number of times per equal to 3 + her Charisma modifier, with an effective cleric level equal to her class level. In addition, a bone knight may command any number of undead whose hit dice do not exceed twice her class level.

    Moderate Archetype Power: A bone knight gains a number of immunities inherent to undead. She becomes immune to poison, sleep effects, paralysis, disease, fatigue, and exhaustion.

    Greater Archetype Power: A number of times per day equal to her Charisma modifier, a bone knight may use Animate Dead as a spell-like ability, but targeting only a single corpse. Whatever undead creature results from this ability counts against her HD cap for rebuke undead. In addition, she gains damage reduction equal to half her armor bonus. This damage reduction is overcome by bludgeoning damage.

    Hexblade

    Lesser Archetype Power: A hexblade gains the ability to cast a limited number of arcane spells, drawn from the Warlock list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Warlock list. Her spellcasting attribute is Charisma. She gains bonus spells for having a high Charisma, and must have a Charisma score of at least 10 + the level of the spell in question to cast it. The DC of a hexblade's spells are equal to 10 + 1/2 her level + Charisma modifier. She may also ignore any arcane spell failure caused by light armor, medium armor, or shields (except tower shields).

    Moderate Archetype Power: A hexblade's auras are more powerful, extending out to 30' instead of 10'. This applies to her Fearmonger, Aura of Despair, and Abject Terror abilities.

    Greater Archetype Power: A hexblade now ignores arcane spell failure caused by heavy armor.

    Level Spells Per Day
    0 1 2 3
    1st 3 2 - -
    2nd 4 3 - -
    3rd 4 3 1 -
    4th 4 4 2 -
    5th 4 4 3 -
    6th 4 4 3 1

    Ravager

    Lesser Archetype Power: A ravager can sacrifice her life force to increase her attacks. As a swift action, she can deal herself any amount of damage, up to her hit point total. For every five hit points she sacrifices in this way, she gains a +1 bonus to attack and damage rolls, up to a maximum of +4. This bonus lasts for a number of rounds equal to her Charisma modifier.

    Moderate Archetype Power: Any time an opponent suffering from a fear effect caused by a ravager takes damage, from any source, he takes additional damage equal to the ravager's Charisma modifier. This additional damage is of the same type as the original damage.

    Greater Archetype Power: Any opponent damaged by a ravager's Punishing Strike must make a Fortitude save (with the DC being 10 + 1/2 the ravager's class level + the ravager's Charisma modifier) or become fatigued. In addition, when using her Vampiric Strike ability, a ravager is healed for the full amount of damage dealt.


    Changelog:
    3/15/16: Class originally posted.
    3/18/16: Blood Pact changed to Pinnacle of Cruelty; additional options added. Removed Abject Terror's ability to increase fear effects by a step; led to ridiculous fear stacking. Pushed Fearmonger's immunity-removing ability to level 5. Increased usage of Bone Knight's Animate Dead SLA. Removed Hexblade's ability to cast in heavy armor.
    4/5/16: Gave Hexblade casting from level 1, but removed Sorcerer spell list access. Returned Hexblade's ability to cast in heavy armor as compensation.

  3. - Top - End - #3
    Ogre in the Playground
     
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    Default Re: Gnorman's E6 Compendium, Volume 3

    The Cleric


    Spoiler
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    Designer's Notes:
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    I struggled with a signature ability for the Cleric for a very long time. The Cleric initially had one of the least interesting spell lists, being mostly a healbot/buffbot, and so I struggled with how to add variety to the class. I toyed with the idea of giving them a "pantheon" ability and letting them gain abilities and bonus spells based on which deities they chose to venerate in the morning, but that ended up being incredibly clunky. So here I am, trying out a signature ability that's, well, a buff. It's a very nice buff, and I imagine any other member of the party would be happy to be on the receiving end of it. It's basically a heroism spell, but it increases by +1 each round that it's in effect, and it gives temporary hit points. Given enough time to concentrate, she can turn any party member into a force to be reckoned with. But there's the kicker - the bonuses start low, and she needs to concentrate on them to reach the full effect. She can't cast many spells or attack while doing so (unless she's a warpriest, or has the Pinnacle of Faith ability).

    There's a bit of a price to be paid for this, though. The Cleric no longer gets heavy armor, and her hit die is reduced to a d6. She's not quite the frontliner that she once was. But she still has the best selection of healing and buffing spells, with a few utility ones as well. Any party would be lucky to have her.

    Archetypes: the Inquisitor specializes in guile, rooting out lies and burning witches, the Thaumaturgist summons powerful celestial allies, and the Warpriest smashes a bunch of face after 'roiding herself up with divine power.


    HD: d6
    Class Skills: Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (history), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft
    Skill Points: 2 + Int per level (4x at 1st)

    Level BAB Saves Special Spells Per Day
    Fort Ref Will 0 1 2 3
    1st +0 +2 +0 +2 Archetype Power (Lesser), Spellcasting, Turn Undead 5 4 - -
    2nd +1 +3 +0 +3 Advanced Learning, Benediction 6 5 - -
    3rd +2 +3 +1 +3 Archetype Power (Moderate), Enemy of the Faith 6 6 3 -
    4th +3 +4 +1 +4 Advanced Learning, Expert Healer 6 6 4 -
    5th +3 +4 +1 +4 Consecration 6 6 5 3
    6th +4 +5 +2 +5 Archetype Power (Greater), Advanced Learning, Pinnacle of Faith 6 6 6 4

    Proficiencies: The Cleric is proficient with simple weapons, light armor, medium armor, and shields (except tower shields).

    Spellcasting: The Cleric casts divine spells from a specialized list, which is included below. The Cleric need not prepare spells ahead of time - she may spontaneously cast any spell on her list from the appropriate slot. She still requires eight hours of rest to refresh her spells. Her sole casting attribute is Wisdom, which dictates both the DC of her spells and her bonus spell slots. To cast a spell, the Cleric must have a Widom score equal to 10 + the level of spell in question.

    Archetype Power: At 1st level, the Cleric chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the Cleric a different set of abilities at levels 1, 3, and 6, as noted below.

    Turn Undead: The Cleric may turn undead as a base cleric of her own class level.

    Advanced Learning: At 2nd level, the Cleric may add one spell to her list of spells known. This spell may not be of a higher level than she is capable of casting at the time, and in any case no higher than 3rd level. This spell may be any spell on the cleric list. She may add one more spell to her list of spells known at 4th level, and again at 6th.

    Benediction: As a standard action, the Cleric may imbue one ally (except herself) within 30' divine power. That ally gains a +1 sacred bonus to attack rolls, weapon damage rolls, skill checks, and all saving throws for one round. The ally also gains temporary hit points equal to twice this number; these temporary hit points are refreshed each round that Benediction is in effect. The Cleric may continue to concentrate on this ability as a standard action each round - if she does so, the bonuses increase by +1 for each subsequent round in which she concentrates on the ability, to a maximum equal to her class level. For example, if she has concentrated for three rounds, the ally would gain a +3 bonus, and six temporary hit points (provided that she is at least a level 3 Cleric). If she breaks her concentration, or the ally travels more than 30' away from her, however, the effect ends and she must start over again at a +1 bonus. The temporary hit points offered by this ability do not stack - only the highest total applies. The Cleric may use this ability a number of times per day equal to 1 + her Charisma bonus.

    While using this ability, the target glows with divine light, emitting light as per the light spell.

    Enemy of the Faith: The Cleric picks one of the following groups. She gains a bonus on equal to her Charisma bonus on saves against spells, spell-like abilities, and supernatural abilities used by the creature type(s) listed in that group.

    Fiends: Outsiders with the [evil] subtype.

    Living Dead: Undead.

    Witches: Arcane spellcasters.

    Expert Healer: The Cleric may cast any spell of the conjuration (healing) subschool with a range of Touch at a range of Close instead. All other parameters of the spell are unchanged.

    Consecration: The bonuses conferred by the Cleric's Benediction ability now start at +2 (and two temporary hit points). In addition, as a swift action, she may switch the target of her Benediction ability without resetting the bonus counter.

    Pinnacle of Faith: The Cleric may now cast spells of the conjuration (healing) subschool as a swift action, provided that the original casting time was one standard action.

    Archetypes:


    Spoiler
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    Inquisitor


    Lesser Archetype Power: An inquisitor gains Bluff, Disguise, Intimidate, Hide, Listen, Move Silently, Search, and Spot as class skills. She also gains 6 skill points per level, instead of 2 (x4 at first level).

    Moderate Archetype Power: An inquisitor may reverse the effects of her Benediction ability, using it on an opponent instead of an ally. If she does so, that enemy takes a -1 penalty to attack rolls, weapon damage rolls, skill checks, and all saving throws, and is dealt an amount of damage each round equal to twice that penalty. These penalties, like the bonuses of her Benediction ability, increase by +1 each round. If the inquisitor so chooses, the damage dealt by this ability may be non-lethal.

    Greater Archetype Power: An inquisitor gains certain benefits based on the targeted type of her Enemy of the Faith ability, as listed below.

    Fiends: The inquisitor gains resistance 10 to fire and acid. In addition, any outsider struck by her weapons must make a Will save (DC = 10 + 1/2 her level + her Intelligence bonus) or be unable to use any form of extradimensional travel, as per the dimensional anchor spell, for one minute.

    Living Dead: The inquisitor becomes immune to paralysis, ability drain, and energy drain. In addition, any bludgeoning weapon held by the inquisitor is a disruption weapon. The DC to prevent being destroyed is equal to 10 + 1/2 her level + her Intelligence bonus.

    Witches: The inquisitor gains spell resistance equal to 10 + 1/2 her level + her Intelligence bonus. This spell resistance only applies against arcane spells. In addition, any arcane spellcaster struck by the inquisitor's weapons must make a Will save (DC = 10 + 1/2 her level + her Intelligence bonus) or suffer a 20% spell failure chance for one minute. This spell failure chance is cumulative.

    Thaumaturgist


    Lesser Archetype Power: Once per day, when casting a summon monster spell, a thaumaturgist may extend the duration of the spell to 24 hours.

    Moderate Archetype Power: When casting a spell of the conjuration (healing) subschool on her summoned allies, a thaumaturgist may choose to affect a number of additional summoned allies equal to half her Charisma modifier. This ability can only affect creatures summoned by summon monster spells.

    Greater Archetype Power: Once per day, a thaumaturgist may cast a summon monster spell as an immediate action.

    Warpriest


    Lesser Archetype Power: A warpriest is proficient with heavy armor, and rolls a d8 for HD rather than a d6. She may choose one martial weapon, and becomes proficient with it. She also gains the Weapon Focus feat for that weapon as a bonus feat.

    Moderate Archetype Power: The warpriest gains a single bonus feat. She must qualify for the feat, and it must be drawn from the list of feats noted as fighter feats. Once per day, the warpriest may spend five minutes in meditation to change this bonus feat to any other fighter feat that she qualifies for. For the purposes of this ability, treat the warpriest as if she had a fighter level equal to her class level -2.

    In addition, she may sacrifice spell slots to imbue her weapon attacks with divine might as a swift action. She gains a sacred bonus on attack rolls equal to the level of the spell sacrificed. For every level of the spell sacrificed, she deals an additional 1d6 divine damage with her weapon attacks. These bonuses last for a number of rounds equal to her Strength bonus.

    Greater Archetype Power: A warpriest may activate and concentrate on her Benediction ability as a move action. She may also use the ability on herself.


    Changelog:
    3/28/16: Class originally posted.


    The Druid


    Spoiler
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    Designer's Notes:
    Spoiler
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    Well, this turned into a bit of a thing. The E6 Druid is quite different from her predecessor, losing her animal companion and wild shape ability. Taking inspiration from the shapeshift variant druid in the PHBII, I tried to make the shifting abilities more varied, more customizable, and more appealing. I did however reduce their power slightly, by requiring a full-round action to shift. This does eventually graduate to a swift action, but I felt that the greater variety of forms dictated some kind of tradeoff.

    Due to the power and versatility of the shapeshifting mechanic alone, not to mention being a full caster, the E6 Druid does not get much else in the way of abilities. Most of the standard druid abilites are still present, except the very narrow ones like Resist Nature's Lure and Trackless Step. And her casting list is still the most versatile of all, including healing, buffing, damage, and control. Most other spellcasters have to concentrate on one or two; the druid's key advantage is her ability to round out almost any party.

    Archetypes: the Forest Master is the best healer and the hardiest of them all (plus she can tank out with Plant Form); the geomancer is a versatile blaster and summoner, and the master of many forms is, well, the best dang shifter around.


    HD: d8
    Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Saves Special Spells Per Day
    Fort Ref Will 0 1 2 3
    1st +0 +2 +0 +2 Archetype Power (Lesser), Spellcasting, Shapeshifting, Wild Empathy 5 4 - -
    2nd +1 +3 +0 +3 Advanced Learning, Woodland Stride 6 5 - -
    3rd +2 +3 +1 +3 Archetype Power (Moderate), Keen Senses, Shapeshifting (new form) 6 6 3 -
    4th +3 +4 +1 +4 Advanced Learning, Enchanted Claws 6 6 4 -
    5th +3 +4 +1 +4 Shapeshifting (greater forms, new form) 6 6 5 3
    6th +4 +5 +2 +5 Advanced Learning, Archetype Power (Greater), Pinnacle of Balance 6 6 6 4

    Proficiencies: The Druid is proficient with light armor, light shields, simple weapons, and the scimitar. She is also proficient with the natural attacks of any form she shifts into.

    Spellcasting: The Druid casts divine spells from a specialized list, which is included below. The Druid need not prepare spells ahead of time - she may spontaneously cast any spell on her list from the appropriate slot. She still requires eight hours of rest to refresh her spells. Her sole casting attribute is Wisdom, which dictates both the DC of her spells and her bonus spell slots. To cast a spell, the Druid must have a Wisdom score equal to 10 + the level of spell in question.

    Archetype Power: At 1st level, the Druid chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the Sorcerer a different set of abilities at levels 1, 3, and 6, as noted below.

    Shapeshifting: The Druid is able to transform into limited number of animal forms. She chooses a single form from the list below at 1st level (and again at 3rd and 5th level, gaining new forms). As a full-round action, she may transform into that form, taking on the listed benefits and turning into that kind of animal. While shifted, she retains her normal type, subtype(s), hit dice, hit points, base attack bonus, base saving throw bonuses, skills ranks, and ability scores of her normal form, though each form gives a bonus to one or more ability scores, typically Strength. She keeps all extraordinary, supernatural, and spell-like attacks and qualities of her normal form, unless they require a body part she no longer has in her shifted form. She cannot speak, cast spells, or activate magic items while shifted, and all of her equipment and possessions merge into her animal form and become non-functional. Shapeshifting does not heal her. Unless noted otherwise, she does not change size, and lacks the manual dexterity to wield weapons or perform fine feats of manipulation. If she is killed or knocked unconscious while shifted, she reverts to her natural form. If she is capable of taking one more than one alternate form, she may shift between them without first reverting to her natural form.

    This is a supernatural ability. It does not qualify the Druid for feats that require Wild Shape, nor may it be used to fuel abilities that require the expenditure of a use of Wild Shape.

    Wild Empathy: As the druid ability, only the Druid adds her Wisdom modifier to the check, not her Charisma modifier.

    Advanced Learning: At 2nd level, the Druid may add one spell to her list of spells known. This spell may not be of a higher level than she is capable of casting at the time, and in any case no higher than 3rd level. This spell may only be drawn from spells on the druid list. She may add one more spell to her list of spells known at 4th level, and again at 6th.

    Woodland Stride: As the druid ability.

    Keen Senses The Druid gains Scent, both in her natural form and when shifted into an alternate form. If she already had the Scent ability from another source, the range of her Scent ability doubles.

    Enchanted Claws: While shifted, the Druid gains a +1 enhancement bonus on attack and damage rolls with her natural attacks. They are now treated as magic for the purposes of overcoming damage reduction.

    Master Shapeshifter: The Druid may now select Greater forms when choosing new forms.

    Pinnacle of Balance: The Druid may now shift into a new form as a swift action.

    Archetypes


    Spoiler
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    Forest Master


    Lesser Archetype Power: Whenever a forest master casts a healing spell, the recipient of that spell gains fast healing equal to half the forest master's Charisma bonus (if any) for the next ten rounds.

    In addition, she gains the ability to rebuke or command plant creatures as an evil cleric rebukes or commands undead. She may use this supernatural ability a number of times per day equal to 3 + her Charisma modifier.

    Moderate Archetype Power: Whenever a forest master casts a beneficial spell on herself or an ally, the recipient of that spell gains damage reduction equal to the spell's level, for the duration of the spell. This damage reduction is not overcome by any type of weapon.

    In addition, whenever a forest master is in natural terrain, she gains a bonus on attack and damage rolls equal to half her Charisma modifier (minimum zero).

    Greater Archetype Power: A forest master takes on some traits of the plants she venerates. She becomes immune to poison, sleep, paralysis, stunning, and critical hits. She also permanently gains fast healing equal to her half her Charisma bonus (if any).

    In addition, a forest master gains Plant Form as a bonus form.

    Geomancer


    Lesser Archetype Power: A geomancer gains the Elemental Blast ability of a Sorcerer of her class level. She may only use this ability in her natural form.

    Moderate Archetype Power: When shifted into a non-elemental form, a geomancer may nevertheless take on some elemental aspects. When shifting into a form, she may choose one energy type: fire, cold, electricity, or acid. While in that form, her natural attacks deal additional damage of that type equal to her Intelligence modifier, and she gains resistance 10 to that same damage type.

    Greater Archetype Power: When summoning elementals with a summon nature's ally spell, a geomancer may treat them as if they belonged to a summoning list one spell level lower than they actually are. Thus, she could summon small elementals with a summon nature's ally I spell, or medium elementals with a summon nature's ally III spell.

    In addition, a geomancer gains Elemental Form as a bonus form.

    Master of Many Forms


    Lesser Archetype Power: A master of many forms learns more forms than the standard druid. At 1st, 3rd, and 5th levels, she learns an additional shapeshifting form.

    Moderate Archetype Power: While shifted, a master of many forms may cast spells. However, she may only cast spells of the summon nature's ally line, and only to summon animals.

    Greater Archetype Power: While shifted, a master of many forms gains the benefits of the Improved Multiattack feat, and the damage of all her natural attacks in all her forms increases by one step.

    In addition, a master of many forms gains Lycanthrope Form as a bonus form.


    Druid Shapeshifting Forms List:


    Unless otherwise noted, the benefits of the forms listed below only apply while the Druid is shifted into them. Bonuses to ability score are enhancement bonuses. Attack damage is based on a Medium-sized druid; Small or Large druids should adjust their natural attack damage accordingly.

    Spoiler
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    Lesser Forms:

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    Ambusher Form
    Typical Animals: Panther, leopard
    Benefits: You gain two primary claw attacks that deals 1d4 damage, a +4 enhancement bonus to Dexterity, +4 natural armor, and a land speed of 40'. You gain the benefits of the Weapon Finesse feat.

    At 4th level, you deal +1d6 sneak attack damage.

    Aquatic Form
    Typical Animals: Shark, manta ray, orca
    Benefits: You gain a primary bite attack that deals 1d6 damage, a +4 enhancement bonus to Strength, a +4 bonus to natural armor, and a swim speed of 50'. While in this form, you can breathe water as easily air.

    At 4th level, you gain blindsight out to 30' in this form.

    Charger Form
    Typical Animals: Bull, rhinoceros, caribou
    Benefits: You gain a primary gore attack that deals 1d8 damage, a +4 enhancement bonus to Strength, +4 natural armor, and a land speed of 40'.

    At 4th level, you gain the Powerful Charge ability, doubling your gore attack damage on a charge.

    Grappler Form
    Typical Animals: Anaconda
    Prerequisites:
    Benefits: You gain a primary bite attack that deals 1d4 damage, a +4 enhancement bonus to Strength, +4 natural armor, and the Improved Grab ability.

    At 4th level, you gain the Constrict ability. Your constrict damage is equal to 1d6 + 1.5 times your Strength modifier.

    Infiltrator Form
    Typical Animals: Mouse, cat, squirrel
    Benefits: You gain a primary claw attack at 1d3 damage, a +4 enhancement bonus to Dexterity, +2 natural armor, and a +4 bonus to the Hide and Move Silently skills. You also gain a climb and swim speeds of 30'. Your size decreases one step.

    At 4th level, your bonuses to Hide and Move Silently double, to +8.

    Predator Form
    Typical Animals: Wolf, hyena
    Benefits: You gain a primary bite attack at 1d6 damage, a +4 enhancement bonus to Strength, and +4 natural armor. If you hit an opponent with your bite attack, you may make a trip attempt as a free action without making a touch attack or provoking an attack of opportunity. If the trip attempt fails, the opponent cannot react to trip you.

    At 4th level, you gain the benefits of the Mobility feat.

    Primate Form
    Typical Animals: Gorilla, chimpanzee
    Benefits: You gain a primary slam attack at 1d4 damage, a +4 enhancement bonus to Dexterity, +2 natural armor, and a climb speed of 30'. Unlike other forms, you can still wield weapons or perform tasks requiring fine manipulation (though, you can only do so with your hands, not your feet).

    At 4th level, you can now activate magical items while in this form.

    Reptilian Form
    Typical Animals: Crocodile, komodo dragon
    Benefits: You gain a primary tail slap attack at 1d6 damage. You gain a +4 enhancement bonus to Strength, +6 natural armor, and a base land speed of 30'. You can hold your breath a number of rounds equal to 4 x your Constitution score to avoid drowning.

    At 4th level, if you hit with your tail slap attack, you can attempt to trip as a free action without making a touch attack or provoking an attack of opportunity. If the trip attempt fails, your opponent cannot react to trip you.

    Subterranean Form
    Typical Animals: Badger
    Benefits: You gain a primary claw attack at 1d6 damage, a +4 enhancement bonus to Strength, +4 natural armor, and a burrow speed of 10'.

    At 4th level, you gain tremorsense out to 30'.

    Swift Form
    Typical Animals: Horse, antelope, camel
    Benefits: You gain a primary slam attack at 1d4 damage, a +4 enhancement bonus to Constitution, +4 natural armor, and a base land speed of 50'. While in this form, you gain the benefits of the Endurance and Run feats.

    At 4th level, your base land speed increases to 60'.

    Vermin Form
    Typical Animals: Scorpion, spider, centipede
    Benefits: You gain a primary sting attack at 1d3 damage, which injects a poison that does 1d3 Strength damage (DC = 10 + 1/2 your level + 1/2 your Constitution modifier). You also gain a +4 enhancement bonus to Dexterity, +4 natural armor, and a climb speed of 30'. Your size decreases one step.

    At 4th level, you may choose to have your poison deal 1d3 Dexterity or 1d3 Constitution damage instead, chosen when you shift into the form.


    Greater Forms:
    Spoiler
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    Aerial Form
    Typical Animals: Eagle, bat, vulture
    Benefits: You gain a primary talon attack at 1d6 damage, a +2 enhancement bonus to Strength, a +2 enhancement bonus to Reflex saves, +2 to natural armor, and a fly speed of 40' (good).

    Armored Form
    Typical Animals: Tortoise, armadillo
    Benefits: You gain a primary bite attack at 1d8 damage, a +4 enhancement bonus to Strength, a +4 enhancement bonus to Fortitude saves, +8 to natural armor, and damage reduction of 3/-. Your base land speed is reduced to 20'.

    Elemental Form
    Typical "Animals": Elementals
    Prerequisites: Geomancer archetype
    Benefits: You gain a primary slam attack at 1d8 damage, a +4 enhancement bonus to Strength, a +4 enhancement bonus to Reflex saves, +4 natural armor, and you are immune to poison, sleep, paralysis, stunning, and critical hits. While in this form, you do not need to breathe.

    Air: You gain a fly speed of 30' (perfect) and are immune to electricity. You deal 1d6 electricity damage with your slam attack.
    Earth: You gain the Earth Glide ability and are immune to acid. You deal an additional 1d6 acid damage with your slam attack.
    Fire: Your base land speed doubles, and are immune to fire. You deal an additional 1d6 fire damage with your slam attack.
    Water: You gain a swim speed of 30', are are immune to cold. You deal an additional 1d6 cold damage with your slam attack.

    Lycanthrope Form
    Typical Animals: Werebear, wererat, werewolf
    Prerequisites: Master of Many Forms archetype
    Benefits: You gain a primary bite attack at 1d8 damage, two secondary claw attacks at 1d6 damage, a +6 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, a +4 enhancement bonus to Fortitude saves, +6 natural armor, and damage reduction 5/silver.

    Mauler Form
    Typical Animals: Bear, tiger, lion
    Benefits: You gain two primary claw attacks at 1d6 damage, a +6 enhancement bonus to Strength, +6 natural armor, a +4 enhancement bonus to Fortitude saves, a base land speed of 40', and the Pounce ability. If you deal damage with both your claw attacks to the same creature in a single round, you rend them, dealing an additional 2d6+1.5 your Strength modifier in damage.

    Plant Form
    Typical "Animals": Treant, shambling mound, tendriculos
    Prerequisites: Forest Master archetype
    Benefits: You gain two primary slam attacks at 1d8 damage, a +8 enhancement bonus to Strength, a +4 enhancement bonus to Fortitude and Will Saves, a +10 bonus to natural armor, a base land speed of 20', and damage reduction 5/slashing.

    Swarm Form
    Typical Animals:
    Prerequisites: Vermin form
    Benefits: You gain the swarm subtype. You are considered a swarm of Tiny creatures, and so take half damage from piercing and slashing weapons. You gain a +4 enhancement bonus to Dexterity, but suffer a -6 penalty to Strength, and your base land speed is 20'. You gain a swarm attack damage of 1d6 (2d6 at 6th level), and the Distraction ability.

    Trampler Form
    Typical Animals: Elephant, diplodocus
    Prerequisites: Charger form
    Benefits: Your size increases one category, to a maximum of Huge. You gain one primary slam attack at 1d8 damage. You gain a +4 enhancement bonus to Strength, a +4 enhancement bonus to Fortitude saves, +6 natural armor, a base land speed of 40' and the Trample ability.


    Changelog:
    3/20/16: Class originally posted.

  4. - Top - End - #4
    Ogre in the Playground
     
    Gnorman's Avatar

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    Feb 2009
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    Cascadia
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    Default Re: Gnorman's E6 Compendium, Volume 3

    The Engineer


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    Designer's Notes:
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    The Engineer. More than any other class I've designed, this one's my baby. It started out as an artificer, and eventually turned into the steampunk dynamo you see before you. The Engineer, by virtue of her inventions, is incredibly versatile. She can be a mad bomber one day, an ironclad mechknight the next (although with her low hit dice, she's not the best at wading into melee), and a stealthy trapsmith the day after that. I've been toying with a lot of interesting builds with this new iteration (warforged engineers are especially fun), and I hope you will find the possibilities intriguing as well!

    One major change from v2 to v3 here: the Engineer now automatically gets grenades, a healing flask, and a pistol. As I looked over the previous iteration of this class, I noticed that a lot of abilities focused around guns, grenades, and miracle potions, so I thought, hey, why not streamline this and give it to the Engineer as a base class feature? I think the inventions are a little more elegantly designed this time around, with clear categories and effects.

    Archetypes are unchanged from the last version. The Cannoneer is best at gunplay, the Sawbones is a competent healer and melee damage dealer, and the Tinker is a bit of a tank, sharing damage with her clockwork buddy.

    One other thing I toyed with in this version is turning the Engineer into multiple classes, specifically: the Engineer (bombs, gadgets), the Agent (guns, gadgets), and the Mech Knight (giant armor, gadgets). A dedicated combat class could be fun, as could a steampunk super-spy. But until I take that on, the Engineer is a little bit of all of those archetypes. As such, it may be a little too good, so I'd love second opinions on it.


    HD: d6
    Class Skills: Appraise, Craft, Disable Device, Forgery, Heal, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (local), Knowledge (nature), Listen, Open Lock, Profession, Search, Spot, Survival
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Saves Special Inventions Per Day
    Fort Ref Will 1 2 3
    1st +0 +2 +2 +0 Archetype Power (Lesser), Inventions, Signature Contraptions 2 - -
    2nd +1 +3 +3 +0 The Knack 3 - -
    3rd +2 +3 +3 +0 Archetype Power (Moderate) 3 1 -
    4th +3 +4 +4 +1 Jury Rigging 3 2 -
    5th +3 +4 +4 +1 Bombardier 3 2 1
    6th +4 +5 +5 +2 Archetype Power (Greater), Pinnacle of Resourcefulness 3 3 2

    Proficiencies: The Engineer is proficient with light armor and bucklers. She is also proficient with simple weapons, plus the handaxe, hand crossbow, light hammer, light pick, repeating heavy crossbow, repeating light crossbow, firearms, and any armament she prepares.

    Inventions: At 1st level, the Engineer gains the ability to use Inventions. Inventions are limited-use mechanical or alchemical items that mimic supernatural or magical effects, but are completely mundane and scientific in nature. She may prepare a number of inventions per day as listed in the table above, though she may only prepare each individual invention once each day. Once depleted, the invention may not be used until it has been prepared again. However, some inventions may contain multiple doses or may be used multiple times. The save DC of an invention, unless otherwise noted, is equal to 10 + the level of the invention + the engineer's Intelligence modifier. At 1st level, she may only prepare 1st level inventions, but may prepare 2nd level inventions at level 3 and 3rd level inventions at level 5. Activating an invention typically requires a standard action. Unless otherwise noted, an Engineer's inventions only function when used or wielded by the Engineer herself.

    Preparing inventions requires one hour of dedicated work, and may only be done once every twenty-four hours.

    Signature Contraptions: While the tools of the Engineer vary wildly, even the most rudimentary Engineer has access to three signature contraptions. Some of her other inventions modify these signature contraptions, causing her grenades to do acid damage, for example, or turning her flintlock into a revolver.

    Flintlock Pistol: A flintlock pistol is a light one-handed firearm that deals 1d8 piercing damage (1d6 for a Small creature), has a critical modifier of 20/x3, and a range increment of 20'. It weighs four pounds. It may fire one round before reloading, which requires a standard action. Reloading a flintlock pistol requires black powder and bullets.

    Grenade Belt: As a standard action, the Engineer can remove a grenade from her belt and throw it as a splash weapon with a range of 20'. Targets hit directly by the grenade take 1d6 fire damage, plus additional damage equal to the Engineer's Intelligence modifier. The grenade's splash damage is equal to the minimum damage of a direct hit. A successful Reflex save (DC = 10 + 1/2 the Engineer's level + the Engineer's Intelligence modifier) halves the splash damage, but not the direct hit damage. At 3rd level, and again at 5th, the damage of the Engineer's grenades increases by 1d6 (i.e. her grenades deal 2d6 + Int modifier at 3rd level, and 3d6 + Int modifier at 5th).

    The Engineer can throw a number of grenades per day equal to 3 + her class level.

    Restorative Flask: An Engineer's Restorative Flask contains the results of her forays into medicine, chemistry, and biology. Drinking from the Flask, a standard action that provokes attacks of opportunity, grants the Engineer fast healing 1 for one minute. This increases to fast healing 2 at 4th level.

    The Engineer can drink from her Restorative Flask a number of times per day equal to 1 + half her class level.

    The Knack: The Engineer reduces the cost (both the price of raw materials and time required) of crafting mundane and alchemical items by 25%. She may also craft alchemical items even though she is not a spellcaster.

    Jury Rigging: Once per day, the Engineer may immediately regain the use of one invention that she has already depleted for the day. Alternatively, she may choose to restore three uses of her grenade belt, or two uses of her restorative flask.

    Expert Bombardier: Whenever the Engineer throws a grenade and hits a target directly, she may immediately make one additional attack against any creature adjacent to the original target. If the second attack succeeds, the second target takes damage as if it was hit directly.

    In addition, the Engineer may choose to omit certain squares from the splash radius, as she sees fit.

    Pinnacle of Resourcefulness: Once per day, the Engineer may activate any invention as a standard action, even if she does not have it prepared. The invention functions for its normal duration, or a maximum of six rounds, whichever is shorter.

    Archetypes:

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    Cannoneer


    Lesser Archetype Power: A cannoneer may reload a one-handed firearm as a move action, and a two-handed firearm as a standard action. In addition, a cannoneer may prepare one bonus invention from the Firearms or Explosives disciplines.

    Moderate Archetype Power: A cannoneer can perform certain combat maneuvers with a ranged weapon. She may make disarm, sunder, and trip attempts within the first range increment of her weapon. She does not provoke attacks of opportunity for doing so. If the combat maneuver would require her to make a Strength check, she uses her Dexterity modifier instead.

    Greater Archetype Power: A cannoneer can deliver her grenades with a ranged attack. If the attack is successful, the target takes damage from the ranged attack, as normal, and then also suffers the ill effects of a direct hit, but there is no splash radius. In addition, a cannoneer may now reload a one-handed firearm as a swift action, and a two-handed firearm as a move action.

    Sawbones


    Lesser Archetype Power: A sawbones' allies may benefit from her Restorative Flask. She must be adjacent to the ally in order to administer it. In addition, a sawbones may prepare one bonus invention from the Chemistry or Medicine disciplines.

    Moderate Archetype Power: A sawbones becomes immune to disease, both mundane and supernatural. She also gains the sneak attack progression of a rogue of her class level -2.

    Greater Archetype Power: As a full-round action that provokes attacks of opportunity, a sawbones can perform a Heal check on any adjacent creature that has died within the last three rounds. If the sawbones succeeds on the check (DC equal to 20 + the HD of the creature), the creature is brought back to life, stabilized at -1 hit points. This ability may only be used on a particular subject once every 24 hours.

    Tinker


    Lesser Archetype Power: A tinker gains the services of a construct companion. Treat this companion as if it were a 1st-level astral construct, though made of mundane metal rather than ectoplasm. The special ability selected for the construct is permanent until a new companion is created. A tinker may create a new companion by spending 8 hours "building" one, and must spend that time initially to gain the services of her first companion. She may repair her companion with a Craft check (Armorsmithing, Blacksmithing, Sculpting, or another deemed appropriate) that takes one hour; this heals her companion of hit points equal to the check result -10. The tinker's construct companion may use any armament prepared by the Engineer, and is considered proficient in its use. In addition, a tinker may also prepare an extra invention per day from either the Mechanics or Smithy discipline.

    Moderate Archetype Power: A tinker's construct companion is now treated as if it were a 2nd-level astral construct. The tinker may now choose to split any damage taken by her or her construct companion. The original recipient of the damage may redirect up to half of the damage received, rounded up, to the other member of the pair. For example, if the tinker was subject to an attack dealing 7 damage, she could choose to redirect anywhere between 1 and 4 points of that damage to her construct companion. The tinker and her construct companion must be adjacent to one another to use this ability.

    Greater Archetype Power: A tinker's construct companion is now treated as if it were a 3rd-level astral construct. However, the tinker may add one special ability from Menu B to her construct companion, in addition to the special ability it normally receives from Menu A. By spending one hour tinkering with her companion, she can change any or all of these special menu abilities to any others that the construct qualifies for.


    Engineer Inventions

    Inventions are divided by two parameters: their type, and their discipline. The former describes the general function of the invention in question; the latter is more a description of the field of fantastical science involved in the invention's creation.

    Invention Types

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    Armament: Armaments are pieces of equipment that take up the listed slot on the body, are used as weapons, or modify the Engineer's flintlock pistol. Armaments are generally usable for as long as they are prepared, without being expended. Armaments that transform her flintlock pistol into another type of firearm are mutually exclusive with one another.

    Gadgets: Gadgets are a catch-all term for inventions that do not fall in the other categories - their effects range widely. Generally, they are usable as long as they are prepared.

    Grenades: Grenades modify the damage and/or the side effects of the Engineer's grenade belt. An Engineer can prepare multiple grenades at one time, but may only use a single one at any time, chosen as she throws one from her grenade belt.

    Marvels: Marvels are limited-use inventions that usually produce spectacular effects.

    Tonics: Tonics modify the effects of the Engineer's restorative flask. Only one tonic can be used at a single time, chosen as the Engineer drinks from her flask.


    Disciplines & Inventions

    Unless otherwise mentioned, activating an invention is a standard action that does not provoke attacks of opportunity. The DC of an Engineer's inventions are equal to 10 + 1/2 her class level + her Intelligence bonus. An Engineer's "inventor level" is equal to her class level.

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    Chemistry

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    1st Level

    Knock-Out Gas
    Type: Grenade
    Effect: Creatures hit directly or caught in the splash radius of this grenade must make a Will save or fall asleep for one round per inventor level. This grenade deals no damage. Creatures that do not breath are immune to this invention.

    Stink Bomb
    Type: Grenade
    Effect: Creatures hit directly or caught in the splash radius of this grenade must make a Fortitude save or be sickened for one round per inventor level. This grenade deals no damage. Creatures that do not breath are immune to this invention.

    Synthetic Poison
    Type: Gadget
    Effect: The Engineer chooses a single kind of poison with a cost of no more than 50 gp, plus another 50gp per inventor level. She receives a number of doses of that poison equal to her Intelligence modifier.

    2nd Level

    Corrosive Grenade
    Type: Grenade
    Effect: The Engineer's grenades now deal acid damage. In addition, the acid clings to opponents for an additional round, dealing half as much damage as it did on the initial hit.

    Hallucinogenic Gas
    Type: Grenade
    Effect: Creatures hit directly by this grenade must make a Will save or become frightened for one round per inventor level. Creatures caught in the splash radius must make a Will save or be shakened, for the same duration. This grenade deals no damage. Creatures that do not breath are immune to this invention.

    Flash-Freeze Grenade:
    Type: Grenade
    Effect: The Engineer's grenades now deal cold damage. Opponents hit directly by this grenade must make a Fortitude save or be slowed, as per the spell, for one round per inventor level.

    3rd Level

    Choking Gas
    Type: Grenade
    Effect: Creatures hit directly or caught in the splash radius must make a Fortitude save or become nauseated for one round per inventor level. This grenade deals no damage. Creatures that do not breath are immune to this invention.

    Paralytic Toxin
    Type: Marvel
    Effect: The Engineer makes a melee touch attack. If it is successful, the target must make a Fortitude save or be paralyzed for one minute per inventor level. Creatures immune to poison are immune to this invention.

    Rebreather
    Type: Armament (face slot)
    Effect: While worn, the Engineer becomes immune to gas-based attacks, overpowering odors, and inhaled poisons. She may also breathe normally underwater.


    Electromagnetics

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    1st Level

    Filament Lantern
    Type: Gadget
    Effect: A filament lantern provides clear illumination in a 15 ft. radius and shadowy illumination in a 30 ft. radius. If the Engineer wishes, she can focus its light instead, producing a 60 ft. cone of clear illumination, with a 120 ft. cone of shadowy illumination. A filament lantern requires no fuel.

    Multipurpose Compass
    Type: Gadget
    Effect: A multipurpose compass always shows the direction north, shows the correct time, and can detect magic in a radius of 30 ft. It is only capable of denoting the presence, general direction, strength, and spell school of magical effects, and cannot pinpoint from what specific objects it emanates.

    Spectrometer
    Type: Gadget
    Effect: A spectrometer detects invisible foes within a 30' cone in front of the user. If any invisible creatures enter the effect of that cone, the spectrometer beeps wildly, alerting the Engineer to the presence, but not the location, of hidden foes. The Engineer may choose to "detonate" a spectrometer as a standard action. All invisible creatures within a 30' radius of the Engineer become visible for one round per inventor level, after which the spectrometer is depleted.

    2nd Level

    Magnetic Pulsar
    Type: Marvel
    Effect: Once activated, the Engineer gains a circumstance bonus to her armor class equal to her inventor level. This bonus only applies against attacks made against her with metal weapons. A magnetic pulsar functions for a maximum of one minute per inventor level, but the Engineer may decide to split this up into one-minute increments as she sees fit.

    Lightning Emitter
    Type: Grenade
    Effect: The Engineer's grenades no longer deal damage directly or in a splash radius, but lash out with bolts of electricity. Once per round, including the first, a random opponent within 20' of where the grenade lands suffers electricity damage equal to the Engineer's base grenade damage. The grenade continues to emits bolts of electricity for one round per inventor level.

    Tesla Rod:
    Type: Armament
    Effect: A tesla rod functions as a normal quarterstaff, except that any creature struck by it takes electricity damage, as if it were affected by a shocking grasp spell with a caster level equal to the Engineer's inventor level. A tesla rod can only produce this effect a number of times per day equal to the Engineer's Intelligence modifier.

    3rd Level

    Flux Inhibitor
    Type: Marvel
    Effect: A flux inhibitor, when activated, attempts to resist the next hostile spell that affects the user, as if she possessed spell resistance of 11 + her class level + her Intelligence modifier. If this spell resistance successfully resists a spell, this effect ends immediately afterwards; if it fails, the spell resistance remains until it successfully resists a spell. A flux inhibitor may only be activated a number of times per day equal to the Engineer's Intelligence modifier.

    Synaptic Accelerator
    Type: Marvel
    Effect: As an immediate action, the Engineer may activate a synaptic accelerator. She may immediately take take one standard action. The synaptic accelerator functions only once, and the Engineer is fatigued for the rest of the encounter.

    Tesla Cannon
    Type: Marvel
    Effect: When activated, a tesla cannon produces a line of sparks 5' wide and 60' long, as per the lightning bolt spell with a caster level equal to the Engineer's inventor level. A Reflex save halves this damage. A tesla cannon may be used a number of times per day equal to the Engineer's Intelligence modifier.


    Explosives

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    1st Level

    Bullets & Black Powder
    Type: Gadget
    Effect: While the Engineer has this invention prepared, she has an unlimited source of black powder and bullets for her flintlock pistol.

    Molotov Cocktail
    Type: Grenade
    Effect: Creatures directly hit by this grenade must make a Reflex save. If they fail, on the round immediately following the round in which they were hit, they catch on fire, dealing fire damage equal to the original grenade damage for one round per inventor level. Creatures may attempt to extinguish these flames as a full-round action; if they do, they receive another Reflex save to end this effect.

    Smoke Grenade
    Type: Grenade
    Effect: Smoke spreads out in a 20' radius from wherever this grenade lands, obscuring sight as per the fog cloud spell, for one minute per inventor level. This grenade deals no damage.

    2nd Level

    Concussion Grenade
    Type: Grenade
    Effect: The Engineer's grenades now deal sonic damage. In addition, creatures hit directly must make a Fortitude save or be dazed for one round.

    Dragon's Breath Cannon
    Type: Marvel
    Effect: When activated, a dragon's breath cannon produces a jet of flame 5' wide and 30' long. Creatures caught in this flame take 1d8 fire damage per inventor level. A Reflex save halves this damage. A dragon's breath cannon may be used a number of times per day equal to the Engineer's Intelligence modifier.

    Flashbang Grenade
    Type: Grenade
    Effect: Creatures hit directly or caught in the splash radius must make a Fortitude save or become blinded for one round per inventor level. Even if they do save, they are deafened for the same duration. This grenade deals no damage.

    3rd Level

    Liquid Flame
    Type: Grenade
    Effect: Creatures hit directly by this grenade take normal damage, but must make a Reflex save. If they fail this save, for each subsequent round, they take fire damage as if they had been hit by another grenade, up to a maximum of one round per inventor level after the initial round in which they were hit. They are entitled to a Reflex save each round to end this effect, but smothering the flames or even immersing themselves in water does nothing to aid them in ending the damage. This grenade deals no splash damage.

    Alternatively, the Engineer may pour the liquid flame out into a single square. Once lit on fire, the square burns with intense flames for one round per inventor level. Any creature passing through the square takes damage equal to the Engineer's normal grenade damage. Doing so uses up one grenade per square filled with liquid fire.

    Shrapnel Mine
    Type: Marvel
    Effect: A shrapnel mine is a small explosive disc that can be planted on any surface within the Engineer's reach as a standard action. It has an adhesive backing and can be placed on floors, walls, ceilings, or other, irregular structures. Once activated, it lies dormant for up to one hour until a creature comes within 5', at which point it explodes, doing 1d6 piercing damage per inventor level to everything in a 5 ft. radius (half on a successful Reflex save). For every 6 damage a shrapnel mine does, it imbeds a jagged fragment into its target, which does 1 damage per round for the next 6 rounds. A shrapnel mine may be used a number of times per day equal to the Engineer's Intelligence modifier.

    Timed Bomb
    Type: Marvel
    Effect: A timed bomb is a large explosive that can be dropped in a square or placed somewhere within the Engineer's reach as a standard action. Upon activation, the Engineer sets the timer to a delay between one round and one hour. Once this timer runs out, the timed bomb explodes, causing 1d6 bludgeoning damage per inventor level and 1d6 fire damage per inventor level to everything in a 15' radius. Creatures affected may make a Reflex save to halve this damage. This damage is doubled against objects and structures. A timed bomb may be used a number of times per day equal to half the Engineer's Intelligence modifier.


    Firearms

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    1st Level

    Dual Flintlocks
    Type: Armament
    Effect: The Engineer gains a second flintlock pistol. She may reload both pistols as a standard action (or, if she is a Cannoneer, a move action). This invention may be used in conjunction with any other invention that modifies her flintlock pistol into a one-handed firearm. For example, the Engineer could prepare both this and the Revolver invention, and wield two revolvers, but she could not use it in conjunction with the Blunderbuss invention.

    Hollow Shot
    Type: Armament
    Effect: The Engineer's flintlock pistol now deals bludgeoning and piercing damage. In addition, her flintlock pistol deals additional damage equal to her inventor level

    Revolver:
    Type: Armament
    Effect: The Engineer's flintlock pistol may now fire six shots before needing to be reloaded. Its critical modifier is now 19-20/x2.

    2nd Level

    Blunderbuss
    Type: Armament
    Effect: The Engineer's flintlock pistol is now a blunderbuss. A blunderbuss is a two-handed weapon that deals 2d8 damage (2d6 for a Small Engineer) in a 15' cone. The Engineer does not need to make an attack roll, but targets receive a Reflex save to halve the damage. A blunderbuss may fire one round before needing to be reloaded, which requires a full-round action. A blunderbuss weighs eight pounds.

    Elemental Shot
    Type: Armament
    Effect: The Engineer chooses one of the following energy types when preparing this invention: cold, electricity, or fire. Her flintlock pistol now deals an additional 1d6 damage of that type.
    Special: An Engineer with the Cannoneer archetype may switch which type of energy damage this invention deals as a swift action.

    Repeater
    Type: Armament
    Effect: The Engineer's flintlock pistol is now a repeater. A repeater is a two-handed weapon that deals 1d10 piercing damage (1d8 for a Small Engineer), has a critical modifier of 20/x4, a range increment of 50', and may fire five shots before needing to be reloaded. Reloading a repeater is a full-round action. A repeater weighs twelve pounds.

    3rd Level

    Hand Cannon
    Type: Armament
    Effect: The Engineer's flintlock pistol is now a hand cannon. A hand cannon is a one-handed weapon that deals 2d6 piercing damage, (1d10 for a Small Engineer), has a critical modifier of 20/x3, a range increment of 40', and may fire one shot before needing to be reloaded, which requires a standard action.

    Piercing Shot
    Type: Armament
    Effect: The Engineer may resolve her attacks with her flintlock pistol as ranged touch attacks, so long as the attack is made is within the first range increment of her weapon.

    Telescopic Rifle
    Type: Armament
    Effect: The Engineer's flintlock pistol is now a telescopic rifle. A telescopic rifle is a two-handed weapon that deals 2d6 piercing damage (1d10 for a Small Engineer), has a critical modifier of 20/x4, a range increment of 80', and may fire one shot before needing to be reloaded, which requires a full-round action.


    Mechanics

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    1st Level

    Clockwork Decoy
    Type: Marvel
    Effect: Once activated, the Engineer gains the services of a small clockwork animal, used to distract opponents. Commanding a clockwork decoy is a free action, and it acts on the Engineer's initiative. It has a base land speed of 20'. Treat it as a Tiny construct that has only 1 hit point and an AC of 15. It automatically fails all Reflex saves. If desired, a clockwork decoy can emit a loud noise like an alarm or an animal call. It lasts for up to one round per inventor level before breaking down. A clockwork decoy may be used a number of times per day equal to the Engineer's Intelligence modifier.

    Spike Trap
    Type: Marvel
    Effect: A spike trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, inflicting 1d6 piercing damage per two inventor levels and is hobbled for one round per inventor level (a hobbled creature's land speed is halved, and it cannot run or charge). A successful Reflex save halves the damage and negates the hobbling effect. The Search check to detect a spike trap, and the Disable Device check to disable it, are both equal to 15 + half the Engineer's class level + the Engineer's Intelligence modifier. A spike trap may be used a number of times per day equal to the Engineer's Intelligence modifier.

    Wax Cylinder
    Type: Gadget
    Effect: Once activated, a wax cylinder records up to 15 minutes of audio, which may be rewound and played back at any time. It captures sound clearly within 30 feet, and faintly within 60 feet. It is about the size and shape of a standard spyglass, and makes no noise while recording. The Engineer may tape over previously-captured audio freely, recording new audio each time.

    2nd Level

    Foothold Trap
    Type: Marvel
    Effect: A foothold trap is activated by laying it down in a square. The next creature that steps on that square triggers the trap, inflicting 1d6 piercing damage per inventor level and is immobilized for one round per inventor level, completely unable to move. A successful Reflex save halves the damage and negates the immobilizing effect. The Search check to detect a foothold trap, and the Disable Device check to disable it, are both equal to 15 + half the Engineer's class level + the Engineer's Intelligence modifier. A foothold trap may be used a number of times per day equal to the Engineer's Intelligence modifier.

    Telescopic Goggles
    Type: Armament (eyes)
    Effect: While prepared, telescopic goggles give the Engineer a competence bonus to Spot checks equal to her inventor level, and halve the attack penalties for each additional range increment beyond the first.

    Trapspringer Gloves
    Type: Armament (hands)
    Effect: While prepared, trapspringer gloves give the Engineer a competence bonus on Open Lock and Disable Device rolls equal to her inventor level. She also gains the Trapfinding ability.

    3rd Level

    Automaton
    Type: Marvel
    Effect: An automaton, when activated, creates a temporary robotic companion. Treat the automaton as a 3rd-level astral construct, though made of mundane metal rather than ectoplasm. It fights on the Engineer's behalf for one round per inventor level (commanding it is a free action). An automaton may be used a number of times per day equal to half the Engineer's Intelligence modifier.

    Clockwork Dragonfly
    Type:
    Effect: A clockwork dragonfly behaves exactly as a clockwork decoy, except that it has a fly speed of 60' (perfect). It is invisible, as per the spell, and moves completely silently. The images it sees are recorded, and can be later projected back for the Engineer to view. It functions for a maximum of one minute per inventor level, at which point it can no longer move, but the Engineer may still view the images recorded during its flight. A clockwork dragonfly may be used a number of times per day equal to half the Engineer's Intelligence modifier.

    Gyrocopter
    Type: Marvel
    Effect: A gyrocopter, when activated, allows the Engineer to fly at a speed of 60 feet (clumsy) for a total of one minute per inventor level. The flight time does not need to be used consecutively and may be split up into one-minute increments.


    Medicine

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    1st level

    Awareness Booster:
    Type: Tonic
    Effect: When the Engineer drinks from her restorative flask, in addition to gaining fast healing, she gains an alchemical bonus to Listen, Search, and Spot checks equal to her inventor level. In addition, if she passes within 5' of a secret or concealed door, she is entitled to a Search check to notice it as if she were actively looking for it, for as long as the flask's effects last.

    Healing Solution
    Type: Tonic
    Effect: When the Engineer drinks from her restorative flask, in addition to gaining fast healing, she is affected by a cure light wounds spell, with a caster level equal to her inventor level.

    Painkillers
    Type: Tonic
    Effect: When the Engineer drinks from her restorative flask, in addition to gaining fast healing, she gains damage reduction equal to half her class level. This damage reduction cannot be overcome by any means.

    2nd Level

    Cure-All
    Type: Tonic
    Effect: When the Engineer drinks from her restorative flask, she is cured of the effects of a single poison or disease.

    Pheromone Enhancer
    Type: Tonic
    Effect: When the Engineer drinks from her restorative flask, she gains an alchemical bonus to Charisma equal to her inventor level for as long as the flask's effects last. In addition, at any time while she is affected by this bonus, she may affect one adjacent creature with a charm person spell (a Will save negates this effect). The charm effect lasts only as long as the Charisma bonus does.

    Revitalizer
    Type: Tonic
    Effect: When the Engineer drinks from her restorative flask, the fast healing conferred increases by 1. In addition, she is affected by a cure moderate wounds spell, with a caster level equal to her inventor level.

    3rd Level

    Miracle Cure
    Type: Tonic
    Effect: When the Engineer drinks from her restorative flask, in addition to gaining fast healing, she is affected by a cure serious wounds spell, with a caster level equal to her inventor level. She is also affected by a restoration spell.

    Reanimation Salve
    Type: Marvel
    Effect: A reanimation salve is activated by spreading it across the corpse of any corporeal creature, with no more HD than the Engineer's inventor level +2. That creature becomes a zombie under the Engineer's control (commanding it is a free action) for one minute per inventor level. After this time, the creature falls dead again and may not be reanimated. Reanimation salve is usable a number of times per day equal to half the Engineer's Intelligence modifier.

    Unstable Compound
    Type: Tonic
    Effect: When the Engineer drinks from her restorative flask, she gains an alchemical bonus to Strength equal to her inventor level, and her size increases by one step, for as long as the flask's effects last.


    Smithy

    Spoiler
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    1st Level

    Battlefist
    Type: Armament (weapon)
    Effect: A battlefist is a spiked gauntlet that deals 1d8 bludgeoning and piercing damage (1d6 for a Small Engineer) with a critical modifier of 20/x3. It cannot be disarmed or sundered. On a critical hit, the opponent must make a Fortitude save or be staggered for one round.

    Repair Kit
    Type: Marvel
    Effect: A repair kit, once activated, allows the Engineer to restore hit points to one construct within her reach. She restores 1d8 hit points per two inventor levels (minimum of 1d8), plus an additional amount equal to her inventor level. A repair kit may be used a number of times per day equal to half the Engineer's Intelligence modifier.

    Spring-Loaded Shoes
    Type: Armament (boots)
    Effect: Spring-loaded shoes give the Engineer a +5 circumstance bonus on Jump checks and allow her to make Jump checks without a running start. They also allow her to treat falls as if they were up to 30 feet shorter.

    2nd Level

    Armored Plating
    Type: Armament (torso)
    Effect: Armored plating increases the existing value armor. The Engineer's armor bonus from armor is increased by half. This invention may instead be applied to natural armor, increasing its value by half. However, the creature's base land speed is reduced as if it was wearing heavy armor.

    Climbing Spurs
    Type: Armament (hands)
    Effect: Climbing spurs give the Engineer a climb speed equal to her base land speed. They also may be used to make rudimentary attacks, functioning as two spiked gauntlets.

    Sawtooth Blade
    Type: Armament (weapon)
    Effect: A sawtooth blade is a bastard sword that deals 1d10 slashing and piercing damage (1d8 for a small user), has a critical modifier of 19-20/x2, and a +1 enhancement bonus to attack and damage rolls. On a critical hit, a sawtooth blade causes the target to bleed profusely for the next three rounds, dealing additional damage equal to the Engineer's Intelligence modifier.

    3rd Level

    Fortifying Helm
    Type: Armament (head)
    Effect: A fortifying helm protects the user from particularly harmful blows. While wearing it, the Engineer is immune to the dazed and stunned conditions, and there is a 50% chance that critical hits or sneak attacks made against her are negated.

    Mechanized Armor
    Type: Armament (armor)
    Effect: Mechanized armor is a special kind of full plate armor. When worn by the Engineer, it increase her base land speed by 10' and confers a +4 enhancement bonus to her Strength score. It has an armor bonus of +8. However, it has a maximum dexterity bonus of 0, and applies a -8 armor check penalty. Due to the immense customization required for each suit, mechanized armor will only function for the Engineer herself. Mechanized armor weighs 50 pounds.
    Special: An Engineer whose armor is part of them and cannot be removed, such as a Warforged, may apply this invention to their inherent armor plating instead. Regardless of what kind of armored plating they had originally, they are now treated as if they were wearing heavy armor with a +8 armor bonus, a maximum Dexterity bonus of 0, and a -8 armor check penalty. They still gain a 10' bonus to their base land speed and a +4 enhancement bonus to Strength.

    Piston Hammer
    Type: Armament (weapon)
    Effect: A piston hammer is a two-handed greathammer that does 1d12 bludgeoning damage (1d10 for a Small Engineer), has a critical modifier of 20/x3, and a +2 enhancement bonus to attack and damage rolls. It overcomes material-based damage reduction and ignores the hardness of objects. On a critical hit, the target is stunned, with no save, for one round. A piston hammer weighs twelve pounds.


    Changelog:
    4/3/16: Class originally posted.
    4/4/16: Inventions finished.

  5. - Top - End - #5
    Ogre in the Playground
     
    Gnorman's Avatar

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    Feb 2009
    Location
    Cascadia
    Gender
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    Default Re: Gnorman's E6 Compendium, Volume 3

    The Fighter


    Spoiler
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    Designer's Notes:
    Spoiler
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    Hopefully this is a fighter that doesn't suck. She gets feats, lots of them, and can swap them on the fly if she's suddenly put in a new situation. She excels at combat maneuvers, and would make a great lockdown fighter. She's not a super great charger (that's more the purview of the Barbarian), but she's still quite mobile, heavily armored, and ready to kill. She also has the occasional incentive to invest in Intelligence, and more class skills and skill points.

    Archetypes are fairly simple. The Dreadnought is the classic Dungeon Crasher, breaking things and ping-ponging opponents into walls. I nerfed the damage a little bit (it was a bit high for E6), but other than that, it's fairly faithful to the alternate class feature. The Gladiator is an AoO machine, and would excel with a reach weapon and Improved Trip. The Warlord is a bit of a grab bag - she gets Paladin auras, Sorcerer spellcasting, and the ability to give up her actions to impel her own allies to greater heights. This last one in particular might be a bit over the top in terms of action economy abuse, so I'd love to hear your thoughts.


    HD: d10
    Class Skills: Balance, Climb, Craft, Gather Information, Intimidate, Handle Animal, Jump, Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (nobility and royalty), Listen, Profession, Ride, Sense Motive, Spot, Swim, Tumble
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Saves Special
    Fort Ref Will
    1st +1 +2 +0 +2 Archetype Power (Lesser), Bonus Feat, Clever Fighting, War Stories
    2nd +2 +3 +0 +3 Armor Familiarity, Weapon of War
    3rd +3 +3 +1 +3 Archetype Power (Moderate), Bonus Feat, Like Quicksilver
    4th +4 +4 +1 +4 Steel Skin, Unorthodox Maneuvers
    5th +5 +4 +1 +4 Bonus Feat, Fancy Footwork
    6th +6/+1 +5 +2 +5 Archetype Power (Greater), Peerless Combatant, Pinnacle of Battle

    Weapon and Armor Proficiency: The Fighter is proficient with all simple and martial weapons, as well as three exotic weapons of her choice. She is also proficient with all armor (heavy, medium, and light) and shields (including tower shields).

    Archetype Power: At 1st level, the Fighter chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Fighter a different set of abilities at levels 1, 3, and 6, as noted below.

    Bonus Feat: At 1st level, and again at 3rd and 5th level, the Fighter selects a single bonus feat for which she qualifies, and gains its benefits. This feat must be drawn from feats noted as fighter feats. Once per day, the Fighter may spend five minutes in meditation to change any number of these bonus feats to any other fighter feats that she qualifies for. For the purposes of this ability, treat the Fighter as if she had a base fighter level equal to her class level.

    Clever Fighting: The Fighter gains a bonus on opposed attack rolls and opposed grapple rolls equal to her Intelligence modifier.

    War Stories: The Fighter may not have the academic background of the wizard or the cleric, but she knows monsters. For the purposes of identifying monsters, the Fighter is treated as if she had maximum ranks for her level in the relevant Knowledge skill, which is also treated as a class skill for this purpose.

    Armor Familiarity: When wearing armor, the Fighter reduces the armor check penalty by an amount equal to half her class level. She increases the maximum dexterity bonus of armor by the same amount. The Fighter may now also move at her normal speed while wearing medium or heavy armor.

    Weapon of War: By spending five minutes in training, the Fighter can change the designated weapon for any and all feats she possesses that designate a single weapon (such as Weapon Focus or Weapon Specialization). She must still meet the prerequisites for the newly-designated feats - she cannot change Weapon Focus (longsword) to Weapon Focus (short sword), and still retain Weapon Specialization (longsword), for example.

    Like Quicksilver: The Fighter does not need to specify a trigger condition when readying an action, and may ready swift actions.

    Steel Skin: The Fighter gains DR 3/- when wearing heavy armor, DR 2/- when wearing medium armor, and DR 1/- when wearing light armor.

    Unorthodox Maneuvers: As a full-attack action, the Fighter may make one of the following attacks, all of which target more than one opponent. She makes a single attack roll, and applies that result to all opponents targeted. She rolls damage separately for each, however.

    Blind Spot Attack: The Fighter attacks an adjacent opponent, and another opponent on the opposite side of herself from the first opponent (i.e. the opponent in flanking position).

    Lunge: The Fighter attacks an adjacent opponent, and any opponent in the square just behind the first opponent.

    Wide Swing: This attack targets an adjacent opponent and opponents in the two squares on either side of the first opponent.

    Fancy Footwork: A Fighter may take an additional five foot step each round.

    Peerless Combatant: For the purposes of qualifying for feats, the Fighter's base attack bonus is treated as being two points higher than it actually is.

    Pinnacle of Battle: Once per day, the Fighter may make use of one of the following abilities.

    It's All in the Wrist: The Fighter immediately takes an extra turn. This ability may be used as an swift action.

    Shake It Off: The Fighter removes any and all of the following conditions from herself, even if the condition would prevent her from doing so: ability damage, blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and any form of fear. Upon using this ability, any non-lethal damage the Fighter has suffered is immediately healed. This ability may be used as an immediate action.

    Stunning Assault: For the next round, every successful attack the Fighter makes (including attacks not made on her own turn) forces the target to make a Fortitude save (DC = 10 + 1/2 the Fighter's level + the Fighter's Strength modifier) or be stunned for three rounds. This ability may be used as an immediate action.

    Archetypes:

    Spoiler
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    Dreadnought

    Lesser Archetype Power: Whenever a dreadnought forces an opponent to move into a wall or other solid object via a bull rush, the opponent stops moving as normal. That opponent also takes an amount of bludgeoning damage equal to 1d6 plus twice the dreadnought's Strength modifier (triple at 6th level). This damage increases by 1d6 for each dreadnought level beyond the first, to a total of 6d6.

    In addition, a dreadnought may bull rush opponents of any size.

    Moderate Archetype Power: A dreadnought gains a bonus on Strength checks to break doors, walls, or similar obstacles equal to her class level.

    Greater Archetype Power: A dreadnought is no longer required to move with an opponent in order to bullrush it more than 5 feet. In addition, if she bull rushes an opponent into a solid object, the opponent must also make a Reflex save (DC = 10 + 1/2 the dreadnought's level + the dreadnought's Strength modifier) or fall prone.

    Gladiator

    Lesser Archetype Power: A gladiator may make an additional number of attacks of opportunity per round equal to her Intelligence modifier. This stacks with similar effects, such as the Combat Reflexes feat.

    Moderate Archetype Power: Opponents threatened by a gladiator provoke attacks of opportunity even when taking a five foot step or casting defensively. They also provoke attacks of opportunity for attacking targets other than the gladiator herself.

    Greater Archetype Power: Whenever a gladiator makes an attack of opportunity, she is allowed to make a full attack instead. She may use this ability a number of times per round equal to her Intelligence modifier. In addition, the area that the gladiator threatens is considered difficult terrain for her opponents.

    Warlord

    Lesser Archetype Power: A warlord gains the ability to cast a limited number of arcane spells, drawn from the Sorcerer list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Sorcerer list. Her spellcasting attribute is Charisma. She gains bonus spells for having a high Charisma, and must have a Charisma score of at least 10 + the level of the spell in question to cast it. The DC of a warlord's spells are equal to 10 + 1/2 her level + Charisma modifier. She may also ignore any arcane spell failure caused by light armor, medium armor, or shields (except tower shields).

    Moderate Archetype Power: A warlord may select a single Paladin aura. She projects that aura, applying its benefits to herself and her allies, out to a range of 30'.

    Greater Archetype Power: Once per round as a swift action, a warlord may impel her allies to greater action. She chooses one ally within 30'. That ally gains an additional action, either move, standard, or a full-round, and can take those actions immediately. However, the warlord gives up the same type of action. The warlord may use this ability even after she has already acted in a given round, but if she does so, she loses the same type of action on her next round instead. She may now also ignore the arcane spell failure caused by heavy armor.

    Level Spells Per Day
    0 1 2 3
    1st 3 2 - -
    2nd 4 3 - -
    3rd 4 3 1 -
    4th 4 4 2 -
    5th 4 4 3 -
    6th 4 4 3 1


    Changelog:
    3/25/16: Class originally posted.
    4/5/16: Warlord now gains casting from level 1.


    The Lurk


    Spoiler
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    Designer's Notes:
    Spoiler
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    This one isn't too different from my Subliminal class - essentially, it's a psychic rogue, with a few alterations. It's a little better at manipulation and stealth, being able to open locks from a distance and dull the senses of potential sentries, but it's not quite as agile or as preternaturally aware of danger as the rogue. Not too much to say about this one, in all honesty. Do you like rogues? Do you like manifesters? Here's a class that can do both!

    Archetypes allow for mobility, control, and damage, respectively. The Elocator floats like a butterfly, flanks like a bee; the Shadowmind is an expert spy, being able to create her own scouts and disappear from view when needed; the Soulknife has a big knife. It's a magic knife, though, and it makes you stupid.


    HD: d6
    Class Skills: Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Intimidate, Knowledge (dungeoneering), Knowledge (local), Knowledge (psionics), Listen, Move Silently, Open Lock, Profession, Psicraft, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Psionic Device, Use Rope
    Skill Points: 6 + Int per level (4x at 1st)

    Level BAB Saves Special Power Points/Day Powers Known Maximum Power Level Known
    Fort Ref Will
    1st +0 +0 +2 +2 Archetype Power (Lesser), Manifesting, Psionic Sneak Attack +1d6, Trapfinding 1 2 1st
    2nd +1 +0 +3 +3 Evasion, Subliminal Messaging 3 3 1st
    3rd +2 +1 +3 +3 Archetype Power (Moderate), Microkinesis 5 4 1st
    4th +3 +1 +4 +4 Sensory Disruption, Psionic Sneak Attack +2d6 7 5 2nd
    5th +3 +1 +4 +4 Blind Spot 11 6 2nd
    6th +4 +2 +5 +5 Archetype Power (Greater), Pinnacle of Subtlety 15 7 3rd

    Proficiencies: The Lurk is proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. She is proficient with light armor, but not with shields.

    Manifesting: The Lurk manifests powers as the psychic warrior. Her key ability modifier for manifesting powers is Intelligence. She may only select powers from the general psychic warrior list, plus the following powers from the psion list:

    1st level: attraction, control light, control object, create sound, disable, entangling ectoplasm, far hand, grease (psionic), precognition, sense link
    2nd level: aversion, clairvoyant sense, cloud mind, control sound, knock (psionic), object reading, read thoughts
    3rd level: false sensory input, telekinetic force, touchsight

    Psionic Sneak Attack: As the base rogue ability (albeit with a slightly slower progression). Unlike the base rogue ability, this damage applies to creatures with indiscernible anatomies or otherwise immune to critical hits, but its damage is halved against such creatures.

    Trapfinding: As the base rogue ability.

    Evasion: As the base rogue ability.

    Subliminal Messaging: If the Lurk manifests a power on a target that is denied its Dexterity bonus to AC, the power gains a bonus to its DC to checks to overcome power resistance, if any, equal to one-third the Lurk's class level.

    Microkinesis: The Lurk may now perform Disable Device, Open Lock, and Sleight of Hand checks at a range of 30 feet. She can only manipulate objects up to one pound per class level.

    Sensory Disruption: So long as she is psionically focused, the Lurk emits a subtle field that disrupts the senses of those around her. All opponents within 30' of the Lurk take a penalty to Listen, Search, Sense Motive, and Spot checks equal to the Lurk's class level. This stacks with similar effects, such as the distract power.

    Blind Spot: The Lurk may expend psionic focus to disappear from the view of an opponent. Treat this as the cloud mind power, except that it lasts only a single round and the target does not receive a save to resist.

    Pinnacle of Subtlety: The Lurk gains the ability to phase through some solid objects. As a full-round action, she may move up to her speed through walls, doors, and other objects. She may not, however, phase through any object with a hardness of 10 or greater. Alternatively, she may phase only certain parts of her body, such as to reach inside chests or stick her head through a ceiling - either way, she may only phase through objects for a single round in duration. Her equipment phases with her. If the Lurk ends her turn still embedded within a solid object, either partially or wholly, she is shunted to her original position and takes 1d6 damage. She may use this ability once per minute.

    Archetypes

    Spoiler
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    Elocator


    Lesser Archetype Power: An elocator can flank from any angle.

    Moderate Archetype Power: An elocator may now hover a foot off the ground whenever she wishes, gliding instead of walking. She ignores hard earth or difficult terrain. While she remains within 1 foot of solid ground or any other solid surface (but not liquids), she may move and take actions normally. While this ability does not allow her to move completely silently, she does gain a +4 bonus on Move Silently checks while it is in effect.

    Greater Archetype Power: An elocator may take an additional five foot step in any round in which she does not move (except for her first five foot step). She may take both five foot steps at once, or take a five foot step, perform her actions for the round, and then take another five foot step. In addition, she may now traverse liquid surfaces as easily as solid ones while gliding.

    Shadowmind


    Lesser Archetype Power: A shadowmind may, as an immediate action, expend her psionic focus to reroll a save against any mind-affecting spell or effect. She must abide by the result of the second roll.

    Moderate Archetype Power: While psionically focused, a shadowmind may, as a standard action, establish a mental link with any creature within 100' for as long as she concentrates on doing so. If the target is unwillling, it receives a Will save (DC = 10 + 1/2 the shadowmind's level + the shadowmind's Intelligence modifier) to resist; if successful on this save, the target cannot be affected by this ability for 24 hours. Even if the target makes its save, however, it is not aware of the attempt to invade its mind. The shadowmind cannot control any of the creature's actions, but she does perceive the world through the creature's senses. Treat this like the sense link power, except that the shadowmind can perceive multiple senses at once. The shadowmind may also have the target creature perceive her senses instead, though it must be willing.

    Greater Archetype Power: A shadowmind gains cloud mind as a bonus power known. If she already knew it, she may instead pick any other 2nd-level power from her list and add to her list of powers known. In addition, while manifesting cloud mind, she may shorten the spell's duration to affect additional targets. She may select a number of targets equal to her class level, instead of a single target. However, if she does so, the power's duration is changed to one round per level.

    Soulknife


    Lesser Archetype Power: A soulknife gains the ability to form a mind blade, as the base soulknife ability, with the following caveats: she may form the mind blade into any simple or martial weapon that does slashing or piercing damage and is appropriate for a creature of her size. She is automatically considered proficient with her mind blade. She may choose to create two identical mind blades and dual wield them, but both weapons must be light. She may do so as a free action once per round. She may throw a mind blade as a ranged weapon with a range increment of thirty feet.

    Moderate Archetype Power: When making a sneak attack, a soulknife may forgo sneak attack dice to debilitate her opponents' minds. For each die she forgoes in this way, she deals 1 point of ability damage to either Intelligence, Wisdom, or Charisma.

    Greater Archetype Power: While psionically focused, a soulknife may apply a weapon special ability with a price no greater than +1 to his mind blade (if he chooses to dual-wield, he must apply the same enchantment to both weapons). The special ability is selected the first time the soulknife manifests her mind blade each day, and may be changed by spending five minutes in meditation.


    Changelog:
    3/25/16: Class originally posted.


    The Monk


    Spoiler
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    Designer's Notes:
    Spoiler
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    The challenge with the monk isn't filling dead levels; it's making the abilities that it does get strong or relevant enough to compete. While I've kept the spirit of most of its signature abilities, I have tried to make them more powerful in general. This version of the monk is slightly more versatile, excelling at combat maneuvers and gaining free, mutable weapon enhancements. She's fast, she's acrobatic, and she has formidable spell resistance and saves. She's also hopefully less MAD.

    As far as archetypes go: the kensai is your damage dealer and weapon master, the ninja is your stealthy skill monkey, and the sacred fist gains clerical spellcasting and healing.

    Also note: no alignment requirements, because those are dumb.


    HD: d8
    Class Skills: Balance, Climb, Concentration, Decipher Script, Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (local), Knowledge (religion), Listen, Move Silently, Profession, Sense Motive, Speak Language, Spot, Swim, Tumble
    Skill Points: 6 + Int per level (4x at 1st)

    Level BAB Saves Special Unarmed Damage Speed Bonus AC Bonus
    Fort Ref Will
    1st +1 +2 +2 +2 Archetype Power (Lesser), Armor Class Bonus, Fists of Fury, Flurry of Blows 1d6 0 0
    2nd +2 +3 +3 +3 Evasion, Fleet of Foot, Versatile Combatant 1d6 10' 0
    3rd +3 +3 +3 +3 Archetype Power (Moderate), Ki Strike (+1), Still Mind 1d6 10' +1
    4th +4 +4 +4 +4 Diamond Body, Tuck and Roll 1d8 10' +1
    5th +5 +4 +4 +4 Diamond Soul, Wave Fist 1d8 20' +1
    6th +6/+1 +5 +5 +5 Archetype Power (Greater), Pinnacle of Harmony, Ki Strike (+2) 1d10 20' +2

    Weapon and Armor Proficiency: The Monk is proficient with all simple weapons and any weapon designated as a "special monk weapon." She is also proficient with light armor.

    Archetype Power: At 1st level, the Monk chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Monk a different set of abilities at levels 1, 3, and 6, as noted below.

    Armor Class Bonus: As long as the Monk is wearing light or no armor, and is carrying a light load or less, she gains her Wisdom or Intelligence modifier, whichever is higher, as a bonus to her armor class. This applies against touch attacks and when she is flat-footed, but not when she is helpless or immobilized.

    At 3rd level, and again at 6th, the armor class bonus granted by this ability increases by +1.

    Fists of Fury: The Monk gains Improved Unarmed Strike as a bonus feat, and her natural attacks deal damage according to the column in her class table. She may make unarmed attacks with any part of her body, and so may do so with her hands full. She applies her full Strength bonus to all unarmed attacks. Her unarmed attacks are considered both natural and manufactured weapons for the purposes of spells or effects that improve those respective weapons. She also gains Stunning Fist as a bonus feat.

    At 4th level, the critical threat range and multipler of the Monk's unarmed attacks increase, to 19-20 and x3, respectively.

    Flurry of Blows: When in light or no armor, the Monk may strike with a flurry of blows, using her natural attacks or a special monk weapon. By doing so, she gains one extra attack in a round at her full base attack bonus. She must use a full-attack action to do so, and she takes a -2 penalty to all attacks made in that round (including attacks not made on her turn, such as attacks of opportunity).

    At 3rd level, the Monk no longer takes the -2 penalty to her attacks when using this ability.

    At 6th level, the Monk may flurry as a standard action.

    Evasion: As the base monk ability.

    Fleet of Foot: The Monk gains a bonus to her base land speed as given in her class table. She only gains this bonus when wearing light or no armor.

    Versatile Combatant: The Monk excels at combat maneuvers, and using their opponents' strength against them. She is treated as if she had the following feats, even if she does not meet their requirements: Combat Expertise, Combat Reflexes, Improved Grapple, Improved Trip, and Improved Disarm. Additionally, she gains a bonus on all combat maneuvers equal to her Wisdom or Intelligence modifier, whichever is higher.

    Ki Strike: The Monk's unarmed strikes receive a +1 enhancement bonus, and are considered magic for the purposes of overcoming damage reduction.

    At 6th level, the enhancement bonus on her unarmed strikes increases to +2, or she may choose any weapon special ability with a price of +1 and have that ability applied to her unarmed strikes. By spending five minutes in meditation, she may change that special ability to any other with a price of +1, or the standard +2 enhancement bonus. For example, she may choose to strike with +2 fists, or with +1 flaming fists.

    Still Mind: The Monk becomes immune to hostile charm or compulsion effects.

    Tuck and Roll: Any damage that the Monk takes from falling is converted to nonlethal damage. She does not take any damage whatsoever for the first 30 feet of falling distance.

    Diamond Body: The Monk becomes immune to all diseases, supernatural or otherwise.

    Diamond Soul: The Monk gains spell resistance equal to 10 + her level + her Wisdom or Intelligence modifier, whichever is higher. This spell resistance only applies against hostile or unwanted spells or effects; the Monk may accept beneficial spells from her allies without needing to consciously lower her spell resistance.

    Wave Fist: The Monk's attacks with her unarmed attacks, or with special monk weapons, gain an additional five feet of range, effectively giving her reach with those weapons. However, she is still able to attack opponents in adjacent squares.

    Pinnacle of Harmony: Once per day, the Monk may make use of one of the following abilities.

    Arcane Deflection: For the remainder of the encounter, whenever the Monk is targeted by a hostile spell (or spell-like ability), and the spell does not overcome her spell resistance, it rebounds and affects the caster instead. Activating this ability is an immediate action.

    Flying Leap: For the remainder of the encounter, the Monk gains a fly speed equal to her base land speed, with average maneuverability. However, she must begin and end each round standing on solid ground; if she does not, she begins to fall. Activating this ability is a swift action.

    Quivering Palm: For the next round, all successful attacks made by the Monk forces the target(s) to make a Fortitude save (DC = 10 + half the Monk's level + the Monk's Intelligence or Wisdom modifier, whichever is higher), or immediately die. This is a death effect, and does not effect creatures with indiscernible anatomies, or that are otherwise immune to critical hits. Activating this ability is a swift action.

    Archetypes:

    Spoiler
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    Kensai

    Lesser Archetype Power: A kensai is proficient with all martial weapons. She may use her flurry of blows ability with any weapon that she is proficient with.

    Moderate Archetype Power: A kensai receives an additional +1 enhancement bonus to her unarmed strikes from her ki strike ability (and may trade it for special abilities as noted in the Ki Strike entry - her unarmed strikes have a total enhancement bonus of +2 at 4th level, and +3 at 6th). In addition, she may transfer this enhancement bonus or any special abilities she selects to any manufactured simple, martial, or special monk weapon that she holds.

    Greater Archetype Power: As a swift action, a kensai can charge her fists or her weapons with power. For the next round, all attacks made by the kensai deal maximum damage. The kensai may use this ability a number of times per day equal to her Strength modifier. Her wave fist ability now functions with any weapon she is proficient with.

    Ninja

    Lesser Archetype Power: When a ninja strikes an opponent in melee that is denied their dexterity bonus to AC, she deals an additional +1d6 damage. This additional damage increases by +1d6 at 3rd level, and again at 6th. This ability cannot be used against creatures with indiscernible anatomies or who are otherwise immune to critical hits. This ability counts as sneak attack for the purpose of qualifying for feats or any other ability requiring sneak attack.

    A ninja also gains Disable Device and Open Lock as class skills, and the Trapfinding ability.

    Moderate Archetype Power: A ninja gains a ki pool, which contains a number of ki points equal to half her level plus her Intelligence modifier. As a swift action that does not provoke an attack of opportunity, the ninja can expend a single ki point to use one of the following abilities.

    Ki Dodge: The ninja gains 20% concealment for a single round. This ability may be used as an immediate action.

    Ghost Sight: For the remainder of the encounter, the ninja can see invisible and ethereal creatures.

    Ki Fade: The ninja becomes invisible for a single round, as per the spell.

    Greater Archetype Power: A ninja's ki pool is now equal to her full level plus her Intelligence modifier. By expending two ki points as a swift action, a ninja can use one of the following abilities:

    Ki Jump: The ninja may teleport up to 30 feet, in any direction that she has line of sight to. This ability may be used as an immediate action.

    Greater Ki Dodge: The ninja gains 50% concealment for a single round. This ability may be used as an immediate action.

    Paralyzing Palm: The next successful attack made by the ninja forces the target to make a Fortitude save (DC = 10 + half the ninja's level + the ninja's Intelligence modifier) or immediately become paralyzed for a number of rounds equal to the ninja's Intelligence modifier.

    Sacred Fist

    Lesser Archetype Power: A sacred fist gains the ability to cast a limited number of divine spells, drawn from the Cleric list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Cleric list. Her spellcasting attribute is Wisdom. She gains bonus spells for having a high Wisdom, and must have a Wisdom score of at least 10 + the level of the spell in question to cast it. The DC of a sacred fist's spells are equal to 10 + 1/2 her level + Wisdom modifier.

    Moderate Archetype Power: A sacred fist can heal herself or her companions as a swift action. To use this on someone other than herself, she must be able to touch them. She may heal a number of hit points per day equal to her class level multiplied by twice her Wisdom modifier.

    Greater Archetype Power: A sacred fist may now cast and channel a touch spell as part of an melee attack as a standard action. If the attack is successful, it deals damage normally and the spell's effect is resolved. Casting a spell in this way does not provoke attacks of opportunity.

    Level Spells Per Day
    0 1 2 3
    1st 3 2 - -
    2nd 4 3 - -
    3rd 4 3 1 -
    4th 4 4 2 -
    5th 4 4 3 -
    6th 4 4 3 1


    Changelog:
    3/17/16: Class originally posted.
    3/22/16: Changed Ki Strike to require a base enhancement bonus of +1 before special abilities can be added. Was a bit wary of giving the kensai a holy greatsword at level 3.
    4/5/16: Sacred fist gains casting from level 1, but loses Warlock spell access.
    4/6/16: Limited kensai's ability to transfer enhancement bonus to weapons to martial weapons only, per Sahleb's suggestion. Gave monk full BAB.

  6. - Top - End - #6
    Ogre in the Playground
     
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    Feb 2009
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    Default Re: Gnorman's E6 Compendium, Volume 3

    The Paladin


    Spoiler
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    Designer's Notes:
    Spoiler
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    The E6 Paladin is a combination of my old Zealot and Sentinel classes - it's a martial class that focuses on taking punishment and dishing it right back. To do that, it gains two signature abilities: the first, the Paladin's Challenge, is a combination of the Knight's Challenge and the Paladin's Smite Evil feature. She gets normal smite damage against a foe for the remainder of the encounter, which increases significantly if her challenged foe ignores her in combat. Because she's going to be the target of many attacks with this ability, she gets her Holy Shield, providing her with a significant boost to armor class, damage reduction, energy resistance, and even lets her strike back at her foes with the force of their own attacks. She also gets to choose from a wide array of auras, allowing her to specialize in a particular type of buffing potential. An offensive paladin might like auras that give her bonuses to Strength checks and weapon damage; a defensive one might prefer auras that give her and her allies bonuses to save against fear, disease, poison, etc.

    Archetypes include the Champion, who amps up the Paladin abilities to 11, the Hospitaler, who gains clerical spellcasting, and the Templar, who is a tactical anti-mage device.


    Alignment: Any.
    HD: d12
    Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Profession, Ride, Sense Motive
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Saves Special Auras Known
    Fort Ref Will
    1st +1 +2 +0 +2 Archetype Power (Lesser), Holy Shield, Lay on Hands, Paladin's Challenge 0
    2nd +2 +3 +0 +3 Divine Grace, Paladin's Aura 1
    3rd +3 +3 +1 +3 Archetype Power (Moderate), Holy Shield (retribution), Turn Undead 1
    4th +4 +4 +1 +4 Bonus Feat, Weapon of Faith 2
    5th +5 +4 +1 +4 Greater Challenge, Holy Shield (resistance) 2
    6th +6/+1 +5 +2 +5 Archetype Power (Greater), Greater Aura, Pinnacle of Protection 3

    Weapon and Armor Proficiency: The Paladin is proficient with all simple and martial weapons, all armor (heavy, medium, and light) and shields (including tower shields).

    Archetype Power: At 1st level, the Paladin chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Paladin a different set of abilities at levels 1, 3, and 6, as noted below.

    Holy Shield: As a move action, the Paladin may summon a shield made of force and powered by her conviction. Treat this shield as a heavy steel shield, except that it is weightless and does not apply an armor check penalty. The Paladin adds her Charisma bonus or her class level, whichever is lower, to the shield bonus provided by this shield. This shield lasts as long as it remains in the Paladin's possession; while she may let it go momentarily or throw it, it dissipates if it is out of her grasp for more than three rounds, or if she resummons it. If she is knocked unconscious or slain, it also dissipates. She may also dismiss her shield as a free action.

    At 3rd level, each time the Paladin takes any kind of damage (before modifiers such as damage reduction or resistance), an equal amount of damage is stored in the shield, in a damage pool. The amount of damage that the shield can store is theoretically limitless; however, it loses all damage in the pool at the end of the combat encounter. At any point while the shield has damage stored in the pool, the Paladin may release that damage as part of a shield bash, or similar attack (such as by throwing her shield). If the shield bash is successful, the target of the attack takes additional damage equal to the amount of damage stored in the pool.

    At 5th level, the Paladin's shield now provides her with damage reduction equal to half her total shield bonus. This damage reduction is not negated by any weapon type. She also gains resistance to energy equal to her total shield bonus for the following energy types: fire, lightning, cold, and acid.

    Lay on Hands: As the base paladin ability, except that the Paladin may cure a total amount of damage per day equal to three times her class level, multiplied by her Charisma bonus.

    Paladin's Challenge: Once per encounter, the Paladin may issue a challenge to a single opponent that she can see. For the remainder of the encounter, against that opponent, she gains a bonus to attack rolls equal to her Charisma modifier and deals additional weapon damage equal to her class level. However, if the challenged opponent fails to attack or otherwise target the Paladin with a harmful spell or ability in a particular turn, the Paladin's weapon damage bonus for the following turn is instead equal to her class level multiplied by her Charisma modifier. This increased bonus does not apply in the same turn that the Paladin makes her challenge; she must give the challenged target time to respond. For example, if a 3rd-level Paladin with 16 Charisma issues a challenge, she deals an additional 3 damage with her weapons in the initial turn. If the target attacks the Paladin, that bonus remains at 3. If, however, her target attacks one of her allies instead, on the following turn (and for all following rounds in which the target fails to target the Paladin), the Paladin deals an additional 9 weapon damage.

    This ability functions even against creatures who do not speak her language, or unintelligent or mindless ones.

    Divine Grace: The Paladin gains a bonus on all saves equal to her Charisma bonus, if positive.

    Paladin's Aura: The Paladin learns to project auras that provide her and her allies with beneficial effects. At 2nd level, and again at 4th and 6th levels, she may choose one aura and gain its effects. The Paladin may only project one aura at a single time; however, she may change which aura she projects as a standard action. Unless otherwise noted, the aura has a range of 10' from the Paladin, and she must be conscious to project it. The bonus provided by a Paladin aura is generally a sacred bonus. Multiple Paladin auras of the same type do not stack.

    Turn Undead: As the base paladin ability, except that the Paladin turns as a cleric of her class level.

    Bonus Feat: The Paladin selects a single bonus feat and gain its benefits. She must still meet its prerequisites, and it must be drawn from feats noted as fighter feats. Once per day, the Paladin may spend five minutes in meditation to change this bonus feat to any other fighter feat that she qualifies for. For the purposes of this ability, treat the Paladin as if she had a fighter level equal to her class level.

    Weapon of Faith: The Paladin chooses one alignment component, out of chaos, evil, good, or law. Unless she is True Neutral (in which case she may choose any alignment component), her personal alignment must contain that alignment component (i.e. a Lawful Good Paladin could select good or law; a Neutral Good Paladin could select only good). Her weapons now overcome damage reduction as if they were aligned with that component.

    Greater Challenge: When issuing a challenge, the Paladin may now target a number of opponents equal to her Charisma modifier. Additionally, for each opponent challenged beyond the first, the Paladin gains fast healing 1 for as long as that opponent targets her. For example, if she challenges four foes, she gains fast healing 3 in each round where those foes target her with an attack or hostile effect. If two of those foes choose to target her allies, she only gains fast healing 1.

    Greater Aura: The Paladin may now project two auras at a single time.

    Pinnacle of Protection: Once per day, the Paladin may make use of one of the following abilities.

    Deathless Retribution: For a number of rounds equal to the Paladin's Charisma modifier, the Paladin cannot be killed by damage. She can fight while disabled or dying with no penalty, and does not die if reduced to -10 hit points, or even lower. When this ability ends, the Paladin is healed of all damage done while this ability was active. In addition, the Paladin selects one opponent that she can see. That opponent immediately takes an amount of damage (lethal or non-lethal, at the Paladin's election) equal to the amount of damage dealt to the Paladin while this ability was active. Activating this ability requires an immediate action.

    Divine Shield: The Paladin turns her shield into a hemisphere of force. Treat this as a wall of force spell, except that the area of effect is a 20' radius sphere centered on the Paladin's location. Any creature she does not wish to remain in the sphere is pushed out to the edge. This ability lasts a number of rounds equal to the Paladin's Charisma modifier, though she may end the effect as a free action at any point within this duration. Activating this ability requires an immediate action.

    Wings of Faith: For the remainder of the encounter, the Paladin gains a fly speed equal to her base land speed, with good maneuverability. Activating this ability requires a swift action.

    Archetypes:

    Spoiler
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    Champion

    Lesser Archetype Power: Instead of a heavy steel shield, a champion's Holy Shield is treated as a tower shield, although she may still treat is as a heavy steel shield if it would be more advantageous for her to do so, such as for certain feats or abilities. All other characteristics (weightlessness, etc.) of the Holy Shield apply. However, despite being a tower shield, it does not apply a penalty to her attacks, and she may bash with it (dealing 1d8 bludgeoning damage for a Medium Paladin). When using her shield to take total cover, which she may do as a move action, she does not give up her shield bonus to armor class, and she is not required to give up her attacks for the round.

    Moderate Archetype Power: The range of a champion's aura extends out to 30', and she may change which aura she projects as a swift action. She may now wield her shield as a throwing weapon with a range increment of 20 feet, and the returning special ability. It deals 1d8 bludgeoning damage, plus her Strength bonus. She may also make a ranged touch attack to initiate a trip attempt. The target may resist as normal, but may not initiate a trip attempt in response. The Paladin does not receive her size bonus as a bonus to this trip attempt.

    Greater Archetype Power: A champion ignores all damage reduction possessed by any opponent under the effects of her Paladin's Challenge ability. In addition, the damage reduction and energy resistance provided by her Holy Shield ability is instead equal to her full Charisma bonus.

    Hospitaler

    Lesser Archetype Power: A hospitaler gains the ability to cast a limited number of divine spells, drawn from the Cleric list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Cleric list. Her spellcasting attribute is Charisma. She gains bonus spells for having a high Charisma, and must have a Charisma score of at least 10 + the level of the spell in question to cast it. The DC of a hospitaler's spells are equal to 10 + 1/2 her level + Charisma modifier.

    Moderate Archetype Power: Whenever a hospitaler uses her Lay on Hands ability, she may remove one of the following negative effects from the target: dazed, diseased, fatigued, shaken, or sickened. She may also use this ability at a range of Close, and as a swift action.

    Greater Archetype Power: A hospitaler may now cast spells with a range of personal or touch on herself as a swift action, provided that they normally required a standard action.

    Level Spells Per Day
    0 1 2 3
    1st 3 2 - -
    2nd 4 3 - -
    3rd 4 3 1 -
    4th 4 4 2 -
    5th 4 4 3 -
    6th 4 4 3 1

    Templar

    Lesser Archetype Power: Any opponent under the effects of the Paladin's Challenge ability is considered distracted. The Concentration DC to overcome this distraction is equal to 10 + 1/2 the templar's level + the templar's Charisma modifier. In addition, a templar may use detect magic as a spell-like ability at will, with an effective caster level of her class level.

    Moderate Archetype Power: A templar adds the following aura to her known auras.

    Aura of Denial
    Benefits: The Paladin gains spell resistance equal to 10 + twice her class level. Allies within range gain spell resistance equal to 10 + her class level. This spell resistance only applies to hostile effects; beneficial or harmless ones are not affected.

    In addition, a templar gains an additional bonus on saves against spells or spell-like abilities equal to half her class level.

    Greater Archetype Power: A number of times per day equal to her Charisma bonus, a templar may cast dispel magic as a spell-like ability. Her caster level for this ability is equal to twice her level plus her Charisma bonus, and it may exceed the normal maximum of +10. She may, however, only use the "targeted dispel" option of the spell.


    Paladin Auras:


    Spoiler
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    Aura of Athleticism
    Benefit: The Paladin gains a bonus to Balance, Climb, Tumble, and Swim checks equal to her Charisma bonus. All allies within range gain a bonus to Balance, Climb, Tumble, and Swim checks equal to half this amount.

    Aura of Awareness
    Benefit: The Paladin gains a bonus to Search, Spot, and Listen rolls equal to her Charisma bonus. All allies within range gain a bonus to Search, Spot, and Listen rolls equal to half her Charisma bonus.

    Aura of Caution
    Prerequisite: Aura of Awareness
    Benefit: The Paladin and all allies within range of her aura retain their Dexterity bonuses to armor class even if they are caught flat-footed or attacked by an invisible opponent.

    Aura of Cleansing
    Prerequisites: Aura of Purification
    Benefit: The Paladin becomes immune to poison. All allies within range receive a bonus on saves against poisons equal to the Paladin's Charisma bonus.

    Aura of Conviction
    Prerequisites: Aura of Courage, Aura of Grace
    Benefit: Whenever the Paladin or an ally within range of her aura fails a saving throw, they may immediately reroll it. They must abide by the results of the second roll.

    Aura of Courage
    Benefit: The Paladin becomes immune to fear, magical or otherwise. All allies within range of the aura receive a bonus on saves against fear effects equal to the Paladin's Charisma bonus.

    Aura of Destruction
    Prerequisite: Aura of Athleticism, Aura of Might
    Benefit: The Paladin gains a bonus on all weapon damage rolls equal to her Charisma bonus. All allies within range receive a bonus on all weapon damage rolls equal to half her Charisma bonus.

    Aura of Freedom
    Prerequisites: Aura of Resolve, Aura of Swiftness
    Benefit: The Paladin is permanently under the effects of a freedom of movement spell, with an effective caster level equal to her class level. All allies within range gain a bonus to saves against effects that would impede their movement equal to the Paladin's Charisma bonus.

    Aura of Grace
    Prerequisite: Aura of Courage
    Benefit: The Paladin's Divine Grace ability is extended to all allies within range of her aura.

    Aura of Guilt
    Prerequisite: Aura of Presence
    Benefit: The Paladin chooses one alignment component opposed to her own (chaos, evil, good, or law). A True Neutral Paladin may select any alignment component. Any opponent within range of her aura who possesses that alignment component takes divine damage equal to the Paladin's Charisma bonus whenever they successfully attack the Paladin or her allies.

    Aura of Health
    Prerequisites: Aura of Cleansing, Aura of Purification
    Benefit:The Paladin gains temporary hit points equal to her Charisma bonus each round. All allies within range gain temporary hit points equal to half that amount each round. These hit points are refreshed each round that the aura is active and subjects are within range, but do not stack; only the highest total applies.

    Aura of Might
    Prerequisite: Aura of Athleticism
    Benefit: The Paladin and all allies within range gain a bonus to all Strength checks equal to her Charisma bonus.

    Aura of Penitence
    Prerequisite: Aura of Presence, Aura of Guilt
    Benefit: The Paladin deals divine damage equal to her Charisma bonus each round to any opponent within range of her aura who possesses the alignment component she chose for her Aura of Guilt.

    Aura of Presence
    Benefit: The Paladin gains a bonus on Diplomacy, Intimidate, and Sense Motive rolls equal to her Charisma bonus. All allies within range gain a bonus on Diplomacy, Intimidate, and Sense Motive rolls equal to half this amount.

    Aura of Purification
    Benefit: The Paladin becomes immune to disease, magical or otherwise. All allies within range receive a bonus on saves against diseases equal to the Paladin's Charisma bonus.

    Aura of Resolve
    Benefit: The Paladin becomes immune to compulsion effects. All allies within range receive a bonus on saves against compulsion effects equal to the Paladin's Charisma bonus.

    Aura of Swiftness
    Prerequisite: Aura of Resolve
    Benefit: The Paladin gains a 10' bonus to her base land speed, and may move at her normal speed even while wearing medium or heavy armor, or carrying a medium or heavy load. All allies within range gain a 10' bonus to their base land speeds as well.

    Aura of Vigilance
    Prerequisite: Aura of Awareness, Aura of Caution
    Benefit: The Paladin and all allies within range of her aura cannot be flanked. All allies within range (including the Paladin) receive a bonus to initiative rolls equal to the Paladin's Charisma bonus.


    Changelog:
    3/24/16: Class originally posted, albeit in an unfinished state.
    3/25/16: Class completed.
    4/5/16: Hospitaler has spell access from level 1.


    The Psion


    Spoiler
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    Designer's Notes:
    Spoiler
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    Here's the Psion, which is largely unchanged from its core equivalent. It's the "caster" class of the three psionic classes, a category which will also include the Psychic Warrior and the Psychic Rogue (possibly called the Ardent and the Lurk, respectively). I've rounded out some of the emptier levels with minor abilities, as the Psion is already quite strong, even in the E6 environment. In previous editions, I restricted the psion's disciplines to only two or three; while I no longer think that is strictly necessary, I do worry that this versatility will leave them a bit on the more powerful side. I would welcome your thoughts on this matter.

    Archetypes should speak for themselves here - summoner, blaster, and controller. All three are generally quite good at their respective schtick. The constructor's astral buddies are bigger, stick around for longer, can be used as mobile artillery platforms. The Kineticist does fistfuls of energy damage. The telepath can affect anything with a language with her powers, and can charm multiple targets at once or suggest that they all jump off a cliff.

    Also, h/t to Surrealistik for the Constructor's Moderate ability. He suggested it four years ago and I'm still using it. It's that cool.


    HD: d4
    Class Skills: Autohypnosis, Bluff, Concentration, Craft, Diplomacy, Knowledge (architecture and engineering), Knowledge (local), Knowledge (psionics), Knowledge (the planes), Profession, Psicraft, and Sense Motive
    Skill Points: 2 + Int per level (4x at 1st)

    Level BAB Saves Special Power Points/Day Powers Known Maximum Power Level Known
    Fort Ref Will
    1st +0 +0 +0 +2 Archetype Power (Lesser), Manifesting, Psicrystal 2 3 1st
    2nd +1 +0 +0 +3 Inconstant Companion 6 5 1st
    3rd +1 +1 +1 +3 Archetype Power (Moderate) 11 7 2nd
    4th +2 +1 +1 +4 Energy Efficiency 17 9 2nd
    5th +2 +1 +1 +4 Bonus Feat 25 11 3rd
    6th +3 +2 +2 +5 Archetype Power (Greater), Pinnacle of the Mind 35 13 3rd

    Proficiencies: The Psion is proficient with simple weapons, but no armor or shields.

    Manifesting: The Psion manifests powers as the base psion. Her key ability modifier for manifesting powers is Intelligence. She may only select powers from the general psion list, unless otherwise noted.

    Archetype Power: At 1st level, the Psion chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the Psion a different set of abilities at levels 1, 3, and 6, as noted below.

    Psicrystal: The Psion gains Psicrystal Affinity as a bonus feat.

    Energy Efficiency: Whenever the Psion uses a metapsionic feat, the additional power points required to do so are reduced by one.

    Inconstant Companion: Once per day, as a full-round action, the Psion may change her psicrystal's personality to any other. If her psicrystal has more than one personality (such as via the Improved Psicrystal feat), she can change all of them at once.

    Bonus Feat: The Psion gains a bonus feat. She must meet its qualifications, and it must be a psionic feat, a metapsionic feat, or a psionic item creation feat.

    Pinnacle of the Mind: The Psion is no longer required to expend her psionic focus when using metapsionic feats. However, she may only apply a single metapsionic feat to a single manifestation.

    Archetypes

    Spoiler
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    Constructor


    Lesser Archetype Power: A constructor may manifest astral construct as a standard action, and her astral constructs last for an additional number of rounds equal to her Constitution bonus (if any).

    A constructor may select Metacreativity discipline powers when selecting powers known.

    Moderate Archetype Power: While psionically focused, a constructor may share senses with any construct within 10 feet per class level. She may manifest powers from that construct's space as if she occupied it for the purposes of determining range, origin square, and line of sight and effect. She may also use powers with a range of personal or touch on that construct.

    Greater Archetype Power: A constructor may expend her psionic focus when manifesting astral construct to increase her effective manifester level by up to half her Constitution modifier. This allows her to exceed the normal number of power points she can spend on the power, and stacks with other effects that increase her effective manifester level, such as the Overchannel feat.

    Kineticist


    Lesser Archetype Power: When manifesting a power than deals energy damage (cold, fire, electricity, or sonic), a kineticist deals an additional damage per die equal to half her Charisma bonus (minimum of zero). When casting such powers, she may also choose to deal acid or force damage; if she chooses the latter, the damage die of the power is reduced one step.

    A kineticist may select Psychokinesis discipline powers when selecting powers known.

    Moderate Archetype Power: While psionically focused, a kineticist gains resistance 10 to the energy type of her choice, out of acid, cold, fire, electricity, or sonic. She chooses the energy type upon gaining psionic focus, and may change it to any other type as a move action.

    Greater Archetype Power: When casting a power that deals energy damage, a kineticist may expend her psionic focus to cause the damage to continue for multiple rounds. For a number of additional rounds equal to the kineticist's Charisma bonus (if any), the target(s) takes half again the damage caused in the previous round.

    Thrallherd


    Lesser Archetype Power: A thrallherd gains a bonus on opposed Charisma checks to convince charmed targets to complete dangerous tasks equal to her Wisdom bonus (if any). Charmed targets will still refuse to carry out blatantly suicidal orders. The target of her charm powers do not receive the normal +5 bonus to the save for being threatened or attacked by the thrallherd or her allies.

    A thrallherd may select Telepathy discipline powers when selecting powers known.

    Moderate Archetype Power: While psionically focused, a thrallherd gains the supernatural ability to communicate telepathically with any creature within 60' that has a language.

    Greater Archetype Power: When manifesting a power of the Telepathy discipline, a thrallherd may expend her psionic focus to target a number of additional creatures with the power equal to half her Wisdom bonus. Any additional creatures targeted must be within the range of the original power.


    Changelog:
    3/18/16: Class originally posted.


    The Ranger


    Spoiler
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    Designer's Notes:
    Spoiler
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    This is a pretty straightforward translation of the 3.5 Ranger into my E6 environment. This version is decidedly not a two-weapon fighter, although perhaps I will introduce an archetype in that vein. This Ranger is a mobile archery specialist, focusing on single target damage. Skirmish is added as a convenient solution to bring ranged damage up to par, while also encouraging the Ranger to stay on the move. The Ranger does not stand up well in melee combat, but has an animal companion, at full progression, to provide a distraction. As with previous editions, my goal with these E6 classes is to round out dead levels and create martial classes that can keep pace with spellcasters.

    As a side note, the beastmaster's Moderate ability allows her to choose a shapeshifting Form, which is a mechanic I have not posted yet. Suffice it to say, it's very similar to the Shapeshift mechanic included in the PHBII. The Beastmaster will be able to change into one specific animal form, while the Druid will be able to select three or four over the course of six levels.


    HD: d8
    Class Skills: Balance, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope
    Skill Points: 6 + Int per level (4x at 1st)

    Level BAB Saves Special
    Fort Ref Will
    1st +1 +2 +2 +0 Archetype Power (Lesser), Skirmish +1d6, Animal Companion, Wild Empathy
    2nd +2 +3 +3 +0 Favored Enemy, Hunter's Mark
    3rd +3 +3 +3 +1 Archetype Power (Moderate), Skirmish +2d6
    4th +4 +4 +4 +1 Bonus Feat, Evasion
    5th +5 +4 +4 +1 Skirmish +3d6, Bane of Enemies, Camouflage
    6th +6/+1 +5 +5 +2 Archetype Power (Greater), Greater Skirmish, Pinnacle of Survival

    Weapon and Armor Proficiency: The Ranger is proficient with all simple and martial weapons, light armor, and light shields.

    Archetype Power: At 1st level, the Ranger chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Ranger a different set of abilities at levels 1, 3, and 6, as noted below.

    Animal Companion: The Ranger has an animal companion, as per the druid ability. The Ranger's effective druid level is equal to her class level.

    Skirmish: The Ranger deals an additional 1d6 damage on all attacks she makes during any round where she moves at least 10 feet away from where she was at the start of her turn. This damage only applies to attacks made after she was moved 10 feet, and during the Ranger's own turn.

    Creatures immune with no discernible anatomies or otherwise immune to precision damage are immune to this ability.

    Wild Empathy: As the ranger ability of the same name, only the Ranger may use her Intelligence or Wisdom modifier on the check, whichever is higher, instead of her Charisma modifier.

    Favored Enemy: The Ranger selects a favored enemy, gaining the listed bonuses as well as a bonus to attack rolls against that favored enemy. However, unlike the core ability, the bonus that she receives from this ability is equal to the highest of either: her Intelligence modifier, her Wisdom modifier, or +2. Additionally, if her favored enemy is immune to precision damage, she may ignore such immunity for her skirmish ability, although her skirmish damage is halved.

    Hunter's Mark: Once per encounter, as a swift action, the Ranger may mark a single opponent within 60'. She must be aware of the opponent and able to perceive it somehow, although she does not have to actually see the opponent (she may designate invisible opponents as her mark, for example, if she succeeds on the appropriate Listen check). For the remainder of the encounter or until that opponent dies or becomes disabled, the Ranger ignores any miss chance from concealment or armor class bonuses from cover that the mark benefits from, and bypasses up to five points of any damage reduction that the mark possesses. If the opponent remains within 60', she is aware of its exact location no matter what; if the opponent moves outside of that range, she is aware of the general direction that her mark is in relation to her, but not its exact location until she comes within 60' of it again.

    Bonus Feat: The Ranger may select a bonus feat and gain its benefits. She must still meet its prerequisites, and it must be drawn from feats noted as fighter feats. Once per day, the Ranger may spend five minutes in meditation to change this bonus feat to any other fighter feat that she qualifies for. For the purposes of this ability, treat the Ranger as if she had a fighter level equal to her class level.

    Evasion: As the rogue ability.

    Bane of Enemies: The Ranger selects an additional favored enemy. When used against her favored enemies, any weapon she wields is considered to have the bane property for the appropriate enemy type. If the weapon is already a bane weapon, this ability has no effect. Finally, once per day, she may spend five minutes in meditation to replace one of her chosen favored enemies with another type.

    Camouflage: The Ranger may use the Hide skill in any natural terrain, even without any cover or concealment.

    Greater Skirmish: The Ranger may now make a full attack with a ranged weapon as a standard action, so long as she moves at least 10 feet in the same round.

    Pinnacle of Survival: Once per day, the Ranger may make use of one of the following abilities.

    Feral Companion: The Ranger's may cast animal growth on her animal companion. Treat this as a spell-like ability with an effective caster level of 6, except that this ability can only affect a single animal. Activating this ability is a swift action.

    Peerless Stalker: For the remainder of the encounter, the Ranger may use the Hide skill even while being observed. Activating this ability is a swift action.

    Slaying Arrow: The Ranger declares a single ranged attack to be a Slaying Attack. Making such an attack requires a full attack action. If the attack hits and deals damage to the target, the target must make a Fortitude save (DC = 10 + 1/2 the Ranger's level + the Ranger's Dexterity modifier) or be instantly reduced to 0 hit points. Unlike the magic item of the same name, this is explicitly not a death effect, and spells like death ward do not protect against it.

    Archetypes:

    Spoiler
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    Beastmaster

    Lesser Archetype Power: Any animal companion that a beastmaster possesses is more powerful than most, gaining an inherent bonus to its Strength and Constitution scores equal to the beastmasters' Wisdom or Intelligence modifier, whichever is higher. In addition, as a full-round action, a beastmaster may touch her animal companion, healing it up to a total amount of damage per day equal to the Ranger's class level multiplied by the higher of her Wisdom or Intelligence modifier. She may spend all of her healing pool at once, or she may mete it out in smaller increments over the course of the day.

    Moderate Archetype Power: A beastmaster gains one Shapeshifting Form, as per the Druid ability. In addition, her animal companions also ignore the damage reduction or miss chance from concealment of opponents designated by her Hunter's Mark ability, and gain a +2 bonus to attack and damage rolls against such opponents.

    Greater Archetype Power: A beastmaster gains a second animal companion. Her effective druid level for this second companion is equal to half her class level. Her animal companion healing pool is now also tripled.

    Deepwood Sniper

    Lesser Archetype Power: A deepwood sniper only takes a -10 penalty to her Hide check when sniping, and may attempt to hide after making a ranged attack as a swift action. She may also attempt to move at her full speed while hiding without taking the normal -5 penalty on the check.

    Moderate Archetype Power: If a deepwood sniper reduces her mark to 0 or fewer hit points, she may, as a free action, mark a new opponent for the remainder of the encounter. She may do this as many times per encounter as there are opponents to kill or disable.

    Greater Archetype Power: If a deepwood sniper successfully attacks an opponent who is denied her Dexterity bonus to AC, her skirmish damage is maximized. If that enemy is also one of her favored enemies, the damage from her weapon's bane property is also maximized.

    Holt Warden

    Lesser Archetype Power: A holt warden gains the ability to cast a limited number of divine spells, drawn from the Druid list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Druid list. Her spellcasting attribute is either Wisdom or Intelligence, at the player's election; however, once chosen, this cannot be undone. She gains bonus spells for having a high spellcasting attribute, and must have a spellcasting attribute of at least 10 + the level of the spell in question to cast it. The DC of a holt warden's spells are equal to 10 + 1/2 her level + her spellcasting attribute's modifier.

    Moderate Archetype Power: A holt warden gains a 10' bonus to her land speed, and may move through any sort of natural undergrowth at her normal speed and without taking damage. In addition, as part of her Skirmish ability, a holt warden gains a +1 competence bonus to armor class for every 10 feet she moves in a single round. This bonus applies as soon as she moves at least 10 feet (and increases appropriately for every 10 feet of movement thereafter), and lasts until the start of her next turn.

    Greater Archetype Power: A holt warden may, as a full-round action, join her spirit with that of her animal companion. Her animal companion must be within 30' of her to activate this ability. While joined, she sees through its eyes, controls its actions directly, and may cast spells as if she occupied the same location as her animal companion, even spells that require somatic or verbal components. While she is joined with her animal companion, her own body is motionless and vulnerable, but she may end this ability as a free action, returning her consciousness to her original form.

    Level Spells Per Day
    0 1 2 3
    1st 3 2 - -
    2nd 4 3 - -
    3rd 4 3 1 -
    4th 4 4 2 -
    5th 4 4 3 -
    6th 4 4 3 1


    Changelog:
    3/14/16: Class originally posted.
    3/18/16: Slaying Arrow changed to Pinnacle of Survival; additional options added. Medium armor proficiency removed.
    4/5/16: Holt warden cleric casting removed, but gains spellcasting from level 1 on, and the ability to possess her animal companion, to compensate.

  7. - Top - End - #7
    Ogre in the Playground
     
    Gnorman's Avatar

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    Feb 2009
    Location
    Cascadia
    Gender
    Male

    Default Re: Gnorman's E6 Compendium, Volume 3

    The Rogue


    Spoiler
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    Designer's Notes:
    Spoiler
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    Boom, rogue.


    HD: d6
    Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope
    Skill Points: 8 + Int per level (4x at 1st)

    Level BAB Saves Special Luck Points
    Fort Ref Will
    1st +0 +0 +2 +0 Archetype Power (Lesser), Rogue's Luck, Sneak Attack +1d6, Trapfinding 3
    2nd +1 +0 +3 +0 Blindside, Evasion 4
    3rd +2 +1 +3 +1 Archetype Power (Moderate), Always Prepared, Sneak Attack +2d6 4
    4th +3 +1 +4 +1 Better Lucky Than Good, Uncanny Dodge 5
    5th +3 +1 +4 +1 Opportunity Knocks, Sneak Attack +3d6 5
    6th +4 +2 +5 +2 Archetype Power (Greater), A Dashing Rogue, Pinnacle of Guile 6

    Weapon and Armor Proficiency: The Rogue is proficient with all simple weapons, and the hand crossbow, rapier, sap, shortbow, and short sword. The Rogue is also proficient with light armor, but not with shields.

    Archetype Power: At 1st level, the Rogue chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Rogue a different set of abilities at levels 1, 3, and 6, as noted below.

    Rogue's Luck: The Rogue has a small pool of Luck points that allow her to gain advantages both in combat and out. The Rogue's maximum pool of Luck is equal to the number given in the class table for the appropriate level. At the beginning of an encounter, the rogue begins with a full Luck pool, which replenishes itself over time naturally - in combat, the Rogue regains one point of Luck at the end of her turn each round; out of combat, the Rogue regains one point of luck each minute. The Rogue may spend one or more Luck points as a free action, usually in concert with another die roll. However, the Rogue must choose to spend Luck points before rolling. By spending these points, the Rogue may add additional dice to the roll, increase her damage, or achieve other effects, listed below.

    Lucky Break: By spending one Luck point a part of an attack, skill, or saving throw roll, the Rogue may roll an additional d4 and add the result of that die to her check. The Rogue may also spend additional Luck on the same roll; for each additional point of Luck spent, the additional die increases in size by one step, to a maximum of a d12.

    Canny Dodge: By spending two Luck points, the Rogue gains a dodge bonus to her AC equal to her Intelligence bonus against the next attack made against her.

    Swift Wind: By spending two Luck points, the Rogue increases all of her movement speeds by 10' for one round.

    The Right Angle: For every two Luck points spent as part of a sneak attack, a rogue deals an additional 1d6 of sneak attack damage.

    Sneak Attack: As the base rogue ability, except that the Rogue may sneak attack creatures with indiscernible anatomies or otherwise immune to critical hits, but her sneak attack damage is halved.

    Trapfinding: As the base rogue ability.

    Blindside: The rogue gains a +4 bonus to attacks made while flanking, instead of +2. Sneak attacks made while flanking add an additional point of damage per die.

    Evasion: As the base rogue ability.

    Uncanny Dodge: As the base rogue ability.

    Always Prepared: The Rogue has a near-magical ability to always have the right tool for the job. A number of times per day equal to her Intelligence modifier, she can reach into her pack as a full-round action and pull out any mundane or alchemical item with a value of 100gp or less. The object can weigh no more than 10 lbs. The item ceases to function or breaks apart into useless pieces after one hour.

    Better Lucky Than Good: The Rogue now regains Luck points at a rate of two per round while in combat, and two per minute while out.

    Opportunity Knocks: If the Rogue successfully sneak attacks an opponent who is completely unaware of her presence, her sneak attack damage is maximized. This only applies to the first sneak attack the Rogue makes - as soon as the target feels the first knife in his kidney, he is considered "aware of her presence."

    A Dashing Rogue: The Rogue may select one special ability, and gain its benefits.

    Pinnacle of Guile: Once per day, the Rogue may make use of one of the following abilities.

    Close Shave: The Rogue may negate any attack or spell that would otherwise have brought her to 0 or negative hit points, as if the attack had missed or the spell had failed. She may then immediately take a move action. This ability may be activated as an immediate action.

    Ghost of a Chance: For the remainder of the encounter, the rogue gains concealment and may hide in plain sight, as the Shadowdancer ability. This ability may be activated as a swift action.

    Seven-Leaf Clover: The Rogue may spend Luck points to alter a roll even after the results of the roll have been announced. This ability may be activated as a free action.

    Archetypes:

    Spoiler
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    Arcane Trickster

    Lesser Archetype Power: An arcane trickster gains the ability to cast a limited number of arcane spells, drawn from the Sorcerer list. She may cast a number of spells per day as noted in the table below. She does not need to prepare these spells in advance, and is treated as if she knows all the spells on the Sorcerer list. Her spellcasting attribute is Charisma. She gains bonus spells for having a high Charisma, and must have a Charisma score of at least 10 + the level of the spell in question to cast it. The DC of an arcane trickster's spells are equal to 10 + 1/2 her level + Charisma modifier.

    Moderate Archetype Power: An arcane trickster can, as a free action while casting any area spell with an instantaneous duration and a range greater than touch, change it into a ray spell. The spell's area parameter is replaced by an effect entry of "ray," and the spell acts in all ways as a ray. She must succeed on a ranged touch attack to affect an opponent with the spell. The ray does not allow a Reflex save, even if the original spell did not; however, if it allowed a Fortitude or Will save, the save still applies.

    Greater Archetype Power: An arcane trickster may spend Luck to enhance the capabilities of her spells. An arcane trickster may spend three points of Luck to increase the DC of the spell by 1, two points of Luck to increase her caster level by +1, or one point of Luck to gain a +1 bonus to overcome the spell resistance of the target. A beguiler may spend as many points of luck on these abilities as she has, and may mix and match as she sees fit.

    Level Spells Per Day
    0 1 2 3
    1st 3 2 - -
    2nd 4 3 - -
    3rd 4 3 1 -
    4th 4 4 2 -
    5th 4 4 3 -
    6th 4 4 3 1

    Assassin

    Lesser Archetype Power: An assassin is trained in the use of poison and immune to its effects. She may also apply poison as a swift action and does not provoke attacks of opportunity for doing so. In addition, by spending one hour using an alchemist's lab, she may craft a day's supply of poison without expending additional time or materials, or actually making a Craft check. However, to do so, she must spend Luck points, and Luck points spent in this way do not regenerate for 24 hours. By doing so, an assassin gains access to an unlimited supply of various types of poisons, the total value of which cannot exceed 100 gp per point of Luck spent. For example, by spending three Luck points (and thus reducing her maximum pool of Luck accordingly), she could have access to a limitless supply of sassone leaf residue.

    Moderate Archetype Power: The save DC of any poison used by an assassin is increased by a number equal to her Intelligence bonus. In addition, by spending three points of luck as a swift action, she may force a poisoned opponent to immediately save or suffer the secondary effects of the poison currently coursing through its veins.

    Greater Archetype Power: As part of a sneak attack, an assassin may spend six points of Luck to make a Death Attack. If the sneak attack hits and deals damage, the target must make a Fortitude save (DC = 10 + 1/2 the assassin's level + the assassin's Intelligence modifier) or immediately die (or be knocked unconscious, if the assassin prefers). In addition, an assassin may now poison even creatures that are immune to poison damage, though at a -4 penalty to the poison's DC.

    Swashbuckler

    Lesser Archetype Power: The swashbuckler is proficient with all martial weapons and light shields, and gains Weapon Finesse as a bonus feat, even if she doesn't meet the requirements. Her hit die is a d8 instead of a d6, and as long as she wields a finessable weapon in one hand, she gains a bonus on weapon damage rolls equal to her Intelligence bonus. This damage is precision damage, and is halved against creatures with indiscernible anatomies or otherwise immune to critical hits.

    Moderate Archetype Power: Whenever a swashbuckler regains Luck, she regains an additional point on top of the normal recovery rate. In addition, a swashbuckler's maximum Luck is increased by half her Charisma bonus, if any.

    Greater Archetype Power: By spending Luck points as a swift action, a swashbuckler may take additional actions in a single round. By spending three points, a swashbuckler may take an additional move action. By spending six points, a swashbuckler may take an additional standard action.

    In addition, as long as she's wearing light or no armor, and carrying no heavier than a light load, she may add her Intelligence modifier as a dodge bonus to her armor class.


    Changelog:
    3/27/16: Class originally posted.
    4/11/16: Toned down the Swashbuckler somewhat, as per Khosan and Sahleb's suggestions. She no longer gets full BAB, and standard actions now cost six points of luck, instead of four. She cannot spend Luck to gain full round actions.


    The Scholar


    Spoiler
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    Designer's Notes:
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    This is my own twist on the "learned scholar" archetype, combining features of the Factotum, Archivist, Spellthief, and my own Sage class. Besides the obvious skill monkey role, the Scholar also excels at disabling strikes, denying monsters the use of their signature abilities. There's slightly more of a combat focus than the bog standard Factotum, and Research works differently from Inspiration - while the Scholar does not start an encounter with a full pool, Research can be regained by hanging back and studying your opponent. Her Quick-Witted ability gives her some extra oomph here, letting her dart into or out of combat safely after delivering a disabling strike.

    However, there is a tradeoff - while the Scholar is capable of doing a lot of burst damage, she's not the best combatant. She has low hit points, poor armor proficiency, and poor weapon selection. And while she's still quite skilled, she's not quite as skilled as a comparable Factotum - she doesn't get every skill as a class skill, nor does she gain the equivalent of Cunning Insight. But she's still quite capable of being a knowledgeable monster hunter and party face; she just can't do everything all at once.

    Archetypes: the Archivist should be fairly self-explanatory, being a team player with a sideline in divine casting. The Spellthief is a quasi-rogue, with the ability to shut down spellcasters and recharge her own arcane skills. The Chameleon can be a warrior, a thief, or a capable mage, but only one at any given time.

    As always, I'd love to hear your feedback.


    HD: d6
    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Heal, Knowledge (all), Listen, Perform, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device
    Skill Points: 6 + Int per level (4x at 1st)

    Level BAB Saves Special Research Pool Maximum Spell Level
    Fort Ref Will
    1st +0 +0 +0 +2 Archetype Power (Lesser), Precision Strike, Research Pool 3 -
    2nd +1 +0 +0 +3 Arcane Lore, Steely Nerve 4 0
    3rd +2 +1 +1 +3 Archetype Power (Moderate), Disabling Strike 4 1
    4th +3 +1 +1 +4 Anatomist 5 2
    5th +3 +2 +2 +5 Critical Strike, Quick-Witted 5 2
    6th +4 +2 +2 +5 Archetype Power (Greater), Pinnacle of Genius 6 3

    Weapon and Armor Proficiency: The Scholar is proficient with simple weapons, light armor, and light shields.

    Archetype Power: At 1st level, the Scholar chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Scholar a different set of abilities at levels 1, 3, and 6, as noted below.

    Research Pool: The Scholar gains a pool of Research points, which are used to fuel her various abilities. The maximum amount of Research she can have in her pool at any one time is based on her level, and listed in her class table.

    She starts each encounter with a number of Research points equal to 1 + half her Intelligence modifier. However, by taking time to study her opponents, she can refill her Research pool. She does so by spending actions - she may spend a move action to regain a single Research point, a standard action to regain two, or a full-round action to regain three. Additionally, whenever the Scholar successfully uses a Knowledge skill to identify a monster in combat, she gains a Research point.

    Unless otherwise noted, spending Research points is a free action.

    Precision Strike: When making a melee attack or a ranged attack within 30' of her target, the Scholar may spend Research points to perform a carefully calculated attack. For each Research point spent in this way, each attack she makes that round gains an additional 1d6 damage. This extra damage is halved against creatures with indiscernible anatomies or otherwise immune to critical hits, and is not multiplied on a critical hit. She may only spend a number of Research points equal to half her level on this ability per round (minimum of one).

    Arcane Lore: The Scholar becomes capable of casting a small number of arcane spells as spell-like abilities. She chooses one of the following spellcasting lists: Sorcerer, Warlock, or Wizard. At the start of each day, she may prepare a number of spells from that one list equal to 1 + 1/2 her class level. She cannot cast spells of a higher level than the spell level given in her class table, nor may she prepare the same spell multiple times. Once she has used a spell, she cannot use it again until she gets eight hours of rest. Her caster level is equal to her class level, and the DC of her spells is equal to 10 + the spell's level + her Intelligence modifier. She cannot use spells that require an XP cost, and must provide any material components required herself. The casting time of the spell-like ability is the same as the base spell.

    Steely Nerve: The Scholar becomes immune to fear, nausea, and effects that cause the sickened condition.

    Disabling Strike: Whenever the Scholar deals damage with her Precision Strike ability, she may spend an additional two points of Research to cripple her opponent's ability to fight back. The opponent must make a Fortitude save (DC = 10 + 1/2 the Scholar's level + Intelligence modifier); if it fails the save, the Scholar may choose one special attack that it is capable of (except spells or spell-like abilities, which cannot be disabled by this ability), such as a dragon's breath weapon, a manticore's spikes, or a medusa's petrifying gaze attack. Her opponent may not use that special attack for a number of rounds equal to the Scholar's Intelligence modifier.

    The Scholar must be aware that the creature is capable of using the special attack in question, though that awareness can be gained from any source, such as a Knowledge check, local rumors, or her own personal observations.

    Anatomist: The Scholar gains a bonus to melee damage rolls, and ranged damage rolls within 30' of her target, equal to half her ranks in the appropriate Knowledge skill for her opponent's type - i.e. she gains a bonus to melee damage against undead creatures equal to half her ranks in the Knowledge (religion) skill, or a bonus against constructs equal to half her ranks in the Knowledge (arcana) skill.

    Critical Strike: As a full-round action, the Scholar may spend three points of Research to make a single attack that seeks out an especially vulnerable portion of her foe's anatomy. On this attack, she gains a bonus to her critical threat range and rolls to confirm critical hits equal to her Intelligence modifier, and a bonus to the critical multiplier of her weapon equal to half her Intelligence modifier. For example, a Scholar with 18 Intelligence and wielding a rapier would have a critical threat range of 14-20, and a critical multiplier of x4. If she was wielding a scythe instead, she would have a critical range of 16-20, and a critical multiplier of x6.

    This ability may be used with ranged weapons, but only within 30'. It does not stack with similar effects, such as Improved Critical or Keen Edge.

    Quick-Witted: The Scholar may spend Research points to gain additional actions during her turn. She may spend three points to gain an additional standard action, two points to gain an additional move action, or one point to gain an additional swift action. She may only spend points in this way once per turn.

    Pinnacle of Genius: Once per day, the Scholar may make use of one of the following abilities.

    Eureka! The Scholar may treat the result of her next skill check as if she had rolled a natural 20. She must declare the use of this ability before making the check. This ability may be used as a free action.

    Field Naturalist: When using her Disabling Strike ability, if the opponent fails its Fortitude save, the Scholar disables all of its special attacks, plus any damage resistance (but not immunity), damage reduction, regeneration, or fast healing. This ability may be used as a free action.

    Master's Thesis: The Scholar may cast one spell-like ability from any spell list available to her through her Arcane Lore ability, even if she had not prepared it. The maximum spell level she can cast using this ability is 3. This ability requires the same kind of action as required to cast the spell in question normally.

    Archetypes:

    Spoiler
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    Archivist

    Lesser Archetype Power: By spending Research points as a standard action, an archivist can point out the weaknesses of various creatures to her allies. Choose one creature type. All allies within 60' (except the archivist herself) gain a bonus on attack rolls against that creature type equal to half the number of research points spent by the archivist. This bonus lasts until the end of the encounter. The archivist may use this ability multiple times in a single encounter; each time, she may choose a different creature type.

    In addition, when using any class ability or feature that uses or references her Intelligence modifier, an archivist may use her Wisdom modifier in its place.

    Moderate Archetype Power: An archivist adds either the Cleric or the Druid list to the spells available to her when preparing her Arcane Lore spell-like abilities. This choice is permanent once made.

    Greater Archetype Power: An archivist now adds whichever of the two lists, Cleric or Druid, she did not select at level 3. Those spells are now available to her when preparing her Arcane Lore spell-like abilities.

    In addition, by spending Research points as a standard action, an archivist can direct her allies' attacks to where they will do the most damage. Choose one creature type. All allies within 60' gain a 1d6 bonus to damage for the remainder of the encounter against creatures of that type for each three Research points spent by the archivist. The archivist may use this ability multiple times in a single encounter; each time, she may choose a different creature type.

    Chameleon

    Lesser Archetype Power: Once per day, a chameleon may choose a single focus from the list below, and gain its benefits.

    Arcane Focus: The chameleon gains a +2 competence bonus to Knowledge (arcana) checks, Spellcraft checks, and Will saves. When she becomes capable of casting spells with her Arcane Lore ability, she may choose one spell list (out of Sorcerer, Warlock, or Wizard), and prepare spells from that list, in addition to the list she chose when she originally received the ability.

    Combat Focus: The chameleon's base attack bonus is now equal to her class level, she gains proficiency with martial weapons and medium armor, and she gains a +2 competence bonus on weapon damage rolls and combat maneuver rolls.

    Stealth Focus: The chameleon gains the Trapfinding and Evasion abilities of a rogue, a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 competence bonus to Reflex saves.

    Moderate Archetype Power: A chameleon gains a single bonus feat, for which she must meet the qualifications. Every 24 hours, she may change this bonus feat to any other bonus feat for which she qualifies.

    Greater Archetype Power: The competence bonuses from a chameleon's focus increase to +4. In addition, she may change focuses once per day as a full-round action.

    Spellthief

    Lesser Archetype Power: Whenever a spellthief would deal damage with her Precision Strike ability, she instead forgo some or all of that damage to steal a spell from her target. She must forgo 1d6 damage for each spell level of the spell that she wishes to steal (minimum of 1d6). The target of this ability loses the spell from its memory (if a prepared caster), or loses a spell slot of the appropriate level and cannot cast that specific spell for one minute (if a spontaneous caster). After stealing a spell, the spellthief stores the spell's energy for one minute per class level. She may cast it any time during that period, treating all parameters as if it were being cast by the original user of the spell. The spellthief may choose which spell to steal, or if she does not know what spells the target is capable of casting, she can steal a random spell.

    Alternatively, the spellthief may steal the effects of a single spell affecting the target, instead of one that it is capable of casting. She may choose which spell effect to steal, or, if she does not know what spell effects are active on the target, she can steal a random effect. Again, she must forgo 1d6 damage for each spell level of the effect in question. If successful, the spellthief gains the effects of the spell for one minute per class level (after which it returns to the original target), or until the spell's duration expires, whichever comes first. The spellthief can only steal effects that the caster could have cast on her originally.

    In addition, a spellthief gains Disable Device and Open Lock as class skills, and the Trapfinding class feature.

    Moderate Archetype Power: Whenever a spellthief steals a spell, effect, or spell-like ability, instead of casting it herself, she may absorb it to regain one spell prepared with her Arcane Lore ability. She may only regain a spell-like ability with a level equal to or less than the spell level of the spell she absorbs.

    Greater Archetype Power: The spellthief may now steal spell-like abilities as well, according to the same process by which she can steal spells. The target must have a use of the spell-like ability left, or this ability fails.


    Changelog:
    3/21/16: Class originally posted.
    4/11/16: Anatomist now applies to ranged attacks within 30'.


    The Sorcerer


    Spoiler
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    Designer's Notes:
    Spoiler
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    Bearing a lot of similarities to the 3.5 Warmage (with an inspirational nod from the 3.5 Warlock as well), the E6 Sorcerer is all about damage, damage, and more damage, with the occasional buff spell thrown in for good measure. But really, the Sorcerer is your mobile artillery platform, tossing metamagicked-up fireballs and elemental blasts. Evocation is her bread and butter, with a sideline in Abjuration and Transmutation. Unlike past iterations of the "Red Mage" concept, the Sorcerer is not an adept melee combatant; while she is certainly better than your garden variety wizard, with a slightly higher hit die and better proficiencies, she's still relatively fragile.

    The Sorcerer's Archetypes are intended to give her a choice between very different playstyles - does she want to rain death via elemental arrows, or dragon's breath, or by hanging back and unloading powerful spells?


    HD: d6
    Class Skills: Bluff, Concentration, Craft, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (the planes), Profession, Ride, Spellcraft
    Skill Points: 2 + Int per level (4x at 1st)

    Level BAB Saves Special Spells Per Day
    Fort Ref Will 0 1 2 3 4
    1st +0 +0 +0 +2 Archetype Power (Lesser), Spellcasting, Elemental Blast (1d6) 5 4 - - -
    2nd +1 +0 +0 +3 Advanced Learning, Combat Casting 6 5 - - -
    3rd +2 +1 +1 +3 Archetype Power (Moderate), Elemental Blast (2d6) 6 6 3 - -
    4th +3 +1 +1 +4 Advanced Learning, Elemental Transference 6 6 4 - -
    5th +3 +1 +1 +4 Metamagic Mastery, Elemental Blast (3d6) 6 6 5 3 -
    6th +4 +2 +2 +5 Advanced Learning, Archetype Power (Greater), Pinnacle of Destruction 6 6 6 4 3

    Proficiencies: The Sorcerer is proficient with light armor, simple weapons, and one martial weapon of her choice.

    Spellcasting: The Sorcerer casts arcane spells, drawn from the Sorcerer list. The Sorcerer need not prepare spells ahead of time - she may spontaneously cast any spell on her list from the appropriate slot. She still requires eight hours of rest to refresh her spells. Her sole casting attribute is Charisma, which dictates both the DC of her spells and her bonus spell slots. To cast a spell, the Sorcerer must have a Charisma score equal to 10 + the level of spell in question. She does not suffer from arcane spell failure while wearing light armor.

    Archetype Power: At 1st level, the Sorcerer chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the Sorcerer a different set of abilities at levels 1, 3, and 6, as noted below.

    Elemental Blast: The Sorcerer is capable of firing a projectile made of elemental energy, providing her with a method of dealing damage even when her spells are exhausted. An elemental blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target and allows no saving throw. It deals 1d6 damage at 1st level, and increases by 1d6 every two levels thereafter, to a maximum of 3d6. It also deals additional damage equal to the Sorcerer's level.

    At 1st level, the Sorcerer chooses a damage type: acid, cold, electricity, or fire. The Sorcerer's elemental blast deals damage of that type. In all other respects, treat an elemental blast as a spell-like ability with a caster level equal to the sorcerer's class level.

    Advanced Learning: At 2nd level, the Sorcerer may add one spell to her list of spells known. This spell may not be of a higher level than she is capable of casting at the time, and in any case no higher than 3rd level. This spell may only be drawn from spells on the sorcerer/wizard list, and may only be from the schools of Abjuration, Evocation, or Transmutation. She may add one more spell to her list of spells known at 4th level, and again at 6th.

    Combat Casting: At 2nd level, the Sorcerer gains Combat Casting as a bonus feat.

    Elemental Transference: By spending five minutes in uninterrupted meditation, the Sorcerer can now change the damage type of her elemental blast to any other that she could have chosen at 1st level, or force. However, if she chooses force, the damage die of her blast decreases to d4, and she only gains half her level as a bonus to its damage.

    Metamagic Mastery: Whenever the Sorcerer applies metamagic to one of her spells, the level increase required is reduced by one, to a minimum of one. Thus, the cost to empower a spell would be reduced from +2 to +1, but the cost to extend a spell would not be affected. This ability has no effect on metamagic feats that do not apply a level adjustment to the spell.

    In addition, applying metamagic to a spell no longer increases the casting time.

    Pinnacle of Destruction: The Sorcerer gains a small number of 4th-level spell slots, as indicated in the class table. However, she does not learn any 4th-level spells, nor does she become capable of doing so. These slots are only capable of holding spells of 3rd-level or lower, modified by metamagic to take up 4th-level slots. She does not gain any bonus 4th-level spell slots for having a high Charisma score.

    Archetypes


    Spoiler
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    Arcane Archer


    Lesser Archetype Power: An arcane archer may channel her elemental blast through her weapon as part of a ranged attack. If the attack is successful, the arcane archer deals additional damage to the target as if the target had been hit by her elemental blast. If the arcane archer has multiple attacks in a round or strikes multiple targets with a single attack (for example, by using the Rapid Shot feat, or using the hail of arrows ability below), each attack deals the full elemental blast damage.
    Moderate Archetype Power: An arcane archer is now capable of imbuing her arrows with area-of-effect spells. It requires a standard action to both cast the spell and fire the projectile. When the projectile is fired, the spell takes effect as if it was centered on where the arrow lands. If the spell in question does not have a center (such as a cone, or a line), then it takes effect diametrically opposite the direction from which it was fired.
    Greater Archetype Power: An arcane archer can fire a hail of arrows (or other ranged projectiles) as a full-round action, striking multiple targets within range of her weapon, up to a maximum number of targets equal to her class level (but no individual target more than once). The arcane archer uses her primary attack bonus for each of these attacks. The arcane archer may use this ability a number of times per day equal to her Dexterity modifier. In addition, all projectiles fired or thrown by an arcane archer become magical, receiving a +1 enhancement bonus.

    Dragon Disciple


    Lesser Archetype Power: A dragon disciple's elemental blast takes the form of a breath weapon instead. The dragon disciple may choose to have it be either a 15' cone, or a 30' line, but the choice is permanent once made. While it no longer requires an attack roll, it now offers a Reflex saving throw to halve the damage - the DC is equal to 10 + 1/2 the dragon disciple's class level + the dragon disciple's Constitution modifier. Unlike the standard elemental blast, the dragon disciple's breath weapon is not useable at will - once the dragon disciple does so, she must wait 1d4 rounds before using it again. In addition, she also gains a bonus to natural armor equal to her Constitution modifier.
    Moderate Archetype Power: A dragon disciple gains immunity to the energy type used by her breath weapon, and blindsense out to 30'.
    Greater Archetype Power: A dragon disciple gains a pair of draconic wings, giving her the ability to fly at her base land speed, with average maneuverability. Her breath weapon's range now doubles, out to either a 30' cone or a 60' line.

    Warmage


    Lesser Archetype Power: When casting a spell that deals elemental damage (acid, cold, fire, or electricity), a warmage may elect to have it deal damage of a different type instead. For example, she may cast a Freezing Ray that deals 4d6 cold damage, instead of a Scorching Ray, or may cast an Acid Bolt instead of a Lightning Bolt.
    Moderate Archetype Power: Whenever a warmage casts an area-of-effect spell, she may omit a number of targets (including herself) from the spell's effects equal to her Intelligence modifier.
    Greater Archetype Power: A warmage may use her life force as fuel to create more powerful spells. When casting a spell, she may choose to increase her caster level by up to three; this allows her to exceed her hit dice cap and increases all variables associated with hit dice. However, for each increase in caster level, she takes 1d6 damage. This damage cannot be mitigated in any way, though she may have it healed normally.


    Changelog:
    3/16/16: Class originally posted.
    3/20/16: Changed Fortitude save progression to poor (oversight).
    4/22/16: Damage dealt to the Warmage for increasing CL reduced to 1d6 per CL, as per Randomguy and Sahleb's suggestions.

  8. - Top - End - #8
    Ogre in the Playground
     
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    Default Re: Gnorman's E6 Compendium, Volume 3

    The Spellsword


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    The goal here is "Bamf, The Class." Highly mobile, highly tactical, with a smattering of damage dealing abilities via arcane channeling. Many of its abilities are similar to that of the Duskblade, with an additional focus on teleportation. However, it's relatively fragile, unskilled, and the spell list is not very versatile.

    Archetypes: the knight phantom concentrates on the Invisibility spell almost to a fault, the Swiftblade is mobile, fast, and excels at teleportation, while the War Weaver is a buffbot extraordinaire.


    HD: d8
    Class Skills: Balance, Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (arcana), Knowledge (architecture & engineering), Knowledge (the planes), Profession, Ride, Spellcraft, Swim, Tumble
    Skill Points: 2 + Int per level (4x at 1st)

    Level BAB Saves Special Spells Per Day
    Fort Ref Will 0 1 2
    1st +1 +2 +0 +2 Archetype Power (Lesser), Armored Mage, Dimension Hop, Spellcasting 3 2 -
    2nd +2 +3 +0 +3 Combat Casting, Transposition (Benign) 4 3 -
    3rd +3 +3 +1 +3 Archetype Power (Moderate), Arcane Channeling 5 4 -
    4th +4 +4 +1 +4 Bonus Feat, Transposition (Baleful) 6 5 -
    5th +5 +4 +1 +4 Sword and Tome 6 5 2
    6th +6/+1 +5 +2 +5 Archetype Power (Greater), Dimension Step, Pinnacle of Blade and Book 6 6 3

    Proficiencies: The Spellsword is proficient with simple and martial weapons, light armor, medium armor, and light shields.

    Spellcasting: The Spellsword casts arcane spells, drawn from list below. She knows all of the spells on her list. The Spellsword need not prepare spells ahead of time - she may spontaneously cast any spell on her list from the appropriate slot. She still requires eight hours of rest to refresh her spells. Her sole casting attribute is Intelligence, which dictates both the DC of her spells and her bonus spells. To cast a spell, the Spellsword must have an Intelligence score equal to 10 + the level of spell in question.

    Archetype Power: At 1st level, the Spellsword chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the Spellsword a different set of abilities at levels 1, 3, and 6, as noted below.

    Armored Mage: The Spellsword does not suffer from arcane spell failure while wearing light or medium armor, or using light shields. She may also cast spells with somatic components even if both of her hands are full.

    Dimension Hop: Once per round as an immediate action, the Spellsword may teleport up to 10' in any direction that she has line of sight to. She may use this ability a number of times per day equal to 1 + her Intelligence modifier.

    Combat Casting: The Spellsword gains Combat Casting as a bonus feat.

    Transposition: As a standard action, the Spellsword may swap positions with an ally within 30' that she has line of sight to. The movement is instantaneous, and objects carried by both yourself and the target ally are transported as well (up to your respective maximum loads). This is a teleportation effect, and spells like dimensional anchor prevent its use. The Spellsword may use this ability a number of times per day equal to her class level.

    At 4th level, the Spellsword may swap positions with hostile targets as well. The target receives a Will save (DC equal to 10 + 1/2 the Spellsword's level + the Spellsword's Intelligence modifier) to resist.

    Arcane Channeling: The Spellsword can use a standard action to cast a touch spell she knows with a casting time of one standard action or less and channel it through her melee weapon. This does not provoke attacks of opportunity. If the attack is successful, it deals damage normally and then the spell's effects are resolved.

    Bonus Feat: The Spellsword selects a single bonus feat and gain its benefits. She must still meet its prerequisites, and it must be drawn from feats noted as fighter feats, or a metamagic feat. Once per day, the Spellsword may spend five minutes in meditation to change this bonus feat to any other fighter feat or metamagic feat that she qualifies for. For the purposes of this ability, treat the Spellword as if she had a fighter level equal to her class level.

    Sword and Tome: The Spellsword gains a bonus on all melee damage rolls equal to her Intelligence modifier against foes that she has successfully damaged with a spell in the current encounter. She gains a bonus to spell DCs and caster level checks to overcome spell resistance equal to half her Intelligence modifier against opponents that she has successfully damaged with a melee attack in the current encounter.

    Dimension Step: As a full-round action, the Spellsword grants herself and all allies within 30' the ability to immediately teleport. All affected targets can teleport up to their base land speed, in any direction that they have line of sight to. Such movement provokes no attacks of opportunity, and affected targets may take objects and equipment with them up to their maximum load.

    Pinnacle of Blade and Book: Once per day, the Spellsword may make use of one of the following abilities.

    Dimension Door: The Spellsword may use dimension door as a spell-like ability with an effective caster level of 6. She may do so as a swift action, and is not restricted from taking actions for the remainder of her turn. She may take up to four Medium creatures, or their equivalent, with her.

    Greater Channel: For the remainder of the encounter, the Spellsword may channel touch spells as part of a full attack action. The spell affects each target hit by the Spellsword in that round. Activating this ability is a swift action.

    Quick Cast: For the remainder of the encounter, the Spellsword may cast any spell with a casting time of one standard action or less as a swift action. Activating this ability is a free action.

    Archetypes


    Spoiler
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    Knight Phantom


    Lesser Archetype Power: A knight phantom may cast invisibility from her 1st-level spell slots, instead of her 2nd level spell slots. However, if she does so, she may only target herself with the spell, and the duration is only one round per level, instead of one minute per level. She also gains Hide and Move Silently as class skills.

    Moderate Archetype Power: While under the effects of an invisibility spell, the effect is not broken immediately if the knight phantom attacks. Rather, it lasts for an additional number of rounds equal to the knight phantom's Intelligence modifier (or the duration of the original spell, if shorter), at which point it is broken as normal.

    She also may now cast invisibility as a swift action.

    Greater Archetype Power: While under the effects of an invisibility spell, a knight phantom may take on some aspects of an incorporeal creature. She becomes immune to nonmagical weapons, and has a 50% chance to ignore damage from other sources (except positive energy, negative energy, force effects, or ghost touch weapons). She may enter and pass through solid objects. Her attacks ignore natural armor, armor and shields. She can function in water as easily as air, and cannot fall or take falling damage. Her movement is completely silent if she so wishes. She still retains her Strength score; however, she no longer gains it as a bonus to melee attacks and damage. She also cannot initiate trip or grapple attacks, cannot move or manipulate opponents or their equipment, and while she is incorporeal, she cannot use her teleportation abilities. As long as she remains invisible, she may begin or end this incorporeality as a full-round action. However, if at any point she loses the effects of her invisibility spell (such as if the duration of the spell runs out, or it is dispelled), she immediately becomes corporeal. If she is within a solid object at this time, she is shunted to the nearest open space and takes 2d6 damage.

    Swiftblade


    Lesser Archetype Power: The range of a swiftblade's teleportation abilities (such as Dimension Hop and Transposition) are doubled. If such abilities required a standard action to use, they are instead usable as a swift action. This applies to the movement allies gain from Dimension Step (they move up to twice their base land speed) and the swiftblade's Dimension Door ability.

    Moderate Archetype Power: As a free action, a swiftblade may gain the benefits of a haste spell. Treat this as a spell-like ability that targets only herself, and has an effective caster level equal to her class level. She may use this ability a number of times per day equal to 1 + her Dexterity modifier.

    Greater Archetype Power: While under the effects of a haste spell (or similar effects, like her own haste ability), a swiftblade gains 20% concealment. Hostile spells cast against her also have a 20% chance of failing outright. Her own haste ability now cannot be dispelled by any means, and lasts twice as long.

    War Weaver


    Lesser Archetype Power: Any time a war weaver casts a beneficial spell on herself or an ally, the effects of the spell are automatically extended. For the purposes of this ability, and all war weaver abilities, "beneficial" means that the spell has the "harmless" designation, and a range of touch.

    Moderate Archetype Power: Any time a war weaver casts a beneficial spell on herself or an ally, she may target an additional number of allies with the same spell equal to her Charisma modifier. Those allies must still be within range of the spell.

    Greater Archetype Power: Whenever a war weaver casts a beneficial spell on herself or an ally, all numerical effects of the spell are increased by 50%. Bull's Strength now offers +6 to Strength, for example, and Protection from Arrows now confers damage reduction 15/magic while absorbing a total of 150 points of damage. This does not stack with the Empower Spell feat, or similar abilities.


    Changelog:
    3/18/16: Class originally posted.
    10/24/16: Slight changes to the Knight Phantom's Moderate Archetype Power, to clarify the additional duration after attacking. Knight Phantom's Greater Archetype Power now requires a full-round action to activate/deactivate. War Weaver's Greater Archetype Power description changed to clarify that it does not stack with Empower Spell


    The Warlock


    Spoiler
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    Designer's Notes:
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    I'm always wary of the Warlock class, because it was the first class I ever designed as part of this project, and it's an archetype that's always been near and dear to my heart. So I worry that I let it succumb to power creep without knowing it. As such, I've tried to tone down some of the more ridiculous features of previous Warlock iterations, such as the one that let you have a full progression Fiendish Servant (that's now a Blackguard ability). I replaced it with a multi-use curse ability, which is in line with the Warlock's main schtick of "debuff you, then let summons tear you apart." But I'm still worried that the Warlock is too good. So, please, check me on this one!

    Also, it is rather obviously not an invoking class, but a evil-themed spellcasting class. Call it "The Witch" if that's less confusing to you.

    Archetypes: the Demonologist summons faster, summons stronger, and can 'roid out her summons with her Curse. The Dread Witch's curse is deadlier than most, and she can spread it more easily, and she'll scare your pants off. The Pale Master is an expert necromancer, gaining undead summons and resistances.


    HD: d4
    Class Skills: Bluff, Concentration, Craft, Decipher Script, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft
    Skill Points: 2 + Int per level (4x at 1st)

    Level BAB Saves Special Spells Per Day
    Fort Ref Will 0 1 2 3
    1st +0 +0 +0 +2 Archetype Power (Lesser), Spellcasting, Rebuke Undead 5 4 - -
    2nd +1 +0 +0 +3 Advanced Learning, Warlock's Curse 6 5 - -
    3rd +1 +1 +1 +3 Archetype Power (Moderate), Fell Familiar 6 6 3 -
    4th +2 +1 +1 +4 Advanced Learning, Recursive 6 6 4 -
    5th +2 +1 +1 +4 Black Speech 6 6 5 3
    6th +3 +2 +2 +5 Archetype Power (Greater), Advanced Learning, Pinnacle of the Forbidden 6 6 6 4

    Proficiencies: The Warlock is proficient with simple weapons, but no armor or shields.

    Spellcasting: The Warlock casts arcane spells from a specialized list, which is included below. The Warlock need not prepare spells ahead of time - she may spontaneously cast any spell on her list from the appropriate slot. She still requires eight hours of rest to refresh her spells. Her sole casting attribute is Intelligence, which dictates both the DC of her spells and her bonus spell slots. To cast a spell, the Warlock must have an Intelligence score equal to 10 + the level of spell in question.

    Archetype Power: At 1st level, the Warlock chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the Warlock a different set of abilities at levels 1, 3, and 6, as noted below.

    Rebuke Undead: The Warlock may command or rebuke undead as a cleric of her own class level.

    Warlock's Curse: As a standard action, the Warlock may curse a single opponent within 60'. That opponent must make a Will save (DC = 10 + 1/2 the Warlock's level + the Warlock's Charisma bonus); if it resists, it becomes immune to the Warlock's curse for the next 24 hours, but the Warlock regains the use of her Curse. If it fails that save, it suffers a penalty on attack rolls, saves, ability checks, and skill checks equal to half the Warlock's Charisma bonus for the next 10 rounds. Only one opponent may be under the effects of a Warlock's curse at any one time - should the Warlock curse a new target, the old target no longer suffers from the curse's penalties. The Warlock may use this ability a number of times per day equal to 1 + her Charisma bonus. Treat this ability as a spell-like ability with a caster level equal to the warlock's hit dice.

    Advanced Learning: At 2nd level, the Warlock may add one spell to her list of spells known. This spell may not be of a higher level than she is capable of casting at the time, and in any case no higher than 3rd level. This spell may be drawn from spells on the cleric list or the sorcerer/wizard list, but may only be from the schools of Conjuration or Necromancy. She may add one more spell to her list of spells known at 4th level, and again at 6th.

    Fell Familiar: By performing a ritual that requires 8 hours of uninterrupted meditation and the expenditure of 100gp worth of magical materials, the Warlock may summon and gain the services of a familiar as a base wizard of her class level. Treat this creature as if it was a standard familiar, except that the Warlock does not lose experience upon the death or dismissal of her familiar, and may resummon the familiar or gain the services of a new familiar simply by repeating the ritual, rather than waiting a year and a day.

    The Warlock may choose any standard familiar (toad, raven, etc.). It gains the fiendish template.

    Recursive: If the subject of a Warlock's Curse dies while under its effects, she gains one additional daily use of her Curse ability.

    Black Speech: The penalties conferred by the Warlock's Curse are now equal to the Warlock's full Charisma bonus, and she may now have multiple targets cursed at once.

    Pinnacle of the Forbidden: Once per day, when casting a summon monster spell, the Warlock may summon creatures as if the spell was one spell level higher than it actually is. So she could summon a single creature from the summon monster IV list, 1d3 creatures from the summon monster III list, or 1d4+1 creatures from the summon monster II list. She is still restricted to non-good creatures.

    Archetypes


    Spoiler
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    Demonologist


    Lesser Archetype Power: The casting time of any conjuration [summoning] spell cast by a demonologist is reduced to one standard action. If it is already a standard action or faster, this power has no effect.

    Moderate Archetype Power: A demonologist may use her Curse ability to instead instill one of her summoned allies with unholy might. For the remainder of the encounter, that creature gains a bonus on attack rolls, weapon damage rolls, saves, and hit points per hit die equal to the Warlock's Charisma bonus. These bonuses stack with effects like the Augment Summoning feat, and last until the end of the encounter or the end of the summoning spell, whichever comes first. This ability is only usable on creatures she summons with summon monster spells.

    Greater Archetype Power: Any conjuration [summoning] spell cast by a demonologist is automatically extended, with no increase in the spell slot required.

    In addition, the demonologist may now choose one of the following as a familiar: an imp, a hell hound, or a quasit.

    Dread Witch


    Lesser Archetype Power: Any opponent under the effects of a dread witch's Curse ability takes negative energy damage each round equal to the dread witch's Charisma bonus or class level, whichever is lower. The dread witch may elect to have this ability deal non-lethal damage instead.

    Moderate Archetype Power: A dread witch's fear spells and effects can affect creatures normally immune to fear, though such creatures still receive a save to resist.

    Greater Archetype Power: Any opponent that fails its save against a dread witch's Curse ability becomes frightened, as per the scare spell, for the duration of the curse. In addition, if a target is reduced to zero hit points or lower due to the damage from a dread witch's curse (and not simply while under its effects), all other opponents within 30' must make a Will save (DC = 10 + 1/2 the dread witch's class level + the dread witch's Charisma bonus) or become [I]frightened[i], as per the scare spell, for 6 rounds.

    Pale Master


    Lesser Archetype Power: When casting a summon monster spell, a pale master may summon one of the following undead creatures instead.

    summon monster I: human warrior skeleton, wolf skeleton, human commoner zombie, kobold zombie
    summon monster II: owlbear skeleton, bugbear zombie, ghoul
    summon monster III: troll skeleton, ogre zombie, ghast

    In addition, when using her rebuke undead ability, a pale master may command a number undead whose hit dice do not exceed twice her class level.

    Moderate Archetype Power: Any zombie created, commanded, or summoned by the pale master loses the Single Actions Only quality.

    Greater Archetype Power: A pale master may now summon wights and shadows with a summon monster III spell. However, neither of those creatures can create spawn.

    In addition, the pale master becomes immune to negative energy, ability damage, and ability drain.


    Changelog:
    3/26/16: Class originally posted.

  9. - Top - End - #9
    Ogre in the Playground
     
    Gnorman's Avatar

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    Default Re: Gnorman's E6 Compendium, Volume 3

    The Warmind


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    Pretty standard psychic warrior, plus a few bonuses. This one was already a pretty competitive concept, so no need to rock the boat too much. You wanna be a Tashalatora monk? She can do that. You wanna be a healing off-tank? She can do that. You wanna wreck mind flayers? She can do that.


    HD: d10
    Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (local), Knowledge (psionics), Profession, Psicraft, Ride, Sense Motive, Swim, Tumble
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Saves Special Power Points/Day Powers Known Maximum Power Level Known
    Fort Ref Will
    1st +1 +2 +0 +2 Archetype Power (Lesser), Manifesting, Mettle 1 2 1st
    2nd +2 +3 +0 +3 Preternatural Reflexes 3 3 1st
    3rd +3 +3 +1 +3 Archetype Power (Moderate), Residual Power 5 4 1st
    4th +4 +4 +1 +4 Bonus Feat 7 5 2nd
    5th +5 +4 +1 +4 Psychic Assault 11 6 2nd
    6th +6/+1 +5 +2 +5 Archetype Power (Greater), Pinnacle of Focus 15 7 3rd

    Proficiencies: The Warmind is proficient with simple and martial weapons. She is also proficient with light armor, medium armor, heavy armor, and shields (except tower shields).

    Manifesting: The Warmind manifests powers as the psychic warrior. Her key ability modifier for manifesting powers is Wisdom. She may only select powers from the general psychic warrior list.

    Mettle: Whenever the Warmind is subject to a spell or an effect that allows a Fortitude or Will save for a partial effect on a successful save, she instead suffers no ill effects on a successful Fortitude or Will save.

    Preternatural Reflexes: While the Warmind is psionically focused, whenever she takes a five foot step, she may move 10' instead.

    Residual Power: The Warmind gains an enhancement bonus to all weapons, natural attacks, or unarmed attacks based on how many power points remain in her reserve. If she has between one and fifteen power points, she gains an enhancement bonus of +1. If she has between sixteen and twenty-four, she gains an enhancement bonus of +2. If she has twenty-five or more, she gains an enhancement bonus of +3. If the weapon in question already has an enhancement bonus, they are not cumulative - only the higher of the two applies.

    Bonus Feat: The Warmind selects a single bonus feat and gain its benefits. She must still meet its prerequisites, and it must be drawn from feats noted as fighter feats. Once per day, the Warmind may spend five minutes in meditation to change this bonus feat to any other fighter feat that she qualifies for. For the purposes of this ability, treat the Warmind as if she had a fighter level equal to her class level.

    Psychic Assault: Anytime the Warmind scores a critical hit with a weapon, she regains a number of power points equal to the critical multiplier of the weapon.

    Pinnacle of Focus: The Warmind may expend psionic focus to manifest any power with a range of Personal as a swift action.

    Archetypes:

    Spoiler
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    Ardent


    Lesser Archetype Power: An ardent may manifest any power with a range of Personal with a range of Touch instead.

    Moderate Archetype Power: While psionically focused, an ardent gains fast healing equal to half her Wisdom modifier.

    Greater Archetype Power: An ardent may expend her psionic focus to reflect half of the damage taken in any one attack back against her attacker. She only takes half of the damage herself (rounded up), and her attacker receives damage equal to the other half (rounded down), which is not subject to any damage reduction.

    Psionic Fist


    Lesser Archetype Power: A psionic fist gains the unarmed damage progression, AC bonus, and flurry of blows ability of a Monk of her class level. She also gains Improved Unarmed Strike as a bonus feat.

    Moderate Archetype Power: While the psionic fist is psionically focused, she gains a 10' bonus to her base land speed, and Evasion.

    Greater Archetype Power: A psionic fist may expend psionic focus to have her unarmed attacks replenish her hit points. For the next round, whenever she does damage with an unarmed attack, she is healed for a number of hit points equal to her Wisdom modifier.

    Slayer


    Lesser Archetype Power: A slayer is resistant to attempts to sway or intrude upon her mind. Anytime she is affected by a hostile mind-affecting effect, whether she successfully saves or not, the source of that effect takes an amount of damage equal to the slayer's class level multiplied by her Wisdom modifier.

    Moderate Archetype Power: While psionically focused, a slayer may project an aura of mental silence - within 30 feet, telepathy, spells and powers that read thoughts or detect hostile intent, and feats or abilities that detect opponents based on their Intelligence score (such as mindsight) do not function for opponents (the slayer herself may function as normal). Scrying attempts, whether spell- or power-based, function as normal but the slayer does not appear in them in any fashion. A slayer may activate and deactivate this aura as a free action as long as she remains psionically focused.

    Greater Archetype Power: A slayer may expend psionic focus as an immediate action to negate the effects of one mind-affecting spell, power, or effect used upon her.


    Changelog:
    3/29/16: Class originally posted.


    The Wizard


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    Designer's Notes:
    Spoiler
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    This might be one of the biggest adjustments for newcomers in my whole E6 project. The Wizard is no longer a prepared caster. In many ways, she is most similar to a Beguiler - she gains enchantment, illusion, and divination spells, with a smattering of other schools. But she's primarily a control caster, and gains the ability to confuse her enemies and bypass mind-affecting immunity as a result. She also has the most varied spell list, and is hard pressed to find a situation in which she can't contribute. While she may not be the most effective combatant, her versatility is second to none. She's still quite fragile - no armor proficiency and a low hit die, but with her illusion spells, that may not be a terrible thing.

    Archetypes include: the stealthy Beguiler, the crafter-extraordinaire Artificer, and the Fatespinner, who specializes in making sure that her spells land when they count the most.


    HD: d4
    Class Skills: Appraise, Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Knowledge (the planes), Profession, Search, Spellcraft, Speak Language
    Skill Points: 2 + Int per level (4x at 1st)

    Level BAB Saves Special Spells Per Day
    Fort Ref Will 0 1 2 3
    1st +0 +0 +0 +2 Archetype Power (Lesser), Minor Magic, Spellbook, Spellcasting 5 4 - -
    2nd +1 +0 +0 +3 Advanced Learning, Foresight 6 5 - -
    3rd +1 +1 +1 +3 Archetype Power (Moderate), Mind the Mindless 6 6 3 -
    4th +2 +1 +1 +4 Advanced Learning, Studied Mind 6 6 4 -
    5th +2 +1 +1 +4 Bonus Feat, Counterspell 6 6 5 3
    6th +3 +2 +2 +5 Archetype Power (Greater), Advanced Learning, Pinnacle of the Arcane 6 6 6 4

    Proficiencies: The Wizard is proficient with simple weapons, but no armor or shields.

    Spellcasting: The Wizard casts arcane spells from a specialized list, which is included below. The Wizard need not prepare spells ahead of time - she may spontaneously cast any spell on her list from the appropriate slot. She still requires eight hours of rest to refresh her spells. Her sole casting attribute is Intelligence, which dictates both the DC of her spells and her bonus spell slots. To cast a spell, the Wizard must have an Intelligence score equal to 10 + the level of spell in question.

    Archetype Power: At 1st level, the Wizard chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the Wizard a different set of abilities at levels 1, 3, and 6, as noted below.

    Spellbook: In addition to her spontaneous casting, the Wizard gains the ability to memorize and prepare spells from a spellbook, as a core wizard. Unlike the core wizard, however, she may only record a limited number of scrolls into her spellbook at any one time -

    Minor Magic: The Wizard can cloud the mind of an opponent as a standard action. The Wizard chooses one of the following abilities, and may use it at will. Each one is usable at a range of Close (25 ft + 5/ft per two levels). The DC is 10 + 1/2 the Wizard's level + the Wizard's Intelligence modifier. These are all considered mind-affecting, supernatural effects.

    Bedazzle: The target must make a Will save or be dazzled for one round. At 5th level, targets are blinded instead.

    Bedevil: The target must make a Will save or be shaken for one round. At 5th level, targets are frightened instead. This is a fear effect.

    Befuddle: The target must make a Will save or be confused for one round, as per the spell. At 5th level, targets are dazed instead. This is a compulsion effect.

    Advanced Learning: At 2nd level, the Wizard may add one spell to her list of spells known. This spell may not be of a higher level than she is capable of casting at the time, and in any case no higher than 3rd level. This spell may only be drawn from spells on the sorcerer/wizard list, and may only be from the schools of Enchantment, Divination, or Illusion. She may add one more spell to her list of spells known at 4th level, and again at 6th.

    Foresight: The Wizard may add her Intelligence modifier to initiative checks, in addition to her Dexterity modifier.

    Mind the Mindless: The Wizard may, when casting a mind-affecting spell or using a mind-affecting ability, overcome the target's immunity to mind-affecting spells and effects, albeit at a -4 penalty to the DC of the spell. The Wizard may use this ability a number of times per day equal to her Intelligence modifier.

    Studied Mind: The Wizard may concentrate on spells or similar effects as a swift action.

    Bonus Feat: The Wizard gains a bonus feat, which must either be a metamagic feat or an item creation feat. The Wizard must still meet all prerequisites for the feat in question.

    Counterspell: Once per round, the Wizard may counter a spell as an immediate action even if she has not readied an action to do so. She may also counter with any spell, so long as it is at least the same level as the spell being countered.

    Pinnacle of the Arcane: Once per day, the Wizard may spontaneously cast any spell from the sorcerer/wizard list, even if she does not normally know the spell. It must be of a level she is capable of casting, and she must abide by all requirements of the spell, including components, casting time, etc.

    Archetypes:


    Spoiler
    Show
    Artificer


    Lesser Archetype Power: An artificer adds Use Magic Device to her list of class skills, and may add her Intelligence modifier instead of her Charisma modifier to Use Magic Device attempts.

    Moderate Archetype Power: An artificer may apply any metamagic feat she knows to a spell trigger item. Using this ability expends a number of additional charges equal to the number of effective spell levels the metamagic feat would add to the spell. In addition, an artificer gains Brew Potion and Craft Wondrous Item as bonus feats.

    Greater Archetype Power: For the purposes of meeting prerequisites for item creation, an artificer's effective caster level is two higher than her actual caster level. In addition, an artificer gains Craft Magic Arms & Armor and Craft Wand as bonus feats.

    Beguiler


    Lesser Archetype Power: A beguiler adds Disable Device, Hide, Listen, Move Silently, Open Lock, Spot, Sleight of Hand, and Tumble to her list of class skills, and gains four additional skill points per level (sixteen at first level). She also gains Trapfinding, as per the rogue ability.

    Moderate Archetype Power: Whenever a beguiler casts a spell against an opponent that would be denied its Dexterity bonus to armor class, she gains a bonus to the spell's save DC and checks to overcome her opponent's spell resistance, if any, equal to one-third of her level.

    Greater Archetype Power: A beguiler may use her Mind the Mindless ability against opponents that are denied their Dexterity bonus to armor class without using up any daily uses of the ability.

    Fatespinner


    Lesser Archetype Power: A fatespinner gains a pool of fate points equal to her class level. As a free action, she may spend fate points to increase the DC of one of her spells. Each point spent increases the DC by 1. Once the fatespinner's pool is empty, she cannot use this ability until she replenishes her spell slots, at which point her fate pool is replenished as well.

    Moderate Archetype Power: So long as a fatespinner retains fate points in her pool, she can subtly manipulate the strands of destiny. For each fate left in her pool, attacks made against her have a miss chance of 5%.

    Greater Archetype Power: A number of times per day equal to her Intelligence modifier, a fatespinner may force (or allow, in the case of an ally) a creature to reroll a single save as an immediate action. She may declare the use of this ability after the result of the initial save is announced; however, she must abide by the results of the second roll.


    Changelog:
    3/25/16: Class originally posted.

  10. - Top - End - #10
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    Default Re: Gnorman's E6 Compendium, Volume 3

    Chapter 2: Alternate Classes

    - The Binder
    - The Crusader
    The Dragonfire Adept


    Spoiler
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    Designer's Notes:
    Spoiler
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    Much like the Invoker, the Dragonfire Adept is all about blasting and invocations. She's very similar to the core version, albeit with a few tweaks to her breath weapon. She gets one more breath effects to give her some versatility, and her capstone doubles her breath weapon's range. The biggest difference is the existence of archetypes at all - the dragonfire adept wasn't a class that benefited much from multi- or prestige-classing, and so I had to come up with archetypes basically from whole cloth.

    Those archetypes include the fear- and damage-focused Black Talon, the heavily-armored Platinum Knight, and the monk-ish Watcher. They're not as flashy as some other archetypes, as the basic class is pretty effective already. But they add a little bit of nuance to the breath weapon.


    HD: d8
    Class Skills: Appraise, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knowledge (nature), Listen, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Use Magic Device
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Saves Special Invocations Known Breath Effects Known
    Fort Ref Will
    1st +0 +2 +0 +2 Archetype Power (Lesser), Dragonblood, Invocations (least), Breath Weapon 1d6 1 0
    2nd +1 +3 +0 +3 Dragon Scales 2 1
    3rd +1 +3 +1 +3 Archetype Power (Moderate), Dragonhide, Breath Weapon 2d6 2 2
    4th +2 +4 +1 +4 Draconic Senses 3 2
    5th +2 +5 +2 +5 Breath Weapon 3d6 3 3
    6th +3 +5 +2 +5 Archetype Power (Greater), Invocations (lesser), Pinnacle of Dragonhood 4 3

    Proficiencies: The Dragonfire Adept is proficient with simple weapons. She is not proficient with any armor, or any shields.

    Archetype Power: At 1st level, the Dragonfire Adept chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Dragonfire Adept a different set of abilities at levels 1, 3, and 6, as noted below.

    Dragonblood: A Dragonfire Adept gains the dragonblood subtype, and may select draconic feats as if she were a sorcerer of her class level.

    Invocations: The Dragonfire Adept has the ability to cast a limited number of draconic invocations. Draconic invocations are spell-like abilities; using one is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a Dragonfire Adept can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a Dragonfire Adept is hit by an attack while invoking, she is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. Her invocations are subject to spell resistance unless otherwise stated. A Drgonfire Adept's caster level with her invocations is equal to her class level. She can dismiss any invocation as a standard action.

    If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the Dragonfire Adept's Charisma modifier. Since spell-like abilities are not spells, a Dragonfire Adept cannot benefit from the Spell Focus feat or from other feats that let her convert or spend an arcane spell slot to produce some other effect. She can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities.

    A Dragonfire Adept begins with knowledge of one least invocation, gaining access to an additional invocation at each level thereafter. At 6th level, a Dragonfire Adept gains access to lesser invocations. At any level when the Dragonfire Adept learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade.

    Unlike other spell-like abilities, invocations are subject to arcane spell failure chance.

    Breath Weapon At will as a standard action, the Dragonfire Adept may imitate the mighty dragons and breathe a blast of fire. Her breath weapon is either a 15' cone or a 30' line, chosen each times she uses this ability. It deals 1d6 fire damage at 1st level, with a Reflex save allowed for half damage (DC = 10 + 1/2 the Dragonfire Adept's level + the Dragonfire Adept's Constitution bonus). The damage increases by 1d6 at 3rd and 5th levels. The Dragonfire Adept is immune to the effects of her own breath weapon.

    At 2nd, 3rd, and 5th levels, the Dragonfire Adept may select breath effects, abilities that alter the properties of her breath weapon. She may not use the same breath weapon two rounds in a row.

    Finally, despite not having a breath weapon whose recharge rate is expressed in rounds, the Dragonfire Adept explicitly qualifies for metabreath feats.

    Dragon Scales: A Dragonfire Adept gains a natural armor bonus equal to 1 + half her class level.

    Dragonhide: The Dragonfire Adept gains damage reduction equal to 1 + half her Constitution bonus. This damage reduction can be overcome by magic weapons.

    Draconic Senses: The Dragonfire Adept gains blindsense out to 30'.

    Pinnacle of Dragonhood: The Dragonfire's breath weapon range doubles; she may now breathe a 30' cone, or a 60' line.

    Archetypes:

    Spoiler
    Show


    Black Talon

    Lesser Archetype Power: Whenever a black talon slays or incapacitates an opponent, she may make an Intimidate check as a free action to demoralize a number of foes within 60' equal to her Charisma bonus.

    Moderate Archetype Power: A black talon may combine two breath effects into one exhalation. If both breath effects deal damage, they deal damage separately, but she may choose to combine them into a single cone or a single line (she could combine Lightning Breath and Frost Breath into a single 60' line that deals 3d6 cold damage and 3d6 electricity damage, for example, even though Frost Breath may normally only be used on a cone-shaped breath; she could also do the same combination as a 30' cone). She may only do so a number of times per day equal to her Charisma modifier.

    Greater Archetype Power: A black talon has a modified frightful presence ability. Whenever she attacks or charges, opponents within 30' must make a Will save (DC = 10 + 1/2 her level + her Charisma modifier). If they fail, they suffer effects according to their hit dice. Opponents with a higher HD total than the black talon are unaffected by this ability. Opponents who have a number of HD equal to the black talon's, or up to two fewer, are shaken for 1d6 rounds. Opponents with an HD total less than the black talon's hit dice -2 are panicked for 1d6 rounds. For example, a 5th-level black talon would cause opponents between 3 and 5 HD to become shaken, while panicking opponents with fewer than 3 HD.

    Creatures who save against this ability are immune to it for 24 hours.

    Platinum Knight

    Lesser Archetype Power: A platinum knight is proficient with martial weapons, light armor, and medium armor. She does not suffer from arcane spell failure chance while wearing light or medium armor.

    In addition, she may add her Charisma bonus to the damage dealt by her breath weapon; this additional damage is divine damage and is not subject to energy resistance.

    Moderate Archetype Power: A platinum knight adds her Charisma bonus (if any) to all saving throws.

    Greater Archetype Power: As a full-round action, a platinum knight may make a single attack and use her breath weapon. She may take a 5' step between attacking and using her breath weapon, if she so chooses.

    In addition, she may now add her Charisma bonus to the Reflex save DC to halve her breath weapon's damage, in addition to her Constitution bonus.

    Watcher

    Lesser Archetype Power: While wearing no armor, and carrying a light load or less, a watcher may add her Wisdom bonus as a dodge bonus to her armor class. She also gains the unarmed damage and bonus land speed progression of a Monk of her class level.

    Moderate Archetype Power: A watcher chooses one divine spell list, either Cleric or Druid. A number of times per day equal to 1 + her Wisdom bonus, a watcher may cast any spell from that list, the level of which cannot exceed half her class level. Treat this as a spell-like ability with an effective caster level equal to her class level, and a casting time of one standard action (unless the original spell has a casting time of longer than that, in which case use the original casting time of the spell). The DC of these spell-like abilities, unlike her normal invocations, is equal to 10 + the spell's level + her Wisdom bonus.

    Greater Archetype Power: A watcher's blindsense improves to blindsight, and its range doubles, to 60'.

    In addition, once per day as a swift action, a watcher may grant herself the benefits of a true seeing spell. This ability lasts for a number of rounds equal to her class level.


    Changelog:
    4/13/16: Class originally posted.


    - The Incarnate

    The Invoker


    Spoiler
    Show
    Designer's Notes:
    Spoiler
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    This is the class you'll probably know best as the Warlock, from Complete Arcane. Invocations. Eldritch Blast. I tried to solve a few of the more annoying problems of the basic 3.5 warlock - this one gets more invocations and a slightly higher eldritch blast damage. Plus, her crappy damage reduction and fast healing have hopefully become less crappy.

    I took a little inspiration from 4E and 5E's pacts with the archetypes and their respective roles, ending up with a spellcasting archetype, a pet archetype, and a combat archetype. But the flavor is completely mutable - the alienist can summon fiends, the fell knight could be easily be wielding fire from beyond the stars rather than hell, and the mysteries initiate could represent almost any pact with its spell access


    HD: d6
    Class Skills: Bluff, Concentration, Craft, Disguise, Hide, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Spot, Use Magic Device
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Saves Special Invocations Known
    Fort Ref Will
    1st +0 +2 +0 +2 Archetype Power (Lesser), Invocations (least), Eldritch Blast 1d6 1
    2nd +1 +3 +0 +3 Eldritch Blast 2d6 2
    3rd +2 +3 +1 +3 Archetype Power (Moderate), Protective Patron 3
    4th +3 +4 +1 +4 Talented Deceiver, Eldritch Blast 3d6 4
    5th +3 +5 +2 +5 Invocations (lesser), Bound by Blood 5
    6th +4 +5 +2 +5 Archetype Power (Greater), Pinnacle of Bindings, Eldritch Blast 4d6 6

    Proficiencies: The Invoker is proficient with simple weapons and light armor, but not with shields.. The Invoker does not suffer from arcane spell failure chance while wearing light armor.

    Archetype Power: At 1st level, the Invoker chooses an archetype from the list below. Once made, the choice is final. Each archetype offers the Invoker a different set of abilities at levels 1, 3, and 6, as noted below.

    Invocations: The Invoker has the ability to cast a limited number of invocations. Invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, an Invoker can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If an Invoker is hit by an attack while invoking, she is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. Her invocations are subject to spell resistance unless otherwise stated. An Invoker's caster level with her invocations is equal to her class level. She can dismiss any invocation as a standard action.

    If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the Invoker's Cha modifier. Since spell-like abilities are not spells, an Invoker cannot benefit from the Spell Focus feat or from other feats that let her convert or spend an arcane spell slot to produce some other effect. She can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities.

    An Invoker begins with knowledge of one least invocation, gaining access to an additional invocation at each level thereafter. At 5th level, an Invoker gains access to lesser invocations. At any level when the Invoker learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade.

    Unlike other spell-like abilities, invocations are subject to arcane spell failure chance.

    Eldritch Blast At will, the Invoker may fire an eldritch blast. An eldritch blast is a ray with a range of 60ft. It is a ranged touch attack that affects a single target, allowing no saving throw. It deals 1d6 damage, plus an additional 1d6 for every two class levels she has. Treat this as a spell-like ability that is the equivalent of a 1st-level spell. It is subject to spell resistance, and deals half damage to objects.

    Eldritch Sight: The Invoker may cast detect magic at will, with a caster level equal to her class level.

    Protective Patron: The Invoker gains damage reduction equal to half her Constitution bonus. This damage reduction can be overcome by certain materials: a Lawful invoker is vulnerable to silver, while a Chaotic invoker is vulnerable to cold iron. An Invoker who is neutral along the Law-Chaos axis chooses which material, silver or cold iron, will overcome her damage reduction when she receives this ability.

    Talented Deceiver: The Invoker may take 10 on Use Magic Device checks, even if distracted or threatened. In addition, when crafting items, she may substitute a Use Magic Device check for a required spell that she doesn't know or can't cast. The DC to do so is equal to 15 + the spell level for arcane spells, and 25 + the spell level for divine spells. Regardless of her Use Magic Device check, she cannot replicate spells above 3rd-level. She must still possess the requisite item crafting feat.

    Bound by Blood: Three times per day, as a swift action, the Invoker can activate the power coursing through her blood. She gains fast healing equal to half her Charisma bonus for a number of rounds equal to her class level.

    Pinnacle of Bindings: The Invoker's damage reduction from her Protective Patron ability is now equal to her full Constitution bonus, and the fast healing from her Bound by Blood ability is now equal to her full Charisma bonus.

    Archetypes:

    Spoiler
    Show


    Alienist

    Lesser Archetype Power: By performing a ritual that requires 8 hours of uninterrupted meditation and the expenditure of 100gp worth of magical materials, an alienist may summon and gain the services of a familiar as a base wizard of her class level. Treat this creature as if it was a standard familiar, except that the alienist does not lose experience upon the death or dismissal of her familiar, and may resummon the familiar or gain the services of a new familiar simply by repeating the ritual, rather than waiting a year and a day.

    In addition, unlike a standard familiar, an alienist may share spell-like abilities with her familiar.

    Moderate Archetype Power: An alienist may now possess her familiar, seeing through its eyes and controlling its actions, as a full-round action. Her familiar must be within 30' to use this ability. While she possesses her familiar, she may even cast her invocations as if she occupied the same space as it, though she may only do so a number of times per day equal to 3 + her Charisma modifier. While this ability is active, her own body is motionless and vulnerable, but she may end it and return to her body at any time as a free action.

    Greater Archetype Power: An alienist may now gain the services of a more powerful creature. She may choose any aberration, fey, fiendish animal, fiendish vermin, chaotic or evil outsider, or corporeal undead creature as a familiar. This creature must be of Large size or smaller, and its hit dice may not exceed her Charisma modifier, nor may its CR exceed her Charisma bonus -2. Any such creature may not use any summoning, calling, or teleportation abilities, nor may it create spawn.

    Fell Knight

    Lesser Archetype Power: A fell knight is proficient with martial weapons and medium armor, and may use her spell-like abilities in medium armor without suffering from any arcane spell failure. She also rolls a d8 for her hit die, instead of d6.

    Moderate Archetype Power: Whenever a fell knight kills an opponent that presents a legitimate threat to her (and is not, say, a bag of rats; a good guideline is that the opponent must have a CR of at least her level -2) with her eldritch blast or another invocation, she gains a number of temporary hit points equal to her class level plus her Constitution bonus. These temporary hit points do not stack; only the highest total applies.

    Greater Archetype Power: A fell knight may imbue her eldritch blast with hellfire. A hellfire blast deals her normal blast damage, plus an additional 2d6. Despite the name, this damage is not fire damage, and cannot be resisted by any means. However, each time a hellfire blast is used, the hell knight takes damage equal to her class level.

    Mysteries Initiate

    Lesser Archetype Power: A number of times per day equal to 3 + her Intelligence bonus, a mysteries initiate may teleport 10' in any direction that she can see as an immediate action.

    Moderate Archetype Power: A mysteries initiate chooses one arcane spell list from the following list: Sorcerer, Warlock, or Wizard. A number of times per day equal to 1 + her Intelligence bonus, a mysteries initiate may cast any spell from that list, the level of which cannot exceed half her class level. Treat this as a spell-like ability with an effective caster level equal to her class level, and a casting time of one standard action (unless the original spell has a casting time of longer than that, in which case use the original casting time of the spell). The DC of these spell-like abilities, unlike her normal invocations, is equal to 10 + the spell's level + her Intelligence bonus.

    Greater Archetype Power: A mysteries initiate may channel spells through her eldritch blast ability. As part of her attack with an eldritch blast, she may use up one of the spells from her Moderate power. The mysteries initiate can only channel spells that affect a target, or require a melee or ranged touch attack with this ability. If the eldritch blast is successful, it deals damage normally, and the effect of the spell is resolved.


    Changelog:
    4/10/16: Class originally posted.


    - The Shadowcaster
    - The Soulborn
    - The Swordsage
    - The Totemist
    - The Truenamer
    - The Warblade
    Last edited by Gnorman; 2016-04-13 at 03:27 PM.

  11. - Top - End - #11
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    Default Re: Gnorman's E6 Compendium, Volume 3

    The Shaper (by Rizban)


    Spoiler
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    HD: d8
    Class Skills: Climb, Concentration, Craft, Handle Animal, Jump, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Fort Ref Will Special Soul Melds Essentia Chakra Binds
    1st +0 +2 +0 +0 Archetype Power (Lesser), Meldshaping 2 1 0
    2nd +1 +3 +0 +0 Open Chakra 3 2 1
    3rd +2 +3 +1 +1 Archetype Power (Moderate) 3 3 1
    4th +3 +4 +1 +1 Open Chakra 4 4 1
    5th +3 +4 +1 +1 Rapid Reshaping 4 5 1
    6th +4 +5 +2 +2 Archetype Power (Greater) 4 6 2

    Proficiencies: The shaper is proficient with simple weapons, light and medium armor, and shields (except tower shields).

    Archetype Power: At 1st level, a shaper chooses an archetype from the list below. He gains the powers of the archetype at the appropriate levels, as indicated above. Once made, this choice is final.

    Meldshaping: The shaper may shape soulmelds drawn from the appropriate list for his archetype. The DC of the shaper's soulmeld, if appropriate, is equal to 10 + the number of points of essentia invested in the soulmeld + the shaper's Constitution modifier. His meldshaper level is equal to his class level. The shaper may only shape a number of soulmelds at any one time equal to his Constitution score -10 or the maximum appropriate for his level (given in the above table), whichever is lower. The shaper must get a good night's rest and spend one hour meditating to shape his soulmelds for the day. Soulmelds remain shaped until the shaper chooses to unshape them, such as when he decides to shape new melds, or when a spell or effect causes it to unshape.

    Open Chakra: At 2nd and 4th level, the shaper gains the ability to bind a soulmeld to one or more chakras. The exact chakras are determined by his chosen archetype.

    Rapid Reshaping: Once per day, the shaper may use a full-round action to unshape any one soulmeld he has and shape a different soulmeld of his choice. This action provokes attacks of opportunity. If the unshaped soulmeld was bound to a chakra, the new soulmeld may also be bound to the chakra appropriate for that soulmeld.

    Archetypes:

    Azure Adept

    Aligned Soulmelds: The azure adept may shape soulmelds from the Incarnate list; however, he must choose one extreme of alignment, i.e. Neutral Good, Neutral Evil, Lawful Neutral, or Chaotic Neutral. He may not shape soulmelds with an alignment descriptor that does not match his alignment. If his alignment changes away from the one extreme, he may no longer shape any soulmelds with an alignment descriptor until his alignment again matches one of the four alignments listed above.
    Open Chakra: At 2nd level, the azure adept may bind soulmelds to his crown chakra.
    At 4th level, he may also bind soulmelds to his feet and hands chakras.
    Lesser Archetype Power: The azure adept gains an [Incarnum] feat of his choice for which he meets the prerequisites as a bonus feat. Once per day when he shapes his soulmelds, he may spend an additional 10 minutes in meditation to exchange this feat with a different [Incarnum] feat of his choice for which he meets the prerequisites.
    Moderate Archetype Power: At 3rd level, The azure adept's maximum essentia capacity increases by one. This affects all soulmelds, feats, and any other essentia receptacles that he possesses.
    Greater Archetype Power: At 6th level, an azure adept chooses one of the following chakras: arms, brows, or shoulders. He is able to bind soulmelds to this chakra. His essentia pool also increases by 1.

    Soulstealer

    Aligned Soulmelds: The soulstealer may shape soulmelds from the Incarnate list as if her alignment were evil, regardless of her actual alignment. She may not shape soulmelds with the good, law, or chaos descriptors, but she may shape necrocarnum soulmelds.
    Open Chakra: At 2nd level, the soulstealer may bind soulmelds to her crown chakra.
    At 4th level, she chooses either the feet or hands chakra and is able to bind to that one chakra.
    Lesser Archetype Power: A soulstealer is able to sense living creatures within 10ft. as if she had blindsense and may determine the condition of creatures near death within this range as with the deathwatch spell. The range of this ability increases to 15ft. at 3rd-level and to 20ft. at 5th level. Each point of essentia invested into this ability increases the range by an additional 5ft.
    Moderate Archetype Power: When a soulstealer reduces a living creature to -1 or fewer hit points, she gains temporary hit points equal to twice the creature's HD. She also gains one temporary essentia which can be immediately invsted as a free action. The temporary hitpoints last for one hour while the temporary essentia lasts 24 hours. Multiple uses of this ability do not stack.
    Greater Archetype Power: A soulstealer gains resistance to death in the form of immunity to energy drain and to negative levels. She also gains the ability to have two temporary essentia at one time, assuming she reduces two or more creatures to -1 or fewer hit points.

    Oversoul

    Proficiencies: The oversoul gains proficiency with martial weapons.
    Aligned Soulmelds: The oversoul may shape soulmelds from the soulborn list. He may be any alignment, but he may not shape soulmelds with an alignment descriptor that does not match his alignment. For example, he may only shape [Good] soulmelds if he is of Lawful Good, Neutral Good, or Chaotic Good alignment.
    Open Chakra: At 2nd level, the oversoul may bind soulmelds to his crown chakra.
    At 4th level, he may also bind soulmelds to his feet and hands chakras.
    Lesser Archetype Power:
    An oversoul gains the ability to cast a small number of divine spells from the white mage's spell list but not spells granted by any of the white mage archetypes. He casts spells exactly as the white mage, but Charisma is his casting stat. The spells per day available to an oversoul are given on the following table.
    Spells per Day{table=head]Level|0|1|2
    1st|2|-|-|
    2nd|2|-|-|
    3rd|3|0*|-
    4th|3|1|-
    5th|3|2|0*
    6th|3|3|1[/table]
    * An oversoul may only cast spells at this level if his Charisma score is high enough to gain a bonus spell of this spell level.
    Moderate Archetype Power: At 3rd level, the oversoul gains the ability to smite a foe as part of a melee or ranged attack. He gains a bonus on the attack equal to his Charisma modifier (if positive) and deals additional damage equal to his class level plus his Charisma modifier (if positive), ignoring any damage reduction the target possesses. An oversoul may make a number of smite attacks in each encounter equal to one third his oversoul level, rounded down. An oversoul's smite attack only functions against opponents whose alignment opposses the oversoul's. A Lawful good oversoul may smite an opponent who is either Evil or Chaotic, but an Chaotic Neutral oversoul may smite only Lawul opponents.
    Greater Archetype Power: The oversoul gains his Charisma modifier (minimum 1) as a bonus on all saving throws and rolls to resist a bull rush, disarm, grapple, sunder, or trip attack. He also retains his Dexterity bonus to AC (if any) even while flat-footed. For every point of essentia invested in this ability, this bonus increases by one, and allows the oversoul to select one ally per point of essentia within 20ft to also gain this bonus. The ally receives only half of the total bonus (minimum 0), rounded down, and does not gain the ability to retain Dex bonus while flat-footed.

    Soulforger

    Proficiencies: The soulforger gains proficiency with martial weapons and heavy armor.
    Aligned Soulmelds: The soulforger may shape soulmelds from the soulborn list. He may be any alignment, but he may not shape soulmelds with an alignment descriptor that does not match his alignment. For example, he may only shape [Good] soulmelds if he is of Lawful Good, Neutral Good, or Chaotic Good alignment.
    Open Chakra: At 2nd level, the soulforger may bind his Soulforged Weapon (see Lesser Archetype Power below) to his crown, feet, or hands chakra. He may not bind any other soulmelds to these chakras.
    At 4th level, he may bind his Soulforged Weapon to his arms, brow, or shoulders chakra. He also gains the ability to bind any of his soulmelds to his crown chakra but not to any other chakra.
    Lesser Archetype Power: The soulforger gains the ability to bind his soul into any weapon he wields, created a Soulforged Weapon. This is a special soulmeld available only to a soulforger, and the abilities do not function for anyone else who wields the weapon.
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    Soulforged Weapon: When a soulforged shapes his soulmelds for the day, one of them may be a soulforged weapon, and he is able to bind this weapon to a chakra of his choice. The weapon made soulforged is still wielded normally, even if it is bound to a chakra other than the hands. It can be disarmed normally, and it can still be sundered in the usual way. If a soulforger loses or puts down the weapon while it is bound, it remains bound and retains its special characteristics; he also retains the special abilities gained from the bind. No one else can benefit from the weaponís incarnum-based powers. Unlike a typical chakra bind, this one does not close the corresponding body slot, but no other soulmeld may be shaped on the bound chakra.
    Essentia: For every point of essentia invested into a soulforged weapon, the soulforger gains a +1 insight bonus to attack and damage. If the soulforged weapon is non-magical, it is treated as magical while essentia is invested into it.
    Soulforged Weapon Chakras:
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    • Crown Chakra: While bound to his crown chakra, the soulforger may not be flanked. He also gains a +4 insight bonus to resist disarm and sunder attacks.
      Essentia: Every point of invested essentia increases the insight bonus to resist disarm and sunder attacks by 2.
    • Feet Chakra: While bound to his feet chakra, the soulforger gains a +2 insight bonus to initiative and is treated as having the Combat Reflexes feat if he does not possess it.
      Essentia: Every point of invested essentia increases the insight bonus to initiative checks by 1.
    • Hand Chakra: This chakra grants the soulforger a +1 insight bonus on damage rolls made with the soulforged weapon.
      Essentia: The soulforger gains a +1 insight bonus on attack rolls made with the soulforged weapon for each point of invested essentia.
    • Arms Chakra: The critical threat range of the soulforger weapon increases by 1 while bound to the soulforger's arms chakra. This stacks with the Improved Critical feat or the keen weapon enhancement.
      Essentia: The soulforger gains an insight bonus on attack rolls made to confirm critical threats equal to the number of essentia invested in his soulforged weapon.
    • Brow Chakra: While bound to his brow chakra, a soulforger is treated as having the Blind-Fight feat. If he already possesses this feat, he gains no additional benefit.
      Essentia: If at least one point of essentia is invested in the soulforged weapon, the soulforger ignores concealment less than total concealment. If at least three points of essentia are invested, the soulforged weapon functions as if it had the ghost touch property.
    • Shoulders Chakra: While bound to his shoulders chakra, the soulforger is treated as having light fortification, giving him a 25% chance to resist sneak attacks and critical hits. He need not be aware of the attack for the ability to function, but it grants no benefit if he is unconscious or otherwise helpless.
      Essentia: If at least two points of essentia are invested in the soulforged weapon, he is instead treated as having moderate fortification.
    • Throat Chakra: The soulforger may brandish his weapon and utter a hearty battle shout that demoralizes foes. Each enemy within 60 feet who can hear him must save or become shaken for 1d6 rounds (Will DC 10 + soulforger level + Con modifier). He can use this ability as a move action once per encounter.
      Essentia: Each point of invested essentia increases the save DC by 2.
    • Waist Chakra: As long as this chakra bind is in effect, the soulforger gains a +2 insight bonus on checks made to avoid being bull rushed, grappled, tripped, or overrun. He also retains his Dexterity bonus to AC (if any) even while flat-footed.
      Essentia: For every point of invested essentia, the soulforger gains a +2 insight bonus when making bull rush, grapple, trip, or overrun attacks.
    • Heart Chakra: The soulforged weapon grants the soulforger bonus hit points equal to twice his soulforger level. These extra hit points are not lost first the way temporary hit points are; if he changes the chakra bind of his blademeld, he loses them immediately.
      Essentia: The soulforger gains 2 additional hit points for every point of invested essentia. If the essentia is uninvested, these hit points are immediately lost.
    • Soul Chakra While bound to his soul chakra, the soulforged weapon gains one alignment descriptor of the soulforger's choice. The chosen alignment must match one component of the soulforger's alignment.
      Essentia: The soulforged weapon deals an additional 1d6 damage for each point of invested essentia to creatures with an alignment subtype opposed to the soulforged weapon's alignment descriptor. For instance, a [good] soulforged weapon would deal bonus damage to creatures with the [evil] subtype.

    Moderate Archetype Power: The soulforger gains the ability to invest essentia into his armor. Each point of invested essentia increases the AC granted by his armor by 1.
    Greater Archetype Power: The soulforger chooses either the throat or waist chakra and gains the ability to bind his soulforged weapon to that chakra.

    Wildspeaker

    Open Chakra: At 2nd level, the wildspeaker may bind soulmelds to his totem chakra, and soulmelds have their essentia capacity increased by 1 while bound to his totem chakra.
    At 4th level, he may also bind soulmelds to his crown, feet, and hands chakras.
    Lesser Archetype Power: At 1st level, a wildspeaker gains wild empathy as a druid of his level and gain speak with animals as an extraordinary ability. He may use speak with animals a number of times per day equal to his wildspeaker level. Each point of essentia invested into this ability grants a +1 insight bonus to his wild empathy checks.
    Moderate Archetype Power: If the soulmeld bound to a wildspeaker's totem chakra is associated with a magical beast, the wildspeaker takes no penalty on his wild empathy checks when used with that kind of magical beast. In addition, he may choose to use his speak with animals ability with that type of magical beast.
    Greater Archetype Power: At sixth level, the wildspeaker gains the ability to bind any soulmeld to his totem and one other chakra of his choice, gaining the benefits of both chakra binds at once. This only counts as a single chakra bind.


    The Summoner (by Sgt. Cookie)


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    Hit Die: 1d6
    Class Skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (All except Nobility and Royalty and Architecture and Engineering), Listen, Ride, Sense Motive, Spellcraft, Spot, Use Magic Device
    Skill Points: 4 + Int per level (4x at 1st)

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd
    1st +0 +0 +2 +2 Archetype Power (Lesser), Spellcasting, Companion 5 4 ó ó
    2nd +1 +0 +3 +3 Augment Summoning, Quick Summon 5 5 ó ó
    3rd +2 +1 +3 +3 Archetype Power (Moderate) 5 5 4 ó
    4th +3 +1 +4 +4 Extended Summoning 5 6 5 ó
    5th +3 +1 +4 +4 Buffing Distance 5 6 5 ó
    6th +4 +2 +5 +5 Archetype Power (Greater), Swift Summoning 5 6 6 4

    Proficiencies: The Summoner is proficient with light armour and simple weapons. He does not suffer from arcane failure while in light armour.

    Archetype Power: At 1st level, the Summoner chooses an archetype from the following list. Once made, the choice is final. Each archetype offers a set of powers and alters a Summoner's Summon X list, which are detailed below and become available when the Summoner is capable of casting Summon X spells of that level. The spell the archetype alters is also listed.

    Spellcasting: The Summoner casts arcane spells from a specialized list, which is included below. A Summoner need not prepare spells ahead of time - he may spontaneously cast any spell on his list from the appropriate slot. He still requires eight hours of rest to refresh his spells. His sole casting stat is Charisma, which dictates both the DC of his spells and his bonus spells. To cast a spell, the Summoner must have a Charisma score equal to 10 + the level of spell in question.

    Any Buffing spell (See Summoned Buff) ignores the Spell Resistance (If any) and/or other immunities of your summoned creatures. Mindless creatures cannot be affected by Mind Affecting abilities, however. Additionally, if a Buffing Spell has a Range of Personal (Such as Entropic Shield)

    Companion (Su): Select a creature from either the Summon Monster list or Summon Nature's Ally list. Once made, this choice cannot be changed, except when you get access to a higher level list. Anything added via an Archetype (Such as Elemental Summoner's Moderate power) are eligible to become Companions.

    If your Companion has less Hit Dice than you do class levels, then your Companion gains extra Hit Dice equal to the difference. Your Companion, if intelligent, possesses the same Alignment as you. Your Companion is loyal to you and follows your instructions without question, even if you do not share a language. Since your Companion cannot be killed, well permanently killed, it has no qualms about acting on dangerous or life-threatening orders.

    Your Companion is summoned as a Standard Action and lasts indefinitely. You also summon the same creature each time. Once summoned, your Companion may enter Anti-Magic fields and the like but cannot be summoned within them. Your Companion can be the target of a Dispel or Dismiss spell, but can be resummoned the next round. You may dismiss your Companion as a free action. If your companion is killed, it reforms after an hour.

    This ability is treated as a Conjuration (Summoning) Spell with a level equal to the highest level Summon Monster spell you can cast. As such, it can benefit from feats such as Augment Summoning that normally only affect actual spells.

    Augment Summoning: At second level, a Summoner gets the Augment Summoning feat for free, regardless of whether he qualifies.

    Quick Summoning (Ex): At second level, all Conjuration (Summoning) Spells have a Casting time of a Standard Action, rather than 1 Round.

    Extended Summoning (Ex): At fourth level, all of a Summoner's Summon X spells are Extended automatically without using a higher level slot.

    Summoned Buff (Ex): Whenever you cast a Summon X spell or summon your Companion you may, as a Free Action, cast a Buffing spell (Defined as any spell that grants a bonus to Ability Scores, skill checks, attack rolls, saves, damage rolls, grants temporary HP or grants a Miss Chance. Magic Weapon and Magic Fang, and the Greater versions, also count as Buffing spells.) on them. If the Buffing Spell has multiple targets, such as Good Hope, but you only summon one creature, then you may utilise these extra targets on other allies. If you summon multiple creatures, but cast a Buffing spell that cannot target all of them, then only some of them gain the benefits of the spell.

    Swift Summon (Ex): At sixth level, all Conjuration (Summoning) Spells can be cast as a Move action, or as a Free action as part of a Move.

    Summoner Spell List:
    0: Detect Magic, Guidance, Message, Prestidigitation, Read Magic, Resistance, Virtue
    1st: Bless, Comprehend Languages, Entropic Shield, Mage Armour, Magic Fang, Magic Weapon, Mount, Protection from Good/Evil/Chaos/Law, Remove Fear, Shield of Faith, Summon Monster I, Summon Nature's Ally I
    2nd: Aid, Bear's Endurance, Blur, Bull's Strength, Cat's Grace, Dismiss*, Eagle's Splendour, Fox's Cunning, Heroism Owl's Wisdom, Rage, Resist Energy, Status, Summon Monster II, Summon Nature's Ally II, Summon Swarm, Tongues
    3rd: Dimensional Anchor, Displacement, Good Hope, Haste, Keen Edge, Magic Circle against Good/Evil/Chaos/Law, Magic Fang (Greater), Magic Vestment, Magic Weapon (Greater), Phantom Steed, Prayer, Protection from Energy, Summon Monster III, Summon Nature's Ally III

    *New Spell:

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    Dismiss
    Conjuration

    Level: Black Mage 2, Summoner 2, White Mage 2
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Medium
    Target: One Summoned creature
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No

    This spell functions like a Targeted Dispel Magic, except as mentioned here: You may only affect Creatures summoned with a Conjuration(Summoning) effect and you gain a +4 bonus to the check.

    If multiple creatures are summoned via one spell, such as via the "1d3 from the lower list" option, then you only need to successfully dismiss one creature from the group to dismiss all of them.

    Dismiss can be used to Counterspell any Conjuration(Summoning) spell.



    Archetypes


    Elemental Summoner

    Lesser Archetype Power: Any Celestial/Fiendish creatures you summon via Summon Monster instead have the following Template applied:

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    Elemental Creature:

    Elemental Creature is an Inherited Template that can be applied to any of the following:aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin

    Size and Type: The creature's size is unchanged. The creature's Type changes to Elemental and gains the Air/Earth/Fire/Water subtype as appropriate. If the Elemental Creature is found on the Material Plane, it gains the Extraplanar subtype.

    Hit Dice: Change to d8s.

    Speed: Air Elemental Creatures have a Fly Speed of 100ft (Perfect Manuverability).

    Water Elemental Creatures have a Swim Speed of 90ft.

    Special Attacks: An Elemental creature gets certain special attacks, depending on its subtype.

    Air:

    Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an Air Elemental Creature.

    Earth:

    Earth Mastery (Ex): An Earth Elemental Creature gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls.

    Push (Ex): An Earth Elemental Creature can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elementalís opposed Strength checks.

    Fire:

    Fire Damage (Ex): A Fire Elemental Creature's natural attacks deal extra Fire Damage, depending on their Hit Dice:
    0-3HD: 1d4 Fire Damage.
    4-7HD: 1d6 Fire Damage.

    Burn (Ex): Those hit by a Fire Elementalís natural attacks also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. Save DC 10 + 1/2 HD + Con mod. A burning creature can take a move action to put out the flame.

    Creatures hitting a Fire Elemental Creature with natural weapons or unarmed attacks take fire damage as though hit by the elementalís attack, and also catch on fire unless they succeed on a Reflex save.

    Water:

    Water Mastery (Ex): A Water Elemental creature gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls.

    Drench (Ex): The Water Elemental Creatureís touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals Elemental Creatureís HD).

    Special Qualities:

    All Elemental Creatures have Darkvision out to 60ft. If they already possess Darkvision, use whichever one is better.

    Earth Elemental Creatures also the following:

    Earth Glide (Ex): An Earth Elemental Creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing Earth Elemental Creature flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

    Abilities:

    Air: Dex +6

    Earth: Str +6, Dex -2

    Fire: Dex +2

    Water: Str + 4, Con +2



    The Elemental Summoner decides what type of Elemental Creature is summoned at the time of casting.

    Your Companion also has the Elemental Creature template, instead of the Celestial/Fiendish. Each time you summon your Companion, you may apply a different Elemental Creature template.

    Moderate Archetype Power: Add Small Elemental, Medium Elemental and Mephit (Air, Fire, Earth and Water only) to the Summon Monster I, II and III lists respectively.

    Greater Archetype Power: Whenever the Elemental Summoner has summoned an Elemental Creature (Including his Companion), Elemental or Mephit, he may, as a Standard action, change what Elemental type it is.


    Minionmancer

    Lesser Archetype Power: Whenever you cast a Summon X Spell, you may, as a Free Action, cast another Summon X Spell. These do not have to be the same spell or even the same level. (So, you could cast Summon Monster II and then, as a free action, cast Summon Nature's Ally I.)

    Moderate Archetype Power: Instead of the "1d3 from [Prior Level's List]" effect of the 2nd and 3rd level Summon X spells, you can summon 1d4+1 creatures.

    Instead of the "1d4+1 from the 1st level list" effect from the Summon X III spells, you can summon 1d6+2 creatures.

    Greater Archetype Power: Whenever you summon your Companion, you instead summon two.


    Celestial/Fiendish Specialist

    Good summoners cannot be Fiendish Specialists and Evil summoners cannot be Celestial Specialists. Neutral Summoners can decide to be either. If your Alignment changes, then so does your Specialist type. (For example, a Neutral Fiendish Specialist becomes Good, he becomes a Celestial Specialist, instead.) As such, all Fiendish Creatures are instead Celestial Creatures for a Celestial Specialist (vice versa for a Fiendish Specialist). This also applies to your Companion.

    Lesser Archetype Power: The Natural Weapons of any Celestial/Fiendish creature you summon are treated as Good/Evil weapons for the purposes of overcoming Damage Reduction. In addition, whenever a Celestial creature attacks an Evil one (And vice versa for Fiendish creatures) with its natural weapons, they deal damage as if they were one size larger.

    Moderate Archetype Power: Instead of the Celestial/Fiendish template, your summoned creatures have the Half-Celestial/Fiendish template instead. This also applies to your companion.

    Greater Archetype Power: Once per week, you may use Lesser Planar Ally as a Spell-Like Ability. Unlike the ordinary use of the spell, you may decide what sort of being you call (I.e, if you want to summon a Succubus, you will get a Succubus).

    Master Summoner

    Lesser Archetype Power: Whenever you cast a Summon X Spell, you may, as a free action, cast the same Summon X Spell again (So, if you cast Summon Monster I, you must cast Summon Monster I again to benefit from this effect). If you do, then you may use the list from the next level up. (So, two Summon Monster I spells gives access to the Summon monster II list. Two SM II spells gives access to the SM III List and two SM III spells gives access to the SM IV list).

    You cannot use this ability in conjunction with the "X from a lower list" option.

    Moderate Archetype Power: You gain a bonus to your Caster Level equal to half your Charisma Modifier, but only when casting a Conjuration(Summoning) Spell or when casting Magic Circle to use as a trap for Lesser Planar Binding (See below).

    Greater Archetype Power: Once per week, you may use Lesser Planar Binding as a Spell-Like ability. You must still use spell slots to cast Magic Circle Against (X) and Dimensional Anchor to create the trap. You must still offer rewards and the like to the creature you summon.



    The Warlock (by DMofDarkness)


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    HD: d6
    Class Skills: Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
    Skill Points: 2 + Int per level (4x at 1st)

    Level BAB Fort Ref Will Special Invocations
    1st +0 +0 +0 +2 Invocations, Archetype, Eldritch Blast 1
    2nd +1 +0 +0 +3 Lesser Archetype Power 2
    3rd +2 +1 +1 +3 Damage Reduction 2
    4th +3 +1 +1 +4 Moderate Archetype Power 3
    5th +3 +1 +1 +4 Fiendish Resilience 3
    6th +4 +5 +2 +5 Greater Archetype Power, Hellfire Blast 4

    Proficiencies: A Warlock is proficient with light armor, as well as simple weapons. He does not suffer from arcane failure while in light armor, though he suffers normally from all other kinds of armor and shields.

    Eldritch Blast (Sp): At first level, a Warlock gains access to his most basic power: his Eldritch Blast. An Eldritch Blast is a ray with a range of 60ft. It is a ranged touch attack that affects a single target, allowing no saving throw. An Eldritch blast deals 1d6 damage at first level, which increases to 2d6 at third level and 3d6 at 5th level. This is the equivalent of a first level spell. An Eldritch Blast is subject to spell resistance. An Eldritch Blast deals half damage to objects.

    Invocations: A Warlock has a repertoire of attacks, defenses, and other abilities known as invocations, which allow him to focus the wild energy that suffuses his soul. A Warlock can use any invocation he knows at will.

    A Warlock's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a Warlock can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a Warlock is hit by an attack while invoking, he is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. His invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A Warlock's caster level with his invocations is equal to his class level. He can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

    If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the Warlock's Cha modifier. Since spell-like abilities are not spells, a Warlock cannot benefit from the Spell Focus feat or from other feats that let him convert or spend an arcane spell slot to produce some other effect. He can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.

    A 1st-level Warlock begins with knowledge of one least invocation, gaining access to an additional least invocation at second and fourth level. At 6th level, a Warlock gains access to a Lesser invocation. At any level when a Warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or lower grade.

    Unlike other spell-like abilities, invocations are subject to arcane spell failure chance.

    Archetype: At 1st level, a Warlock chooses an archetype from the following list, each of which conveys a certain set of advantages and abilities. Once chosen, this cannot be changed or reversed. Each archetype has a Lesser power, a Moderate power, a Greater power, and a Capstone SLA associated with it, which the Warlock receives at the levels noted above. Each archetype also adds one extra invocation to the Warlock's invocations known at first level.

    Lesser Archetype Power: At 2nd level, a Warlock gains the appropriate power for his archetype.

    Damage Reduction: At 3rd level, fortified by the supernatural power flowing through his body, a warlock gains resiliance to mundane attacks. He gains damage reduction 1/cold iron. This improves to damage reduction 2/cold iron at 6th level.

    Moderate Archetype Power: At 4th level, a Warlock gains the appropriate power for his archetype.

    Fiendish Resiliance: At 5th level, a Warlock gains activate Fiendish Resiliance. While in this state, the Warlock gains fast healing one, and any damage reduction the Warlock has increases by 1 of whatever type it already was. The Warlock can only remain in this state for a total of two minutes/day. They may activate or deactivate this power as a swift action.

    Greater Archetype Power: At 6th level, a Warlock gains the appropriate power for his archetype.

    Hellfire Blast: At 6th level, whenever a Warlock uses his eldritch blast ability, he can change his eldritch blast into a hellfire blast. A hellfire blast deals his normal eldritch blast damage plus an extra 2d6 points of damage. If his blast hits multiple targets (for example, the eldritch chain blast shape invocation), each target takes the extra damage. This damage is not fire damage.

    Each time he uses this ability, however, he takes 1 point of Constitution damage. This damage cannot be prevented or reduced; channeling hellfire overwhelms all mortal defenses.

    Archetypes


    Fae Warlock


    Bonus Invocation:
    Beguiling Influence

    Lesser Archetype Power: A number of times per day equal to a Fae Warlock's intelligence modifier (minimum 1), they may teleport 10 ft as an immediate action, slipping through the portals to the Hedge and back again in less than a second.
    Moderate Archetype Power: The Fae Warlock is able to subtly change their appearance, shifting forms to whatever suits their whims. They have the supernatural ability to alter their appearance as a full-round action as if using a Disguise Self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color or texture, and size, within the limits given for the spell. The Fae Warlock can use this ability at will, and it lasts until the shape is changed again. A Fae Warlock reverts to its natural form when killed. True Seeing reveals its true form. When using this to create a disguise, a changeling receives a +10 circumstance bonus on the check.
    Greater Archetype Power: The Fae Warlock radiates a glamor that makes it difficult for anyone to willingly hit them. The Fae Warlock, at the start of each encounter, is treated as under a Sanctuary effect (DC 13+ Cha modifier). However, unlike the sanctuary spell, she may make offensive actions against people without breaking the spell; however, anyone damaged by the Fae Warlock are unaffected by this spell.

    Spell-Bearer


    Bonus Invocation:
    Baleful Utterance

    Lesser Archetype Power: A Spell-Bearer may use Detect Magic at will, his affinity with magical objects allowing him to see magical auras as easily as the ground in front of him.
    Moderate Archetype Power: A Spell-Bearer's affinity with natural items allows him to wield superiority over them; he may take 10 on Use Magic Device checks.
    Greater Archetype Power: The Spell-Bearer's familiarity with magic items has given him the power to craft magic into physical forms in ways he can't shape himself. While crafting an item, the Spell-Bearer may substitute a Use Magic Device check (DC = 15+ spell level) in the place of an arcane spell he doesn't know.

    Glaivelock


    Bonus Invocation:
    Eldritch Glaive

    Lesser Archetype Power: An Glaivelock's familiarity with his signature power allows him to use the Eldritch Glaive invocation as a standard action.
    Moderate Archetype Power: A Glaivelock, when using his Eldritch Glaive invocation, may manifest his Eldritch Glaive as a semi-physical weapon, instead of just energy. While manifested this way, the Eldritch Glaive bypasses spell resistance and can be affected by feats such as Power Attack.
    Greater Archetype Power: An Eldritch Glaivelock's mastery with the Eldritch Glaive becomes unparalleled. He may use the Invocation as a Full-Round action. When he does, he may make an additional attack with the glaive at a -5 penalty.




    The Storysinger (by unosorta)

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    The Shadowcaster

    The Truenamer

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    Default Re: Gnorman's E6 Compendium, Volume 3

    Chapter 3: Races
    The Dwarf

    The Elf

    The Halfling

    The Human

    The Gnome

    The Orc

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    The Aasimar

    The Genasi

    The Tiefling

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    The Changeling

    The Shifter

    The Warforged

    The Beastfolk

    The Goblin

    The Lizardfolk

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    Chapter 4: Racial & Monstrous Archetypes

    Bladesinger

    Dwarven Defender

    Shadowcraft Mage

    Outrider

    Bloodscarred Shaman

    Dilettante

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    Other Racial Archetypes

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    Monstrous Archetypes

    Babau (Rogue Archetype)

    Barbazu (Fighter Archetype)

    Bralani (Fighter Archetype)

    Djinni (Wizard Archetype)

    Drider (Cleric Archetype)

    Efreeti (Sorcerer Archetype)

    Erinyes (Ranger Archetype)

    Hag (Warlock Archetype)

    Hound Archon (Paladin Archetype)

    Hill Giant (Barbarian Archetype)

    Illithid (Psion Archetype)

    Lich (Warlock Archetype)

    Lillend (Bard Archetype)

    Medusa (Ranger Archetype)

    Nymph (Druid Archetype)

    Ogre Mage (Wizard Archetype)

    Rakshasa (Sorcerer Archetype)

    Succubus (Bard Archetype)

    Troll (Monk Archetype)

    Vampire (Blackguard Archetype)

    Werewolf (Monk Archetype)

    Yuan-Ti (Warmind Archetype)

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    Chapter 5: Feats

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    Chapter 6: Items & Equipment

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    Chapter 7: Spell Lists, New Spells, & Rituals


    Spell Lists:

    Spoiler
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    Bard Spell List:
    0: Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Light, Lullaby, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Resistance, Summon Instrument
    1: Charm Person, Confusion (Lesser), Cure Light Wounds, Disguise Self, Expeditious Retreat, Hideous Laughter, Hypnotism, Remove Fear, Silent Image, Sleep, Ventriloquism
    2: Blur, Calm Emotions, Cat's Grace, Cure Moderate Wounds, Daze Monster, Delay Poison, Eagle's Splendor, Enthrall, Fox's Cunning, Heroism, Hold Person, Hypnotic Pattern, Minor Image, Mirror Image, Shatter, Silence, Sound Burst, Suggestion
    3: Charm Monster, Confusion, Cure Serious Wounds, Deep Slumber, Dispel Magic, Glibness, Good Hope, Major Image, Remove Curse, Sculpt Sound

    Cleric Spell List:
    0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    1: Bless, Bless Water, Command, Cure Light Wounds, Detect Alignment, Detect Undead, Divine Favor, Endure Elements, Hide from Undead, Magic Stone, Magic Weapon, Protection from Alignment, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
    2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Find Traps, Gentle Repose, Hold Person, Make Whole, Owl's Wisdom, Protection from Arrows, Remove Paralysis, Resist Energy, Restoration (Lesser), Shield Other, Silence, Sound Burst, Status, Summon Monster II, Zone of Truth
    3: Create Food and Water, Continual Flame, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Good Hope, Helping Hand, Invisibility Purge, Locate Object, Magic Circle Against Alignment, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Summon Monster III, Tongues, Water Walk

    Druid Spell List:
    0: Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
    1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Longstrider, Magic Fang, Obscuring Mist, Pass Without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature's Ally I
    2: Animal Messenger, Animal Trance, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Cure Moderate Wounds, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration (Lesser), Soften Earth and Stone, Summon Nature's Ally II, Tree Shape, Warp Wood, Wood Shape
    3: Call Lightning, Cure Serious Wounds, Daylight, Diminish Plants, Dominate Animal, Magic Fang (Greater), Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall

    Sorcerer Spell List:
    0: Acid Splash, Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Message, Prestidigitation, Read Magic
    1: Alarm, Burning Hands, Endure Elements, Enlarge Person, Entropic Shield, Floating Disk, Grease, Jump, Mage Armor, Magic Missile, Magic Weapon, Mount, Produce Flame, Reduce Person, Shield, Shocking Grasp, True Strike
    2: Acid Arrow, Bear's Endurance, Bull's Strength, Continual Flame, Eagle's Splendor, Flame Blade, Flaming Sphere, Glitterdust, Levitate, Protection from Arrows, Pyrotechnics, Resist Energy, Rope Trick, Scorching Ray, Shatter
    3: Daylight, Dispel Magic, Explosive Runes, Fireball, Flame Arrow, Fly, Haste, Heroism, Ice Storm, Magic Weapon (Greater), Keen Edge, Lightning Bolt, Phantom Steed, Protection from Energy, Sleet Storm, Slow, Stinking Cloud, Tiny Hut

    Spellsword Spell List:
    0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Message, Prestidigitation, Read Magic, Touch of Fatigue
    1: Burning Hands, Chill Touch, Enlarge Person, Expeditious Retreat, Jump, Mage Armor, Magic Missile, Magic Weapon, Produce Flame, Ray of Enfeeblement, Resist Energy, Shield, Shocking Grasp, True Strike
    2: Acid Arrow, Bear's Endurance, Blur, Bull's Strength, Cat's Grace, Darkvision, Ghoul Touch, Invisibility, Mirror Image, Protection from Arrows, Scorching Ray, See Invisibility, Spider Climb, Touch of Idiocy

    Warlock Spell List:
    0: Acid Splash, Detect Magic, Disrupt Undead, Inflict Minor Wounds, Mage Hand, Message, Prestidigitation, Read Magic, Touch of Fatigue
    1: Bane, Cause Fear, Chill Touch, Command, Deathwatch, Detect Magic, Detect Undead, Disguise Self, Doom, Entropic Shield, Inflict Light Wounds, Protection from Alignment, Ray of Enfeeblement, Summon Monster I, Undetectable Alignment
    2: Acid Arrow, Blindness/Deafness, Bull's Strength, Command Undead, Darkness, Darkvision, Death Knell, Desecrate, Eagle's Splendor, False Life, Fox's Cunning, Gentle Repose, Ghoul Touch, Inflict Moderate Wounds, Scare, Spectral Hand, Spider Climb, Summon Monster II, Summon Swarm, Touch of Idiocy, Web
    3: Animate Dead, Bestow Curse, Contagion, Crushing Despair, Deeper Darkness, Dispel Magic, Halt Undead, Inflict Serious Wounds, Magic Circle Against Alignment, Phantom Steed, Poison, Ray of Exhaustion, Remove Curse, Speak with Dead, Stinking Cloud, Summon Monster III, Vampiric Touch

    Wizard Spell List:
    0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Mending, Message, Prestidigitation, Read Magic
    1: Charm Person, Color Spray, Comprehend Languages, Confusion (Lesser), Detect Secret Doors, Disguise Self, Expeditious Retreat, Feather Fall, Hypnotism, Identify, Obscuring Mist, Silent Image, Sleep, Unseen Servant, Ventriloquism
    2: Blur, Cat's Grace, Daze Monster, Detect Thoughts, Enthrall, Fog Cloud, Fox's Cunning, Gust of Wind, Hideous Laughter, Hold Person, Hypnotic Pattern, Invisibility, Knock, Locate Object, Minor Image, Mirror Image, Misdirection, Obscure Object, See Invisibility, Silence, Touch of Idiocy, Whispering Wind
    3: Arcane Sight, Charm Monster, Clairaudience/Clairvoyance, Confusion, Deep Slumber, Dispel Magic, Displacement, Gaseous Form, Glibness, Invisibility Sphere, Major Image, Nondetection, Suggestion, Tongues, Wind Wall, Zone of Silence

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    Default Re: Gnorman's E6 Compendium, Volume 3

    Chapter 8: Monsters & Other Hazards

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    Default Re: Gnorman's E6 Compendium, Volume 3

    or, "wonderful creatures and how to locate them"

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    Default Re: Gnorman's E6 Compendium, Volume 3

    Chapter 9: Epic Destinies

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    Default Re: Gnorman's E6 Compendium, Volume 3

    Epic Destinies

    The Archmage

    Epic Spell Lists:

    Spoiler
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    Cleric:
    4: Cure Critical Wounds, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Planar Ally (lesser), Restoration, Spell Immunity, Summon Monster IV

    Druid:
    4: Air Walk, Antiplant Shell, Blight, Command Plants, Control Water, Cure Critical Wounds, Flame Strike, Ice Storm, Reincarnate, Rusting Grasp, Spike Stones, Summon Nature's Ally IV

    Sorcerer:
    4: Enlarge Person (mass), Fire Shield, Fire Trap, Ice Storm, Globe of Invulnerability (lesser), Minor Creation, Reduce Person (mass), Resilient Sphere, Secure Shelter, Shout, Stoneskin, Wall of Fire, Wall of Ice

    Warlock:
    4: Black Tentacles, Dimensional Anchor, Dismissal, Enervation, Fear, Giant Vermin, Inflict Critical Wounds, Phantasmal Killer, Planar Ally (lesser), Poison, Solid Fog, Summon Monster IV

    Wizard:
    4: Arcane Eye, Charm Monster, Confusion, Dimension Door, Geas (lesser), Hallucinatory Terrain, Illusory Wall, Invisibility (greater), Locate Creature, Rainbow Pattern, Scrying, Shadow Conjuration

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    Default Re: Gnorman's E6 Compendium, Volume 3

    Epic levels, continued:

    Archmage

    Hierophant

    Mystic Theurge

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    Default Re: Gnorman's E6 Compendium, Volume 3

    Chapter 10: Appendices & Special Thanks


    General Changelog:

    4/5/16:
    - Compendium originally posted.
    - Half-casters standardized: they should now receive casting at 1st level, and gain bard progression. As I bumped up the full caster's progression a level (to compensate for the fact that they were using sorcerer spells per day), I did it to the half-casters as well.

    4/11/16:
    - Minor changes to the Rogue and Scholar classes.

    4/17/16:
    - Added Ice Storm, Shatter & Stinking Cloud to the Sorcerer spell list
    - Added Charm Monster, Confusion (lesser), & Confusion to the Wizard spell list. Moved Hold Person to 2nd-level.

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    Default Re: Gnorman's E6 Compendium, Volume 3

    Seriously, folks, thanks for the support over the years. This has been real fun.

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    Default Re: Gnorman's E6 Compendium, Volume 3

    Chapter 11: Because I Will Inevitably Forget Something

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    Default Re: Gnorman's E6 Compendium, Volume 3

    OK thanks for bearing with me, feel free to post now.

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